sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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Just delete basement from the game
Problem solved :)
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It’s the biggest issue the game has and unfortunately will either take a long time to fix or never will be fixed.
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That Artist cosmetic looks fantastic
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Legion's mending is fine. BHVR shouldn't be buffing thanatophobia though.
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Ok that explains a lot actually.
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Nah. The last thing we need is survivors being able to destroy breakable walls to create infinites, which certain walls currently do and no killer who knows what they’re doing breaks them as a result.
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It's outdated and unnecessary.
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Nope, it's dead.
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It's 15%, the normal 10% plus an additional 3/4/5% penalty
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Idk my total between all characters but iirc my Dredge and Nurse both have around 105 each.
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No, botany just needs to be reverted, and that includes reducing the healing back to 33% as well as restoring the medkit efficiency. Neither perk needs any changes from how they are in the live version right now.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/3041406#Comment_3041406
Yeah where have you been these games as Killer? Oh right, no.
https://forum.deadbydaylight.com/en/discussion/comment/3041402#Comment_3041402
Finally someone reasonable, it's not "don't nerf the perk it's perfect" but actually forming an argument. I don't see you suggesting anything though.
https://forum.deadbydaylight.com/en/discussion/comment/3041391#Comment_3041391
If I ever want any nerfs to one of the biggest meta perks right now, I'm just a salty Killer main that's camping and tunneling and needs to get better. Dude, making no sense here.
Well my suggestion is reworking the boon system entirely and then rebalancing all 4 boon perks, coh included. It’s a failed mechanic. Most boons are too oppressive (coh) or too niche/situational to be worth the time investment. But the fact that they are infinite and have unlimited verticality makes it impossible to buff the weak boons. TL;DR: coh itself isn’t the only issue here.
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It needs a nerf but that’s not the nerf it needs.
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Or, we bring back the 5 second stun and make the perk actually useful again.
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Deepwound isn’t meant to be lethal, it’s meant to slow the game down by forcing you to mend. That’s it. It’s fine the way it is.
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It's not worth it at 100% regression rate even if they hadn't done the deactivation nerf as well.
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@humanbeing1704 said:
Wait they Nerfed it to 3 stacks again?????
Yes but you can regain tokens in the terror radius.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3027173#Comment_3027173
I’m not sure that’s actually correct, there’s no distinction I can find in the wiki or elsewhere that says window grabs are different based on vault speeds. Fast vaults just have a shorter animation time, 0.5 seconds instead of 0.9 for a medium and 1.5 for a slow vault, so there’s a smaller window (no pun intended) to land the grab. Having only 1/3 the time to get the grab does mean you’ll see it a lot less often than with a medium, it’s not impossible though.
Window grabs only exist for slow and medium vaults; on a fast vault you cannot grab the survivor even if they're injured.
On pallets you can grab an injured survivor on any vault.
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I like him. I think he’s in a pretty good spot right now. Nightfall doesn’t bother me, it’s useful but I don’t find it annoying to go against.
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The DS stun reduction is concerning especially since facecamping effectively got buffed. I’m fine with it not working in endgame though.
As for Ruin, yeah, it’s dead. 100% for a hex that already tends to not last very long is a joke.
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I’m fine with it, shift W is boring and needed to be nerfed.
They might need to adjust STBFL though (adjust it downwards proportionally so that at 8 stacks it’s the same cooldown as it is now) and I do think the unhook interaction time should be reduced a bit to compensate. I realize hook trading will still be possible with the reduced cooldown, but it is still effectively a buff to camping when it doesn’t need to be.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3030182#Comment_3030182
I still don't exactly see how it is overpowered. It removes ONE part of tracking (still, scratch marks, pools of blood and footstep sounds). The only thing I agree with that I've seen mentionned arround here is that IW shouldn't remove the breathing mechanic from being healthy (since, how it is, you do less sound when injured than when healthy when running IW).
Also if the biggest downside of being injured was really grunts of pain, No Mither would see play outside of No Mither challenges.
The worst part of being injured is going in the dying state after one hit.
This game needs diversity. We can't entirely remove a perk just because it does what it's supposed to do.
If they had made it so survivors breathe normally while injured with IW instead, I would’ve been fine with that. Because that at least gives you something.
Also I didn’t say it was THE biggest downside of being injured, it’s just one of them. No Mither is obviously terrible.
Yes the game needs diversity. But as long as IW remained unchanged you would never see hardly any diversity in perks in that department other than maybe the occasional Lucky Break.
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@Steel_Eyed said:
Ruin needed to be nerfed.
Yes but it didn’t need to be nerfed this harshly. It’s dead now.
@supersonic853 said:
A hex is designed to be a strong perk that can be quickly removed by survivors. We have a bunch of perks to help survivors accomplish this. Having ruin just auto destroy itself after a survivor dies seems weird for a hex (high risk high reward) perk. It makes the reward part have a limit but the risk stays the same. Honestly if they just removed the hex part of it and made it a normal perk till a survivor died would anyone be against that idea? My problem is ruin just doesn't have the power and just destroying itself doesn't make sense for a hex perk to match the downsides. Feel free to give your stance on it though!
Kind of, although I don’t think it snuffing itself out is that big of a deal since in most games it doesn’t last that long anyways. But it does kinda kill its synergy with some other hex perks. For example a build I like on spirit is ruin/undying/haunted/retribution which is obviously very high risk but it can also completely wreck the survivors if they get unlucky with the totems. But ruin holds that entire build together and is the only incentive there to actually do totems, so it snuffing itself after a death sorta makes that a bit less worth running; even though you are often in a good spot after someone dies anyway, that’s not always the case.
But none of that really matters imo because the reduced regression speed is what really kills it.
I don’t think it should be made a non-totem perk though, the nerf should just be scaled back a bit. Also thematically it has to be a hex since it’s a hag perk.
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It still turns off after 2 minutes if you don't down anyone.
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Because boons are poorly designed and need a rework to make them good but not stupid. Right now most boons are too oppressive or too weak (but bottlenecked in strength by being infinite) and they’re not fun to go against.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3030117#Comment_3030117
because...?
That's what the perk does. I don't really see why this shouldn't be.
As a killer main, yeah that's frustrating to lose sight of survivors. But that's not the end of the world. I sometimes lose survivors because of many other perks. That's why they're called perks. It's supposed to do something.
25% of grunts of pain is exactly the same as 100. It's very easy to hear survivors with No Mither and it shouldn't be.
Because sound is a core part of the game and shouldn’t be able to be permanently hidden with the only prerequisite being to be injured. Being injured is supposed to be unappealing and the perk completely removed one of the largest downsides to being injured, while also making other perks that silenced grunts of pain not worth running because they had more restrictions than IW did.
In the case of spirit it acts as a hard counter to a power based on using the environment and sounds to catch survivors. And if you said “well doesn’t cherry blossom kinda do the opposite in a way?” yes it does and that addon shouldn’t exist either.
That said, IW may have been overnerfed, but time will tell.
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No because Spirit got nerfed. IW was stupid and never should’ve completely silenced injured survivors regardless of whether spirit existed or not.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3029885#Comment_3029885
The lighting up part of the perk is purely about terror radius, a cloaked Wraith does not have a terror radius.
So let me get this straight.
Spine Chill will have a visual indicator for the terror radius intensity, but the action speed bonuses will only apply if the killer has direct LOS (plus the 0.5 second linger)? And does the LOS stuff still apply if there is no terror radius?
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@thrawn3054 said:
Survivors have to manage their gens to avoid a three gen. Killers can manage their hooks.
When there's sometimes only 1 or 2 hooks close enough to a downed survivor it's not like killers have a lot of choice on where they hook somebody. Telling me to manage hooks to avoid a hook deadzone might as well be telling me to not hook someone on death hook due to the possibility that I might not be able to hook someone else there later. Especially if survivors run to the corner of the map or try to use boil over in some main building.
I wouldn't mind if hooks used for sacrifice were temporarily destroyed after someone dies, but permanent destruction is outdated and shouldn't exist.
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It should be basekit and not tied to a perk. Removing it from BBQ was going to be the only way to lower its pick rate and it wouldn't have been fair to remove it from BBQ but not WGLF.
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No because I didn't start playing until early 2021.
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That's the thing, it's literally not being addressed at all. They made gen times longer but left hook stages the same length.
There are some good changes in this patch, but it still needs some more work.
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It should’ve been made basekit.
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Did the killer have Undying?
If so then it’s possible to get Pentimento transferred to a regular (non-rekindled) hex totem if a dull totem is cleansed first, rekindled, and then cleansed.
Once the Pentimento totem is removed for the second time then the killer can get Pentimento on that totem again since technically it never was rekindled, Undying just did its job and moved it there.
If they didn’t have Undying though then it’s a bug.
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Seconding this
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@TheMadCat said:
I'm curious if BK is gonna give CoH its 100% speed back (as both of them are 50%).
It will. Which I’m not looking forward to. Botany didn’t need any changes
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Too many restrictions. Has a cooldown and only works on injured survivors, and COH being popular makes it even more unappealing.
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I don’t like it from a design standpoint because if a team is losing (but the game isn’t unwinnable) it just encourages a survivor with this perk to just hide and wait for hatch/wait for hatch to get closed and get an almost guaranteed escape with a 50% faster exit gate.
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Absolutely agree.
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Actually that would probably make it a lot more fair.
They said in their dev update they wanted to encourage survivors to find the totem and get that last second save but that’s impossible if the totem is near the hook.
I think they could even reduce the aura range a bit if they did that.
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Hiding killer instinct would mean it’s only effective against certain killers’ powers which is something they’ve been trying to get away from for a while when it comes to perks.
I will agree a 30% action speed penalty is very harsh though.
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I’m not sure how to feel about it. I think against certain killers like trapper it’s definitely a bit weaker since it won’t allow you to DH over a trap anymore, but in other situations it may be better. Also, what prevents me from just pressing E and then fast vaulting a window? Either the killer hits me and I get a speed boost, or they don’t and I just vaulted for free.
Maybe I’m wrong though. I’ll definitely be spending some time on the ptb next week, but I’m starting to think an on-demand activatable exhaustion perk like DH just isn’t good for the game in any form.
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There’s nothing wrong with the hope and lightweight buffs.
OTR seems really stupid though
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They do. And they shouldn’t imo
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Penalties are multiplicative, so it’d be -22% of 1 which is .78, and then -15% of .78 which makes it .663 per survivor. Multiply that by 2 for 2 survivors to get 1.326. 90 / 1.326 = 67.87 seconds for those 2 to finish the gen.
Bonuses such as those from resilience are added to the base 1 charge per second (to make it 1.09), then you calculate the penalties starting from 1.09 instead of 1. If only one survivor had resilience then you’d need to calculate this separately for each survivor and add their repair speeds together.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/3023507#Comment_3023507
What about nurse? Her attack after blink is considered M1, so does she have lesser cooldown with this change?
No because her fatigue is an entirely separate system. It would only matter on nurse if she hit someone without blinking.
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My question is whether you have the option to do it silently but slowly or can still do it normally without being silent. If you have the option then it’s ok. If it’s forced then that sucks and it’s a nerf.
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Because the m1 buff mainly helps m1 killers. If a killer’s m2 cooldown needs to be adjusted, then that killer should be looked at individually. Killers like huntress and blight definitely don’t need it.
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I don’t even think it disabling itself is that big of a deal since it usually doesn’t last that long anyway. The regression rate reduction is a much bigger blow.
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I doubt it since they didn't explicitly mention it, but I wish it did. Lol.