sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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It’s not just Fogwise, they completely broke Undetectable with the hotfix patch.
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Slugging for 4k could stand to be addressed, but base UB isn’t the answer to the problem. That PTB was horrible, further separated the strongest killers vs. the weakest ones, and completely sucked the fun out of moris as a whole. Making them basekit and more common doesn’t make them more special, it just makes them a boring cinematic nobody cares about after a few games.
I’d 100% be ok with an early bleedout option after being slugged for a while (but not instant, because otherwise it just replaces the leave match button) so we can cut down that 4 minutes to something less. But infinite self-pickup is overall not better for the game.
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@RDQ_TheRedFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291578#Comment_3291578
I will still forever believe it needs more strength, even something small. I tried a couple other percentages to see the failure chance, and and 5% will net you a total failure chance of ~86% instead of ~88.5% That's about 1 every 7 games, which could be more fair for soloq players that get ignored by their team.
If your solo queue teammates leave you on hook while the killer wasn’t camping, then that’s a solo queue issue and further highlights why those survivor action icons BHVR suggested a while back really need to be implemented so better solo queue coordination can exist without Kindred. Increasing the self-unhook chance to address that is simply a bandaid that doesn’t actually address that problem.
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The devs just disabled the perk.
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I agree with you about zombies. Very unfun mechanic for both sides and feels cheap.
My only problems with Wesker’s infection are that it makes it too easy to tunnel, and Iri Vial makes it too easy to run out of sprays. WIthout Iri Vial, running out of sprays due to 3-gen scenarios are either the fault of the survivors, or because of certain gen-kicking perks that are too strong right now and aren’t specific to Wesker, but with eliminating 4 sprays right at the start it becomes more of a Wesker problem. Wesker specifically only needs a few changes imo:
- Being hooked resets infection to a maximum of 65% (up from 50%).
- After being unhooked, infection does not passively progress until taking a conspicuous action (instead of starting immediately).
- Iridescent Vial keeps its current effects but now adds 2 additional supply crates to the trial (enough for each survivor to spray once).
The base infection changes make it harder for Wesker to use it for tunneling, but as a tradeoff it starts from a higher threshold once a conspicuous action is taken, so if you get off hook and immediately sit on a gen, you have to deal with the infection more quickly than you did before. The Iri Vial change retains the information and slowdown it provides at the start of the match, but makes it no longer quickly reduce the number of available sprays compared to normal. I don’t think its Exposed effect really does much since fully infected survivors can be instadowned anyway and removing it would not really be much of a nerf. If 12 sprays seems like it's too many, that's because there SHOULD be too many given the nature of his power.
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Self-unhook isn’t meant to be reliable at all unless you stack literally everything you can to make it more likely. It’s fine at 4%
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3290772#Comment_3290772
Not all will need to be reviewed by mods, you can flag the DM and we can review it - screenshots won't be necessary as we can access things.
I want to be able to trust our users, DM's was a highly requested feature when I asked a few months ago as was the ability to ignore a user. These are features I can toggle on/off easily also, if they turn out to be problematic then they can get switched off, however I would like to give these features a good trial.
Awesome thanks for implementing it
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Oh MAN this is different.
Will take me a bit to get used to this but it looks good!
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3290757#Comment_3290757
We will also be able to moderate DM's - I want our forum users to feel safe here, this is an important factor for me, which is why I was hesitant to use these features, but I also want you to have an enjoyable experience on the forum.
How is that going to work?
Will all DMs just be reviewed by mods or is it more like “you can flag/report it if it’s something bad and then it’ll get looked at”?
Either way love to see that it’s a thing now.
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@Kotentopf said:
I enjoy the now bugged version: It's infinite!
Cleanse a totem, get infinite Inner Healing Value - for only ONE Totem.
It's hilarious.
@anthogay said:
I experienced the infinite healing bug today. I was on Lery's and cleansed one totem. I was able to heal and Inner Healing kept activating everytime I was injured, I did not need to cleanse another totem. This perk should be kill switched honestly as its super easy to abuse.
Wow. That should be disabled immediately. That's ridiculous.
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Perfect timing for me. I’ll be studying for an exam tomorrow and shouldn’t be on the forums anyway so it’s one less distraction for me.
Although, 1:30 in which time zone?
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More like old DH than old NOED. Old NOED wasn’t overpowered, just cheap and the nerf mostly addressed that. Eruption is actually overpowered against solos.
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From my experience I usually need around 1.1 million BP for a full prestige level, sometimes slightly less.
So you’re talking roughly 110 million BP per character and there’s 64 characters. That’s about 7.04 billion bloodpoints as a rough estimate.
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You won’t hear scream audio across the map, it will just show a location bubble (like what Doctor sees with his blast) and when this happens it will also show auras for 2 seconds. Survivors also need to be outside your terror radius for it to do anything.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3288223#Comment_3288223
I mean what's the difference going againts this and a camping Bubba,its silly and it shouldn't have been in the game.
Camping Bubba isn’t an exploit. It’s bad design and should be changed, but it’s intended behavior. Knight + MYC is an exploit and people who take advantage of it are just scummy players.
@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/3288218#Comment_3288218
I can, though I don't think it's worth it. To me, The fault is entirely on the dev's for putting out buggy/poorly thought out interactions. And then you have the possible spiral where everyone is buggin' out, so some feel the need to take advantage to keep an edge.
It’s on the devs to fix the issue, but players who openly take advantage of such a major and unfair bug knowing exactly what they’re doing are just as guilty imo.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3287678#Comment_3287678
Every time, I think I've seen it all. But the the next one comes. You're complaining about dream pallet Freddy.
I’m saying that he’s boring and also one of the weakest things in the game. I would honestly rather play Trapper than pallet Freddy and that’s saying something.
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I will never understand people who justify using exploits like that.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3287664#Comment_3287664
I agree with Scott. Freddy is weak, he honestly could use this and honestly, if Survivors are triggering dream pallets in chase, that really means nothing and it's basically the equivalent of Enduring+SF anyways because the Survivor is gonna get hit.
This would at least encourage people not to throw every pallet they see and leave Freddy without a power, honestly...
Freddy is weak af but this isn’t the change he needs. Pallet Freddy is honestly just really lame for everyone involved. It’s a terrible power that has almost no lethality but it’s also really boring for the survivors too. If I die to a fake pallet I don’t feel like I got outplayed, I feel like “welp I ran to a fake pallet that I didn’t know my solo queue teammate already used 3 minutes ago”.
I’m honestly not convinced that anything short of a full rework (yes, again) can save him.
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It’s obviously a bug and a stupid one at that.
There are some cases when I ask myself “would the game be better if this bug was a feature?”. This is not one of them.
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The red stain is a core part of the game that should never be changed imo
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@BearMerchant said:
https://forum.deadbydaylight.com/en/discussion/comment/3286406#Comment_3286406
Empathic Connection provides zero information to you and simply lets an injured teammate know where you are. It's an entirely altruistic perk and it's not even good at being an altruistic perk because unless a teammate knows you also have other healing perks with it, they usually have zero incentive to go to you for healing. If they knew "oh this person has Empathetic connection they can clearly heal me much faster" then maybe you'd get more value out of it.
I meant “you” as in you’re the teammate who can see the aura (not the one who has the perk equipped), sorry if that wasn’t clear. It is giving the teammate that information (or multiple teammates).
@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3286406#Comment_3286406
Honestly, a good buff to empathic connection would be to remove the healing speed bonus and maybe more range instead?
10% isn't amazing, but it's actually hurting you if you're playing an autodidact build, because 10% less QTEs is very bad.
That would be a nerf. Just give it more range and keep the heal speed, that wouldn’t be too strong at all.
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Bots don’t have perks right now. There are plans to implement this functionality in the future, although not all perks will be available to bots.
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@BearMerchant said:
https://forum.deadbydaylight.com/en/discussion/comment/3286168#Comment_3286168
Why do you think Empathic Connection doesn't need a buff? 10% is not enough for someone to go out of their way to get a heal from you IMO.
Because the additional heal speed isn’t really the point. The point of the perk is the information it provides. While you absolutely can use that for healing (and if you want, you can bring another healing perk with it, that’s what I often do), it also tells you for example which gen that teammate is on or where the killer is chasing them so you can stay away (which in turn also gives you a general idea of the killer’s location). Regardless of what your teammate is doing, it’s giving you valuable info. I do wish the range was 128m like Empathy though instead of 96, the smaller range cap is unnecessary. At 128 it would basically work all the time. But Empathy has no heal speed bonus at all and is still good. This perk is similar, it just functions the opposite way.
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I get a lot of use out of Empathic and I don’t think it needs a buff, however I like the idea of showing the survivor when their teammate is benefitting from their perks, especially with stuff like Leader. You could show this by putting a small icon of the perk near the other survivor’s portrait on the HUD when it’s actively doing something. This could be a nice addition to boon perks too.
BTN should be 20% and exit gates, unhooking, and sabotaging should be added to it. Just heals, chests, and totems aren’t enough interactions for that perk to be worth it.
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His power is just not practical imo. He sucks at chase, but buffing his chase isn't actually going to make him any more fun to play or play against. His antiloop requires 0 skill and isn't interactive at all.
This is by far the worst chapter this year which sucks because the last couple were great. Dredge and Wesker were awesome.
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The ideal solution is to bring solo players closer to SWF, then buff killer if necessary depending on the results.
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This is also happening with the Knight’s prestige charms.
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No. Those perks are already pretty good as they are.
I would’ve been okay with Jolt working with special attacks when it had a cooldown, but not now.
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@Mandy said:
Hi, thank you for raising this. I'm checking on the intended behaviour with the Pools of Devotion - previously it was like Adrenaline so if you healed when in Deep Wounds you would still be injured, I'm not sure if something has changed with the Pools of Devotion, but I will look into it for you.
If it helps, I believe this interaction with the fountains changed a few patches ago when Plague’s infection was fixed to properly show survivors the Broken status on the right side of their screen (it used to only show on the left side where all players could see it), maybe that has something to do with it. Forgot about it until now, but this isn’t something new with this most recent update.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3284189#Comment_3284189
The depressing thing is that these addons are also the only way her ability is ever going to come into play unless it's against some really, really derpy and misplaced survivors. Cooldown time for a TV is otherwise, what, 100s? And you'd need to teleport near someone 7 times? Add the 30s initial cooldown, and unless you keep finding the same survivor running from TV to TV, that's up to twelve minutes. Even without their getting rid of Condemned.
The iri one is the only way the teleport remains even halfway functional and not strangled by how it can be disabled, and the ring drawing is the only other thing that spreads it. It's ridiculous.
I just wish her basekit was better so I could actually justify nerfing this playstyle but I can’t until then. Iri Tape is cracked but the TV cooldowns are ridiculous without it and yes it’s 100 seconds after you teleport to it (only 60 if a survivor turns it off).
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@HugTechLover said:
What is this build or whatever going around? I’ve yet to play a sadoko doing this.
Using Iridescent Videotape and Ring Drawing and almost never hooking anyone so when survivors pick each other up and heal after you slug them it just slowly spreads condemned through Ring Drawing along with teleporting constantly. Makes Condemned actually viable and it’s miserable to play against.
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No that's definitely a bug. It didn't used to be like that. It should be that you need to mend normally first, then cleanse to become healthy. Cleansing in deep wound should just remove your deep wound and leave you injured (but still remove the infection as it did).
But you're probably better off putting this in the bug reporting section rather than here.
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Seems like the 6.4.0 PTB bug reporting section disappeared, but Mandy said in there just the other day that this isn’t a bug and the vault speed was removed intentionally. It doesn’t work with Wesker anymore either.
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Can confirm this as well.
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@ShadowCyrax said:
https://forum.deadbydaylight.com/en/discussion/comment/3282578#Comment_3282578
It works well enough with Reactivate Healing.
Here's a build I've used before: Reactive Healing, Botany Knowledge, Self-Care, Iron Will. Works surprisingly well.
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Only with Botany.
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The lunge range is fine.
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Just get rid of them for both sides honestly. They’re nothing but bloodweb junk and a waste of BP.
I’d honestly be interested to know how many bloodpoints I’ve wasted on them.
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https://www.youtube.com/watch?v=U1xR6H1IJhw
Update: here is a video of the bug. I let the bot cleanse my Third Seal totem and when it did, Undying transferred the hex but all the tokens were gone.
Just tested this again today on the 6.4.1 hotfix and it's still an issue.
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I almost never see her. But yeah she’s super broken rn
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It happens when someone else cleanses a totem. And if multiple survivors have Inner Strength, one survivor healing in a locker will deactivate it for everyone.
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Merciless Storm.
Triggers nonstop skill checks once a gen reaches 90% and lasts until the gen is finished. If you miss, -10% and the gen blocks for 20 seconds.
Only works once per gen though.
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Counter-picking is never a good argument. You can’t change your loadout once the match has started. Expecting one side to run a certain perk or addon explicitly to counter something else is dumb.
I can see 3 CoH and wish I’d brought Shattered Hope but I can’t go back in time to do that. Or I can go against a Plague and wish I’d brought a toolbox instead of a medkit, or go against a Blight with Lethal and C21 and wish I’d brought Distortion, but I can’t. Whether something is too strong or not shouldn’t have anything to do with whether some other perk or item on the other side counters it or not. Some perks are effective at shutting down other perks, eg. Fearmonger pretty much hard counters Fogwise. But that has nothing to do with Fogwise’s balance.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3282130#Comment_3282130
I agree the way the perk works its a bit of a problem and should be changed to not have this interaction with two people healing at once but right now I believe more than a nerf the change was a bugfix towards its intended function.
https://forum.deadbydaylight.com/en/discussion/comment/3282136#Comment_3282136
Im not sure Deception hides blood, as far as I remember it doesnt but its not a perk I see on a daily basis so now you make me doubt, in any case if Deception is indeed hiding blood its a bug, it should hide only scratch marks. Perks should do what the description says, if it does something else its either a bug on the perk or a mistake on the description.
It does hide blood and always has. And tbh it should. Description needs to be fixed though.
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You need to still have the item in your hand. Using the syringe destroys the medkit. It’s not a bug.
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I had this problem last night too. After I finished a match, my game crashed and afterwards I had the exact same issue with Steam even after restarting Steam too. It eventually fixed itself after like 15-20 minutes. Will see if this happens again or not.
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It’s still the most overpowered survivor perk imo despite its many nerfs.
But boons as a whole need changes
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The issue is Nurse, not Starstruck.
Exposed on Nurse is just too good and Starstruck happens to be the worst offender. It’s not OP on anyone else.
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Hubris isn’t OP, just bad design.
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@Witchubtet said:
Killers do have a perk to use against this but it’s very picky and has a long cooldown. Was was it called? Dragons something?
Dragon’s Grip.
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I don’t think it’s a problem anymore with the 2.5% instant regression. It was unfair before that was implemented though.