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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • The thing with removing it is, while I don’t really care if it’s removed or not (I don’t think it’s an issue - but if it’s removed because it’s a bug then fair enough), removing it doesn’t really fix anything. His blatantly overpowered addons will still be overpowered.

  • I run it on bubba all the time. Whether he's the best user for it I'm not sure, but it does work pretty well.

    I've also had a lot of success with plaything, pentimento, thana, thrill of the hunt plague. Thana not only is decent on plague by itself for slowing down gens, but in this case it also serves to slow down totems and combined with thrill the totems take forever to do. But plaything is what ties it all together.

  • I don't really want kobes to be removed, yet I also can't think of any solution to this that doesn't involve removing them.

  • Progression overhaul and solo queue/facecamping changes.

  • Honestly I don't really care whether they remove hug tech or not, I just want his op addons nerfed and that's all.

  • No. His exposed effect, technically speaking, isn't timed and lasts indefinitely as long as you're marked, the mark itself is what is timed. Vigil doesn't do anything to mark duration.

  • I saw this happen to someone else while the wraith was in cloak. So I believe that’s what it is.

  • I like that for third seal, I don’t think that would be overpowered at all.

    1. Agree. Even Legion has a way to get people injured which is something even if he can’t (usually) down with it. Sneaking up on survivors is unreliable beyond low levels of play and wraith is way better at it anyways since he doesn’t have a lullaby. Personally I think they could help her out a bit here by reducing her lullaby radius (again) so survivors don’t have as much time to react, and making bloody fingernails basekit (increases speed boost duration when exiting a TV). They could also increase her flicker duration after manifesting. This still isn’t a real chase power but idk what else they would realistically give her here.
    2. I think the TV projecting cooldown is way too long. I don’t think it makes much sense that it’s longer when you use it vs. when a survivor interacts with it.
    3. Which leads us to the fact that survivors often don’t bother with tapes anyway because they simply don’t need to. As survivor I either do at most 1 tape per match, or none at all (usually the latter). If she uses a TV even once then it’s gone for so long that it’s not worth taking tapes and running across the map with them just to deny a single teleport that goes on cooldown for as long as it does (unless she has that iridescent addon). I’d kinda like to experiment with swapping the cooldowns (eg. 60 seconds if teleported to, and 100 if a survivor turns it off). If those are too long still then they can always be reduced further.
    4. And this ties in to #3 as well, not only is it not really worth the survivors’ time to do tapes to deny her teleport, they don’t need to either because condemned isn’t threatening. Now, I don’t really blame the devs for playing it safe here. They have to be careful with a mechanic that allows a mori. That said, I think it’s been long enough now that it clearly isn’t that threatening and I think there’s a few things that can be done to improve it; ideas that come to mind are increasing the range around a TV that inflicts condemned, allowing it to build up passively (but slowly) over time while not carrying a tape, and more. I also like your idea of buffing the killer in some way the more stacks of condemned survivors have. I also think survivors who are fully condemned should be Exposed so you can’t try to insert your tape during the killer’s hit cooldown and it also makes it more threatening for survivors who are already on death hook anyway (eg. “If I go down I die regardless, so what’s the point other than the killer instinct reveal”).

    But yeah those are just some of my thoughts, glad to see we mostly seem to be on the same page as to why she’s underwhelming overall.

  • Honestly idk.

    I do feel that could possibly be overbearing in 3 gens (especially since you also increased the duration of the perk). But at the same time the perk kinda sucks the way it is right now and definitely needs something. Maybe I’m wrong though.

    What if, instead of being active for 30 seconds and then being on cooldown for 80 seconds afterwards (meaning you have to wait 110 seconds total) the cooldown started as soon as you kicked the gen?

    So you kick the gen, and it goes on cooldown. Then if anyone touches the gen in those 30 seconds, they’re exposed for 60 seconds. If not, then you only have to wait 50 more seconds (instead of 80) before you can try using it again.

  • Interesting results, thanks for sharing!

    Honestly I’m surprised Resilience usage is that high, I don’t see survivors use that perk nearly as much anymore ever since coh entered the meta.

  • On most killers sloppy is better because it applies on every basic attack and helps you with hit and run. Gift of pain only works on certain hooks, although it’s not as bad as it used to be because it can no longer be countered by 99ing your heal.

    Fwiw, 9% reduced action speed adds about 10.9 seconds to a solo gen and 1.6 seconds to a heal. So it’s nothing big really.

  • So what would prevent me then as a survivor from just staying in an open area when I’m faster than her? As long as that area is big enough that I don’t get cornered.

    She needs a nerf, but this is not the solution, at all.

  • @MikaelaWantsYourBoon said:

    Hit & Run build, my fav on him.

    Bamboozle for anti-chase.

    Plaything + Pentimento for slowdown.

    Nurse's Calling because good information for this build.

    "Blind Warrior" - White + "Shadow Dance" - White for add-ons.

    Do people actually cleanse plaything against wraith though? I likely wouldn’t bother, knowing it’s likely for pentimento because why else use plaything on a killer like him.

  • He just needs his 24m terror radius back and he is fine. If they're really worried about M&A then give him a 24m lullaby so you can't do that. Increasing the terror radius was just the easiest way to change it so that's what they did. DBD is not an FPS game and his old quickscope should stay buried in the past.

  • @Regulus47 said:

    Remove mending! Just make it so that when you're hit by legion's power you can't heal for like 16 seconds instead. That does the same thing but is much better to fight against.

    That does not do the same thing at all. Even if I can't heal, that means instead of spending time mending I'm just going to do something else, eg. instead of mending for 12 seconds and working on a gen for 8 seconds, I'm gonna just do the gen for 20 seconds.

  • I agree blight's is higher.

    I think you could also argue that Huntress technically has a higher ceiling if you take into account every cross-map shot that she can possibly get (eg. including hitting targets she can't even see by throwing a hatchet over something from far away, for example). It just isn't realistic to hit all of those all the time so I guess it depends on whether you even count that kind of stuff.

    Nurse has a high skill cap and gets the best reward for her high skill cap in that she is the strongest killer, but she does not have the highest skill cap.

  • They shouldn't have been a thing even before the hatch nerf but they certainly shouldn't be a thing now.

  • I think it should have a lower speed boost but for a set duration rather than being distance based (and longer than the original version of the perk used to have). You could also make it so when healing or being healed by the obsession the healing speed is 10% faster or something so you're encouraged to heal with them more. I don't think it really works very well with the 16m distance requirement outside of swf but if you make it much larger it might be too good. Idk.

  • In my last 142 solo matches he's only appeared once.

  • Speed hacking detection would have to be more complicated than that.

    It is perfectly feasible that, for example, a survivor can be moving faster than 4.0m/s for longer than a minute, because Hope exists and lasts for 2 minutes.

    Not saying it's a bad idea, but it wouldn't be as simple as "are they moving faster than their default speed for x length of time."

  • Yeah I’ve seen this happening as well. Please fix

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/322943/oof-legion

    your the one who said legion is terrible. he was always centered around this gameplay. He is stronger at what he was already successful at in his previous iteration.

    Don't see what the problem is.

    Simply because a killer needed a buff doesn’t mean it’s okay to for that killer to have something boring about their design.

    I don’t even think that legion’s mending is really an issue, but I know several players find it boring and justifying it with “the killer was terrible” isn’t a good argument. Fun and balance are two different things.

  • Honestly I’ve never been annoyed by his mending mechanic, that’s just me though.

  • Tbh I think it just shouldn’t do anything related to hatch and should have a completely different effect.

    Hatch perks are not healthy for the game.

  • Agreed, this is a massive improvement

  • @RisingTron said:

    Do perks like Botany etc increase the COH healing speed?

    They will but those perks’ benefits will also be affected by coh’s self-heal penalty.

    The way you put it together is add the default healing speed (1) + 50% from coh (0.5) + 33% from botany (0.33) which totals to 1.83. All bonuses are additive in this way.

    Then multiply that number (1.83) by 0.5 (50% self-heal penalty) to get 0.915.

    Then take 16 (charges required to heal) divided by 0.915 to get 17.49 seconds to heal yourself.

  • That sounds way better. Thank you BHVR for changing it!

  • Oh believe me you’re far from the only player who doesn’t like the concept of nurse.

    That said I don’t think she needs a ton of major changes but she needs something. She is a problem when it comes to the balance of the rest of the game.

  • Not a full build, but try fixated and stakeout together. Allows you to be stealthy and get tokens more easily without getting caught.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2941047#Comment_2941047

    Meanwhile we have artist face camping with Dead Man's Switch currently...

    Which is also an issue, but I don't know how to fix it without making DMS significantly weaker on every other killer that it isn't a problem on.

  • If your grade is decreasing at all then that’s a bug. You can lose pips within your current grade, but you cannot fall back to lower grades if you have no more pips to lose in your current grade.

    image_2022-05-10_053951554.png

    (from 5.2.0 patchnotes)

  • I think it's fine the way it is

  • Just wow.

    This is getting out of control even more quickly than I realized.

    I really hope they get this fixed by the anniversary.

  • @dugman said:

    I think Hex Thrill of the Hunt is something which should be an effect that isn’t literally a Hex. As in it provides slow down but the effect is tied tied to how many total totems are on the map. So cleansing totems effectively weakens the perk, but it’s not entirely cancelled.

    Also it could be interesting if Thrill counted all totems, including Boons. That way placing a Boon has no effect on Thrill one way or another, you actually have to cleanse totems to weaken Thrill’s effect. It makes it into a choice for Boon players - place Boons and never cleanse or spend some time cleansing to make future Boons faster to place.

    Iirc the description still says dull and hex totems, but it actually does include boon totems as well. Blessing a totem will not make it any weaker.

  • I think it's a sidegrade or slightly better, but still not quite good enough imo. The old thrill would be a problem now on artist so in a way it's good that it was changed. I think the slowdown just shouldn't be token based and should be a flat number as long as the totem is up, so it's not getting weaker even before it gets destroyed.

  • Can confirm, at some point (idk which patch it was) the "opens lockers faster" was removed from the description of both addons and the purple addon no longer affects it but the green addon still does. There was no mention anywhere in patch notes about these changing.

  • I feel like it'd be a bit better if some of the houses were made a bit weaker and there were more loops in the center instead of a massive deadzone.

    But it's still far, far better than the old one.

  • @FeelsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2943433#Comment_2943433

    Ideally Nurse wouldn't exist.

    Imagine a world without Nurse. Looping actually would feel somewhat viable and you can actually run the killer instead of praying the killer is just bad and will mess up (...) Thus making the game more fun and unpredictable for everybody.

    As long as Nurse exist, DH is needed. It's the literal ONLY counterplay to her. She can catch up with every other exhaustion perk in one blink.

    Nurse isn't an excuse for a busted perk.

    Nerf dead hard AND nerf nurse.

  • Basekit BT will sure be useful when I can't even save against a camping killer in the first place because I'm injured with no mither

  • It depends on what they're using. In general, I don't mind going against Nurse, but starstruck/infectious nurse on midwich and MYC/floods of rage nurse almost instantly makes her not fun anymore.

    Range is mildly annoying (especially now since it's still bugged), I don't really mind if they use recharge. Not that I really ever see anything else besides those since almost everything else is either not very good or straight up detrimental.

  • Allowing it to be used while running doesn't work due to the potential conflict with dead hard.

    Which is also why I suspect blast mine has the requirement that you have to be on the gen for 3 seconds, so that you have an opportunity to use repressed alliance without activating both perks.

  • I agree. They're already somewhat niche perks, they don't need to be made weaker by hemorrhage. If healing progress was locked to the progress gained by those perks I think that would be fine, as long as it was still allowed to regress any additional progress made above that point.

  • @[Deleted User] said:

    • Falling asleep against The Nightmare will crash the game.

    This reminded me of when they accidentally made it so he could be stunned by a fake pallet.

  • They don't need to completely remove the bloodweb.

    What we are asking for is to reduce how long it takes/how many bloodwebs we need (or how many points it takes to get through 1 bloodweb) in order to get the stuff we want, as well as removing some of the useless clutter it has to offer (eg. mist offerings, brown BP offerings that often aren't worth it, etc.). Prestige is also unrewarding as it stands and trading your inventory for 1 cosmetic doesn't feel worth it.

    To be clear, I also don't want to have everything unlocked in 1 month. But it also shouldn't take thousands of hours of gameplay, nor should it take sometimes 1 million bloodpoints or more to get 1 specific perk that I'm looking for on a certain character.

    And I really do not think that every veteran player wants to keep an ancient and outdated grind in the game any longer. The more characters you continue to add, the longer it takes to unlock everything and it's pretty clear that we're still going to consistently be getting new characters.

  • So basically you want to punish the player for cleansing the totem they are supposed to cleanse? They are supposed to be strong perks which can be removed.

    Literally the only problem with hexes is the actual totem spawns and survivors spawning on top of them.

  • Base regression needs a buff but basekit tier 1 ruin is too much.

    I do like the idea of a kick having a small amount of instant regression as this helps combat gen tapping.

  • I don’t see why it shouldn’t activate in that scenario. If you got hatch closed on you well then that means the killer already got their 3k and won the game. You’re not entitled to an escape just because you survived the longest, and while it certainly does make it more difficult, it does not make it impossible, nor should it.

  • @iamhnf said:

    That's the thing, one of the Bill was healthy. And was in my terror radius since he just saved someone nearby.

    Are you sure he wasn’t healed recently before that happened? You can be injured and have hysteria activate and then heal and you’ll still be oblivious for the remainder of the 30 seconds.

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