sizzlingmario4
sizzlingmario4
About
- Username
- sizzlingmario4
- Joined
- Visits
- 18,774
- Last Active
Comments
-
@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3019665#Comment_3019665
With this nerf NOED is fine. It's gonna be waaaay easier for people to find and cleanse it so they can go get the save.
So many people would have only been happy if they competely gutted it.
The thing is, while in a lot of matches it may be much easier to find and cleanse the totem, being able to see where it is isn't going to matter if I can't cleanse it because it's next to the hook the killer is camping. In the dev post they said they wanted to encourage survivors to find the totem and attempt the last second save, but in this fairly common scenario that will still be completely impossible regardless of whether or not I can see it.
NOED should just be reworked entirely or should have minimum requirements to activate.
-
It got significantly overnerfed. I don't expect anyone to use it anymore.
I get that they wanted to nerf it and that's fine, but they went way too far with it and it seemed like they forgot that it's a hex perk that's supposed to be strong.
-
It's because you're using Plaything. Since they're oblivious they're not considered to be in your terror radius thus Dissolution can't do anything.
-
@Blueberry said:
So let's buff Thana more so other killer will like it more as well.
I agree on Botany.
The problem is it doesn't need to be any more powerful on the killers it's already best on.
It should either get reworked, or left as it is imo.
@Marcavecunc said:
Main problem I see with the Botany Knowledge boost is it now makes perks like Autodidact completely pointless.. Botany was already pretty strong as it was, and I enjoy Autodidact for the fast heals.. but sometimes you don't get a single skillcheck the entire heal.. Botany cutting any healing by half is going to make me not want to use Autodidact as my main healing perk anymore since it'll be way more reliable than Autodidact.
Yep. 33% made it good but still offered a reason to run other healing perks. 50% also means that combining it with COH effectively gives you back release COH since you'll have a total bonus of 100%.
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3020038#Comment_3020038
we always said approximately 40...CoH was previously adjusted and not scheduled for this update at all.
It just seems very strange to nerf selfcare as hard as it was but not adjust coh at all when it’s now objectively better in just about every way. I get wanting to reduce SC’s power a bit, but 46 seconds is just way too much. And meanwhile we still have the 21 second coh, which will now be faster than SC including the time spent blessing, AND it affects the entire team.
TLDR: coh is still too strong, and selfcare will be far too weak now.
-
I agree with most of the chase-oriented changes as they help cut back on shift W. But bloodlust absolutely should not be buffed, I’m with you there.
-
I think it’s a step in the right direction but some things need adjustments.
-
I doubt it. You couldn’t DH before, don’t see why you’d be able to now. It would be stupid anyways.
-
They can always implement stuff like the visual heartbeat from the mobile game.
SC was stupid and absolutely needed the nerf. It should not be changed back.
-
I wouldn’t mind if they slightly reduced the unhook time to make up for it.
-
I am fully prepared to see coh usage rates go up again if this goes live at 35%.
-
It’s around 57 seconds with mangled and 46 without.
Fun fact selfcaring after the nerf will take the same amount of time as it does to selfcare now if the killer has pentimento’s healing speed penalty active :)
Overnerfed for sure.
-
I don’t know why they felt the need to make botany better. It was a solid perk but it felt fair. There are multiple perks that I think potentially got overbuffed or didn’t need a buff at all and this is one of them. Meanwhile we still have plenty of actual trash tier perks such as overwhelming presence.
-
Forget baseline endurance, it should just remove the survivor's collision imo. That was a bad idea with current BT because it would give away whether the unhooker had the perk or not, but now that it's known that everyone has it it's no longer an issue. It should be a mechanic to disincentivize tunneling, not prevent the killer from going for someone else.
And yes OTR seems ridiculous
-
Yes
-
The noed change completely fails to address what was actually wrong with it.
-
I don't really have an issue with the grab game, but I do think they should slightly decrease the amount of time required to unhook a survivor to compensate for the reduced basic attack cooldown. And hook stages need to take longer.
-
There's zero reason to use selfcare over coh anymore. At least before we were at a point where it took longer to bless and heal than it did to selfcare but even that isn't true anymore. I still think coh is overtuned, but selfcare did not need to be nerfed this harshly.
-
I don’t even think Ruin snuffing itself is that big of a deal since it usually doesn’t last that long anyway. But it absolutely isn’t worth running anymore at only 100%.
-
I don’t know why they even buffed botany. It was fine
-
I think the pop nerf is pretty fair. The perk that got overnerfed is ruin.
-
It shouldn’t work in endgame just like the new DS imo. It might still be too good but I’d start with that and see how it goes.
-
Yeah idk. Thana was fine as it was imo
-
I consistently ran BBQ for the points. The aura reading was a bonus to me
-
If anything I'll just run OTR now probably
-
They said that's not coming until this winter.
-
Seems like they forgot about it
-
Yeah I don't think ruin will be used hardly at all anymore. The pop nerf was more acceptable imo
-
@Krimbar said:
https://forum.deadbydaylight.com/en/discussion/comment/3015187#Comment_3015187
why would you go for M1 though? you hit them to injure and then follow with M2
Generally yes, but it's not guaranteed everyone is going to do that. This is no different than for example not being able to use overcome if you get hit with bubba's chainsaw. Some exhaustion perks just don't work as well against certain killers.
-
Bloodlust buff was completely unnecessary.
It shouldn't be removed or nerfed from its current state though until all maps are more fair
-
100% agree. I get why they increased gen times and I'm fine with that, but hook timers absolutely need to be longer if this is going to happen. We really don't need to buff facecamping.
-
You can still use it if he goes for an m1. I don't think it's a problem.
-
It's as you described in #1 - from the moment the item is dropped, it will then begin losing charges gradually. 90 seconds (at tier 3) is how long it will take to fully deplete if it had 100% of its charges remaining when it was dropped. If part of the item had already been used then it will lose its remaining charges quicker than that.
-
I've had a lot of survivors ragequit because of devour
-
Because dark devotion is just more fun and creates weird moments. Every once in a while I'll just throw it on for memes.
Plus it's likely getting buffed soon.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3012414#Comment_3012414
Same. And there are a LOT of dcs and suicide on hook.
https://forum.deadbydaylight.com/en/discussion/comment/3012661#Comment_3012661
How much % was it with the disconnects/suicides? I think it's important to add those as well since they happen pretty often
I don't know, I haven't been keeping track of those. But if I had to guess I'd say then it would be closer to 40%. I also threw out a few games with hackers.
Since a ton of perks are getting changed this midchapter, that's likely when I'll end this set of data and post it.
-
From my last 303 solo queue matches. (Games with early disconnects/survivors suiciding on hook at 5 gens were discarded)
-
That's a map design issue not a killer speed issue.
-
I’m lowkey hoping it just gets reworked into something completely different and basement is removed from the game. It’s an extremely unhealthy mechanic and always has been
-
So first you said he shouldn’t be able to turn as much and now you want to reduce his chainsaw movement speed when there’s literally nothing overpowered about his chase power whatsoever?
Like yeah his camping is an issue but nerfing his chase potential isn’t going to solve that. If anything they’ll start camping more.
-
Well that certainly looks weird. Hope it gets fixed.
-
Very high B imo, with certain addons he could probably go up to A
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3009542#Comment_3009542
What? Never notice that myself. Does it always happen or only sometimes?
Not sure, but I’ve definitely encountered it as survivor. I’ve avoided using ruin with any gen blocking perks as killer bc I don’t want to take advantage of it.
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3010393#Comment_3010393
Dead Man's Switch is problematic with Artist in my opinion, with most other killers, I guess it's fine? I just fear it will be too much if we also get some form of baseline slowdown added to the game. Still having two slowdown perks that are pretty effective, plus some baseline slowdown could easily become overpowering.
And the same could very likely also apply to Sloppy Butcher, though not 100% sure about that one.
However, I am pretty sure Sloppy Butcher is in the top 10 most used killer perks. I am definitely going to be happy if the meta just gets changed up a bit, no doubt. But in the future I really hope that we see more perk variety for the meta, and with Sloppy Butcher and DMS not getting nerfed, I fear we'll just have a meta shift to those two perks. And I already see those perks not too rarely.
I agree I think it’s dumb on artist but mostly fine on everyone else. I think sloppy is ok as it is though.
-
I don’t enjoy Oni at all
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3010215#Comment_3010215
Also, maybe it's a hint that twins is getting their update in this patch? Kind of unlikely but since they are being played here, maybe.
Not only that but 3 of them were using medkits? I wonder if they’re getting adjusted too
-
@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/9MU6SC7X7C6N/image.png
I take this as a hint as to what the meta they want. The two people running dead hard in this match don't live but the person running a full stealth build does. All of those perks are getting changes. Also the nea gets killed with no mori. Does that possibly mean one of the perks that the twins is using allows you to kill a survivor with these changes? Or is it typical twins gameplay and they got slugged to death 😆
I noticed the mori thing too, that’s interesting. Seems like they were indeed testing perks too, every perk on there is on the list of changes except for kindred on Dwight. Could have easily been a bleedout tho
-
I’d be fine if they made survivors like Jeff a tad bit quieter but they shouldn’t be on Ace levels of quiet
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3009396#Comment_3009396
Lmao really? Since when is that bug in the game, do you know that?
Since the legion update I think or sometime close to that
-
@ihateboons said:
https://forum.deadbydaylight.com/en/discussion/comment/3009104#Comment_3009104
I just played a camping clown who used DMS and Ruin. It does synergize. Wym?
It's bugged currently. Blocked gens aren't supposed to regress but they do
-
I've had this happen before too. It also occurs with the slow-release toxin (exhaustion addon) + video tape.