Abbzy
Abbzy
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021646#Comment_4021646
This video gets it all and has points that arent easy to take it lighty.
I'm sorry, but 'Survivors will intentionally get themselves downed so they can unlock the ability to get themselves up' is an absolute joke of a take.
If its infinite so the sabbo squads with boon eponentional can abuse this hard or solo with plot twist can force it too and i doubt it will charge and be one time use so it kinda be abused to some point, not to mention the faster pick up rate the more survivors are downed isnt bad idea but it kinda nerfs hard oni and twins becasue thier powers are just slug when you can as many you can especialy oni who has more limited power and twins have no power to get across the map to downed survivor.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021552#Comment_4021552
I bet.
Now that we know more about the anti-tunnel and anti-slug changes coming to the next PTB, what do you think of them, as compared to the orginal 9.2.0 proposal.That patch 9.2.0 wasnt worse in ideas it was just overdone and all it nneded was to took it and shape it so something solid which wouldnt destroy either side would came live but all they did was just scrape the tunneling punishments (which were wrongly done becasue they should aim for hardcore tunneling on 4-5 gens like the one you see in DBD tournaments but instead punished even trapper on 1 gen left who hooked one guy two times in row who just stepped into his trap, not three times in the row thats tunneling that should be punished) and killer uniqe hook bunuses just got scraped and all we get is more blood points (which wont solve or change a thing and should be implemented long time before as some early stages to discourage people from tunneling early on) and bloodlast (which is even worse than haste becasue you will loose it if you use killers power, break pallet or wall or start chase with survivor so its just good for few killers that have power for chase only and no mobility,stealth or trap power like slinger,legion, maybe huntress but many killers wont benefit from it from blight to ghostface which is huge number of killers and many of them arent even mediocre killers but weaker ones that should get stronger benefits in first place).
The endgame part with antitunnel is now normal so no more haste with endurance for 30 seconds that was busted, antislug isnt that overtuned but still hardcore nerf for oni or twins and I didnt saw any news about their changes because of this change to their power to not making playing them worse because their main desing of their powers is just slugging when they can and than nothing more. Antitunnel changes are same exept the part where survivors had no collision which was more problematic than it should be and didnt stop forced bodyblocks just make them still posible and more like using flashbang inside killers model so he cant counter it even if he has wall infront of him etc.
Its just onesided "handholding" patch for survivor side that wont solve anything just forces you to play more dirty and sweaty from the start or pick stronger killers nothing more will change. They could do it better than this and even from their steam they didnt even said whats tunneling from their point of viev they just trying to balance the game from data which was back kere in history and it didnt went well but Im more surprised each time they are doing same mistakes over and over.
Last thing insulting pictures with problematic stuff like tunneling and sluging with merchant and not trapper (its insult not because its joke but depends who makes this joke about who and from history like they like and treated merchant this just makes it insulting). Antifacecamp changes that are just making huge problem on many indoor twofloor maps like rpd or gideon for sure not to mention untill all gens are done killers can face camp for long time. Merchant news which are few buffs for us to stop wanting solid rework or power up for her as compensation for her butchery.
https://www.youtube.com/watch?v=cHplLL6gfPEThis video gets it all and has points that arent easy to take it lighty.
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Just watch this there are all points that are important and a questions are right in the end.
https://www.youtube.com/watch?v=cHplLL6gfPEWhat they came up with now its more onesided and handholding update for one side than patch 6.1. where killers got faster actions and many survivor mains hate it till this day.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021604#Comment_4021604
I never meant to say he had high mobility, I meant to say he has the perfect amount the HIGH mobility should be brought in line with IMO.
If 21 meters is high mobility for you that thats like maximaly 1/5 of the map in straight like and for me thats not high mobility but just some catch up mobility for medium distances if survivors allow it most of times.
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@tes said:
Survivors in previous ptb still were able to go through killer as well to mess with other survivor hitbox. They didn't have collision only, but hitbox was still there, so it was even more aggressive tool for taking hits
And many survivors plaers calimed it wont work but it was even worse in previus ptb, now you can still punish them for it by pure tunnel if they dare to bodyblock, in previous ptb they could still force it and all you could do to them was just to waste your time and max slug them but antislug was more busted there and tunneling was punished even if it wasnt hardcore tunneling so atleast now they can have a choice to do dirty trick and get punished for it or dont do it but it will happen and nothing will change that only if they couldnt be close to other survivors with antutunnel or they would loose it faster but devs wont push changes like this against survivors and more likely increase antitunel range to 40 meters.
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@cogsturning said:
Someone makes a joke and the victimhood goes through the roof. How does a game about torturing and murdering innocent people have such a fragile community?
When we look through history how bhvr likes skullmerchant I cant even see it as jokes tbh.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021575#Comment_4021575
That's because high mobility is out of control to the point people like you don't consider Weskers power as mobility lmao
Wesker doesnt have high mobility, he cowers just short distance fast and thats all (not to mention there must be no objects blocking him and in straight like its 21 meters plus minus because of acceleration), chucky covers more distance in his dash than wesker and we dont call him high mobility killer.
Wesker is good but the infection hinder was overnerfed and still has few bad mechanics like going through full cooldown when he grabs the survivor and falls with him from hill, second floor of the main or even two steps he will go through full cooldown which limits his power more than other killers and he is jus high b-tier with golden egg and strong build if the player doesnt know how to consistently skinibirds,hug techs and instahugs he isnt that good on most loops than people think.
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@Dwight_Fairfield said:
Glad to see Mikey at number 1. With those recent buffs he's so fun to play.
Poor Demo in the bottom 5. He really is one of the most power crept killers in the game. Just about everything he does is done better by other killers.
Demo is just outdated as ghostface, his shread should get little buff in pallet breaking cooldown and what needs solid buffs are his teleports, they are destroyed by 1 survivor in 10 seconds and faster the more survivors are there, they have stealth for 5 seconds and springtrap has 15 basekit which is nuts this can coexist for this long not tomention when he teleports you can see him go from tunnel before killer even comes out with global warning sound cue that warns all survivors, you can place all portals but than you can t replace them like hag can with her traps which is annoying and his detection range should be little bigger around portals too. Another big problem are addons, there are two addons for his main part of his power which is shread and they are most used than rest is for portals and only two or 3 are good (one is his iri addon that got nerfed hard and still is one of his best addons) rest is crap not worth using (same goes for nemi with addons) and many other killers).
He is fun killer but against all the reworks and new killers or buffs he feels like he was stuck back in 2020.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021554#Comment_4021554
No. I mean she was nerfed so much that she not worth playing anymore.
She is super unfun to play as, when the opponents are a coordinated SWF, because she is really weak against coordinated bodyblocking.
She’s also unfun to play as in 1v1, because she often needs to keep switching forms to break pallets. She would be much better off if she could break pallets in head mode, and was no longer able to float over the pallets.
Coordianted bodyblocking is very strong against her but same goes for m1 killers and she can still deal with them its slow and she must go to m1 for and infect them and than switch to head form or hit them 3 times in head form but still once the survivors are infected the head form will break through them with her flight and long attack she can younter it. Comapre to m1 killers that have only m1 like pinhead who if he hits chains they can be broken by enviroment or blocking survivor, no mobility or other attack that would help him, same doctor he can counter dead hard but thats all in bodyblocking he can do, freddy can slow them down if they are sleeping but doesnt have the ability to get through as before which sadako has basekit or vecna has it now when he holds spell but doesnt cast it, ghostface has nothing if survivor bodyblocking isnt 99 which they arent most of times,trapper and merchant nothing, hag nothing, so there are so many killers that in reality suffer way more when survivor team bodyblocks and even krasue in head form deals bad with them she still have tools to get back up after dealing with them compare to all m1 killers I mentioned there they have to get some big luck or the are just killer with m1 attack and power that wont be effective dealing with them as krases power. Even legion can get destroyed by good bodyblocks because he cant go through deep wounded survivor and will lose his power when he hits him but still can go through health states more than other m1 I mentioned above.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/459483/healing-vs-doing-gens
and this is why people get tunneled, they make bad plays by healing when they shouldnt, not healing when they should, saving to soon, when in chase they loop the pallet next to the hooked survivor instead of taking the chase away from the hooks or away from the gens. try telling people this and they will not accept that the reason they lost is due to their own actions….its because of tuneling or the killer is op or slugging.
So many survivors heal under the hook even when they shouldnt, its because now healing meta is around healing under the hook but if you cant heal super fast like in 8 seconds max and killer has no chase than its clear he will most likely come back under the hook and try to find survivors there (if he does it once there is huge chance he will do it again) so best option is sometimes just move few meters under the hook into some corner because if killer wont see you or your marks like blood or scratch marks than he wont be wasting time looking for you and will move on most likely but few survivors have this critical thinking that is just guessing what will killer do instead doing everything so automatic and same each time without thinking how the killer thinks and what are his options, predicting the killer is something that will help you so much on average.
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Thants why I dont play paluge because if i get survivors that dont cleance randomly and stay infected and focus on gens all the time they would normaly run around the map looking for someone to heal them or heal then are done in minutes without fast downs and strong build. There isnt many scarier things than competant survivor team that understands fully killers power and plays the counterplay the whole team is knowing the counterplay (dont cleansing against plague, she is without addons not that strong, sliting to duos against twins so you can play around victor when he cases you both injured because if he downs one other will kick him and heal up the downed one if charlotte is far, things like this are always scary) than its hard game.
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@Monlyth said:
Yeah, in practice Bloodlust 1 is a pittance of what it'd take to compensate for the benefit of getting a Survivor out of the game early.
Tunneling isn't going to stop until the rewards for not tunneling are greater than the rewards for tunneling; simple as that. The meta trends toward the optimal strategy.
They just wont stop it because all they will do is to make tunneling harder but it will be still more benificial than spreading hooks which is the whole point why killers tunnel, I know they want it as strategy and want to stop hardcore tunneling but nerfing all killers and forcing tham more tunnel because unique hooks bonuses are bad and almost worthless comapre what tunneling will give you is bad.
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@sizzlingmario4 said:
I sort of agree that tier 1 bloodlust is underwhelming but a higher bonus like 20% speed could cause issues too, especially if killers start moonwalking to try to get that high of a bonus in "chase" (at least when it's designed to not work in chase, which 20% isn't).
I also think using bloodlust is sort of limiting and is going to prevent it from being useful on a lot of killers, and not just the high-tiers. Taking it away from Blight for rushing across the map is cool and all, but presumably Wraith for example would lose it when cloaking, something Wraith will do after almost every hook, and he isn't a killer who should be missing out on the bonus.
I'd honestly rather bring back the haste bonus in the previous PTB with similar mechanics as last time (ie. give the stronger killers a lower bonus, allow it to work in chase which would make it more meaningful but force it to deactivate when hitting a survivor or breaking a pallet). The values for that before I think were fine, which was 10% for 15 seconds for most killers and only 5% for 10 seconds on the stronger killers. This way most killers will feel the impacts more and it could truly be based on killer strength rather than just what killer is more likely to press m2 after a hook - while some of these are high mobility powers, not all of them are (Pig crouch, Ghostface stealth, etc.)
I don't really want basekit pop at all though. It's not balanced with the tunneling penalties being removed and it forced killers into playing around consistently kicking generators after each hook which isn't always the most fun or how everyone prefers to play the game. You can bring Pop as a perk if you want to use it that way, but with the basekit mechanic it wasn't really a choice anymore.
If they keep that speed as bloodlust it wont because many killers will rather use power than walk so its still better for 110 no mobility killers or 115 speed no mobility killers than the 5% which will do nothing for blight but same for dreadge or they should balance it like before but haste is still helping the best killers nomather what but than its better than bloodlust which will be gone once you use or just tap your power or break pallet or wall which isnt ideal too. Some regression like 10% to normal and weaker killers and 5% to the ones they excluded before (finally they admit which killers are strongest like billy,nurse,blight,ghoul, dracula,krasue were there and others are strong too but dont have such natural mobility larry has to use camera that is map dependent, wesker only covers 21 meters with both dashes, oni has limited time for his power and other killers with good mobility have some limited places to get to like sadako,dreadge,xenomoph,springtrap uknown).
With strongest killers I meant the killers that have strong power with mobility that is strong and used to get where killer wants while his power cowers other things like antiloop etc. which all of these killers like blight,billy,ghoul are.
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@Pulsar said:
I've only watched for the first couple of minutes, admittedly.
That was still enough time to see that they have no idea what they are talking about, respectfully.
EDIT: Watched the rest, but I don't really feel that it needs a response. Whoever this is, doesn't really understand at all.
That one dev didnt even told what is tunneling that they are against, what its it describtion of that tunneling just named two things and on second he sound that he wasnt even sure about it and third one he just said it exist but didnt name it.
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@jesterkind said:
Would you mind elaborating on that first part?
What is it that BHVR said to push the narrative that trying to win makes you a bad person…? I'm not sure I'm following.
As otz said in one of his videos (its like month or two old)something like "if survivors hate you as killer you are doing well as killer" which is kinda true but they will hate you even if you stay in corner and wont chase them or ignore them and fucus on injured person you are chasing for some time when they try to get your atention whle being healty or fresh hook on 1 gen left etc. no matter what you will do there will someone still hate you and mock you which is sad but cruel reality we live in and nothing will change that.
For merchant I believe if they dont want to invest resources into her now best option is massive buffs to current version (not the few super low buffs with stealth nerf they are suggesting) or bring her second version back but its hard because her mains want something (more of what she was and not drone homecoming missile killer) and survivors (bigger chest drone throwing or dash killer) want something different so they dont want to do her rework to change it again like ptb twins and have something more like now mayers rework that is just two changes and I believe they wont push live slaughtering strike with mause sensitivity turn rate but that limit whats there will stay and he will be ok.
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Tbh I think when patch 9.3.0 hits live as it is now you will be playing ghoul and blight more than other killers anyway.
For people saying he is beating frustration, kinda he does but there is still chance he will get that same team or some players which tbaged from that team and will have his rematch so I dont see it as big problem its just his choice. I tunnel and slug too if I find Im against sabbo squad or flashlight swf.
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@tes said:
Haste and bloodlust is the worst incentive you can provide for killers because you have to balance it around everyone. Literally
In the end bloodlust is worse than haste because you will loose it when you use your killers power or break pallet so to fully get something from bloodlust you need to hold w which isnt good for many killers that can do something with their power or clean up the map from dropped pallets like deffensive trap killers.
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@Kliveran20 said:
they are punishing the killers for using the mechanics behavior themselves implemented such morons
Not only that they claimed its valid strategy and wil stay but all they probably want is to stop killers tunneling from the start and what they do? Nerf all killers because they can tunnel which is quite sad, I thought they would be more experienced in balancing their own game with 8 years of experience but many times they just look like they dont play their own game.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020820#Comment_4020820
He needs to get back on that Hag grind
Ah the legandary flashlight nerf, all it took was for one main developer to sweat his cheaks and get destroyed by bullysquad that wasnt even that good.
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@chatgiraffe said:
Krause and Unknown have basically the exact same method for being able to injure and down with their power. Hit a shot, follow up to damage. Same with Nemesis. But Krause needs survivors to go run and eat a mushroom, and Nemesis has a limited number of cures in the trial. So why does Unknown have the easiest requirement ever, that does not slow down or inconvenience survivors in the slightest?
I don't think the surv should have go to run off and interact with an object, I do think having to look at Unknown is good design, but 10 seconds, combined with the "buffer" that gives a survivor another free second even after the killer breaks LoS, is just stupid.
Thematically speaking, a survivor cowering behind a rock watching the Unknown chase someone else doesn't really seem like Facing The Unknown and overcoming your fear… IMO a nice minimum QoL change would be to make it so you can only Stare Down in chase, and the meter fills back up when out of chase/hiding.They all have to effect survivors with their power effects but difference is krasue can switch into stronger chase mode (her head form) where she just has big mobility with longer attack and can vault over things. Nemesis is slow but once he gets tier 2 he is not big joke in chase as in tier 1 and you have only 4 cures against him plust in tier 3 he is just monster against infected survivors can can down you fast.
Unknown is more close to artist becasue all these killers have their power effects (infections) on survivors longer but unknown has only 1,2 atempts to get second hit on survivors that are effected by uvx effect (10 seconds they can stare at him and get rid of his effect reseting his power and making him start over all again), artist crows swarm the survivor and he can shake them off like he can pull out springtraps axe only difference is if you are looping this meter resets every time you stop holding m1 and do the action and across the map if survivor has no locker near to instantly get of the crows it takes like 8-10 seconds to shake them off and she can spawn other 3 crows (if she hit you with 1 before) and shoot them to secure a hit and thats huge difference in effectiveness plus her crows can on some shorter distance like 14 meters (where you see the crows path) injure instatly survivors like huntress hatchets if there isnt any object between the crow and survivor which makes her antiloop even better than unknown who relyes on his uvx bouncing of objects which isnt that reyable like artist shooting crows in straight like throught all objects and only high differences or lockers can counter them.
The main part is closest killer who has to hit his shot for second time in some time limit like unknow is artist and she has more time and easier time to do so than unknow who is easy to loop and doge so the time should be buffed to be more than 10 seconds to like 15 seconds so he doesnt loose all presure for just missing one time (every time he shoots his projectile he gets super slowed and has 7 seconds cooldown).
I hope they buff this part of him so he isnt super punished for one mistake and than make more of his addons viable.
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@JimbusCrimbus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020938#Comment_4020938
Trapper has to collect his power. It's impossible for Skull Merchant to be worse.
Source: 15k hour Trapper main who's games get easier when he plays Skull Merchant.
The thing is every time you play killer that you dont play wery often and have less hours on him your survivors get little worse than normaly.
They are both bad merchant has power more in play but lacks the leathality which trapper has but his traps have to work (so as you say he must go collect his traps and palce them and finall part thats is most deciding is for survivors to step into them but trapper must have dying stone to get some value from the trap or be close to get that down which is bad desing too). Fact is both are bad and weakest killers in the entire game, one got nerfed down into bottom of all killers and other got probably most addons into basekit and buffs (his change history has probably most buffs) still he is down there because of his power desing and both need rework.
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@kisfenkin said:
This entitlement is insane. You want to be rewarded for what, exactly? When the punishment was removed so was the reward.
Giving you even as little a boost as bloodlust as an incentive to not tunnel is more than what is deserved.
If you think you should get more and that this isn't enough, remember that there is no punishment for tunneling. You could just go do that still. So do that, and be happy that every time you get a unique hook you are still going to get that bloodlust boost. A completely and entirely unnecessary buff to all killers all of the time.
There isnt punishment for doing all gens in 5 minutes and its problematic too, so what your point nerf everything and call it a day. If you want make tunneling less viable option you just cant nerf it to the ground (devs see it as viable strategy but dont want it to be done as in comp DBD where one guy is hooked 3 times in the row from the start) but you must make spreading hooks more viable than it is now.
More blood point are you for what when you will loose and risk getting mocked by surviors that think they are better than you because you didnt killed them (if you hardcore tunneled them they would be dead), bloodlust? You know bloodlust is lost when killer uses his power or even taps it and when he breaks something so how many killers will be able to use it normaly in that range of 15 seconds, not many. These changes are not good its just nerf to all killers which wont effect the strongest and nerfs hard the weaker ones, makes people that started to tunnel on 3 gens and less to so it now earlier becasue its harder and wont solve anything just makes tunneling more rewarding option.
But its hard to explain to someone that bloodlust isnt good for all killers if they arent trying to mindgame survivor on one loop when he plays against unexperienced survivors that run in straight line against bubba in open area and call him op.
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@JimbusCrimbus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020931#Comment_4020931
Trapper is worse. Objective fact.
Merchant has built in stealth, and doesn't have to go pick up her power. All things equal, she's not great, but she's better. Even if by a little. Period.
Difference is merchant just gets 8 seconds oblivious but thats bad stealth and than her drones do nothing if survivors dont run around them and let the drones scan them so they get injured.
Trappers trap is worse designed but with his best addons and even basekit he can get more value out of them than merchant can, its hard to get injure from merchant drone when survivor can just hold ctrl or vault pallet over and over again but when survivor steps into the trap in the chase than its down most likely and thats huge difference or using iri addon booldy coil means every time survivor dissarms trap he looses health state which is still better than what merchant can do not to mention trapper actualy is one of best basement killers out there and can win whole game or get draw when he puts survivor into basement that can be trapped (the entrances can be traped) which gives him more stronger things and tools comapre to merchant.
Both are bad bot for me trapper still has something with his best addons and merchant was just nerfed to be made worst thats just facts.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020821#Comment_4020821
So you can get 30 second endurance AND haste off hook not to even mention losing every ability to track you down and you get aura reading for 10 seconds at a 32 meter range off hook with a 20 meter anti-"face" camp that actively builds up faster now over time... Do you think 5% bloodlust is an equal exchange for all that? You know how many perks that is survivors get base kit off hook now? A bunch of perks base kit and more since killer instinct, coughing from nemesis, puking from plague etc doesn't work for the person who got off hook.
A worthless 5% bloodlust (which is lost on kicking a pallet or simply using killer powers some of which don't even injure) WONT help weaker killers while higher ups remain… the same. You say unnecessary buff but this will make a difference in maybe 1/2000 games if you're lucky. There's just no comparison to what killers will get compared to survivors.
This is literally not an incentive to not tunnel it's an incentive to tunnel even more as the "reward" you get for unique hooking wont even impact games. If killers still got the basekit pop per unique hook you would have had an actual point but since killers won't get that you literally have none.
But I get it, it's easier to downvote and pull the "well at least you got something" card instead of having a constructive argument.Its hard to explain this to someone who doesnt play as both blight against good survivors that are competent and against same survivors with ghostface and knows how big difference is it and how will these changes effect blight and how will they effect ghostface.
Its hard to explain someone who just sits in office all his 8 hours that being out in bad weather and building a house, working with your hands and your back is big difference, some people just dont get it untill they go through it.
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@JimbusCrimbus said:
Trapper IS the worst killer. Not ONE OF, he's objectively the worst, even worse than current Skull Merchant. That being said, using the weakest killer is no more unfair than it is to use the strongest killer as a reason to nerf a perk.
Current merchant is worse and trapper has still better addons with stronger effects and his traps actualy do something compare to merchants, no one almost no one plays trapper without some strong addons like both iri addons or dying stone which are addons that still hold him above merchant, difference is trapper was almost always naturaly worst killer and merchant was butchered into being worst killer because survivors didnt liked her (even now we got ghout and krasue but still survivors hate merchant more).
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@dbd900bach said:
While I'm nit trying to defend the very lackluster rewards by any means, using Trapper of as an example is somewhat unfair. He's one of the worst killers in the game, and a lot of the potential problems you described are more so bad killer design than anything. Trapper is simply just outdated and doesn't fit the current state of Dead by Daylight so he should never be used as a measure for any global mechanic when he is the problem in most situations.
He is still playable character in this game and will be put against these new changes without any exeption so yes he can be used as exsample because he will have to deal with same problems as blight or freddy but his position and power to actualy deal with this new antitunnel changes are far worse than these two killers I mentioned, same goes for other weaker and outdated killers like merchant,ghostface,demogorgan (he has one of lowest kill rates same goes with ghostface), pig these killer will just get huge nerfs and others can still deal with that little harder than now which is bad change.
This chnage buffs survivors but will effect negatively all killers and the 1/5 from all killers can deal with it but the others will get more nerfed and weakest will get destroyed by these changes which is great balance desing for sure, just remember it why everybody plays the few sam,e killers and not those you actualy want to see because its just going into the match knowing you will most likely loose and only hardcore chalange players enojoy it.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020701#Comment_4020701
Actually you can relatively easy negate chuckys disadvantage to his turnangle. You're right that you can't fix the issue with turning after a scamper, but you can dash in way that doesn't need you to correct you flick right before hitting. Chuckys dash works like a combination of onis dash and pigs dash, so you can only move forward and to the sides, BUT you can use the moondash from pig - so you can simply do a 180 with him around a loop and with some reactiontime while you're still on the curve you can already position yourself to hit there most of the time. Of course you can react to that trick relatively easy, especially now that his dash is so slow, but it's possible.
(The maximum of this is btw almost 270° around a loop - the more you look into the wall the more turnangle you get, but you're also moving slower backwards and survivors can react quicker to that then. Also you lose how far you can get around the loop because it's on time not distance)
Sorry for interrupting you, I just really like that trick and I didn't see it ever mentioned really :D
You can moondash but thats more like mind game than helping landing the hit, I found this when you reach the end of his dash distance or stop his dash earlier by releasing m1 (or what key is it) than he is doing some sort of attack and you can use your mause (for me camera turn on keyboard which is same as controler becasue I have not big mausepad and lower sensitivity) to navigate his hit towards survivor but something like 180 isnt possible I think and you kinda have to preturn to hit survivors behind corners with this. His scamper is more good as mobility tool or catching survivor who predroped and cant hide behind some corner or runs straight to get you hit but smart survivors will hide next to pallet knowing you cant do anything to them.
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@Dwight_Fairfield said:
Hillbilly is easy? We have truly entered the Twilight zone.
I can't wait to see the overblown reactions when they fully remove the sensitivity modifier on Mikey's strike.
Now there is some turnrate limit because when you make sharp turns you need to have high sensitivity or camera turn on keyboard to make it not to mention getting stuck in some holes when you try to hug a loop with it but the loop line isnt a same like space between two boxes on that loop etc.
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Such doble standart as always so nothing that surprise me from devs.
Its like trump vs biden debate in one station where the woman ask joe soft question one after another and which icecream he likes the most and than ask trump if he is ready for though question, such one sided option list.
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If hill billy is easy character than you have 6k hours and main him or you just play against new survivors that run straight from your saw in open, he is mechanicaly one of hardest killers in the game and the time when you can curve with his power is limited and can be crouch teched. Mayers m2 strike isnt still fully controlable as m1 attack with your mause but little more limited still its way better than before and his power should be threat not a joke. Mayers isnt super strong he just feels better to play as because you have more option then before. Chucky got hard nerfed more than mayers and is one of DBD history most nerfed killer in short time window with others like merchant, tbh honest chucky isnt that hard to play as he has worse turn rate but longer dash and doesnt have that limits like spending time stalking but only his cooldown which is like what 14 seconds.
Mayers evil incarnate mode is stronger but have more requirements than chucky and only chuckys downside is his ability to control the camera when using scamper or on the end of his dash where he can damage survivor.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020327#Comment_4020327
You can only ignore it for ten seconds after an unhook, though. It's still completely intact for chasing any other survivor at any other time.
Thats enough time for swf to make good plays and counter you compleatly, oblivious was made to make killer basicaly stealthy and immune toaura perks thats same as you could heard survivors super laud through elusive effect would it be good, no because whole point of elusive is to make survivor quiet.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020470#Comment_4020470
Survivor can vault pallets and windows much faster than a killer can. Also, the smaller hitbox makes the survivor "faster" than the base mov speed when compared to the killer.
I'm not contrary to having haste after a unhook, but even 5% speed for a survivor can make a huge difference in chases, specially against weaker killers.
The MFT crisis was like year ago and some still dont understand what cause it just 3% haste when survivor was injured which made catching survivors on loops way harder and some mind games that normaly give you barely hit to be countered by this perk yet many screamed when they nerfed it like they would buff ghoul.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020228#Comment_4020228
Yes.
This is literally the second coming of Object.
Just another huge info buff for swf against stealth killers like ghostface lol, wonder how far it will go.
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They didnt even said clear statement what is decription of tunneling by their point of viev.
If you write down all the changes on paper and make which is plus and minus for each role you will find out this pacth will be massive survivor sided and all killers get is weak buffs for skull merchant, more blood points and 15 seconds of bloodlust that isnt that good as haste because you will loose once you use your power or interact with it so its good only for few killers that only use their power when they chase survivor and out of chase or survivor being around their power isnt usefull in anything like slinger,legion, huntress if we exclude long snipes.
I didnt watch it all but what I get was they again try to balance their game by some magic stats but looks like they dont even play it exept like maybe tesing some things in custom game but thats all which is great. Its like selling wine but you dont even drink it and yourself and claim its best in the world.
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I mean thats what they do from the start till now
https://www.youtube.com/watch?v=hlnHNQYvP60there is addon part that is true on this killer, same problem has other killers and worst addon variety has like demo,nemesis,bubba, oni, artist.
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020636#Comment_4020636
I am talking about the whole survivor rule book meme? Like yes it was funny using it against survivors who were angry over nothing. But in 2025?
The rules havent changed, its like holly bible or koran.
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@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020614#Comment_4020614
Isn't the killer stat fine though? From what I've seen it's only recent match history that is broken but the kill rate is accurate. Can't say for escape rate.
Kill rate doesnt mean that killer is strong because if we will balance the game around kill rate only pinhead,pig,vecna,freddy,sadako,skullmerchant will have to get nerfed hard and killers like huntress,slinger,nurse will have to get huge buffs and something like this was there before and it didnt worked.
If you think these killers that I mentioned will need huge nerfs because their kill rates are very high are broken than strongest is vecna (a-tier but now more high b-tier because of more pallets) than freddy (high b-tier, he had almost same or same kill rates when he was d-tier before his rework), pinhead (b-tier because of pallet changes, wont get touched probably untill bhvr get his lincense if they dont wanna end up in court), sadako (c-tier, have just teleports and thats all), pig (just traps that create new objective and stealth but just pure m1) and last skullmerchant she has still very high kill rates even the fact she is deffinitely worst killer now in the game.
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@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019438#Comment_4019438
ok yes true but how are new players or even casual players supposed to learn loops when they are hit right off the hook and now it’s every game almost. The proposed changes won’t make a difference and more will just leave
It wont change because tunneling will only be harder but still woth it than spreading hooks which makes it still the best option.
Look if I started to tunnel with ghostface against decent team on 3 gens because two were highly progressed and I was loosing preasure, now I will have to do it much earlier because I will know doing it against same or simular teams it wont be possible to gain that preasure on these 3 gens situation so you will see it way more or just few same killers over and over and guess what they will most likely do it too.
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@CompetitifDBD said:
Tale old as time. Survivors complaining about the main goal of the game, let alone complaining about something the killer is allowed to do
I mean if you do your job well as killer survivors wont be happy and if you will stay in corner and dont harm them or chase them they arent happy either, so what they want is like chase them but dont kill them which is like script for police game where you trying to catch the thief and lock him up and he tryes to get you off him I guess.
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@ShanoaLegendaryPlz said:
I play her often, currently for her on/off stealth which is getting nerfed by having to drop drones more often.
When she first started everyone hated her for the playstyle and how "boring" the power was to use just plopping drones. Then they changed her to plop drones without them being able to keep people off generators, and added gen kick limmits, but everyone was still mad for some reason and still didnt like "plopping drones".
Then in an attempt to stop the hate they shot her in the spine and put her in a wheelchair while still making her plop wimpier drones. Now that kaneki and krasue have gained nearly twice as much hate as she did, and putting more enforcement on "shhhh just let it happen" for survivors, shes now "playable" atleast with a stealth build.
So i was still hoping for a rework just to make her into something new and fresh so thats shes more enjoyable to play and not boring to go against, but there are those that love the plopping of drones so mucn they don't want any changes except to bring her back to hatred stage 2, which all the power to them but something that simple could also be just an addon like myers tuffed hair.
And now we reach the point where they are prettymuch saying they tried 1 idea but the plop enjoyer mob said no so we might just have to leave her as the drone plopper she always was, with a 15% buff rather than the 40% she was at in hatred stage 2, and if the plop enjoyers give the thumbs up for this buff, we won't touch her ever again.
I dont play her because I didnt enjoy her but what they trying to give us to make us ok with her isnt good and just makes her maybe little better than trapper but thats like I see it nothing that makes her mediocre or more fun for both sides and its offer like "if you will like it and take it we wont touch her for long time" till DBD end I suppose so no its noth worth it.
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020477#Comment_4020477
Are we... really bringing that up in 2025?
Survivors shouldnt be harmed and devs only did it once when "it wasnt programed to harm the crew" or now little close is "the harmless". Those are the rules.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020593#Comment_4020593
Pretty sure I remember them saying in a livestream or maybe a post that it excluded dc's and suicides.
I dont believe the people kiling themself on the hook werent excluded from statistic. Sometimes when someone says something even the devs it doesnt mean its true.
They said it on livestream but is it truth, personaly I dont think so.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020468#Comment_4020468
So, like I said. Killers that have value having a good macro game over a good micro game.
The SM skill expression was this: Place Drone at loop. Survivor must now leave the loop or die. Since she isn't slowed down by placing a Drone, unlike say Trapper or Knight, there is no skill expression. She was also still pretty good at defending gens, she just couldn't stall the game for eternity.
Yeah, no. They aren't bringing back a Killer with a 70+% Kill Rate who was hated. That's just not going to happen and people should let go of that pipe dream.
That kill rate was from people giving up and that skill expression now doesnt matter because there are so many pallets in the realms that survivor can go next loop and they are doing it without thinking because they can so this isnt issue.
Her kill rate as I mentioned was because her kit worked too much well with current meta that was back than (gen kick meta with strong 3 gens, surly you will find many videos as ducuments about this state of DBD from many sources explaining why it sucked and who was killer that worked best with it) plus people giving up which I dont believe devs excluded hese people from their stats only dc.
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Killer killing the survivors is breaking the Survivor rule book and this makes it serius offence which has to be punished by ban and other penalties.
Breaking the rules should not be tolerated.
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@Boingo said:
Dredge is bad at stealth in general. Dredge is already big they just placed a sheet over him. Nightfall you literally glow white your literally a light in the dark so anyone with eyes will see you.
Only thing he has common with stealth is nightfall and there still you can see him in bright tone as he sees survivors so that stealth maybe works on indoor maps in general not to mention that laud noice when he is exiting locker that has been locked this canbe heard like up to 14+ meters so lockers should be near gens more and not 20 meters way so survivor has more time to prerun him than freddy or alien which have better antiloop and chase power than dreadge (only his main will say otherwise but thats nothing new because they are only people which will claim he is stronger than those two mentione killers above near wesker or above him).
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020026#Comment_4020026
Every single one of those Killers is macro heavy and relies on good macro > good micro. That would be the difference, actually.
My feelings on SM are irrelevant. She was a problem. You can't just leave a Killer who is wildly overperforming alone. SM 2.0 was massively bloated and completely lacking any sort of skill or skill expression against her.
BHVR has no solution. SM, and her mains, are generally reviled even now. She has a horrible reputation, and for good reason. There's a large portion of the community who will never play against her. Then you have the SM mains who demand to have the statistically overpowered and universally hated SM 2.0 returned, and if they don't get it, nothing is good enough.
I don't normally take BHVR's side, but there is zero winning here. They can either piss off the majority of their playerbase, or piss of a small portion of their playerbase. I think the choice is pretty clear from a numbers point of view.
Every single one of those Killers is macro heavy and relies on good macro > good micro. That would be the difference, actually.Thy just have powers that arent strong but require some kind of teamwork which some teams (the lower mmr the worse teamwork is) lack or have naturar slowdowns that combined with strong build and killer getting upper hand because he plays good makes hard for survivors to get back up.
My feelings on SM are irrelevant. She was a problem. You can't just leave a Killer who is wildly overperforming alone. SM 2.0 was massively bloated and completely lacking any sort of skill or skill expression against her.No she was just m1 killer with traps that gave her some kind of detection,slowdown,antiloop if they were placed right and she got little stealth for short time so nothing crazy and around same level of power as clown (he is moster in dealing with loops but lacks some macro), so you saying me that there isnt any skill expression against m1 killers. I will say there is and its called looping but you should know that m1 killers (even with better antiloop traps like trapper) are very weak in chase same goes with skullmerchant.
The main part of her being problem was as I mentioned before, she came in the game when things like 3 gens spawns, strong stackable regression gen kick perks with no gen regression limit (now its 8 and than nothing damages the gen only exeption is ruin but that can be cleansed) in combination with her power desing was the root of all.
Simple fix give gens damage limit as its now (so gen kick perks didnt need nerf exept maybe some little adjustments and eruption medium nerf) and fixing gen spawn with less 3 gens being so close togeather so chess merchant is not so powerfull.
Bhvr fixed all these things but late, after they nerfed merchant into current state of worst killer in the game and totaly nerfed gen kick regression nerfs like COB (which got few moths ago buffed but its still not good perk) or overcharge into not being useable over other perks, than they add gen regression limit setting it to 8 times and than gen wont be damaged which was key thing that kept chess merchant so powerfull and than they fixed gens spanws so 3gens werent so op thing. Most of content creators will just tell you she came into the game at wrong time because her power was so aligned with current meta at that time thats all why she was problematic.
BHVR has no solution. SM, and her mains, are generally reviled even now. She has a horrible reputation, and for good reason. There's a large portion of the community who willneverplay against her. Then you have the SM mains who demand to have the statistically overpowered and universally hated SM 2.0 returned, and if they don't get it, nothing is good enough.All I wrote above answers to this.
I don't normally take BHVR's side, but there is zero winning here. They can either piss off the majority of their playerbase, or piss of a small portion of their playerbase. I think the choice is pretty clear from a numbers point of view.Well in this matter you take your side because even bhvr knows they srew up with merchant and now they want save resources to other reworks and new chapters so they offer these cheap buffs to her which wont solve anything.
My oppinion is that if they want to save resources and time, please majority of skulllmerchant mains there is easy solition and that is to bring her second version from which she got nerfed to current state. Her socond version might wont be killer majority likes to play against but it isnt broken (not any more, no op 3gens, no unlimited gen regression, no busted regression kicking perks that stack) because that deffensive style of gameplay isnt viable today as it was before thats why trap killers are now probably the lowest in every tier list and pick rates they ever been in DBD history.
SM 2.0 is less powerfull than houndmaster,ghoul,krasue and now will be just somewhre in c-tier and I think lower in power than before but its up to comunity what they want, majority of survivors will bring heat on twitter to make her drone homecoming missile killer that her old version that lost all parts from base game that made her problematic.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020015#Comment_4020015
Nah, devs said that matches with go next on hook were something like 3%. Idk how it's true, when AT LEAST every second match I saw someone dc or go next, but it is what it is.
Anyway, 70% KR didn't make her strongest killer or something, similiar like Vecna and Freddy or, even funnier, Onryo aren't strongest killers either just because of their KR.
It's literally same Onryo situation: killer has side objective, which is ignored by majority of players > obviously they lose more.Excatly, I love how these people claim these killers are very problematic but in reality they are quite weak or mediocre (vecna is lower a-tier at his best due to pallet numbers being higher now).
If we wil use this logic and threat killers with buffs and nerfs by their kill rates than hard nerfs will need vecna, sadako, pig, pinhead (they wont touch him due to lince rights I believe) and freddy (who had top 5 highest kill rates even before his rework where he was on d-tier). Killers that have small kill rates under 60% willl need heavy buffs so nurse,huntress, slinger will need heavy buffs by this kind of balance logic that even devs found out is wrong for overall health of the game.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020015#Comment_4020015
Pretty sure those stats excluded DC's and suicides.
You realy beilieve high c-tier killer (around same power are like clown,trickster, addonless wraith) had 70% kill rate just like that even against high mmr survivors, freddy even as d-tier and sadako have on average one of highest kill rates with pig, pinhead and do they need nerfs becasue they are too strong? No because many survivors doesnt understand their power and counterplay or give up same with vecna he is a-tier now maybe high b-tier but for many survivors 4 weak powers in 1 is too much to understand and they mostly know counterplay to 2 out of his 4 mini powers.
Skullmerchants whole bs was chess merchant and that was because bad gen spawns (3 gens spawned often and were super close togeather not like now), gen kicking meta (strong regression gen kicking perks that could be stacked togeather like eruption, COB and overcharge) and most problematic thing then gen kicking regression perks was no gen damage limit which is now 8 and after 8 times gen is damaged it cant be regressed anymore but back than this all things were in the game and skullmerchant was one of best killers probably best who could hardly benefit from all of these things more than blight or even nurse and that was why she was so hated back then and many hate her for that time existing till nowdays.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020015#Comment_4020015
Pretty sure those stats excluded DC's and suicides.
Hardly doubt that like all bhvr things.
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@BigStan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019709#Comment_4019709
Where can I see the uninstall count?
I maybe there will be some, but I have strong feeling the people that will uninstal and than instal it back will be there counted to statistic too. Same as devs claimed in skullmerchant 70% kill rate those that killed themselfs on hook didnt count but I doubt high c-tier killer (clown,trickster are around same power as comparison) could kill that many survivors that played without giving up.