sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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I don’t think septic needs the terror radius condition tbh.
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Blindness wasn't really designed to be applied to killers at all until now, so I think it makes sense that it doesn't last longer than it does. Not being able to see gens for a full minute would just be stupid imo. The killer is meant to have this information to patrol effectively and it shouldn't be taken away for an extended period of time.
I could perhaps get behind adding a speed bonus to rummaging so it's not as much of a time sink though.
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Devour hope and autodidact
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Tbh they probably just need to get rid of locker saves at this point. I don’t mind them if it’s not double lockers, but it would be the easiest solution.
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Devour hope is my favorite perk in the game
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2994666#Comment_2994666
I thought Surge was supposed to apply the regression even while it's blocked, or at least make it start regressing once it becomes unblocked. That's one reason why I was disappointed that Pain Res and Deadlock didn't work together.
Surge makes it start regressing once it gets unblocked, yeah. The 8% instant regression doesn't apply.
Although, right now there's a bug allowing blocked gens to regress, so that may not be true currently. But that's how it normally works.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2993071#Comment_2993071
If the gen is blocked, Pain Resonance won't hit them at all. I don't know if it then goes to the next furthest along gen or if it just gets wasted.
It hits the highest gen that isn't blocked. It only gets wasted if every unblocked gen is at 0.
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This happens with every killer power btw. Nothing exclusive to trickster
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That's really interesting and not something I ever noticed. Thanks for sharing
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Yes that would be overpowered
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Yeah it got removed a little while ago. It’s a stupid change because it can lead to situations where picking up your teammate is the wrong play (because the killer can’t hook them if you leave them there) as long as they’re not in danger of bleeding out any time soon. It should be reverted.
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@MikaelaWantsYourBoon said:
Try it with MYC. It kinda feels unfair on Nurse.
MYC + floods is completely unfair on her lol.
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By default there is now an obsession in every match regardless of loadouts. This changed around a year ago.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2991026#Comment_2991026
How does Appraisal work with Residual Manifest actually?
It allows you to rummage faster for the yellow flashlight and doesn’t consume an appraisal token. So you get your flashlight first, and then you still have 3 more after that for other items.
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Yeah that is weird. They should change it
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/2990778#Comment_2990778
So basically with bloodlust, The Dredge with the power activated moves at?:
Tier 1: 3.88 (Normally 4.8)
Tier 2: 4.08 (Normally 5.0)
Tier 3: 4.28 (Normally 5.2)
Don't hesitate to correct me if my math is off. I'm terrible at it anyways! 😀
I think so? I’m not sure exactly how bloodlust is applied and whether it’s a flat number or a multiplier based on the killer’s normal speed, but it’s either the numbers you listed or something close. Either way this seems like a bug to me (and if it’s not then it should be changed imo).
@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/2990778#Comment_2990778
The issue isn't how fast he's moving while holding power.
It's the bloodlust you retain after dropped your power. While moving at full speed + bloodlust.
Ignore me if this is already known lol.
Yeah I know. They had just asked what the normal speed was without bloodlust.
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@Araphex said:
I'm not really sure how fast the Dredge moves while holding it's power, but I hear it's pretty slow like the Nurse? My guess is it's intentional because it's still not moving as fast as it was before triggering it's power. Unless it is, then I'd be certain that'd be a bug. Good catch and definitely something to look into.
While holding your power you move at 3.68m/s, which is the same speed as when you’re carrying a survivor.
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Visionary: Good buff. I like that a lot.
BTL: Is already kinda overkill with the strongest items. I think it’s fine.
Pharmacy: Well I wanted something like that before but it’d conflict with Residual now if the survivor brought both (and requiring a rummage would actually be a nerf since they’d have to spend longer doing that). But imo, allow the survivor to see the closest chest to their location at the moment they get injured and increase the unlocking bonus to 100%.
Distortion: Is fine the way it is. The added 4th token it got doesn’t seem like a lot on paper but it actually helps a lot. Super underrated perk.
Off the Record: That would definitely help it, but 60 seconds is still too long if it’s going to hide all of those things. But not a bad idea.
Blood Pact: Sure. I thought about giving the two survivors a small healing boost on each other as well (nothing big, probably like 10%).
Booning speed updates: Once boons are fair and balanced, yes, I agree, every perk that affects cleansing speed on both sides should affect blessing too (except counterforce), so this would include the perks you listed as well as thana. But as it stands, boons need some bigger changes first.
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It’s the second best boon by a long shot. COH is better though.
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If anything it should reduce the regression penalty, not increase it.
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@GiveMeTheBox said:
Self Care + Desperate Measures + Botany + Resilience = faster self heals than having someone else heal you
The only time I ever use selfcare is with this exact build. If everyone is injured you heal yourself in 16.16 seconds.
Tbh, if anything had to be nerfed about selfcare it could be reducing its synergy with other healing perks. I don’t really see any other way to nerf it.
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Nerf her good addons (and do something with her really bad addons too) and make blink attacks special attacks. She doesn't need a major rework.
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@TheArbiter said:
The only saving grace of this map is no stupid and pointless breakable walls
There actually is one in the building on the second floor near where the gen spawns, it's just so dark that it's basically impossible to see. There's pretty much no reason to ever break it though.
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Good idea.
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I got the new map plenty yesterday, but I also got the community choice maps a lot too. I feel like they didn’t revert the other maps back to normal weight.
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I think it’s fine that there’s no indicator. As others have said, it’s not something that can be stopped. Also, it applies to everyone at once. Freddy’s sleep timers can be different for every survivor. Although tbh I think freddy should be able to see the clock as well, I don’t see much reason for withholding that information.
Also just to clarify - the nightfall warning sound happens when it’s 85% charged.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2986900#Comment_2986900
The healing perk is horrible. I've tried running it and realized that 10% does not work for yourself, it only works for healing others.
On top of the fact that no one ever comes to you for healing when you run it. I've watched as people run around hurt all game, even though I'm running Empathetic Connection.
It sounded good to me, but in use, it's worthless. Run Botany Knowledge instead and get 30% healing on yourself and others.
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You can't assume these perks in a vacuum. When you have something like Empathetic Connection which heals others at 10% and then you have Botany Knowledge that heals yourself and others at 30%, there's no reason to run Empathetic Connection.
Empathy and Botany Knowledge are a much better choice because you can actively find hurt people and heal them.
If no one comes to you when you are running Empathetic Connection, what's the point of the perk.
Empathic is seriously underrated imo. When it first came out I didn’t think it was going to be that good, but I changed my mind quickly. I run it frequently and I’ve gotten quite a bit out of it.
It’s also not just the healing part of it, it’s also that injured survivors who are being chased see you on a gen somewhere and know not to run to that area (or they run to your final gen to help you finish it, etc.).
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DS and corrupt are “healthy for the game” only as long as they continue to address issues that aren’t covered by the base game mechanics, which is something that needs to change. In the current state of the game, I don’t blame anyone for running either of them, but they really shouldn’t be as necessary as they are and they are just bandaid fixes to bigger problems. BT falls into this category as well.
I obviously still agree that DH needs changes too though.
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We don't need a new perk, we need baseline changes. Perks that address camping and tunneling are bandaid fixes. We need actual changes.
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Not a bug. Doctor’s static blast is the only thing that breaks that rule with Oblivious. Basically, the range is tied to his terror radius, but you don’t need to be considered to be “in the terror radius” to be affected. If that makes sense.
This is sort of noted in his power description where it says “static blast negates oblivious”.
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@CrimsonMothKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2987447#Comment_2987447
That could hurt stealth killers. Imagine a survivor trying to heal and then they see septic touch proc, now they know that the Ghostface or Myers is nearby.
I was talking about dissolution, not septic.
Although, septic should just be map-wide imo. The range limit on that is just completely unnecessary.
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I think it’s unironically the only perk out of all 7 that is completely fine as it is
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Just make it within a set distance of the killer and not tied to terror radius.
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Yeah, pretty disappointed to not see any changes to inner focus. It’s so bad.
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Oh no not this again
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Over half my games today have had a suicide and/or DC (or both).
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It's not a bad concept, but 30 seconds is too long.
Definitely better than what we have now though.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/2985101#Comment_2985101
https://forum.deadbydaylight.com/en/discussion/comment/2985104#Comment_2985104
https://forum.deadbydaylight.com/en/discussion/comment/2985111#Comment_2985111
https://forum.deadbydaylight.com/en/discussion/comment/2985171#Comment_2985171
https://forum.deadbydaylight.com/en/discussion/comment/2985365#Comment_2985365
Let me remind you that op spoke about auras from perks, not as basekit. You do not have direct control over perk auras, since that usually requires the survivors to do certain actions (vaulting for I'm All Ears, Finishing gens for bitter murmur, healing for Nurses, cleansing for retribution). Undying might be troublesome, since the survs only have to be in range, but thats always the first hex gone. And for perk auras under your control, like BBQ, they typically activate when not in phase. So giving auras in phase does not change much for such perks.
So, could you elaborate why you think auras from perks would by such a big issue? Esp. considering that Nurse gets all that auras, too, and she can blink through objects, right onto your aura. Spirit can't do that in phase, is even hindered by windows and thrown down pallets.
I know they meant perks. That's still a big fat no from me.
The whole point of spirit's power is that neither side can see exactly where the other is, they can only rely on audio cues and things like blades of grass moving. Allowing the spirit to see the auras of survivors during phase would completely remove almost all counterplay survivors have.
If anything, Nurse SHOULDN'T be able to see auras while blinking.
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He needs some more work, but survivors being unable to disarm traps is not a good idea.
First off, DHing over traps needs to be completely removed. It’s stupid especially when in some situations he can’t directly follow without stepping in his own trap (or picking it up).
Second, traps shouldn’t spawn so close to the edges of the map. Either make them closer to the center than they are now, or even put them in lockers, something a lot of people have suggested and I don’t think it’s a bad idea at all.
Third, fix trap hitboxes and/or make them slightly bigger if necessary. Placing traps too close to windows shouldn’t exist for example.
I also think Lengthened Jaws should be basekit (stepping in a trap = deep wound status). This ensures there is a penalty for stepping in a trap (forcing the survivor to waste time mending) even if the trapper is not close enough to grab the survivor. Rework the addon to either increase the mending time or do something else.
Also make traps blend into the environment better on certain maps.
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No. That would be completely busted.
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Yeah it’s kinda stupid. The green addon should just be reworked imo
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@Xx_Daniel_xX69 said:
How many shards does it take cuz I have around 8k. I also have auric cells so I'm prepared either way. Just sucks where I am killer ques are slow during the day.
9000 shards per character
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Absolutely zero interest in haddie unless they make her perks better.
I’ll get the killer tho
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Because the intention was never to allow other survivors to take your DS away from you.
DS is fine where it’s at until we get the meta perk changes soon.
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DS is fine in its current state.
At least until baseline changes are made to the game soon and it likely gets nerfed again.
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You picking up your teammate is actively removing pressure from the killer, so yes you lose your DS. You don't get a free escape after doing that.
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He will not move at all in the tierlist. He will still be S tier right behind nurse.
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No, and I never use spine chill either
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@ohheyitsbobcat said:
I imagine the basekit BBQ change (if any) will be the bp bonus for playing whatever role is needed that they showed off.
I do hope BBQ keeps it's bp bonus to some degree as well though.
That very well may be the case. I didn't even think about that