sizzlingmario4

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sizzlingmario4
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  • Usage rate isn't everything. Deadlock overall is not as strong as Pop and Pain Res were, but it had no input required from the killer. It just works, and was particularly good for camping playstyles since the effect is entirely passive. Ultimately even if the killer was completely AFK the perk still worked. It'll still do…
  • I'm super excited for the Bubba buffs, basekit Chili is something I've wanted for a long time and he's finally getting it
  • I honestly don't think most of the slowdown perk nerfs are even that big of a deal. Most of the changes except for Pop are pretty minor imo. Deadlock is 5 seconds shorter, Grim Embrace is only 2 seconds shorter on the first 3 tokens, and Pain Resonance only got a 5% nerf. None of those changes make those perks bad or not…
  • I mainly want 2 things for him: QoL updates, especially including better pod placement, it's way too common to shoot somewhere to place a pod and it just gets rejected because it's just barely not a valid position, it's very finnicky. The gap between playing Singularity with the Soma Photo addon (5% haste during overclock,…
  • He doesn't need a compensation buff, even when survivors aren't fully infected his power is strong. His Bound has a lot of potential, and this update doesn't change anything that you can actually do with it. Everything that you could do in chase with Wesker's dash before the update, will still work after the update. The…
  • Hard to say without seeing the PTB. The scamper change is a huge nerf, but the lower cooldown is also a major buff. It pretty much completely changes the way the killer is played. I am a little concerned that with this change scamper becomes largely irrelevant because doing a scamper during Slice and Dice does not usually…
  • I would use it more if the cooldown was just a LITTLE shorter.
  • This would not really fix the problem. Starting with 1 token might limit its potential early-game but it would still be very easy to get the tokens back. The problem with Distortion is that it has a token system meant to limit its use, but that token system recharges too easily to actually be much of a limiting factor in…
  • I agree that Buckle Up on its own was not an issue balance-wise. However, they did say in the dev update that they wanted to differentiate it from other endurance perks, and while there may only be a few of these, particularly WGLF is quite similar and already fulfilled that purpose. So I do not really mind that they…
  • That’s fair, and I agree there are a lot of perks that just aren’t great, both old and new. Tbh I wish we had a little more insight into what goes into perk design. Because I feel like in some chapters we get good perks and other times we get really weak perks no one uses. Like we had the Tools of Torment chapter which has…
  • Buffs to bad perks are a good thing but it is more important to address the perks that were a problem than it is to buff bad perks. Perks that are too strong are worse for the game’s health than perks that are too weak, because perks that are too strong become frustrating for the other side to face. Perks that are too weak…
  • Bubba will definitely feel a lot better, that’s one of his best addons basekit + slight speed increase with no downside (unlike the speed addons). Tantrum reduction is good as well. I understand your sentiment regarding the collision change, I don’t think a minor adjustment to this would be bad but I could see it removing…
  • He doesn’t gain anything from it? He gains the ability to instantly down out of a cage and bypass base BT + all anti-tunnel perks. That’s a pretty big deal and not something that should be promoted by any specific killer power. Fwiw, if it gets changed I’m all for giving him better addons and giving him a range addon…
  • Artist’s antiloop is fine. Pyramid Head tunneling does need a change though
  • I don’t really have a problem with this nerf. 8% hindered was pretty much a death sentence 95% of the time and you still have to spend time using a spray after unhook, you just won’t be fully infected nearly as fast if you do get tunneled. Ultimately neither of these changes impact his ability to still be a strong killer…
  • It wasn’t “too effective” for anti-tunnel, but it was too effective for offensive use/when not being tunneled. I don’t know if 4 second stun is exactly what I would’ve done to change it but it did need an adjustment. I agree that it should disable the killer’s power buttons for a few seconds though.
  • Because it is completely free game-delay with nothing required for the killer to make it work and was one of the best slowdown perks for camping. It’s a 5 second nerf, it’s not a big deal.
  • Holding a tape no longer makes you immune, no (and getting hit while holding a tape also doesn't condemn you or destroy the tape anymore either). When she teleports, you get condemned if you are within 16 meters of any TV that is turned on (not just the one she teleported to, any powered TV on the map). So in order to…
  • It's hard, but I actually have gotten surprisingly good at it even with Unnerving in play. Without Unnerving I get it almost every time, with Unnerving I get it like 75% of the time. But yeah, Doctor is pretty much the only killer where Merciless Storm isn't a bad perk.
  • This actually also happens in the opposite manner too: If you are in the killer's terror radius when you get the oblivious status effect, it will briefly sound like the killer is right next to you for a split second (when they are not) before the terror radius disappears.
  • Skill check fails do not count, no. Even if it’s caused by a killer perk it doesn’t count. Kicking a gen with Overcharge for example just counts as 1 event for the kick, if the survivor blows up the gen afterwards that doesn’t count as a 2nd event. The spikes start appearing on the 4th regression event as a warning but…
  • For me I've noticed on survivor it usually happens only when I'm being chased or near the killer. I can't recall an instance of rubberbanding outside of that. I haven't had as many issues with it in 7.7.1 as I did in 7.7.0, but it is still a problem.
  • I do think it was overnerfed. But the solution is not to just revert it to the previous version, it was a problematic perk that needed a change. It might've still had a purpose if they kept it exactly how it is now (32 meters around the locker and doesn't follow the killer) but it still worked for 15 seconds after you open…
  • I would at least like to see the green key have a use on its own since a green key without addons that you pull from a chest is a completely worthless item and that feels awful when you loot a chest only to get an item that has no use whatsoever. Some of the key addons for aura reading could also be revisited, Blood Amber…
  • It’s nowhere near what it used to be but it’s still a really good perk that has singlehandedly won me games on survivor multiple times. I don’t think it needs a buff.
  • I had no idea she was sick. This is heartbreaking. Rest in peace.
  • I wasn’t sure about this so I tried it in a custom. Unfortunately no, the drone terror radius from the addon is still limited to 1 at a time despite them removing that line from the description. When I tried to disable a 2nd drone during the 15 seconds, it reset the undetectable and put a terror radius on the 2nd drone,…
  • I double checked it this morning in a custom game before I posted it. Unforeseen’s icon will still be lit up if it’s the one that gets deactivated early, because it will immediately switch to the cooldown timer, maybe that’s what you were thinking of?
  • You can have 2. You can't get 3 because the game doesn't let you have Dark Devotion and Unforeseen be active at the same time. If Dark Devotion is active and you kick a gen to activate Unforeseen, Dark Devotion deactivates. If Unforeseen is active and you hit the obsession to activate Dark Devotion, Unforeseen deactivates…
  • That just makes it a lot worse even on its own, when it's not even that strong on its own as it is. You'd get mostly the same information (though in a slightly better form) but lose the slowdown. All it needs is to not work when forced to let go of a generator so it doesn't work with Grim Embrace and screaming perks.…
  • Lightweight doesn't need a nerf. If anything, Light-Footed should work while injured as well.
  • So it's like a reverse Vigil basically but tied to scourge hooks. That's neat, I like it.
  • Basically it comes down to this: 3 second DS is too weak when used defensively (ie. for anti-tunnel), and balanced when used offensively. (I say balanced here as in, it still isn’t the way the perk was meant to be used, but it had a more appropriate risk factor if the killer eats the DS because it’s a lot easier for them…
  • It isn’t necessarily toxic. It’s more that it isn’t the intended use of the perk and puts killers in lose-lose situations that feel bad for them and sometimes aren’t really avoidable, and isn’t really fair. It’s why DS + UB is a strong and popular combo. Usually it’s when you’re either bodyblocking or otherwise interfering…
  • I don't really care as much about DS taking it away since it's more avoidable but losing it to Blast Mine/Head On shouldn't be a thing.
  • There should never be scenarios where it's very easy to guarantee that the killer can't hook. Sabotage as a mechanic is fine, and having to sometimes drop a survivor due to successful sabotage is fine. But the edge cases on certain maps like old RPD Library or that one top corner in Eyrie where denying the hook is…
  • Crows don't need to be buffed, they help attentive killers notice survivors but they're not meant to be something that is noticed easily and that always gives value. Adding auras or killer instinct to crows basekit would make them a lot stronger and is unnecessary.
  • There's nothing wrong with teleports as long as they are balanced and interesting to use. There are several killers with teleport abilities but not all of them work the same way and that keeps it from feeling stale imo. Like Dredge is the only killer that specifically uses lockers to do it for example. And several other…
  • It could go up to 125% but I don’t think it should be any higher than that. Keep in mind when it was 200% the game was very different from how it is now. Most killers were weaker than they are now, generators were quicker, and survivors were much stronger overall (and both sides had some much stronger perks that have all…
  • Yeah I have to agree. Losing a power that you very well may only get once or twice per game, to a random Blast Mine or Head On feels awful and isn't really fair. The risk/reward around pallets removing Corrupt Purge is fine because pallets are more predictable and the killer has to make a mistake to get pallet stunned (and…
  • That addon should just track totems and hooks and all the other killer-related stuff should be removed
  • I do agree PR + Pop is an issue, but it's not because of the new system and needing to repair 5% to stop regression, this perk combo was already a problem even before that imo. Gen-tapping got removed because of the regression event limit, and perks like Pain Res do count as regression events, so that particular aspect…
  • I don't think Terminus is really worth it most of the time unless you have NWO too. With NWO it lasts longer since survivors can't open the exits and so Terminus has more time to actually do something. On its own, the effect is too short to be meaningful a lot of the time. It can be impactful on its own occasionally, but…
  • Emergency Call is neat. Reuse is too strong.
  • This is by design, when drones are first placed (or when they become active again a while after being hacked) they start out in Stealth Mode which makes the scan lines invisible but also makes the drone rotate more slowly. You can see where the invisible scan lines are by looking for the 2 yellow lights on the sides of the…
  • Yeah they took that away when they nerfed it. Never use a medkit on another survivor in a CoH boon, it just wastes your medkit charges for nothing. It still stacks with other perks though.
  • Medkits don’t stack with Circle of Healing anymore (even if used on other survivors) so the 75% from the medkit has to be taken out giving us 564% total. Then we can also add in Better than New from a teammate bumping it up to 580% total and a 2.76 second heal. Everything else looks right
  • Her iridescent addons are a little too strong but other than that she is completely fine.
  • That’s good to hear. Is his hit cooldown also bugged then? It seems to be the same as PTB (instead of 5 seconds) but the patch notes didn’t say anything about keeping that. Victor can just move almost immediately and it’s really difficult to kick him. He’s also incorrectly glowing white after successful attacks even though…
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