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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981209#Comment_2981209

    Was it ever nerfed? I know it was buffed not too long ago, from 60% to 80%, but it doesn't seem like it would be a viable perk on anyone but Mikey, as I don't think this particular trick would work on any other killer (haven't tried it). Maybe it might be fun on Clown with a full anti-loop build.

    It was 100% on the twins PTB but was nerfed to 60% before it hit live.

    Then a little while ago they split the difference and buffed it from 60% to 80%.

  • Yeah, we do moan about certain perks.

    And for good reason. The meta is stale as hell for both sides.

  • @AbsolutGrndZer0 said:

    The reason it works the way it does is because it DESTROYS THE MED-KIT. Normally, if you bring in a purple med-kit then you escape, you get to keep it, just not your addons. If you bring a White Ward, you get to keep it and both addons even if you die... BUT you use the Syringe, and the med-kit is DESTROYED. It's just gone completely, even if you brought a White Ward.

    Imo an addon like this simply shouldn't be powerful enough to justify destroying the entire medkit with it. I think the addon should just be nerfed and then just make it consume the medkit's charges and destroy the addon the way BNPs are consumed, but allow the survivor to hold on to the medkit.

    I also wouldn't be against designing it so that it requires 15 charges on the medkit to use (slightly less than a regular heal, but if it was 16 you'd have no opportunity to use it with a brown medkit since you have to start healing first) but then only consumes those 16 charges on use, and not the entire item. The whole broken status effect idea mentioned in the op would be sufficient for letting the killer know it was used, since that's visible to everyone (instead of the current method of noticing the medkit disappear). And I do agree that it should not be affected by other healing speed modifiers. So for example:

    • Press the Secondary Action button while healing with the Med-Kit to use the Anti-Hemorrhagic Syringe, consuming 16 charges of the Med-Kit in the process:
      • Over the next 16 seconds, the affected Survivor will be given the Broken status effect. This timer is paused while the affected Survivor is running.
      • After 16 seconds, the affected Survivor will regain 1 Health State.
      • These effects are canceled if the affected Survivor loses a Health State or is picked up by the Killer.
    • The Anti-Hemorrhagic Syringe requires a minimum of 15 charges to use. These charges and the addon are consumed upon being initially activated.

      The parts about extending the broken status effect duration if the survivor is hit and hemorrhage immunity in the op are unnecessary.

  • This interaction is actually bugged currently (and has been since the midchapter release).

    What’s normally supposed to happen is, for the first 3 seconds pressing E will only block the gen (as blast mine cannot activate sooner than that). After 3 seconds, pressing E will install the trap without blocking the gen. Pressing E again after this would block the gen with the trap on it.

  • Brine only applies to the gen you kick yourself. The other 3 gens will regress at the normal rate.

  • Yes.

    Default cleansing time: 14

    1st totem: 11.67

    2nd totem: 10

    3rd totem: 8.75

    4th totem: 7.78

    5th totem: 7

    6th totem: 6.36

    7th totem: 5.83

    8th totem: 5.38

    9th totem: 5

    10th totem: 4.67

    Went against a legion yesterday with ruin/undying/pentimento/huntress lullaby and iirc I got to 7.

  • Reworking coh isn't going to fix the issues with boons. They still won't be able to be any better without changing the system as a whole.

  • I agree, it makes it really difficult to hear anything else while it’s happening.

  • It was a justifiable drawback when MoM was in its original state but now I'd say it's completely unnecessary.

    Just completely remove the aura reading and have the perk deactivate as soon as you tank a hit. Remove the requirement that you need to go down to deactivate it.

  • Nah I think that would be kinda silly and she doesn’t really need buffs. Plague is pretty much perfect as is.

  • Thanks. I used the full totals for my surveys so I should be fine then.

  • It was a pointless buff. It was a terrible perk and it’s still terrible. Reduced terror radius in chase sucks and if you want to change the obsession then nemesis is just better overall.

    That midchapter had a few decent perk buffs, but a lot of them were basically meaningless (this, buckle up, and sort of remember me, and gearhead basically got sidegraded imo) and also included the boil over disaster.

    I did use furtive chase once back in the day for a meme build with the old DMS (when it was an obsession perk) but even that isn’t relevant anymore.

  • I asked this too and didn’t get an official answer so I just used the total score including bonuses. Hopefully that’s correct. And I avoided using BBQ for any of it because of the bug.

  • @Fantasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977193#Comment_2977193

    She's 4.4 and gets hard countered by one of the most common perks in the game. Also when killer stats were shown she was literally in the middle of the list lmao. I guess you're still living in the stridor spirit with no directional sound days.

    That's an "iron will is too strong" issue, not a spirit issue. And we already know IW is going to be changed.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977114#Comment_2977114

    Half of her add ons are issues. Recharge and movement speed add-ons make her too powerful, but BHVR would never actually consider removing them, therefore, she should not have her movement speed increased.

    The issues with her addons basically come down to MDR, DCB, and how her duration addons also increase recharge rate to make up for having to recover more charges on her power in the same amount of time if the power gauge is fully depleted (which means they are just strictly better than the actual recharge addons).

    The duration addons can be addressed by removing the increased recovery rate but capping total recovery time at 15 seconds (the normal recovery time if you deplete the power gauge fully). Simply removing the increased recovery rate and changing nothing else would make those addons too weak (because then power recovery after taking advantage of the extra duration would be longer than 15 seconds). The actual recharge addons are fine the way they are.

    Then reduce the speed on MDR and completely rework DCB into something else. Killer instinct in phase is stupid and simply reducing the range to something lower than 4m won't make it any less stupid.

    Brown/yellow movement speed addons are fine. Senko Hanabi needs a buff and Kintsugi Teacup is not iri-addon worthy.

    But I do not agree at all with increasing her base speed regardless of her addons.

  • Hell no. 4.6 spirit would be ridiculously overpowered. And I'm saying that as someone who plays her frequently

  • I will in a 2v1 to avoid BBQ. Other than that, not very often at all. I don't usually run locker perks as survivor (just not really my thing) and if I get in a locker at any other point it's more likely I'm just doing it to avoid a swing/buy an extra second or two before going down (or juke bubba's chainsaw) and not because I'm trying to hide.

  • I give hatch more often than not.

  • @Brokenbones said:

    Thing is

    I don't mind Nurse's M1 applying to stuff like sloppy butcher and the like since she HAS to use her power to get hits, unlike Blight

    But at the same time I'm not happy that her M1 works with exposed - making her the best user of Haunted Grounds, Starstruck and so on

    Starstruck Nurse is one of the worst experiences to go against imo

    That’s fair.

    I don’t mind it for sloppy butcher either, and the last couple days I’ve also been doing dark devotion nurse for memes. It doesn’t work every game but when it does it’s funny.

    But I don’t think she should be allowed to get an instadown with her power, ever.

  • @dictep said:

    Make nurse can’t teleport through downed pallets. It’s not a big help for survs, but it’s something. You can use them to block her in his second blink

    I don’t agree with that, but I wouldn’t be against her having a longer stun if pallet stunned while blinking (like wraith stun in cloak). Basically it’d be like the old stun + fatigue she used to have, but less awkward looking.

  • Nothing wrong with saying gg.

    If you say gg ez that’s bm.

  • Vigil itself is fine as it is. There could be a boon with a similar effect though.

    Exhaustion recovery while running should never exist however.

  • I agree. Do that and revisit her addons and I honestly think she would be fine after that.

  • edit: deleted, accidentally posted in wrong thread

  • Normally, only the generator freddy aimed at will spew blood. Charging your projection to 99% and then canceling it is a common tactic to scare survivors off gens for a couple seconds at a time which can add up (and could potentially result in a missed skillcheck).

    The cooldown after faking is only 10 seconds as opposed to 45, so it's a fairly useful tactic that can be performed often. It also doesn't slow down freddy at all so there's basically no downside to doing it.

    The Class Photo addon removes the faking ability, but will cause all gens to spew blood and removes the husk (as in, survivors will not see freddy's projection at all until he is actually there).

  • If there’s no exponential in play as you mentioned then you need approximately 7.1 seconds of recovery time with UB before you’d have enough for power struggle + flip flop to work. Without UB, 9.6 seconds.

    So yeah, sounds like they were cheating.

  • @Adjatha said:

    They did a really bad job about announcing that thing.

    They ARE NOT CHANGING MORI OFFERINGS.

    At least, they're not changing them yet.

    What they ARE changing is the End Game. In the End Game, you'll automatically Mori the last survivor once you down them. This is independent from Mori Offerings and in no way is affected by Mori Offerings.

    You can still burn Moris and use them as before on every member of the team.

    If they had said "End Game Changes" instead of "Mori Changes," this topic wouldn't come up as often.

    They specifically stated that the offerings are going away.

    What I’m interested to know now is whether this is going to have any effect on devour hope and rancor or not.

  • Trapper is a killer I can only play once or twice before getting bored and switching to someone else.

    I don’t really like going against him because I get anxious walking through grass against him and I hate basement as a mechanic in general, which is one of his strengths if he gets the opportunity to use it.

  • I like her but I understand why people don’t.

  • Agree. 100% outdated mechanic that has no good reason to exist

  • No.

    Keys could get some other buffs unrelated to hatch. But the hatch should never spawn with more than one survivor left.

  • @darkshadows8326 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973262#Comment_2973262

    Yes it is, blocking a generator just stops all players from physically interacting from it. A regression perk can still affect a generator so long as no player is interacting with it. Blocking a generator doesn't prevent it from losing progress, that would be something else entirely by logical pursuit.

    DC69FA72-FF19-4314-9E7C-6194D86A0A99.jpeg

    This is from the 4.3.0 patchnotes and has been true since then.

    There is currently also a bug where Eruption can cause a blocked gen to lose progress, but this has been supposedly fixed in the upcoming chapter 24 release.

  • @darkshadows8326 said:

    You aren't working on the generator anymore so ruin will affect it. Not a bug.

    If a generator is blocked it is not supposed to change progress in either direction no matter what for as long as it’s blocked.

  • The perk just further highlights the issues with the boon system and why it needs to be reworked. Whether breaking totems is the best way to do it or not, I’m not sure, but it needs something.

    It’s not just coh that’s the problem, the system also holds back the other boon perks from being any better than they are.

  • I rarely run it on anyone other than plague and legion. Almost always use it on them, though.

  • Imo her lullaby radius should be reduced (again).

  • I can add to that and say it also occurs with Ruin/DMS. Unsure about repressed.

  • @katapad said:

    https://forum.deadbydaylight.com/en/discussion/325314/regarding-the-pigs-five-box-update

    "At the start of a match, The Pig begins with three "searches" per trap, or 12 searches in a normal game. Each time she places a trap, a number of the remaining searches is chosen, from one to four. This is how many searches it will take the Survivor to remove the trap."

    So then the +1 trap addons would increase the total amount of searches, correct? That would be fairly nasty on 5/6 trap Pig, seeing as if anyone gets a single search, you still have a full set of traps that are guaranteed 3/4 searches.

    Yeah, so with 5 traps there would be 15 searches, and with 6 traps 18 searches.

  • The meta outclasses other perks like you mentioned, but for survivors, buffing those weaker perks would still not allow them to compete with the meta unless they were busted, because the current meta is simply too strong. The last 2 perks to compete with the survivor meta were coh and boil over when it was buffed. And they were so incredibly broken they had to be nerfed multiple times.

    Dead Hard is most certainly not healthy for the game. Pressing E to fix my mistake isn’t skillful. Sure a survivor can mess up their DH but in almost all cases if it’s used for distance, that’s not the killer outplaying it, that’s just the survivor screwing up on their own. DH for distance does not have a counter when used properly. If a survivor is just DHing in a deadzone then yeah you can wait it out. Also it isn’t really “greeding pallets” when DH ensures they get away with it because they either won’t need it, or they will need it and will use it. The killer can’t get the down either way unless the loop is so long that the survivor can’t make it back around even with DH, and in that case the survivor simply just doesn’t greed if they are smart.

    BT and DS are “healthy” only because they are the only ways to truly counter camping and tunneling which needs some baseline changes. I should not have to rely on a perk to counter a killer playing like that. They are strategies which are simply too optimal in the current state of the game and they should not be as effective as they currently are.

    IW I think would be okay if survivors just had their grunts of pain replaced with regular breathing.

    For killer, any decent slowdown perk can make its way into the meta along with the others (and BBQ). BBQ I think is meta mainly because of the points, not the aura reading. If they just made its BP effect baseline they could remove it from the perk and it would be fine after that with just the aura reveal. The rest of the killer meta consists of slowdown which is pretty much required on most killers against decent survivors. The strength of slowdown perks is fine for right now, but ideally they would be toned down anyways to shake up the meta and more baseline changes would be made to reduce their necessity. I will say if slowdown perks are nerfed and there is no baseline compensation, that will not be good. And the same goes for if BT and DS are nerfed and nothing else is done about camping and tunneling.

    I do agree with your assessment of NOED.

    (Also, Shelter Woods should have a hill on it for BL, or alternatively the center tree could be made into a tree house or something.)

  • I don’t think changing his speed is the answer tbh. They just need to significantly tone down his addons and I think he would be fine after that.

  • Hey Almo, thank you for clarifying this! I have wanted to see a change like this made to the pig for a while to reduce her RNG overall so I’m very happy to hear this.

  • Yeah ngl I’m probably just gonna skip that one. I don’t want to throw solo queue matches doing it and I don’t care enough about completing everything 100% to do it.

  • It‘s a buff and a nerf.

    Her strength doesn’t matter though, it needed to change regardless.

  • @BlackRabies said:

    How long is the blood hunt though?

    Been off DBD last few weeks enjoying Oxygen Not Included so I haven't seen any news about a blood hunt and still at work.

    It’s for an entire week.

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