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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • I think Nurse is easier than her tbh

  • I don’t think he needs that at all. His basekit is balanced; his addons are stupid and deserve to be toned down with nothing in return. This might be an unpopular opinion but I think the speed addons are stupid too, just not as much as some of the other ones that are more blatantly overpowered.

    I just want the devs to actually nerf his addons but not destroy his basekit while they're at it. But he wouldn't need any buffs either.

  • So basically modified versions of Bond and Whispers basekit?

    I mean that wouldn’t be terrible for solo survivors, but for killer? No way.

  • Wake Up does stack with Sole Survivor even if the gens weren’t finished.

    Gate opening times:

    Default: 20

    Wake Up: 16

    Sole Survivor: 13.33

    Wake Up + Sole Survivor: 11.43

  • Disclaimer: Mother Daughter Ring and Dried Cherry Blossom are way too strong and need to be changed. But otherwise, Spirit still has counterplay.

    Iron Will WAS too strong. Survivors got way too used to it and never learned how to counter Spirit without it.

    Obviously against her you are at even more of a disadvantage while injured than against most other killers but you can still counter her, just don’t expect to survive if you’re caught out in the open. Use the directional phase sound to figure out roughly where she is and keep in mind shorter loops are generally in her favor because they make it easier for her to use a short phase to catch you. Beyond that, be unpredictable and try to stick to safer areas when possible. She’s fast and will know where you are if you’re injured nearby but you have enough time to react to her. Don’t act the same way every single time she phases or she’ll start to pick up on that and react accordingly. Be mindful of walking through grass or corn because that gives away your location if she sees it (and a good Spirit will).

    Also side note but I don’t recommend using Stridor on her at all, it will just throw off your sound perception so you’ll have trouble playing her without it later on. Survivors will often sound closer to you than they actually are.

  • My only thought is, did he by any chance also have Dark Devotion and you were hearing your own terror radius as the obsession after he hit you and then left chase?

    If not then it sounds like some weird sound bug or something.

  • Oblivious does not hide the red stain, only the terror radius.

    Do you remember what his other two perks were?

  • It starts at 175 and climbs to 300 over the first 30 seconds, then stays at 300 for another 30 seconds. After that it goes back down to 200 because CoB would end.

  • I’m gonna be honest, I never even noticed the symbols on the bell at all. And I play a lot of wraith.

  • I'm not really too sure what to do with this perk. On one hand, it's fun to go in a match with your friends and all run it + Up the Ante and basically everyone can unhook themselves, lol. But on the other hand it's not really worth the perk slot on its own and if you want that flexibility, Deliverance is typically better as long as you're not the first chased. Being Broken for the guaranteed self-unhook is more than worth it as long as you use it correctly.

    Like I've said before, I think luck should be expanded to affect chest loot as well, but that's about it. Beyond that, Slippery Meat could maybe use some better numbers if you want to make it more viable on its own and a secondary effect which I don't have a lot of ideas for right now admittedly.

  • Iri Vial is kinda nuts and quite frankly, might need to be toned down. I'm not sure though. I think the exposed effect is redundant a lot of the time since fully infected survivors can be instadowned anyway, but in situations like what you described, yeah it can be useful. But I think the addon is more powerful for the information you get at the start and the equivalent of 2 spray cans being gone at 5 gens.

    Lab Photo is very good too but it's balanced for an ultra rare.

  • I think the 80 second cooldown should start when you kick the gen, rather than when a survivor touches it or after the 30 seconds. This effectively decreases the cooldown. I think that's all it needs honestly.

  • That would be an incredibly weak perk, honestly.

    Even at tier 3, 15% extra speed for 3 seconds only equates to about an extra 1.8 meters of distance and actually it would be a bit less because survivors don't reach full running speed instantly.

    Furthermore, wiggling off the killer's shoulder isn't consistent at all (and isn't meant to be), so this perk wouldn't even activate at all in most matches. If you're wiggling off the killer's shoulder as consistently as you claim to be with Boil Over and Flip Flop, you're getting incredibly lucky.

  • Maps like Azarov's Resting Place and Suffocation Pit are just bad maps altogether.

    Some of the 3 gens that can happen on Grim Pantry are pretty nasty too.

  • I'd rather they just rework it into something new. Or honestly, make it 3 seconds (what Vermilion Webcap is now) and rework Vermilion Webcap. I don't think he needs 3 addons that give longer undetectable, and 3 extra seconds wouldn't be overpowered for a green addon when Demogorgon is super loud anyway so his stealth isn't even that reliable.

  • Why though?

    Killers are often forced to slug survivors and wiggling is not meant to be something that consistently gets you off the killer's shoulder without the help of a teammate or a perk. Wiggling exists so the killer can't take you to whatever hook they want across the map every single time and to give you a chance to escape if other survivors do interfere on your behalf.

    Slugging is already going to become a lot less viable when base UB becomes a thing.

  • I think it should be reduced to 4% per token honestly. It was fine with the old cooldown, but it’s a bit overbearing after 6.1.0 especially for camping.

  • His basekit is fine. Several of his addons need nerfs.

  • Just to add to this, this happens with all gen-blocking, not just deadlock.

    This has been a problem for several months.

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239835#Comment_3239835

    Deathslinger. Doctor. Wesker. Spirit (w/ Awakened Awareness). Wraith. Probably more I'm forgetting. Starstruck is strong enough of a perk that it could definitely take a hit or two. There's no counterplay to starstruck+agitation, you get exposed no matter how far away you are and any killer with half a brain can get at least 1 hit in the 30 seconds if they're anywhere close. Not to mention the cooldown is so low.

    The counterplay is you get far away and wait out the exposed timer especially if it’s wraith and you don’t know where he is. Is it good on some of those killers? Yeah, sure. Overpowered? Not at all.

    Exposed as a whole, meanwhile, is just too good on nurse aka a killer who can instadown you through walls. It’s not even just starstruck honestly. That isn’t fair without some kind of restriction, which there is none.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239860#Comment_3239860

    Pop/Pain Res beat bad teams who gave the killer tons of downs and hooks consistently. Shocker. That's who it was actually oppressive against. As soon as those things don't happen, those perks give you nothing. Crazy how you don't think Pop was equally as destroyed as Ruin. No straight-up regression now, just a percentage of whatever. What makes Pop so good? You're gonna take slightly less than 20% off a gen max, and that's when it's 99'd. Otherwise, it takes off like 3% of a gen. So decent, or dare I say oppressive.

    At least Pop gives you regression that doesn't get cleansed in the first 30 seconds because survivors still spawn 2 feet away from hex totems for some reason.

  • Those bushes are awful. I play a lot of bubba and they're horrible for him too. Along with the main building downstairs window that m1 killers can't really do anything about.

    But nope this is DBD where chainsaws can't cut through leaves.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239860#Comment_3239860

    I think ruin is still a good information perk when combined with surveillance. I use it all the time on Artist. If it doesn't get cleansed right away, it provides a lot of information. Not so much for slowdown though

    Yeah, I have tried that on Artist and it was alright for info but didn’t feel like it was worth two perk slots especially when one is attached to a totem.

    The only other use I’ve found for it after the nerf was on Legion with the Fuming Mixtape addon; since the Ruin + Fuming regression effects stack, you can basically get pre-nerf Ruin during frenzy which actually proved to be fairly effective when combined with the information the addon gives you.

    Beyond that, tried it on a few other killers with little success, and can only recall one game facing it as survivor where it actually did substantial damage to our repairs (and several others where it did little to nothing).

  • Old Pop + Pain Resonance combined was way too oppressive.

    I think the Pop nerf was actually pretty fair, unlike Ruin which got totally obliterated.

  • Nurse is the issue here, not the perk.

    Starstruck isn’t overpowered on anyone except her.

  • Yeah ever since 6.3.1 I think it doesn’t count one for some reason. Sometimes challenges like those come up 1 short, and the devout emblem will be missing points (eg. if the killer 4ks, they only get 60 for survivor sacrifice instead of 80).

  • Both sides can be equally toxic. Neither is okay.

  • The nightfall at the start is actually not very good. It doesn’t affect your 12 second cooldown at the start, so it basically already is effectively shorter because of that since you can’t do anything for those 12 seconds.

    Survivors destroying the remnant doesn’t happen very often so that part isn’t super impactful either.

    The automatic nightfall when the gens are done is the real power of this addon. I run this with devour hope, noed, rancor, and NWO and it can do a lot.

  • @GrimReaperJr1232 said:

    I don't agree.

    For one, it would disproportionately affect some killers more than others, such as Legion whose entire power is to Deep Wound you.

    Second, I think the devs want mend times to be consistent. There's a reason why the singular way to extend mend times is to use 1/3 very specific add-ons in the game available to only 2 killers.

    https://forum.deadbydaylight.com/en/discussion/comment/3239414#Comment_3239414

    It doesn't have a penalty, per se. Mending takes 12 charges and you self-mend at 1c/s. When you mend altruistically, you mend at 1.5c/s. The thing is since it takes two survivors, it's less efficient than self-mending.

    If 2 survivors mend a third, the mending speed is decreased by 25%. I think that’s what they’re referring to.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239525#Comment_3239525

    same as medkits are terrible against plague? Vigil is not even popular. I don't think it would be too OP

    Sure, medkits aren’t that great against her unless you get hit with corrupt purge while not infected, but you have fountains that are 4 times as efficient as normal healing at the expense of giving the plague her real power. That’s a pretty fair tradeoff honestly.

  • There shouldn’t be any perk that affects mending at all because it would be infinitely more useful against legion than any other killer. That’s not good design.

  • I don't think we're at that limit yet, but it might be a problem eventually.

  • I used DH in less than 1% of my matches prior to its nerf. I do use it sometimes now, but still not often.

    DS is pretty bad now so I don't use it much anymore, but I used to. Now if I want anti-tunnel I'll usually just use OTR.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238355#Comment_3238355

    I have mained Jill from the moment I started doing survivors earnestly and she is bae. I thought about buying her very cool original outfit, but it's too clean and I love my bloody cosmetics.

    I sometimes dabble in bloody Heather and bloody Yoichi (noticing a theme here?) and contemplated to branch out into Nancy, buy she is still P0. I guess that Nancy and Steve both unlock their bloody cosmetics like everyone else at P4-P6, even though their P1-P3 are utterly d3void of anything?

    On a bloody sidenote: Heather's bloody head cosmetic is one of the more fun and impactfull ones. The poor girl got doused in so much blood and gore that she legit turned from blonde to brunette. I love it! <3

    I need to play Jill more tbh. I usually don't like wearing the bloody cosmetics though for whatever reason. I guess I got used to not having them since I didn't prestige most characters at all prior to 6.1.0. The first character I prestiged specifically for a cosmetic was Sadako because I really wanted the red weapon (which was the P1 reward at that time).

    And yeah, Nancy/Steve still have to get to P4-P6 for the bloody cosmetics just like everyone else.

    @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238355#Comment_3238355

    Honestly if a bunny Feng hit's me the 5fps bunny ear nods, I just can't killer them. Probably the only character I do that with.

    Lol yep. One time I played Artist and had two bunny Fengs (one pink, one green) who just wanted to be friendly and I realized very quickly they were friends too. I initially played normally and basically won the game with 3 gens still up but after I killed the other 2 survivors I couldn't resist and let the bunny Fengs finish the gens and escape together.

  • Feng main here.

    Idk for me I always liked the green bunny cosmetic and just stuck with it. When I was a new player I primarily played Meg before switching over and then pretty much exclusively played Feng for a long time and never used any other cosmetic besides that one. It was also partially because I had the perks I wanted on her and not on other characters (since this was long before the grind reduction).

    Now I play a much wider variety of survivors (I play different survs depending on the builds I want to use; I have several different builds I like running which helps me with variety/not getting burnt out of survivor), but I still play her more often than most other characters.

  • Starstruck is fine. The problem is Nurse.

  • @Iron_Cutlass said:

    This is going to sound weird, but Insidious is a really good chase perk. Just pretend to leave but never really leave and when they leave the area, you catch them in a deadzone and get a free hit. Is it gimmicky? Yes, but it can still work.

    Despite this, I still feel like Insidious needs a change, since it's effect, outside of what I just mentioned, only really supports camping and meme strategies.

    In almost 2500 hours I have never gone against a killer who actually attempted to mindgame me with insidious in that manner. I had a myers sit in the exit gate once and tombstone me but that's it.

    Just rework it.

  • All the healing speed buffs are added up first and then the self-healing penalties imposed by SC or CoH are factored in multiplicatively. CoH increases all healing speed by 50% first (making it 150% alone), and then penalizes it at 50% for self-healing, making it 75% overall. Healing speeds with these perks are calculated in the following manner:

    CoH only:

    Total healing speed: 1 (default) + 0.5 (CoH) = 1.5

    CoH self-heal penalty: 1.5 (0.5) = 0.75

    Time to heal: 16 / 0.75 = 21.33 seconds

    CoH + Botany Knowledge:

    Total healing speed: 1 (default) + 0.5 (CoH) + 0.5 (BK) = 2

    CoH self-heal penalty: 2 (0.5) = 1

    Time to heal: 16 / 1 = 16 seconds

    Self-Care only:

    Total healing speed: 1 (default) = 1

    SC self-heal penalty: 1 (0.35) = 0.35

    Time to heal: 16 / 0.35 = 45.71 seconds

    Self-Care + Botany Knowledge:

    Total healing speed: 1 (default) + 0.5 (BK) = 1.5

    SC self-heal penalty: 1.5 (0.35) = 0.525

    Time to heal: 16 / 0.525 = 30.48 seconds

    I hope this answers your question.

  • How to fix eruption:

    1. Cut its duration in half, and replace the incapacitated effect with the generator being blocked. This means it no longer inhibits other actions other than working on that generator.
    2. Make it so affected generators are blocked regardless of whether they were being worked on or not. This means SWFs cannot dodge the effect anymore by calling out when someone is about to go down, making the perk better against them.
    3. Survivors no longer scream.
    4. Increase the regression to 12%. Since the generator being blocked will prevent passive regression during that time, it is only fair to compensate by increasing the instant regression penalty.
  • The effectiveness of sabotage is going to be indirectly buffed anyways when base UB becomes a thing.

    Saboteur should be changed to use active ability instead of M1 so you don’t accidentally trigger the cooldown when trying to heal under the hook, but otherwise the perk is fine as it is.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236286#Comment_3236286

    directional audio cue for spirit quite literally plays the chase game itself for survivor. what is the point of playing against an invisible killer if I know the exact location for where the invisible killer is? It defeats purpose of being invisible.

    both of these add-on is killer equalizing the negative changes.

    Not really. The directional audio means the survivor gets more information on the spirit than they did before and the power might not be as effective at safer loops. Overall, survivors still need to make reads and you can’t always perfectly react to the directional audio because of how fast she is. She’s not as strong as she was before, but it isn’t autoplay for the survivor by any means.

    Basekit spirit is pretty much perfect as she is. Had they gone through with the change they initially proposed where she kicks up dust (thank god they didn’t), then that would’ve been overkill.

  • Permanent hook destruction should go anyways. It’s outdated

  • It counts as a health state for purposes of healing, but it doesn't count as a health state for purposes of taking damage if the survivor was already injured (but does count if they go straight from healthy to deep wound). It's weird.

    So like you said, stuff like Adrenaline/Inner Healing/a syringe would remove deep wound but leave you injured, but going from injured to deep wound doesn't trigger perks like Blood Favor or Remember Me. However, going from healthy straight to deep wound (eg. because of Legion/Deathslinger powers, or having Endurance while also Exposed and being hit by a basic attack) will trigger those perks since ultimately the survivor still went from healthy to injured.

  • I actually got something like this too but it was only for 25 cells; I think it might have something to do with auric cells from the rift since I haven't bought any recently either.

  • I agree. Dried Cherry Blossom just completely ruins Spirit, imo. It quite literally does play the game for you. As a survivor you can't tell if she has it or not initially so you just have to play as if she does because if you don't and she has it, she'll just catch you. It's not a fair addon at all and nerfing it won't make it healthier; it just needs to be reworked completely (and not back into what it was before 5.3.0 because the old version of the addon was terrible). And she will still be strong enough without it.

    And then yeah MDR could use a nerf.

  • There's literally no reason NOT to disable the offerings though. The only thing that happens with them enabled is people who don't know they're bugged will burn them and lose them because they don't actually give you any points. There is zero upside to leaving them enabled.

    If anything, BHVR doesn't use the killswitch enough, imo. They should disable Huntress Lullaby as well since its main effect also doesn't work at the moment. If a killer player brings the perk not knowing that it's bugged, they're basically playing with 3 perks when it could've been avoided by not allowing that perk to be used until it's fixed.

  • My only problem with Hemorrhage right now is how it mostly invalidates perks such as Resurgence, Solidarity, and Reactive Healing.

    Beyond that, I think the mechanic is fine as it is.

  • It’s just a poorly designed perk that doesn’t actually offer any kind of interesting gameplay and promotes boring strategies

  • I just want Jeff and Ace not to be polar opposites of each other

  • If you're on your first hook you can still unhook yourself up to the point of the other 3 actually being fully dead.

    In your case, 2 were dead and the third was on second hook. The fourth (who is on first hook) would be able to attempt escape up until the third survivor (who is still on the hook) is actually claimed by the entity. The fourth survivor needs to have started their attempt to escape (but not finished) by the time this happens.

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