Avatar

sizzlingmario4

sizzlingmario4

About

Username
sizzlingmario4
Joined
Visits
18,774
Last Active

Comments

  • Report them and block them so they can’t comment on your steam profile are the two main things. I’m really sorry that happened to you though.

    @MrPeanutbutter said:

    There is always the option to turn off the end-game chat, but honestly BHVR needs to kill the chat altogether.

    It boggles my mind that they are so sensitive to things like “accessibility” yet they’re totally OK with keeping this end-game chat which serves no purpose other than to be a forum for toxicity and bullying

    That’s not really true though. I have had plenty of positive experiences in the endgame chat and I would not want to see it ruined for everyone just because a few people are #########.

    If a player doesn’t want to see the chat, the option to hide it is there and that’s how it should be.

  • I just want trapper and wraith to get new ones. Theirs are so bad

  • The cooldown changes are good, but I don’t like the new sound. It doesn’t sound like a flashlight at all imo

  • Circle of Healing and Eruption. Both blatantly unfair and the definition of poor perk design even after the former’s multiple nerfs.

  • Escaping was increased from 5000 to 7000.

    Max sacrifice is currently impossible unless you have a mori or get extra points from hooks/sacrifices in EGC. Otherwise you’ll never get more than 8400 total (with a few exceptions for certain killers that can kill survivors with their power).

    The reason great skill checks on gens were buffed to 300 points a long time ago is because they were nerfed from 2% to 1% progression bonus so they increased the points to keep them a bit more rewarding; healing skill checks weren’t nerfed so they’re still 150.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207901#Comment_3207901

    Have you tested this? It's not stacking explicitly, the wording just makes me think they may not work together, as the thorny vines explicitly say that from the abyss detects the survivor and the lifeguard whistle may be considered a different source for the effect.

    Seems like it would be a useful interaction if it does increase the detection distance. Currently i usually run lifeguard whistle with the upside down resin to make portals take a long time to close for survivors. But more detection distance would be worth the quicker portal closing time.

    It doesn't say this in game, but Lifeguard Whistle actually decreases the detection range by 1 meter. So if you put those addons together, the detection distance modifiers end up offsetting.

    They nerfed the addon a long time ago to have that penalty and never updated the description.

  • The cooldown is fine the way it is. You should be punished for getting hit mid-sabotage and it’s going to be even stronger with basekit UB coming.

    What they should do though is change it to use the active ability button instead of M1, so accidental sabotages when trying to heal can’t happen.

  • Yeah I get that sometimes. I think it happens when your connection changes (eg. different network, switch from wifi to cellular data, etc.)

    If it happens I just copy my entire post and reload then paste it back in.

  • You’re probably thinking of This is Not Happening, makes great success zones 30% bigger while injured.

  • While these are really just buffs and not QoL, I will admit Dredge feels way better to play with Haddie’s Calendar than without. It just makes the gameplay a lot more smooth and it feels kinda slow exiting locked lockers without it. I probably use it in about two thirds of my matches, if not more.

  • Why is Merciless Storm that high? That perk is terrible

  • If the survivor is downed within 15 seconds of being unhooked, then yes they will be able to recover before DS expires. You either have to eat the decisive or leave them.

    Recovery is not a conspicuous action, but self-healing is.

  • His lunge open time is only 0.2 seconds in tier 1. In tier 2 it's 0.5 (which is the normal killer lunge). In tier 3 it increases to 0.6 which is slightly longer than normal.

  • Oh no way. That would be way too good in SWF especially when combined with circle of healing.

    Since the new system effectively means that survivors' default recovery speed is reduced by around 29% (from 0.5 to 0.355), they just need to buff the recovery speed bonus on exponential to 180/190/200%, up from 90/95/100%. At tier 3, that will make a self-pickup take around 15 seconds under the new system (16 / 1.07). That's 1 second faster than it is now (16 / 1), which I'd say is close enough. If left unchanged, it will be 22.5 seconds (the same as the buffed UB), which would mean exponential is actually worse than it was before and it certainly doesn't need a nerf.

    Assuming they do fix that, the real problem here imo will not be exponential itself and will be that the buffed UB is absolutely ridiculous and should not exist in any way, shape, or form. Honestly UB should just be reworked entirely. A passive recovery boost like that with no prerequisite is not balanced and I feel like with survivors being able to fully recover on their own, recovery speed should be treated similar to repair speed where there's not very many things that can affect it, and those that do have conditions/prerequisites, something exponential has and UB doesn't.

  • No. There is no such thing as tunneling once the exits are powered. Getting unhooked in endgame and having a free escape with DS that the killer couldn't do anything about was BS.

  • I actually think the reworked ebony mori is straight up unhealthy. Since you need to kill all 4 survivors and end with a mori to get 20k BP, that just directly encourages slugging for the 4k to get it even if it's going to be a lot more difficult now since survivors can pick themselves up.

    And if you don't get it? Well you just wasted 5k BP on an ultra-rare offering.

  • They just need to nerf the building windows and make it easier to see in the building. I don’t think the rest of the map is that bad honestly. The car loop in the corner is strong but it’s not uncounterable.

  • Yeah, that addon could probably use a change. It was fine before 6.1.0 but now it's kinda stupid.

  • Yeah fair enough. The killer doesn't benefit from you dropping that anyways.

  • Bubba (if they don't camp), Dredge, Artist, Wraith, and Billy.

  • Not only should UB not be 100%, Exponential should actually be buffed to more than 100%. Despite having the same percentage as before, recovering in the totem’s AOE will be slower than before due to how the new system will work, so it will be indirectly nerfed if not readjusted to compensate.

    But UB absolutely should be nerfed. 100% bonus self-recovery speed all the time with no prerequisite isn’t balanced.

    @danielmaster87 said:

    Wouldn't Unbreakable + Exponential be 200% faster recovery speed? If so, what does that come out to?

    Under the new system, it would take 15 seconds if you had both of those perks. Even with the UB buff, when combined with exponential it ends up being a bit slower than it currently is due to how they stack and the reduced base recovery speed.

  • Recovery with UB will be around 1 second faster than it is now, so in terms of how much wiggle progress you get, yes, it will be slightly better with that combo.

    However, it will be worse than it is now without UB, and worse in general because killers won’t slug as much in the first place if they are not forced to.

  • Given the information in the above twitter post, I’ll just put some numbers on this here.

    DB410DA7-5102-4459-9271-197214049CED.png

    Unbreakable ends up being a bit faster only because it’s getting buffed to 100%, but otherwise self-recovery with certain perks will generally be slower than before as well. So perks like Exponential will actually be indirectly nerfed by these changes if they don’t increase the numbers on them to compensate, something they’ve only currently announced for UB.

    Ironically, the combination of no mither + UB ends up being the same as before due to the UB buff and reduced recovery perfectly offsetting when combined with no mither.

    Since healing speeds are the same if someone else comes to get you, that’s still 16 seconds. Healing someone else on the ground with the new system for 1 second will equate to around 2.8 seconds of recovery (1/16 = x/45), whereas before with the old system 1 second of healing was 2 seconds of recovery.

  • @Sumnox said:

    I don't get why they removed the getting yourself up part. The basekit doesn't matter. That's for end game "Last man standing" situations. What about the rest of the match?

    No, you can pick yourself up at any point during the match with no perks. It's not just at the end.

  • So it is bugged. I thought something was off last night when someone tried to lightburn me.

  • @Kirahie said:

    Devour was the last good hex and now it's just dead. It was always high risk high reward but it's gone now.

    It’s not really any weaker, in some cases it’s actually a buff since it may be faster to hook someone than mori and you can use perks that trigger on hooks.

    That said, I hate the change because it removes the fun aspect of the perk that made it unique and now it doesn’t feel any different than any other exposed perk. It’s just not special anymore.

  • I really, really hope they will reconsider those two perks. The moris were what made the perks exciting and unique. Devour Hope will feel like a shell of its former self even if it’s not really nerfed, and Rancor is nearly worthless now.

  • It’s more of a sidegrade to devour, but I still don’t like it. It mostly serves the same purpose, but it’s much less fun and less exciting. Getting a mori with 5 stacks was one of the most rewarding things in the game for killer. And obviously the devs think the perk is fine balance-wise since they replaced it with instant sacrifice, so there’s really no good reason for it to be changed at all.

    Rancor, on the other hand, got completely gutted and went from being a not great but unique and niche perk to an absolutely terrible perk.

    It was the same thing with the MoM rework, they changed it just for the sake of making it consistent with other Endurance effects and not for the sake of the perk’s balance. These changes to devour hope and rancor are no different and they’re completely unnecessary.

  • I didn’t even think about that. RIP

  • To be fair we have no idea yet what’s actually going to be in the midchapter.

    That said, STBFL is probably a bit overtuned right now. Just a little though.

  • Agreed. I think hooks should still break for a little while after a sacrifice, but it should not be permanent anymore. If a survivor intentionally runs to a hook deadzone there won’t be anything you can do about it.

  • There’s basically no reason to.

    It either needs the mori returned or it should just be reworked. It will have no purpose in its future state if that change goes live.

    If I see rancor now as a survivor I’m like “oh #########” which actually made it unique. I have to actually play around it carefully. After the update it I see it I’ll just be like “whatever as long as I’m not on death hook I can just get saved anyways, who cares”.

    Seeing the obsession’s aura for 5 seconds is not at all worth losing the instakill.

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201527#Comment_3201527

    Sure, I don't disagree that the perk would benefit from a rework. The aura reveal is worthless considering the perk already does something even better. But then, Rancor has never been a "good" perk. The only thing it's 'good' at is providing a consolation kill in the end-game, meaning it's generally outclassed by perks that help actually win the game. But a consolation kill with little counterplay is not at all a fair or enjoyable experience for whoever's unlucky enough to be the one. It's always needed a rework.

    https://forum.deadbydaylight.com/en/discussion/comment/3201562#Comment_3201562

    Fair enough.

    I mean I agree, it’s not a good perk in the sense of actually helping you win, it was just a unique and fun perk that actually made the obsession fear the killer, despite not being that good. I didn’t really find it that unfair considering it warns you far in advance and only affected one survivor, unlike noed which is why I absolutely hated old noed before its recent nerf.

    If they straight up reworked rancor into something else I’m completely fine with that, I don’t really care what happens to it. But it should not remain in the state it’s going to be in if these changes go through as it will then just be a bad perk that no longer has the unique identity it did before.

  • @mizark3 said:

    These changes require a tiny bit more macro gameplay decisions from killer. Since micro has been buffed so effectively through 6.1.0 this is more than fair. If a killer burns their corner hook killing a survivor early they must accept that cost that the lack of hooks provided. Nothing is stopping killers from hooking as close to the center as possible when they know it is death hook.

    You say this like the killer always has a choice on where to hook a survivor.

    If a killer sees someone sabotaging a hook closer to the center in that situation, expecting them to not use another hook available in a corner to them on the chance that it might be a problem later is silly. Permanent hook destruction on sacrifice was never a good mechanic to begin with and it’s outdated. This change will just make it even more of an issue since it no longer has any counter in the event that it actually becomes an issue.

    @bm33 said:

    I think Hangmans Trick should get back it's "bring back permanently destroyed hooks" ability to the perk. I think it would be a good buff to an ignored perk. I would be ok with basekit broken hooks from sacrifice returning as long as they are gone for an extended time and Hangmans brings them back faster. Killers should have to be aware of what resources they are using so they need to strategize atleast a little when it comes to hooking survivors but with anti-slugging I can see it causing a lose/lose if a survivor suicides or is left there for 2 minutes by teammates causing a dead zone that could've otherwise been avoided.

    I think that’s fine. I’m completely okay with them still being destroyed for a little while as long as it’s not for the rest of the match, so as to still keep some sort of strategy element there especially in regards to scourge hook management. And hangman’s trick needed a buff regardless of these changes.

  • @Science_Guy said:

    Rancor? Iconic???

    Really strange today to see so many suddenly praising Rancor like it's some beloved fan-favorite. The Rancor mori is a virtually uncounterable FU that punishes a random Survivor for the crime of spawning into the match. It can go, no problem.

    https://forum.deadbydaylight.com/en/discussion/comment/3201034#Comment_3201034

    You say that as if the end game exposed+mori was Rancor's only effect.

    I mean regardless Rancor is a terrible perk now. Seeing the obsession’s aura is not a fair trade off for removing the mori. If it’s not going to have that then it should just be reworked. It’s not worth giving the obsession your aura 5 times a game for its new effects.

    If you’re using it for information, there are far better perks to run that don’t have downsides.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201239#Comment_3201239

    Actually this doesn’t prevent slugging for the 4k, in fact the new version of the mori offerings make it so slugging for the 4k makes it more likely to get the final mori you need for those bloodpoints (since if the last survivor gets out the hatch the mori offerings give no bloodpoints.)

    It doesn’t prevent it, but it does make it more difficult.

  • The only thing I’m happy about is that it addresses slugging for the 4k. That was long overdue. Outside of that, this system needs some work. 45 seconds isn’t long enough and certain perks/items will create lose-lose scenarios for the killer and will have a ripple effect on several other mechanics.

    For example, even if I were to sabo save someone right now and force the killer to drop, the killer still gets some pressure out of the fact that someone still has to stop what they’re doing and go pick that survivor up. Now they can just continue their gen uninterrupted because their teammate no longer needs their help.

    I don’t think it’s impossible to make this work, but I am a bit concerned about it in its current state.

  • Yeah, this is going to need some work.

    I think there are ways to make this system fair, but it needs some adjustments. Permanent 22.5s self-recovery is not remotely balanced.

  • Exponential’s recovery speed should be increased to whatever it needs to be to take 16 seconds like it did before.

    Devour and rancor should just keep the moris. They don’t need to be changed.

    I also think 45 seconds is too short.

  • Agreed. The insta-sacrifice mostly serves the same purpose, but it’s not as exciting. The moris made the perk unique and more fun. They shouldn’t be removed.

  • They’re bugged for male survivors.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199445#Comment_3199445

    +30% from grabbing with bound and base is 20 charges. You end up with 26 charges per a grab. With the passive 70% add it would take from 26 charges to fully infected 54.4 seconds.

    Still a long time to be chasing a survivor for hindered.

    Disclaimer: Video Conference Device is probably bugged. It’s doing 70%, but it only says 30% in game so it’ll be even longer than that if they fix it.

  • It’s mostly fine. He needs to hit you with his power and it can be removed several times. If you get infected and then last long enough in that chase to get fully infected, you probably did alright.

    My only issue with it is that it only resets to 50% on a hook. I think it’s a bit too easy to him to tunnel right now. It shouldn’t be completely removed on hook since the survivor should still be incentivized to go for a spray, but I don’t think it needs to start at 50% either.

  • They should bring back the 5 second DS and then remove the endurance from OTR (and give it a different buff instead). DS was far more effective at punishing tunneling but combining pre-nerf DS and current OTR would be too strong for aggressively bodyblocking the killer from going after someone else.

    If they don’t want it to be 5 seconds they could also give the survivor a temporary speedboost instead.

    At least with DS/UB, that survivor is stuck on the ground for a bit if you do slug them.

  • Remember when Breakdown was bugged and permanently destroyed hooks?

    I had a killer give me hatch one time because I was the only survivor in the match not using the perk.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3198144#Comment_3198144

    Huh, then is tier 2 16? I swear I saw he had a 16 TR somewhere

    Tier 1 is undetectable, tier 2 is 16m, tier 3 is 32m.

  • Even with pentimento it's not worth it honestly.

1 … 78 79 80 81 82 … 138