sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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It should work once per hook stage, not once per hook instance. As in, you should be able to use it a second time if someone goes struggle phase on their first hook, which you currently cannot do.
Maybe extend the range a couple meters as well so it's useful for basement. That's probably about all it needs.
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Luck isn't really a mechanic that should be used a lot in a game like this anyways.
I wouldn't mind if the luck mechanic in general was expanded to also affect chests since chests already have some luck element to them (just that they aren't currently affected by luck modifiers), but honestly that's about it.
Beyond that, I would say at the very least make the perk a 7/8/9% bonus to luck regardless of how many survivors are alive (as long as the survivor with the perk is still alive), rather than making it get progressively weaker after each survivor death. This combined with the other change might make it more useful for chests especially in dire situations if you're looking for a key, and could be combined with Plunderer's for maximum potential.
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I won’t go out of my way to slug at 5 gens just for the hell of it but if I down someone and you’re going for a flashlight save or you’re near me or whatever I’m not going to just not take a free hit.
Whether I keep chasing you after that depends on the situation.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3196230#Comment_3196230
I love the “it doesn’t belong in 2022 dbd” like it’s some completely different game in 2022.
What does that even mean really. It’s BS.
As for tombstone piece in general it is strong but if you die to it to first time you see Myers that’s on your team for feeding him stalk.
It’s also costly to Myers to kill a player who still has full stalk left.
Evade him and jump in a locker, force the grab and hook over the mori. It’s not like he can pick you up off the ground and mori you.
It is a very different game from how it was several years ago.
Remember original moris, original syringes, instant gen BNPs, literal infinites with no entity blocker, etc? Original, permanent sabotage and Self-Care at 80% healing speed?
Basically all of these things have been removed, and rightly so because they were completely broken and unbalanced. TP is hardly any different from some of these, maybe slightly less egregious but not by much.
The cost of killing a player who still has a bunch of stalk left is not really that relevant as long as it happens quickly enough to the point where Myers can easily clean up a 3v1 at 3-4 gens, which is often the case with the green memorial addon that basically everyone runs with TP because it's by far the best option to pair with it.
I'm all for improving Myers' kit, but this addon needs to go.
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It silences the bones tickling, not the map-wide sound.
BHVR somehow took what was already one of the worst perks and made it even weaker.
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@JustAnotherNewbie said:
How will I do my tome challenges that require I jump 3 times from a big height?
Tbh, I think I see more killers play map offerings than survivors at my level.
That challenge should be changed to trigger off any height that triggers balanced landing. That challenge being outright impossible on some maps is just dumb
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@SunsetSherbet said:
Because Myers sucks and does even with tombstone piece. Pay attention, note if it takes a long time for him to tier up, and jump in lockers if you're being chased and suspect he might pop it. Nerfing a bottom 5 killer is not something that should be done without a total rework to him. Pretty much the only thing that can make Myers scary is tuft of hair or tombstone piece. Or scratched mirror, but that's more of a "AHHHH JUMPSCARE!" scary and not a "Oh no, this killer is hard to face!" scary.
A killer having a weak basekit doesn't justify the existence of overpowered addons. The basekits of those killers should be buffed and Myers is no exception to that.
Stuff like tombstone piece just doesn't belong in 2022 DBD.
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Oh I saw plenty of Nemesis when he was new.
I'm fine with Wesker being popular though, he's so much more fun to face than Nemesis ever will be.
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After you hit a blade on someone there’s a 15 second delay before laceration starts decaying. This resets as long as you continue landing blades.
After that, the decay rate is 0.3 per second while running, and 0.4 per second while not running.
Successful basic attack is instant -3.
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Ngl I kinda like the current animation because it lets me laugh at how stupid old DH was
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No clue. I was severely disappointed it wasn’t changed in 5.3.0 when they did an addon pass for him. It should just be removed.
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The strongest gen perks (and toolboxes) on both sides are too strong regardless of whether they're allowed to be combined or not, honestly.
That said, overcharge and call of brine shouldn't stack.
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I see it sometimes, however it's not as popular as I initially thought it would be despite the nerf. I have used it a bit as well and I have seen it make a difference.
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I still want this to be fixed but at least it's funny
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This.
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I feel like most of the time, you kinda need to combine it with NWO to really get maximum potential.
But it is certainly not a bad pick in endgame builds.
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While I did like Pop because it encouraged killers to get away from hooks and actively go for more chases to get continued use of it, it still deserved a nerf with the base kicking buffs.
Even now I think it's still an okay perk, unlike Ruin which got completely destroyed.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3193825#Comment_3193825
That I doubt. We’d have hatch stand-off V.2.
You can though. Opening hatch is 2.5 seconds (1.67 with sole survivor).
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It’s been about the same for me.
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I think iri heads are pretty fair as is honestly. You get 1 chance to instadown and if you miss you’re an m1 killer. The problem was being able to have 3 instadowns.
My only real problem with them now is sitting in front of the hook with it because then there’s actually nothing to be done
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If pain resonance got a small nerf I wouldn’t be against it, however this is way too much.
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I didn't even know that those addons affected mending as a result of other sources besides the killer's power. That probably shouldn't be a thing, although it is a pretty minor issue.
I was aware of that 25% debuff, but it rarely matters at all. 2 survivors mending a third doesn't really happen that often to begin with.
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Never lock both lockers in a pair. If Dredge teleports to a pair of lockers, it will always force him into the locked one if one is locked and one isn't (unless a survivor is in the other one, in which case it'll prioritize that). Once one lock is used this way then you can lock the other one and make him exit slowly again the next time he tries to go to that pair of lockers.
If you lock both immediately, then he'll get out of one locker and then he can just break the other.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3192115#Comment_3192115
Do people even use that ######### ? 🤣
Not really. Last time I played against 3 blink nurse was probably 3 months ago. But it still shouldn't be a thing even with the severe penalty it has.
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I don't expect it on anyone other than bubba. Or maybe the occasional nurse hiding somewhere waiting to try and 4k with noed when the gens pop.
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It absolutely does not need the terror radius limitation. It would be a lot better on stealth killers if it didn't have that. I think it could even have the same effect as Fearmonger where it pauses existing exhaustion. So it's literally the same thing but for healing instead of generators with no additional restrictions.
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That's not a bug; those perks are general perks now regardless of whether you own those characters or not. If you do own those characters then you will see the old icons (eg. Inner Strength will still have the portrait of Nancy), but you cannot get those perks automatically through prestige, they need to be obtained on every character individually the same way as any other general perk.
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Nah, it should be used extremely sparingly. Eruption already goes way too far with it.
But it makes sense for twins and pinhead and how their powers work/it’s fine on them.
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@Yasqueen said:
So what?
…So it’s a bug that needs to be fixed? This isn’t supposed to be possible.
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It’s decent, but I wouldn’t mind a small buff to the unhook speed (not the heal speed).
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Sounds like a funny ending to a match.
I haven’t used NOLB much (I should tbh) but Adrenaline is a fantastic perk and I’ve always used it a lot.
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That’s not a bug, the killer has to be able to see you for you to see them. That’s just how object works.
Object just attempts to reveal your aura to the killer every 30 seconds (which then allows you to see the killer’s aura also); it doesn’t guarantee that you actually see the killer’s aura if your aura ends up getting blocked.
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Doctor’s static blast is the only terror-radius based thing in the game that still works through oblivious.
Admittedly I’m not sure exactly what it means in his power description when it says it “negates the oblivious status effect”, whether that means it just works through it, or if it outright removes the effect. I’ve never tried that, but I do know that at the very least you still get shocked.
With other stuff like Legion or terror radius perks like starstruck, unnerving, etc., you’re considered not in the terror radius so it doesn’t work.
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The tokens increase the skill check chance; there’s no base increase. Hyperfocus + autodidact does not work at all because autodidact removes the great success zone.
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@versacefeng said:
Why does everyone think twins are utter garbage. I play them and I do fine.
They’re not, but they don’t feel great to play and are also absolutely miserable to face. They’re just kinda clunky with their long cooldowns and also rely heavily on slugging. A lot of twins players also stay as close to hooks as they can while controlling the other character so overall they just make for a bad experience.
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Of those you listed:
Artist is fine.
Several of blight’s addons are too strong, his basekit is fine.
A few of spirit’s addons are too strong (MDR needs nerf, DCB needs full rework, interaction between duration addons and how they affect recovery needs to be looked at; imo just remove the modifier and cap recovery time at 15s). A couple of her bad addons need buffs too. Her basekit is fine.
Nurse needs baseline changes and a full addon overhaul. Range/recharge are too good and almost everything else is outright terrible and worthless and/or nerfs her power. 3 blink nurse also shouldn’t exist in any capacity.
On the other side, sadako needs some improvements. Ring drawing and iri tape can make her good in the right hands but that’s it and they’re only not busted because her basekit is so bad.
Freddy is in a really sad state and needs more changes. Forever freddy needed to go, but he was overnerfed and now he just kinda sucks.
Trapper prob needs some more improvements as well. He just spends too much time setting up and getting traps from corners of the map.
Myers needs minor improvements to early game/T1, and maybe T3 should be a bit more threatening. T2 is fine as it is. Tombstone piece should be removed outright.
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Tombstone piece should just be removed, there doesn't need to be more than 1 tombstone addon
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I doubt it's intended.
But freddy needs whatever he can get, I guess.
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I agree 100%. I’ve never liked the perk even before it was buffed, but it was rarely used before so it didn’t get much attention. But yes, it hurts solos far more than SWFs because solos don’t have a reliable way to counter it. But on top of that, 25 seconds is also just way too long regardless to not be able to do anything, and the scream effect also disproportionately affects solos for the same reasons.
An idea I had for it was to remove the scream and incapacitated effects entirely, and instead the gen gets blocked for 12-14 seconds when the perk triggers, regardless of whether or not it was being worked on. This means SWFs can't let go to counter it, but it has a shorter duration and also no longer inhibits other actions, giving it more counterplay. It may also be fair to increase the regression to 12%, to counter the fact that if the gen erupts while no one is working on it, the gen being blocked will prevent it from passively regressing over time for a bit.
Also just going to say: Incapacitated should not be used in this way for long periods of time. It makes sense for Victor and Pinhead's chains because they are actively designed to make you deal with them before doing other actions. But on a perk like this, it just becomes incredibly boring to play against and non-interactive.
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The lighting in the house and some of the windows it has is abysmal.
If they fixed those two issues, the map would not be that bad at all.
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Imo it should’ve been reduced to 4% per token to be more similar to what it was before at max stacks. It would still be a good perk.
It probably also needs some kind of anti-camp measure as well because it just makes it way too effective if the killer has a lot of tokens. It should be good as a chase perk, not a camping perk.
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@Nirgendwohin said:
https://forum.deadbydaylight.com/en/discussion/comment/3188888#Comment_3188888
blessing dont give the killer a notification unless he knows where his hex is. and it takes 28 seconds to bless a hex (14 normal). also it does not trigger undying and prevents pentimento.
yes, in a tournament game you wouldn't bless a hex but you also wouldn't bring coh or ruin.
While undying won’t reveal your aura, it will still transfer the hex perk to its totem if you do this. It’s no different than if the hex had been cleansed.
That said, I think it is worth it sometimes especially if you know pentimento is in the game or if that boon would be in a really annoying spot for the killer. But in most cases, probably not.
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@Steel_Eyed said:
I think Ruin is in a good spot and gives way for other newer perks. Still passive gen regression.
Ruin is a trash tier perk now. It deserved a nerf, but it got nerfed too hard.
Since its nerf, I have had ONE game as survivor where Ruin was actually somewhat impactful. 95% of the time, it has been completely useless and a waste of a perk for the killer. (And most killers don’t even use it anymore.)
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Agreed. Should only be in postgame.
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Nerfing a perk to address cheating is not the correct way to address cheating. Those people are still going to cheat, even if it’s in a different way.
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@Friendly_Blendette said:
It got nerfed? Honestly that perk is so irrelevant I mustve missed it.
It was 10 seconds on PTB and got reduced to 7 before live
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DS is a terrible perk now so that combo is fine.
If DS got buffed back to 5 seconds as it should, then the combo might be too much. Not for anti-tunnel, but for bodyblocking.
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@BenSanderson55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3188289#Comment_3188289
Oh was this because of PTB OTR plays with MOM and DH etc etc?
Kinda, since they nerfed endurance not to stack (by being unusable in deep wound) and to be lost when performing conspicuous actions, they reworked MoM shortly after to follow these rules as well, and reduced the requirement to 2 hits to make up for it.
Almost nobody liked that so it got changed back with the Wesker release and now MoM specifically is allowed to stack with endurance and you can keep it while progressing the game like you could before.
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It got reverted back to how it was before.
The “buff” was that it was 2 hits but you’d lose the protection just like any other endurance effect which sucked.
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As much as I’d love solo queue improvements I don’t have my hopes up.