sizzlingmario4
sizzlingmario4
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@Chiky said:
that means I played against *another* hacker yesterday because it took them the time it took me to go around a rock for them to cleans and bless my hex totem, which was like 4 seconds at most, and I had my Hex: thrill of the hunt with 5 tokens...
If you had a full-stack thrill of the hunt then it should’ve taken them 56 seconds to bless your hex totem, 28 if they had just cleansed it. So if they did it in 4 then yeah they were cheating.
Even without thrill it would’ve been 28 to bless your hex or 14 to cleanse, so 4 seconds is way too quick to be legit anyways.
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Hag, Twins, and Trickster
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Imo the easiest fix to STBFL is just nerfing it to 4%. It’d still be better than before from 0 to 7 tokens, and about the same at 8. The chart posted above isn’t correct though, since the base cooldown went from 3 to 2.7, not from 2 to 1.8.
I think for the health of the game, DS should be punishing and should be a 5 second stun. It was already rather easy for nurse and blight to tunnel through it even before it was nerfed. Leave it disabled in endgame, and you could even add pallet/flashlight saves to the conspicuous actions list. Never understood why sabotaging disabled it but that stuff doesn’t.
20k prestige cost is unnecessary, I don’t think anyone would complain if it was removed.
I think for the baseline BT and speed boost, it should last longer but should remove the survivor’s collision rather than an endurance effect. It should be effective for anti-tunnel and allowing an unhooked survivor to get to a loop, but not for bodyblocking the killer. This would also reduce bubba’s ability to simultaneously down both the unhooked and the unhooker. Conspicuous actions would still cancel it. Change BT to provide endurance for a certain duration after this effect expires. I would also support a faster unhook animation to compensate for the reduced attack cooldown and also make the “grab game” less in the killer’s favor. I also think the length of a hook stage should be increased so camping isn’t even more effective than it was before especially with certain gen-blocking perks.
Also throwing this in, please just make botany knowledge not work with self-healing at all rather than giving it an awkward medkit penalty that screws you over if you pull one from a chest.
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Personally I don’t even think an Endurance effect is fitting for OTR thematically. They just need to revert the DS stun nerf. Keep it disabled in endgame, and maybe even make pallet/flashlight saves (not just blinding the killer in chase) count as conspicuous actions too if it needs to be weakened in some other way.
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@Mandy said:
https://us.v-cdn.net/6030815/uploads/WISEUDR6U791/0mqdfdd-5b1-5d.png
You get the action speed bonus if the killer is within 36m and you have direct line of sight - so nothing blocking at all. (not terror radius related, as TR is smaller than 36m).
The Terror Radius portion is the secondary effect if you like, which is where the perk has that "clock effect" - which is currently bugged and working in the opposite way, so getting emptier instead of fuller depending on the strength of the terror radius. This part does not give you the action speed bonus.
Is it intentional that Spine Chill’s icon is lighting up whenever the killer is within 36 meters, even if there is no terror radius and they don’t have LOS on you? Because that’s what’s happening right now. It’s like a reverse Whispers and there’s no way for a stealth killer to sneak up on you at all.
To clarify, the action speed boost is properly being applied only when the killer has LOS within 36m, but the perk’s icon still lights up even without LOS.
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@HectorBrando said:
One thing I would love to know also is "buffed" perk usage, especially on the Survivor side, lets see how much people went for Calm Spirit, Hope, Overzealous and other dogcrap "buffed" perks because except Distortion, Lightweight and OTR I dont think I have seen a single one of the other ones.
Survivors are seriously sleeping on Hope. It was already a really good perk even before this patch.
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Yeah idk how they thought that was a good idea. Moonwalking with the old version of SC was awkward, sure, but it was counterplay. Now there's 0 counter for stealth killers.
@Gary_Coleman said:
I really, really miss that vaulting boost. Is there a perk with a vaulting boost that I'm unaware of?
Resilience still increases vaulting speed while injured, that's your only option now though.
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I agree. I did this earlier with Trapper and oh my god it was awful. For once I actually wanted the survivors to genrush. This wasn't fun, nor was it even really a challenge, it was just super annoying.
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Can confirm; Inner Focus's aura reading is completely nonfunctional.
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If you were hit during the DH animation and still downed/exhausted on the floor, that's because the animation lasts longer than the actual endurance. It seems like they left the 1 second animation it had on the PTB and didn't account for the fact that they nerfed it to 0.5 seconds. So the perk is actually only active for the first half of the animation.
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Starts at 175 and goes up to 300. It does not reach 400 at any point.
You have to keep in mind the numbers on these perks also include the default regression. So overcharge makes it start at 75% (instead of 100), and then call of brine adds another 100% immediately on top of that (making it 200 if you had just COB, but only 175 w/ overcharge + COB together). Overcharge's regression steadily increases from 75% to 200% over 30 seconds, and then you'd have 300% total when combined with COB.
After 60 seconds, Call of Brine ends, and the regression rate drops back to 200.
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On the PTB you couldn't mori at all even with the hex still active, so I guess they created this bug when they fixed that?
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Tier 3 will last forever until you mori someone; after that you lose it.
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Played a few matches with this perk yesterday. The 5% repair speed boost only lasts as long as the perk is active for those 60 seconds; after that, it goes away whether you're still working on that gen or not.
If you work on a gen for the entire 60 seconds with the 5% increase, you finish 63 charges of the generator in that time, meaning it saves you 3 seconds for one activation. It's not that good.
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Imo, Ruin was already on its way out the door for the most part, even before it got completely destroyed. There were (and still are, especially now) far better alternatives that don’t involve relying on hex perks.
I would still say that it’s overall good that it finally got nerfed, especially with 90 second gens, but it is admittedly pretty terrible now.
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No. But bloodlust shouldn’t have gotten buffed
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You need a chest that hasn’t been opened and it only functions while injured. But you can use it multiple times while injured.
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As someone who didn’t use dead hard before as I considered it too broken and unfair (and also I didn’t want to get used to having it), it finally being gone is a win-win for me. Good riddance, and I’m glad that I learned how to play the game without it long before it finally got nerfed.
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DS and OTR are disabled in endgame because they were free escapes with nothing the killer could’ve done about it. DS should go back to a 5 second stun, but the endgame nerf was completely justified.
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Botany should just not apply to self-healing, period. Remove the medkit efficiency debuff. It’s stupid yet also does nothing against other forms of self healing not involving medkits.
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I’m fine with gen times being increased but they didn’t really do much about the slowdown meta. Yeah, Ruin, Pop, and Corrupt got nerfed (and really, Ruin was overnerfed imo), but PR is still very effective (no info, but the regression is higher than before since it’s 15% of 90 rather than 80), Thana got buffed, Surge got buffed, Eruption got buffed.
I’ll admit Overcharge and Gift of Pain did need buffs so I’m not upset about those perks.
But overall, this isn’t changing the slowdown meta, this is just changing some of the slowdown perks and replacing them with different ones effectively keeping the killer meta the same, which has been the case for the last year with all the new slowdown perks - the meta was still the same, but killers started having more options than just ruin/undying/pop/corrupt.
And just because killers have more of a fighting chance than before without camping and tunneling and/or stacking 4 slowdowns, doesn’t mean they aren’t doing it anyway knowing DS got nerfed into the ground and that 5 seconds BT isn’t enough to realistically stop them. And the increased gen times means there is more time to camp than ever before.
There are some good things in this update, but there’s a lot to fix imo.
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Since undying’s nerf a long time ago, it has always done that with haunted grounds; if you break haunted first, it activates and exposes everyone; it moves to the undying totem, undying is disabled, and the second haunted totem stays active (so there will still be 2 on the map). It can be triggered a second time later if cleansed again. This isn’t a bug.
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IW, no. That perk was way too strong for what it was.
DS should go back to 5 seconds. The endgame nerf can stay.
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If all the pools were corrupted and didn't reset then that's a bug and you should report it in the bug reports section.
What's supposed to happen is that if all the pools are corrupted, then after about 5 seconds the plague will get corrupt purge automatically and all the pools will reset.
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Completely agreed; they should only be shown in the post game screen. Showing them in the lobby is bad.
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I think the buff is fine. Old lethal was overrated on most killers imo, with the exception of blight
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@MetaBuildSurvivor said:
Example
While off the record is active, get hit during a vault animation, will get you downed instead of gaining the speed boost and the need to mend.
In my example I was hit during a vault on pallet while being second hook.
ADDITIONAL INFORMATION
- Character played: Meg
- Perks played: Off the record, Overcome, Lucky break, quick and quiet
- Map: Doctors map
Were you already in deep wound when you got hit through the vault? That would cause OTR's endurance to not work.
Additionally it will not work if you get grabbed.
@crystalkitti said:
I'd like to note, since this seems related...
Compare the descriptions of Off the Record with DS:
https://us.v-cdn.net/6030815/uploads/VG4BLHV4PH9F/image.png
https://us.v-cdn.net/6030815/uploads/GXPJ00WXJ2WS/image.png
Notice that DS has that part in the notes about "conspicuous actions".. Meanwhile Off the Record doesn't have that. Did they change it to remove the "CA" part for OtR? did I miss that?
Also, to address your problem directly.. did you get hit and downed or grabbed off the vault?
It's not mentioned in OTR because conspicuous actions disable all Endurance effects now; this includes things that previously applied it (so Soul Guard and Styptic Agents were indirectly nerfed). They don't disable the other OTR effects.
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I felt it a bit on the PTB, but I think we’ll probably get used to it fairly quickly.
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It works, but it’s bugged. You have to heal for a moment and then use FTP. If you do it instantly, it doesn’t work.
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It should be reduced to 4% per token, since 8 stacks with the upcoming changes in the midchapter is going to be a bit too strong imo. But otherwise no, it is fine the way it is and how it interacts with special attacks.
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I’m actually surprised there haven’t been more discussions about this. It’s incredibly precise and you have to do it perfectly it seems like. It’s extremely annoying.
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I don’t think there’s any good way to completely remove it, but it can (and should) absolutely be nerfed and made far less effective than it is now.
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Unpopular opinion: vault speed build was stupid and I’m glad it’s gone.
But beyond that, yes, it needed to be changed because it was too effective against stealth killers.
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It’s intended, but it really should be updated to not do that.
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I’ve noticed zero difference.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3064049#Comment_3064049
It's not
I'm pretty sure Huntress hatchets reveal NOED, I've had it happen before
Huntress hatchets do not reveal noed, I just double-checked in a custom match.
Anyway, I do think the way the two perks are revealed could be made more clear in those perks’ descriptions. But I don’t think they necessarily need to work the same way. I like how it is because I think if devour could be hidden through special attacks up to the point where you could mori that could be too strong, but for noed it’s not really an issue.
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This isn't even exclusive to deliverance or sprint burst actually; this just happens with self-unhooks in general regardless of your perks. This has been a problem for a long time.
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@BubbleBuster said:
i like this EXCEPT the solving the lament configuration as that would delete Cenobite's ability to teleport to the box
and when someone tries to open the box, he comes. That is a rule and a fact that should never be changed
Which is exactly why it’s not a good idea. KI is an intricate part of a killer’s power and it’s not designed to be countered through perks. You counter those killers in other ways (dried cherry blossom is BS though).
Having a perk to counter it would be unfair to those killers and a useless effect against several others.
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@Adjatha said:
"Artist shouldn't have access to Dead Man's Switch!"
"Leatherface shouldn't have access to Insidious!"
"Freddy shouldn't have access to Pop Goes the Weasel!"
"Spirit shouldn't have access to Stridor!"
"Pinhead shouldn't have access to Hoarder!"
"Doctor shouldn't have access to Distressing!"
... and so on and so on and so on, ad nauseum.
It is GOOD that some perks work better on some killers than others. It means that killer perk lists actually vary it up. Unlike the Survivor Meta of "always take 4 of the 6 best perks every game, against every killer, and do extremely well every time"
Variety is cool, and I don’t have a problem with most of what you just listed, but DMS Artist is absolutely broken and Insidious is just a dumb perk in general, it should just be reworked into something else imo so killers other than basement bubba might actually want to use it.
As for thana, I don’t think it should’ve been buffed, or at least not in the way it was. If their goal was to make it more appealing on some of the other killers, they could’ve increased the penalties even more for 1-2 injured survivors, but decreased it at 4 (aka each injure isn’t worth the same % of penalty) to make it slightly less boring on plague/legion but better on almost everyone else.
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Increase them in general, not just for stage 2.
The timer can’t be completely removed though, there does need to be an incentive to save your teammate at some point imo.
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Killer Instinct should not have any counter, especially not as a perk. It’s part of a killer’s power and perks shouldn’t do things that only work against certain killers, as @jesterkind pointed out already.
That said, the 30% debuff it currently has is extremely harsh and I wish to see it changed.
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Devour Hope not getting revealed by corrupt purge is a bug. Most special attacks do reveal it.
NOED only gets revealed by basic attacks; this is consistent on everyone and is intentional.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3063073#Comment_3063073
Distortion won’t recharge in chase.
Yes it does. I tested this on the ptb. The wiki description is wrong.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3062769#Comment_3062769
I’m cool with it personally. You have to take up a perk slot and stealth for 30 seconds to get 1 back. Certain add ons and perks can burn through tokens regardless and other tracking perks still work like rancor, infectious and killer instinct on powers like legion
either way having a new potential meta option is nice
Except you don’t have to stealth at all because unlike stakeout it recharges in chase too as long as you’re in the terror radius. That’s what makes it too strong imo
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No because it doesn’t really solve the core issues of the perk. If the killer hooks near the totem and camps then nothing will be different, the aura will tell you to just leave since there’s nothing else you can do at that point. But I’ll take it over nothing.
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A map that is fair for both sides and has resources for survivors but also doesn’t have god windows, doesn’t spawn ridiculous setups such as shack window and a long wall window facing each other. Also not a super big map, and not one that has several breakable walls I need to bust down to make it playable. Also ideally has something that can be used for balanced landing (aka not shelter woods).
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If anything I will use more meta perks for survivor now, not less, because camping and tunneling were not adequately addressed and camping was made better. 5 seconds endurance is a joke and they buffed camping by increasing gen times and not compensating for it.
Currently, I frequently run off-meta builds as survivor, but I’m not going to continue doing that if camping and tunneling gets worse than it is now. I never use DH and IW and I still won’t use them (IW just wasn’t my kind of perk and I hate DH too much as killer to justify running it) but I’ll still use BT as much as I did before if not more, and in builds where I ran DS I’ll replace it with OTR.
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It’s actually pretty good on the right killers. And it’s getting buffed indirectly next patch due to the reduced speedboost and attack cooldown.
Old blood favor though. Yes, that was a horrible perk and would’ve been horrible even if it wasn’t a hex.
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If you think boons are essentially killer’s perks then you haven’t gone against coh on maps like ironworks. A boon totem at the top of that building is one of the most unfair things in the game and as most killers you basically have to tunnel the booner out asap to have a chance. And I hate tunneling normally but all bets are off when I see that.