Dark_Vorahk1
Dark_Vorahk1
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- Dark_Vorahk1
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I'm dying to know when we get more audio options. Hook Scream reduction has been requested for years and now a voice line Toggle is needed.
I am longingly awaiting the return to silent characters as I loathe voice lines in game and lobby.
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It was alluded to a year ago or so. Would be fantastic. Surely the flexibility of a ready inventory would be a Boon for character diversity and cosmetic sales.
I have so many offerings and other consumables on characters who are stuck with voice lines, I would love to use what I've earned on anyone else. Until a voice line disabling Toggle is implemented this would be a great QoL.
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A very odd decision. This was not advertised as being a game store exclusive during the anniversary stream. In fact, when the "dlc released" the dbd website had dead links to store pages. At minimum we deserve communication on if this is the new norm. But I sense that players are generally unhappy with this decision.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087592#Comment_4087592
I feel like I've seen a lot more Nancy players since that happened.
In fact on Nightlight her pickrate went from 1.55% to 4.5%. It's since dropped down to 2.22%, but that's still higher than it was before they reworked her model and revoiced her.
Not that I think anything was wrong with the old Nancy voice, just that I don't think the new one caused a dip in her player base.
Her pick rate jumping is directly tied to new players only knowing her current voice because they joined due to the chapter (which was also off the market for years.) Are there people who like her new voice? Who are indifferent to it? Absolutely they exist. But everyone I know that has been playing her since 2019 has moved on to anyone else.
At the end of the day it was an unnecessary change, her fans new and old would have played her all the same since she was marketed with the new chapter at the time.
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Bhvr has been outsourcing voice work for the past 5 years. They also surprise recast the entire ST survivor cast when they added the new voices. Let me tell you, the drop in Nancy players was steep and happened overnight after the change.
If I want to hear a new character I will play a new character. This is not an invitation to spontaneously rework every sound that contributed to me choosing someone in the first place.
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@BreadSilence said:
i miss when this game was "silent". Now every survivor has to give a quirky Millienial chungus one-liner everytime you switch to them or load into a lobby as then. I don't know why everything has to be so in-your-face now.
Sometimes I think about trying a new character and the lobby yapping is so draining I switch back to an older character before the trial even begins. I can't help but groan when I'm forced into a lobby of Stranger Things characters or Tae-Young talking to themselves.
It only gets worse trying to adept the monolougers like Lara or Vee... There's zero incentive to play those characters for a second trial.
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@Balrog said:
Thanks for the feedback about the voicelines toggle. It's come up quite a few times, and it's something I'll take note of so we can share it with the team.
Thank you sincerely for forwarding this small but deeply impactful request. I look forward to its fruition.
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@Balrog said:
Please feel free to share any feedback here so we can communicate it to the team!
It's odd because I like to have purchases made in order to ensure ownership and prevent loss of progress/purchase. I hope the team reconsiders and adds the dlc on all platforms.
Additionally, some players have access to the character without having spent shards? Is the new character meant as a gift or is this a bug?
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Some minor haste changes would be welcome. Maybe gain 5% haste while survivors are not looking at you in cloak, and 10% while chasing a marked survivor. They should have some reward for using their power even if a Survivor is injured, exposed killers are very outdated.
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@AcesurvmainP100 said:
https://forums.bhvr.com/dead-by-daylight/discussion/464633/skull-merchant-what-039-s-the-deal
We had such a good era until kaneki came.
Hes basically just an overbuffed skull-merchant nobody likes.
As if we didnt shout "no free skillless injury" enough on both sm and kaneki.
The difference is regardless of how well Skull Merchant uses her power it is without exaggeration impossible to injure a survivor without them explicitly allowing you to do so. The fact that you hold that obtusely incorrect opinion is what got her nerfed.
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She has the equivalent reputation of Meg from Family Guy. She's never really done anything wrong and is actually fun if you get to know her. But for some reason it was popular to hate and bully her.
She's been changed nearly 10 times now and her most recent nerfs have finally killed her. But some of her earlier iterations aren't recognizable from the current version. Double beams, multi floor drone fields, battery recharging claw traps, claw traps applying a pallet break, survivors being alerted to her gaze, having to manually wait to disable a claw trap or drone... for awhile she was the gift that kept on giving. Every patch made her feel fresh.
But the issue was never the strength of her kit. Oddly, she was blamed for perks that didn't even release with her. And many basekit changes that currently exist would have shut down whatever imagined strategy players believed was exclusive to her (it wasn't.)
So now we are stuck with a shell of a character. Her drones on make a single beam, easier to dodge than ever, with numerous bugs, and now only gains Undetectable if she destroys her own traps. She really is in a pathetic state right now. I'd give anything to revert her most recent nerfs.
Like many Skull Merchant players, I am incredibly anxiously awaiting her next rework. I hope it preserves her dual identity as a trap setter/stealth killer. But I can already foresee the community lashing out. Never because it was a problematic change, but because Skull Merchant was mentioned.
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@Fixthisgamebad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059551#Comment_4059551
he his hard to counter when you are new but if your firends are qutting becuase of one killer I dont think this is the game 4 them if they give up like that
It's just a trend of ridiculous killers and bizzare balancing changes. Good Guy was probably the start of the frustrations. Yet despite Scamper being publicly defamed as the worst mechanic ever put in DbD they continue to regurgitate it with killers like Ghoul and Krasue. The game we started 6 years ago is simply not the same one we play today.
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Too many of my friends have already quit the game since Ghouls release. They are not going to imagine the timeline we are living in when Ghoul gets buffed and Trickster nerfed.
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So what led to the decision to have the lore awareness to have Tae-Young recognize Yun-Jin but not have her react at all? This is exactly the textbook reason why this game should have never implemented voice lines.
All they do is lead to these bizzare one sided interactions that serve no purpose but to detract value.
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Fog Vials don't seem to have much use other than hiding auras. They should be reworked into an automatic counter that gets expended when an aura reveal affect targets them.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054633#Comment_4054633
alucards shield is a fun useless meme addon that adds spice to life, what did that sddon ever do to anybody?
Alucard's Shield is a near useless add on. This is because it takes place exclusively within the walls of a gate. Expand that concept to the full trial grounds and you no longer have correct movements in any situation. You cannot be better than The First, you can only hope they are worse than you. But throw enough crud at the wall, eventually some of it will stick. That's the problem.
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A deeply dull and problematic design. The only thing holding back the power is the skill of the player utilizing it. It's why Nurse and Hyperfocus have remained the strongest tools of each role; the user is generally not good enough to harness the power. I truly do not agree with the designed theoretical power level provided with the assumption that not too many people will come close to perfection.
When I log on, it's because I want to enjoy Dead by Daylight. I would love to run, hide, take hits, and generally enjoy having autonomy over my movement and the ability to defend my teammates. This killer provides the thrill-less experience of Alucard's Shield at all times. Vault? Wrong answer. Maybe twice sometimes one. Didn't vault? Wrong answer. Maybe once sometimes twice.
This takes my amounts of fun to impoverished levels. It's 10x worse with the infinite monologuing using the same recycled and effortless voice lines. When will we be able to disable that slop?
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How much longer must we wait until voice lines can be disabled? This is the worst chapter to date. Balancing issues aside this is the most annoying killer released with its endless quips and map wide monologuing. Even worse the ST characters yap into each other and even though I'm playing a different character I'm somehow still forced to be a 3rd wheel in their conversations? As far as I'm aware they didn't even aquire the original actors for the voices, so who exactly is this meant to appeal for?
This is completely corny and tonally different than the game I started playing years ago. I miss the nihilistic atmosphere of characters not being able to speak. Completely boring release, please alleviate. I have zero desire to play as or against these characters in this state.
Please seriously consider a Voice Line Toggle.
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If people wanted to enjoy the novelty of half hour queues just to kill with friends they would have stayed with TCM. I loathe this mode everytime because it ruins killer queues in the core game as well. So many players flock to this mode regardless of rewards. What are bloodpoints going to do for a crowd that comes back to this game, exclusively for this one mode, and come out with a useless currency? It's no secret that the overall player count spikes for 2v8s duration. This is because of burnout from the core game. So how are bloodpoints meant to incentivize players in a mode they cannot unlock perks, bring items, equip add ons, or burn offerings?
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The new pallets and loops are fun and welcome. The issue is just the raw number of pallets available and should be toned down slightly.
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This was not a great realm to boost pallet density for. It already had very strong landmarks such as the Crane and Bus, but with pallets littering every square foot I'm often left scratching my head on how I'm meant to play these loops as a killer who can only damage through basic attacks.
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The amount of pallets added was fine, but it leads to certain unwinnable chases due to the buffed tiles that spawn. Previously all loops were unsafe and tiles were even riskier. Now it's a slight overcorrection. I think most players would accept a slight reduction in pallets in favor of keeping the newer tiles, as that was the primary issue with the realm previously.
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This is a realm that deserved and benefited from a pallet density update. Most window loops are not very safe and therefore non-renewable in a chase. Similarly to The Game, when pallets run out this leads to short chases as window vaults are too few and far between to reliably reach when caught. The amount of pallets feels fair due to how small the map is and how quickly in succession they are dropped.
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Crotus Prenn is especially egregious as far as the pallet density goes. The amount of pallets is overwhelmingly high, especially for a realm historically very strong for survivors. The design of pallets (especially the square tiles that spawn leading into the shack and carnival) were previously very safe and now spawn pallets that chain not only into each other, but also to very strong windows. This over extends loops and the Entity blockers does not prevent abuse of window vaults early enough to secure downs.
It is an incredible overcompensation notably on Disturbed Ward. Despite that map shrinking it is arguably harder to win as killer post update due to the stronger implemented tiles and over abundance of pallets.
Meanwhile, Father Campbell's Chapel remains a very strong main building for survivors. It can be cumbersome to enter due to the breakable walls applying immediate safety for survivors, as well as nearly every window being a strong standalone loop while also chaining into neighboring pallets and tiles.
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The issue with reporting real cheaters is just how awful the average player is. Thousands of reports were made daily because someone camped, tunneled, genrushed, or unhooked unsafely. I promise you people still rage report to this day. Bhvr simply has no choice but to ignore these reports unless followed up on with their ticket system. It ensures the odds of false bans is absolutely minimal and therefore a necessary evil.
The reading comprehension of the average player is so terrible I have personally witnessed streamers reporting a "hacking killer" and the "hacks" in question were merely perks like BBQ and Chili, Mad Grit, and Coup De Grace. Players simply cannot be trusted to make reports, but flagging the account in game is still crucial in order to recover the match/player data in case a real ticket with evidence is made.
Most platforms have minimal effort means of acquiring clips so I encourage you all to do whatever you can on whatever platform you play and one by one these cheaters will be banned. Unfortunately whenever the exploit is patched the cheaters will try to find a new one. As with any multi-player game it is an endless tug-of-war between cheaters and anti-cheat.
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I have been unable to play since the first week but error 8,005 is a server outage on Amazon's part. If you have gamepass you may need to contact Microsoft support and ask them to confirm/refresh your subscription. You're not alone, many of my friends have been able to play less than a week since the event started. Hope it's sorted!
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@Dark_Vorahk1 said:
Recently enabled cross progression and was interested in collecting the achievements again on a new platform. I played as The Shape, seeking 100 Tier ups for The man behind the bush. I played exclusively for the achievement, so while I tiered up around 7 times I did not attempt to hook until end game. During the collapse the friendly survivors pointed at a hook and I ended up getting 6 hooks total.
After all Survivors escaped, I received a 15 minute penalty. For what? I moved around the map the entire game. I got stunned by pallets, I chased survivors, I even ended the trial with a few hooks. But I received a penalty for being friendly? This is really disappointing.
I had this same thing. After breaking tens of pallets, having a few short chase, and even up to 6 hooks I still get penalties.
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This has been reported since August of last year and repeatedly denied by devs. This would imply an intentional change to nerf bloodpoints gains.
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Extension? Is the event in the room with us, right now? We are going on 8 days the event has been literally or close to unplayable on Xbox. Many players cannot log in, struggle to enter a lobby, or get immediately kicked to menu. It's very generous of Bhvr to extend the event and sincerely I'm happy for all other platforms that get to enjoy the extra cakes, but this has been a horrible experience on my preferred platform.
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Skull Merchant is unique in her dual identity as both a trap setting as well as stealth killer. Deploy drones to enter stealth or to lay a trap, recalling your drones immediately if only for stealth. Drones scan through windows (Saloon, Haddonfield homes etc) so placing them in high traffic areas is recommended. They also have a generous detection area that is not properly conveyed in game, so drones on stairs/tables will scan above and below itself. Dissolution is a uniquely strong perk, if you enter stealth and get a hit early, a survivor may drop a pallet and vault before they can see the debuff. Claw Traps also charge dissolution.
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I did not manually disconnect whatsoever this month. I played friendly for 20+ trials only getting kills if survivors chose to wait out the collapse. My most recent match, the highest scoring one, is what gave me the penalty. I received another ban the previous trial, where I never left the main building of the Ormond Lake Mine and incorrectly assumed it was for being "afk" despite stalking the entire trial. Putting forth arguably the most effort of my recent trials was the game that gave me the longest ban.
I assume this is part of the Go Next Prevention but banning players for a "lack of effort" is incredibly subjective. On one hand I agree that it was an attempt at a necessary evil as it was all too frequent for a survivor to give up immediately and ruin the match for their teammates. But on the other hand, the killer has no team. I am griefing nobody.
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I believe the root is gambling addiction. Players have had it good before and have decided that the one time the stars aligned for them should have been the standard. So they quit early, rolling the dice yet again, hoping that maybe the next time the stars will align. Surely the next game will have the correct map. And the fun killer. And the best teammates. And the strongest perks. And the best spawns. On and on and on.
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@TragicSolitude said:
Yeah. I don't play any killer with poor Deviousness gains. It just doesn't feel good, I feel like I played poorly even if I used their power nonstop and got a 4k. I'm not going to play a killer where I do everything right and don't get rewarded for it.
BHVR's decisions make no sense here, either. Spirit and Legion get Bloodpoints for simply activating their powers. Meanwhile, The Ghoul gets nothing for traveling with his power, despite the fact that it takes aiming and the game loves to say, "Never mind, I know the icon was red a nanosecond ago but nah, you can't grab that." No. Just no.
Exactly my issue. I also avoid playing low scoring killers long term because it absolutely stunts progression. There are so many killers who not only need their score events boosted but also need new ones altogether.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930884#Comment_3930884
5 seconds is HUGE in a match of dbd 1-2 seconds already is allot usually
That's the point. 5 seconds for a Pig is not equal to 5 seconds for a Blight. And in the case of a hit its an average of 2.3 seconds no power, since 2.7 is default hit recovery. This is way more reasonable than you realize.
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For killers: A 5 second delay, beginning at a hit/injury, from M1 to M2 and vice versa. As an example, there is no situation where a Blight should be able to M1 and immediately down with M2, or a Huntress should be able to M2 at point blank and immediately follow up with M1. A 5 second delay helps to limit the frustration of oppressive powers by allowing survivors to actually gain meaningful distance from the intended injury speed boost mechanic.
For survivors: Endurance as a mechanic needs to be looked into. I don't believe it should ever be active while healthy. Additionally, the overwhelming amount of Endurance perks leave you gaslighting yourself and guessing if or when or what might be active. I think it should have a visual indicator on the HUD at least displaying that the status is active, similar to how Broken is displayed.
There's a myriad of perks or powers that could use adjusting, but I believe these blanket changes would be easiest to implement for immediate results.
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As far as the game is concerned, if 2 or more survivors are in chase and one becomes injured that's just a chase. A protection hit has to be an injury that helps to prevent a teammate from reaching the next step of elimination from trial. E.g. you are healthy/injured but you take the hit for someone else who is also injured to prevent their down. Or if you are injured/healthy and take a hit for someone being carried to prevent their hook.
You can't protect someone healthy or downed. It also doesn't activate with all killer powers. Generally if the killer uses their body/an extension of it then it should count as a protection hit. If you take damage from range, that would generally not count as a protection hit.
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I would just love a shared offering inventory for my P100s. Would be great as I play many different survivors/killers and this seems like the only reasonable reward that could be applied to licensed characters.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926642#Comment_3926642
No this is not the case, we do not ban for the use of bugged perks etc in the game, if the bug is that bad enough that it warrants a ban, it would get kill switched. Same as we have done with Nemesis and no we're not banning for the bug with him, we've opted to Kill Switch the character.
3 years ago when Knight was released some players were banned for up to a month, for a first time offence, even within a week of his chapter launch, because of an issue with his orb getting bugged and giving unintended haste effects if stunned while summoning guards. You had previously made a comment earlier during the summer of that same year, regarding Blood Pact and Object of Obsession giving permanent aura reading, that you did not ban for bugs (maybe specifically for perks) when the killswitch was an option.
So is abuse of bugs regarding killer basekit no longer a bannable offense? Further, if exploiting perks or basekits is no longer a bannable offense, what is the proper scenario to report a player under the Exploits category?
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I have to agree. I often find myself ignoring new releases, as since bloodpoints are directly tied to progression, I feel I am punishing myself by playing new/underleveled characters who do not have offerings.
I even find myself retiring favorite P100 characters who have run dry on offerings as it feels like wasted progression I could have spent elsewhere.
At the very least a shared inventory would make a very interesting and fair reward to P100s that includes licensed content.
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This version feels like a more unified version of the various proposed or playable Skull Merchants. That being said, I'm confused about alot of these proposed features implementation. Is she going to keep the dual identity as a Stealth/Trapped Setting killer, or does this push her entirely towards a target hunting design?
Based off the comic, it looks like my earlier wish of returning the Watchful Eye UI element and Scan Panic animations was heard. These are crucial for theming, but also for conveying information.
My biggest question is, where does her stealth factor in? Currently she gains Undetectable after deploying a drone, does this remain part of her kit? Will it be baked into the global detection power?
Unfortunately, scan lines not extending to the ground is not entirely accurate, as her drones can scan above and below it's elevation. Regardless of whether or not this changes, the current shift from orange to white signals enough.
Since one drone becomes a sort of passenger, leaving her with only 5 drones seems to work against the information aspect of her kit. I would suggest maybe bringing back drone fields, possibly only having one active at a time and only for tracking. The Exposed status of her original kit was unnecessary but if she was able to use her radar to turn on one drone field at a time I feel that would be reasonable.
To build on the prior, the best aspects of Skull Merchant was the choices presented to the Killer. For example, if a target was Claw Trapped it would be easy to track and down them, however you could also use the Haste bonus to focus on someone else. With drone fields you had the option to commit to chases or protect generators knowing where to prioritize. I'm not going to argue what was problematic and what wasn't, but with the drone buddy dart there is only one choice available: down the Claw Trapped survivor. This leads to a predictable gameplay loop and makes her feel one dimensional.
Do these drones apply Claw Traps by scan lines as well, or is it strictly by propulsion? I'm hoping for the former, as having the scan aura visible leads to a lot of potential with aura reading perks and really cements her identity as a trap killer. If the latter, there really needs to be more utility in the drone buddy.
Tldr;
When is stealth active? How are Claw traps applied? Will her new kit offer choice, or simplify gameplay to one single strategy? How will the Radar play in her new kit?
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999+ would be satisfying a loadout preview but we should still be able to track the exact amount when interacting with the loadout menu. If anything this should be implemented with its counter in the next patch with the lobby perk preview, this way it serves utility for all players whether old or new.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900494#Comment_3900494
Out of the 3 killers you mentioned the only one I agree with is Freddy, since his gameplay changed completely. The other 2 however? nah.
Doctors rework is probably the most successful and have not heard any complaints about his rework. His stance switching may be gone sure, but everything else about his kit remained true and faithful to his character and identity. His shock remained the exact same but with better numbers, madness stayed the same with the addition of more effects, and his add ons pretty much stayed the same as well. Even his gimmicky builds like Stealth Doc and Sniper Doc are still in the game. I think Doc is an amazing example on how to fix a flawed design
Trickster I have no idea what youre on about here. His identity never changed, how ever the devs attempt at making him feel better to play as and against just didnt work out at all. Not sure what you mean by removed voice lines, his combo ones (well, the maniacal laughter) is still very much there.
Doctors madness used to decay to 0. Shock Therapy did not pacify survivor actions. Madness did not affect the ability to use perks or items. Snapping Out Of It was considered a healing action at one point. Madness would take longer to build for higher tiers. Madness would charge more quickly in closer proximity to the Doctor. Is Doctor thematically recognizable? I would lean on yes but his gameplay has changed so much over the years.
Trickster has a complex design and tumultuous history in DbD. Many of his voice lines especially related to combos are no longer playing (at least audibly.) His various iterations constantly play with laceration decay, walk speed, knife rate, even laceration threshold and main event activation. On paper he seems to be the same killer. But in practice he has largely shifted from a methodical killer peppering down his targets over time to a spray and pray DPS maxxing spammy type. His visuals are largely preserved from the many small tweaks but when looked at as a sum of the changes the game flow has shifted greatly.
Many of his sound designs are unclear whether they are truly bugged or simply just removed to accommodate his faster gameplay. https://youtube.com/playlist?list=PLPMngzN64MWQ60BFTVqraTf5zKWSe1FP1&si=WhAF7YPvpCu_9Eof
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@danielmaster87 said:
Everyone, including the devs, just needs to stop making excuses for the people who don't read power descriptions, patch notes, play as the killer, or even watch gameplay of a killer. If they cannot even be bothered to do those things, do not balance for them. It's one thing to say, "We should balance for our inexperienced/casual players as well." I don't agree with it, because you don't ever balance for people who don't know what they're doing OVER those who do, but here we are. And this, how Skill Merchant has been handled, goes one step further than that. It's saying that the people who can't be bothered to do… anything... just DC every time they see the killer they don't like and that's the extent of their thinking, that we should balance around them! I mean, if any other game's community pulled this, they'd just be laughed out. "I don't like snipers in CoD. Insta- leave game." "I don't like Zangief in Street Fighter. Insta- DC." That doesn't get you anywhere. It's childish and petty. I don't know why it's put up with it here, because "it's different."
Sadako's current state puzzled me for quite a while, but when I simply took a moment to think about it, and play her a match or 2, I understood perfectly. She's pretty much like her release version, with a few changes. Her Condemned affects survivors around all active TVs, not just the one she TPs to. Her tapes turn off TVs and remove Condemn, but don't prevent further Condemned from active TVs. And when she hooks you, your Condemned you've acquired so far becomes locked in and can't be removed. She has the exact same counterplay as before, minus that last part. Skull Merchant is similar. - You hack the drones, crouch or stand still to ignore scan lines, watch out for stealth, and don't get scanned by a new drone or she gets speed. She is as bare bones as you can get with M1 killer design, besides literal 1-dimensional killers like Myers.
I think we should just make her drones like Nemesis' zombies, patrolling the map, just scanning people instead of inflecting them. If we're gonna force simple design because people can't think further than, "Man, that killer's too strong," and rage quitting on sight, this design is the one I'd go for.
Kind of a tangent here, but you have piqued my interest on one thing though. If they were to push new Skull Merchant and others as these really info-value intensive killers, it would coincide with the devs nerfing Distortion and proposing anti- extended hiding mechanics. That's a good thing and a bad thing. It would be good because killer can always do with more info (still waiting on that individual hook counter), and because the real skill and excitement in this game is looping, not hiding. It could also be bad because maybe the devs think that's enough. Good survivors already don't care if you see them or not; they will just loop you to death. Info disproportionately affects lower level survivors, because they think they're being clever hiding, not knowing the killers can see them, meanwhile they're not doing gens or looking to heal. I'm not saying that it shouldn't be that way, because it's punishing bad survivors and doing basically nothing to the good ones. But we've had it before where if something that was nothing more than a noob stomp tool, because low level survivors lost to it constantly, that would indicate to the devs it must be OP and needs nerfing because it's "meta."
In the end, I'm really not invested in Skull Merchant. I've lost patience in trying to justify her being strong without being OP, because there's too many people thinking a killer can't be the former without also being the latter. I've tried the same with other killers. I think the devs realize it too, that they messed up big time on a killer's concept execution, and are now gonna start from basically the ground up. She's been nothing like I expected from the initial teaser of the cyborg skull on the table. When we saw that, a million good ideas sprung to our minds, none of which made it into her final design. So I encourage you to keep fighting, because you're passionate about the game and about a killer you like, but I'm done with her.
Its too bad. Skull Merchant will always be hated by mob mentality. She has a reputation of being a scapegoat for the gen kick meta and that image is apparently unshakeable. The issue with her isn't that she's too hard to understand, players outright refuse to do so. People will proudly boast about how they will never play against her and they get cheered on.
Unlike other games, DbD has an extreme lifelong issue with Tribalism. There's no generational war between Sniper and Shotgun clans in CoD or basic versus special movesets in Street Fighter. But Killers vs Survivors has been a constant battle of entitlement by players who do not engage with playing their opposing role of choice. If players didn't use certain weapons or fighters you would never know. But when DbD survivors never play killer (or vice versa) it is a proud display of purity for having never tried half of the game.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900516#Comment_3900516
Would you be able to elaborate on the specific aspects that you, as a Skull Merchant player, enjoy and aren't seeing in this so I can note them down on my side?
Not OP, but many Skull Merchant players refer to or agree with Pixel Bush's sentiments. The appeal of her kit is going stealth at will and having the constant threat of survivors knowing you have information but not if you're acting on it. This gives her a dual playstyle, able to use drones for stealth or traps. The proposed change to make a damaging drone is just too sudden and not methodical. Many Skull Merchants would keep a mental note of Lock-On stacks and debate whether it is worth it to use stealth to disengage chase, take advantage in chase, or wait for the Survivor to enter a web of traps. Keeping note of traps also allows experienced killers to employ the laser tagging technique.
By removing Lock-On as a mechanic the proposed changes no longer reward or encourage macro gameplay. This also removes the model of the Claw Trap, and the zap animation of it being applied. Skull Merchant already lost some personality when the drones changed from fields to lasers; and while this change was for the better it led to the removal of the survivors panicking animations.
Losing Haste and Hindered bonuses is a non issue. The older players still enjoy her current kit because we can still enjoy the "Will She? Won't she?" mindgame by going stealth at will and leaving the Survivor wondering if we are disengaging chase or trying to plot an ambush.
The recent changes on the live build also allow us to see drone laser auras, making aura reading perk builds viable and making the trap playstyle more skill expressive.
Pixel Bush's original video: https://youtu.be/JqH4-yUlkhU?si=KtxNi1pquV1XvWJV
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Agreed. I respect that many things can change but this feels like a bait and switch for the killer I've devoted time to. I've posted my own discussion on this as well, as these changes aim to remove everything that Skull Merchant players enjoy, while also not removing what players did not enjoy. Skull Merchant is doomed to mob mentality and players will continue to hate her regardless of power design. This change also involves more removed animations and models so that will just strip away any personality of the killer.
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I've already posted a discussion, so the tldr:
Its not great. It assassinated the identity of her stealthy playstyle and bloats the power by somehow having it overlap with Twins in terms of ranged damage away from your killer. It also removes more animations and models from her to the point that her power is unrecognizable. Will it be unfun? That's a different discussion. All I want to say is the scope of the proposed changes reinvents the wheel instead of implementing changes that would alleve pain points.
The proposed change is so severe that it doesn't directly address any issues with her kit. It will guarantee players that enjoyed her power will no longer like her, at least not for the same reasons. At best it is a gamble that players will enjoy a new power on an old cosmetic, but at this point she has a reputation of being the 6th years scapegoat that I'm afraid will never be shaken.
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@Caiman said:
So you say we shouldn't rework her kit because it'll make her more confusing, and then you immediately proposing cramming even more features into her current kit that will undoubtedly make her more complex and confusing anyway?
No.
Skull Merchant has been wrongfully hated as the scapegoat for the 3-Gen meta
Also no, as someone who suffered through that era, the hate was very deserved. It was the only way to play her because it was the only thing she was good at.
I am proposing a variation of her current power that allows Skull Merchant players to enjoy what makes her unique compared to the rest of the killer roster, while also limiting pain points from the Survivor perspective. I am only suggesting that the devs reimplement features that had provided clarity to the Survivor side. Removing them did not buff the Skull Merchant in any way and only served to nerf the rock bottom of survivor mmr, so they should return as it is of no cost or concern to concurrently active players.
As for your second comment, all killers are capable of kicking generators. Hope that helps.
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@Choaron said:
It's not because some casual players don't read patch notes that no killer should ever get a complete rework.
It's just an example of what the game is like from middle to bottom mmr. People are to this day confused why Dead Hard no longer gives distance. Change is often welcome and should be encouraged, but this change is all take for no give.
Doctor lost his mobile information gathering ability and UI elements as well as stance switching identity. The Nightmare lost his information on survivors and the VFX of pulling into Dream World was lost. Trickster lost many voice lines and combo elements to his knife rate, even outside of main event. Did these killers gain net positive changes? That's subjective. But I believe it is a mistake to simply remove aspects of powers instead of building upon them. The current powers of these killers range from vaguely familiar to completely unrecognizable. Surely there could be a unified version of the old and new powers?
Let's look at the original 3 killers, Trapper, Wraith, and Hillbilly. All 3 have received numerous yet recognizable changes. By and large they are considered successful as each change has tangibly improved each killer without sacrificing their identity. Trapper still has to search for traps, but now has more refined spawn logic, more traps, faster setting speed etc. Wraith over time has been able to cloak and move faster. Hillbilly has had several improvements to curve duration and speed. Yet the gameplay remains the same. Survivors still understand that traps will immobilize you. That a bell warns you of imminent danger. That a chainsaw dash has limited turn rate.
Now let's look at the 3 most notably changed killers. Doctor is now able to damage immediately? Reverse skill checks? A loud buzzing made you scream despite avoiding terror radius until the last second? Nightmare is visible but only sometimes? There was no warning before you got hit now there's pool's of blood slowing you down? The generators are leaking but only sometimes? Healing smothers you in Ash? The Trickster is catching up to you faster than ever before? You thought a straight dash would make it to a pallet but even though chase just started so did Main Event?
The changes are so severe that they could have been released as entirely seperate powers. I could go into depth about my wishes for the entire killer roster but that's not important right now. The reasoning is the same. Killers should be able to be buffed or nerfed but never at the cost of their identity and playstyle. This is especially true when it leads to the loss of animations and VFX that are iconic of that character.


