sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3250597#Comment_3250597
If that's currently live, then it might also be an issue with Artist crows and Cenobite possessed chain.
Are you able to test those killers? We should probably make an actual bug report for that.
Iirc, it is a thing with artist too. I haven’t tested pinhead.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3250417#Comment_3250417
In this instance that would be a bug. Being healthy while broken should not be possible.
Is the adrenaline + renewal interaction also a bug then?
Currently, adrenaline actually ignores renewal’s broken status and heals you anyway, leaving you broken while healthy. If you get hit again during the 20 seconds renewal takes to heal you, you can actually get a second instant-heal to healthy after adrenaline has already triggered - this is especially important if you get unhooked with adrenaline on hold. This is the only source of broken status that adrenaline ignores like this.
But yeah I can confirm that deathslinger + forced penance can cause broken while healthy since the spear itself triggers a protection hit, even if the deathslinger breaks the chain off early to avoid the stun (and not injure you).
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@Sadako_Best_Girl said:
https://forum.deadbydaylight.com/en/discussion/comment/3250235#Comment_3250235
By locker saves you mean the squads that would go hide on a locker to get infinite flash saves? Thank god they changed that, I got 2 teams that used that tactic and it was a nightmare.
They're not gone yet but they're being removed in the next patch.
Going forward, killers will receive blind immunity when pulling a survivor from a locker (and flashlight saves are being made a little easier in all other cases).
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Bubba's camping potential needs to be addressed but the locker saves absolutely needed to go.
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@DashMonsta008XV said:
https://forum.deadbydaylight.com/en/discussion/comment/3250058#Comment_3250058
Well that's dumb it would be so sweet if you could.
Worth noting, you CAN pick up a survivor that’s already on the ground in frenzy. But it drains your entire power gauge if you do that.
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You cannot grab while in frenzy.
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It resets to 50%, if you had anything more than that upon being hooked.
If it hadn’t progressed at least that far then no infection progress is removed.
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If you got a speedboost from getting injured upon full infection, why would you not just puke on a survivor once and then m1 them as opposed to spending time going for full infection (assuming the survivor is not in a complete deadzone)? They’d get infected anyway over time.
She’s fine the way she is. And no she is not the strongest killer, she is pretty good but she’s not Nurse or Blight.
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Still waiting for them to fix the max reveal distance. It’s been bugged ever since his rework.
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3/3 killers I played against tonight camped, so yep, definitely still a thing.
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CJ techs are of the most avoidable tricks a survivor can attempt against a killer and results in a free hit/down every single time if the killer knows what it is. It’s fine.
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Even if vigil affected incapacitated it wouldn't change the fact that eruption is a horribly designed perk.
But fwiw, if it did work, the 25 seconds would go down to approximately 19.2.
Only other thing it'd affect would be that incapacitated addon for Huntress that literally no one uses ever.
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I always just click on it. But tbh they should just get rid of that screen. It's a complete waste of time.
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Couldn't agree more. The regression increase from 6% to 10% was good but the Incapacitated is just way too long now. It was already a poorly designed perk even before it got buffed but no one really used it so it wasn't talked about much.
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Because unfortunately he’s very good at it.
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I still get plenty of camping bubbas.
However I will say I think I see less of them than I used to. I get more now that actually play normally.
Last night I got an Insidious camping Blight with Iri Tag, lol.
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You cannot look up to avoid a flashbang if you’re too close to it. It’s always been like that.
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@kaneyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3247152#Comment_3247152
Killers litterally have perks to counter blinding and taking away survivors items
Bringing a perk to counter it isn’t something you can do once the match has already started.
If I see flashlights in a lobby, I know that as long as the survivors don’t attempt locker saves, I am perfectly capable of playing around those flashlights without the help of any perk. But I can’t go back and change my perks later once I see what the opponent is doing. Perks can counter this strategy, yes, but a perk should never be treated as “true counterplay”, eg. there should be something the player can do with their base abilities.
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It’s completely fine. It’s risky to do since you’re leaving yourself as an easier target later if you get injured doing it and I think encouraging altruism is a good thing generally speaking, as long as survivors only block hooks when it’ll actually make a difference. There aren’t a lot of things worse than seeing your teammate be downed across the map while the killer is carrying someone and them getting the hook anyway.
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Eventually you can’t do it anymore, yeah. After several blinds and a ton of wasted time for the killer that they couldn’t do anything about. It doesn’t matter whether it was situational or not, there wasn’t any counterplay to it if it was done properly.
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I’ve hardly even seen anyone use it at all
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All female survivors have no falling sounds right now.
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It wasn’t avoidable at all if done properly though.
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@Cybil said:
https://forum.deadbydaylight.com/en/discussion/comment/3246429#Comment_3246429
What I mean is that, from a game design stand point, cj tec shouldn't be a thing. The killer wants to break the pallet, but is forced to pick up which gives the other survivor an advantage that shouldn't exist. I know that it's not a big deal, but were flashlight saves from locker really a bigger issue?
Yes because in certain situations there was no counterplay to locker saving. CJ techs are entirely avoidable and they don’t work at all against experienced killers.
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They're a bit easier to get now because everything costs less. And they're both too strong.
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It's hard to say without knowing exactly what ends up being done to address solo queue.
But balance-wise, improving solo queue and addressing unbalanced maps should be the highest general priorities right now, imo. Baffles me how Cowshed still exists in 2022. Some more perks should get looked at too.
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I’ve never had a problem with it. I always get it done with plenty of time to spare. I believe I’m at tier 33 right now
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@Laluzi said:
Killer DCs seem pretty rare compared to survivor DCs, though. Granted, some of it is probably because you see way more survivors than you see killers. In survivor matches, you see 3 survivors and 1 killer, and in killer matches, you see 4 survivors and no killers at all. There is definitely less exposure.
But even with that in consideration... yeah, I see killers that ditch when their hex pops at the start, or when they get hardcore juiced for a few minutes, or right before everyone's about to escape as some kind of futile f you. But I don't think it's a problem on the same level that survivors DCing is. It at least ends the game instead of trapping the rest of the team in a miserable depip fest.
I dunno. I've seen plenty of sweaty killers recently (particularly of the Starstruck/Agi Nurse flavor... blergh) but I haven't had a DC in a while.
I had a killer dc last night because of Adrenaline on my death-hook teammate that was being chased when it triggered.
After the last gen took me an extra 30 seconds to do because of needing to lead both zombies away and then coming back. I accidentally managed to get both of them stuck :’)
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I think part of it is because if the killer quits then at least the match is over and I can immediately get back into queue.
If a survivor DCs I still gotta finish that match, whether it was my teammate or my opponent. And more often than not it’s a pointless match at that point because the killer is just going to win.
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@HugTheHag said:
Now the eternal question, is it a bug or is it intentional ?
Hopefully a bug. If it was intended, it would defeat the entire point of the matchmaking incentives.
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Yeah, it seems like they’re not stacking.
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I wish we could click on an outer node from the start of a web and it would automatically buy everything in-between that you need in order to get there.
Or just an auto-spend button for the people who want it and don’t care what they end up with. I wouldn’t use that personally, but it’s a request I’ve been seeing a lot lately.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245199#Comment_3245199
Of course the Hindered makes a difference, but only a little bit. Are pink add-ons not supposed to be strong? When are we getting rid of Brand New Part and Styptic Agent then?
Nerf all 3 of them.
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It’s with all female survivors from what I’ve seen.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3244634#Comment_3244634
Both perks are fine lol. Eruption doesn't even see that much play. it's a mid tier regression perk, maybe top mid. Jolt is probably around the same.
Either you’re getting incredibly lucky then or I’m unlucky because I see Eruption all the time and it’s miserable. Way more than Jolt.
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No. You're comparing it to Eruption but the problem isn't that Surge is weak, the problem is Eruption is grossly overpowered.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/3244413#Comment_3244413
Because he's only the second strongest killer because speed exists.
Who are you suggesting is better other than Nurse?
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Was the survivor asleep?
The addon only works in the dream world. If the survivor is awake they can just leave immediately.
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Oh yeah, it definitely used to have an icon for the 15 seconds. Good catch.
I’d go ahead and submit a bug report.
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2 hits would be too strong. For that to be balanced it’d need to work how it did in the since reverted reworked version and that sucked because conspicuous actions disabled it prematurely making it very limited. 3 hits is the right number.
That said, I think the perk should just deactivate immediately once you’ve used your free hit and then you can immediately start building up tokens again, rather than needing to be downed to reset it. And then just get rid of the whole “the killer sees your aura when further than 16m” thing. That just feels like an unnecessary remnant from the original version of the perk.
Since it would then need something else to differentiate across its perk tiers (since it’s currently the aura reading range of 12/14/16m that I’m suggesting to remove outright), maybe it could grant a small healing speed buff when self-healing (eg. 6/8/10%) and this would make getting your protection hits a little bit easier and more efficient. Nothing big, but I needed to add something for the sake of perk tiers and survivors typically bring medkits if they want to try and make this perk work.
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It shouldn’t work with toolboxes or stakeout and then it’s fine.
Really hoping they at least address this perk and eruption sometime soon.
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Meh, I think his basekit is mostly fine. His addons are a different story though.
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I don't think Franklin's is the problem here.
The problem is how predictable the box can be sometimes and maps like The Game are just badly designed regardless of who the killer is but especially for this since it makes it too easy to interrupt the solve.
I just want them to add the survivor action icons already so at least solo players have a better idea if someone is going for the box or not.
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While you're at it, just get rid of Tombstone Piece entirely; it's extremely broken anyway.
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I know this challenge was bugged a while ago; I'm not sure if it ever got fixed. It might still not be working.
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@Hex_iButt said:
https://forum.deadbydaylight.com/en/discussion/comment/3243127#Comment_3243127
I really like the idea of this one getting updated to a scourge perk. Only concern is having to adjust Gift of Pain slightly, but even then I think the Exhaust/Hemorrhage combo is different enough to Hemorrhage/action speed penalty.
I think it'd be different enough that it'd be okay. Besides, blood echo doesn't do anything to the survivor on the hook, unlike gift of pain.
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I’m like you. I don’t like using it or syringes very often because I think they’re too good. I do the same thing with Eruption too, I refuse to run that perk at all until it’s nerfed.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3243127#Comment_3243127
exhaust is not powerful enough by itself for it to be scourge hook. I agree with dug's analysis of the perk. just removing injured condition would be good enough. for the perk to be scourge hook, hemorrhage would need to be swapped for 2% hindered or maybe broken.
Idk, I don’t think 45s of exhausted on basically any survivor you chase next (assuming you don’t waste too much time) is all that terrible. I think it’d be too much if that applied to everyone on every hook, but I also think the cooldown is kinda dumb so scourge hooks provide an alternative limit to its power. You could also make the hemorrhage cause bleeding on healthy survivors (like that freddy addon).
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Here’s an idea.
Make it trigger only on scourge hooks. Affects all other survivors, not just injured. No cooldown.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3241459#Comment_3241459
I made a suggestion around the time Residual Manifest was release saying the blind duration should be buffed and suggested 60 seconds. I was meet with a bunch of people claiming that it would be too strong if it did that.
The blindness effect kicks in immediately when the killer is blinded so you already lose out on seconds due to the fact their screen is blocked anyways. Then in most situations where you blind the killer that 30 seconds will wear off before they down someone so it can't be used to block hook auras either. The only situation where I've seen Residual Manifest do anything is this one match vs a Scratched Mirror Myers on RPD.
I think I also mentioned how it doesn't block scratched marks so it's not even useful at pallets as a way to help sneak away either. I wouldn't mind if blindness blocked seeing scratch marks as well since that would also make blindness affect Fixated and Inner Focus. Atm though as fun as Residual Manifest is, unless you encounter a scratch mirror myers or all seeing wraith, it really doesn't do anything and blinding the killer is such an interesting anti-aura reading tool that I wish it was a bit more useful overall.
I’ll admit I was wrong about that perk. I thought initially it’d be a problem even at 30 seconds but it isn’t. If anything though I wish it didn’t take 20 seconds to get your flashlight (10 to open the chest and another 10 to rummage), I’d love if that was a bit faster.