sizzlingmario4
sizzlingmario4
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I still see it sometimes and I still mindgame, it’s just harder when survivors like to hold W the first chance they get especially when you basically have to against certain killers.
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@AndyKuky said:
What? Why would wiggle reset or regress from a drop? In fact doesn’t dropping a survivor progress it?
If this were a bug then why do perks like iron grasp or agitation even exist?
Dropping a survivor does add extra wiggle progress, but afterwards it used to be that survivors left on the floor (or even those being carried but not actively wiggling) would slowly lose wiggle progress. The regression was extremely slow though; you’d lose 1 second of wiggle every 20 seconds of being on the ground. If you were at 99%, you’d bleed out before it regressed to 0.
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I mean, if it removes your deepwound that’s still better than what would happen now, which would be getting downed and then you just lose the perk because it doesn’t do anything if you’re on the ground.
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Yep it’s a meme lol. They could’ve at least made it 90/95/100%. Not that tier 3 ruin is going to be good either though.
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Generally speaking, Oblivious prevents a survivor from being affected by killer powers or perks that rely on a terror radius, Legion’s KI included. The one exception to this rule is the Doctor’s static blast, which will still hit oblivious survivors.
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It’s 50% on everything including medkits. It just drains your medkits 20% faster
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I’m not a killer main, but I kinda agree. I’m happy that M1 killers got some love (and they definitely needed it) but I really don’t think 5 seconds of endurance is going to address survivor’s concerns regarding tunneling, and if you really want to tunnel as killer then ironically the best play is to immediately hit the survivor off hook to chew through OTR if you notice they have 0 grunts of pain (since that gives it away). And DS is near worthless against several killers now.
I’m fine with gen times being increased but not fine with it indirectly buffing camping since they did not increase hook times to compensate. I’m actually expecting camping and tunneling to become MORE common after this patch. And I’m really not looking forward to it.
I don’t care about DH getting destroyed though. I say good riddance. I never used the perk before and I still won’t use it now.
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It is intentional.
However I agree the addon sucks and could use a buff.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3058271#Comment_3058271
They didn’t specify if it was only scratch marks or both. We have to wait and see
Peanits commented in a different thread it was only the scratchmarks that were being changed.
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Nerf DH into the ground. It's horrible for the game and it shouldn't exist at all.
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EGC isn't meant to hurt the survivors; it's meant to bring the game to a close. It already helps the killer enough as it is; we don't need to nerf 99 gates.
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Only the scratchmark range is being removed. Seeing the killer's aura is still limited to survivors losing a healthstate within 32m of you.
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Regarding Pinhead, remember there is a 3 second window after being unhooked where being chained is impossible.
That said, tunneling with Original Pain may be an issue. I'd say let it go live and see what happens. If it becomes problematic then just rework the addon into something else imo, it wasn't that useful before anyway.
As for Dead Hard, I'm glad it got nerfed. It's still a stupid perk regardless of whether it has a dash and will still be extremely obnoxious against certain killers like Twins and Trickster. It absolutely should still inflict Deep Wound.
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@Adjatha said:
Wildly over-nerfed, as killer perks constantly are.
https://forum.deadbydaylight.com/en/discussion/comment/3056861#Comment_3056861
Or, you can just instantly tap the gen and step away before working on it. If the game doesn't have time to actually bring up the skill check, it won't count leaving as a failed skill check, but it WILL deactivate Overcharge 100% of the time.
This was the core problem with the perk to begin with, and rather than fixing that, they added the regression speed. Now that THAT'S nerfed to pointlessness, there's no reason to run it AGAIN.
The Overcharge skillcheck actually appears no matter what even if you immediately let go (so you can do the skillcheck while running) and the gen still explodes if you miss. This isn’t new.
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It’s basically a gamble - you get more value than call of brine if the survivor misses the overcharge skillcheck, or if the gen is regressing for a very long time (since call of brine ends after 60 seconds), but less if the survivor interrupts the regression quickly and doesn’t miss the skillcheck. I think it’s fine now and it was definitely overtuned on the PTB.
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Overcharge was too strong on the PTB, whether you stacked it with brine or not.
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It’s pointless. But at least they lowered the cost
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The only thing I agree with is that it should not wake you up against freddy. That targets one specific killer and perks shouldn't do that.
Other than that, Adrenaline is perfectly fine as it is. It's a one-time use perk that only triggers at the end of the game, and it should be impactful when it does activate. It shouldn't be a dead perk if you happen to be on the hook at the exact moment the exits are powered, nor should existing Exhaustion prevent the speed boost. It has its own activation requirement, therefore it has special rules regarding bypassing an existing Exhaustion timer.
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Will also add to this that the section detailing the EGC says that the timer is 3 minutes by default, which is not the case.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3055443#Comment_3055443
With the exception of Trickster's Power, All-Kill was actually a very good chapter. It brought us possibly the best characters lore-wise (Yun-Jin Lee and Trickster have amazing interconnected lore, both in their base stories and Tome lore) which BHVR seem to have tried (and failed) at replicated with Portrait of a Flop. It gave us some wonderful visual designs, with Trickster's design being fantastic and I am fully prepared to die on this hill, and Yun-Jin came to serve and serve she did. The perks are happily sat in the whole "not meta-changing but also not awful" territory, which is better than a lot of chapters actually, and generally it's a good chapter if you ignore Trickster's actual power.
Unfortunately, because of his Power (and lack of a map, God imagine the burned down No-Spin studio as a map) All-Kill can't claim the spot of 2nd best Chapter of Year 4. That has to go to Descend Beyond (but I think we can all agree that out of All-Kill, Binding of Kin, Descend Beyond, and Silent Hill, that the Silent Hill chapter was the best by a long shot).
I really didn’t find their lore that interesting tbh. It’s not bad but it wasn’t anything special. And I never felt like a kpop character like trickster really made sense in dbd. He just doesn’t feel fitting to me.
As for yun-jin, she’s alright, I’ve got nothing against her. But I wouldn’t say her perks are really that useful. They’re not worthless, but there’s much better alternatives imo even if you exclude the meta.
The best part of the chapter for me is NWO, which has become one of my favorite killer perks, and even it wasn’t good in its original form.
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It’s a step in the right direction and there are a lot of good changes in it. However, it still needs significantly more work.
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All Kill was a flop.
I’ve been saying this for a while - trickster isn’t even that good, but he can’t be buffed without being op. He’s a “in most cases one side can’t do much” killer, in that at low wall loops survivors just go down, and at high wall loops it’s very difficult to use your power and you’re basically just a 110 killer, but you might eventually get a down in 44 knives. In other words, he’s extremely tile-dependent. And he’s one of the best at camping.
So yeah. I hate going against him and don’t play him because getting downs with him doesn’t feel satisfying. I’d much rather go against a huntress where there is fair counterplay for both sides, even though she’s stronger than him.
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I’m fine with it deactivating after a death and reducing the regression speed. They just reduced it way too much.
At 200%, Ruin could be considered OP in a 3v1. But at 100% it’s not.
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Soul Guard doesn't need a buff. It's fine
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While slinger might not feel as great to use as he did before, the ADS nerf was unfortunately necessary. Quickscoping just wasn’t good design in a game like DBD - it’s not an FPS game and shouldn’t be treated like one. I do think he could use some improvements in other areas though.
As for Twins, you should be allowed to switch back to Charlotte faster after downing someone with Victor. The cooldown should only stay at 5 seconds if you intend to continue using Victor, as that was the whole point of that nerf.
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@INoLuv said:
https://forum.deadbydaylight.com/en/discussion/comment/3054107#Comment_3054107
Was a big one nerf and sad.
She was too strong on the ptb; it was a good nerf. She’s fine now and still easily an A tier killer
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Glad to see someone else like me who actually likes her
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July 19 is likely, but it hasn’t been officially announced yet. Sometimes they push it back another week.
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Nearly all of her addons need changes. Range can just be straight up removed, but nearly everything other than her good addons is meme tier. She shouldn't have super strong addons since she's already a super strong killer, but they shouldn't be a net negative to use, which several of them are.
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That makes flipflop powerstruggle actually uncounterable which is stupid.
I don’t mind resurgence getting a buff but I don’t think that really works.
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He could use some adjustments but being 4.6 isn’t what he needs.
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It might get a bit more use, but I wouldn’t expect it to skyrocket. Plus ruin/undying won’t be any good anymore.
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I wouldn’t mind if luck offerings also affected item rarity from chests.
Mist offerings should just be removed. They’re a waste of time and bloodpoints.
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He is bad. He is boring. They are two different things but they are both true.
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I think it's a much bigger deal than that. I guess it depends a bit on how much you play killer in general (and admittedly the anniversary makes it look like less of a big deal since there were plenty of bloodpoints to get then anyways), but as someone who runs BBQ a lot when I play killer I can really feel the difference.
BP gains aren't being cut in half, but it's still a significant loss and will offset a lot of the grind reduction. Which is unfortunate.
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Wraith, spirit, nurse, artist, bubba, and dredge
Why? Idk tbh
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Agreed.
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It's not an issue.
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I'm not sure what the average age is. But I'm 21 and started playing early last year.
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No because if an option like that existed then Nurses and Blights would have to wait forever to find a match which isn’t fair to them. And those aren’t even the killers I would block.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3048539#Comment_3048539
The problem is that the killers who actually need that help aren't going to use Thanatophobia because they can't reliably get value out of it. It's too dependent on how survivors choose to behave, and most killers don't have a strong enough 1v4 that having several survivors injured at once is something they can ensure. Like, Wraith likes having injured survivors and is good at landing the first hit, but trying to do hit and run in the CoH era results in a lot of chases and very few downs because everyone runs off to self-heal as soon as you drop aggro. (Which incidentally makes nerfing Self-Care pointless, when CoH is still miles better than it anyway.) I'm not saying those killers can't get everyone injured, but by that point, they're usually already winning the match and Thana is an afterthought, not something they used to propel themselves to victory.
I don't really see anyone spending a perk slot on Thana now that they wouldn't before - it's still Legion, Plague, and the occasional stacked slowdown build with Penti and/or Dying Light. People might mix it up with the new Gift of Pain for a bit to see if that's any good? But it's generally going to be same-old-same-old. It's just that Thana is now more annoying than it was before, which was already pretty annoying.
Completely agree.
Tbh, if they really wanted to buff thana for the killers that can’t get much out of it right now, what they could’ve done is make it not a flat value per stack. So for example you could get 6-6.5% for one survivor injured, but then each stack after that is worth less. Fine tune the numbers so it ends up being the same (or even slightly weaker) on plague and legion with everyone injured but overall slightly better on pretty much everyone else. That way they don’t need to increase the maximum penalty beyond 20%.
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I like the corrupt change because the setup killers that need it can still use it effectively.
Ruin and selfcare were nerfed too hard.
Dead Hard will still be extremely annoying I think.
DS is worthless against a lot of killers at 3 seconds.
OTR and overcharge are both too strong, and eruption is going to be horrible for solo players. For SWFs it won’t be a big deal.
Distortion recharging in a chase is silly.
Botany being 50% is too high. Either revert the change entirely (and bring back the efficiency), or lower it to 40%.
5 seconds endurance isn’t enough.
Killer meta isn’t really going to change. Some slowdown perks will just be replaced with different ones. Pain res will still get a lot of use imo. Pop will mostly be replaced with overcharge (or they will be used together).
Most of the baseline changes for killer are good, except for the fact that they buff camping. Hook stage length needs to be increased imo and time to unhook a survivor should be reduced to compensate for the reduced attack cooldown.
STBFL should be reduced to 4% per token. It will still be better than it was before.
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Ironically I went against a plague on the PTB but she didn’t use thana
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That would make her too weak especially on indoor maps
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BP gains as a whole should be increased for both sides. There's not much point in reducing the grind if part of it is removing the WGLF and BBQ bonuses and not making up for it.
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Depends on the killer. I don't like running a ton of slowdown on the stronger killers but on the weaker killers I will sometimes depending on my mood.
I'll pretty much never use Ruin anymore though and idk if I'll still run Pop at all or not. I think the pop nerf is fair but I just don't really like running perks that require me to kick gens on most killers so I already don't use it that much.
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Nope. But his reload time should be slightly reduced.
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Yes but they went too far with selfcare.
Only issue with selfcare was stacking it with other healing. Instead they made it impossible to use without other healing perks by making it extremely slow.
IW and spine chill on the other hand, yes, absolutely deserved to be nerfed.
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Nah I disagree, it’s still going to be a very strong perk and in some cases actually better than before since it has more regression. It’s still 15%, but that’s going to be 15% of 90 which is more than 15% of 80 was. So in some cases if you already know which gen likely has the most progress, it may give you even more value than it did previously.
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I don't like it. The efficiency was nice and while I do think medkits are overpowered, that's a problem with medkits themselves and not with botany's item efficiency. 33% healing on the other hand was good but not unfair. 50% is too much for one perk and makes it better than almost every other healing perk besides coh and wmi after unhooking. Overall I think it's a buff, and one that it didn't need.