sizzlingmario4
sizzlingmario4
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@PrettyFaceKate said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308677#Comment_3308677
Maybe I'm out of the loop, but I can't remember anything that hints at them considering Nurse a problem and then going radio silent. They even buffed her range addons not long ago, whether it was a bug fix or not.
The range addons are back to how they used to be. The initial change was a bugfix, but they were way too strong so they basically nerfed them by undoing the change.
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@MrPeanutbutter said:
I don’t think there are many players who consider shack a problem. It becomes a problem when strong tiles spawn right next to shack, creating quasi-infinite loops. I can think of one example on Crotus Prenn where a strong jungle gym spawns right next to shack and good survivors can abuse the hell out of it.
This. Shack on its own is fine, shack when it connects to other strong tiles like it often can on asylum or cowshed is stupid.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306722#Comment_3306722
To think, Kinship is really bad compare to Reas, where its possible to use them 6 times on your teammate, possibly save 3mins.
Kinship works only once, and requires another teammate to be there with you full time.
Beside, you should be able to activate Reas right above the hook? I dont think the new basement is far deep down.
You cannot activate it from above basement.
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That's the whole point of it though, it's supposed to be the biggest gamble perk in the game (and it is).
It's not unfair at all though, you have plenty of time and advance warning before 5 stacks to cleanse the totem as survivor. If it doesn't feel rewarding to you when using it as killer, then just don't use it. It's a one-of-a-kind perk that's definitely not for everyone.
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@VaporLion said:
oh yeah i forgot about that change cuz i made a break and barely play anymore, but it goes to show how stupid it is. Its not a logical assumption to be made that mending will skip endurance. Might as well remove Endurance when the mending is applied.
The Endurance isn’t removed because you can still use it if it hasn’t expired before you get rid of your deep wound. But it will be removed if you're downed.
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The consecutive game XP bonus was a limited-time incentive which ended yesterday. It doesn’t run through the entire winter event.
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If it completely disappeared on every hit then it sounds like a bug. Although, were you close enough to him when he hit someone else to verify that there was no TR? Since with furtive chase at 4 tokens, he’d only have a 16m TR while in chase.
I’m not sure what happens if the obsession changes (due to furtive chase) while dark devotion is active (eg. does it stay on the original obsession or change to the new one). If he really was undetectable after every hit then maybe those perks aren’t working together properly.
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@TigerSnake said:
Wait, Eyrie map rework has actually been confirmed?
When they teased the survivor status icons on Twitter, the picture of Eyrie in the background looked different (the window and breakable wall positions were swapped). So we at least know they’re changing something, but it’s unclear how extensive those changes will be.
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I really like it on Wraith too. Been using it on him a lot lately.
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If I had to take a guess:
Survivor has No Mither, an exhaustion perk, MoM (this screenshot was taken before they changed MoM to not improperly show Endurance in the hud), and a boon perk.
Killer has Plaything, a perk that inflicts Exposed for a set duration, Eruption, and Sloppy.
The killer is also Clown who is running the Kerosene Can addon that inflicts Blindness (and the Hindered comes from his power as well).
There might be another possible answer but this is what I thought of that covers all those status effects.
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If they hit you in Frenzy, that wouldn’t consume the Endurance since it doesn’t down you (unless it’s the 5th hit). If they then basic attack you prior to you mending, OTR can’t save you because you’re still in deep wound. Is this what happened?
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Yea I don’t think it should be visible in the lobby, at least not to the killer. I don’t mind if teammates can see it. It should stay visible after the game is over though.
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@brokedownpalace said:
It really sucks that we'll likely have to wait another month and a half to see this perk addressed on live.
That’s assuming they even change it in the midchapter. I’ve learned not to get my hopes up with this game tbh even though it’s a ridiculously busted perk that desperately needs attention
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I’ve spent more points on characters I don’t play. Previously I just got characters to level 40 and stopped if I had no further interest in them (sometimes less if they had bad perks I didn’t care about). Recently I’ve been working on getting all characters to at least P3 so outside of new characters I’ll never have to worry about unlocking perks again. I’m done with killers and almost done with survivors, I should only need about 5 million more points to get there. I had about 8 million points unclaimed from several archive tomes that I had been saving and finally just used a couple weeks ago so that helped a lot.
I also didn’t prestige most characters at all prior to 6.1.0, only a few that I leveled closer to the update and didn’t have as much stuff to lose in their inventories.
As for how I actually go through a bloodweb, not much has changed. If there isn’t anything I want in particular, I’ll just attempt to get the cheapest route/let the entity consume as much as possible, looking for opportunities to force it to consume multiple nodes at once.
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@versacefeng said:
Am I the only one who has never seen a survivor use the house against anyone?
Yes
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I agree. It’s ridiculous how wide this gap is on both sides. The standard for what a strong but balanced perk is is too high right now.
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No, Nurse needs a nerf.
If they nerf Starstruck just because of her instead of actually addressing the root problem, I’m going to be quite annoyed honestly. Starstruck is fine on everyone else.
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They should be removed. When rank was tied to matchmaking, it made sense for depips to exist. That is no longer the case, and now they just exist to be frustrating and nothing else.
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I never open someone’s stream until the match is over unless we’re teammates.
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No it shouldn’t. I love Distortion and love using it but it feels way too easy to get tokens now. Unless I’m against a stealth killer or one with a small terror radius it feels like I NEVER run out. It should just be while in the terror radius without being chased like how Diversion works.
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@LibidinousPsyche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298221#Comment_3298221
Oh ok, so if it lights up then they are with in 36 meters of me, if the little red things fills up solid red then they r right on top of me, and as it goes back to the normal lit color they are getting further a way, and then no color if they are out of range..
bonus: if they are looking right at you gain speed boost correct?
ty
Yeah pretty much. Though the terror radius gauge can start to fill with the icon still dark, if the terror radius is larger than 36m.
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Older videos won’t help you; Spine Chill got reworked a few months ago.
The red gauge is a terror radius indicator that will fill up and deplete accordingly depending on the terror radius intensity (how deep you are into the killer’s terror radius). This is completely independent from the rest of the perk’s function.
The perk’s icon lights up when the killer is within 36m of you and goes dark when they aren’t. While they’re within 36m, you get the 6% action speed boost if and only if the killer has direct line of sight on you; this has a 0.5 second linger once they look away.
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It’s because of the massive 750k reward everyone got. Those points don’t count against the cap, but they’ll be used first when you go to spend BP. If you keep playing, you’ll hit a cap at 2,750,000 (or possibly higher if you still have BP saved from the daily login bonuses too, but either way the cap is still there).
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Were you using Etched Ruler or anything else to apply Oblivious? Oblivious survivors are considered to be outside the terror radius and therefore Starstruck would not affect them even if they were near you.
The only exception to this rule is Doctor’s static blast.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297187#Comment_3297187
I completely disagree, because I've played a lot of multiplayer games over the years and any game that doesn't have pretty severe penalties for quitting is completely ruined by them.
I mean, off the top of my head:
- WoW's dungeon finder being almost impossible to do anything on because the second you encountered anything even slightly challenging, or someone came in without being massively overgeared for the instance, you'd have someone quit.
- League of Legends, before they added LeaverBuster.
- Any Starcraft 2 custom multiplayer map inevitably has to add some sort of makeup mechanic for quitters, because...every single game.
I could go on, but basically...Google any team based multiplayer game, and it either has penalties for quitters or massive problems with quitters.
I don't accept that people who DC/suicide/AFK are doing it because there's something wrong with the game. Outside of rare hacking/hostage situations, DCs are entirely because people will always do this if there's nothing to stop them.
Also - blaming bloodweb times for DCs is absolutely bizarre.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297219#Comment_3297219
That's not really what I'm talking about. Be it healthier or not healthier, there was at least one QQ thread about Ruin on the front page at any given time.
Is Eruption strong? Sure. But things can be strong, and it's pretty damned unfair to nerf every killer perk that is slightly above average while letting Dead Hard rule the game for years and only nerfing survivor perks when they are literally game-breaking.
I'm sick and tired of stuff being nerfed because of the vanishingly small minority of players that complain incessantly on the forums. None of the threads are even really feedback or suggestions, they are mostly 'I lost to this, so nerf it into the ground'.
Yes, as you can probably tell, this gets on my nerves. Because nerfing that perk doesn't end it - it just shifts it to the next most commonly used killer perk.
Your next bit would be fine, if *and only if* BHVR balanced killer perks and survivor perks the same. The game being less perk reliant would be an interesting direction, but it would also probably make the game a lot blander.
Except Eruption is not just “slightly above average”, nor would I call the people wanting Eruption to be changed a minority.
Dead Hard never should have existed in its old form for as long as it did. It still amazes me that it was left in the game for that long. But that prior mistake doesn’t justify doing the same with other overpowered perks, that’s just a logical fallacy.
As for the last part, there is too much of a gap between the strongest and weakest tools. Some categories of perks are simply stronger and generally more favored because of what those perks do, regardless of their numbers or actual strength (as long as the effect isn’t so weak it’s nearly useless). We can buff bad perks on both sides to introduce more viable options for players (and they should), but buffing some of those perks up to the level of some of the stronger perks we have is nearly impossible without reworking/adding brand new effects to those perks and/or making them overtuned.
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@Xendritch said:
Did it work?
Nope. Lol
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296619#Comment_3296619
No they aren't.
Or rather, they are - but only according to that weird forum hive mind that seems to automatically generate complaint threads about whatever the current killer meta is.
For the longest time, it was Ruin.
Then it was Pain Resonance/DMS.
Both got nerfed, now it's Eruption/CoB.
Once that gets nerfed, we'll go back to PR/DMS complaint threads, because it really does boil down to 'these were the perks the killer who beat me was using, therefore OP'.
I swear, if all the kicky perks get nerfed, and PR gets nerfed, and Deadlock gets nerfed, we'll find ourselves in a world where there are 4 complaint threads about Jolt on the front page.
Pre-nerf Ruin was so much healthier than the current meta. Ruin only gave you as much pressure as you were able to apply yourself through good killer play. It didn’t do much of anything if survivors weren’t forced to leave gens. Meanwhile with Eruption I can commit to some horrible chase and still win games because downing someone eventually is going to give me 9 seconds of regression per kicked gen plus 25 seconds of survivors not being able to progress the game. It disproportionately affects solo players more and has way too high reward for how easy it is to use.
Really though, I just want the game to be less perk-reliant on both sides. The power level of 3 or 4 slowdowns in a build is ridiculous. Fix that, and address all the strong gen-rushing perks and toolboxes too. I’m not saying BNPs and commodious toolboxes are okay either, because they’re not. It sucks being a survivor against multiple slowdown perks with a chill build, but it also sucks being a killer with a chill build and facing sweats who possibly sent you to a bad map too. So both sides are encouraged to bring better tools, not because they want to, but because they feel it necessary to keep up. And that cycle is unhealthy for the game.
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@Beatricks said:
That particular behavior hasn't happened to me, but I've been teabagged and clicked on multiple times in quick succession. There is absolutely nothing anyone can tell me that makes me stop believing that some rudimentary script is adapting bot behavior based on live server survivor key inputs.
Oh me too. I’ll admit, the bots are a lot more realistic than I expected them to be.
I wouldn’t have expected bots to behave like they’re adapting like that, but it’s something that has at least crossed my mind as well. Would honestly be pretty cool if it was actually the case.
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Autodidact.
I know it sucks and sometimes it actually ends up hurting you by not letting you finish a heal that you could've finished without the negative skill check progress, but I still find it fun to use and the rare games where it actually works, it's amazing.
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Those gen-kicking perks are too strong, not Wraith. Wraith is just really good at taking advantage of them, but they’re too strong on every killer especially when combined.
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@drpynz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296001#Comment_3296001
Wow, i guess i took longer than I though break. This perk really sucks now.
If you've been gone a while I would recommend reading the patch notes for 6.1.0, a lot of perks were changed on both sides (and a lot of other stuff too). Ruin was just one of the many things adjusted in that update.
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@drpynz said:
Welp, I guessed I missed that update note. Thanks for the info.
It was nerfed in July to deactivate on death + the regression speed got cut in half so it’s not really worth it anymore.
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Undetectable is bugged, it's not hiding auras right now. So if survivors have perks like Fogwise you won't be able to sneak up on them on gens.
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@bunnyfengenthusiast said:
The chains spawn in 3's and give you more than enough time to solve the box. Wait for the 3 chains to spawn, break them, and solve the box. It really is that simple.
That’s the problem though. The game does not make this clear anywhere and it’s an extremely unintuitive and unnecessary mechanic. Passively spawned chains just shouldn’t interrupt the box solving process. It’s already a thing for exit gates so the code already exists for that.
In return make it so Pinhead doesn’t break his own chains by walking into them. I think that’s a fair trade.
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It’s a fun addon with noed since you get 8% speed but yeah it’s not very good. Why is it even limited to outside frenzy? It should just be always active.
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Finished it like a month ago
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It’s a perfectly good perk as it is (when it isn’t bugged). It’s not as favorable as it used to be before CoH made its way to the game, but that’s because CoH is too strong, not because Inner Healing is too weak.
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I almost feel like that challenge was created with the old snowmen in mind where taking hits was encouraged.
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I only take issue with Deadlock when it’s used for camping because it shuts down the only defense survivors have against certain camping killers which is to do gens and get out. And it’s good at doing that with no input at all on the killer’s part.
Otherwise though, I don’t really have a problem with that perk.
Eruption on the other hand? Yeah, it’s dumb and personally I refuse to touch it with a 5-foot-long stick until it’s nerfed or reworked. I hate it too much as survivor to be able to run it as killer and not feel bad about it.
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Yes it's a known issue, the devs mentioned it in the most recent patch notes.
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Yeah I agree. Either that or Hemorrhage should be delayed after getting off hook so you at least have the opportunity to take advantage of Resurgence’s full value if you heal in a timely manner.
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The killer meta did change, it just changed for the worse and still falls within the same theme of a slowdown-oriented meta. Either way, this meta sucks. And while the survivor meta did shift more, I would still argue it hasn’t shifted enough on either side and there is still too much power in the strongest tools for both killers and survivors alike.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292917#Comment_3292917
You forgot to mention that Bloodlust has also been buffed for killers, in that they gain it faster.
RPD has also been reworked.
Oh yeah I did forget to mention that, thanks.
Yeah, so to add to that, RPD got split into two maps. One has parts of the west side blocked off and the other has parts of the east side blocked off. The center and some of the centermost pieces on each side are shared between both maps. There’s also some new passageways in both versions that didn’t exist before and a new outside area that connects to the front exit, but it makes the map a little bit smaller overall.
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Welcome back.
If it’s been 6 months then you missed 6.1.0 which was a huge patch, 39 perks got changed including DH finally getting a nerf so the meta is a bit different now; killer meta is mostly gen-kicking perks at the moment (Ruin and Pop got nerfed as well). Survivor meta is a bit more varied but DH is still popular despite the nerf. Killers have been buffed across the board including breaking things 10% quicker, 10% shorter basic attack cooldown, survivor speedboost on hit is 10% shorter, and survivors have a modified version of Borrowed Time basekit now; you get a 10% speedboost and Endurance for 10 seconds when getting off the hook so you don’t have to bring BT every game anymore. Off the Record has mostly replaced DS for anti-tunnel due to it now providing an 80-second Endurance effect and DS stun got reduced to 3 seconds.
There’s a thing now called Conspicuous Actions, these include all the things that used to disable DS plus opening an exit gate, any Endurance effect, as well as the speedboost when getting off hook, are canceled when performing any of these actions.
Kicking a gen also removes 2.5% of total progress now.
We got a new map recently called Shattered Square, it’s kinda hard to see on it unfortunately due to its color.
We have two new killers since then, Albert Wesker (The Mastermind) and the Knight. Wesker is imo stronger than average, he basically dashes at you a little like Demogorgon but he can do it twice and he has an infection mechanic that eventually leaves you vulnerable to instadown and reduces your movement speed if you don’t use sprays you find across the map. Knight is one of the weaker killers and summons guards to patrol an area and they chase survivors if they see one.
There haven’t really been any significant changes to older killers since the Legion and Ghostface changes but you were probably still around for that.
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@Crowman said:
I don't understand how some people have enough emergencies that they d/c enough to actually reach 3 day bans. If you are d/c at a consistent and frequent basis you would get perma-banned so if you have a day where your power is going on and off, don't play dbd.
But I don't think a perma-ban would solve the issue. Right now the 1st d/c is only a minute and the 2nd is only 5 minutes. This allows people to d/c a couple of times with practically no real penalty. D/cing should at a min be a 15 minute timeout.
I don't understand why they thought lowering the first dc to 1 minute was a good idea. 5 minutes was fine for the first one; 1 minute is basically not a deterrent at all.
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The snowmen are cute and that’s more than enough for me honestly.
I will agree it feels a little bland now that survivors don’t actually have much reason to get in a snowman, but on the other hand they were so ridiculously broken last year that I’d much rather have it the way it is now. At least they move faster than last year which is nice.
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It’s still one of the strongest perks in the game. It doesn’t need a longer duration
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291786#Comment_3291786
Changing it that way would make the perk quite useless. No killer would pick a 10 second Eruption over PR, DMS, heck even Thana, Pentimento or Ruin would be a better option, but in the current meta it still wouldn't make a dent in stopping from getting gen-rushed.
It’s not just 10 seconds, it would still have the regression too which takes at minimum 9 more seconds to make up, longer if the gen is left alone for a bit and continues to regress.
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I still firmly believe Pain Res should not cause screaming at all. Yes, I know you can let go of the gen to counter it. It’s still dumb counterplay given that it has the risk of getting a skillcheck (rewarding the killer even more) as you let go and is also partially countered by Blindness (particularly if the killer runs Fearmonger/PR/DMS). It makes the perk artificially stronger than it should be and it doesn’t need it to be good. If a survivor misses Merciless Storm skillchecks because of the extra ones forced by regression from PR, that’s the survivor’s fault and it’s not an overpowered synergy at all.
But that’s a very simple change to make. Eruption is far more problematic and needs more thorough changes, and has way too much synergy with other gen-kicking perks that are also too strong especially when combined. And as a further note, Incapacitated shouldn’t be used in the manner Eruption uses it. It’s really only okay for Twins and Pinhead. It’s not okay to just be unable to do anything for a period of time with no way to end the effect other than waiting out a timer. It’s bad design. Eruption should block affected gens for 10-12 seconds or so and remove the scream effect, it doesn’t also need information to still be a good slowdown perk.
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Yeah they weren’t working anyways.