sizzlingmario4
sizzlingmario4
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They don't need to remove any status effects from Vigil. It just needs a lower recovery percentage and to not affect killer powers
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Yes the changes were necessary.
The 5% → 4% change should've happened when the default cooldown was lowered in 6.1. 40% was fine prior to that, but it wasn't fine after that change was made.
The token loss on m2 nerf was needed because it nullified the counterplay on certain killers to an unhealthy degree if the obsession tried to reduce the token count, and it was too easy to permanently maintain 8 tokens on certain characters. This part of the nerf didn't actually affect m1 killers at all, which is a good thing.
Having said all of that, I would like to see the perk changed such that it only loses tokens when the killer causes the obsession to lose a health state (for example, Deathslinger shouldn't lose 4 tokens for shooting and hitting the obsession, this should only cost 2 tokens). It should work similar to Inner Focus's activation condition, where it's health state based but specifically ignores self-inflicted damage (ie. FTP and Plot Twist or dying to deep wound should not trigger token loss)
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Agree with reverting Hindered linger duration.
Just revert the antidote activation back to 2 seconds. It was fine the way it was and it shouldn't have been touched. It was short enough that it was consistently useful but just long enough that you had to be a little more strategic with it (and also wouldn't accidentally give it to survivors if you threw the bottle far ahead of you). It really should not have been lowered, at all.
If 12% haste stays in basekit then the addons that increase the haste percentage should be lowered back to PTB values. It should never be over 15% even with addons. The current 17% is too high.
Further nerfs to the Hindered percentage are unnecessary imo, nerfing Bleach was enough. 14% basekit with 2 second linger is fine.
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I would 100% use this if this was a charm, lol.
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I can confirm this works with Exponential as well.
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Tbh I don't even have much of a problem with the effect itself (at least without Potent Extract), but I think they either need to be a limited resource or the cooldowns need to be MUCH longer. They should not be available to use anywhere near as often as they currently are. They are too frequent in their current state and there should be more strategy in deciding the best time to activate it. 60-70 seconds cooldown is not enough.
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The debuff icon for Wretched Fate only appears while actively working on a generator.
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Imo the mechanic as a whole needs some changes, I'd like them to get buffed but I also think they shouldn't be infinite (whether that be a basekit Shattered Hope effect or some other limitation) and should have a vertical limit on range (ie. no more Ironworks building boons extending all the way down)
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973245#Comment_3973245
Tested or thought? Might be just partialy wrong version of live servers.
Specifically, last night I tested DM + Strength in Shadows (and no other perks) with 3 injured survivors and the heal speed bar was yellow which would only be the case if it was still 20% (as this comes out to 112% heal speed after accounting for the SIS penalty) if it was 14% it would've been below normal speed (around 99% of normal)
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It's a description bug only, it is still 20% in game, I checked.
Visionary's description is also wrong, says it has a 20 second cooldown instead of 16
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Franklin's should be reverted 100%.
As for Clown I wouldn't agree with a full revert, but I do agree with reverting the antidote activation time (this is a horrible way to buff him) and I'd also revert the Hindered linger back to 2 seconds, the effect only lasting 1 second after leaving the gas is pretty bad
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I mean I agree with buffing Leader, but also Vigil isn't a good comparison because Vigil needs a nerf
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Tbh if they just revert the linger time on the pink bottles and revert the activation time on the antidote clouds, the rest isn't really that bad.
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Congratulations!
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Yeah I can confirm this. It's a consistent issue on Greenville, makes it very difficult to see.
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My problem with Vigil isn't even so much the stacking, that was never a problem before they buffed it. I think 66% recovery percentage is simply way too high considering how many status effects it has an effect on. I was completely okay with it going from 30% to 40% like they had originally said, I don't think that would've been a big deal. Stacking is so strong now because even just 2 Vigils now gives you more than what the stacked effect of 4 Vigils gave before, which basically never happened. The problem is the actual number, even just a single instance of Vigil can be a game-changer both for buffing exhaustions as well as significantly nerfing several perks and addons, the vast majority of which are off-meta too.
The only other thing I'd want to see changed is have it not affect anything from a killer's base power, so ie. Clown and Freddy Hindered shouldn't be affected. If you do that and change the number back to 40% (and not 66%) I think the perk would be fine and would still be quite good. But just removing the stacking and otherwise leaving it as is would be insufficient imo.
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Just remove them and lower the amount of bloodweb junk. Map offerings actually being reliable was extremely unhealthy and they should never be buffed again
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It's not a must-run by any means, but it is a very good perk.
It lost some of its value when the survivor actions HUD was introduced as this effectively replaced some of the information that Kindred gives, so you're nowhere near as likely to accidentally let someone go to the next hook stage or have multiple people going to the hook when it's not needed. But Kindred still gives you a ton of additional information and it is quite useful.
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@Chadku said:
The dbd fandom wiki doesnt have the newest version written down there.
It still stays increases recovery rate by 30%, 8m radius around you and linger for 15s.
Nightlight has the upto-date one which says decreases the duration of (negative) effects by 40%, 16m radius and linger for 15s.
Still stackable with other Vigil abusers.
The wiki was moved to wiki.gg instead. The Fandom wiki is not updated anymore and shouldn't be relied upon
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It's not bugged, they changed the wording on the perk a few patches after the buff. In the patch notes they said it was a buff from 30% to 40%, but it was actually 66% all along and it tricked me into thinking the buff was okay thinking 10% extra wasn't a big deal. But no, Vigil is absolutely too strong right now.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970037#Comment_3970037
As I've already mentioned, it's poor framing to consider that a nerf. Remember, it's still a buff compared to the actual version we used to have in the main game. It wasn't nerfed, it received a different buff.
As an aside I also feel it's reductive to say the change happened solely because of Sole Survivor, pun not intended. The devs' stated goal of wanting it to stand in its intended niche better would apply either way.
From live version to live version, yes it's still a buff, but it's far less of a buff than it should've gotten.
I'm criticizing the fact that BHVR was fully prepared to buff Wake Up to 50% (which is where it should be imo), and then when it became apparent there was one small problem with it, they overcorrected the issue and nerfed it from the PTB version by more than what was necessary. If they had kept the PTB version mostly intact and only nerfed the scenario with the last survivor, I would've been perfectly fine with the change. Sure, it's still a net buff from its previous live state, but it could've been handled much better is all I'm saying.
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I think a lot of this is okay but I do feel like the fatigue duration after ending the power needs a slight increase as well (but only slight, no more than +0.5 seconds). It is a part of his power which can offer a decent amount of skill expression so I don't want to nerf it too much, but in my opinion 2 seconds is simply too little of a window for survivors to have a realistic chance in a lot of cases. Even just 2.5 I think would help a lot.
Obviously removing the vault would be a big change but I'd agree if something is to be removed from his kit altogether then it should be this, it's the least interactive and least skillful component of his power and removing it also immediately eliminates the pain points around kidnap and its awkward counterplay.
I agree that reverting the power range to 16m is probably fair compensation for removing the vault (although maybe Handkerchief should get reworked then, idk if >16m should be a possibility again). I wouldn't agree with Coffee becoming basekit though.
But overall I like most of your suggestions, this is a good start.
edit: also want to add that the CCG ID Card addon would also need to be reworked, as removing the leap vault makes it obsolete
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Although it's overall still a bit better than the previous 25% version (as long as you're not the last survivor), the problem is it still FEELS terrible knowing the reason it got nerfed was because of Sole Survivor (which is a problematic perk) and the selfish playstyles that it enables. It would've been much better to just have Wake Up deactivate completely when being the final survivor and then left it at 50% in all other scenarios.
With the 12.5% stacking system, the nerf didn't just target selfish survivors, it ALSO targeted situations with 2 or 3 survivors left when that was never the issue. Why is it 37.5% with 3 survivors left, or 25% with 2 survivors left, and not 50%? There's no good reason for it and that's why the change got such negative feedback, at least from me.
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Once there are only 2 survivors left you regain the ability to attempt 4% even without a luck modifier.
(And starting next patch once there are only 2 survivors left you will also regain the ability to miss 2 skill checks to die instantly)
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970004#Comment_3970004
Yes, everyone knows that a survivor is only NOT tunneled when they have a chance to do a full gen, get healed, and start clicking the killer from the strongest tile on the map.
That's not what I said at all, imo if you get off hook and touch a generator for even a fraction of a second then you're fair game to be chased again immediately, that's not tunneling at all
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I've loved Scavenger since its release and I wish it could be made a little better, but unfortunately it's un-buffable as long as Commodious toolbox exists in its current state imo
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I'm actually more on the side of Mangled and Hemorrhage is mostly fine right now (or at least Sloppy Butcher is fine - some addons are a different story) and survivor heal perks should be toned down a bit instead. I don't think Botany being unconditional 50% heal speed with no strings attached is balanced regardless of what the killer is bringing. I don't really want Botany's medkit efficiency debuff back as that was frustrating to play with, but imo the heal speed bonus should've been lowered a little when that was removed.
I will add though - Vigil affecting Mangled and Hemorrhage as strongly as it does definitely doesn't help either. Often times, the 40% of the duration that gets effectively taken off by Vigil is the only part that actually matters especially if the first 60% ticks down while on hook. So in a way it often just fully removes those effects before they have a chance to do anything at all.
I think if healing perks were toned down a bit and if Vigil gets a nerf (which I think it needs for many other reasons that go beyond the scope of this thread), most anti-heal perks are actually fine as is.
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No it shouldn't deactivate when healed. If you barely get healed in time but the killer is still going back to hook for you that is still tunneling.
If your issue with OTR is using it aggressively to bodyblock for other survivors, I agree that's annoying and something that could be addressed, but having it deactivate when healed wouldn't be the best solution for that. You don't need to get healed to make that strategy effective.
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It could just have both effects. Streetwise needed a buff imo
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They should've updated Scratched Mirror when they nerfed the offerings, but the offerings should not ever be re-buffed, if anything they should just be removed altogether. Neither killer nor survivor should be able to influence the map selection, it's far too much of an advantage and it led to very unfun games when it happened
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I've always had an issue with Forced Hesitation solely because it excels at helping tunnel a survivor after downing their rescuer at the hook, it more than negates the basekit bt speed.
If it were up to me I'd make it not work on recently unhooked survivors and then buff the range to 24m to make up for it
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They already implemented this, but it's only a slight difference compared to before. I've definitely had situations where it's helped me, but you can't really take advantage of it to purposely avoid a skill check, it's not that generous. So sometimes you may still blow up a gen on accident if you let go on the later side, but it definitely doesn't happen as much as it used to.
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That sounds really unbalanced. While it would discourage tunneling, it would heavily encourage proxying and hook trading, and 60 seconds of aura reading is just way too long for literally anything
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967150#Comment_3967150
What does that mean for us? (As the customer?)
Trying to understand.Unfortunately I'm not sure about the details behind the change, the only thing I know is that the devs said on Reddit during the PTB that there was an engine change and they didn't really go into it more than that
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It's an event specific bug, it happens if you use the remote hook on the 4th token. The same thing happened last year and it didn't get fixed
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Deathslinger. Reload addons should be partial basekit, and he desperately needs an addon pass. He only has a few good addons worth using and the rest are either mediocre or garbage.
Also agree with the others saying Nemesis and Wraith
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There was an engine update on the PTB (which is why the PTB download was so large this time).
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I can't access it anymore since the PTB section was closed, but they said the faster vault speed was not intended
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It isn't really a nerf though, they doubled the duration to make up for it. The map tracking effect didn't really work with the new way maps work now.
There's also a new map addon to reveal totems at a distance, if that's what you're looking for.
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Scratched Mirror does need a change now, but that's all. There is not anything else in the game that required an indoor map and the offering nerfs were needed for both sides
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A small 2-3% haste effect wouldn't really be that noticeable for mobility. Speed differential in chase matters a lot, but in terms of map mobility there's very little difference in the time it takes for a 4.6 killer vs. a 4.4 killer to get around the map (or say for this example a ~4.7 killer if we gave him that haste buff). It wouldn't actually improve his mobility nearly as much as it would just give him free movement speed in chase which isn't really good design.
It was more noticeable in 2v8 because it was 10%, but 2v8 only gets away with having that because almost everything in 2v8 is intentionally busted.
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I think he's mostly fine and I enjoy him on both sides, there are maybe a few smaller changes I would want to see such as giving survivors a bit more incentive to use the cameras (even just some bloodpoints would help here), slightly lower movement speed while holding up a charged axe, in return slightly lower the axe recall cooldowns and maybe slightly faster teleport speed for the killer.
(also fix Glitchtrap being too quiet)
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Killer-power related auras are usually exempt, so that includes alarm clocks, jigsaw boxes, Pinhead's box (and much more), those will still be visible.
But yes it will block the Plaything and NOED totem auras.
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@ASurvkillivorer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965268#Comment_3965268
Not sure I follow this.
I assumed the speed would be 85%. Meaning you heal just 15% slower than "100%". 100% being the speed one heals another.
Where the hell does 52.5% come in?
The important rule here is that action speed increases are additive but penalties are multiplicative.
Self Care functions by applying a 65% heal speed penalty when using it (thus giving you the 35% heal speed that it lists).
Basically it looks like this for Botany + Self Care:
(1 + 0.5) * (1 - 0.65)
(1.5) * (0.35)
0.525
52.5% total healing speed
The healing time is 16 / 0.525 = 30.48 seconds
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I thought this didn't work anymore, but if it does, it shouldn't.
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@JackFrostMan said:
Frankly, he should just get an addon pass since a lot of his addons just suck dick tbh. You only ever run 'stalk faster', 'tier 3 longer' OR tombstone piece.
The ones that increase your movement speed while stalking are garbage
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Tombstone Piece should be removed, I think Judith's is fine now though. But he definitely should get some basekit buffs too. Myers in general could benefit from an addon pass as a whole
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I'd prefer removal. Buffing them is a bad idea and in their current form they are kinda useless, so I'd rather just get rid of them and reduce bloodweb junk.
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I'm usually around 60% survivor/40% killer, though with how bad killer queue times are lately it's probably more like 80/20 atm
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I think that would be perfectly reasonable actually. It should reward killers who split hooks, not killers who tunnel someone and then split hooks later. I'd give Grim Embrace the same condition as well.