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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • Plaything/Pentimento is strong but it’s not overpowered.

    Several other slowdowns are issues though.

  • I’d much rather a survivor bring the serum than bring a styptic or a syringe.

  • Well yeah. I’ve been using them more and so have most of the killers I’ve been playing against.

    The reworked offerings are terrible, aren’t worth the payout you can get from them, and the reworked ebony offering is straight up unhealthy for the game. It requires you to slug for the 4k as it is otherwise completely out of your control.

    So I might as well use the offerings now while they are still decent and not reworked into something literally nobody asked for.

  • No, it's awkward but it shouldn't be changed unless the entire EGC is reworked. The EGC isn't meant to favor either side, but as it is, it inherently does favor the killer. 99 gates is the counterplay to that and it should stay as long as the EGC works the way it does.

  • @BringShaggytoDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221211#Comment_3221211

    I'm sorry this still doesn't make any sense. Why would a character who was originally P3, that jumped to P9 and has since been leveled up to P12 gain an additional 2 prestige levels?

    @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221211#Comment_3221211

    I had character P3 before update and they still got 2 prestige levels. But my friends haven't still gotten anything.

    That's weird, the PTB patch notes for it just said P0, P1, and P2.

    image_2022-10-07_191843223.png

    Maybe they changed it to include P3 as well.

  • @BringShaggytoDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221141#Comment_3221141

    That's strange because my friend got it and I didn't.

    Any idea how the catch-up works? Most of my friends survivors were P0, but all of his survivors gained 2 prestige levels, including one that was P12 (became P14). I had all characters at least P3, some P5, P9 etc but none of mine gained prestige levels.

    You get 2 bonus prestiges on a character if that character was level 50 and P0, P1, or P2 at the time that 6.1.0 released. The character’s level and prestige level right now is irrelevant; it only matters what they were back at that time. So like you said, someone who was P0 level 50 back then could now jump from P12 to P14.

    So for example my Dredge who was already P3 before 6.1.0 (and subsequently got bonus prestiges up to P9 in 6.1.0) wouldn’t get anything. My Oni, who iirc was only level 40 (I don’t play him), wouldn’t get anything. But my Feng who I’d kept at P0 level 50 for ages (I didn’t prestige most characters at all prior to 6.1.0, only a few) would jump from P5 (what she is now) to P7. Had I prestiged her prior to 6.1.0 (and I could’ve since she was lvl 50), I would’ve gotten those 2 bonus prestiges already in 6.1.0.

    It seems like some people got the bonuses early and others didn’t. Whether that’s intentional, I don’t know.

  • Yeah. I didn’t get this, but one of my friends did. I assume it has to do with the prestige catchup mechanic, but I thought we weren’t going to get it until the midchapter so now I’m confused.

  • Because Pain Resonance is still one of the best perks in the game even after 6.1.0. Floods is also pretty solid.

    Not everyone can sabotage.

  • Eh it just needs to be reworked imo. Its existing effect is unhealthy (and also not particularly good despite being unhealthy), and that second effect probably isn’t worth using a perk slot for especially when a lot of stealth perks for killer aren’t really that good. By far the most used one is plaything which wouldn’t benefit from it.

    Fwiw, I can’t recall ever having a killer attempt to mindgame me with this perk. It’s almost always used for camping, and even then most players don’t bother with it. Only other use of it I’ve seen is stuff like insidious nurse who waits for the gens to finish and then tries to 4k with noed/bitter murmur or something.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219932#Comment_3219932

    Ok then. Buff autodidact by making it have better chance to give skillcheck (but this is already questionable buff on AD as it might make "we will make it" worse every time) + add icon in bottom right corner to inform EC is the reason why you see the survivor and maybe, but only maybe we will see quadruple usage (but I doubt it). Meaning 2%.

    Still you need to use 2 perks that will not even help you be healthy as well as it does nothing to cut down travel time (especially if you unknowingly run away from surv in need of healing or if you or the surv are being chased).

    EC actually already has that icon telling the other survivor. It’s always had that. It doesn’t show up if they’re out of range though.

  • You could. They’re both good picks. But one thing EC does that empathy doesn’t is help your teammate not bring the killer to you if they’re getting chased while injured, and then they know where they can go for a heal if they get away, whereas empathy does the opposite.

    But empathy does have a bigger range (and 128m is more or less infinite at tier 3) and I agree with giving EC the same treatment.

    @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219830#Comment_3219830

    I wonder what's wrong with this forum. When @dugman mentions useless killer perk, most suggestion are buffs that would turn it to niche-useful perk (like read furtive chase thread). But once it's survivor perk, then it's basically already fine and people just underrate it.

    The perk is dogshit. Barely better then buckle up. Survivors bring a way to heal themselves or are able to play injured like almost always. There's no way that emphatetic connection will provide any real benefit if there are better ways to do the same thing - in this case CoH being 100% solution even if they slowed the speed to 25% (making it horrific 64s heal = killer perk).

    So to fix it make it purely altruistic version of botany on top of aura stuff and maybe someone will use it from time to time in very specific healing build. Or delete it. Or make it much more likely to give skillchecks and someone might pair it with autodidact (another mostly bad perk)

    Pairing it with autodidact is exactly what I use it for. But autodidact is the perk that needs that slightly increased skill check chance buff, not EC.

  • That just seems like a worse pain resonance honestly.

    -20% for 25 seconds is only 5 seconds lost assuming the survivor is even working on a gen at that time and isn’t doing something else. So at most between 3 survivors that’s 15 seconds but ideally you’re chasing someone/someone is going for the save so you’ll end up with less value than that.

  • Make it 20% and add exit gate opening, unhooking, and sabotaging to the actions that benefit from the perk.

  • Just bump up the range to 64/96/128 (instead of 32/64/96) so it’s basically map-wide at tier 3. It doesn’t really need to have the range limit.

    Other than that the perk doesn’t need any changes, it’s massively underrated and I’ve had a lot of success with it. The 10% healing buff doesn’t seem like a lot, but it’s not really the main point of the perk, it’s just more of a nice side effect you get.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219130#Comment_3219130

    it is inconsistent with the perk's details though. one perk affects the perk's aura reading while another perk does not. Personally I have been experimenting with repressed alliance+wiretap. its like my new favourite combo. you activate wiretap on generator then you block generator preventing killer from kicking it. so you get wallhack's on a loop while killer is unable to kick the generator to disable the perk. this is amazing for extending chases.... its almost doing more for chases then exhaustion perks. Wiretap+repressed alliance is such a blast to play. I hope there is no negative changes on that.

    That’s a combo I was thinking about too! I should try that out sometime.

    @Kaapskaaps said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219130#Comment_3219130

    Yeah, I can see how that would be really broken but it's weird that there's no indication in game that they don't work together

    I do agree it should be made more clear in-game.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218985#Comment_3218985

    It may be an unpopular opinion, but I actually think that on balance, Haddonfield plays relatively fair, with open areas in the middle that greatly favor the killers, and areas on the periphery (the houses) that greatly favor the survs.

    But if we're asking which maps feel the closest to balanced, I would say the McMillan maps.

    Yeah, sort of. I guess you could technically say it’s balanced, but it’s not really balanced in a good way imo. But I’ll still take it over old haddonfield.

  • Overcharge is still good. The PTB version was ridiculously overpowered.

  • Correct, they do not work together because it would be too strong to have wallhacks on the killer within 30 meters of the gen especially when the killer doesn't even have a clue that it's happening. Imagine playing on midwich with 4 wiretaps and open-handed; you'd basically see the killer everywhere on the map and they have no idea that they need to kick gens to remove it.

    Unlike Kindred, there is no real downside to having that aura reading. The price of Kindred is the loss of a hook state. That's a big deal, and is why Kindred + Open-Handed is balanced but Wiretap + Open-Handed wouldn't be, along with the fact that the killer knows exactly when Kindred could be active (not whether it necessarily is or not, but they know it's not doing anything to them if they're not near a hook, or if no one is on the hook), but has no such information for Wiretap.

  • Were you further than 48 meters from the window when this happened?

    Window vault notifications have a range limit.

  • @BlueMittens said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218548#Comment_3218548

    I disagree, at that point, Hex: Pentimento would be on every killer, since boons are so common. You would just snuff it out and instantly give everyone a 30% reduction on gens. It would make it so bringing a boon would nearly always result in a net negative.

    That synergy could just be removed. It’s fine with shattered hope as it is now, but if killers can break totems basekit then I agree that would be too strong. Just make the entity consume the totem in that case so pentimento can’t be used that way.

  • Not really, but at least Haddonfield and RPD are better than they used to be.

  • Well if you lost the item due to franklins when you were downed at the end then you do not get the key back. You need to have the key in your possession when you die in order for the addon to work. That's intentional.

    As for the second game, did you actually have any more of those addons? If you run out of an addon it will still show it equipped but be transparent and say "none remaining" if you hover over it and you won't have it in the match.

  • Absolutely not. The whole “mending simulator” thing is extremely exaggerated. Most of it is survivors not playing against legion properly which is entirely their fault. Just split up.

    This would also affect legion far more than any other killer which is not a good thing. Not only would their mending slowdown be significantly reduced by survivor perks, they could also bring stuff like coulrophobia for it and double mending times. I don’t think anyone wants that.

  • Spirit - Furin (map-wide phasing sound).

    Dredge - Haddie’s Calendar, because it just makes him feel so much better to play and more smooth. Also the combination of boat key + field recorder which I usually run with 3 endgame perks + devour hope as my 4th. Get started with an early nightfall and then at endgame all locks break + automatic night with noed and NWO.

    Artist - Oil Paints, which is extremely underrated for finding survivors especially on indoor maps or in two-story houses since you can often track people on different floors that you can’t normally.

    Myers - Combination of Vanity Mirror + Dead Rabbit. I don’t play this often but it’s nice if I want to mix things up sometimes.

  • Honestly at this point if they just removed locker saves entirely I wouldn’t be against it. Adding more lockers to maps for Dredge was good but it certainly didn’t help with this issue.

  • Yes it’s just really badly designed and too strong against solos. It doesn’t feel fair to face at all. I think it should block gens instead of inflicting incapacitated (and also reduce the duration) and remove the survivor scream. This way it has more counterplay as it wouldn’t inhibit other actions anymore but also couldn’t be avoided by letting go of the gen.

    I would be okay with slightly increasing the regression as compensation if needed (not much though).

  • Yeah can confirm. They actually fixed this for noed already but not devour.

  • Yes please turn this down. You can’t even hear the terror radius over this. It’s obnoxious.

  • Neither. Keep everything it currently has, but make it spawn an extra supply crate or two. So it still has the slowdown + information at the start and the exposed effect, but it doesn't help as much with immediately removing sprays from the trial at 5 gens.

    Fwiw, I think the exposed effect is fairly redundant and doesn't really add much to the addon when a fully infected survivor can be instadowned anyway. So I don't think removing it would be much of a nerf at all, while removing the start of game infection would just make it really bad.

  • NWO in a 1v1 is very hard to play around but it can be beaten, you just need to not waste too much time before touching a gate.

    But if anything, the perk you should be complaining about is Remember Me, which, although generally worse than NWO most of the time, has actually zero counterplay in a 1v1 unless you have a key or are the obsession.

  • Yea, MoM isn't Endurance and can be stacked with Endurance from other sources. You also do not have to mend after blocking a hit with MoM.

    The game used to lie to you and show Endurance in the HUD even though it wasn't but this was recently changed to not do that anymore.

  • Not necessary. You have unique things through your perks. We don’t need survivor-specific abilities as well. It would just be another thing to have to balance for no real upside and would likely lead to certain survivors being meta if some are better than others and that’s the last thing we need at this point.

    Variety for survivor comes in the form of their loadout and facing different killers (hopefully) that can’t all be played against in the same way.

  • Depends. If I get consistently bad games I’ll switch to killer or stop playing. I generally play around 70% survivor, but I often play at night when killer queues aren’t as long so I can always switch if I want to.

  • @ryokoryu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213383#Comment_3213383

    Thanks, I watch all these videos where the aura stays visible until they take damage. I notice also they send 2 sets of crows after the aura, why is that?

    I'm not sure if this is exactly what you're asking, but since your cooldown time after launching crows gets longer with the more crows you send, it can often be optimal to try to swarm someone with 1 crow and then you can use multiple to follow up if you need to (to make it easier to get the injure/give the survivor multiple crows to avoid) since the longer cooldown doesn't matter as much then.

    If you only use 1 crow initially and swarm a survivor, then you only have to wait 5 seconds to be able to then place and launch up to 3 more to try to injure them before they can repel the swarm. If you use more than 1 crow initially, then the survivor will be able to repel that swarm before you get off cooldown, unless you can force them to vault or drop a pallet in that time (repelling takes 8 seconds, but they have to start over if they vault, drop a pallet, use dead hard, etc.). So you can try to hit them once with just 1 crow to get the shorter cooldown and then you can follow up with multiple crows if you need to.

    Cooldowns:

    1 crow - 5 seconds

    2 crows - 9 seconds

    3 crows - 12 seconds

    4 crows (only possible w/ Ink Egg addon) - 14 seconds

    Festering Carrion will reduce these cooldowns by half a second per crow (so 4.5, 8, 10.5, 12).

  • It works on both healthy and injured survivors as long as they're not in deep wound.

    However, the killer instinct range is tied directly to your terror radius. If you have anything that removes your terror radius or that makes a survivor oblivious (thus they are considered to be outside the terror radius) then you won't see them with killer instinct. Were you running any perks/addons that would do this (Hysteria perhaps)?

  • I like Dredge, one of my favorite killers to play and play against.

    Some maps could use some more lockers though.

  • Just to add to this, this extends to all self-unhooks, not just Deli.

  • The aura will show as long as they're not repelling and for 2.5 seconds after they start repelling. Velvet Fabric addon increases this to 4 seconds.

    If they stop repelling the aura will come back.

    I looked through your video and didn't notice anything unusual.

  • You want to buff one of the best perks in the game?

  • Yep can confirm this is a problem. Please fix this.

  • Removed? Absolutely not.

    Several of them rebalanced along with items? Yes.

  • Agreed. It went from having awkward counterplay by looking away as killer to having no counterplay at all and I'm honestly surprised there hasn't been more discussion about this perk. Yeah, it lost the vault speed which made some people stop running it but it's even better against stealth killers than it was before which was the main problem with it.

  • Most killer stealth perks aren’t that good unfortunately. Tinkerer was the best one and it needed a nerf. Dark Devotion can work sometimes but it’s not super consistent. Beast of Prey, Insidious, and Trail of Torment are all pretty bad.

  • Tell me you want to make blast mine useless without telling me you want to make blast mine useless

  • Honestly one of the reasons I like wesker is that his power is generally more effective at stronger loops/jungle gyms and often less effective at weaker ones (although that’s not a hard rule). At shorter filler pallet loops (like rock loops and such) he’s often not much different from an m1 killer.

  • STBFL should be lowered to 4% per token for a maximum of 32%, down from 40%. It maybe also shouldn't work in camping scenarios.

    Eruption is just a poorly designed perk and it needs a rework. It punishes solo players way too much and gives way too much value just for a killer kicking a gen. Incapacitated used in that manner is also the most boring and non-interactive thing in the game. Nerfing the numbers will not make the perk better designed. Imo, the incapacitated and survivor scream effects should be removed and the perk should instead block affected generators for a short time (shorter than the current incapacitated duration - probably like 12-13 seconds), regardless of whether they were being worked on at that time or not. This makes it mostly weaker against solos, but better against SWFs who can no longer let go of the gen to avoid it and it also no longer inhibits other actions, giving it more counterplay. The regression aspect of the perk is fine.

    Overcharge does not need to be nerfed, but Call of Brine does. Brine is a much stronger perk with both high regression + information which is a bit much. Overcharge regression isn't fast right away (and is even slower initially) and offers no information to the killer if the survivors can do the skill check, making it more balanced. But stacking the two is outright ridiculous.

  • Even though I do think dead dawg is killer sided for the most part, I still like the map as a survivor. I hardly ever bring offerings for it though (or map offerings in general).

  • I feel like increasing it enough to actually have a significant impact on map traversal would have too much of an impact on chase/would break the flow of loops and jungle gyms.

    The largest maps just need to be downsized. It’s that simple.

  • You can get two uses of haunted grounds if you also have undying with it.

    If you have both perks, then the first time haunted is cleansed it will activate and then transfer to the undying totem, while the second totem will remain active (so there are still two totems); either of these two totems will then activate haunted grounds again if cleansed (and then the leftover totem would deactivate).

    This is intended.

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