sizzlingmario4
sizzlingmario4
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- Username
- sizzlingmario4
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Comments
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God forbid there be an unsafe pallet on that map.
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Too many safe pallets and a big F you to Trapper.
The map looks nice though.
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Hopefully someday they will buff Myers and then they’ll get rid of it.
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@JakeCannon said:
https://forum.deadbydaylight.com/en/discussion/comment/3264527#Comment_3264527
I never knew what the bug actually did . So no matter how good of a 4k I get it will only have the points of 3?
Yeah you just don't get one of them. It seems to affect some archive challenges as well (eg. sacrificing 4 survivors only gives progress for 3 of them if the challenge is to sacrifice survivors).
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Part of it is because the Devout emblem is bugged. You can’t get credit for more than 3 kills right now.
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He’s sort of a stealth killer but not to the same degree as ghostface or wraith. But he at least starts undetectable and the reduced EW2 terror radius does help especially if you have tier 3 ready to go.
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Depends, but usually I’ll wait 58 seconds and then try to jump at the last possible moment. Assuming I don’t succeed, I won’t struggle after that.
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I see it a lot (probably even more than I did before 6.1.0 and it was popular before, too).
And I use it a lot myself. I love it. I can’t tell you how many times as a survivor Adrenaline has made a difference for me and/or my team. It’s such a good perk and especially now that DS no longer works in endgame I’d argue it’s even more valuable than it was in the past.
@Rovend said:
For me, adrenaline is heavy overrated. Not that it is not useful in some situations, but the main problem i had is that most games i lose, i lose before i reach EGC.
That's why i dont use another endgame perk like NOLB that gives you 4 effects at once
It really isn’t overrated. It doesn’t do anything until endgame, but its effect is very often game-changing in my experience, especially if you play into it a bit. And on the off chance a killer has Terminus (which prevents the heal to healthy), oh well, it’s not a popular pick for killers so I don’t mind taking that risk.
I do understand your sentiment regarding endgame perks though and as a survivor it’s very rare that I’ll bring more than one of them for that reason. If I have multiple of them and then die before endgame, then I just end up wishing I’d had more perks that could’ve helped me get there. But I don’t feel that way with only 1. Whereas with killer, if I don’t get to endgame that means I already won, so I don’t mind running full endgame builds on killer.
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I’ve never really found Doctor to be annoying to face.
If anything I think he’s a bit underpowered.
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@Veinslay said:
::cries that eruption stops you from doing anything for 25 seconds::
:: thinks CoH that destroys entire killers and a playstyle is fair fun and balanced::
- forum survivor mains
Both perks are severely overtuned.
I’ve already laid out several times in the past why Eruption is unfair but I won’t pretend CoH isn’t broken too because it is.
@PuddleOfBludd said:
https://forum.deadbydaylight.com/en/discussion/comment/3263380#Comment_3263380
It is counterable. Don’t immediately go back to a generator that was just kicked if you’re worried about that perk. It is very much able to be countered in this way. What you’re really saying is it’s not easily countered to where you can just go right back to working on the same generator without any worries.
So…don’t go back to any of the 3 remaining generators after they’ve all been kicked by the killer, especially when Eruption (and probably Overcharge/CoB together too) possibly caused that 3 gen in the first place? While until recently I’ve mostly blamed survivors for 3-genning themselves outside of the most abysmal RNG or on certain maps, it really has gotten ridiculous how well you can force a 3 gen with these gen-kicking perks now.
A perk in which the counterplay is to simply not play is a badly designed perk.
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@FinestFantasyVI said:
https://forum.deadbydaylight.com/en/discussion/comment/3263582#Comment_3263582
Eruption isnt bad tho. Even in soloq you can evade it and fall for it once. You see the aura of the downed survivor. As soon as it vanishes it means they're picked up, you let go of the gen. You wait for them to be hooked and boom, continue to work on gen after Eription does its thing and doesnt affect anyone. Just evade it like Pain Res. Granted I am a soloq survivor and depend a LOT on aura perks and information
Edit: Unless im misrememebring Eruption. I dont see it used that often in my games
That’s not how eruption works though; you’re thinking of pain res. Eruption triggers as soon as the survivor is downed. There‘s no way to evade that consistently in solo queue.
You can maybe tell a teammate is about to go down if they’re near you or if you have Empathy or something like that, but that’s not at all reliable.
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@Iron_Cutlass said:
Hex: Devour Hope is only revealed to survivors upon a Basic Attack when Devour Hope has 3 or more tokens; or upon a survivor being Mori'd with 5 tokens of Devour Hope.
Myer's Tier 3 counts as a Basic Attack so it should revealed Devour Hope upon reaching 3 tokens, however killers with abilities that count as Special Attacks (e.g. Billy's Chainsaw or Huntress's Hatchets) do not reveal Devour Hope.
It was only hidden with certain special attacks, most of them have always revealed it even before they fixed it for the ones that didn't. The one I knew about that used to hide it was corrupt purge, but I know for a fact Huntress hatchets and Pig's ambush attack revealed the hex even prior to the fix.
Noed on the other hand is only revealed by basic attacks. This discrepancy is intended, apparently, since they've also bugfixed noed in the opposite way in the past (a long time ago).
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I don’t know, I hardly ever use them.
But I’ll never forget the day I blocked my solo queue teammate’s Haddonfield offering on nothing more than a gut feeling (and this was old Haddonfield so it was still miserable for killers). I couldn’t believe my eyes when I saw it.
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If you’re trying to get hatch after your team has died or trying to get a gate after the killer has closed the hatch, you’ve already lost. These mechanics exist as a way to allow the game to end, because they do give the survivor an opportunity to escape. If it wasn’t there, there’d be no incentive for the last survivor not to just hide somewhere for an eternity, as often happens with 2 survivors left in a hopeless scenario for them. But these mechanics are not meant to be in the survivor’s favor.
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@Gandor said:
No.
Medkits have very limited amount of usage. Equivalent of medkits are killer addons. And let's be honest - MDR and tombstone piece and all the other OP addons are way worse then medkits, that can at absolute max heal you 3x
You say that like me being able to heal myself at full speed 3 times isn’t a big deal, when it absolutely is a big deal. Medkits are too quick for self-healing and the better ones also have too many charges.
And MDR, tombstone piece, and several other OP killer addons are overpowered and need changes regardless of medkits. That has nothing to do with it.
@CookieBaws said:
https://forum.deadbydaylight.com/en/discussion/comment/3263536#Comment_3263536
SWF exist, so only nerfs.
That doesn’t make any sense.
The problem is, while I agree they are too good for self-heals, there also isn’t enough incentive to use them on a teammate. I can either have it to heal myself with half the normal input required (1 survivor spending 16s instead of 2), or I can heal my teammate anywhere between 3 to 5 seconds quicker depending on the medkit’s rarity. It’s pretty obvious which option I’m going to choose 99% of the time. The only time I’d ever use a medkit on a teammate is to try and pick them up faster from the ground or if the killer is trying to tunnel them and those few seconds might make a difference.
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No.
Saboteur does that.
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I’ve always felt like medkits should be toned down for self-heals but they should be buffed for team-healing. 50% is too much of a penalty though.
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It's still pretty decent. I don't run it very often, but when I do I usually can get decent value if the killer is camping.
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Eruption has always been bad design, even its original version. It just wasn’t strong enough before for players to complain because it wasn’t commonly used.
Now it’s meta and it’s miserable.
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Yes
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I watched a teammate insta-drop a pallet with flip flop power struggle just this morning after they’d recovered long enough.
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@Mandy said:
They have been removed - it's part of our bloodweb improvements, so this is not a bug (I will go ahead and respond on the bug report to make it clear there also).
Will definitely be watching for feedback on this - so feel free to let me have it!
I won't miss them tbh. I usually didn't even look at what was inside of them when I got one, I just tried to click through it as fast as possible and keep going so personally I have no issues with them being gone.
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I just want them to fix the maps we have before creating new ones. Although I will admit Shattered Square seems to be not too bad of a map from what I could tell.
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@Mooks said:
The bots and DLC are both part of the next update and will come together yeah.
usually BHVR doesn’t commit to one specific date as stuff can happen and then they couldn’t hold it. 22nd is a pretty safe guess based on past release patterns as far as I know. (Rarely they do announce the release date sooner eg anniversary chapter, not sure if it happened now?)
The official trailer says it’s the 22nd.
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Remove the hyperfocus + stakeout synergy too and that sounds solid, honestly.
Hyperfocus by definition should be a skillful perk. Band-aiding mistakes with stakeout takes that away and makes it too strong.
My only other thing after that is I still think CoB + overcharge combined is too much. But yes I’ve been saying for a while that the strongest gen slowdowns and speedups on each side are very overtuned.
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Nah. He will always crush weaker/newer survivors but he’s not OP by any means
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The notifications would be kinda dumb now that artist exists. But I also think the current version, while still underwhelming, is actually better than the old one since it gives more slowdown. Good survivors could use that notification against you rather easily.
That said, I think they should improve the perk a bit more. The slowdown is fine at 5 stacks, but I think it should remain a bit more potent at lower numbers of tokens. For example, rather than 10% per token it could be 25% baseline plus 5% per token (so the max would still be 50%, but at 1 token you’d still have 30% instead of only 10% which doesn’t do much). The current numbers weaken it a bit too much over time for a perk that is already susceptible to being cleansed outright, imo.
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It's scheduled to release on Tuesday, November 22.
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I like the old ones better. Even though they don't look as realistic, that wasn't a bad thing because it made them stand out more. The new ones blend in with the environment too well.
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It’s still bugged.
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@ays12151 said:
https://forum.deadbydaylight.com/en/discussion/comment/3258821#Comment_3258821
Mother-Daughter Ring was stronger than it should be, right?
I hope they will fix Carburetor or change some of his addons (including Carburetor)
Yes it gave the Spirit approximately 246% movement speed when it should be 220. It was fixed on the most recent PTB.
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Rank reset rewards ignore the cap so you don’t need to worry about it.
At those ranks, your bonus will be 1,700,000 so you’ll have 3,389,983 total after reset if you don’t play between now and then.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3257386#Comment_3257386
May I introduce you to the wonders of Distortion?
I was actually thinking of trying that the other day. I didn’t initially because I don’t see killers run Nurse’s nearly as often as they used to
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Delete Tombstone Piece and then buff Myers.
Tier 1 is just far too detrimental to him in its current state and maybe tier 3 could use a small boost too. Tier 2 is ok the way it is.
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I had an idea regarding Ruin a few weeks ago because admittedly it is pretty bad now. What if it worked like this?
”A Hex that affects Survivors’ repair progress.
All generators are affected by Hex: Ruin; when a generator is not being repaired, it automatically begins to regress.
For the first 120 seconds of the trial, affected generators regress at 150/175/200% of the normal regression speed. After the first 120 seconds, this regression rate gradually decreases over the next 120 seconds from 150/175/200% of normal to 100% of normal.
After a Survivor is sacrificed or killed by any means, the Hex: Ruin totem automatically reverts to a dull totem.
The Hex effects persist as long as the related Hex totem is standing.”
Basically what this means is, it starts the trial at the same strength as it was before 6.1.0, but it weakens itself over time. If cleansed early, it’s no different than it was before the nerf and might still provide a bit of early-game value. If it lasts longer than that, then it won’t be as oppressive as it was previously, and it still turns off after a death.
What do you think?
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Doctor. I’m really bad at him lmao
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I think it’s easily one of the best killer aura reading perks survivors will have. Its limits are that you need to be on a gen and get great skillchecks, but as long as you do that, you get 6 seconds of the killer’s aura from any distance which is pretty nuts especially against setup killers. I think it needs some kind of additional restriction or at least shouldn’t last 6 seconds. If you have someone on gens who is good at skill checks and can constantly call out the killer's location that's kinda scary. But it seems very promising for solo queue as well.
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I usually just run BTB with lucky break, overcome, and a medkit and pray the killer doesn’t have nurse’s calling
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Ngl I thought this post was going to be some other reason why BHVR wanted to change moris or something and not a Dredge-related lore joke lol
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I don’t agree with either of these changes. Adrenaline and QnQ are fine as is
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3256164#Comment_3256164
https://forum.deadbydaylight.com/en/discussion/comment/3256166#Comment_3256166
Oh, indeed.
But I didn't get the aura reading effect either.
Iirc that interaction was bugged at one point to where you wouldn’t get the lightborn aura reveal from a blast mine, not sure if it was fixed yet or not.
But yeah, it only prevents the blind and not the stun. That part is intended.
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Hopefully they throw it out. While I don’t think it was necessarily impossible to balance with some changes, I don’t think it made the game better overall and it also completely ruins what made moris actually something special. It turned them into a cinematic nobody will actually care about anymore after seeing it a few times at the end of a match the killer wins, instead of them being reserved only for offerings and the occasional devour hope win. It also had rippling effects on several other aspects of the game on both sides, such as making sabotage indirectly much stronger (nobody needs to come heal that survivor anymore resulting in more gen time for teammates) as well as weakening several perks on both sides that would lose a lot of their value if survivors can fully recover on their own, albeit a bit slower. There’s more to it than that but that’s just a couple of examples. And if anything I think it would’ve been far more detrimental to weaker killers than those like nurse and blight, and that is not a direction we should be going in.
I will agree slugging for 4k in the current system is incredibly boring from the survivor’s POV and is something that could stand to be addressed, but this wasn’t a good solution for it (and the new ebony mori offering even encouraged doing so anyway because it was completely out of your control and came down to hatch rng if you didn’t slug for it).
Not to mention that it would’ve also completely ruined some of the fun stuff like slug races, mori photobombs, etc. Obviously that’s not as relevant to gameplay, but I know several players including myself care about fun moments in the game like that too, regardless of which side we’re playing.
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It's a bug. If you down a survivor while carrying another and they wiggle out, and then you immediately pick up the other downed survivor, they will automatically wiggle out instantly. It's not just a bot thing, this happens in real games too.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3254378#Comment_3254378
Wait they go through objects? When I was playing the PTB they never went through objects unless it was the alert animation (when the banner/standard is being placed).
In all seriousness, I agree that they can make her go through pallets and windows or something, it would make her a lot more intimidating and make pre-dropping strong pallets against her completely useless (like the hallway pallets on old RPD and Lery's).
They’re supposed to be able to, but they’re bugged and only go through objects sometimes. Other times they just go around or get stuck and become useless
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My only problem with him is the infection meter making it easy to tunnel like you mentioned. There’s a few ways they could address this; they could make it reset to 1% instead of 50% upon being hooked, or they could make it not progress until taking a conspicuous action or something along those lines.
I’m on the fence about Iridescent Vial being a bit too strong for removing sprays early, but other than that he is fine. I actually like the second bound being longer than the first, I wouldn’t want that changed.
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I don't feel it as much because I am actually a Feng main. But it's frustrating to see the same characters constantly get cosmetics while other original characters hardly ever get anything at all. It's like "why give a cosmetic to this character who already has a ton of cosmetics and gets new ones all the time as opposed to spending that time making a new cosmetic for a character that actually needs it and hasn't had one in a while".
I feel bad for people who main survivors that don't get a lot of new stuff.
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Personally, I loved this event. The pumpkins and void rifts provided a neat side objective that felt rewarding to work for while not disrupting the normal flow of the game too much, and also didn’t provide one side a significant advantage over the other (looking at you, snowmen). I’d wanted the pumpkins to come back ever since last year’s halloween event so I was excited to see them again.
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You can right click to charge your power even when you’re not actually able to place any crows, either due to being too close to a hooked survivor (10m) or due to being on cooldown after firing crows.
The cooldown is 5 seconds after firing 1 crow, 9 seconds for 2 crows, 12 seconds for 3 crows, and 14 seconds for 4 crows (only possible w/ the Ink Egg addon).
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They should just get rid of depips entirely except for the people who DC.
If you DC then you deserve the depip.
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I have like 40 of them on Haddie I won’t get to use :(