sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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They should be removed, and it should be 16 seconds. Wiggling does not need to be buffed, at all, especially now that it no longer regresses on the floor.
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@Rudjohns said:
I had a game once where I still had endurance from bt
and the deathslinger shot and hit me. So I got away but I got no speed bonus from overcome. It's that normal? I wasn't exhausted
Overcome does not trigger on endurance hits. That's intentional. (It used to when it was new, but it was deemed a bug and removed.)
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Never heard of that happening. I'd report just in case.
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I don't really have a problem with judith's tombstone, but tombstone piece is beyond busted and needs to go. Just completely change it into something else imo, we don't need more than 1 instakill addon.
Btw, myers being one of the weaker killers is not justification for tombstone piece being allowed to exist.
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It doesn't need to be killswitched, that's not what the killswitch is for. I do agree with adjusting it though.
The easiest fix imo is just making it 4% per token instead of 5%. The cooldowns will still be shorter than before all the way up to 7 tokens, and then about the same at 8. I wouldn't be against it having some kind of anti-camping measure as well.
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Yep, it's a neat little thing I didn't know about for a little while.
Also that's not a bad build tbh, thana is obviously good on legion and monitor increases your frenzy tracking range while you're chasing someone since it's tied to your terror radius. Discordance and thrilling tremors might overlap a bit though.
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@Killer_Queen said:
There has been something weird going on, Killers will dc a lot lately at random, I even got error editing out when having a really good match with Sadoka.
The only time it put me in a 5 minute time out is the other day I was having a pretty decent match playing Jill, I go to vault and she gets stuck mid vault and eventually the game errors out and said the killer and I DCed, it was really frustrating and to be penalized ontop of it. I generally restart my system if weird errors happen and hope they don't happen again.
It seems to be a behavior server issue because it gives an error code. Next time it happens I will get a picture of the error code.
I had this happen to me just now, I tried to fast vault a window and I got stuck for about 15-20 seconds, then it booted me out of the game and it said both me and the killer disconnected. I was not penalized though and was immediately able to queue up again.
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3093623#Comment_3093623
i get the supply cases part, but why the rummaging?
also adrenaline still wakes you up so apperently it s not a problem the devs are concerned about
There used to be more perks that interacted with killer's powers such as Small Game against Trapper's bear traps. They've been changed over time.
The wake up function on Adrenaline should be removed. I get that it's thematic, but it has no place in the game balance-wise.
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I agree. Left Behind and Sole Survivor should not exist in any capacity. I refuse to use them. They suck, but they should not exist.
We should not be encouraging survivors to play for hatch or neglect the main objective and wait for their team to get killed.
I don't even like that Clairvoyance shows the hatch.
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Ghostface isn't even that good
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It's actually just a devour hope bug; once you get 5 tokens you can mori forever even if it's cleansed.
It doesn't have anything to do with undying.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3092433#Comment_3092433
Why is that? Shouldn’t it be 400% cause when you kick a gen, it’s 200% regression by default then after 30 seconds overcharges regression is 200% so shouldn’t those equal 400%? Plus the 2.5 regression on kicks?
Because the "200%" on those perks also includes the default regression rate. What COB does by itself is it adds an additional 100% regression on top of the normal 100%, making it 200. Overcharge reduces the default regression rate to 75% to start, and then climbs to 200% over 30 seconds, which is a 125% increase.
So when you put them together, first the gen would lose 2.5% progress immediately, as normal. Overcharge reduces the initial regression rate to 75%, but COB adds 100% to that, making it start at 175%. It then climbs from 175% to 300% (125% increase as before) over 30 seconds. It then stays at 300 for an additional 30 seconds until COB would end (60 seconds total have passed at this point), dropping the regression rate back to just overcharge's 200%.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3091720#Comment_3091720
No, skills like Lethal and BBQ trigger one time they don't retroactively continue to apply the aura reading for the duration. The aura reading from Amanda's letter and Wraith's addon continually search for auras, that is why they eat through stacks so quickly.
Well I just double-checked earlier and tested Distortion vs. Retribution in a custom match and 2 tokens were consumed. So it definitely does continue to apply for those 15 seconds. This whole idea of "only 1 token is consumed for a timed aura reveal regardless of its duration" is just wrong and I have no idea where it's coming from.
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It stacks, but it's 300, not 400.
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Haven't seen it in forever.
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Bug fixes made her played more and made her better. Starstruck Nurse + Floods of Rage Nurse exist now. Range addons are more powerful than they used to be prior to her bugfixes and they were already super good. It's hard not to complain about her and how she breaks the game when taking her to the extremes. Not to mention killers in general are stronger now.
I don't even think Nurse needs a ton of adjustments in order to be balanced, nor do I think she needs a ground-up rework. I'm fine with her being different and in fact I think it's cool that we have one killer that is different from the rest. She just has certain aspects that could be toned down and that make her too strong especially when paired with certain perks. That's all.
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Yea it's an apex muffler bug. I'm not sure how it happens though, I don't think it occurs every time.
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There's no point in using it anymore imo. Other options are just better and aren't hex-dependent
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No. Anti-hemorrhagic syringe SHOULDN'T do that.
Tbh I'd rather second wind just not have the activation requirement of needing to heal someone else, even if that means increasing the time to heal in order to be balanced.
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It only works while injured now, but you can use it more than once.
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I haven't noticed any difference.
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@OpalescentHare said:
Distortion blocks the aura reading for the entire duration that their aura is read. The 10 seconds you are referring to are for the survivor's scratch marks. Scratch marks are not left by the survivor for 10 seconds (at tier 3) after the killer attempts to read their aura.
So if the survivor's aura is read 1 time, and 1 token is consumed, then it seems to be working as intended. The duration of Lethal is simply longer by a second than the duration a survivor's scratch marks are hidden.
This is not true at all. Distortion will consume 2 tokens if the aura reading lasts longer than 10 seconds.
The problem here is that Lethal itself is bugged and is only lasting 9 seconds, instead of 11 like it’s supposed to.
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I have 2k hours and I’ve never seen that
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I’m fine with them being shown in endgame. Showing them in the lobby is a mistake though
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@[Deleted User] said:
Eruption needs a timer in the worst way, or the incapacitated status needs to not be a thing. Putting a player in timeout for 25 seconds on top of 10% regression is absurd. It completely eliminates the need for game sense in the late game. Take any chase you want as long as you've kicked the gens in the 3 gen.
The Call of Brine/Overcharge synergy is way too much. I've had to do gens 2 or 3 times over because of these perks.
I’ve never liked eruption as a perk, mainly because it affects solo players far more than swfs since teammates on comms can call out when they’re about to be downed. It never received much attention before because no one really used it, but on the rare occasion I would see it it basically guaranteed that I wouldn’t have fun that match. 25 seconds of doing nothing is ridiculous especially when combined with 10% regression.
I’m just glad PTB overcharge didn’t make it to live. It’s bugged rn though and is doing more than its supposed to, so I’m waiting to see if brine + overcharge becomes more tolerable after it’s fixed. Probably will still be very strong though, and I don’t feel like the slowdown meta was properly addressed at all when all the old meta slowdown perks were just replaced with new ones.
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I don’t think that aspect of DMS is really a problem anymore now that it no longer synergizes as well with PR.
What is still a problem though is DMS on Artist especially if they shoot birds 10m away from the hook and camp. I think it’s fine on every other killer, but it’s busted on her. And that nerf would not really fix that for the most part.
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He got killswitched earlier this morning
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As weird as it sounds, I think it might actually have something to do with the extra 0.5 seconds per charge that it gives you. Like you said, Depth Gauge on its own seems to be fine, but I was testing things out a couple weeks ago and when I paired depth gauge w/ purple chili, it seemed like I was super slow similar to tuning guide. I could be wrong though
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3089023#Comment_3089023
You didn't have any leftover charge? If so, then Seraphor is right.
Yes; what it does is it increases the efficiency by 25%, so with streetwise alone you’d only consume 12.8 charges for a full heal (16 / 1.25). Botany’s penalty reduces this by 20%, so you’d take 80% of 1.25 which would get you back to 1, thus they cancel, leaving the increased healing speed as a benefit.
With botany alone, a full heal takes 20 charges since the efficiency then would be 0.8. A purple medkit with bandages would be 2 heals under that penalty, as opposed to 2.5 normally.
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FYI - I can confirm it does perfectly cancel out.
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@Hoodied said:
Did the killer have Undying?
No, it’s bugged 100%. I’ve seen it. You have to get your 5 stacks before the totem is cleansed, but once you do then you’ll be able to kill for the rest of the game. Cleansing the totem will still remove the exposed status though.
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It should still have an animation. If you don’t use DH correctly as a survivor, you don’t deserve to continue to get passive value from it in the way of the killer not knowing you already messed it up.
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The new tiles seem fine. Suffocation Pit is just a bad map
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Just nerf it to 4%, the cooldowns will still be shorter than they were before until you get to 8 stacks.
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I’ve gotten 3k or better in every match since the update except for one as myers which was a 1k. I could’ve won that game too though, I made one really bad mistake near the end and it cost me the game pretty sure. But I’m sitting on an 88% killrate right now in games since the update, compared to 80% before the update.
My survivor solo queue escape rate has dropped to 27% in games since the update; I was at 52% before.
(Those numbers before the update consist of data from 464 Killer matches and 420 solo survivor matches.)
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DS should go back to 5 seconds, but DH can stay in the trash where it belongs
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This is an issue on pc as well. Nothing console-specific
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Nope.
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@ASurvkillivorer said:
This ######### is confusing to me to say the least.
I was looking on the wiki and it says COH Boon self heal time is 21.333 seconds. Why? Shouldn't it be 32 seconds like old self care?
ALso, can one of you figure the following just for the heck of it. What would OLD Self Care and NEW Botany SELF healing speed be?
Circle of healing increases healing speed by 50%, and then penalizes it at 50% too.
(1 + 0.5)(0.5) = 0.75
16 / 0.75 = 21.33
New botany with old selfcare would be exactly the same as what coh is now. 50% bonus to make your healing speed 1.5, then that’s penalized at 50%.
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Since you don’t have many posts it probably triggered the spam filter, so a mod has to approve it.
Once you have a certain number of posts then it will stop doing this.
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Which is why hook times need to be longer. I already thought it was a good idea before because of things like deadlock and DMS Artist, but especially now.
It’s clear that improving killer gameplay in the ways bhvr did isn’t going to stop them from camping and tunneling anyways, so something needs to be done. And no, 5 seconds endurance is not nearly enough to disincentivize tunneling.
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It singlehandedly cost me a 4k the other day.
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They don’t really need to be reworked imo. They could change some numbers and some of the addons, or even give keys some kind of basic aura reading functionality without addons, but I wouldn’t change much beyond that.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3077049#Comment_3077049
Oh no, I got downed while I still had the endurance effect. Basically, I pressed E, the animation started, and I was downed. 0.5 seconds isnt long, but its definitely longer than 0.1 seconds.
Seriously, it seems like there is a bug with the detection system. It's basically like I was running DH before dedicated hits were applied.
Oh, well, idk then, sounds like validation is messed up then.
@Floofzy_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3077049#Comment_3077049
This is intended. This was to eliminate Dead Harding for distance. With the PTB Dead Hard you could still DH for distance if you timed it perfectly because there was no time between the Endurance ending and you being actionable. They basically gave DH endlag, which it always should have had.
That’s good then, I didn’t realize they gave it endlag on purpose
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3079377#Comment_3079377
Is this a big oversight because 50% healing speed is a lot?
Idk. I mean you could get nearly 50% with old botany + desperate measures (more if multiple survivors were injured) so either way it’s 2 perk slots.
I still don’t like that it has a penalty though, I’d rather they just make botany not work with self-healing and not have a medkit debuff.
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Yes it perfectly cancels out. Tested this w/ a friend the other day. No penalty, but you don’t get any leftover bonus either.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3078656#Comment_3078656
Aye, and that's incredibly bad for healthy gameplay. I play both sides. It sucked hard-core as GF, but I ran it on a survivor last night. I was up against a wraith. I was in a basement working on a gen. I knew I was 100% safe the entire generator because I had a 36 meter detector. I didn't even bother to have to keep an eye on the stairs or any corner. No need. I knew I was completely safe from being sneaked up on ad long as spinechill didn't light up. I just stared down the generator the whole time and ignored the environment entirely because new spinechill makes stealthers 100% not a threat in any form or fashion. Once it did light up, I walked over into a locker elsewhere in the basement. Again, didn't bother to look for him. Just waited for the spinechill to deactivate then knew I was 100% safe as he's far away now, hopped out and back on the gen. No way I could have even been stalked by Myers or GF since the gen isn't in the open.
Exactly. There’s no point in even trying to play a stealth killer against spine chill if it does this.
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5 seconds was not too much. It was fine
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I’ve had several survivors try to use it against me. Only a couple have actually gotten it to work.
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If you have OTR you get 80 seconds. The baseline endurance does not increase this time.
