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AGM

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  • @shalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511170#Comment_3511170

    If that's your best idea I'm not surprised you can't fix it. Just continue to throw new players at 4000 hour SWFs and hope for the best then.

    Can you please not bully the community manager? You're acting like everything she says is God's scripture when she's basically a social media liaison that put forward an idea on the spot under duress. Rude comments like yours are how we end up with zero dev communication.

  • Wow, that's your experience? Because in my games I see (and personally use, depending on the killer) much more variety, including:

    • Jolt
    • STBFL
    • Enduring
    • Brutal Strength
    • Bamboozle
    • No Way Out
    • Discordance
    • Eruption
    • Fearmonger
    • Plaything
    • Franklin's

    and more...

  • I think it depends on the hex as well as the map. I don't think anyone questions the utility of Plaything, Pentimento, Devour Hope, Blood Favor, and Crowd Control once it gets its buff. Also I think some people have unrealistic expectations for the consistency of how long they expect hexes to last. If you want more consistency and/or value, Undying and possibly Pentimento are necessary to use in conjunction with whatever hex you planned on using in the first place.

    Something like Huntress Lullaby on Disturbed Ward is big yikes and will be gone 1 minute or less into the game, but a Blood Favor on Lery's can last the whole game and provide immense value.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484003#Comment_3484003

    I already know you don't like me, so I don't expect you to ever respond to me in any positive way. This is in no way asking for or advocating for an "easy mode." This is suggesting a change to help mitigate a long time major problem in the game that has been probably the most talked and complained about part of it since the beginning. If you don't think tunneling is a problem in this game then I don't know what to tell you. Its pretty lame to come into my thread and attempt to deduce my suggestion into something I'm not asking for. I desire balance in this game which cannot be achieved through perks. It has to happen on a foundational level. I would think someone who has even some experience with the game would see that.

    "My idea definitely isn't poorly thought out or extremely shortsighted, you definitely disagree with me for personal reasons." 🙄

  • According to the wiki Hoarder now no longer procs on pickup of limited items, and since the Lament Configuration is a limited item it no longer works. Limited items are basically any item with the orange and black border.

  • Dying Light no, not really, as it's more of a "win harder" perk. Like, if you're already winning this perk will make it exceedingly difficult for survivors to make a comeback. Usually when I use this perk, 2 ish gens are already done by the time I get my first hook; all that work for a 3% slowdown to repair and healing that will only be in effect for the last 3 or so gens and doesn't even affect the obsession. Pretty useless perk imo.

    Thana really only has a case for it to be used on 2 killers, Legion and Plague, as Thana can temp some survivors to waste time healing versus Legion or cleanse versus Plague, but even then I'm not sure that the potential reward is worth the perk slot as the amount of value you get out of it can vary drastically from game to game depending on how the survivors respond.

  • I don't mind Blight's basekit power at all. It's just a lot of his add-ons that take him from fun, strong, and balanced to oppressive and unfun. C33, Alch Ring, Adrenaline Vial, and double speed could all use some toning down. But his basekit is perfectly fine as is.

  • @Dark_Alex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440873#Comment_3440873

    It was not necessary to insult my knowledge. You are missing one simple point: bad ideas should be weeded out before they reach release. You must THINK before you DO.

    After all, we are intelligent because we are able to predict the results of our actions.

    What kind of mindless automaton are you if you have to take an action first to understand the obvious consequences?

    I honestly believe that BHVRs have at least basic human abilities.

    Some effects of changes aren't foreseeable regardless of how long you think about them. With something that has as many moving parts as this game does, nobody can really claim to know if the anti-camping mechanic will meaningfully (which, in my mind means a change of +/- 5%) affect kill rates, especially because we don't have any actual data on how often killers are face camping and close proxy camping, nor a way to collect that data, and neither do we know whether people will change their behavior after a system like this is implemented if they were inclined to camp prior to the introduction of the mechanic.

    But what we can say right now is that getting camped to death is extremely unfun for 4/5 of the players in the game, and usually pretty boring for the killer too, and that it should be discouraged in a way that preserves the potential for the killer to be able to use it tactically. Their proposed mechanic does exactly this, and if it changes kill rates meaningfully then killers can be buffed in other ways; but you don't "pre-buff" something in anticipation of a key metric falling when you aren't even sure it will fall in the first place.

  • @Dark_Alex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434521#Comment_3434521

    Actually, it does. This is how balance works. Knowing some survivors, the mechanic will be mercilessly exploited to gain advantage without any way to counter for the killer. Like basekit Time, which when unhooked near the gate, effectively makes the survivor invulnerable. What should Killer do? Just admit defeat.

    How to say "I know nothing about how game devs balance live service PvP games" without saying "I know nothing about how game devs balance live service PvP games."

    It's an iterative process. If a game has a gameplay issue, you change the game to fix the issue. Then you take stock of the game you have at that point by analyzing if the changes made are meaningfully affecting your target gameplay metrics. If not, then your implemented solution works and you move on. If so, then you reiterate, either by tweaking the newly introduced mechanic or adding/modifying some other mechanic to bring the metrics back in line with your target. That's how real game balance works for a game of this nature.

    It's a step by step process, not some tit-for-tat "One side get buff so other side need buff unga bunga" myopic veneer of balance.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438897#Comment_3438897

    There is no situation. Harry Potter fans just want to play a fun Harry Potter game. FNAF fans just want to play FNAF games. That is the only thing that matters. If done well, a FNAF chapter would probably be the biggest DBD chapter ever. I think it could potentially even top the first RE chapter.

    That is the only thing that matters to you and anyone else who chooses to ignore the toxicity of the creators of the franchises.

    You (and they) don't speak for me or anyone else who does care.

  • @Ravengirl333 said:

    I have the same issue as you guys. I hope we dont get banned. Im scared to spend my auric cells, because before I got this "free" auric cells out of this accidentally bug, I did have my auric cells, which I bought in may.

    It happend after I got this have error, after I tried to see my rift progress, then I was sent back to home screen in DbD. I got this message, that I got 600 auric cells, the second and last Time I got 750 auric cells and the rift pass was suddenly complete. I hope it will be fixed soon.

    You won't get banned because a bug with an unknown cause happened to you. ScottJund had a bug where he somehow got over 1 mil auric cells due to a bug. Not only was he not banned but they never took away the cells lol.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438392#Comment_3438392

    My personal disdain for the franchise aside the fans themselves were insufferable. There was a time when they came here to spam threads about it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438177#Comment_3438177

    I really hope they don't do something that dumb. Especially after calling the two coming licenses huge with a capital L.

    Oh trust me I was being completely sarcastic. I actively don't want to see fnaf in DBD.

  • As much as I wish this would satisfy the fnafers, I know better... sigh.

    The next killer is definitely Springtrap, for sure this time guys, all the signs are there!

  • People have misplaced nostalgia for this failed killer concept that would have no place in modern DBD. I'll grant the supporters that old Freddy definitely had some unique mechanics but most of them just don't work with the game we have today. An m1 killer who can't m1 until waiting for survivors to fall asleep would get steamrolled by teams that don't suck, but simultaneously the HEFTY gen repair rate reduction while asleep is just asking for another killer that would cause excessively long games for newer or lower skill players. Not to mention that the free aura reading info old Freddy has on asleep survivors made any kind of stealth next to impossible.

    There's just too many disjointed, unintuitive, and unfun aspects of old Freddy's power and I'm not sure why people want that in the game again, despite it being more true to his character. But for me, gameplay comes first.

    I'd much rather see current Freddy have the ability to use both dream pallet and dream snares merged, and then receive an add-on pass that reflects this and outright does away with the overwhelming majority of his bad, ineffective, or downright useless add-ons.

  • The perk is fine. This is just another Power Struggle/Counterforce/Reassurance/Blood Rush moment. People think this is going to become "ZOMG meta seen every game" but there's already a perk that does its job but better and the sky never fell.

    And before you bring up the 12 seconds it takes for Built to Last to recharge your item, 12 seconds is barely a thing as you can usually just get it done while traveling from a gen you just finished to the next.

    People freak out about every new perk with an interesting effect as if it's the second coming of old old Dead Hard, when they aren't anywhere close. I really hope BHVR takes the 'Wait and See' approach with this perk.

  • Just because one side is getting a new mechanic for a longstanding gameplay problem doesn't mean the other side is entitled to a consolation birthday cake.

    The entitlement of some people in this community is exasperating.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433328#Comment_3433328

    We literally already know the specifics:

    A killer being within 5 meters of a hooked survivor will cause this meter to increase substantially. Between 5 and 10 meters causes a gradual increase. A killer being further than 16 meters from a hooked survivor will cause the meter to stop filling up completely.

    5 Meters is fine, even 10 meters is fine, lunge distance is 6 meters. But 16 is getting quite large, half a terror radius. This is going to be a massive problem where survivors can purposefully make a chase go to a hooked survivor, or on maps with multiple floors, where you actually aren't able to "camp" a survivor on a hook because you are actually really far in terms of walking distance, but because the survivor is on the floor above you they get a free unhook.

    Unless they make the timer completely stop if another survivor is nearby, this is going to be exploited, all i have to do is just run over to the area the hooked survivor is at when i get chased. Now, if they abandon chase, i can freely unhook. If they don't abandon chase, the other survivor can just unhook themselves.

    Just like the last time they did this, good survivors will be able to heavily exploit this. Which is precisely the problem and always has been. The balance between "low skill" and "high skill" survivors is insane. The types of things high skill survivors can exploit is bad.

    A BETTER solution to camping i have always thought is to have 1 set of shared hook states. Basically, there are 12 hook states to kill all the survivors, but the first 4 are shared. This means if you camp someone, you'll need to camp them through 6 hook states before you can kill them. Which will take 6 minutes. The other 3 survivors will easily finish all the gens. This also effectively removes tunneling from the game, because you can't tunnel a survivor out anymore.

    THEN they can go and do some sweeping killer buffs that increase their lethality (NOT increase gen speed) and make chases shorter. The best solution for that is to heavily nerf some of the ridiculous loops that can spawn in the game.

    Oh, I didn't realize you had all the information on how fast the bar fills up under the different criteria. I'd love to know the numbers if you'd be so kind to share.

    Start with how fast it fills up in the 0-5m range without any survivors present, and then again when survivors are present, and work your way up from there.

    Oh wait, they haven't released those numbers yet and we won't know until the PTB? But you said we had all the specifics :(

  • This is such a ridiculous overreaction when we don't even know all the specifics.

  • There will be at most 5 invitations per match. Depending on exactly how the event works, the killer would have to go out of their way 5 times to get them assuming they aren't beaten to them by survivors. This mechanic will come up maybe 3 times at most during your average game if even that, if we assume that an invitation only allows 1 use of the ability.

  • We don't even have numbers on rates of how fast it fills at what distance with and without survivors present.

    Calm down with the fearmongering. You can't claim survivors will be able to abuse a system you don't fully understand.

    If numbers need changes based on the PTB, they'll change them.

    Until then, please kindly take a deep breath. The sky isn't falling. Everything will be okay.

  • @Brandon48 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431123#Comment_3431123

    LGBTQ+ is an activist group. The more time goes on, the more I see gay people separating themselves from them and realising it teaches them nothing but how to be angry activists. They realise they have ssm and all these other genders and gender dysphoria, mental health issues have nothing or very little to do with them. Equal laws requires equal responsibility to not make their sexuality their entire persona. Behaviour seems a little late on this memo and will continue to pander to activism which will only result in the activists wanting more and more and never being happy (longer than short term praise/confirmation). No issues with the gaes, they cool, but completely over the activism that never does as it preaches, be tolerant or accept others not of their views.

    I thought we left that idiocy in the past a few decades ago but here we go again.

    Watch out y'all, the gay agenda is coming for you. (If I could roll my eyes any harder I'd do permanent damage.)

    Apparently being LGBTQ+ means you're automatically an activist? And LGBTQ+ people just fight for equal rights and media representation because they're just... angry? But don't worry "the gays" are totally cool as long as they sit down, shut up, and be tolerant of others' intolerance.

    I could keep tearing down this response for hours but holy ######### is this some backwards ass logic.

    How does someone actually believe that a person being gay doesn't make them LGBTQ+? The cognitive dissonance is astounding.

  • This thread is making my brain hurt. No, this is not grounds to disable the map. Yes, the generators are abnormally close together and we should be asking BHVR to enact a more strict gen spacing requirement algorithm for this map. Yes, 3 gens are a part of normal DBD gameplay. And no, the extent to which how close these gens are is not the normal "acceptable" kind of 3 gen gameplay.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428061#Comment_3428061

    The issue is how the problems aren't the ones addressed, and it is a blanket invisible wall. If one particular bush could be landed on, the invisible wall can be place on the bush, without sacrificing map integrity and leaving it in this buggy mess. I believe it even prevents lunge attacks. So it goes to the extreme of impacting normal gameplay for all Killers as well.

    I agree 100%. They should absolutely do that, as it would mostly likely eliminate the need for the invisible walls, but also improve collision for killers like Blight and Bubba.

  • I agree that Garden of Joy's invisible barriers are egregiously close to the places you can walk off the second floor of the house, but this is not really a bug; they put them there on purpose specifically to limit the ability of killers with movement-based powers to fling themselves across the map and stand on objects and terrain that they don't want people standing on.

    Imagine Demo being able to fling himself on top of some bush and place a portal that survivors have no way to destroy because they can't reach it. Preventing killers that can place objects that survivors might need to interact with from placing those objects in unreachable places is probably the whole reason for them in the first place, despite the fact that the presence of invisible walls on elevated parts of maps is very inconsistent, and ruins some of the fun of killers with mobility powers.

  • Why make a second thread on the topic if you already know most people think it's fine? At this point it's just spam, especially if you're just going to dismiss any dissenting opinions as "an echo chamber."

    Most people disagree with you. Get over it.

  • These are actual mechanics that have a purpose in the game beyond making people mad, so if you let yourself become emotionally unstable due to these insignificant actions you have nobody to blame but yourself.

    Being able to crouch on command without restrictions is extremely important when going against killers like Nemesis, Huntress, Plague, Trickster, and more.

    Meanwhile, survivors retaining a hitbox while still on hook has no detrimental effects; the mechanic allows for more and easier hook saves in difficult situations.

    I am in no way excusing the actions of people who are rude on the internet, but no matter what, people are going to find a way to BM. Like, now some killers literally just move back and forth in a straight line over a slugged survivor while facing the same direction in order to make it look like the killer is, for lack of a more sensitive word, sodomizing the downed survivor. How can something like that ever get policed or made impossible when all it requires is simply moving back and forth in 2 directions?

    Again, jerks are going to find a way to BM no matter what, so instead of asking the devs to remove crucial game mechanics in the name of stopping rude behavior, it would be much more prudent in my opinion for people who plan to use the internet to practice mastery over their emotional state, as DBD is definitely not the only place where you will encounter rude people on the internet.

    The exceptions to this are obviously when people are getting harassed by someone repeatedly, or when players use in game mechanisms to perform racist, homophobic, and other intolerable acts of intolerance.

  • Fwiw, it doesn't work against Billy if he's very close to the survivor when he starts to sprint, because the game gradually sets his camera and chainsaw hitbox into place over, like, a quarter of a second or something, and during that time his chainsaw can still hit crouched survivors on lower terrain.

    It's still pretty stupid imo, though, even if it is very situational.

  • Not having survivors being able to run the killer for 5 gens is the whole point.

    Dead Hard was giving survivors the ability to elongate chases far longer than any other perk, and to a ridiculous degree.

    The killer's early game is when they're at their weakest, and survivors having the ability to make early chase(s) take so much longer compared to survivors who didn't have Dead Hard was unfun for the killer and unbalanced from a gameplay perspective.

    Dead Hard is finally in a good spot.

    Tunneling is definitely not fun, but to be honest I don't see how it really belongs in a discussion about Dead Hard. If it's happening to you so much that you can't catch a break, then try Off the Record with Decisive Strike, Unbreakable, and Dead Hard. If you get tunneled, you'll then go into deep wounds and get a speed boost to try to get somewhere safe, and also not make any grunts of pain which can make it easier to lose the killer, but if you eventually get downed, either use Unbreakable if you get slugged or DS the killer if they pick you up, which will allow you to then use Dead Hard when the killer goes to hit you after they've been DSed.

  • Only if it was for some kind of other game mode. What we REALLY need is for survivors to be able to see the perks of their teammates in the lobby.

  • Every time I'm forced to play her for the rift, I feel so... dirty, and immediately stop playing the game due to this horrible feeling after I complete the challenge.

    It's the same kind of uncomfortable guilt I feel if I have "improper" thoughts about someone I shouldn't, like a good friend or something.

    I never minded playing killers I disliked for old rifts, because their kits got more finalized and my feelings of dislike had time to dull, but now I'm practically forced to play as and against an (I believe) unfinished, unfun killer, of which I still harbor intense feelings of dislike towards.

    I really wish they'd go back to doing tomes for older characters, not only for gameplay reasons, but for story reasons too. With previously related characters, the devs know which parts of their stores resonate with the community and should be expanded upon, but they're flying blind with new characters that the community hasn't had some time to get to know.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420675#Comment_3420675

    It should deactivate because currently it's a very strong perk throughout the match with little ability for survivors to counter, and happens to also have the side effect of guaranteeing a pity kill during end game camping. Essentially a parallel of why DS deactivates.

    You counter it by making the obsession seem like the most appealing survivor to chase, and having the obsession take protection hits to keep the killer's stacks low. It's really not rocket science...

  • Pyramid Head, Nemesis, Freddy, and Billy all need an add-on pass desperately. And Blight needs a small one as well but in the other direction; many of his add-ons are just too strong.

  • This would really be a fantastic idea. Please consider adding this BHVR!

  • Dead Dawg is fine.

    Haddonfield needs... a lot of work. It has about 6 unsafe pallets, 2-3 safe-ish pallets, a middle of the map that becomes a dead zone very quickly, and then the ridiculously strong building with 2 windows on the same wall of the house. It needs more pallet safety in exchange for making sure one of those two windows are always blocked. It also needs its gens separated more, though they said something about this in the recent patch and I haven't had a match on it yet.

    Mother's Dwelling needs to be made smaller.

    Garden of Joy needs fewer filler pallets.

    Cowshed needs either fewer jungle gym tile locations or a lock on the tiles that can spawn in the jungle gym tiles so that only 1 of each type can spawn (a system that already exists for other maps), in addition to fewer filler pallets.

  • Even though you can't auto buy before prestige 1, you can still "multi buy" where you click on a faraway node and it buys everything along the track. That will get you to prestige 1 pretty darn quickly, so I don't think it's a huge deal.

  • The only things I'm not happy with are Knight, Skull Merchant, and all the perks that came out with their chapters bar 3 (Nowhere to Hide, Blood Rush, and Background Player).

    Everything else game related I'm pretty happy with, though the updates to old content could use some speeding up and reprioritization. (Blight add-on nerfs, Twins rework, more add on-passes in general, especially for Billy, Pyramid Head, Freddy, Nemesis...)

  • I'm finding Adrenaline to be much more valuable lately. I'll let others heal me if there's 3 gens or more left, but if I'm injured at 2 or 1 gen(s) left I just don't bother and slam gens.

    Also, now that altruistic healing is the meta, I'm finding We'll Make It to be incredible. It powers through mangled like it's not even there, and my teammates are usually healed if a killer decides to return to hook.

    Lastly, I'm getting a lot of value out of Reassurance against camping killers, but I'm torn between it and Bond as knowing where my teammates are is invaluable in a meta where altruistic healing is so important.

    Oh, and Sprint Burst, of course.

    I think a lot of survivors are going through some growing pains as they adapt to not being able to heal themselves as often or as quickly. Hopefully this phase doesn't last too long though, as I have seen quite a few complaints about the self healing nerf making survivor harder for some players.

  • I like the idea of a killer that uses flying drones. Keep that concept, but execute it VERY differently.

    Everything else? Toss it and try again.

  • I don't think modding is the answer per se. Personally, I think they would be better served taking the TF2 Steam Workshop route, where the community can create and contribute (and then BHVR would profit share and/or buy outright) all sorts of things for BHVR to decide to add; cosmetics, maps, original characters and killer powers, perks, items, add-ons, offerings, and more.

  • As most people have said, no, there's no direct way to tell from the killer's perspective.

    However, if the killer notices that you either: A) get picked up from the dying state somewhere between ~24 to <32 seconds and they know nobody was around to heal you on the ground until around when you got picked up; or B) get picked up from the dying state by another survivor practically immediately (as opposed to the 0.8s it normally takes), then the killer can use this info, i.e. that you have some kind of increased recovery speed modifier and/or a way to recover past the 95% threshold, a along with process of elimination, to strongly suspect that you more than likely may have Unbreakable.

  • @sizzlingmario4 said:

    It loses a token and activates the first time a survivor is hooked on a scourge hook specifically. It doesn't necessarily have to be their first hook stage. If you put them on a normal hook the first time, you can still get Pain Res on their second hook, or you can even get it on the third one if you put them on normal hooks the first two times.

    This. It is still called Scourge Hook: Pain Resonance after all.

  • @GoodBoyKaru said:

    ...why would they remove it?

    Nurse, Hag, Wraith, Artist, and Spirit are all original characters, and all abide by the rules of how powers are given in the Entity's Realm (namely, usually involving the Spirit World). Nemesis summons zombies from RE2 and RE3 (remakes), who can famously be blinded by a flash grenade.

    Removing the interaction not only wouldn't make any sense, but would also directly violate some of the easiest lore-friendly gameplay it's perhaps possible to have.

    Lore isn't an excuse for inconsistent game design decisions.

    They don't want flashlights to counter killer powers. Nemesis' zombies are part of his power. He shouldn't be an exception "just because."

  • @foodie said:

    I think we need to delete her, forget she existed. Everyone needs a partial refund.

    I mean, as much as I dislike her visual design and backstory, I still think that the core idea of using flying drones to create unique interactions can be cool.

    I just wish they were more like those flying drone guardians from Zelda: Breath of the Wild. Imagine a drone flying around the map, either Nemesis' zombie style or Knight's "create-a-path" style, where if they lock on to you after staying in their detection zone for too long, they start shooting projectiles that survivors have to dodge for a short time or else get injured. And every match with Skull Merchant spawns a few piles of stones or trash cans around the map that survivors can rummage through to get a rock or bottle (some kind of special killer item like Sadako's tapes), to throw at the drone to stun it or distract it.

    I don't think that alone would be enough for a killer, the killer herself would probably need a secondary power, but doesn't that sound like a killer concept incorporating flying drones that doesn't suck ass?

  • @Spectralfx said:

    This killer is poorly designed.

    It has access to a lot of information it cannot act upon.

    Like, SM looks at PAD: "Ah yes, y'all healing at that CoH boon, shame I have to baby sit this gen!"

    That's truly the cherry on top of the sh#t sundae that is Skull Merchant's design.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408135#Comment_3408135

    I said "I can not loop her very well" thats not the same as "I Can't loop her" Please refrain from distorting my statements to align with your agenda sir/madam.

    Personal attacks?? Please specify where i did attack someone.

    And please read your own comment here : https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407217#Comment_3407217

    However, you are entitled to a chance at winning every game you load into. If something is preventing you from at the very least having a chance to win, then whatever mechanic is denying you that chance is inherently unfair, unfun, and unbalanced.

    Is your claim that you cant win against SM ?

    Also as killer i have played against genrush SWFs that i didnt have the slightest chance to win against. Or before i had lightborn, survivors spawned us on the coldwind farm, and made sure to get downed on the field, where there are no walls to face, so every time i picked someone up, i got blinded. You cant avoid it during the pickup animation, there are even youtube videos with good instructions on how to do this. So if you think im lying, please look for it on youtube.

    just run Potential Energy

    if you didn't run Potential Energy, too bad, you lose because you don't deserve to win every game

    This is the exact message killers got, when they complained about flashlights, just look away or run lightborn (You cant looks away during the pickup animation).

    I ended up running with LB on all my killers, just in case. Because it became a trend for survivors to switch charecter at the last second to one with flashlight.

    Even after the update that killed Overcharge and CoB, Skull Merchant can still:

    find a suitable 3 gen

    set up camp

    and never take any chases outside of the 3 gen until either the survivors give up or the server ends the match

    So can doc (on some map spawns).

    And freddy with Oppression + Surveillance.

    perhaps even more killers.

    I only care about talking about the game, so I don't really care about trying to prove you were rude to me. Water under the bridge.

    Regardless, any killer can be in a situation where the survivors have given the killer a 3 gen. That's perfectly fine; the survivors should know better.

    But any killer that tries to camp a 3 gen from the start will most likely lose against any team consisting of players that are 1 standard deviation above the normal distribution of player skill (i.e. above the average but not experts).

    Except Skull Merchant, who can load into a match, pick their 3 gen of choice, and then stalemate the game for 40+ mins with their power.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407217#Comment_3407217

    I dont see what game mechanics and math, have to do with looping nurse ??

    Not that its really anyones buisness, but i have some work related dammage that forces me to play with a controller, also i cant play 24/7 because of it, but i can still read and do math, clearely you lack at least one of those skills, judging from your comment. How is your comprehension skill? i laid all the facts on the table, the rest is up to reading and understanding.

    Also, try reading what i said again, you are twisting my words to promote your own agenda, thats kinda silly..

    But you are also unwillingly getting to the point i tried make in my comment, even that it seems you completley not understood what i said..

    • The problem cant really be that big in a game with 31 killers - thats why i said - "You are not entitled to win every single game"

    The point was that you can't loop a Nurse by the very obvious nature of her power, and yet you think telling people that:

    • gens take 90s
    • gens regress at 25% the speed of a survivor's repair speed
    • just run Potential Energy
    • if you didn't run Potential Energy, too bad, you lose because you don't deserve to win every game

    is somehow helpful advice against Skull Merchant, in a thread where those facts and opinions are largely irrelevant.

    I'm very sorry that you suffered some kind of injury, but that doesn't give you the right to resort to personal attacks to assuage your bruised ego.

    You are not entitled to win every game. I completely agree.

    However, you are entitled to a chance at winning every game you load into. If something is preventing you from at the very least having a chance to win, then whatever mechanic is denying you that chance is inherently unfair, unfun, and unbalanced.

    Even after the update that killed Overcharge and CoB, Skull Merchant can still:

    • find a suitable 3 gen
    • set up camp
    • and never take any chases outside of the 3 gen until either the survivors give up or the server ends the match

    This is a crucial game design problem that BHVR needs to address if they ever want people not to hate this killer.

  • I'm of the opinion that at the very least, when comparing the original RPD with the RPDs post Wesker, the map went from a flaming dumpster of toxic waste to an annoyingly problematic, but playable hell-scape.

    It 100% should never have been added to the game in the first place, but they definitely improved its playability to the point where I almost see it similarly to Hawkins; it plays very differently such that even if I don't necessarily enjoy the map while I'm on it, I at least appreciate the diversity it brings to the pool of maps.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407170#Comment_3407170

    As im sick and tired of nurse, i play with a controller, and im not good at it. I can not loop her very well, should i be entitled to a nurse removal because i cant figure how to counter her with my controller ??

    No, i dont cry about it, i cut my losses and move on.

    Imagine someone talking about "looping a Nurse" trying to condescendingly give "advice" on how to play against Skull Merchant.

    Yea guys, you all are obviously just doing it wrong if you aren't running Potential Energy every single match on the off chance you're matched against a Skull Merchant in a game with 31 killers. /s

    Because perks should definitely be the solution to poor game design?

  • @[Deleted User] said:

    You know it's bad when we're 20+ posts into a topic and we don't have any dissenting opinions yet

    The real problem is that (almost) everyone agrees her power is obnoxious and unfun, but nobody really agrees on any ideas how to fix her without making her literally the weakest killer in the game.

    What if...

    • Her drones now have a vertical height in which they can expose survivors, from the top of the drone to the floor.
    • She now starts with 6 drones, but loses 1 drone for every generator completed

    This way, breaking 3 gens will still take some teamwork but won't be as much of a nightmare...

  • Leader didn't give a gen speed bonus at the time of this tome's release either. It hasn't since like 2017 I think.

    But you don't need to do a cooperative action that Leader affects in order to complete the challenge. Any 60s worth of co-op actions will do. Just do like, one and a third gens with another survivor while you have Leader equipped and this challenge active, and it should be finished easily.

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