sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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It was buffed in the artist midchapter to work on any hook.
It recently got its duration nerfed though so it’s not really that good anymore. PR/DMS is stupid, but also overrated.
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Iirc this worked properly on the 6.1.0 PTB and then after that it didn’t.
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I don’t want any perk of its nature getting buffed honestly. I get enough teammates in solo queue who bring sole survivor/left behind and hide all game/refuse to do gens then get a free escape. It’s bad design.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/346683/killers-that-dont-need-to-be-115
Hot take: with the direction the game is going (especially with them not reducing map size any time soon) there isn't many instances that I think killers should be 110 ever. Nurse is an obvious exception, but Blight's existence throws everything out of wack imo. IDK why Spirit is 110 when blight has a far more versatile and readily available movement ability.
IMO 115 killers just feel far better than other killers. Why should I play trickster that is 110 and hard to use, when I could use pyramid or nemesis who literally have the same strength of a powerful chase ability but are ALSO 115?
Personally, with exceptions to like Nurse and (POSSIBLY) Huntress, no other killers really feel they need to be 110. The powers just need to be slightly adjusted if anything to account for it, but a killer being 115 instantly means they can at least rely on being a m1 killer when map RNG is awful.
Eh, Spirit and Huntress would be too strong if not 110. I do agree that in most cases 115 killers feel better to play, but their powers are strong enough to mitigate that. Map size does need to be looked at though. We don't need more large maps.
Deathslinger you could maybe make a case for. I'd almost want to see how he'd be if he was 4.5m/s (and then probably nerf his ADS movement speed and/or increase the penalty for canceling ADS so faking it isn't as effective). Might be a bad idea, but something I'd be interested to try out.
Trickster is just a poorly designed killer in general and making him 115 won't fix that.
Hag just feels outdated to me tbh, but that's more of a personal opinion.
And then Nurse obviously has to be as slow as she is.
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No, those killers are fine at 115.
Wesker and Blight can’t really reliably use their power at every loop and need to play m1 sometimes.
Artist and PH would be too hard-countered by shift W if they were 110 and would become extremely boring. Removing movement speed penalties on their powers to compensate would not make those killers better designed than they are now. They need those penalties to be balanced. And Artist can’t just prepare her birds and then shoot them in any direction without delay the way Huntress can throw a hatchet in any direction. She has to set up first.
Generally speaking imo a killer shouldn’t be 110 unless absolutely necessary for balance.
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- It interrupts the kick action and stuns the killer for 4 seconds, then they have to kick the gen again.
- You cannot earn a 2nd BM while the 1st is active; the 1st one needs to deactivate first (either because the killer kicked it or it expired).
- No, the perk can trigger multiple times per match.
- I love your art
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I disagree with bringing back the notification; I don’t think it should have any informational aspect whatsoever. Remove the scream effect/interruption as well. If combining it with merciless storm is really a problem (it wasn’t tbh), then put a hard limit on the number of skill checks it can create.
Keep it at 15% but remove the effect that it causes the generator to be unable to gain progress for 3 seconds (similar to failing a normal skill check) if a survivor was working on it at the moment it triggers. I don’t know if this is even intentional or not, but Surge also does this. This means even in 6.1.0 when there was no scream effect, it was still optimal to briefly let go of the gen as you saw the survivor’s aura going onto the hook to avoid this, which is kinda stupid. Then it would truly be 15% and not more than that.
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I actually agree.
But I think it needs another buff beyond what it got today.
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I stopped using Counterforce because it interfered with my teammates' boons too much and hex perks are far less common now that Ruin finally got nerfed.
I'm quite surprised you didn't see a scourge hook once in 15-20 matches though. I was running sabo + breakdown the other night too and it definitely got some value. One game I had a killer who tried to hook my friend near my exponential totem and they had to drop because I sabotaged it (and I knew it was a scourge hook) so they picked themselves up almost instantly afterwards.
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It should last 60 seconds now imo.
While the perk definitely wasn't overpowered the way it was before, I actually like it better this way because it makes it more strategic. Before it wasn't usually super impactful, but it was a 4 second stun with very little counterplay other than not kicking the gen. But I do think it should've been buffed a bit more than it was in today's update.
Also, Repressed Alliance does offer better defense, but it has a huge downside in that it also prevents your teammates from working on that gen for 30 seconds which can end up backfiring. There's often not much point in using it to prevent the killer from kicking the gen if it means that my teammate won't be able to continue repairs while the killer chases me. So I wouldn't say it's necessarily always better.
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At least they do something unlike the worthless reagents and the (usually) worthless luck offerings that aren't worth bringing unless you're stacking a bunch of them along with luck perks for memes.
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Boon system needs changes/a rework. There's no way to make the other boons besides coh good without making them unfair because design flaws with the system heavily limit their potential. Killers need to have a more permanent answer to boons in general. Then other boons besides coh should be buffed. Coh is still overpowered despite repeated nerfs, but just nerfing it and leaving everything else the same won't solve the issue.
The core system of hexes is fine; some individual hex perks need buffs and totem spawns in general need to be looked at. I shouldn't be working on a gen and see a hex totem right next to me in plain sight.
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It just needs a sound cue when it activates like Alert does.
If it's still too weak after that due to the survivor's aura being hidden behind the gen then maybe make it highlight the aura of the generator the way it used to.
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@Timmylaw said:
I really think it was better when it was 16% but slowed down healing as well as gens.
Yeah, but that was kinda stupid tbf. The counter to thana is healing, yet it also directly penalized healing? It didn’t make any sense that way.
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@AntiJelly said:
https://forum.deadbydaylight.com/en/discussion/comment/3186237#Comment_3186237
What is the spirit bug you're referring to, if you don't mind me asking?
Her phase speed is messed up at the start; it has like a startup curve when you start phasing where your speed is slower than intended initially.
If you M1 at the start of the match it fixes it for some reason. It's stupid.
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Nah, I don't think he needs that. His vault isn't that strong but tbh that's how it should be
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@GoshJosh said:
Sorry, but until Plague and Legion are reworked, it’s not a perk that should too heavily reward killers for injuring survivors. These killers take the healthy state quickly, with barely any input or counter at all.
If they ever get reworked, Thana can be revisited.
Well, those killers don’t need reworks. Especially not plague.
If it’s too much of a concern for the devs to the point where thana has to be this terrible just because legion and plague exist and they aren’t willing to buff it at all as long as it's based off injuring survivors, whether it be OP's suggestion or anything else, then thana itself should just be entirely reworked and not left in the sad, useless state it’s in now.
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I just want to be able to spend points on killers while queueing up as a different killer.
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This was my idea:
You can determine the recovery progress of Survivors in the dying state by the intensity of their auras. When healing another Survivor out of the dying state, the healed Survivor receives a 7% Haste effect for 10 seconds and you both see the Killer's aura for 6/8/10 seconds.
When you are in the dying state, other Survivors can determine your recovery progress by the intensity of your aura. When another Survivor heals you out of the dying state, you receive a 7% Haste effect for 10 seconds and you both see the Killer's aura for 6/8/10 seconds. These effects also apply to you upon fully recovering from the dying state.
You heal other Survivors in the dying state 15% faster.
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Perks should not affect killer powers in that manner.
@K139K05 said:
https://forum.deadbydaylight.com/en/discussion/comment/3185433#Comment_3185433
According to the wiki, Resilience allwos you to rescue survivors (from traps) quicker, solving Jigsaw boxes faster and much more. So if that's the reason why the won't buff Better Than New, they should remove all these things from Resilience and give it a blessing and unhooking bonus.
Resilience does affect unhooking and blessing already. They added blessing to it recently and made zero mention of it.
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For killer, Ruin (at 200%, not the old old ruin). It did need a nerf, but not as much of a nerf as it got.
For survivor, DS. I agree with it turning off in endgame. But the stun nerf made it completely useless.
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For me personally, I think it's fine. I like to take the time to be more efficient anyways.
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I’ve only seen him once in solo queue since 6.1.0.
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Except it actually would be overpowered, even for 2 perks.
Now that distortion recharges, you could actually use this combo to lose scratchmarks for 10 seconds in chase once every 30 seconds, AND see the killer’s aura for 3 seconds when this happens, if it worked the way you’re suggesting (and they don’t see you). That’s not balanced.
You can still do that now for the scratchmarks, but you don’t get the aura reveal which makes it more fair.
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It‘s not supposed to stack afaik.
Breakout reduces the default wiggle time of 16 seconds down to around 13.33, fwiw (a bit faster with great skill checks).
That said, even if 3 breakouts WERE stacking, that would still be 10 seconds, so they never should’ve wiggled after just swinging once unless they also had flip flop and/or boil over, and even then.
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I got rank 1 on survivor but not killer. I don’t really care about rank reset points as much now that bloodwebs are cheaper and I get 100% bonus BP on survivor almost all the time so I haven’t been playing killer much. Before this update I used to get to 1 on both all the time.
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I’m actually fine with the bugfix in a way because it kinda does make the perk more fair. I think it could’ve been buffed a little more than it was, but I’ll take it because it’s better than nothing at all.
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Oh wow I did not see this coming. That’s a good change.
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I think 7% is too high for one injured survivor, however I completely agree with everything you’re saying and I like that idea of how to rework it. 16% max is completely reasonable.
(Also yes, please let it affect bless speeds, they even finally updated Resilience to affect it and didn’t mention it at all)
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I can't even say I'm surprised at this point unfortunately.
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Midwich is definitely the best and it’s not close.
Worst is probably one of the swamp maps tbh. Not enough lockers
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Yes, she is. She is my least favorite killer in the game and it’s not even close.
She can’t chase effectively which is the most interesting part of the game so her playstyle isn’t really for me either nor is it fun to go against.
Flashlights are also too important against her. You can shut down her power pretty well if you have one, but in some situations you’re kinda just screwed without them (and most hags use franklins anyway). Even if you didn’t trap hooks or camp/tunnel/whatever, most hags do so the second I see her I’m kinda already prepared for a miserable match.
Mint Rag is also completely busted and I’m honestly surprised it still exists.
So overall, I kinda just find her power largely outdated as well as boring to face because it actively discourages chases and meaningful interaction with the killer.
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Survivor BP gain can still be pretty abysmal sometimes especially if someone gets tunneled out of the match and/or 3 people are stuck just doing generators. It's not as bad as it was before though.
Killer BP gain is mostly okay, however certain killers' scoring does need to be revisited and sacrifice category needs to be looked at as in most cases it's actually impossible to get 10k right now.
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I think most of us miss it, but I understand why they did it.
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I remember going against a legion one time on ormond and I cleansed like 7 hex totems with counterforce while my teammates got massacred.
So at least I got my boldness points
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Believe it or not, it’s a bug with WMI. I’ve had it before. I think it occurs if the perk’s timer expires while healing someone but not 100% sure.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3182969#Comment_3182969
And why not? Is the concept of humans walking though other humans more viable in a fictional horror video games? Sandbagging for extended periods of time is bogus, but so is complete bodyblocking a dude build like a ton of bricks and probably weighting in as much. I always hated how bodyblocking often robs you as the killer of every possible opportunity to get at a survivor, but its part of the game and so I gotta deal with it. And so is bodybocking between survivors. But what that Cheryl did there was probably a bannable offense, so go ham at her.
There’s a big difference between bodyblocking a killer who can hit you and sandbagging a teammate in a corner.
Does it make sense from a real world perspective? No, obviously not, but it‘s a video game so it doesn’t have to.
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Yeah I’ll prob try this again today with some stun perks. Tried this for a while last night with no luck.
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@GoshJosh said:
Well sheesh, I thought you meant on the same side of the pallet or window. You expect him to vault the pallet and get a hit?
Not how it works.
That…is exactly how it works, though. The survivor in the video should’ve been downed.
On the PTB it was even easier to vault back after Wesker like that, so they made it so that the survivor gets injured if too close to the pallet specifically to prevent survivors from doing this.
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Depipping should stay as a punishment to people who DC. Otherwise, I agree, it shouldn’t be a thing.
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Yes. That’s actually thrown me off a couple times. Wish it wasn’t like that tbh
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3178476#Comment_3178476
The problem with doing that is on the balance for non camping killers, you make the hook stages too long and non camping killers get punished.
Lets say you bump from 60 to 80 seconds, killer leaves and chases a survivor, that leaves 2 survivors on gens who lets say are at 25% when the hook happens those survivors are gonna be completely comfortable finishing those gens and having time to go for the unhook, if you already lost a couple gens on your first chase, thats like game over.
If the hook timer gets longer you will see a new knockout 4-man slug meta because hooks wont put pressure on survivors anymore.
That is definitely something to keep in mind, however I don't think a small increase would be unfair considering the gen time increase from 80 to 90. Even if that few extra seconds on hook allows a survivor to get a little bit of extra gen progress before rescuing, if during that time the killer is progressing their objective by injuring/downing someone else, then they’re still better off than they would have been in that scenario pre-6.1.0 where the survivor would have finished the gen faster and then likely gotten the save in time anyway.
I could definitely see this becoming a problem if hook stages were too long though (and as you said, at what point does hooking become ineffective compared to bleedouts?). Unfortunately there isn't really a good way to make this work only when the killer is actually camping (eg. hook progression is slowed/paused within proximity to the killer) because systems like those are abusable by survivors, and we know that because it's already been tried in the past.
But I also don't think Deadlock is overpowered outside of camping scenarios. Let's say per OP's suggestion it indeed didn't activate if the killer was near the hook. Well if I happen to hook someone right as a gen pops, then I'm being punished for "camping" when I haven't had an opportunity to leave yet. So of course an alternate solution is to just reduce Deadlock's duration, but then it becomes kinda bad for killers that aren't camping. It might still be okay at 25 seconds, but anything less than that will probably just make it not that good.
The length of hook stages is also why I was mostly okay with the DMS nerf; even though I didn't agree with BHVR's reasoning for it (or adding the interruption back to pain res to address merciless storm which wasn’t even a problem to begin with), it was pretty busted on Artist with 60s hook stages.
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I’ve had some fun with fixated + lightweight. Since you see your scratchmarks you can see exactly when lightweight hides them and you might be able to lose the killer.
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This might be an unpopular opinion, but I think the real problem here (especially with the gen time increase) is that hook stages just aren’t long enough. If you really want to punish camping and weaken perks like deadlock when used for camping, make it take longer.
Reassurance is just a bandaid fix. Nothing more.
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@KerJuice said:
We always got a noti but it was extremely easy to miss. I swear if felt like it only showed for 1.5 seconds in small ass font. Hopefully the noti is more noticeable now. I need to see it for myself. Does it stay on the screen like Dying Light? If so, then good.
It’s displayed in the bottom right like dying light is, yeah. However it’s only there while working on something that’s currently being penalized by it. If you leave that objective, the icon goes away (and then comes back when you resume).
It still shows the cursed symbol too the way it did before though.
(Fun fact on the wesker ptb this was actually bugged and it was shown to survivors from the start of the match so hiding it was impossible.)
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3177429#Comment_3177429
I think it does all 3 at the same time
The game I did took longer to recover from stuns and longer to break stuff, Idk about missed attacks though
Oh I see, I misunderstood that then.
If that’s the case maybe I’ll just play bubba so the longer break doesn’t matter and then I can run enduring to offset the stun penalty lol
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It debuffs the killer depending on the variation. It can increase missed attack cooldowns, make you recover from stuns slower, and in your case it took longer to break stuff.
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Slugging does not need to be buffed.
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Self Care.
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From the wiki.
