THE RISE AND FALL OF MANGLED IN DEAD BY DAYLIGHT



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In my opinion the Mangled nerf is probably the most overlooked change in the new chapter. Which is crazy to me considering that it could literally mean the end of the anti-healing meta in Dead by Daylight. So in this video I decided to cover the entire history of the Mangled status effect and tell you how it became what it is today.

โ–ถ๏ธ History of healing in DBD: youtube.com/watch?v=kA7OcMdFgOY

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๐Ÿ“„ ABOUT THIS GAME
If youโ€™ve never heard of this game before, then, first of all, congrats on avoiding this chaotic mess all this time lol. And second of all, itโ€™s called Dead by Daylight. Itโ€™s a 4V1 horror game where one person plays as the killer whose job is to find and eliminate 4 survivors.

๐Ÿ‘‡ More at: https://www.deadbydaylight.com

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22 thoughts on “THE RISE AND FALL OF MANGLED IN DEAD BY DAYLIGHT”

  1. Mangled is honestly now a useless effect. I've seen it a total of twice since the update dropped and each time, you could plow through it like before because of Perks like We'll Make It and Autodidact.

    I get the devs' idea is to get Survivors to maybe wait until the effect ends to heal, but this shit ain't the Broken Status Effect and Survs aren't usually the ones on a timer. Plus, it drains while you're on the Hook and for some reason, dragged the Haemorrhage Status Effect down with it, an effect that's already pretty mid. Survs could heal through it before, we're still gonna do it now. Hell, it may take that long to actually find another guy to heal ya.

    Also, why didn't you talk about Circle of Healing? When we're talking about Mangled, ya gotta mention the circle of hell that was Circle of Healing.

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  2. Little correction: the healing progression loss doesn't come from Mangled itself but rather from Hemorrhage. These status effects always (or almost always???) go together so I got confused.

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  3. all mangled does is add 4 seconds of heal time. botany reduces heal time by about 6, and we'll make it reduces it by 8. along with plenty of other options but these are the strongest. mangled didn't deserve it and survivors can heal through an already niche strategy. the main issue is sloppy was the only reliable anti healing perk for so long so you saw it constantly but considering it only worked on m1 killers means sloppy buffed killers that needed it anyway not that it did much to start with.

    hemorrhage being removed or not, ehhh. doesn't really matter to me much. sloppy doesn't happen every game and the meta is still gen slowdown. so you could 99 in a lot of your games anyway. just not all. and as killer if i interrupt a heal i was already going to chase the injured person making the bar loss meaningless as i will just down them and any bar they had anyway is gone.

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  4. I wouldn't mind if the mangled changes got reverted but they split the hemorage and mangled effects from things. But even then, I really didn't find mangled to remotely be a problem outside of tunneling situations. I'm putting this nerf in the "who asked?" category.

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  5. Aah yes, 4 extra seconds of healing was too oppressive and too much of a game changer so they had to kill Sloppy Butcher, the last good universal and free Killer perk (NOED doesn't really count) even though it's mostly just hurting weaker/M1 Killers and inexperienced Survivors.

    (Inexperienced Survivors will still heal quickly without waiting out the timer out of panic and cautiousness, making 0 difference from before, while experienced players will merely slam gens until the timer runs and then heal at normal speed instead of eventually having to deal with a staggering 4 extra seconds).

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  6. Seeing the 667ms (or something like that) hurted me. The worst I had was like 80ms.
    But now that I think about it I one time encountered a specimen with over 1600ms. Like how are you supposed to do anything if when you start running it takes a full one and a half second for your character to start running.
    Ping in this game is something.

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