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AhoyWolf

AhoyWolf

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AhoyWolf
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  • @jesterkind said:

    It's definitely a perk that is in desperate need of a new niche. It obviously can't go back to what it was before, but there are definitely directions it can go- I've had two in mind before.

    The first is to lean into its current effect. Shorten the list of things it affects to just healing, unhooking, totem cleansing, and maybe exit gate opening, then crank the % number up, and shorten the range for it to affect. That would make it a "finish this action in the killer's face" perk, with the main action it doesn't affect being repair, because that would be busted.

    The second is to give it a new niche entirely. Nix everything it currently does, and have it light up if your aura is being read, alongside a small thematic effect mostly so it scales with perk tiers like suppressing grunts of pain for a few seconds or something. Basically the aura-tracking of Object without revealing your own aura, purely information.

    Whatever avenue they take, though, it definitely needs some changes.

    I like the second idea, it would kinda be a dead perk slot tho if the Killer doesn't take an aura reading perk, so I think it should do something on top of that effect.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459450/the-skull-merchant-buffs-are-pointless-and-wont-change-why-people-hate-her

    If you don't already find Skull Merchant fun to play as then these changes are not for you - that's the point. They decided that a rework is probably not worthwhile because it has the risk of disappointing current SM players whilst not guaranteed to appease people that don't already like her (a large majority) who can continue to not play her.

    She's much more manageable to deal with as a survivor right now so throwing her players a bone is reasonable.

    Rework doesn't mean a complete change for her power, they could do a doctor like rework where they finetune her, making her power better, maybe a lil bit different, but still similar to what she has now, then give her something extra on top of her current power and be done with it, it would be fresh for both current skull merchant players and the new ones that a rework like this could bring (and for the survivor players too)

  • @IrisLP said:

    tbh she has a big stigma that's imposible to ignore for most of the community…

    Then they need to communicate and proof with the rework they're doing that she is worth giving a second chance, as of now all the devs did for her was making her more miserable, they haven't even tried salvaging her really.

  • @vol4r said:

    Are we getting blood feast today? What do you guys think?

    It's been a long time since we had one.

    Nah, if we would they would announce it beforehand no?

    Even tho I would appreciate one since this event is kinda lacking in bloodpoints gains haha

  • @Colt45m said:

    He gets to tier 3 way too fast with his unlimited stalk on 1 survivor. He don't need further range on it.

    That's why they should bring back old stalk rules, current Michael just tiers up really fast I agree

  • @Xray said:

    I feel like im the only guy to not like his rework but im glad hes getting some attention from both community and devs again. More power to you if you like the rework but i hate it.

    Oh don't get me wrong I don't like the rework, it doesn't fit Michael at all, but the gameplay is still quite enjoyable!

  • @ReverseVelocity said:

    Seven thousand years.

    They need to drop the cooldown, remove the chase requirement, and increase the window of activation, and this perk will be peak. It's so fun to make plays with at the moment, it's just so restrictive.

    Having it work with lockers as well would be really fun. Would make it synergise with more than just Lithe in terms of Exhaustion perks.

    Oh I forgot that you need to be in a chase for it to activate too, yea that should go aswell!

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/458973/myers-hotfix-mixed-impressions

    Will definitely be interested to hear what you think once you've had a chance to get some time with it. Our team will be making sure any feedback is shared with the dev team!

    Why was his Stalk Range nerfed to 32 metres and can you please bring it back to 40 meters alongside his previous themathic stalk rules? (faster stalking from afar and longer stalking from upclose)

  • The graphics promoting the event took more time than making the event itself.

    When you guys said that you wanted to try something different on one of the livestreams this year, I would have never expected just a recolor of the last year's event, truly outstanding move.

  • @Malman25 said:

    What is going on guys? How is this stuff happening? It feels like every update has something pulling it back and it's getting really hard to even just play the game. I won't lie. I'm bummed cuz I was looking forward to the Haunted by Daylight event but I log in and everything all my load outs are gone. I personally took hours to test and set those up for each character for fun feel but I didn't like right it down because ya know the game is supposed to save them. BHVR, WTH dude

    Looks like their spaghetti code strikes again and separate event queues just default to the new player loadouts, your loadouts should still be there in the normal queue tho, at least they're for me.

  • @rarity3 said:

    so today I was playing xeno and all of a sudden it lagged like crazy and my game crashed so I went back into the game and then I played xeno again and my game crashed again has this happened to anyone

    My game extremely lags whenever the Trial starts in the event queue, after a while it stabilizes but oh man the first 30 seconds is like viewing a powerpoint presentation, great event!

  • @Choaron said:

    The void layout is also pretty different but yeah, that's about it.

    It seems worse tbh, a bit empty.

  • @イエローミント said:

    So… how long is the Skull Merchant going to stay locked in the Punishment Cell?
    I’ve always loved her, and I’ve been waiting eagerly. Even though she was featured as the main visual for the event, she’s been stuck in the Punishment Cell the whole time. What kind of Halloween is this!
    This event should be renamed to something like: “Wow! Skull Merchant! How rare! We escaped with four! GG! Event.”

    At the very least, I wish it had come with an update that reverted the scan lines back to two, making the Claw Trap slightly easier to land.

    Well, her power design is so bad that I guess it takes really long time to make her interesting and worth playing, hoping for no dash slop rework 🙏

  • @MoZo said:

    I still find it insane how they gave him a 40 meter TR in Evil Incarnate like he has some god tier mobility to let the survivors know he’s quickly approaching. it’s so easy to pre run myers because of that huge terror radius. he needs so many adjustments, i hope they can fit it all into the bugfix patch.

    It's like BHVR thinks slaughtering strike is so good that Myers will now move to Ghoul and Wesker tiers with his 40 meter terror radius haha

  • You can still enjoy the game for sure, even I still play the game because I somewhat enjoy it, but literally everything after Springtrap has been going downhill, the quality control at BHVR is at the lowest of the lows, so being a little frustrated at the state of the game is to be expected.

  • @Science_Guy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011658#Comment_4011658

    They, BHVR as a whole that is, won't get any sympathy from me on that front. They couldn't fit in recolors? Couldn't finish the Claudette cosmetic in time? Well, whose fault is that? Why did they allot only 10 weeks for the last Rift then? This end of the year rift is hanging around for nearly 4 months. They can't even claim that they had a deadline to stick to when the midchapter was moved nearly two months ago. If this Rift needed more time, they should have given it more time.

    image.png

    Found this on reddit, they don't even test their cosmetics lol

  • @SpringMyTrap said:

    i too dont understand this bhvr's obsession with giving pallet vaults to killers.

    it has worked (barely) A SINGLE time and failed every other.

    I mean, chucky's current scamper is actually quite fun, very niche but good enough!

  • @Hoodied said:

    I think there is an enormous sign that a rework failed miserably when people are using the add-on that removes slaughtering strike in favor of making Michael feel like a buffed version of old michael

    How is he buffed with that add-on other than switching modes? He is worse with or without the add-on haha

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009958#Comment_4009958

    It's silly how often this community thinks that killers with zero mechanical or macro depth have any place in this game

    Why should that be an issue?

  • @Inosennatoki said:

    She can't break pallet in head form but Chucky can break pallet.

    Changing from head to body form to destroy the pallet every time is too time consuming.

    Krasue's head form should be able to break the pallet, if vault the pallet got removed.

    Yea that's how it worked with chucky too, before his scamper got removed he was only able to vault pallets and not break them

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/457438/new-deerstalker-doesnt-work-when-revealing-springtrap-through-cameras

    I think it is intended because Springtrap's aura gets revealed due to a built-in killer feature. That's also the reason why Springtrap's aura is revealed in white, which is typical the killer-feature-aura (like turrets, jigsaw boxen ect).

    Yea, but typically those auras also cannot be hidden by blindness, but Springtrap's can, so that's why i'm asking, since the aura is so inconsistent I have no clue what to think anymore.

  • @SoGo said:

    Also, I need to ask. Is there really a sound that plays when you fully charge up your power?

    And secondly, didn't he already have a 40 meter TR in Tier 3?

    Yea, a global audio cue plays whenever his tier 3 is ready, he also plays an audio cue when he is at 50% of his stalk and when he is readying Slaughtering Strike.

    And no, Michael used to have a 32 meter terror radius in tier 3, 16 meter in tier 2 (from the 24 he is now), and undetectable in tier 1.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/457283/new-michael-myers-just-feels-like-ass

    i dont know if its because people are just getting used to the new myers or if the rework is just that bad but pretty much all my matches as survivor v myers has been easy 3man escapes. east to see, big TR, easy to loop. old myers was pretty easy to loop but 1 slip and its tombstone. now i can make multiple mistakes and still be ok because worst case is i get hooked.

    Some might even argue that Old Myers was better because he had a huge snowball potential, this new Myers is lucky if he downs more than one Survivor during his power, 40 seconds just isn't enough compared to his old 60 seconds + now you need to get into position due to the nature of the dash + you need to slow yourself down and wind up…

    The whole rework is just an excuse so people stop bothering BHVR about him (which didn't really work out did it), I cannot explain how low care they put into this rework otherwise.

  • @PetTheDoggo said:

    Lately?

    Well, it has been like this for a while but the recent perks are especially bad.

    Like Apocalyptic Ingenuity, finally a perk everybody has been asking for, something to make fragile pallets with! And then they tie it to chests thus making it trash :(

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001584#Comment_4001584

    It's always been a game designer position - you have Live Designers, who are responsible for all live content (so everything in the game that gets changed), and then perk designers, then new content designers (so new killers for example).

    Perk designers have been slacking off lately, most newer perks are reduced for just Adepts and nothing more. :(

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453797/i-have-never-got-the-new-map-ever-since-the-twd-chapter

    We got a "recycled" map with only a single title on it. I don’t think this does the TWD franchise justice, it’s a huge series, and we got just one title on a recycled map….

    Yea the "map" is uninspired and lazy, but I at least want to see it once, map offerings pretty much do nothing so I cannot really rely on those, I guess I just need to play and wait…

  • @ThatRyanB said:

    I totally hear the frustration here and know I personally can't change how these nerfs feel for you, but I do want to make sure the feedback I'm bringing back to the team is as specific as possible and as representative of your experiences in the game as possible. With that, it makes it easier to advocate for changes.

    If you don't mind me pulling this back a step to dig into the details, I'd like to ask two specific questions:

    1. Of the two recent nerfs to Fog Vials (reduced opacity; max 2 charges), do you feel that one of these in particular pushed the item from feeling viable to feeling like it's not worth using? If so, which was it?
    2. If you could make one specific change to Fog Vials that'd push them towards being an item you'd enjoy using, what would it be?

    I hear the more general feedback (and rest assured, it's being collected and shared with the team), but if there are specific facets of the recent nerfs that felt most impactful, I want to make sure I'm giving them my particular attention. That, and things that could make Fog Vials feel better for you (like the great suggestions of increasing the total charges a little more).

    The opacity nerf killed them, 2 charges at max is alright, could be 3 with the rarest variant, the visceral variant add-on is worthless even activelly making the vials worse, make it add one more charge, simple.

  • nice.png

    They did the thing! Probably a bit too late for that since all the controversy… but yay progress!

  • @MechWarrior3 said:

    I hope they have a plan to deal with all of this.

    I do not think they do to be honest, if they did they would at least say something publically, yet there is nothing.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974315#Comment_3974315

    not sure what you mean by reenabled as we never kill switched her?

    No current plans for any further changes to her, outside the ones she's just received.

    Oh sorry my bad I thought she was killswitched due to the chase bug and I have seen some posts about it, probably just misinformations or jokes

  • @Mandy said:

    The chase bug that you're referring to, happens also without the fog vials - although more with them it seems. We did push a fix yesterday to address this (all done on our side so no need of a download). There is still the problem of chase music sometimes not kicking in, but the chase mechanic itself works - so you get bloodlust and entity blocks the window correctly now.

    Will The Pig be reenabled? Or are there more changes to her coming so the rbt timers aren't tied to chases?

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451477/so-whats-next-for-springtrap

    If you don't mind me turning your question back on you, now that you've had time to dig into his gameplay (I'm glad you're liking him!), is there anything you'd change about the Animatronic?

    I wish cameras were more rewarding for Survivors, or at least more in solo q, maybe gaining small amounts of bloodpoints every second could help while interacting with a door so it isn't such a time waster if you don't happen to find springtrap.

    His Aura reveal shouldn't be hidden by blindness, it follows the logic of killer specific power / aura reveals like Pig's Jigsaw Boxes which are colored white and also aren't hidden by blindness.

    Add a anti-proxycamp meassure like the Dredge has, where a door is blocked when near a hooked Survivor, you can still manually enter it, but you cannot enter said door from a distance.

    Make his miss axe cooldown shorter (to 6 seconds from 7 seconds) and nerf the add-on to 10% from 20%, also make purple guy drawing rare please!

  • @DNet89 said:

    Either A: Remove them or B: Bring them back to 100% but increase the rarity to Very Rare or Visceral so people don't get them as much.

    What about people who have already thousands of them?

  • They should make his footsteps a little bit louder

  • Love playing as him, love playing against him!

    Yet there are still a few things I would like to see changed about him, such as:

    • Block doors from being traveled to when near a hooked Survivor kinda like Dredge has with Lockers
    • Aura door clutter, I do not need to see all doors at all times, just show me the 3 nearest doors please
    • Survivors using the cameras doesn't feel worth it at least in Solo Q, survivors should get bps for interacting with doors in any way in case you do not find the killer
    • The camera Aura reveal shouldn't be blocked by blindness, it even has that killer power specific aura color that should be always visible
    • Miss cooldown without the miss cooldown reduction add-on feels too long, buff it to 6 seconds from 7 seconds and nerf the add-on to 10% again
  • hehe.png

    hehe

    it will probably not be as strong as I have suggessted, but ambush buffs are real!

  • I do not think that removing one of the few interactions with the killer Survivors have would be a good idea, insta-blinds aren't fun for anybody, they're not skillful, the Killer cannot react to them and so on…

  • @SpringMyTrap said:

    I think one thing springtrap needs to get as compensation is the ability to see which security door survivor using cameras is interacting with.

    It's so crazy how little can he really interact with people using cameras and while they absolutely do need buffs, the way he needs to be compensated is that ability to be a genuine threat to the person using cameras.

    It shouldn't be a grab threat, but simply the ability to quickly approach and engage with the person using cameras by chasing him. Knowing which door to go should be that. Of course, survivors would need a better warning he is coming to their door if he teleports.

    I think this could be an alright change too!

  • @Atsuka_Anarchy said:

    I personally find turning Pig into another dash slop killer to be not my cup of tea. Her Traps is what truly made her unique upon her debut in 2018, and paved the way for those side quests Survivors had to go on to remove status ailments, etc. As it is now, the focus is primarily on her Ambush makes her a lower dash killer with a mediocre RBT ability. It adds pressure, but not enough to really be considered a major threat.

    Her ability to come out with a w REALLY relies heavily on the player making the right choices in the match, and no, not talking about camping or tunneling to secure a win since that’s just an ez button for literally any killer to make up for the lack of a solid basekit. I feel like her traps should be respectably and reasonably adjusted.

    I feel like she could use a little endgame boost, unless a Survivor has a Trap on their head, the RBTs are pretty much just for bloodpoints at that point.

    But at the same time, that could cause issues due to the egc timer…

    I'm not sure how the traps could be buffed without them feeling overtuned, especially in lower mmrs since that's where Pig gets her high kill rate.

  • @sizzlingmario4 said:

    I agree with the bloodpoints and I agree Blindness should not block it, it should be treated as a killer-power-related aura that gets an exemption. 20 seconds aura reveal is probably too much though

    Yeah I wasn't sure about that change too, I would like to keep it at 10 seconds but that currently doesn't really seem that worth it, but I might be wrong since most of it is blocked by blindness right now, so removing that could do the trick without increasing the duration itself!

  • @UndeddJester said:

    Pig is tricky to balance in this regard, because of the macro control provided by her RBTs; her ambush strength must correlate with the potential snowball value her traps provide.

    If you make her ambush much faster, she basically becomes Chucky with a massive built in slowdown (8m/s is literally Chucky's dash right now).

    So I'd be very reluctant to buff her this way. I feel her big problem is how reliant she is on that first chase going well... What she needs help with to my mind is getting her first trap out... once it is out, she is fine. As such, a buff to her ambush would do that by helping her first chase, but then it overtunes her once she has a trap out and she gets exponentially more chances to snowball...

    As an example alternative (and I wouldn't suggest this because it'd be free value that was unearned, this is more to labour the point), if she spawned with 1 survivor trapped at the start of the trial and had say ruleset number 2 basekit, Pig would quite a lot stronger...

    Hmm, I think you're right, I feel like the Pig could use some buffs tho to her ambush, I just don't know what would be the best buffs to be honest.

  • @LordGlint said:

    I thought it was funny that they were worried about it stacking with STBFL, then gave us another hit cooldown recovery perk.

    I have never seen it used once haha, good job BHVR!

  • Just for the context, a basic attack cooldown is 2.7 seconds, as of right now at 2%, the add-on saves you the incredible amount of ~0.054 seconds!

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956119#Comment_3956119

    just to correct some misinformation there - whilst data on addons tells us what is preferred there's a bit more to it than "it's used a lot therefore needs a nerf" you have to take into consideration the kill rate with that addon used, and compare it to other addons used with it. What we're seeing with this particular addon is that it increased kill rates by a pretty high percentage, more than 6% which does show that there's likely some issue with it. So whilst you might feel the effect is mediocre, the reality is that something is more problematic than it appears at first glance.

    Is this for all mmr or high mmr?

  • @Mr_K said:

    All three are pretty trash anyways.

    I think a few would have been at least decent with a longer aura reading time tbh

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950079#Comment_3950079

    What do you mean by this? Genuinely curious. Where in the game were skillchecks removed?

    Sabotage 🙏

  • @Halloween2005 said:

    Is it a perk that was once better or worse or different? Was it a base game change to the survivor gameplay loop? Was it a buff, nerf or change to one of your favorite items/addons/offerings? Or is it something else?

    Might be a bit controversial, but I really do miss old Dead Hard, I think with some tweaks, old Dead Hard could have worked in the current game, literally just limiting the number of uses like the current Dead Hard has would have been enough maybe, or maybe removing the i-frames from it could have helped, or maybe adding a small cooldown for vaulting pallets and windows could have worked, anything for my E perk.

  • @QuantumEcho said:

    Recently, I've been wanting to try some fun builds on Springtrap but i feel like that I'm stuck to gen regression builds because i fear of "losing" to survivors and seeing them brag in endgame chat, what are some fun killer builds to run on Springtrap? (example: hex builds, meme builds, lore accurate builds, scream builds, etc)

    I love the Obsession Roulette build:

    • Rancor (to kill the obsession in the end-game)
    • Game Afoot (to switch the obsession)
    • Friends 'Til The End (to also switch the obsession so you don't tunnel one guy out + info)
    • No Way Out (to have time to kill the obsession in the end-game)

    Pretty fun build :3

  • @MoZo said:

    I’m still having trouble finding a good and reliable build for Springtrap, if you have any suggestions feel free to comment them!

    I like the escape denial Springtrap! The main two things for this build are:

    • Blood Warden
    • Loot Bag (add-on)
    • Greasy Paper Plate (add-on)

    Keep in mind that you need to have a healthy Survivor or a Survivor with Endurance in the Exit Gate and axe them, otherwise the add-on doesn't work.

    As long as the Survivor has the Axe in them, they cannot escape, you can either grab them, or go for the other Survivors, then quickly hook them for the sweet Blood Warden value, best performed if the endgame timer is below half.

    I run this build with some QoL perks, like Agitation, Forever Entwined and Mad Grit.

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