sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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Comments
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Thana already got butchered into the ground. It doesn’t need any more nerfs.
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Well it’s basically FTP except you don’t need to actually be there and it has a short delay. And the broken status is permanent. Can also heal multiple survivors at once.
Eh. There’s nothing the killer can really do about this nor can they anticipate it. It just happens. Would be very frustrating to play against imo
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I also noticed this. Hope it’s fixed
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@Mandy said:
This shouldn't be a thing...if you start the match at 100% then you should still get the 100% even if the bonus has expired during the course of the match.
Unless it changed in 6.2.1, can definitely confirm that this IS a thing.
One time I even got a BP bonus for killer…when there wasn’t a bonus at all when I queued up.
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There are plenty of ways to sandbag that don’t involve being on the floor. All removing that would do is make solo queue even more disadvantaged compared to swf
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If it's actually self-care I'm probably just skipping it tbh
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Ngl I didn't even notice they were gone.
That map has some problems but that certainly wasn't one of them.
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It’s a bug. It’s been a thing ever since they bugfixed rancor a few patches ago (back when it didn’t work at all).
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@Grandpa_Crack_Pipe said:
The one risk of running Empathy is watching someone run to a corner and Self Care.
With 2 stacks of Pentimento.
And Sloppy.
Twice.
That’s 81.63 seconds to heal btw.
And they did it twice.
Yikes.
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@Babz said:
https://forum.deadbydaylight.com/en/discussion/comment/3174542#Comment_3174542
I understand that, but realistically this is looking at the game with a viewpoint that everything must be of perfect balance. DBD is not that type of game and will never be that way, so I don't understand these repetitive nerfs to survivor when killer is staying relatively in the same spot (or being buffed), especially when solo q is really hard these days. I don't often swf tbh so that's my point of view, but perhaps a person who swfs more often may view the matter differently.
The game may not ever be perfectly balanced especially now with how much content there is and that’s ok. But we can still try to make improvements regardless.
Fwiw, solo queue absolutely needs some improvements, and soon. Not in 2 years from now.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3174542#Comment_3174542
Idk why people forget about C33. In fact I would say C33 is far stronger than Alch Ring. Alch Ring doesn't make it easier to hit survivors with lethal and you still have to be somewhat good at Blight for it to be impactful.
C33 not only hinders survivors making it easier to land lethal rushes, but also completely invalidates pallets. As an added bonus, you can't hide around a C33 blight because the blight also gets a score event for hindering you.
Oh no I agree. C33 is better than alch ring. I just mentioned the addons in the other person’s post. But I’m all for C33 nerf as well, it’s unbelievably busted.
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@Babz said:
I dont think toolboxes need a nerf - survivor feels extremely punishing (at least solo q) already. Maybe perks that affect gen speeds could be changed, but if killers have access to addons that can really buff their kit (mdr, alc ring, iri tape etc) why shouldn't survivors be able to bring something that helps them out?
MDR and alch ring need nerfs too. This goes both ways.
Iri tape is fine for now only because sadako is bad. When they buff her (which they should) that addon could get a nerf as well.
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My opinion is that the strongest perks and addons on both sides are still too strong, even after the midchapter. And this doesn’t apply just to gen perks and toolboxes, this applies to other stuff too.
90 second gens was a good change, but some slowdowns still need to be nerfed and/or were overbuffed. COB + overcharge at the very least probably should not stack. Eruption is too punishing for solo players. Pain Resonance is actually better than before in some situations because the regression is more than before (15% of 90 is more than 15% of 80). Deadlock is too effective for camping, but probably fine otherwise.
The strongest toolboxes (and BNPs) are way stronger than they have any right to be. Hyperfocus + stakeout is busted, even without a toolbox. Prove thyself might need to be looked at too. And I think there’s still a lot of frustration with 2 gens (or more) being done for 1 chase at the start of the game without corrupt intervention especially on the lower tier killers.
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DM does work with self-healing, however you’re not calculating this properly.
Going to assume all perks are tier 3 for these calculations.
Your total heal bonuses here are 50% from botany and 42% from DM, for 92% total. This is added to your default healing speed, which is 1.
Self-care works by penalizing your healing by 65% (so you’re effectively healing at 35% speed). So you do all this using the following formula:
(1 + 0.5 + 0.42) (1 - 0.65)
(1.92) (0.35)
0.672 is your final healing speed, which is below 1, thus why the progress bar was red.
You need 16 charges for a full heal.
16 / 0.672 = 23.81 seconds to heal with 3 survivors injured/dying/hooked.
Fwiw, here’s how long it will take to selfcare using botany and DM for each possible number of injured/dying/hooked survivors:
1 survivor: 27.87
2 survivors: 25.68
3 survivors: 23.81
4 survivors: 22.19
Botany + SC alone (no DM): 30.48
Self-Care alone (no DM, no botany): 45.71
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Once per hook instance means once per actual hook. If the survivor progresses to stage 2 on their first hook, that doesn’t allow using Reassurance a second time. It only works a second time if they are unhooked before struggle phase and then hooked again.
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This has been a problem since several patches ago. It’s also not uncommon to see almost no hook spawns on the bottom floor making it impossible to hook survivors downstairs.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3173341#Comment_3173341
This. Most of the complaints surrounding old keys and hatch could have been less exasperated if the devs never created these offerings. It should always be RNG.
Eh, keys needed to be nerfed regardless of the offerings. But I agree, neither side should be able to influence that.
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Hatch offerings shouldn't even exist.
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I’m already seeing less of him. The other night I only had 2 weskers and 13 matches against other killers.
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I really like it too. It generally provides at least something as it isn’t super inconsistent like most other hex perks. At the very least, survivors likely waste time on totems and in the best case scenario you catch them off guard for easy hits.
One of my favorite perks from last year and I honestly wish there were more like it.
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Yes please. Can’t tell you how many times I’ve had survivors follow me everywhere wanting to heal and refuse to work on a gen instead. I frequently use deli and FTP so this is a common thing for me.
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The breakable wall auras are useful. You can tell the difference between them and pallets if you look closely enough. It’s fine imo
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Well that tweet is…interesting.
Honestly I wouldn’t even mind the change to blast mine if they just reduced the repair requirement to compensate. This way you have to be more strategic with how you use it but it becomes available faster than it did before. 66% was fine with how it worked before, but it’s too high now.
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I get why they didn’t have much time for her last midchapter, but hopefully she is looked at soon.
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We shouldn’t be changing a perk like this simply to address hackers.
The game needs better anti-cheat and a better report system.
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Was hemorrhage in play?
If so, stopping a heal early will make a noise similar to a failed skillcheck, but it isn’t one and it doesn’t notify the killer so they won’t know unless they’re close enough to hear it.
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I used to play him fairly often but I haven’t played nearly as much killer in general lately. Don’t really have a reason to when survivor queues are almost always instant and offer 100% bonus BP.
But I have noticed less bubbas as survivor too.
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I've seen both him being completely invisible while coming out and I've also seen it where he just immediately appears and is just standing there completely frozen with no animation until he is fully out of the portal then starts moving.
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His vault isn’t that strong tbh
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They need to increase his hitbox just a little (not nearly as much as what it was on PTB) and fix his many bugs. Then reevaluate from there.
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She's fine now that DMS got nerfed
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It should affect healing, cleansing, blessing, unlocking, gate opening, sabotaging, and unhooking.
It would be too strong if it affected repair speed though.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/344858/bring-the-5-second-stun-back-to-ds
DS stun time never should have been 5s, it was like that because of Enduring (killer perk) and than Enduring got nerfed to only effect pallets, and Nurse is also the reason why it got buffed to 5s.
2 reasons why I think the 5s stun shouldn't come back.
1. You bring back the 5s and you might as well undo 6.0 update and the game might as well be boring with a stale meta.
2. I don't like talking about this because the community is too far gone, but the game is 4v1 and not 1v1. Killers shouldn't fear a perk. They should fear survivors working together.
It should've always been 5 seconds regardless of Enduring. (And Enduring should've never countered it, either.)
DS being disabled in endgame is totally fair and they shouldn't bring that back. But at 3 seconds, the perk is really just not that good and isn't enough of a deterrent for killers not to tunnel. Endurance only goes so far, and is also weaker than it used to be since killers have a shorter m1 cooldown now.
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Yes, you can do them as either role.
Survivors need to complete gens first before they can do them. Killers need to get hooks.
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Double locker saves should be removed but that’s it. Flashlights are fine otherwise
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Depends on the map and the killer. Open map where I can see the killer from far away? I’ll probably ignore it.
Lots of LOS blockers and/or a killer that can quickly end a chase especially if they catch me off guard? I’ll deal with pentimento.
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Revert the stun nerf but leave it disabled when gates are powered.
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Imo they could just decrease it to 4% per token instead of 5%. It would still be a good perk
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You don't.
You need to bring map offerings for indoor maps if you want to play scratched mirror seriously. If you're on an open map like coldwind then it can be funny as a meme but you shouldn't really expect to win with it.
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Almost no one has been bringing it in my matches. In the few games someone did have it, it did absolutely nothing/the killer didn’t camp.
I really don’t think it’s going to be that popular.
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@DarkSkysz said:
https://forum.deadbydaylight.com/en/discussion/comment/3167209#Comment_3167209
What about circle of healing? Its 50% base and with just botany the bar stay neutral.
So coh does two things.
It increases your healing speed by 50%, and lets you heal yourself at 50% speed. So much like self-care it penalizes your self-healing speed.
So with the bonus 50% you normally have 1.5c/s healing speed. This would be your healing speed if you were healing a teammate in the boon. For self heals: 1.5(1-0.5) = 0.75. So then you can heal yourself in 16 / 0.75 = 21.33 seconds.
With coh and botany together, the combined bonus is 100% (50% from each) making your healing speed 2c/s. So then 2(1-0.5) = 1, which is the regular speed; therefore the progress bar is the neutral gray and you get a 16 second self-heal.
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Can confirm. This has been a problem now for months.
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Positive modifiers are additive, negative modifiers are multiplicative.
In your example, you would've gotten 50% extra speed from botany, and 42% from DM with 3 survivors injured, for a total of 92% bonus healing speed. This is added to your default healing speed of 1, giving you 1.92c/s.
Self-Care works by penalizing your healing at 65% (so you're healing at 35% speed). Therefore, 1.92(1-0.65) = 0.672c/s.
Therefore the progress bar was red because your healing speed was 67.2% of normal with self-care, and it would've taken 23.81 seconds (16 / 0.672).
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He just needs his terror radius reduced and maybe -0.25 seconds on reload and he’s fine.
Quickscope had no place in DBD and never will.
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@Tsulan said:
Fascinating how the same people that complain about only facing nurse, blight and now wesker. Are the people that cherrish not facing hag anymore.
I’d rather face 15 Nurses in a row before I go against a single hag tbh
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I find Pig kinda boring to play honestly. There’s nothing really wrong with her, she just doesn’t fit my playstyle. I don’t mind going against her as survivor though.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3166715#Comment_3166715
And what adrenaline suppose to do? Because it only activated at egc too
Heal you on the condition you’re not Broken, and grant a 5s sprint burst regardless.
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So the way Retribution works and is shown to survivors is the following:
While Retribution’s hex totem is active, any survivor cleansing or blessing any totem (hex or dull) gets Oblivious for 45s. This persists for the entire duration even if Retribution gets cleansed before that time is up. After it’s cleansed, no more survivors will be newly affected by this.
If Retribution is cleansed first, it will show auras for 15s and survivors are NOT notified through the cursed status effect. Afterwards it turns off.
If any other hex totem is removed before Retribution, it will show auras for 15s and all survivors get warned that it’s active.
@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/3166757#Comment_3166757
No wonder nobody uses it. I tried to make a Plaything + Retribution build (to get multiple aura readings throughout the game) but it didn’t work out.
I never use the perk. So, I just have to pray a survivor doesn’t cleanse Retribution?
Yes basically. I have done this before and you can make it work, but you need ret to last until you actually get your playthings up; you run the risk of it getting cleansed early and then you only get it once.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3166715#Comment_3166715
I agree with everything you wrote but i disagree the part it is not good.
It is great perk when you use it with Blood Warden. Survivors will stay broken or they will open gates and they will give opportunity to use your Blood Warden. I really loved this perk, it is not op but fun to use.
Fair, yeah with perks like BW or NWO it has potential to be decent
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Terminus counters Adrenaline, yes, but that’s literally what it‘s supposed to do. It serves no purpose until endgame and then essentially acts as a weaker version of noed that isn’t a hex and then goes away when the exits are opened. Personally I don’t think terminus is even that good on its own; it might get some use in endgame builds but that’s about it.
Adrenaline is still going to be a great perk and on the off chance a killer has Terminus, oh well. You will still get the speedboost.
Sincerely, a survivor main and Adrenaline enjoyer