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SolidRazo

SolidRazo

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SolidRazo
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  • @Pelaan said:

    Hotter take make UVX bomb injure on hit

    maybe but I think the reason why Unknown has to “weaken” is for balancing and lore reasons since unknown does have a teleport power and Huntress doesn’t I think if they made it where it instantly explodes against weakened survivors it would make the weakened effect threatening and not make it too easy to counter when you’re already weakened.

  • @Devil_hit11 said:

    harder to play? no, unrewarding? yes.

    i think his weaken mechanic should weaken the survivor by hindering them for 3% if the survivor does not look at the killer. this would improve his m1 game by rewarding him for his first shot and require the survivor to have higher competency in playing the chase.

    This would also make subsequent shots easier to land for survivor that do not look behind them from hindered.

    I appreciate the clarification on harder to play and unrewarding because he is hard to play because he’s unrewarding not necessarily because he’s hard to play

    anyway I disagree, I don’t think survivors should be slowed for just landing you’re power. While that would technically help it would be a unhealthy buff and I don’t think slapping a negative MFT is good game design.

  • @Lixadonna said:

    One of the many no skill Killers and you want to make Unknown even less skilled? Have you seen how all you have to do is aim at the floor and not at the Survivor?

    have you played the killer? It’s not that simple and most of the time survivors can and will just run into you to avoid it.

  • the perk just needs to have its skill check bonus increased to like 20% or remove the injured requirement. The perk it’s self is very niche and is mainly to combo with skill check perks like autodidact or hyperfocus

  • @Hannacia said:

    Not sure why they had to buff distortion again. That perk was perfect as it was. Also why machine learning? I saw that perk ONCE in my matches… We all know predator got nerfed due to Nurse again… wee..

    because 30 seconds in Chase to recharge tokens takes a really long time especially when you need to be in Chase which makes it inconsistent if you’re going in and out of Chase. Regardless the perk was nerfed hard and 15 seconds to recharge tokens is a fair change when it only holds 2 and starts with 1

  • @Pit_Bull_Love said:

    Unbreakable should have unlimited uses as well.

    I disagree, due to how impactful unbreakable actually is even if it’s very niche.

    I think dbd should have a bleed your self out option

  • @bjorksnas said:

    Flashbang doesn't need a buff unless it also comes with removing the fact its currently silent and it can be thrown inside walls to blind killers who should be safe to pickup a survivor who died in a bad spot.

    Dramaturgy would just be a better sprint burst

    Head on could have a indicator of teammates but a duration buff doesn't make sense because of the stun time you get the same if not more distance than other exhaustion perks

    Smash hit is at 4 seconds to compensate for the fact you spend time in the pallet drop animation. It used to be at 3 seconds and was buffed for this exact reason

    Deliverance is one of the strongest perks in the game it doesn't need a buff, indicator would be very strong already and on top of that a 2nd stage unhook would make endgame saves free

    Deadline is in a weird spot because most players aren't going to hit the extra skill checks and it would basically purely exist like that for very fast gen progression for cheaters.

    The rest are fine

    Flashbang: your gripes with Flashbang is a bug and how the perk is intended to work, you deny wall bang saves by simply checking you’re corners Flashbang users need to be very close to you to get the save. Regardless the buff isn’t toward saves it towards mid chase blinds

    Dramaturgy: sprint burst is 50% haste and is instant and stronger when used properly, dramaturgy being at 30% is not at the same level as sprint burst and only lasts 2 seconds but controllable which is its upside, with a start up as well. It’s just a suggested change since I feel the perk is just a tad bit weak

    Head on: understandable I feel like you really get 2 seconds of distance when using the perk but that I can get over that if it showed you’re aura

    Smash hit: well aware on why it’s 4 seconds I feel like the perk could offer a extra second of distance when stunning the killer since the perk is hard to get value from

    Deliverance: also understandable, I disagree with you on the indicator because many survivors will go for unhooking you not knowing you have deliverance, it is a solo q buff to tell you’re teammates that you can unhook yourself which I feel is necessary

    Deadline: don’t know what you mean by the use of “cheaters” but nevertheless this perk isn’t that good and is almost never used in skill check builds due to it randomizing the skill checks and its reward is lack luster, boosting it to 20% would be pretty decent especially in conjunction with autodidact

  • @Gardhome said:

    head on deserve only being deleted from the game or at least mft treatment

    try not being bias I’m looking at these perks in a logical point of view with first hand experience going against and using.

  • @fussy said:

    It's basicly FTP+BU situation all over again, but with extra step.
    So, you downed a survivor, see/hear flashlight saver, go give him a hit, come back in few seconds and see how survivor is already up and run worried about absolutely nothing, because "hey, I can run 40 meters with endurance". I had it 4 times for 3 hours playing session and I'm better go back to old FTP+BU than this, because at least one survivor sacrificed health state for that. And WGLF simply obligated me to pick up survivor no matter what, if I dare to stop saver, survivor will be on his legs in like 5 seconds.
    Either healing speed or endurance should gone. Or maybe bring back tokens to earn Endurance at least.

    Not at all, the combo is similar to buckle up + for the people but NOT the same

    It’s a fair trade

    Survivors can’t heal the downed survivor instantly like FTP which is good for killers and WGLF doesn’t make you broken like FTP which is good for survivors, all and all sounds balanced to me

    If you incorporate FTP then you just wasted 3 perk slots for one specific situation

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815221#Comment_3815221

    A slightly faster Dramaturgy wouldn't make you able to run over Trapper's traps or even bypass some platforms.

    A slightly faster Dramaturgy wouldn't make you able to run through the Killer to ignore bodyblocks.

    A slightly faster Dramaturgy wouldn't make you invulnerable for a second.

    A slightly faster Dramaturgy can still screw you over by making you exposed or giving your position away by screaming.

    A slightly faster Dramaturgy wouldn't be instant and would still require using it before being in imminent danger due to it's startup.

    Dramaturgy doesn't really need a buff, it's a meme perk like every aspects of the Nick Cage chapter, but even hyper-buffed it would never be on the level of old DH.

    I hate the notion of “meme perks”

    It makes no sense, just cause something is goofy means it’s not meant to be strong or useful?

    plot twist is a “meme perk” yet is actually pretty useful in healing yourself and messing with the killers perks or abilities in unorthodox ways, blast mine is a “meme perk” but is useful in simply stalling the killer if they kick a gen and can pair with other perks like wiretap

    Regardless I believe it’s kinda weak, you say “it doesn’t need a buff” then why shouldn’t it get buffed? Need is relative and dramaturgy is in fact not on par with other exhaustion perks in terms of strength/utility.

  • @PetTheDoggo said:

    Someone wants old Dead Hard, but better.

    The perk is already good enough imo.

    if it’s good enough already why is it rarely used or seen? I’ll tell you why because it’s really not that good enough

    The perks strength is on demand speed but the speed is so negligible it’s really not worth it a simple 10% buff to it would make it to where it’s half the strength of a sprint burst but also only lasts 2 seconds

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/429164/dramaturgy-buff-idea

    I mean it surely wouldn't be to strong it would just remove the risk of using it if you could do it injured. The only disadvantage it has is to be instadownable sometimes (Well if you ignore it's inconsistency in the boost), maybe they should add an new affect for using it injured then?

    I’ve thought about changing the exposed status while injured but came to the conclusion even if you’re injured the downside is you basically don’t get anything just a middle finger essentially which I find funny and besides potentially getting exposed is already pretty bad downside so I think it’s fine as it is. The perk just needs to be slightly stronger and allow you to use it while injured.

  • I agree on the matter that chests could use a buff.

    However I think just making every item from them stronger isn’t the right direction to go since it doesn’t necessarily solve the issue with chests which is like you said “detrimental due to the time spent finding and opening” and since chests don’t or very rarely provide good items with no add ons

    I think a better alternative way to buff them is to give them a lot more variety and to make them quicker to access with keys!

    My idea:

    Skeleton keys and purple keys should be able to instantly open chests to access the items instantly

    I also would increase the rng of more rare items to appear or even add ons potentially appearing on the items

  • @Devil_hit11 said:

    ghostface does not need nerf. i think there 3 changes that could be given to ghostface to make him better at base-kit.

    1. When a survivor is marked, they suffer a 10% hindered status effect for 5 seconds. The goal is to give ghostface a major burst of speed to get first hit when he successfully marks.
    2. When a survivor is fully marked, they suffer 25% action speed decrease towards repairing generators. This rewards ghostface for leaving chases if he does not successfully down the survivor in the burst of speed. Current ghostface has time-sink to mark survivors but does not have incentive to leave survivor creating sunk cost fallacy to his power where he feels obligated to keep chasing the survivor even if the chase is not favorable for him with the mark. Also his mark does not have any effect when a survivor is injured. This grants mark the ability to have an effect when survivor is injured.
    3. Increased Stalking action speed when leaning from 200% to 250%. This reduces stalking time when leaning to 2 seconds from 2.5 seconds allowing ghostface to have greater chance to mark survivors when leaning.

    Here is TL:DR.

    1. Increased Stalking action speed when leaning from 200% to 250%.
    2. Marked survivors suffer a 25% action speed repair.
    3. When a survivor is fully marked, They suffer 10% hindered status effect for first 5 seconds.

    All add-on remain unchanged.

    explain how stalking a survivor debuffs them without add ons

    I feel like you fail consider that ghost faces power isn’t exactly supernatural it needs to make sense

    How does the killer slow down the survivors by just staring at them and then make them impaired for the duration of the expose

    This isn’t even incorporating perks and add ons that add to these incredibly high numbers.

    You’re suggestion is cheap and sure makes him stronger but in a unhealthy way and would make ghost face hated and cheap to play against

  • I Like it it fits the perk theme well and doesn’t break the game, simply a small boost to a underused perk

  • windows is literally fine

  • hmmmm I see you’re point, what if the perk just holds tokens acting like a bank so you can just stay on the generator and then just make 1 when you want.

  • @Emeal said:

    And then some survivor unloads 5 Flashbangs on me in the last chase when Exit Gates are powered all due to 1 Perk.

    I'd rather not mate.

    They would only be able to hold 2 at a time

    You can stack as much Flashbangs but you can only hold and unload 2 before you have to go back to the locker to restock

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755205#Comment_3755205

    Don't have an item (hard countered)

    Drop the item on the side of the map or in a corner (soft countered)

    Use a perk like object (1 perk slot to get the effect killer spent 2 perk slots on)

    Hope + MFT counter (be a killer with mobility)

    FTP + Buckle up counter (be a high tier killer who can chew through that time loss and healthstates)

    The perk is not only mediocre by itself it has to take up half your build to be mediocre since on its own it very easily can do nothing even against 4 items, just 99 an item.

    If you can't play around something as simple as that idk what to tell you, and if you think its comparable to actual good combos that devastate mid tier killers because it stomps baby survivors I also don't know what to tell you because everything beats baby survivors.

    And there we go you explained its issues

    Items are a integral part of survivors similar to add ons on killers hence why franklins is so annoying and disliked imagine if survivor had a perk that just deleted you’re add ons lol you’d go ape

    The combo completely guts items you are either forced to not bring one in fear of this combo or forced to waste time to dump it in a corner it still has PERMANENT aura reading in a 12 meter radius and is broken on indoor maps

    Object of obsession is niche and is risky to use considering that you’ll always be interacting with the killer making you more likely to die, it counters the combo but does it really counter it?

    Let’s not even talk about the fact that the item exposing you might be really hard to find. Making you waste a lot of time finding it and exposing you’re position, the whole perk combo is simply bull through and through and just the idea of infinite aura reading is ridiculous in itself

    it’s going to get nerfed not even a question it’s just funny you think it’s okay and “weak” when it’s obviously not and you’re just clearly biased.

  • @bjorksnas said:

    It doesn't need to be nerfed and there are plenty of ways to counter it or deal with it on top of its own built in weaknesses.

    Its not even good on its own, takes up 2 perk slots, its easily hard countered (don't bring an item), its easily soft countered (drop the item in a corner if you know they have it) and takes up half the build for something thats easy to deal with reguardless of what you start the trial with, and only works on the worse killers in the roster because of m1 atttacks.

    And all this for subpar aura reading, item disruption, and mid tier debuffs

    So compared to 1 perk that provides the same value on its own without 2 perk slots (im all ears) its a joke

    Or even better counter it with OoO to use the information for yourself as well

    Its basically a noob trap and a clickbait perk for youtubers which is the same as every other new perk and killer for the first 2 weeks after they come out before everyone reverts back to 3~4 slowdown on their favorite killer and forgets it exists after people get used to it.

    12 meter infinite aura reading if survivors drops a item… oh and they also become oblivious for 30 seconds if they pickup the item just for fun

    Pairing it with franklins makes this perk incredibly obnoxious

    Doesn’t matter if it’s not good on its own a lot of perks are mediocre when it’s by itself but when you pair it with other perks they become broken lets talk about MFT and Hope or FTP and buckle up I bet you can talk about all day how obnoxious those combos used to be but noooooooo if we talk about something obnoxious on the killer side it’s not a problem it’s so evident in these up votes too lol

  • @AggressiveFTW said:

    Omg, stop with these "pls nerf this generic combo" threads. The Killer wastes 2 perk slots for items instead of slowdown. It ain't that serious.

    bro what? you “waste” 2 perk slots for infinite wall hacks and you can still choose to run a slow down perk.

    It is most definitely that serious.

  • Update:

    I read a it wrong on the wiki thought the bonus progress for skill checks towards gens was 3% not realizing it was for medkits.

    This is not happening: increases its bonus to great skill checks by 1% giving it a total of 2% on great skill checks

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751329#Comment_3751329

    What do you mean 3% to 5%? Is the base value not 1% progress on a great Skill Check? 3 or 5% would be massive, gens would fly, combine that with hyper focus and one skill check can take like 10% of a generator...

    oh yeah you right I read the wiki and mistaked the healing skill check with the repair skill check

    Correction: increase skill check bonus by 1% extra

  • I would like to suggest my version which is just basically buffing its current effect from minimal to substantial

    This is not happening: Success zones get 50% bigger while injured, and increased great skill check reward to 5% bonus progression from 3% on generators 

  • @Coffeecrashing said:

    Still sight + open handed = 40 yards of on-demand killer aura revealing???

    How in the world is this balanced? Survivors that are trying to hide are fine with standing still, because they're hiding instead of trying to work on objectives.

    Does this mean SWFs can have one person as a "look out", and use voice comms to warn each other where the killer is? So if a SWF sends the killer to a map like The Game, and has aura reveals for just about the entire map, then the killer just has to deal with it?

    Why does this perk still reveal killer auras?

    we have to test to see there’s a chance that it just sounds OP on paper but there has been numerous times where something sounds really strong but is actually pretty balanced or weak just look at blood rush.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730256#Comment_3730256

    I appreciate the suggestions, but there has to be a better way to counter than the fake pickup and looking around. Survivors who bring Background Player can easily swoop in from far away to counter those tactics. The main problem is that looking straight up, which counters flashlight blinds, should also counter flashbangs and it doesn't. That would resolve the issue of Background Player users flying in from halfway across the map when you start your pickup.

    lucky for you Background player is getting nerfed so you don’t have to worry about that in the future. As for looking up to avoid Flashbangs it should work, a funny thing with it that I’ve noticed is you have to look straight up to the FOV limit to avoid it. Looking up half way or even partially not at the limit could still blind you but i personally haven’t tested it myself only personal experience from not looking up completely to looking up completely.

  • Y’all will do anything BUT get good.

    Like everyone is saying thank god there’s good players in this thread. Fake your pick ups, Look around before picking up, listen for other survivors running or breathing. It’s not the end of the world if you get flash banged or flashlight saved literally just chase again and be wary of you’re surroundings

    It’s amazing what basic situational awareness can do.

  • @Shaddoll_Serpent said:

    How can you avoid tunneling them if they're deliberately body blocking for the survivor you're trying to down?

    I haven't actually had issues with aggressive DS plays (yet), but just saying that getting stabbed by DS doesn't necessarily mean that the killer tunneled.

    if their body blocking with DS slug lol

    If they have Unbreakable good then they just wasted their unbreakable everything is pretty much a net worth for you

    The survivors waste their own time by trying to sabotage you and you literally profit off of that as killer by just playing smart and not picking up and simply ignoring them and focus whoever you’re chasing

    The stun duration increasing doesn’t increase this strategies effectiveness honestly nothing about this strategy changed even after the buff lol what I said applies to it and completely dismantles using anti-tunnel perks aggressively

  • shouldn’t be controversial but

    Flashlight and Flashbang aren’t overpowered their literally part of the game and it’s on you to be mindful of these tools and their effective-ness I Guarantee the people who say “flashlight/flashbang need nerfs, and the blind window should be reverted” don’t play survivor and aren’t really good killer players either. If you get caught out and blinded that’s on you, wanting the window to be after the killer animation is over is dumb since it doesn’t solve anything you would still get blind saved anyway lol it just makes the mechanic needlessly harder. it’s easy for me to do but I myself was once a new player and flashlight blinds were very tricky at first, the extended blind window gives wiggle room and leeway to newer players and players who just ever so slightly miss the timing which felt bad it’s like killers and hooks where when a survivor wiggle meter is basically finished but the hook prompt popped up for killer so you dont escape it’s whatever because he made it and earned the hook same way with flashlight and flash bang blinds if they pulled it off then the survivor earned it

  • adrenaline: I believe the nerf was very unnecessary. The perk affecting Freddy should’ve been removed that’s perfectly okay. The fact adrenaline not working when you are hooked on top of a lessened duration makes the perk underwhelming when as a perk that activates only once should be strong and the fact that getting hooked before the last generator is finished is a common thing it makes the perk feel like it doesn’t do anything for you.

    Ultimate weapon: I’m fine with the change I think the range could use a slight buff but it’s in a more balanced spot now compared to its earliest iteration.

    DS: this is technically a revert but I would like to see the skill check get either removed or have it be so big it’s very difficult to mess up. It’s perk is designed to help with tunneling something that may or may not happen to you in a game why does it need a skill check that you are pressured to land or else you completely lose it and the perk you equipped for that specific situation does nothing.

  • completely agree, none of the people advocating for the adrenaline nerf acknowledge the fact it’s supposed to be strong it’s literally a endgame perk. The fact the perk has a chance to straight up not do anything when it’s supposed to be guaranteed value in the endgame in some way is stupid. Plenty of perks obviously have a chance to not do anything but this is different. Adrenaline is a one time activation perk that activates when all gens are done but now deactivates IF YOURE HOOKED. It was fine for 8 years straight and now it’s getting nerfed? Just cause a perk is strong doesn’t mean it should be nerfed if we’re nerfing a perk because it feels bad to play against then nerf Noed.

  • @CaseTrain3322 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705188#Comment_3705188

    Not true, adrenaline deserved that small nerf, it was really overused (average of 3 adr at match for me) and still will be cause it's still a good perk. If you are talking about the health state after being unhooked, survs already have borrowed time basekit and good teamates bodyblock and also a lot of "second chances" during the trial. What if killers had a perk that injure you back after being healed or put you back in dying state after a save? Sloppy it's fine the way it is now imo. The tone down would have been more detrimental than the duration they added. The only perk they messed up with is Ultimate Weapon

    to be fair, Adrenaline was overused because majority of survivor perks are really bad. There’s a reason why majority of people of used it and it’s because it was one of the few good perks survivors had, it was a fair perk if survivors complete all gens they get rewarded with a heal and a temporary speed boost that only happens one time too

    if more severely underpowered perks were buffed its usage rate would’ve went down because their would be more variety

  • @Devil_hit11 said:

    deadline has -50% penalty to missed skill-checks. that positive warrant the injured status.

    hardly a benefit it’s just a safety net that offers no benefit to progressing anything if you simply don’t mess up

    deadline working when healthy would help it with autodidact since it’d just be on all the time and not limited to being injured especially when it already messes with skill checks when it is equipped and the benefit isn’t THAT impactful unless paired with perks that benefit from it such as autodidact

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701513#Comment_3701513

    Isnt staring at wall the counterplay? This has to be bait, its like saying dodging huntress hatchets has no counterplay, huntress should get something in return. Brother, they are countering the play you are making thats how countering things work.

    Should nemesis get a counter for when people use vaccines? Absolutelly not, because the vaccines are the counterplay to his power.

    flashbang is the counterplay to the counterplay. Sounds balanced to me considering Flashbangs are worse and less efficient than flashlights. Flashbangs only niche is that it can blind the killer against a wall and its only because that’s simply how the item works

    Stop complaining there is plenty of counterplay against it to and isn’t a guaranteed thing either even with background player. It was fine like a month ago why is suddenly now a issue?

  • @TheArbiter said:

    I see that a popular discussion at the moment is blinding the killer and the perks and items that are associated with it. That being said as background player is becoming more and more popular are people okay with this being a thing, or is this the next buckle up and for the people. Curious what the community currently thinks

    it’s perfectly fine and works as intended, Flashbang is able to blind while a killer is against a wall because Flashbang gets thrown slightly in front of the survivor because of this when next to a wall it can snug just right in position to blind the killer

    That is perfectly normal and obviously intended mechanic.

    Counters to Flashbang users:

    Flashbang users have to get really close to get a Flashbang save since their window is approximately 1 second into the pick up anything later the killer is able to dodge by LOOKING UP or to the side

    Because of this fact Flashbang users can be easily caught out if you just look around a corner or fake you’re pick ups by just standing there and then quickly walk around you’re surroundings anything to mess with the timing of you’re pick up can make the Flashbang user hesitate and mess up the save.

    This should go without saying that Flashbang saves are not guaranteed and in fact are harder to pull off imo compared to flashlight saves since flashlight saves have a more generous window and such have more wiggle room to get saves consistently but flashlights can’t blind when there’s a wall so Flashbang has its niche when it comes to blind saves and it’s a very easy niche to counter even with background player.

    This should also go without saying but getting caught lacking and getting blinded while picking up is normal, can be annoying but it’s part of the game and the survivors who pulled it off deserve it so suck it up and just try again and be smart if you know there’s survivors lurking around to blind you.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700551#Comment_3700551

    You've gotta explain what tools and perks have been gutted. You're just saying stuff. Stringing outraged words together.

    I went on for a bit but I’ll gladly explain but perks I think need buffs:

    Flashbang

    empathic connection

    Better then new

    Rookie spirit

    Bite the bullet

    All of the boon perks

    no mither

    we’re gonna live forever

    quick gambit

    this is not happening

    technician

    blood rush

    collective stealth

    Leader

    better together

    Weaving spiders: invocation

    etc I can go on and on about other perks and their little quirks that hold certain perks back but these are just a few that I can name that could use a buff or even just a simple QoL buff

    As for items the only items that need buffs imo are Maps, Keys, and firecrackers I’ve explained them in my post.

    As for the gutted perks: scanvenger was gutted on release due to the amount of people who outraged it to be nerfed before it was released, MFT was deceptively strong but nothing broken that everyone in the past argued about it pulling bigger numbers out of their butts to make the perk sound worse then it really was but nerfed to be situational, prove thyself not really gutted but definitely didn’t need a nerf, Spine chill nerfed to the point it’s honestly useless except only good against stealth killers, and finally Adrenaline there was never a point to nerf it, it has stood the test of time and lasted unchanged for close to 8 years straight and now is going to just be a weak endgame perk if the ptb change goes through.

  • @VomitMommy said:

    Define actual buffs?

    I wouldn't really go for overall survivor buff, but rather soloQ focused buffs. Basically implement things to help soloQ without affecting SWF much.

    I would definetly start with showing other survivor builds, but there are other features that could work too.

    you can’t add anything without it affecting SWF if anything SWF only advantage is communication and majority of SWF aren’t seal team 6 so player skill is still determined by you and such and SWF can still make mistakes and the truth is most of survivors tools are incredibly weak

    Any buff to any of the numerous weak tools that survivors have would be good, and even add some communication tools for players such as a message wheel or ping system that can be in place to communicate with you’re teammates without adding a mic system which would probably just be easier.

  • @Sarrif said:

    Survivors have been awful to play lately unless your in a swf group and even that can be pretty rough. Meanwhile killers get more and more buffs while maps get weaker and weaker for survivors.

    The only real recent 'buff' that comes to mind was the anti camp but that's laughably bad. A bubba 16 meters away is just as effective at face camping as a bubba 1 meter away from the hook.

    And after looking at the actual atrocity that is the ptb I just get the sinking feeling that the devs do not care at all anymore about survivors experience anymore and we're just here for cannon fodder for the latest 2,000 killer win streak.

    Completely agree, with how strong killers are getting and how consistently worse maps are getting for survivors of course survivors going to go down far more easily.

    as Someone who plays both sides enjoyment on survivor side is so lack luster the only fun recent thing has been added to the game for survivor has been “champion of light” but that’s about it everything as of late has been nothing but killer buffs and survivor nerfs and for god sakes their even nerfing adrenaline which has been balanced for 8 years and is now suddenly a issue.

    Like it’s not even funny majority of survivors tools have been completely gutted and majority of perks are laughably bad. Not even asking for killer or map changes just buff survivors tools and perks as well there’s so many perks and items/add ons that are just bad and having them be useable and have a good niche that someone would want to use would make survivor enjoyable. Like imagine if maps had a longer duration and had an add on to track pallets and windows acting like a budget WoO and maybe had an add on pass to make it more usable and user friendly. Keys not being just a glorified aura reading tool, and actually worked like KEYS they could instantly open chests and maybe could rework breakable walls to act like doors that keys could open Just food for thought. If firecrackers weren’t just a 1 time use item and actually had charges and was a bloodweb item that stayed there consistently would be a nice change of pace for items. I only included items too there’s a ALOT of perks that could use buffs and just need slight tweaks to make them worth using and actually give value. I’m not saying everything on the survivor side needs buffs only the weak and incredibly niche items and perks need buffs for survivors.

  • I agree, as a Onryo enjoyer she’s fun to play honestly when I do play her the game is so easily controlled since every TV is next to a generator you have crazy coverage. I ALWAYS see that good players stomp her but I’ve been basically going on a win streak with her and haven’t noticed any good players stomping me idk to me she feels perfectly fine and ultimately balanced now

    She has mind games with her manifestation, her TV’s give her a massive speed boost which I like to use in chase to cut off survivors for a free hit, and her teleporting gives survivors condemn forcing them to get off of gens and reduce their condemn or risk getting caught and having those stacks become permanent. She’s just not so heavily braindead anymore with mindlessly teleporting she has a lot of macro strength in her kit that survivors have to play around.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699022#Comment_3699022

    Meanwhile cheaters have ways to bypass the Egc holding games hostage forever yeah that sure did accomplish nothing

    that’s a cheater problem NOT a EGC problem cause obviously cheaters are going find a way around EGC because their cheaters lol

    Not the gotcha you thought now was it?

  • @Commander_Nefarious said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699179#Comment_3699179

    not the end of the world but it really steals alot of your time spent chasing and downing that survivor, match time is gen time

    true but that survivor who is trying to save could also be a generator if they aren’t on a generator and the save doesn’t happen then that’s free time for you so it goes both ways as well if they mess up or if you play you’re cards right and use tactics to avoid blinds then you could eventually win off of that like wise it could be a net plus to the survivor who pulled off the save and costing you time but that’s the just the game and I shouldn’t have to explain the rest.

    Macro knowledge stay on top of that if it you get blind saved early no big deal later into the game though when you get hooks and stuff, saves will matter more and you should be more wary about it when there’s 2 or 3 gens left

  • @Commander_Nefarious said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699164#Comment_3699164

    u cant fake picking up against good survivors if the animation doesnt play, only demo could fake or hag by placing trap or portal

    you fake pickups by waiting there and looking around can throw off timings so basically be unpredictable this works against all survivors including good ones if they attempt to and their late IMMEDIATELY LOOK UP and the blind won’t happen. Sometimes you can’t ALWAYS not get blinded and a good enough survivor can play their cards right and still get the save at that point even after all of that effort of preventing it they deserve it. But still doing what I said will prevent 90% of blind saves in general.

    It’s part of the game dude and you have accept that it will happen and it’s not the end of the world if it does happen.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699063#Comment_3699063

    It may not represent her strength but it does represent the community's willingness to play against her. If only 1 out of 35 killer has a 67% kill rate, then something is off. It's one thing for something like that to happen right after the rework or release of that killer but so many months later? Skull Merchant is miserable to play against. You don't get to apply her "counterplay" in most cases. Crouching allows the killer to catch up a lot quicker, so they'll easily get a hit. The same goes for standing still.

    Every step of the way, Skull Merchant gains the upper hand in chase. She gets faster when someone is scanned, she breaks and injures survivors without hitting them, which allows her to quickly catch up even after the speed boost and also hinders you on top of it. All of that in combination with the extremely easy to use drones (seriously, it's not hard to place a drone and change the rotation so that the survivor will get scanned without counterplay) just make her a horrible killer to play against.

    I'd go as far to say that SM is PvE simulator. The survivors have so little counterplay, they might as well be bots.

    FINALLY SOMEONE WHO GETS IT. I struggle to put it into words but you put it together completely.

    people try to compare her to clown or any other anti-looping killer but deem as nothing different from clown cause his bottles are technically stronger then her hinder and speed boost but fail to understand that skull merchant just gets free stats and upper hands in chase with VERY minimal effort. Clown has to think to throw his bottles and none of them injure you cause he has to go through the effort of m1’ing you and he has to reload them

    While SM only needs to press a button and now the survivor has to crouch or stand still during chase to avoid scans while giving more then enough time to just m1 you to death OR you just eat the scans and she just becomes faster and you eat a m1 anyway and depending on you’re scans that don’t go away by the way you just become injured and hindered while she moves faster and she just need m1 you once all of this from a press of a button and SM mains wonder why nobody likes her cause her counterplay doesn’t apply to chases and she’s just wins chase with minimal effort.

  • When kissing a wall if you’re afraid of a possible Flashbang FAKE YOURE PICK UPS AND LOOK AROUND CORNERS.

    literally doing 2 of those tricks will help most of you’re issues with Flashbang saves and is mostly a skill issue on you’re part since Flashbang saves are easier to deny compared to flashlights the only thing flashbangs have over flashlight is the fact they can blind you when you’re against a wall but if you’re just careful and look around you before picking up you won’t get flash banged since Flashbang users have to get uncomfortably close to blind save.

    @Commander_Nefarious said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699026#Comment_3699026

    so could u explain what is the correct play then? slug? find and chase the survivor with the flashbang? tell me, since i dont understand.

  • imagine complaining about flashlight/Flashbang saves.

    They are part of the game all of the things you listed are intended

    • Flashbang saves are harder to do compared to flashlights due to their strict timing which is approximately 1 second into the pick up. Due to this fact and the fact their range is shorter they have to be really close even with background player not to mention if you fake you’re pick ups you can catch a Flashbang using survivor off guard very easily

    •Background player IS overtuned I agree with this, this is the only thing I agree with. They should nerf the duration to 3 seconds so survivors can’t cover as much distance as it does now

    •Flash save window is necessary there’s nothing wrong with having it, the timing is still there you can’t flashlight save someone too early it just makes a already difficult enough mechanic just more generous plus flashlight saves are fun on making the save timing more generous isn’t bad after all if YOU get caught lacking then that’s you’re own fault for not being cautious or mindful of a potential save

    •Flashbang already does that, you’re asking as if it should only blind when you’re directly looking at it.

    •Audio cut off behind walls is okay, if you get caught off guard from a perfectly timed Flashbang then that’s just the survivor being good there’s still time to notice it and is difficult to pull off in chase and in general, it’s simply perfect timing on the survivors part and is a form of skill expression

    In short this just sounds like a case of just “git gud” cause flashlight/Flashbang saves are balanced and are here to stay and have plenty of counterplay and if struggle SO much with flash saves equip lightborn.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692163#Comment_3692163

    I played the first version and you could do those things far better back then. The only thing that was worse, which was manageable, were the Tv cooldowns.

    If you play against good survivors, who normally deactivate all your TVs, you got nothing. Back then taking a tape was a huge risk and you had your TVs always, because of that. This gave you the upper hand about your mobility and condemned. Then also your position wasn‘t given away by TV auras. This made playing against this killer feel like in a horror movie. Now take tape → no mobility, no curse. The counterplay is far too easy. I would much more prefer having a difficult to apply curse than an easy to denie one only as slowdown.

    I don‘t dislike the buffs she got, but her mechanics: how tapes, TVs and condemned worked should have stayed the same.

    maybe so but I personally never played against something like that or if I have I probably haven’t really noticed cause I just take the chases. If their turning off all the tv’s then their just casually getting stacks if I catch them with a tape then I just chase them till their down if they just run to a tv to put it in then that’s a free hook state for me but it’s kinda ridiculous that all 4 survivors will go to all the tvs to turn them off that sounds unrealistic and a perfectly bad scenario for the Onryo player that will rarely happen

    it’s not perfect per say and I definitely feel survivors should be more punished for holding a tape in some way but as it is for me it’s not that bad from my experience

  • As a guy who enjoys playing Onryo I say she’s perfectly fine as is and doesn’t need any changes as far as Ik. She’s finally in a healthy spot that doesn’t feel brain dead.

    her lack of a chase power is perfectly compensated by having insane map mobility and built in slowdown.

    Idk where you got the idea where she’s “map dependent” because her TV’s being next to every generator eliminates any Map rng since she can just teleport to every gen or at least close to a generator if the tv is off. The map rng you have to worry about is loops and to that you just play the game and try to outplay the survivor by cutting around loops and mind gaming all of which is just standard m1 stuff that people apparently don’t like to do. Onryo’s mind gaming is arguably better than most killers cause she can just phase in and out when using her manifestation.

    I personally like to use her Teleport movement bonus to cut off survivors and end chases hella quick and it’s fun to come up in front of them suddenly slap them from the massive speed boost and while teleporting I also give survivors condemn and they may or may not need to leave gens regardless slowdown is slowdown and if I catch them with a tape then they will end up having stacks that will eventually lead to a condemn kill if their not careful.

    Regardless her teleport is fun and manifestation mind games are fun so perhaps the killer is just not your type or you’re just not being creative enough with how you play.

  • I Agree, the survivor items are hella trash, in total 3 out of the 6 items for survivors are good that would be flashlights, medkits, and toolboxes.

    maps, keys, and firecrackers all suck and don’t come close to the better utility from the ladder.

    Keys in this instance should insta open chests and anything with a lock as just a basekit feature for Whole keys (not broken key) but I think an update to the game itself would be cool. Breakable walls should be more like doors to give keys more utility by giving survivors accessibility for using keys as well…keys lol and maybe some add ons could use buffs as well and some overhauls to how some of the add ons function.

  • Deja Vu is perfectly fine, it’s a good general perk that literally doesn’t need any changes.

    6% only saves 5 seconds too so even then it’s not like it’s broken but it shouldn’t need to be removed either?

  • @anarchy753 said:

    Yeah I feel like I went from using Combat Straps and Workshop Grease every match to running John's Medical File and Workshop Grease every match.

    Don't get me wrong, it's a buff, but it still feels like burning both my add on slots just to have a clunkier, less reliable version of other killers' ambushes.

    The upside is that unlike the killers with better anti-looping tools her traps give her built in slow down.

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