sizzlingmario4
sizzlingmario4
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- Username
- sizzlingmario4
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Comments
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2955803#Comment_2955803
We wanted to keep the choice for folks who like the time wasting aspect of boons. If you'd rather snuff them and force Survivors to re-bless the totem, you can. Otherwise, you can toss this on and destroy the totem outright.
Does this work with Pentimento?
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I mean I wish they were doing something about boons in general instead of making a perk but I’ll take it.
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Good riddance.
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@GreyBigfoot said:
Buffing the weak stuff is the way to do it. Not nerfing the only strong things.
It’s impossible to buff weak perks enough that they have a real place in the meta without being overpowered and/or abusable. It happened with coh, it happened with boil over, and they both got nerfed twice.
Weak perks should get buffs, but you have to nerf the meta as well or it’s not going to change. This is something that needed to happen a long time ago.
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This needs to happen if we want the meta to change at all.
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It’s a decent perk if used properly but it’s not better than coh
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RPD REWORK YAY
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I don't see why they couldn't just announce it as being at 1:30 if they were going to do this.
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No it’s fine activating while exhausted. It’s a one-time use endgame perk, it doesn’t need to be further restricted from triggering.
It shouldn’t wake you up against Freddy though.
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I agree that it needs a buff, but I don't agree with increasing the gen block duration, for the already above mentioned reason that it would allow the killer to camp an entire hook stage with little to no consequence.
I think at the very least it should show you the auras of all survivors and potentially for a longer duration as well - seeing the obsession for 5 seconds isn't exactly useful if I've just hooked them for my 4th token. I also think it would be cool if it gave the killer a speed boost so they're encouraged to not camp those 40 seconds and go for more chases with it when they might be able to get a down more easily.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2953990#Comment_2953990
The charge time was fixed. What players are complaining about now is the blink speed.
@Ula default charge time is 2 seconds for 20 meters. Using both distance addons allows you to charge an additional 1 second (3 seconds) for 10 more meters (30 meters) for the first blink only. The second blink is time limited by the chain blink window of 1.5 seconds.
Yeah blink speed is what I meant w/ travel time, not the charge time, sorry if that was unclear.
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If it had a 40s cooldown and 20s duration I think that would be fine. 30 is too long though, it's meant to be primarily a tracking perk.
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I can only hope.
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Either franklin's or nothing at all if I don't feel like it. I never run lightborn.
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(ghostface printer music noises in background)
All set for tomorrow.
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Camping and tunneling is a major issue, but if the survivors are rushing the hook before you can leave and then using BT offensively, that’s on them.
I also try not to camp and tunnel, but if I see you before I’ve even left, I’m not going to pretend you’re not there.
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@Ula said:
I'm not sure to understand correctly.
I see that a fully charged blink takes 1.5 seconds to travel 20 meters (by default).
With range addons, let's say we pick Kavanagh's Last Breath (+6 meters), does it make the nurse travel 26 meters in 1.5 seconds?
Yea it does not increase the travel time the way it’s supposed to. So you cover more distance in the same amount of time, or cover the same distance in less time.
You can see it in action in these matches here:
https://m.youtube.com/watch?v=5TrttypWNaw(It’s easiest to notice in the third game where he uses both addons, but it also happens with either one of them individually.)
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It’s an acknowledged bug.
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I disagree, I'd rather have the confirmation than accidentally quit the game and then have to wait for it to load again especially since loading takes a while.
If you could toggle the confirmation box on/off in the settings I'd be ok with that though.
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@KillerMain4Ever said:
Cant wait for this to be fixed in a day while bitter murmur will stay broken for a year
They already fixed Bitter Murmur.
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Yep. When they fixed them before they didn't fix them entirely. The blink speed is still way too high.
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That has nothing to do with the interaction behavior settings, that's just a stupid thing with hatch that's always existed afaik. One time I nearly had a killer close the hatch on me after they tried to give it to me because they thought I was stalling and refusing to leave.
They need to just make it so if you're on hatch then it prioritizes the hatch over anything else. Now that hatch only spawns at 1 survivor left there's no reason you'd want to recover instead of escaping anyway.
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Depending on how exactly the devs implement the solo queue changes, I think aura reading perks will still be useful for giving more detailed information. For example you might see in the HUD that someone is on a gen, but you don't necessarily know which gen it is. I don't think adding a 5th perk slot dedicated to aura reading is necessary.
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I hope this is a bug. If it’s intended then it’s a stupid change that just lowers his skill ceiling and makes him weaker.
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@Aven_Fallen said:
The Devs talked about increasing or removing the Cap in their latest Q&A. Because it is indeed questionable to have a 1 Million-BP Cap if you get up to 2 Million each month for Grade Reset and they introduced Bonus Codes and other stuff which allows you to go over 1 Million anyway.
IMO it should be increased in general and then also increases for each Level of Devotion. Like, 3 Million Cap at base and then 100k BP per Devotion-Level, so someone at Devotion 10 can save 4 Million BPs, someone at Devotion 15 4,5 Million and so on.
I like this idea.
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Nurse and Blight yes, and nerf MDR/DCB for spirit. The rest no.
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I think taking a hit while sabotaging should still be punished, but not as hard as it is now. I would make it have a 10s cooldown after an unsuccessful sabotage, this way it also makes it so accidentally triggering the perk (eg. while trying to heal under hook) isn’t a big issue.
60s is fine after a successful sabotage. I don’t think the perk is as bad as people say it is.
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He is top tier for camping and ensuring a 2k with noed.
In terms of his actual chase power I consider him to be low A tier.
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I agree. There's so many things in my inventory I know I'll never do anything with (unless their effects are changed). Having to buy them just feels like a waste of the player's time.
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Hag. She's boring and she's dis-incentivized to chase which is the most fun part of the game. She's also slow so I'd rather just play Trapper. Can't stand going against her either, I'm glad she is rare.
I also don't enjoy playing Pig because she's heavily reliant on RNG and if I win or lose because of it then it doesn't really feel like it was my fault I lost/it doesn't feel like I earned the win. Her ambush is also incredibly weak and her crouch speed is slow. I don't mind playing against Pig though.
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That could've been effective on Lery's, yeah. But on an outdoor map you can just look for the light blue particles in the air that indicate the totem radius so it won't do as much. Blindness will hide the totem's aura but it won't hide that.
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@Progical said:
https://forum.deadbydaylight.com/en/discussion/comment/2948341#Comment_2948341
Ah I see, my bad then. I must've gotten used to it with how long it was in the game.
All good. It was in the game ever since Twins release and just got fixed in this most recent midchapter patch.
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When maps are fair and balanced, remove bloodlust 2 and 3. Until then, no.
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@Sumnox said:
But keep in mind people are too busy (killer mains mostly, to be fair, who have surpassed survivor mains in bias and entitlement, surprisingly) complaining and demanding nerfs for this or that. Instead of asking for perks to be buffed, they want things nerfed. That tells you a lot about a lot of people's mentality here.
I mean honestly it's both.
There are a ton of useless perks on both sides that should get buffed, but at least for the survivor meta, making anything to compete with the meta is impossible without either nerfing the meta, or making a perk so strong that it's busted. (See: COH and boil over when it was first buffed.)
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I like the concept of her power but she needs some help. Her 100s cooldown is too long and condemned is weak enough to the point where it's not worth using tapes. She also has basically zero chase power other than her passive phase when manifesting while every other killer at least has SOMETHING.
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I play both sides but I play more survivor. It's a 70-30 split I'd say.
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DH sure. DS no.
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Just make the cooldown 10 seconds if you cancel. So it still has one but if you accidentally trigger it then it isn’t a big deal.
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My favorite Spirit build.
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Or, we can actually make the maps balanced so that getting sent to a certain map doesn't make players feel like they lost the match before it even started.
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I’d go even further than that - when you’re injured you see the aura of the closest chest from the location you were injured at. Additionally, if the chest is closed it can be unlocked with the 80% faster speed, or if the chest is already opened then it can be rummaged, but without the speed bonus.
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Personally yes I consider it exploiting. The game makes it clear that you are not supposed to DC by locking them out of matchmaking. Taking advantage of DCing to affect gameplay in a way like this is therefore exploiting imo.
I think if a survivor who is in the dying state disconnects then the game should treat them as having been hooked. This goes for purposes of bloodpoints as well as triggering any hook-related perk like Pop or awarding a stack of BBQ or grim embrace, if applicable.
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If you want to make pig stronger then first you need to make her traps more consistent.
You shouldn’t have 3 traps coming off first try, but you also shouldn’t have 3 traps requiring 4 box searches. And you especially shouldn’t have someone running out of time on RPD before they can even search all boxes because they got unlucky on a big map.
As it stands now, her real power is just RNG, and you can’t buff other aspects of her as long as RBTs work the way they do.
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So the first part is normal; if you blind legion during frenzy it will end the frenzy without any fatigue; he then m1’d you. Everything after that is not normal though.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2949467#Comment_2949467
There's nothing wrong with Julie's Mix Tape.
If a Legion gets stunned by a Pallet in Frenzy with Julie's, he still loses his chain combo.
If a Legion reactivates his power and vaults this pallet (.9 seconds) and then hits you, you can't be downed.
If a Legion reactivates his power and vaults the pallet (.9 seconds) and then cancels his power (3.0 seconds) that means he's been inactive for longer than if he'd just kicked the pallet (2.6 seconds).
The only benefit Julie's gives is that you get your meter refilled and can take your pallet break cooldown on the go (the manual cancelling of Frenzy) and when they activate it, it's going to be 1.3 seconds longer than just kicking the pallet when you include the .9 seconds it takes for them to vault it.
And if a Legion vaults the pallet and just Frenzy's you whether you're healthy or not, and runs off, then he's got to backtrack and find everyone else all over again to down someone. And if by the time this happens the rest of the players have not spread out, then that's on you guys.
Although a stun does reset the frenzy hit chain, the addon still punishes you for taking advantage of your resources. You successfully stun the legion out of frenzy, and then you get hit anyways a few seconds later because he can immediately activate it again. That is terrible design regardless of whether it resets his chain or not and if there is no existing chain it mostly mitigates any kind of risk for the killer involved with pallets beyond losing a few seconds.
And as far as your last point goes, if survivors are not splitting up against legion in general then they’re making a mistake regardless. That doesn’t justify this addon doing what it does.
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Julie's Mixtape is unhealthy and should do something else. That's the only problem with legion atm.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2949108#Comment_2949108
You're kidding me. I always just assumed the bounce automatically broke them. They're attacking like oni when that happens?
By default you press m1 while rushing to break a pallet and since you can’t attack on first rush you have to rush twice in order to do it.
With C33 it’s automatic and you can break them on first rush, AND your tokens start recharging during the pallet break, so you can rush again a lot quicker.
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Nah, we basically already had this when breakdown was bugged a while back and it was highly abusable.
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He is supposed to have a short cooldown if you down someone. The long cooldown was a bug that was in the game for over a year and was just recently fixed.
If you down someone your cooldown is 2 seconds, period, it doesn’t matter how many charges you used. If you don’t, then it’s 1.5, plus 1 extra for every charge consumed.
In other words, it isn’t bugged now, it was bugged before and now it is correct.
