sizzlingmario4
sizzlingmario4
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3234541#Comment_3234541
No. Blight Serum does more harm than good a lot of the time. You get 1 rush, and another after hooking someone, and then you're a 1-add-on killer when most are add-on dependent.
There are certain killers I probably wouldn’t bother using it on at least.
That said, I wouldn’t actually have a problem with both addons being available all year, that was just my guess as to why they disable it.
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@RaSavage42 said:
Call Of Brine... does the most Gen regression in 60 Seconds... taking away 30 charges in those 60 seconds
By itself it takes 4 minutes and 46 seconds to totally regress a Gen
How is a perk that increases Gen regression to .50 for 60 seconds OP
But yes I do understand how the notification can cause problems... But does it still work once the 60 seconds pass or is it always in play
Cause if it's always active then BHVR needs to remove it from Call Of Brine and put that on Surviellence
The notifications function for 60 seconds, after that it stops. But they can be active on multiple gens at a time.
I think that combined with the extra regression is a little much, honestly. The regression speed is fine on its own, but stacked with overcharge it starts to get out of hand. I think overcharge on its own is more fair because it doesn’t give the killer information unless the survivor misses the overcharge skillcheck.
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Probably because the blight serum is better and generally has more of an impact. Survivors generally don’t expect it until they see it and can be caught off guard by it especially on a killer they otherwise wouldn’t expect to catch up quickly.
The refined serum isn’t really that good and destroys the medkit for a temporary speedboost, part of which you’ll likely waste by stopping long enough to use it. Honestly I don’t think it’s even worth it unless you stack a syringe with it or something.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234325#Comment_3234325
I don't know if I agree if the metadata is there. With a perk like windows of opportunity or empathy (for example,) you can easily deduce a LOT of additional info outside of the aura reading itself, just by understanding the possibilities that sliver of data helps dictate: Pain Res is much more limited in that regard, since it kind of requires other data to be provided to make similar considerations. Even something like wesker's sprays can be used as a tracking tool not necessarily for the killer instinct itself, but more for "if one survivor is infected and i get a KI and they're cured, I now know exactly where that survivor is" with minimal external data required to make such a deduction. Or even just a survivor being unhooked then quickly healed, knowing that they have to have stayed at the hook to heal unless something like an instaheal is in play. The data that pain res gives is just not enough to make those types of deductions without needing additional data to corroborate or disprove similar deductive reasoning.
Clarification edit: The reasoning with the scream is sound, but it is similarly far too limited.
I guess I should clarify that it won’t always give you as much info as it used to. It definitely doesn’t and sometimes it won’t help you figure out anything. My point is more just that it sometimes does give useful information still in addition to the regression and I don’t think it should do that as much as it currently does.
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3234194#Comment_3234194
A similar effect applies to the kill rates. People don't know how to counter him yet, and the stats are from his first month in the game. So of course his kill rates are going to be high.
Yeah, I’d be interested to see his killrate again in 2-3 months from now.
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No, not really. I still think survivors should not scream at all, even if it doesn’t show the killer where it was. Given that information, I can often figure out which gen it was anyway if I already knew that survivor’s general location, so it kinda still is an info perk even if it’s not really meant to be.
For example if I know a specific survivor is most likely working on a certain gen, or I see someone running towards a gen, and I hook someone else and I hear that survivor scream, there’s a decent chance that gen was the most progressed one. And if I have that kind of information, then the perk is really no worse than it was before (and arguably is slightly better because as you said, 15% of 90 is greater than 15% of 80 - 13.5s instead of 12s).
(As a side note, if the devs still think merciless storm + PR would be an issue without the scream effect, just hard cap the number of skillchecks merciless storm can produce. It wasn’t really a problem in the first place, but they seemed to think it was.)
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As far as the high pickrate you mentioned goes, he was very popular around release and is still played often, so it makes sense for him to have such a high pickrate. In the coming months, that number should drop a bit.
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@AtoTimber said:
It's not supposed to
Body is 1 character too short.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3233445#Comment_3233445
It doesn't have to. They could make it same as diversion but you'd need to be standing
They could, but then it’d have to only work while not running or it’d conflict with dead hard.
If you couldn’t use it while running that would make it a lot worse.
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So it doesn’t conflict with items, since they use the same button.
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For the most part, you don't. The perk needs to be reworked.
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@FlameLickVA said:
https://forum.deadbydaylight.com/en/discussion/comment/3233000#Comment_3233000
it hasn't, I've crashed AND had a cheater boot me
@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/3233000#Comment_3233000
Nothings been fixed, still happening.
Well that sucks. I really hope they can get this sorted out soon.
I’ve yet to get booted out of a match by a hacker but I’m sorry to everyone who’s having to deal with this right now. It’s frustrating.
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Well hopefully that means they fixed the frequent crashes.
As much as I hate to say it, it should only be turned back on once that has been addressed.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3231939#Comment_3231939
I said I didn't notice anything out of the ordinary, not that there weren't DC's.
People see an Iri Box Pinhead? They're out before and after the DC penalty is off.
They hear a Nurse after we get taken to Dead Dawg? Instant DC, before and after the penalty gets turned off.
I've had the same amount of DC's before and after. Only difference is now I'm not trapped in a lost game.
Oh, I misunderstood that, mb.
Yeah I'm getting way more DCs than usual, although I guess some of those are the people who would normally just suicide on hook to circumvent it anyway which happens far too often. But it's still not this common for me normally.
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@Pulsar said:
I didn't even know it was off, I haven't noticed much of a difference.
You’re super lucky then. I could hardly play a match yesterday without a dc. Out of around 10 killer matches I think, only 2 ended without anyone dcing.
I couldn’t even play Pig with a gimmicky build and zero slowdown without dcs. PIG.
I didn’t even try to play survivor yesterday.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3231485#Comment_3231485
Tell that to hugteching Blights...
Well that needs to be fixed too. Especially after 6.1.0 he’s strong enough without it.
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It’s still good. I’ve gotten value from it multiple times both in swf and in solo. I wish you could use it from the top of basement though.
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It’s an exploit. Don’t get used to it.
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Yes they are bugged. Stop using them
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It’s still there for me.
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Pretty sure it's bugged with all token-based hexes as it seems to not work with devour hope either.
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I don’t think Overcome needs a buff. The whole downside of it is that you need to be healthy to use it and that’s what balances it + it doesn’t work against instadowns. The upside is that as long as you’re healthy and not instadowned, you WILL get to use it. You don’t have to manage it as much as SB and there’s no other requirement to trigger it besides getting hit.
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I’d say it’s around a 75/25 split for me, in favor of survivor. It used to be around 70/30 before 6.1.0 but now with BP incentives mostly going to survivors I play killer a bit less than I used to.
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It’s a more general bug; it just doesn’t appear red if the action speed is 99% of normal. It can happen when combining some other stuff too. At 98% it works correctly.
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I still expect it generally as much as I expected it before. The noed nerf wasn’t really that bad honestly, it’s still a pretty decent perk in the right hands and on the right killers.
Personally I don’t use it very often, but I didn’t use it at all prior to 6.1.0 because I thought it was too unhealthy pre-nerf and I didn’t want to promote its use.
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That's actually a pretty good list overall.
Crowd Control, Grim Embrace, Merciless Storm should be lower; Thrill of the Hunt should be higher. Call of Brine is also better than Overcharge imo. But yeah other than that I don't have a lot of complaints here honestly.
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If you have a challenge equipped in your killer slot that can be completed by either role then it won't receive progress while playing survivor. Your survivor slot had Liberator so that's the challenge that progressed. You'd have to have Bronze Run in your survivor slot specifically. (You can also put it in both slots at the same time by pressing Space when you select it.)
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From my experience, it's mostly a "win harder" perk. Either you don't need it because you're already winning, or you're losing and it never activates because you don't get your 4 tokens. That said, the gen block duration shouldn't be increased. If it was 60 seconds then you can just camp an entire hook stage for free.
If it's going to stay as an all-or-nothing perk (where you either get 4 tokens or you don't get anything at all), then I think it needs additional effects added; a couple ideas I had were revealing all survivors instead of just the obsession (and potentially increase the aura-reveal duration) and giving the killer a movement speed buff for a limited amount of time, which would also encourage them to chase someone while the gens are blocked and not just camp for free for 40s.
But yeah as of now I see no reason to use this perk over NWO.
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There was never a slowdown prior to being fully infected.
It said 5% on the wiki at one point during the ptb but that was never actually a thing. Probably some leftover part of his power or something that wasn’t implemented.
The number of sprays is fine, it shouldn’t be easy to run out of them given what full infection does.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226927#Comment_3226927
Maybe? I didn't even think to look since we just had a patch. I hope that was it. Also good to know not to use that add on if that's the case because hearing that snap sound is like the best part of playing Trapper.
The different sound with Padded Jaws has been in the game ever since they buffed Trapper a year ago. It's a pointless addon anyways.
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Wait they changed trapper’s sounds?
Guess I’ll play him tonight.
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Can confirm it seems to be a visual bug. Still annoying but at least we're not actually losing bloodpoints
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The menus looked darker for me on PC as well, was honestly kinda hard to look at without straining my eyes.
Everything looked fine in an actual match though.
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It works on any health state loss.
It even triggers if a survivor uses For the People.
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@fake said:
https://forum.deadbydaylight.com/en/discussion/comment/3225832#Comment_3225832
I shouldn't ask this here, but what is the ONI bug? Is it something that has been recently fixed?
He got way more blood orbs than he was supposed to. It finally got fixed recently but he was bugged and way more powerful than intended for quite some time.
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This can actually happen with deathslinger as well; if he shoots you it can count as a protection hit and you get broken while healthy since it counts as protection even before he actually reels you in or breaks the chain.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3225571#Comment_3225571
hmm, good to know i allways assumed only 1 survivor could activate it per hook stage
You get 1 activation per survivor per hook instance. So if everyone has it then it can be used 3 times for one hook stage to take 2.5 minutes. However if you use it and then the survivor on hook progresses to struggle without being unhooked first, the survivor that used it during summoning phase cannot use it again.
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It’s fine. You should be able to chain the effects together if multiple survivors have the perk.
Alternatively, don’t camp and none of this matters to you.
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Can confirm this.
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If you don’t want your item to lose all its charges put it down before the killer makes you drop it. Franklins isn’t OP and never has been
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He’s boring and borderline unhealthy, while also not being able to do much at certain stronger tiles with high walls.
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Honestly I wouldn't even mind it being stackable as long as you can only hold one at a time. For example every time you fix 50% of a generator, gain 1 token on the perk; when going into a locker empty-handed press E to exchange one token for a flashbang. Or something like that.
I don't think being able to hold multiple in your hand at once is fair in certain circumstances though.
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Yes.
Opening times:
Wake Up - 16
Sole Survivor - 13.3
Both perks combined - 11.4
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3223132#Comment_3223132
Boons shouldn't be good as they stand. Their design philosophy is awful and doesn't work in this game.
Exactly, which is why I think they should be reworked and the perks rebalanced as necessary.
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@Mtom912 said:
just remember self care got nerfed, and COH untouched :D
Still blows my mind how that happened tbh. Coh was far stronger even before they nerfed SC.
@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/3223132#Comment_3223132
It would be good for solo Q, every time I've asked a CoH user why they use it, their response is either "It's broken asf" or "I want consistent heals in solo q".
This would help soloq, while not making the perk a free win against hit and run killers. Still worth the perk slot IMO.
Plus, as it's not like other boons where it gets better when the killer is nearby, it needs to be slightly weaker than the others.
Fair enough. I mean I think boons as a whole should be reworked. Coh is OP and the rest are mostly too situational.
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Well that certainly wouldn’t be as unbalanced and broken as what we have now. I don’t think that would actually be very good though.
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Yes but it’s an issue with Nurse, not the perk.
If Starstruck gets nerfed just because of her I’ll genuinely be upset.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3222222#Comment_3222222
It's weird that Shelter Woods doesn't get a hill tile spawn despite MacMillan maps having a hill tile.
Shelter Woods in general just needs some actual changes so it's more than just jungle gyms and rock loops. Sadly the devs didn't do it when they did the realm beyond update a couple years ago.
Yeah, a hill tile would be nice. But I agree it could use some more changes.
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The problem with balanced landing is the maps not having heights to use for it, not the perk itself.
Shelter Woods should have a treehouse or something in the center and not a giant tree that doesn’t add anything to the gameplay.
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@xEmoGirlxAlexisx said:
https://forum.deadbydaylight.com/en/discussion/comment/3222167#Comment_3222167
Sames goes for perks that increase Gen Progression
Gen Speed is still Way to fast whitout a Mobility Killer u get doomed whitout Gen Slowdowns
Why are Survivor allowed to bring Toolboxes , Prove Thyself and other Gen Progresssion Perks but complains about Gen Slowdown Perks ? 🤷♀️
If u Think Slowdown Perks are a issue than Gen Progressions perks and Toolboxes also Need to be nerfed
I never said gen speedups were okay either.
The hyperfocus + stakeout combo is absolutely BS and needs to be nerfed. Weaker toolboxes are mostly ok I think but commodious + BNP is just broken.
On the killer side, the most problematic slowdowns right now imo are eruption which has no realistic counterplay and is far too oppressive especially against solo players (and is also incredibly boring), and CoB which gives good regression + information just for kicking a gen, along with stacking those perks with overcharge. Overcharge on its own I don’t have as much of a problem with. And I still see pain resonance almost as often as I did prior to 6.1.0 even though DMS isn’t as good anymore.
In general, there is still way too much of a gap on both sides between the strongest things and the weakest things.
