sizzlingmario4
sizzlingmario4
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Absolutely not
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I've actually been seeing quite a bit of hex-roulette Nurse lately. Unfortunately they usually do have devour (almost no one runs Ruin anymore since it got butchered) so you end up having to do the totems anyway.
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It's an iridescent addon that lets Blight instadown, but only when using the last rush token. It's always been a thing.
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Killer window blocking should never exist in any capacity, not even as an exhaustion perk. There are some windows killers need to vault in order to realistically continue a chase.
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I think there just needs to be a way to prevent the same totems from being blessed over and over. If the killer constantly has to travel to extremely inconvenient places for them such as the top of ironworks to prevent the entire team from having fast self-healing, that is in no way fair or fun especially when the boon can just be reset.
I’m not the biggest fan of your idea since it does not really fix the core problem with COH and also potentially weakens the weaker boons if combined with COH.
I would rather they make boons a more limited resource by allowing the killer to break totems basekit, but spend several extra seconds doing so (and leave snuffing as a faster option for them if they don’t want to invest as much time, at the cost of leaving the totem available to be reblessed). Then buff all the boon perks except circle of healing to offset this, and potentially bump the range back up a bit too.
If the devs aren’t willing to change the base mechanics, then COH needs to be nerfed into obscurity. But I don’t think that alone is the best solution as then almost nobody will use boons at all because they’ll all not be very good and largely not worth bringing. This is something we’ve already seen with scourge hooks - nobody really used them until pain resonance was introduced, because gift of pain in its original state was a bad perk.
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The endgame nerf DS received is fine.
But nerfing its stun duration was a mistake 100%.
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Plague is one of the most unique and well-designed killers in DBD.
Please leave her alone, she is fine.
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I don’t think the issue is in 3 gens themselves, I think some regression perks are simply a little bit too strong especially in solo queue.
Despite the meta shake-up, the gap between the weakest and strongest perks on both sides is still way too large.
(Also, maps like azarovs which naturally split the map are bad design and should be reworked.)
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Because blast mine doesn’t allow the killer to finish the kick before they get stunned.
It’s a 4 second stun which can cause massive delay for the killer, and can also attract teammates to your gen. It doesn’t need a buff.
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I would rather they address camping on a fundamental level than introduce a bandaid fix. That’s my main problem with it because it shows that BHVR isn’t learning from the past.
That said, I don’t have an issue with Reassurance being strong until that happens. I do think it should probably be disabled in endgame though since expecting the killer not to camp in endgame is stupid.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3141209#Comment_3141209
Pain Resonance
Affected generators now interrupt Survivors that are repairing them (Note: This does not notify the Killer with a scream)
Read the patch notes
It says that it interrupts them. It also says the killer will not be notified with a scream. To me, no part of that makes it sound like they’re supposed to scream while being interrupted.
If the scream is intentional then that needs to be clarified and added back into the perk description because those patch notes make it sound like it’s unintended.
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Wraith is and always will be a noob stomper. But he’s far from overpowered. He doesn’t need any more nerfs.
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It was a good nerf because for the setup killers that need it it doesn’t really affect them nearly as much.
For the killers that don’t need it like blight and nurse it makes it a lot less powerful for them.
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No because No Mither exists. It‘s pretty bad though.
It‘s funny too because it got a buff a few months ago and it’s STILL almost completely useless.
@jesterkind said:
Buckle Up is bad, but it's not Dark Theory bad.
Dark Theory isn’t great but it’s better than people give it credit for. I’d bring it over buckle up any day of my life.
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@blue4zion said:
https://forum.deadbydaylight.com/en/discussion/comment/3137990#Comment_3137990
And the basement is supposed to be a dangerous place.
I won't lie, I don't like the 5 seconds but using the basement as an argument seems wack.
What does basement add to the game that doesn’t encourage camping and tunneling?
(hint: the answer is nothing and it’s an outdated mechanic that should be removed)
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It’s literally busted against stealth killers who really don’t need that extra weakness; they’re already mostly on the weaker end of the killer roster. Idk what bhvr was thinking.
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@ad19970 said:
I kind of would like to have Ruin's values buffed only a little, but instead have BHVR find a way to make Hex perks a bit more consistent. My suggestion would be to have them stay active for a certain duration after the start of a match, whether the associated Hex: totem is destroyed or not. That duration should obviously vary from perk to perk. And only after that duration, does the perk then deactivate, if the totem was already destroyed. I really want Hex perks to become a bit more consistent in use.
I am not sure if it's the regression perks that are so oppressive at the moment, or if it's more just the slowdown perks. Like Thana, which luckily got nerfed.
I never thought of Call of Brine as oppressive though. And having it work on only 1 gen at a time, I feel could overnerf that perk. Maybe just reduce the duration to let's say 50 seconds or so? Though I feel like Call of Brine is one of those balanced regression perks that doesn't need to be nerfed.
In my opinion, there are only two slowdown perks that really need to be nerfed at the moment. One is Pentimento. With only 1 totem up, it can increase gen times from 90 seconds, to freaking 128 seconds. That is simply too much in my opinion. It should have it's values reduced from 30% to 25 or 24 %.
Eruption is problematic because it can hurt solo survivors more than swf survivors, because an swf survivor that is about to go down can just tell their friends to let go from the gen. So the incapacitated effect needs to be decreased by a lot. Down to 8/10/12 seconds in my opinion, and I think in that case, the regression could also be buffed from 10 to 12 %. It would make the perk much healthier and less oppressive.
Gift of Pain could maybe also use a nerf from 16% repair speed reduction to 14%, but not sure on that one. Honestly, before they go and nerf any other slowdown or regression perk, I would rather have them nerf camping and tunneling properly. These two strategies are arguably the biggest source of frustration for survivors. So I'd rather have them focus on that primarily, and then see how balanced the game is, when killers are more forced to play normally, and actually skillful, if they want to have a decent chance at winning. And even after that, instead of nerfing killers, I think buffing solo queue with more information would be the better way to go.
The main issue with call of brine imo is that it’s too strong once a survivor dies. In a 3v1 against certain killers it can become pretty difficult to deal with. Pre-nerf Ruin had this property too but to a lesser extent since it’s a hex and usually wouldn’t even last long enough for that to be an issue. But even beyond that it already does a lot imo, you get extra regression AND information. So I would not really complain if it was nerfed slightly, whether that be not stacking with overcharge or something else. I don’t think decreasing the duration would do a lot though.
I do agree eruption is a problem. One idea I had was that instead of incapacitated it should just block the gen for a shorter period of time, regardless of whether or not it was being worked on. This makes it weaker against solos (by effectively decreasing its duration) but better against swfs who can’t let go of the gen anymore to avoid it when a teammate is about to be downed. However this also gives it a bit more counterplay since it doesn’t prevent you from doing other actions which makes it less boring. The 10% regression penalty is fine as it is.
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@Nathan13 said:
COH is fine now, especially because BHVR completely destroyed self care.
Self care getting destroyed doesn’t justify another perk being overpowered.
I agree selfcare shouldn’t have been nerfed as hard as it was, but either boons in general need changes, or coh needs another nerf. It’s still way too oppressive against the weaker killers.
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It should be 5 seconds again. Leave it disabled in endgame though.
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She needs a nerf but she shouldn’t be completely removed or anything.
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Discordance is completely fine as it is imo
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@crystalkitti said:
https://forum.deadbydaylight.com/en/discussion/comment/3132736#Comment_3132736
What I'm saying is, destroyed is not the same as disabled (or blessed over...) You're sure that's not what's happening? (If not... oof. Sorry. ;-;)
If Ruin deactivates because someone is killed then yes Undying won't do anything. That's intentional.
However if a hex is blessed over, Undying is still supposed to transfer it. If that's not happening then it's bugged.
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@Smeagolthevile said:
No, it needs a change. A single perk should not just say 'you win the game if one person is left'
But it doesn’t do that. You just need to attempt to open a gate soon enough so that you have enough time.
If the killer has NWO they’ll check your gate. Hide and wait it out. You still have a chance to escape unless the doors are so close together that you were screwed anyway. Remember Me is actually better in a 1v1 because then you actually can’t get enough partial progress on the gate without the killer knowing (despite NWO generally being better in almost every other situation).
What I would agree with though is making it so NWO turns off if the killer opens a gate, so the “endgame goalie” build isn’t possible. Was funny watching Otz do it, but it’s still stupid.
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Without certain perks, there's often not much you can do. It's bad design.
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@notdragonite said:
https://forum.deadbydaylight.com/en/discussion/comment/3130511#Comment_3130511
wait what? was it not to do with killer terror radius?
It’s both.
If you’re within 36m of the killer, icon turns on. If not, it turns off.
If you’re in the terror radius, then on top of that it shows you the red gauge signifying the TR’s intensity.
If within 36m AND in direct line of sight of the killer, then the 6% action speed bonuses apply.
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@notdragonite said:
https://forum.deadbydaylight.com/en/discussion/comment/3130452#Comment_3130452
i think it was a nerf personally, wether people think it was or not. i just prefer the old spine chill, just an opinion. also yeah there is counterplay, play a stealth killer :)
Stealth killers don’t counter it. The icon lights up when you’re within 36m even if there’s no terror radius. There’s no counter to that.
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Spine Chill went from having extremely awkward counterplay before to having 0 counterplay now. It wasn’t nerfed.
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Sadako imo. Condemned rarely does anything unless you have ring drawing. She's just a worse wraith imo.
Trapper at least has basement going for him.
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I didn't like her at first but then I ended up kinda changing my mind and played her a bit. Haven't touched her for a little while now though.
I generally run different builds on different survivors (and run the same 1-2 builds on a specific survivor) so whether I play a certain survivor depends on what perks I want to use on a given day.
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Whether you care about your MMR is up to you, but it sucks getting matched with or against players that shouldn't be in the same lobby as you.
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He’s just really boring to face imo. His zombies also feel cheap especially if you get downed by one because it doesn’t really feel like the killer outplayed you at all.
I’ll still take him over hag though
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/340540/shattered-hope-should-be-base-kit
Let's say we do limit the number of times you can bless a boon, Are you going to buff the other Boons to be good? Because out of all of them only circle of healing is s teir. Shadowstep is okay but a bit situational and Exponential and Dark Theory are just bad.
If you make changes but not buff the others then boons would not be worth taking at all which is bad.
I just want it to be an option. You can snuff a totem instantly or you can spend several seconds to break it forever. Then buff all the boon perks except coh since they no longer have to be balanced around being unlimited which severely chokeholds their strength. I wouldn’t even be against returning them to 28 meters at that point like they were on the ptb. (It might also need to be that breaking a totem completely removes it thus preventing Pentimento interaction. I’d be fine with that.)
Then rework shattered hope to either let you just insta-break like it does now or something else entirely, doesn’t really matter.
The alternative is nerfing coh again down to the level of the other boons which will kill the entire mechanic because none of them will be worth bringing. I don’t think that would be ideal.
But running to the same annoying places (especially the top of ironworks) over and over again to snuff the same totem is not fair design nor is it fun. Personally I still refuse to bring coh as survivor because I think as an unlimited resource it’s too busted in its current state, and I’m a survivor main.
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While the standard rule is fine for most killers, I don’t think it’s a bad idea for it to be different for certain characters if it makes sense with their power.
Fwiw, I do not think they should be kept consistent just for the sake of consistency and helping out newer players. There are far more complicated things they have to learn.
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Because Low Profile is trash and BHVR keeps releasing bad perks for some reason.
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That's not how that works. Range isn't her only issue.
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It starts at 75 normally and climbs to 200.
It starts at 175 and climbs to 300 if paired with call of brine.
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Tokens will continue being consumed every 10 seconds as long as you’re still healing.
It’s not as effective against Nurse’s Calling if you’re healing a teammate since the killer won’t see you but will still see them, unless you both have the perk.
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I think it’s fine to show it in postgame, but showing it in the lobby is stupid.
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I don’t know if this is even intended or not, but it’s stupid either way imo. Even if the killer can’t see where the survivors screamed, you can often infer which gen regressed based off it, especially since scream sounds are different for each survivor.
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@dspaceman20 said:
I don't think I have seen anyone running dark sense
I tried it for a few matches and quickly realized that most of the time it was just revealing the killer’s aura when I already knew exactly where they were. It’s not good imo
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@drsoontm said:
For one, it doesn't allow to camp the hook, down a survivor after an unsuccessful save attempt, then hook the aforementioned survivor right after the first one died.
It's a bit annoying for "normal" game-play but just let them bleed out if you care.
I feel like this can easily be solved by just making the hook still be destroyed but eventually respawn. In fact I think it's good that the hook is destroyed for the reason you said; it just shouldn't stay that way forever.
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Well killers as a whole got buffed very recently; attack cooldown is shorter and your on-hit speedboost is shorter. Gens are also 10 seconds longer now. Dead Hard also just got nerfed (finally).
Since you said 2 years ago, might also be worth mentioning the following:
-A LOT of perks were changed just recently. Several perks that used to be meta have been nerfed on both sides, a select few were completely destroyed (namely Self-Care). Several others were buffed.
-Keys and moris have been nerfed
-Boon totems are a thing now; they're basically the survivor counterpart of hexes
-There's a new mechanic called Scourge Hooks; these are another category of killer perks which trigger effects when certain hooks on the map are used
-RPD is a ######### map
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Outdated and unnecessary mechanic that punishes the killer for doing their job and also makes it boring for the survivors if the killer has to bleed them out for 4 minutes because they have no other choice
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Tbh I don't like the idea of anything increasing mending speed, since it would be really strong against Legion and not that good against other killers.
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Not really, I don’t see pentimento that often.
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It’s both.
But imo, the speedboost reduction is a good thing and it needs to stay. Shift W is boring and wasted too much time. I’m still in favor of nerfing STBFL though.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3118947#Comment_3118947
I don't think CoH on its own is an issue
I think against strong killers like nurse and blight, it’s fine. Against weaker killers it deletes pressure across the team too quickly imo
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3118446#Comment_3118446
16 second CoH is overpowered
Coh is still overpowered without any other perks regardless. That’s not a perk combo issue, that’s a coh issue
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3117634#Comment_3117634
Do you have a video of this? Dredge walking up to a locker can interact to search with it and and nothing else. I have never even seen the animation of a dredge manually entering the locker like you describe
@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3117619#Comment_3117619
What is "manually entering a locker", he can only teleport into lockers. If he is chilling in a locker near the hook that's a bug or he's cheating.
You walk up to a locker and press the ability button (instead of space) to enter it without teleporting.
If there happens to be a survivor inside you’ll just pull them out like normal.
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It’s not perfect, but it’s not as much of a problem as it was before.
My main issue with it now is that you still can’t do anything if the killer gets a hook near the totem.