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ImpressionableTeen

ImpressionableTeen

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ImpressionableTeen
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  • @TieBreaker said:

    1947 wins.

    1162 wins.

    171 wins.

    One of these doesn't look like the others lmao.

    The survivor players were limiting themselves to using only one of each perk. If they decided the bring the absolute strongest stuff, they could have gone on longer imo

  • Nurse. There is no reason for that killer to exist in a game this hard to balance. Anything that buffs killer in general buffs her, and she is NOT playing the same game as every other killer. It's also just horrible to face in soloq, you have 1 bad teammate and the game is instantly over with almost no chance to win. You get a horrible open map with no LOS blockers, you get the worst time of your life. The counterplay is nothing beyond going behind a wall and guessing. Horribly designed killer.

  • You make wrong assumptions. Matchmaking has nothing to do with prestige or character level. It uses an elo like mmr system, that is KILLER SPECIFIC and decays if you haven't played that particular killer in a long time.

    If you have never played huntress before for example, you will be at beginner mmr, even if you are world best blight or something.

    The only thing that affects mmr is win/loss, where an escape is a win for a survivor and death is loss, and 4k is a win for killer and below 2k is a loss for killer.

    MOST IMPORTANTLY, survivors cannot change characters to "trick" the mmr system. They are treated as the same character in all survs.

    This unfortunate game happened probably because you waited too long to get a game and the matchmaking was lenient as a result, or they had a very bad player in the team bringing down their average mmr. These things happen man. I would suggest not to be down about it and simply play more killer, not focusing on kills but good plays.

  • The problem with SM has, and always will be, her lack of any meaningful counterplay. Artist can be dodged, pyramid head can be dodged, you can pick up the banner against knight, also a teammate can tank for you for each of these killers. You cannot dodge sm. You can crouch the laser, in which case you will be rewarded with another laser to crouch literally 3 seconds later due to how fast her drone scans around. Teammates also cant tank lasers for you. You get hit by the power after some time no matter what if the SM has a working mouse. Uncounterable powers like this are ten times worse than strong but interactive powers. Feels horrible to play against no matter how weak they might be. Yes, you can express your skill as SM. You can aim your laser so that it hits the survivor fast instead of after a full rotation. You can have great gamesense and keep track of scans on survs, and play accordingly. But as a survivor, the counterplay is to just drop pallets and hold W, and maybe stop completely in chase once or twice, no matter the skill level of the merchant. Your skill is irrelevant as survivor in chase. Even nurse lets you play around with LOS, and clown you can set up hit tanks for. SM completely removes skill expression, and I hate it.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670088#Comment_3670088

    Losing a hook State for doing it would be fair and a cool concept.

    Thats actually a really cool concept for a perk. Imagine losing a hook state for a massive speed burst or endurance, to hit tank for others using a hook state. You would need to stay unhooked to make use of it and stuff. Really really fun.

  • Killer runs bbq--> you are dead

    Killer runs ultimate weapon--> You are dead

    Killer runs nowhere to hide --> you are dead.

    If the killer knows you are there through any means, you are mot likely dead, and hooked in a room with a single entrance and 3 additional hooks. Can not only kill you but your entire team instantly.

  • I assure you that if people really like the killer, they can put up with bugs. That's why nurse has such a dedicated player base despite there being an object you literally can't blink through for no reason every other patch that you have to know about. The bugs might certainly lower twins playrate, but they CERTAINLY aren't the reason they are the least played killer.

    They're just super boring lol

  • Being 40% faster and having ears takes a lot of skill according to local spirit player

  • "Maintaning her core gameplay" isn't a point that developers should consider heavily when the character is barely even played. The horrendous usage should encourage them to do heavy changes like this. Besides, these buffs you suggest don't fix the core issue of sadakos condemn playstyle where you are just slugged all game. The changes in ptb do. A very healthy change imo.

  • He's not actually going through them, rather, they look unbroken on survivor pov. I think this happens with all instances pallet breaks.

  • Shrine sucks lol just save up shards and buy the chars really

  • Encountering a Hag, Pig or Myers is such a rare event for me now.

  • What are some tips you have for the Knight? Also, how do you use your guards in chase?

  • @ThatHairyGreek said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427444#Comment_3427444

    You forgot about the extra haste you get from the disabled drones and the extra pallet break speed from brutal strength alongside the cooldown from STBFL. Its true though that SM's gen defence plays a huge role in her chase potential.

    While clown is a beast in chase his haste bottles are considerably harder to use in a tile and have the risk of speeding up the survivor as well. Also he cant defend generators like SM so chasing is all he has unlike killers like Pig or Wesker who at least have some type of second objective.

    I do agree that 40 minute games are boring but that usually happens when SM's religiously defend only the 3 gen area and refuse to chase outside it. Its a necessary evil cause without a strong chase all she has left is being a gen babysitter. So unless they completely rework her, there needs to be a balance between her chase and generator defence capability. So far i can only reliably chase as her using this particular build.

    I did not mention disabled drone speed, even though the max you can practically get from that is 4%, my mistake.

    I did not mention stbfl or brutal since clown can use the exact same perks.

    All skull merchant has over clown is gen defense, there is no "balance" between her gen defense and chase. Yes, her speed in loops is kinda nutty and can throw off survs, but if all they do is just prethrow safe pallets, you are useless, whereas clown is almost guaranteed a hit with bloodlust and double bottle if they play correctly in every loop. No survivor player ever mentions her chase potential when complaining, just her gen defense. It's her mosst powerful aspect by far. They have to nerf it and buff her chase.

  • @lifeisstrange said:

    Yeah removing lightburn off wraith was so stupid and now they all over the play like roaches , one of the most easy brain dead killers in the game

    On an open map like farm, 2 survs with flashlights can literally protect their territory and deny you entry as wraith if you try to approach their side of the map, aggressively chasing you down with flashlights, and protecting their friends doing gens. There is literally no counterplay to being burned there, as there are no walls around. It just felt like a big "screw you" to a killer that was already bad because of old CoH. He did NOT deserve lightburn.

    Nurse and artist on the other hand...

  • @ThatHairyGreek said:

    Playing DBD on weekends especially sunday is an eye-opening experience. 99,999% of my matches as killer on weekends are SWFS with the average person having 3,000 hours. What i have noticed is that these people DO NOT want to be chased at all. They will prioritize gens over almost anything and thanks to comms will be able to make perfect saves everytime and ofc leave gens as soon as you are in a 16 meter radius. They will only try to ''loop'' if your playing an M1 killer that is forced to just waste time on a completely safe pallet and break it till they find another safe tile. Skull Merchant is not like those other killers (Blight and Nurse not counted) IF you use both the randomized strobes and geographical readout along with STBFL and brutal strength (also with the required gen defence like corrupt and deadlock) She is relentless in chase with the haste, pallet break, and vault bonuses and the hindered from strobes for the injured survivors. Holding a 3 gen with the drones from the start and having an extra one for safe loops allows me to be able to actually chase without fearing that 3 gens will pop because i spend 6 seconds longer on a completely safe tile. Till something is done with SWF and the survivor objective no perk or killer rework will do anything other than being a band-aid fix.

    I assure you, survivors don't have any issue whatsoever with her chase potential.

    SM with Geographical readout + randomised strobes = 2% Haste, 5% hindered, +15% vault and pallet break speed.

    Clown with double bottle WITHOUT ANY ADDONS = 15% hindered, 10% Haste.

    with addons, clown can get +4% more hindered, lasting way longer than SM's 3 seconds hindered that cannot be extended. Yet you don't see a thread every single day about how clown is so good and not like other M1 Killers. She is really not as "relentless" as you think she is in chase. What makes her shine is her snorefest gen defense.


    What people actually take issue with SM is the fact that her 3 gen counterplay is super super boring and long. No team wants to play tag pressuring 3 gens and running away once she gets within 20 meters, with games possibly lasting upwards of 40 minutes. At that point, even if they win, the game is just not enjoyable. That's why you see almost everyone DC or kill themselves on hook the second they see a drone.

    She needs to be fixed immediately, with more power in chase and less 3 gen delay.

  • The "counterplay" is discord. Each one of you goes on a gen, ignores drones and calls out where she is at all times, and pre run from the gen every time she approaches. Do not run mindlessly but keep a safe distance between you and the killer, to run back to your gen ASAP when she leaves. Namethe gens as gen 1,2,3 and it makes communication easier. Make sure everything she does goes punished, second for second. (Every kick should be punished with gen progress on the other 2 gens, every movement towards gen x should be punished with progress on y and z.)

    As you can see, this sweaty comp level of communication is just not possible in a pub game, and all it takes from the SM is 3 braincells, one for each gen, to make your life miserable. You can watch Hens's video where he invited comp players to break his 3 gen on dead dawg. They managed to do it (After many tries!) With just 3 people. You should have it easier on farm, but you are not a comp player, soooo....


    Just pray lol

  • I'm being tortured right now. 8 of my last 10 games were in coldwind, the other 2 were in lerys.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2427828#Comment_2427828

    You´re like 6+ months late for that statement. Undying Ruin is a trash combo that will lose you matches.

    I take it that you have never been in RPD against ruin undying. Or ruin undying in lery's. Or ruin undying in any map that has decent spawns. Ruin is one of the most used perks for a reason.

  • Bro what? Contrary to your belief, "high ranks" does not equal to tournament level play. You do not HAVE to play spirit to win. Any killer is viable at any rank. I am not telling you that killer is easy, I'm just telling you that the game is not as much as surv sided as you actually think it is (again, tournament play excluded) even in rank 1. I personally think that any killer has a chance to win any squad on any map online with some outplays.(except for clown and legion, they suck lmfao). Yes, most killer perks are doodoo and you run the same perks every game(monstrous shrine omegalul), but most survivor perks are also garbage.

  • @indieeden7 said:

    Moonwalk to the gen, not hard.

    Yeah, just dont look at them. Ok. This works fine until you realize that myers and ghostface literally NEED TO LOOK AT YOU to use their powers.

  • Killers MUST be able to play around pallets in some way. Never completely negate them obviously, but if every filler pallet took 15 seconds and pallet gyms 40 seconds CONSISTENTLY, game would be unplayable and very unfun for killer. Just play as m1 wraith and put an offering for meat plant and you'll see why it's necessary evil.

  • The thing people really hate about spirit imo is how easy she is to play compared to her power level. Almost every game ever made soft locks the most powerful stuff behind a big skill lock. If you dont have the skill, you do worse than usual. This is why people got mad at freddy and instasaw billy, you could play them with your brain turned off and still do much more than someone playing clown with years and years upon experience tryharding. This is also why people don't complain about nurse as much. They simply dont see god nurses enough to be mad at nurse. Meanwhile you can quite literally play spirit blindfolded or without using your power and just standing still, or even just playing m1 killer if you get lucky with passive phasing addons. Also, knowing WHEN spirit is phasing doesn't help you at all since if you see her phasing at a pallet, it is still a mindgame between her phasing in place or going to your side. Survivors should get to know WHERE she is phasing, thats why people liked the sound bug and want it back.

  • Doing this would have to have a tradeoff like making dead hard a GUARANTEED dodgeor some other buff bc dead harding for distance was all the perk got going for it. How many times as killer you KNEW a survivor had dead hard and laughed at their pitiful attempts to dodge only to get exhausted on the ground, or you just waiting for them to dead hard in your face? Too weak and unreliable without that aspect imo

  • I play pyramid head with haunted grounds and ruin. 8 matches in a row now, i counted, my ruin got broken in less than a minute in, before my 2 other totems. But on the flip side you go to a map like the game and your ruin lasts all game in a 17 minute game. Totem spots are broken for both sides.

  • This just happened to me on autohaven. Literally NOTHING in a 10 meter radius, not even grass (Autohaven) and he stalked me for 3 seconds while i looked straight at him. Ghostface is always a little broken, but this patch broke him. This isn't a survivor salt bug report where I go "waaaaaaaaaaaaaa i looked at him a nanosecond why didnt it reveal" , ghostface stalking is legit broken right now. I suspect it has something to do with ping.

  • Very good information to know. Is Frank's Mixtape really that bad? Is there a point in running it?

  • Read through the whole thread. The thing is, the other killer bugs were NOT in the known issues section. That means they didn't play legion, hillbilly, huntress or looked through their add-ons (just read them) to make sure they were working ONCE. It literally takes how many killer games? 22? to make sure every single one works. They didn't even do that. It baffles me. HOW CAN YOU NOT PLAY EVERY KILLER AT LEAST ONCE WHEN YOU KNOW AT LEAST ONE OF THEM IS GONNA BE UNPLAYABLE EVERY PATCH