sizzlingmario4
sizzlingmario4
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It’s not every single match, but it still happens all the time.
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Sure, why not.
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@xxxShadowsidexxx said:
https://forum.deadbydaylight.com/en/discussion/comment/3281018#Comment_3281018
How its possible if any cleansed totem will be undying if you for example switch Haunted totem to any another totem. Or much better - you have devour hope with 3 stacks, ppl cleanse totem - after updates it will be always Undying!
So technically the way it works is that you're not technically always cleansing Undying first. Undying just kills itself once you cleanse any other hex totem, effectively making it so that it always goes first. Undying is still assigned to its own specific hex totem, and if a different hex perk is cleansed first, it just moves to Undying's totem and stays active, while Undying shuts itself off.
Devour Hope/Undying is actually bugged right now though - it loses all of its tokens if transferred to Undying's totem.
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There would be no point in the last survivor trying to finish the remaining generators on their own. Maybe in some niche cases if there's only 1 gen left, but anything more than that and it's just pointless. The hatch, and by extension, the gates being powered when hatch is closed, are mechanics intended to bring the game to a close and give the survivor an opportunity to escape and not just hide from the killer as long as possible, as often happens in 2v1s.
If you got a 3k, you won, regardless of whether you get the 4th kill or not.
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So if you have Haunted Ground and Undying, there will be 3 hex totems. 2 are Haunted, 1 is Undying.
If you cleanse the actual Undying totem, then it deactivates, leaving the 2 Haunted totems. But if you cleanse either of the Haunted totems first, it triggers Haunted, but then it still gets moved to the Undying totem. Undying deactivates at this point, but the second Haunted totem (the one that wasn't cleansed) will not deactivate, so there will still be 2 Haunted totems and cleansing either will trigger it again. It's intended.
If you couldn't replicate this in a private lobby, you got unlucky and cleansed the wrong totem first.
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Yeah they fixed Brass Case Lighter description too (had incorrect blindness duration listed). I made a bug report on that about a month ago or something.
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If you're spending more time healing than doing anything else, you're not playing against Legion properly. It's not worth healing super often against them.
Having the mend heal itself over time just completely defeats the point of Legion. Their power is meant to locate survivors and slow the game down in exchange for its (mostly) non-lethality.
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Honestly this just makes me think they reused Spirit's code for this killer, because she works the same way. If you're phasing away from the hook, perks like devour hope/MYC use her actual position, even if the husk is still right next to the hook. The difference is that Knight returns to his original position after finishing his path, while Spirit stays in the location she ended her phase at and the husk disappears.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3280158#Comment_3280158
No, that didn't happen. But I wasn't aware of that bug so thank you for letting me know. Wow. I hope that gets patched soon.
It’s been in the game since months ago. I haven’t actually tried it on this update.
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Did someone else wiggle off the killer's shoulder right before she picked you up?
If this happens, and then the killer immediately picks up another survivor, the second survivor wiggles out instantly. It's a bug.
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I don't even have fun against him despite him being weak. He's just boring and doesn't offer the survivor a lot of options on what to do. It's just, "see guard, leave loop". That's it.
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@Veinslay said:
She doesn't need to be changed at all until SWF is nerfed, maps are nerfed, and CoH is nerfed
Map design and CoH are problems regardless of Nurse. One broken thing doesn’t excuse something else being broken on the other side
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- Chain blinks become special attacks. I think it’s ok for the first blink to remain basic though. Weakens Exposed (and Starstruck in particular) but doesn’t completely eliminate perk variety. They shouldn’t nerf Starstruck just to address Nurse; Exposed as a whole is too good on her and Starstruck isn’t overpowered on any other killer.
- Change almost all of her addons. Her best addons are too strong but almost everything else is just bad. Her addons shouldn’t be strong, but she doesn’t need like 3 different addons that are debuffs. Recharge is too strong, range and 3-blink shouldn’t exist at all. I would be okay with even reducing the base recharge slightly (0.15-0.2 seconds per blink) provided that yellow recharge is removed and green recharge is nerfed, because admittedly it does feel quite slow without recharge addons, but you shouldn’t be able to recharge 2 blinks in 4 seconds. It doesn’t punish mistakes enough.
- This might be an unpopular opinion, but I don’t think she should be able to see auras of survivors while blinking. The two most important counters to Nurse are breaking LOS and keeping distance from her as much as possible. Aura reading perks heavily reduce LOS counterplay and the survivor typically can’t predict that until it’s too late, unless they have something that gives it away (eg. Object or Distortion). It’s okay before she uses her power, but it should stop when she’s ready to go for a blink.
- Stuns reset blink charges (and they don’t start recharging until the stun ends). Pallet stuns are rare against Nurse and aren’t rewarding enough, and it would make DS give the survivor more of a fighting chance against her. Right now DS is pretty useless against a good Nurse.
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Depends how long I’m playing for, but I had 6 last night. 5 as survivor, 1 as killer. Sometimes I might only get a couple though.
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IW is still a good perk. It just doesn’t delete all sound like it used to.
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@Katzengott said:
What if you got fully healed, did no conspicuous actions with OTR and the killer has insta downs from perks or powers?
Not 100% sure on that...
If that happens, you go straight from healthy to deep wound.
Had this happen last night as Wesker. Healthy survivor (healed by a teammate) with OTR was fully infected and I got them with my power but they got deep wounded and didn’t go down. Works the same way with Exposed.
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@PB_TORCHer said:
Thanks e everyone for the info. The perk doesn’t mention specific actions deactivating the endurance aspect. I unhooked but still had the other benefits.
It's not just specific to OTR; all Endurance effects are canceled by conspicuous actions now, so this includes other sources of Endurance like Soul Guard as well.
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As a perk maybe. Should never be a base mechanic though. EGC isn't meant to help either side but it already does help the killer as it is. Exit gate regression would just make it worse. The 99 mechanic is awkward but necessary as long as EGC works the way it does.
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More like I’ll not enjoy the painful experiences that Garden of Pain has to offer
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No, and that’s the point. It’s not supposed to be able to be countered directly.
If there was a perk that countered it, it would be useless against some killers and god-tier against others. Imagine if Legion didn’t get KI. That’s a huge component of their power.
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They’re not going to just straight up delete a killer. Regardless of her strength, there are people who like to play her and she does offer something unique that no other killer does.
She is too strong right now and could use some changes, but there are ways to nerf her that wouldn’t just completely destroy her.
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I don’t think it should start showing auras of people after you start walking away. Right now if I kick a gen, and then walk 8 meters towards you, and that spot 8m away from the gen is within 24m of you, then I’ll start seeing your aura even if it wasn’t within 24m of the gen. I don’t think it should work like that.
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Weak killer yet super boring to play against too.
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3277654#Comment_3277654
I did it before 6.4.0. so, yes, you could.
Are you sure you didn’t blind him late after he’d already had a chance to move?
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3277597#Comment_3277597
I dont think is a bug fix, in the patch notes dont say anything about the change being intended so it has to be treated as either a bug or a shadow buff and while we can all especulate if its intended or not we already have a judge for this issue and its the developers, if they revert the change then it was a bug, if they leave it then it was a fix/buff and they just forgot to put it on the patch notes.
https://forum.deadbydaylight.com/en/discussion/comment/3277596#Comment_3277596
Ok, semantics, my bad, now does it really matter if you got exhausted or not? When the Killer was the host DH didnt work, many times you pressed E and still ended up dead because the Killer validated the hit and ignored the Survivor input, sometimes you barely moved from your spot, this was a problem with Killers with higher latency and it was very common to face them.
DH wasnt a problem before network improvements on dedicated servers and then it became a big problem after hit validation, I suppose we can dig very old pages on this forum and check what people were complaining about during those days but most were about Adrenaline, infinite loops, Self Care, Haddonfield and DS, the perk wasnt a problem for 5 years or even 3.
Now does it really matter very specific aspects of how the perk behaved on the argument "Two wrongs dont make one right" and "DH wasnt a problem for such amount of time"? Because at this point its just thread derail with whataboutism focused on a boogeyman perk, defending a change because the other side had something you disliked is not a very good argument, Survivor mains can escalate into "well then when they nerf facecamping and petty slugging what are we getting then? Machineguns to shot at the Killer?" which is as absurd.
It is a bugfix. There were a bunch of bugfixes in the patch notes for the 6.4.0 PTB that they accidentally omitted from the patch notes for the live release. This was one of them.
This also affects Surge and Pain Resonance too.
A lot of fixes were omitted, but some of the other notable ones include the fix to MDR (was increasing the Spirit's speed by too much), multiple fixes to Lethal Pursuer (including it now working for 11 seconds at the start instead of 9), fixed an incorrect addon description for Demo, female survivors had their missing falling sounds fixed, and Empathic Connection's icon now goes away properly once the survivor with the perk dies.
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You can't blind Wesker after a Virulent Bound grab because there'd be no counterplay if you could. The killer would have no opportunity to avoid the blind after downing the survivor with their bound. It's always been like that even before they introduced the locker save immunity. It's intended.
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It's already a very strong perk if you can do great skill checks. It doesn't need a buff
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Vigil won't do anything against the timers pausing while you're on the gen, but once you get off the gen Vigil will reduce the 5 seconds down to about 3.85.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277397#Comment_3277397
If you bring down circle of healing to all the other boons then what would be the point in taking any boon? If Exponential, Dark Theory and Shadowstep are all niche and/or bad I don't think make COH niche and/or bad is a good idea. At that point no one would use boons
I think the best course of action is to buff all boons to current level of circle of healing then nerf the boon mechanic as a whole to make them more high risk.
This. This is what I've been saying for a while: the current boon system as it is is just not sustainable. CoH is too strong, but if it's nerfed to the level of the other boons, almost no one will use boons anymore.
It was similar with scourge hooks. We never saw them when they were brand new, because Gift of Pain in its original state was too weak (with pre-buff Hemorrhage and only 9% action speed penalty). Then we got Pain Resonance and suddenly they became popular.
The other boons besides CoH should be buffed and then the boon mechanic as a whole needs some adjustments so killers can deal with them more effectively in one way or another.
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It’s a fun one for sure. I do think several other aura perks for survivor are overall better than OoO but I think OoO is fine as it is for what it’s meant to be. I just bring it sometimes if I really feel like wanting to be chased or want a challenge.
I also have this unique build that makes it a bit safer: OoO, OTR, Sole Survivor, Boon: Shadow Step. All of these other 3 perks block your aura when you want them to, which disables OoO since the killer can’t see your aura (but you won’t see theirs either when that happens). Just got unhooked? Killer can’t use your OoO to find and tunnel you as easily, and you have the Endurance if you need it. Hopeless game? You still have a chance to escape as last survivor since your aura is blocked within 72m (and you open the gate faster). And you can use your boon if you want that effect in a certain area of the map whenever you want to.
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I refuse to run Eruption as killer on principle.
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Personally I don’t believe that the devs are sided towards either role. They just make some very questionable design choices sometimes and the game in its current state highly favors using the strongest tools available on both sides if you really want to win. Strongest perks, strongest killers, strongest items/addons, strongest map offerings too.
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So conclusion: Nurse is broken. So is some of that stuff that the survivors brought. Both should be addressed.
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I think Thrilling Tremors has actually gained a bit of value indirectly since 6.1.0. Before that, I used to mostly just think of it as being inferior to BBQ, but now BBQ no longer gives bloodpoints and Thrilling does one thing BBQ doesn’t - completely bypass Distortion, which wasn’t popular before but now it is since its most recent buff. I’ve been using Discordance a bit more often since then for the same reason.
One thing specifically regarding your build though, if you’re running it with PR + DMS, PR cannot target a gen that is blocked by Thrilling. If the highest-progressed gen is blocked, it will go to the next-highest one that isn’t, or straight up do nothing if there’s no other available generator. So that’s actually not the best combo.
I never go out of my way to preemptively counter Thrilling as a survivor though unless I’ve already seen it. If I’ve seen it I might sometimes (not always), but if I haven’t, it’s not common enough for me to anticipate it.
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I didn’t even know that’s what the daily was. That’s ridiculous.
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I didn’t think about it until now, but it does seem decent on him. Your guards can help you defend the totem even once the survivors know where it is. I haven’t encountered any Knights running it yet though.
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If that's true, it's kinda both a nerf and a buff. It might make it a bit harder to get to the hook as killer, but it also makes it that much harder for survivors to get out of basement too.
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Yeah it’s actually not bad at all. You can use it like you said but it also lets you get rid of portals you don’t want anymore in the future. For example if you put a portal near a gen and then that gen is finished and you have no interest in that part of the map anymore you can destroy that portal and reuse it elsewhere. Whereas normally a smart survivor might just leave that portal there and it wouldn’t be of much use to you anymore.
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One of my friends got that random bush spawning there at shack too and I got a similar thing at the shack on the new map.
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They brought it back to instead address the pain res + merciless storm combo which wasn’t even an issue in the first place.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3273980#Comment_3273980
... spirit fury literally punishes good survivor plays and I don't see you complaining about that perk
I don’t love SF either but I tolerate it more because it sucks without Enduring. It’s basically the killer’s version of old DH but it’s half their build
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Because that’s not the point of exhaustion.
Exhaustion exists so you can’t use the same exhaustion perk multiple times in one chase or chain multiple exhaustion perks together.
If you’ve been hooked, you’re not doing either of those things, and it’s good balance-wise because tunneling would become easier if it wasn’t reset on hook. Not a fan of how pyramid head cages don’t actually reset exhaustion at all.
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No. It’s a dumb perk that punishes good survivor play and encourages pre-dropping which is boring. It shouldn’t exist at all, let alone get a buff.
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Fwiw if you use Streetwise for this, it offsets Botany’s penalty. You’ll end up with 50% increased healing speed and normal efficiency (but no extra efficiency either).
But yeah they should probably just go back and change this challenge, it’s dumb now with the new Botany.
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Bad map design isn’t an excuse to keep an overpowered killer as is. They need to fix those maps.
That said, I’m hoping the pallet spawns on that map are bugged because there seems to be way too many.
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It is too much, but so is the exact opposite.
A decent killer with 4 slowdowns is going to feel extremely oppressive against a group of survivors that aren’t bringing a bunch of strong meta perks and/or good toolboxes to speed up the gens.
But a killer who doesn’t run a ton of slowdown is going to be miserable when they see a team with multiple toolboxes, BNPs, hyperfocus/stakeout combo, prove thyself, etc.
Each side bringing strong stuff like that encourages the other side to do the same and it’s way out of control. Which leads me to my conclusion that the strongest perks, items, addons, etc. on both sides of the game are still overtuned. 4 slowdowns is absolutely ridiculous, but cutting 30 seconds off a gen is too.
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The max is 30% turning into 20% and you lose it if you lose a health state, yes. It’s not a perk you should go out of your way to use every game because in some games it’s just not going to help you. What the perk is good at doing is destroying 3 gens. If you can charge the perk using a gen further away, and then dump that progress onto a more relevant generator the killer wants to defend, that can make a difference.
If you try to force the perk to work every match, it’ll probably end up hurting you more than helping you overall.
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Good. He’s the most boring killer in the last year and a half. Artist requires more skill to play and is more interactive. There’s just nothing interesting about him at all.
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Not a bug. The Stranger Things perks are all general perks now. Even if you own the ST characters you have to get them individually on all characters like any other general perk.
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This is, according to patch notes, fixed in the 6.4.0 update releasing today.