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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • Dw I thought it was a bamboo stick in the rain too for 1 or 2 months. Felt dumb when someone told me it was Sadako’s eye

  • Never saw him much to begin with. First day of chapter release I never went against him, last night I got a few but it was probably only half my matches.

    Personally, although I’ve already P1’d him, I’m not going to play him until they fix at least some of his bugs.

  • I think the skillcheck isn’t that big of a deal, however I wouldn’t be against removing the extra 5% regression that comes with it if you miss it.

  • They already said it's not a bug. But I agree it should be made more clear in game.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165551#Comment_3165551

    I guess the burning question is then, what's worse blast mine or wiretap?

    Probably blast mine because it takes twice as long to charge and only lasts about half as long

  • I don’t see why not. Personally as killer I never notice survivor charms, but I do notice killer charms as survivor.

  • Mandy already confirmed it’s intentional that they don’t work together.

  • There’s no way Dredge keeping bloodlust while using their power was intended. That never should’ve been a thing and if I got a down with my remnant while bloodlusted, it never felt rewarding really. So I’m glad they fixed it.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165340#Comment_3165340

    Stakeout needs to be charged. You already wasting good time for 4 stacks. Not all killers have large TR like Wesker has. Stakeout is garbage perk against 90% of killers.

    Stakeout is underrated and I’ve been using it frequently even before this chapter. It is bad against stealth killers but otherwise it’s not even close to the terrible perk people say it is.

    But the reason it’s so powerful with hyperfocus is that not only does it correct your mistakes to keep hyperfocus going, but it actually doubles the hyperfocus bonus too, since it gives you 30% of 2% per token instead of 1%.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165257#Comment_3165257

    You are blaming the wrong mechanic. Toolboxes are problem here, not perk.

    Toolboxes needs to be reworked.

    It’s both. You can do gens in 55 seconds with just hyperfocus and stakeout. You don’t need a toolbox for that.

  • While I understand the frustration, this can’t really work even with a lobby of 4 solos. Even if I am not playing with any of my friends, if I happen to get matched with a TTV as a teammate, and I die before the end of the game, I could easily go tell them the killer’s entire loadout.

    I’d have no issues with there being some text that says “wait until the end of the match” like you suggested though.

  • It’s bugged yeah. It only works sometimes

  • So something I’ve noticed is that ever since Ruin’s nerf, the most common hex perks are the “abnormal” ones. And by this I mean the ones that work differently from normal, like plaything and pentimento, or trap totems like haunted and retribution.

    The only “normal” hex I still see occasionally is devour hope and even that isn’t common and never has been really. I’ve seen a few killers trying to make use of the nerfed ruin, but from what I can tell, it really has not done hardly anything in my survivor matches. Blood favor is okay and does show up every now and then.

    But perks like third seal, huntress lullaby, crowd control, etc. are all really weak and aren’t particularly worth the risk that inherently comes with them.

    That all said, I disagree with making Ruin not a hex perk, I think it just needs a buff to something in between what it is now and what it was before. As for plaything and noed showing their auras, I think it’s pretty fair actually. Plaything still requires 4 cleanses to completely get rid of it and noed was incredibly cheap and needed a change so I don’t really mind it. Plaything isn’t really a high risk high reward perk it’s more of an annoyance to the survivor that they can either risk dealing with or spend some time doing a totem which acts as an indirect slowdown even if they can see it within a specific range. And I think that’s fine. But I do think totem spawns themselves need to be looked at.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164829#Comment_3164829

    Yeah, I like the sound of that. Equivalence is all I'm asking for (and ideally equivalence below the current maximum, because gens getting frozen for 25s time and time again is a bit nuts.)

    That said, I think it should increase the base regression in that case, because freezing the gen for 13s prevents regression that would otherwise occur if nobody was manning the gen at the time. I'd bump it to 15% for a happy medium between "there were people on the gen and regression wouldn't have happened" and "there wasn't anyone on the gen, so it would have regressed."

    That’s true, I didn’t think about that actually. I think 15% is too much, but maybe 12% would be fine.

  • I’ve seen this happen due to Dead Man’s Switch before if the gen gets blocked right as DMS expires. It ends up looking like it’s half-blocked and it’s all weird looking, but it isn’t blocked anymore and it can still be repaired as normal.

  • @Laluzi said:

    So this perk's pretty much wholesale replaced PGTW, and quite frankly I preferred dealing with Pop.

    There's two issues I have with this perk. One - by nature of the way it works, Eruption is better against solos than SWF. SWF can call out when they're about to go down and have their teammates release gens at just the right moment to avoid half the perk; solos have to either guess when an injured person somewhere on the other side of the map is going to go down and not repair the gen in anticipation, or keep repairing and get hit by it, which either way results in tons of wasted gen time. This is not healthy perk design and widens the already massive solo-SWF gap, but unlike other much-better-versus-solo perks we've had before, Eruption is meta and pretty much everywhere, and the result is pretty miserable for solo queue. Stall-out games where it's impossible to complete gens because the killer stacks gen kick perks and teammates keep going down too quicky are not exactly peak enjoyment, and Eruption's Incapacitated is by far the nastiest part of the build and the hardest for solos of any skill level to counter.

    Two, 25 seconds off gens (or anything useful) is massive. That's already stronger than old PGTW, potentially across multiple survivors and on top of the 10% regression. The trade-off is that it doesn't necessarily hit anyone, but if it doesn't, either nobody was working on gens (which is great) or you're against a comms SWF and already at a disadvantage (which is not - and it's not fair that your perk isn't working, either.)

    So with that in mind, can we try and equalize Eruption between solo and SWF? I'd be fine with increasing the percentage regressed when the gen blows up if it meant scaling back the Incapacitated to pre-buff levels.

    There's also an issue where Eruption's yellow aura plays badly with other perks like Surveillance, Call of Brine, and Gearhead that should probably be addressed.

    How would you feel about this?

    Eruption (rework proposal)

    The NE-a parasite provides you with the intelligence and awareness needed to set a trap.

    After damaging a generator, its aura is highlighted in yellow.

    -When a Survivor enters the dying state by any means, all affected generators explode.

    -Affected generators lose 10% progress instantly and become blocked by The Entity for 13 seconds. Blocked generators are revealed to you in white.

    Eruption has a cooldown of 30 seconds.

    What this means is that it no longer matters whether the gen was being worked on or not; it blocks regardless, so SWFs cannot avoid it, and it may be better in situations where it triggers before a survivor was about to start working on that gen. However, the time that it can't be interacted with is shorter, and it also has a bit more counterplay because it does not inhibit other actions anymore, and it no longer matters if survivors let go since it no longer causes them to scream.

    The 10% regression it has currently is fine.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164477#Comment_3164477

    It requires kicking gens. While kicking gens is a but less terrible now, it's often a huge waste of time.

    Then, it requires survivors to keep working on that gen, and not get out of it. It's only effective the first time, after that, it's not as good.

    https://forum.deadbydaylight.com/en/discussion/comment/3164499#Comment_3164499

    I mean, a perk that is only good against potatoes isn't good, it's the potatoes that play badly.

    By your own logic, PR is insanely overpowered because the soloQ potatoes never get out of gens.

    https://forum.deadbydaylight.com/en/discussion/comment/3164515#Comment_3164515

    "Guessing" when a survivor is close to be downed requires game sense, and yes, a little bit of luck sometimes, but if you're good you can easily get a lot of clues, especially using perks. But assuming you have no perk, just estimate how much time it takes for someone to go down, it's not hard at all. And usually, if the killer injures someone, that person is going down soon after. If you find yourself in a situation where you really have no idea when the survivor is going down, then switch generator. There are 7 gens on the map, find another. Get the save. Or really, just eat the Eruption and go get the save.

    I can't really compare it to PR, since PR now is a half perk, that you must combine with DMS, which results in a super strong perk. But... "more reliable than PR", this is some kind of joke, right? You just gotta hook someone to activate PR, which is your goal anyway.

    Eruption is the most difficult slowdown perk in the game to setup. And the reward isn't even that big. Kicking gens on high MMR is a guaranteed loss unless you have other slowdown perks going on. You just do not kick gens on higher level play. And then, even if you do, that gen is likely falling before you down someone.

    Yeah, I get eruption is frustrating when it happens to you, but you should see the amount of investment it requires to get any use of it.

    Stop trying to nerf fun perks. That's how blast mine got nerfed.

    A perk being fun (which is also subjective) doesn't mean it can't be too strong. (Not defending the blast mine nerf though, that was stupid.)

  • I think it’s fine that legion can’t see scratches or blood in frenzy. You don’t really need them once you hit someone, you just let KI do the work for you.

  • @K139K05 said:

    Yes, it did. Agitation still felt kinda slow. Thank you 🙂

    Yep. Agi bases it off of 18% of 92% (3.68m/s). So you get 4.3424m/s which is about 108.56% speed, not 110.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164447#Comment_3164447

    Eh. Someone is injured for a while, get off the gen.

    Then, yeah it's harder than Pain Resonance, for example. But it's also SO MUCH MORE difficult to setup. The generator needs to be kicked first, and after that there's a cooldown going.

    If it's insanely difficult to setup of course the reward needs to be great.

    Expecting a solo survivor to simply not work on a gen while someone is injured is ridiculous. Unless it’s the obsession, there’s no guarantee that the killer is even still chasing that person. And it’s really not that hard to set up. The cooldown basically is close to over by the time you hook someone after a down.

    Pain Resonance is generally more bearable because you know exactly when it’s going to activate and can even let go of the gen when you see the survivor’s aura as they go onto the hook, then immediately resume work, which is what I usually do.

  • @Xord said:

    I still don't think Eruption is a really good perk. It's okay, maybe good, but that's it. Just get off gens if someone is about to fall. If you do get out of a gen, go get the save. Don't wait around the gen for the whole duration.

    That’s one of the main issues with it though. SWFs can get off the gen if they know a teammate is about to be downed. Solo players likely don’t know when this is about to happen and can’t react accordingly, which makes it far more powerful against them than it has any right to be.

  • 5% of your base speed.

    So for survivors it is 105% because 5% of 4.0 is 0.2, giving you 4.2.

    But for a 4.6m/s killer, it’s 5% of 4.6 which is 0.23, giving you 4.83m/s or 120.75% of survivor running speed.

  • This isn’t a bug. If you get unhooked and are hit within 10 seconds, that will consume both the basekit endurance and the OTR endurance. The basekit endurance is basically irrelevant if you have OTR active, since you then have 80 seconds regardless. It has worked like this since the endurance nerf from PTB.

    However, if you were able to mend, you would then be able to use dead hard afterwards.

    @hastarkis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162749#Comment_3162749

    Nope. Devs said that all endurance effects are intended to stack their time. You don't have unhook endurance AND otr endurance. You have one big endurance effect that INCLUDES both unhook and otr at the same time. Maybe (if I remember correctly from forum devs' posts) your whole endurance is 90 sec (80 otr + 10 unhook) but those effects are deffinetely not separated, hence there's nothing to prioritize.

    They don’t stack to give you 90 seconds. They just run concurrently at the same time. OTR = you get 80 seconds. That’s it.

  • It already got buffed to 50%. It’s fine

  • @danielmaster87 said:

    I'm just wondering what the perk does now, because survivors already get Haste off hook.

    It stacks so you actually outrun 115 killers for 8 seconds.

  • Agreed. I understand if they made them not stack because it would be too strong but that needs to be clear in-game that it doesn't work.

  • Look I hate tunneling and I do think it’s a problem but a 30 second DS stun is just ridiculous. No stun should last that long.

  • It seemed to fluctuate a lot when I played last night. I saw 100% on survivor, then next game 25% survivor, next game 100% on killer, and then straight back to 50% on survivor again. Seemed very weird

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160987#Comment_3160987

    Aaah yeah the typical "test something under perfect conditions for 1 side to see if it's busted".

    Even then youe survivor 1,2,3 and 4 will get 0 escapes when facing a slugging Sally.

    With how big wesker’s terror radius is it’s really not that hard to get the perfect conditions for it in a real match especially given the right map. Not gonna deny that nurse is a problem too because she is but this perk combo is also an issue.

  • At the closest possible range with no addons he can go from tier 2 to tier 3 in 6 seconds. So yes.

  • Yes please don't cleanse them so you run straight into my chainsaw. Thanks :)

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160949#Comment_3160949

    Go into a practice game with some friends.

    Survivor 1: Prove Thyself, Streetwise, Built to last, Hyperfocus

    Survivor 2: Hyperfocus, Fast Strack, Stakeout, ___________

    Survivor 3: We'll make it, BT, Exhaustion perk, ___________

    Survivor 4: Boon CoH, Exhaustion perk, 2x __________

    If you have survivor #1 and #2 on gens the game is just stupid. You can tun a gen into something like a 30 second project which is 1/3 the listed time.

    Before the 40 perk rework we had Dead Hard break the game because you could make sure every chase lasted a minute. Hyperfocus allows for nonsense with Prove Thyself where you can turn every gen into a 40 second event.

    https://forum.deadbydaylight.com/en/discussion/comment/3160985#Comment_3160985

    Before they changed it in 2021 Great checks were 2.4 seconds per event (and they applied to heals as well). Great checks were halved in power to 1.2 seconds. Did they lower them again?

    When were they changed to 0.9 seconds per event?

    Great skillchecks on gens were nerfed from 2% to 1% in 2020. This used to be 0.8 seconds since gens were 80 seconds but now they're 90 so it's 0.9.

    They're still 5% on heals, which is 0.8.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160784#Comment_3160784

    I haven't tested it myself yet just been on the otherside of it.

    I'm really surprised it went live with no changes. I don't understand what the devs were thinking if they thought 80 second gens was to fast how did they let 60-40 second gens go live.

    @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160784#Comment_3160784

    -"Yeah I changed my mind, it's completely busted. I was testing it out with stakeout in customs and was consistently finishing gens in 55-60 seconds WITHOUT a toolbox. With a toolbox it would've been even faster."

    When we look at killer perks you notice most of them have the synergy purposefully disabled. Pop doesn't work with Oppression. I hate to be that person but allowing Stake out to turn Great checks from Good checks is just too good.

    Take that away and the perk will require absolute perfection to be almost balanced. The last thing that needs to change is that you should not get "more checks" from using a toolbox while using Hyperfocus.

    @Pulsar said:

    I am not good enough to use it, so I'll take your word for it.

    So just to shed some light on how the stakeout + hyperfocus combo currently works, here's an example from one of my custom games earlier:

    I completed a total of 8 skillchecks while doing a gen from 0 to 100. It took just short of 58 seconds to finish that gen by myself and with no toolbox or any other perk that affects repair speed. Meaning, I got a bit more than 32 seconds of bonus progress from great skill checks (specifically, 32.22).

    Normal great skill check bonus is 1% or 0.9 seconds, so with no perks, 8 great skillchecks is 7.2 seconds saved. However, we can't really use this as a perfect benchmark because hyperfocus increases the skillcheck trigger odds, so it's unlikely I would've actually gotten 8 skillchecks without the perk.

    If hyperfocus bases its bonus progression off 30% of 2% with stakeout (which it does, and shouldn't do imo), then the total great skill check bonuses are 2.6% at 1 token (30% of 2% is 0.6%), 3.2% at 2 tokens, 3.8%, 4.4%, 5%, and 5.6% at 6 tokens (and then 5.6% for each successive great skillcheck after that). So adding up those first 6, and then 5.6% 2 more times for the 7th and 8th skillchecks, gives us 35.8%. 35.8% of a gen normally takes 32.22 seconds, which exactly matches the time I saved from earlier.

    If it was calculated based off 1% and then adding stakeout as a 1% bonus at the end, then each hyperfocus token would only be worth 0.3%. So then it would be 2.3%, 2.6%, 2.9%, 3.2%, 3.5%, and 3.8%. Had this been the case, it would've been a total of 25.9% bonus progress after 8 skillchecks. 25.9% of a gen is 23.31 seconds, around 9 seconds short of what I actually got, but would still be incredibly strong.

    Now, had I done the same gen with JUST hyperfocus alone (and actually hit all 8 great skillchecks unassisted), then it's 1.3%, 1.6%, 1.9%, 2.2%, 2.5%, and then 2.8% for 6 and above. Then it would've gotten me only 17.9%, saving me 16.11 seconds. So, you can see how much of a difference stakeout makes right now.

    (Granted, in the last example I could've gotten more skillchecks during that extra time so the difference may have been less, but it'd still be significant.)

  • Yeah I changed my mind, it's completely busted. I was testing it out with stakeout in customs and was consistently finishing gens in 55-60 seconds WITHOUT a toolbox. With a toolbox it would've been even faster.

    It does still seem to be bugged with stakeout though as it's basing the 30% bonus of the base value off 2% (including stakeout bonus) instead of basing it off the normal 1% and adding stakeout's 1% as an additional bonus. But even if they fix that I'm not sure it won't still be too strong.

  • My opinion is that they should completely remove self-healing from botany so it only works with altruistic healing. That would allow for botany’s medkit penalty to be removed (which feels awful to play with) and it would allow for self-care to be buffed. You could still use desperate measures to increase selfcare’s speed but it wouldn’t be as strong.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159977#Comment_3159977

    I mean your not suppose to know survivor perks.... I mean i say this when survivor can see dissolution icon for killer perks and Trail of torment gives an aura reading on generator.

    If you think its that huge of an issue, you could make it so that killer see highlighted blue aura on the gen, but that defeats purpose of the perk. if the survivor is not falling for any mindgames, you can deduce that it might be wiretap and you can kick the gen to get rid of it.

    killer don't have any indication for kindred aura reading and i don't see anyone complaining to get kindred killer aura reading weakened.

    If it showed the killer the gen aura it’d be kinda bad on its own. Then you’d almost need open-handed for it to get much value.

    But tbh, that’s why open-handed is kinda difficult to balance, and I’m actually kinda glad that they specifically prevented this combo rather than just nerfing open-handed because it’s not OP with any other aura reading perk, but this combo would’ve been. And yeah the killer isn’t told about kindred but it’s more limited in when it CAN be active, and the killer does know exactly when that is. Plus, it punishes camping/staying near the hook so I don’t really have a problem with it.

    And like you said, you can kick the gen to remove the wiretap. Just not when the gen is 30 meters away and you’d be almost certainly dropping the chase to do it.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159074#Comment_3159074

    its inconsistent. it says for open handed that it increases all aura reading by 16 meters. killer aura and survivor aura perks. it should work wiretap. kindred is aura perk for survivor and killer aura's and wiretap is aura perk for killer aura.

    I never heard of any killer player complain that open handed is too strong.... or wiretap for that matter.

    The problem with 30 meters of wiretap is that the killer has no way to know it’s active, thus preventing them from mindgaming. 14 meters is close enough to the generator that the killer can disable it by kicking the gen (although that’s not necessarily always a good idea), but 30m isn’t.

    With open-handed + kindred, the killer at least knows when it has a possibility to exist, and when it can’t be doing anything. They know if someone is on the hook and where the hook is, and that’s what makes it more fair imo. Wiretap doesn’t do that at all, and can also go on for up to 80 seconds. Barring perks that can temporarily freeze Entity progression, a survivor on the hook that long has already died or gone into stage 2 which isn’t ideal for the survivors anyway.

    That said, it should be made more clear in-game that these perks do not work together, because it is admittedly pretty unclear right now.

  • @Spirit_IsTheBest said:

    Odd, it worked for me when I tested it out, I know how this perk works, a special thanks to @sizzlingmario4 for telling me!

    Basically, if you had no progress, and then a teammate in the radius gets hit, you would go to 0% to 50% automatically because it's your missing progress. That's what happens basically.

    While it’s supposed to work like that, I’ve since learned the perk does seem to be bugged actually. A friend of mine was using it earlier and it only healed them once when it should’ve activated multiple times. I don’t know what breaks it, but TL;DR it seems to only work when it should sometimes and not all the time.

  • Wiretap should use AA2 and keep blast mine on AA1. Repressed alliance can be either, it doesn’t matter, they just need to fix the bug. It worked fine in the past.

    Beyond that, they should change Saboteur to use it as well to prevent accidents. Would be good for Clairvoyance too

  • @Sonzaishinai said:

    It's still kinda meh but 8 seconds healing saved when it triggers is pretty nice

    I would probably run it once in a while. A yellow medkit gives you 2 heals if it triggers once

    I saw someone running it with resurgence, botany, and a green medkit. Unhooker took a hit for them after unhooking which gave them 75% heal total and they finished the heal in 2 seconds directly in front of the killer

  • That is literally the point. It’s supposed to be more difficult to gauge how far away he is in the dream world.

    Besides, Freddy is already a weak killer, he certainly doesn’t need any more nerfs.

  • Wesker is good at tunneling unfortunately because the infection only resets to 50% when getting hooked so eventually you just get Hindered again if you get tunneled off the hook

  • His PTB hitboxes were too generous. The buffs make up for it imo

  • No, not at all.

    I maybe get why they did it if they wanted to make its behavior consistent with that of Wiretap, but if that's the case then they could at least reduce blast mine's repair requirement or make it last longer once the trap is placed.

  • You get 50% of the healing progress you’re missing.

    So for example if you’re at 0%, then you get 50% heal progress, since you’re missing all of it.

    But if you already have 20% progress, then it’d only give you 40%, since half of 80% is 40%.

  • Honestly I’m fine with it not working. 30 meters would’ve been a lot with no indication to the killer.

    I’m fine with kindred + open-handed because it punishes camping. This doesn’t.

  • Just to add to this, this does also occur w/ Deliverance. This happens 100% of the time.

  • You won’t get banned however I try not to let challenges detract from the main goal of the game too much. If it’s a challenge I need to go out of my way for I’ll try to spend minimal time on it or focus on it more when we’re already in a good position to escape the trial (or if the game is hopeless, eg. 2v1 at 4 gens).

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