Azulra
Azulra
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- Azulra
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@OneNineTwoNine said:
So after gen times have been increased multiple times, and we have 4 gen slowdown almost every match, people are still saying to just "do the gens" when the killer proxy-camps or tunnels, and my question to that is, how?
You have barely any time to knock out gens considering the fact that hooks are still the same duration as they have been, and no changes have been made to balance the gen times around that.
I'm not sure why they wouldn't increase hook stage durations, considering that it discourages camping by giving survivors more of an edge when the killer decides to play this way, and surely the ideal match is one where nobody is sitting twidling their thumbs waiting for the person to die?
It's anecdotal evidence of course, but in my experience every time the team tries to push out gens while the killer proxy-camps or tunnels, there just isn't enough time because you die on the hook so quickly. Am I the only one who thinks this?
Somethings gotta change, survivor is just miserable right now.
"You have barely any time to knock out gens considering the fact that hooks are still the same duration as they have been, and no changes have been made to balance the gen times around that."
I just have to quickly point out that this statement is completely false. Hooks used to be only 60 total seconds to complete a sacrifice back then way in the past and was increased up to 120 total seconds which is more time than what it takes to complete a gen which is 90 seconds. If you're all cranking gens when someone starts getting camped like that you can get 3/5 gens done before they get sacrificed and you'll typically already have some gen progress done before the first survivor even got hooked.
Also another thing that a lot of you seem to forget is about perks that go by a percentage-based system such as Monstrous Shrine. It's not a set number reduction, but actually a percentage reduction of 20% and, for anyone who doesn't know how percentages work, they have a greater effect on larger numbers so increasing the time on hook stages is just gonna indirectly buff Monstrous Shrine alone and BHVR would more than likely buff the perk directly as well to compensate for the longer hook state duration. It's the same problem with DS where BHVR stated in the past that if DS were to be buffed past a 3 second stun time again they would be making Enduring work against it again so right now it has a 3 second stun time and if it was buffed to 4 seconds than Enduring would bring that down to 2 seconds and with 5 seconds Enduring will bring it down to 2.5 seconds which means that just simply buffing the stun duration would make the situation worse than what it currently is.
The point that I'm trying to make here is don't blindly ask for something without thinking things through because that's how you make things worse for everyone.
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669838#Comment_3669838
That basekit change could be worth experimenting with on a PTB (altho could sound like a lot of work and might require a few tweaks with his basekit)
I already love the idea of having the sirens noises as a nod to the silent hill franchise be a thing in the game
And maybe we can make the 3% hinder the yellow aura reading addon? Although I won’t deny the trails do slightly slow down survivors from my experience
I just find it as being a fair way to help him with getting more Torment afflicted to survivors without it being as powerful as his last PTB experiment because the survivors can actually avoid it by not touching anything during that time which would kinda serve as a bit of slowdown as well, but the survivor could also just blatantly ignore it if they choose to since the only actual punishment for making that decision is getting Tormented and potentially sent to a cage later. That's what I call "decision-making gameplay" unlike what they're trying to do with Mangled. Also, just to balance it out, it could easily be made to where getting Tormented during that time doesn't trigger Killer Instinct since it'd be much easier to get Tormented during that time.
The purpose of the sirens blaring is for that reason, but it's also serving as a warning to all the survivors that everything is about to get covered in barbed wire as well so they can have time to quickly react by letting go of whatever they were currently touching if they don't want to get Tormented.
Also, no, the trails don't cause any kind of Hindered nor slowdown in general. You can check the wiki yourself-
Another potential change idea to his base-kit that would honestly be easier to implement into the game is that his hooks are always covered in barbed wire or something and whenever he hooks a survivor normally they get inflicted with Torment so that the next time they go down into the dying state they can be caged. It's a simpler idea, but it's not as cool as the first idea I showed.
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668861#Comment_3668861
maybe a slight toning down to the lingering effect could be made but we’re not even sure how haste works with rites of judgment cause we don’t have addons that do this ability but maybe the lingering haste could only be 3% when leaving rites of judgment and only linger for 1 second
And to top it I’m actually switching functionalities with this addon and spearhead since spearhead is abit strong for a yellow rarity
lost memories is a purple addon so I also don’t see a problem with having current obsidian goblet as an extra functionality to the addon cause stealth is pretty fun
and for scarlet egg I made this addon with the idea that burning man painting gets buffed to 2.5 meters rather than 1.5 so you can combo both addons and instantly regress 25% off a gen while being far away from it
oh and I also use the perk tinkerer and pyramid head cause tinkerer + deadlock is often a fun combo to run
It’s a fact that leopard fabric will always be a trash tier addon and the worst part of this addon is that it’s pretty much not worth using considering you can run BBQ and chili + iri tape and you can get twice the value this addon gives without further instructions of tormenting survivors and then caging other survivors
and hey glad you liked most of the addons :D
edit: forgot to mention regarding the sloppy butcher addons I think the duration should be 120 seconds long and this addon will be amazing
Tbh I think they should give Executioner a special mechanic that is similar to Dredge's Nightfall(or even Freddy's dream realm) where after a set amount of time sirens start blaring and all interactables got covered with a bunch of barbed wire(sorta like as if the map was getting corrupted like in the movies/games) for a semi-short duration where touching any of those interactables(including gens, vaults/windows, pallets, etc) during that time instantly applied Torment to you. After the duration expires the clock starts back up counting down to when it'll happen again(just like with Dredge's Nightfall).
I think that if he were to receive this mechanic then it'd actually help with him getting survivors Tormented more often and thus making his aura-reading addon effect actually useful. This would also give him a tiny amount of base-kit slowdown, but the survivors could easily ignore it since the only punishment of ignoring it is that they could potentially get sent to a cage due to their negligence getting them Tormented which would actually help with him needing an easier way of applying Torment to the survivors.
Also I still think that either at base-kit or at least through one of his addons running through his trails causes the survivors to get 3% Hindered since they are running through barbed wire after all.
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@Gplays2000 said:
Not hating I'm just genuinely curious as to what the counterplay to her/her power is? When I walk into a drone it already gives me 1/3 ticks before I can disarm it? Then another time and then I am just in deep wound xD? I truly do not understand how she works and just want to improve my gameplay against her :) Thanks in advance for all the answers if there even is counterplay to her :3
The first thing you should be doing when trying to disarm her drones that you may not even be noticing is that you have to pay attention to which way the drone you're wanting to disarm is facing.
Her drones have two modes they can be in which are Stealth Mode and Scout Mode(I believe that's the name of the active/triggered mode at least) where in Scout Mode her drones rotate at full speed and you can actively see the scan lines(the moving beams) coming from the drone and when it's in Stealth Mode the drone rotates a lot slower, has its scan lines hidden, and is quieter than in Scout Mode and getting scanned will always trigger them to enter Scout Mode.
The way her drones work with scanning is that they go off of Line of Sight(LoS) which is what the scan lines are indicating and they will only detect moving survivors so all you have to do is simply stop moving whenever the drone is about to scan over you. Or you can just simply crouch walk up to the drone because, for whatever reason, crouching in general = no movement to the drones hence why that still confuses a lot of players which is a slower method to reaching the drone, but is a much safer method. Also if you're wondering how you're supposed to know which way the drones are facing when they don't even have visible scan lines in Stealth Mode all you have to do is look for the two bright lights coming off of either side of the drones. Those lights indicate which way the drone is facing because those are what projects the scan lines.
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Tablet of the Oppressor probably shouldn't have the lingering effect for 3 seconds since that would make him have even stronger Haste than Skull Merchant's that is even more free than hers since he can control when he gets it by simply tapping the ground with his blade, but other than that the addon would be fun to combo with Lost Memories Book so you can quickly get around the map while having stealth.
On the topic of Lost Memories Book, I think this addon should be like it is, but I think that, since the effect concept clearly derives from the current version of Obsidian Goblet and with the trail duration addons getting a huge buff, this addon should also have the effect of current Obsidian Goblet where walking over a trail also grants the Undetectable status effect. That's the only change I think it should get.
Crimson Ceremony Book I'd personally find to be pointless if the Mangled changes manage to, somehow, do go through to live servers and Hemorrhage that isn't permanent already isn't that great if I'm gonna be honest.
Scarlet Egg is essentially the one purple addon that Ghostface has, but I think it'd probably be less effective than his mostly because of his limited range and the fact that survivors already rarely greed gens against him as is to even begin with.
Leopard Fabric Print's effect is always gonna be a bad effect no matter what rarity you make it regardless until BHVR can find a way to make it easier to apply Torment to the survivors.
All the other changes I like and personally think are fine/reasonable and the changes I listed above are the main ones that stand out the most to me in different ways.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666148#Comment_3666148
Oooooooooo I like this! Yes agreed in addition to hindered getting toned down a bit.
I find the two ideas to be both reasonable and tolerable which could be fair for both sides. Also it'd justify the 45 second cooldown for hacked drones since that would give survivors a decent amount of chances to lower their stacks if needed.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666113#Comment_3666113
Agreed. They’re might be ways to improve the experience for survivors and the killer to maintain a healthy balance but a nerf isn’t always the answer.
I wish I knew what the solution is but I am not a skull merchant main. I would be curious to know their thoughts on what they think would be a good idea if anything.
I'm a Skull Merchant main and the main nerf that I think would be a bit more reasonable/tolerable for me is either the Hindered being reduced all the way down to like 3% (which isn't very much at all, but is still ok with the 3% Haste she gets) instead of the current like 10-15% it is rn or just have it removed entirely. From my personal experience it's one thing to get the injure with the drones, but the Hindered effect can sometimes be more work than what it's worth and the Haste effect is more useful than the Hindered effect. Also I made a comment right before yours stating a potential solution idea for survivors removing Lock-On stacks.
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@skylustv said:
And it's a very simple solution:
Increase the cooldown from hacked drones for 2 minutes, with this cooldown, Skull Merchant players will have to stop that boring gameplay of sitting gens and use drones on loops/chases
The whole problem about this killer is that a hacked drone just have a small 45 seconds cooldown actually, and because if this is very easy to abuse of spamming drones to protect gens, and we have to keep in mind that she has 6 drones now after the ''rework'' and her drones received a massive buff
Increase the cooldown of hacked drones, and this will force players to use drones in chase, not to defend gens for almost 1 hour
"Increase the cooldown of hacked drones, and this will force players to use drones in chase, not to defend gens for almost 1 hour"
You do realize that this isn't exactly true anymore, right? The new gen system pretty much makes it to where unless she gets the best 3-gen spawn possible through RNG while also running Overcharge + Oppression she can't really stall games out for very long anymore. Now she can only stall out a match for a max of roughly like 20-30 minutes at most if she's playing right and a typical DBD match is usually like 10-15 minutes.
@Gabe_Soma said:
The easiest solution would be finding a way to remove stacks.
Getting injured for free mid-chase is probably one of the most frustrating and inexplicable things that leads people to increase their hatred towards this already terrible abomination.
I think that I have a bit of a solution for that problem that I think would be fairly reasonable/tolerable for both sides which is that successfully hacking a drone removes a Lock-On stack much like how failing at hacking a drone adds a Lock-On stack. This kind of change would actually be like with Onryo's mechanics and I think that this change would not only make it a little more fair when it comes to removing a Lock-On stack(since it's not currently possible at the moment) while also giving a little more interactivity to her power for the survivors since it'd make it to where there's a reason to hack the drones.
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@mees said:
I main xeno, overal i have good matches but sometimes i get a random game where survivors immediatly give up cause they dont like playing against xeno, because her antiloop is to strong or someting. To me xeno seems incredible fun to play against cause even though she's quite strong you do have counter play with the turrets wich can be pretty strong when used smartly. Maybe some people just wanna face m1 killers so they have easier chases?
Also is xeno a killer you commenly face?
I've always felt that the main problem is that survivors are still holding onto the belief that his tail is too powerful still just because of how it was on release. A lot of people fail to realize that they severely nerfed Xeno to a point that many people just don't enjoy playing as him anymore and the fact that most of his addons are just bad through either being under-valued with their numbers or just being completely pointless(such as Ripley's Watch) just amplifies that even more.
Also, just to clear up the confusion, default Xenomorph is a male not a female because the default, prestige, Grid, and Blighted skins are all male Xenomorphes while the Xenomorph Clone and Queen are both females. A lot of people just seem to forget about this little piece of info from what I've noticed-
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@n2njauwu said:
I ask that because i try searching for xeno mains but i cant find anyone to watch lol. not sure why this killer playrate is low,
The main trick really is just the same type of drag tech as Nemesis- He used to be a lot better to play as back then, but when BHVR over-nerfed him in multiple ways and with how bad a lot of his addons are the two problems stacked up onto him which made the killer not really fun to play as anymore for a lot of players. That's not even a joke either because before his nerfs his pickrate was roughly 30-40% and as soon as the nerfs dropped his pickrate dropped down to roughly 10-15% after that day ended showing just how much people didn't like it.
Also with them removing his ability to see visual footsteps of survivors who are standing still while in the tunnels it makes him a bit of an accessibility problem for hard of hearing players since they physically have no way to know if they're under a survivor who's working on a gen or not without exiting the tunnels every single time they want to check because they physically can't hear the gen being worked on and they no longer have the ability to see the visual footsteps of the survivor if they're sitting on a gen.
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They're wanting to change Mangled because it's only a problem through indirect reasons. They're acting like Mangled is a direct reason of being a problem when it really isn't. Mangled is a part of Sloppy Butcher which is a universal perk for killers and, as we all already know, it's a pretty nice slowdown perk while being the ONLY universal perk that gives any kind of slowdown which automatically makes it more common to be used.
Now the reason for why it's an indirect problem is just simply due to the fact that there really isn't any other universal perks that can help newer-ish killers slow the game down(especially with Surge being back on Demo now) or just any good universal perks for killers besides NOED it just results in Sloppy Butcher getting used a lot which indirectly causes Mangled to get used a lot.
On top of that there are other anti-healing perks in the game for killers, but there aren't very many of them and the ones that do exist aren't very good because Coulrophobia is based on the killer's terror radius making it primarily only good on killers who have a bigger terror radius like Doctor with Calm addons or just simply Wesker which is what makes it a less valuable anti-healing perk and Leverage is something that triggers for 30 seconds after hooking a survivor which effectively makes the slowdown hardly affect anything due to the fact that most survivors heal under or close to a hook which means that by time the survivors start healing there's only gonna be like 5-10 seconds left of the perk or it's already over by time the survivors start healing. Those two perks don't use Mangled and they both suck due to how they work with their requirements and such whereas Sloppy/Mangled always works and the only requirement it has is hitting the survivors with a Basic Attack.
TL;DR is basically the problem isn't directly from Mangled, but is actually an indirect problem from multiple things.
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As someone who plays Skull Merchant a lot and knows a lot about her I can confirm that this is true- Survivors now just refuse to learn how something new works anymore because all they want now are just easy to loop push-over M1 killers and if they don't get that they start to complain about the killers being overpowered or just try saying that they're intentionally making the game worse for survivors when, in fact, it's the survivors making the game worse for themselves then just pushing the blame off of themselves.
And, yes, some killers can be like this as well, but I primarily see this behavior happening from the survivor side way more often by a significant amount.
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@ExcelSword said:
I know not many people play hag, but a big reason why these add-ons are so good is because of a technique called camera swing.
When a survivor activates a trap, the game forces a survivor's camera to face the phantasm. This is a strong effect because if a survivor is holding W, it means that if you position your traps properly in loops, the camera swing forces survivors to run towards the phantasm, which can screw up their optimised pathing around a loop to get a hit 99% of the time.
You could even force survivors to run somewhere they had no intention of running, for example placing a phantasm in a doorway would make the camera swing pull them into the doorway, and now they have to continue through that path because trying to run back the way the wanted means they will run back into you.
However there is one crucial detail. This camera swing effect is extremely weak or nonexistent if the survivor runs dead center in in the direction of the trap since they are already facing the phantasm anyway. So you need to position them in a way that survivors will trigger the trap at the furthest possible range in a loop when they are facing as close to 90 degrees from the trap itself to get maximum camera swing. This is why the add-ons are so good, as they increase the camera swing effect and make it easier to position them.
Now that they provide the opposite effect, this strategy is completely gone, especially since they are reducing the base range as well of traps. The only benefit this addon will provide now is that they make it easier to punish survivors who are trying to trigger your traps on purpose, since they will be close enough you can just walk and hit them. But survivors can already wipe them clear anyway.
I am just really sad to see one of my favourite playstyles removed from a niche killer when the devs claim this is a buff, because that tells me that the devs don't even know that this is a playstyle that exists. Oh well, at least the PTB will have a new killer to go alongside this change.
Hag IS NOT designed to be a chase killer without Waterlogged Shoe- Every experienced player who's played enough Hag will tell you this as a fact. She is primarily designed as a hit & run killer in a better way and having the ability to shrink her trap trigger range is superior to expanding it since it makes getting hits easier. I'm sorry to say it, but if you're chasing survivors as Hag without Waterlogged Shoe you're sadly not playing Hag right at all.
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@Snowbawlzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653097#Comment_3653097
Thank god they're good changes. Personally I'm fine with them just making antidote activate quicker, because it is pretty inconvenient to use at a lot of loops.
I was worried they were gonna pull a Freddy.
The only problem everyone has with the extra bottles right now is that Pinky Finger just removes 3 bottles and doesn't put a limit on the amount of bottles you can have so you can essentially have 5 Pinky Finger bottles again which is a bit of a problem.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653095#Comment_3653095
He's getting 2 more bottles basekit, Antidote clouds activate quicker and their buff lasts longer, and the visual distortions for survivors are being removed.
They didn't say that they're removing the gas effect and are just reducing it, but, knowing how poor BHVR are at wording stuff, it could easily just be code that they're removing it. Who knows at this point with their bad wording when it comes to stuff like that.
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@Snowbawlzzz said:
Can someone explain what's happening with Clown? He's my main and I didn't know they were changing him so that's concerning
They're giving him 1 more second to the haste effect, making the yellow gas activate 0.5 seconds faster, and giving him 2 more bottles at his base-kit with the minor nerf of the visual affects for his purple gas being less obnoxious to help with motion sickness.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653076#Comment_3653076
What do you mean?
The last documented change to Pig (not counting the snuffing totems thing) was the update that gave her an extra box and adjusted the RNG of searches-- which was the change that actually made her traps reliably consistent and singlehandedly catapulted her out of the "bad killer" ranks and into the "actually pretty good" ranks. It did work the last time they did it, that update was a massive buff to her consistency.
At this stage, I have to ask, what do you think the core issues with her kit are?
I already explained the biggest core problems to her kit in the main post-
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@skylerbound said:
Like most things in this game, balance comes out of player behaviour… and pig players overwhelmingly decide to play one particular way consistently especially when they have lost the match.
anything that doesn’t make it easy for that play style is warranted imo.
i do wish they would make the roar sound happen not on “wind up” but as she’s ambushing. You can fake her ambush her current way but I feel like positioning the attack would be better during the ambush.
That's what BHVR wants to try doing with these nerfs she's receiving, but the thing is is that this play style for Pig primarily exists for the sole reason of the rest of her kit being horrendously bad. That's the hole reason the Slugdako play style started with Onryo in the past because her entire kit besides from her condemn slugging was horrendously weak. They fixed that problem with Onryo and now that play style is hardly thought about anymore so if they were to do the same with Pig then it'd more than likely bear the same kind of results.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653064#Comment_3653064
Okay, but that still just means she doesn't change, not that she's being nerfed. If the only changes are slight buffs that won't fix her core problems and even more slight nerfs that won't even be noticed, she's still overall improving very slightly.
I think those buffs will help more than you do, but neither of us will know for sure before we can test. I'm personally of the opinion that there's no reason for Pig to still be slower than survivors while crouched, but the other buffs should be fairly noticeable.
They've done these kinds of changes to Pig throughout her life time in DBD and yet all the other were hardly even noticeable due to how little of a dent they put into her core problems. If it didn't work the last few times they tried it then it's more than just likely to not work again and any nerfs she receives to her kit is always gonna be significant as long as this issue continues with her.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653043#Comment_3653043
Right, but they aren't nerfing the part of the traps she's reliant on, they're nerfing the timer. That part won't matter because the point of the traps isn't to get head pops with them.
You'll notice the box aura thing a little more, but decent tracking skills and some info perks will resolve that, so it won't be a big deal either.
Overall, Pig is getting buffed, that's inarguable. Her stealth and Ambush are getting marginally better, and her traps aren't meaningfully changing at all.
Again, as long as she's being weighed down by her core problems no changes are gonna fix her at all unless they are extreme buffs to outweigh her problems and then that can cause more issues for the survivor side. It's pretty much not arguable at this point that Pig needs way more help than what BHVR are doing right now.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653037#Comment_3653037
Sure, but that also doesn't mean that BHVR should immediately take a step back and reconsider. This community is extremely notorious for massive overreactions to things that might not even be problems to begin with, and also extremely prone to not fully considering what the changes actually are before getting mad - see here, where OP states that Huntress will get to stack her windup buff with the addon that already does that.
I also think some of these changes are likely to be too much, but that doesn't mean I'm automatically right or that BHVR should make decisions based on immediate gut reactions to a dev update.
Just as supersonic853 said, some things don't need to be tested to know just how bad the changes are-
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653027#Comment_3653027
I don't know, I don't really keep track. It wouldn't really change anything either way, if a lot of people have decided they want to get reliable head pops it doesn't magically become the purpose of RBTs.
That's not the point- Unless her core flaws/problems get outright fixed or even have her stealth and Ambush reworked minor changes like these aren't gonna stop her from being reliant on her traps and nerfing her traps before fixing her isn't how you try to resolve the problem. At the end of the day all that really does is instigate her core problems to an even more extent.
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@jesterkind said:
I don't think that immediate gut reactions from people who haven't even had the option to test the changes being talked about should be taken as any immediate red flag to step back and reconsider. I think it's fair for BHVR to at least wait until the PTB is live and actually able to be tested before they pay that close attention.
There's also a couple things worth noting here. For one, they aren't buffing the Flower Babushka, they state outright it's being adjusted to compensate. For two, Pig isn't even remotely reliant on the trap timer addons unless you're very specifically trying to get reliable head pops. For three, people do actually mind the extra hatchets change, that's the change I see called out the most, but that's subjective.
TL;DR, changes need to be tested before feedback has weight and you've maybe misread a few changes separately to that.
How often do you see a Pig who isn't running neither one of her Gear addons nor Tampered Timer? Because I've only seen it on very rare occasions where they're trying to do something specific.
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@ReverseVelocity said:
She's the last killer that needs buffs at the moment. She's consistently at the top of the pickrates and you decide to increase her zoning potential and make one of her best addons basekit.
Sure, give her more Hatchets I guess but the wind up speed and movement speed buffs aren't necessary at all. Every other game will end up being a Huntress at this rate.
I like the extra hatchets and the increased aiming move speed, but the buffed windup speed is a bit of a problem due to the fact that Flower Babushka was 10% and the basekit buff is also 10% which means that Flower Babushka is gonna be even stronger now.
At the end of the day though I would've preferred her being a 115 killer over these tweaks, but that could just be me-
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@Gabe_Soma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652884#Comment_3652884
If you buff her chase basekit, you need to tune down her slowdown passive ability as well.
Also, being able too see the aura of Jigsaw Boxes was honestly unhealty.
But that's the problem though- Her chase ability is STILL gonna be aweful- The only way these nerfs can be justifiable is if they HEAVILY buffed her Ambush and Crouch capabilities way more. This type of change is what killed Billy before in the past because they made a change that punished him for using his core power with the Overheat mechanic and now they're heavily nerfing Pig's core power without doing a major overhaul of her Ambush and crouch capabilities which is bad.
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As someone who played Pig a lot I can safely say that these buffs she received DO NOT justify her nerfs- They aren't even really gonna do their intended purpose of making Pigs rely less on their traps and trap addons since the extra 30 seconds on her trap timer is just gonna make more Pig players EVEN MORE reliant on the already so reliant Tampered Timer addon. Also nobody ran the Amanda's Secret addon just simply because of the fact that it hid the boxes which was very annoying to a lot of players and now you're essentially making Amanda's Secret part of her basekit.
Also her core power(especially in the description) is all about her traps and you're trying to make her less reliant on her traps? Where's the logic in that reasoning? A killer that is supposed to be less reliant on their core power is completely pointless to even bother playing as.
On top of that stuff these buffs don't even make her better at stealth and chase because she's still slower than a survivor, she she's still forced to be glued to the floor whenever she's charging her Ambush, and she still has that absurd roar she does while charging her Ambush which is one of the things that destroys her stealth.
Overall I say that all these tweaks are is a big nerf to her kit and nothing more due to the fact that her nerfs heavily outweigh her buffs.
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I got accused of speed hacking one time while playing as Myers with 3 stacks of PWYF
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@Chocolate_Cosmos said:
I don't get it. I can understand someone disliking killers that have anti-loop and take low skill to pull off, but there are lot of killers like that so... why just SM? I can understand that new players or returning players might not get fully how SM power works, but regular players who play almost daily and are active on social media, follow patch notes, etc.? I understand you might think she looks lazy or lame desing but why just hate it on her?
I don't get it. She feels no rly different than your avarage loop counter killer. She is not A+ killer with very strong power. Like sure we all dislike some killers but this seems like ridicilous at this point, such hate on her. She isn't even popular killer. You may see one in every +30 games.
"her power is complicated" - how? why? She places drone and gets stealthy for few seconds, if you get tagged 3x times you get injured or mended and she can see your location on radar. She can slow you down if you got tagged 3+ times. She gets small haste for each tracked target and scaning you marks you on her radar for few seconds. That's IT. THAT'S the whole power. Is THAT really that hard and sooo unthinkable as power? I really don't get it. There are far more complex killers and I don't see social media flooded with hating on them either.
One of the main reasons is because everyone is still acting like she could just stall out a match for 60 minutes even though she really can't now with both her rework and the new gen system. Then, on top of that, the most common excuse I see for why people hate her is "bEcAuSe ShE cAn DaMaGe YoU oVeR pAlLeTs AnD tHaT's BoRiNg" when we've literally had killers who've been able to do that kind of stuff ever since the release of Huntress. There's quite a few killers in the game that can damage your over pallets so there's no reason to make Skull Merchant an exception to this kind of excuse that a lot of survivors tend to use and what makes this excuse even more funny is the fact that Skull Merchant can't even down you over pallets whereas Huntress, Trickster, Nemesis, Xeno, etc can and yet she's the most hated one. BHVR even made a QoL change to her for survivors to show when her drones can and can't scan you by the gray scan lines so it's easier to go against her, but since a lot of survivors refuse to learn anything new they just simply default to complaining.
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The thing is is that they physically NEED killers that have kits designed to require less skill to use and be more suited for casual players. As of right now these killers are one of the things keeping the game alive because having a game that is WAY TOO competitive-based makes the game not very accessible to casual players and casual players are always the majority of players in any game. If they made it hard for killers to win chases for casual players due to everything requiring pure skill then a lot of players are just gonna start leaving and the only other ways to prevent that would be to either just make more of these killers or just start gutting a ton of stuff from the survivor side even more so that it's easier on those players.
TLDR: These kinds of killers are sorta needed just so that casual players can actually enjoy an overly-competitive game.
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@RhysVMT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651733#Comment_3651733
M a d e F o r T h i s
MFT was a problem in of itself because it was essentially the same problem as Ultimate Weapon which means it wasn't hard to trigger at all and screwed up the general flow of the game.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651452#Comment_3651452
DMS doesn't proc if the survivors counter it, and doing so is very easy.
I really don't want my solo queue teammates to think they have to let DMS proc more than the killer forces it to because of this enduring misconception...
I know that, but survivor mains just simply refuse to learn anything new now which is really annoying because that's why anything from the killer side is new survivor mains start to complain nonstop even if it's something that isn't really a problem from both sides.
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Grim Embrace by itself is fine because the 4th hook block is designed to be a special reward for going after everyone instead of immediately tunneling someone out and the 12 second gen blocks is fine. The only thing that needs to be changed is DMS being able to proc on it. After that it'd be in a perfectly fine state in my personal opinion.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651014#Comment_3651014
That is a Claw Trap. They get attached to you when you're scanned by a Drone 3 times. Once it's attached, it'll take a health state, stop you from healing and constantly show you on the Skull Merchant's radar.
Getting scanned by a Drone again while you have a Claw Trap attached will reveal you with Killer Instinct and slow you down.
When the battery dies (i think it's like 45 seconds by default), it'll just detach by itself. There's no way to take it off early though.
That's actually not entirely true- You can use Plot Twist to remove them
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The game modifiers are meant to be a special game mode that gets cycled out from my understanding. Essentially having lights out in the game for a long time would eventually get boring to people and increase the que times for the mode which only makes it harder for people to get into a match who want to play it. So by cycling them out it would get people more excited for it.
That's my understanding of what BHVR are going for.
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Background Player was in a good state pre-buff and is now just overtuned imo. Some of the other perks are good, but everyone has forgotten how decent some of the perks such as Power Of Two or Collective Stealth(if that's the correct perk name) can be while the rest of the perks are just useless.
If they made Blood Rush have more than one activation every game like 2-3 tokens on it then I'd feel like it'd be in a good spot.
Cut Loose is mostly situational, but is still a good perk on some of the MacMillan maps where you have all of those tiles in the middle with all of those vault locations.
Friendly Competition is fine imo since it encourages working on gens together first then either get onto another gen together or split up on gens which I like as a perk.
Game Afoot I honestly wished that the Haste procced on more than just breaking something like it'd be nice if it'd trigger whenever the obsession changes to whoever you're currently chasing(if that makes sense) or even that it auto-triggers at the start of a chase with the obsession. Another potential change for this perk is to simply add in some extra effects like faster breaking and vaulting speeds while chasing the obsession. Also a problem this perk has is that it's sorta a little bit of a tunnel perk in of itself due to the fact that you only get the buffs from it while chasing the obsession and typically whoever gets changed to the obsession first is gonna have way more chase time then everyone else typically which makes changing the obsession harder and therefor just encourages the killer to chase the obsession over and over again to remove them from the match so that they can finally change the obsession again to someone else. So that little problem would have to be addressed as well.
Leverage is a good perk, but what makes it horrible is the fact that it immediately activates whenever you hook a survivor and that's not really good because most of the time that survivors are gonna be healing is under a hook after doing an unhook which means that you'll only get like a very few seconds of value from it at the most. The easiest fix to this perk imo is to have it activate like how We'll Make It activates where it's dependent on when a survivor is unhooked rather than when a survivor is hooked.
And finally for Thwack! I feel like this perk is perfectly fine, but the main problem for it is that you only get to use it one time after hooking a survivor which isn't very good. Especially when a lot of the time you need to break a pallet to trigger it. The best fixes I can think of for this perk is to just put it on a passive cooldown instead of needing a charge from hooking and also make it work on kicking gens as well(like how Game Afoot does). Those two changes would make it actually useful imo.
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With the way the DBD community is everyone will still hate on something even if it's been either fixed/made better or been hard nerfed into the ground(such as like killers still complaining about Dead Hard and DS). No matter what BHVR does to Skull Merchant people are still gonna complain even if she becomes one of the weakest killers in the game.
In other words I'd just say that there isn't much point in changing her much.
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@ShinobuSK said:
Only thing apart of bug fix he needs is the removal of 180
The 180 degree flicks I believe aren't actually a part of him, but rather people cranking up their PC settings like crazy because no matter how high I would put my turn sensitivity on controller I can't seem to rarely even reach a 90 degree turn.
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The thing is is that Midwhich has a relatively normal amount of pallets, but the pallet loops are designed in a way that is typically a bit easier to mind-game than most of your average loops and, unlike almost every loop in the other maps, there's pretty much no windows that can be easily chained into from the pallets besides from like 2 maybe 3 at most. This stuff just simply makes dealing with the pallet loops as a killer much easier than on other maps. Also there's only really 1 major god pallet by the stairs and one minor god pallet in the downstairs bathroom which the minor one is easy to deal with as long as you didn't open both doors for the bathroom passageway. You could also consider the two pallets beside the clock tower in the courtyard as minor god pallets, but those two aren't very significant really.
Also for everyone saying that the pallets on Hawkins sucks I just simply have to disagree because, yeah, most of them are just there to be pre-drop material with some rooms having really good pallets to loop at, but a lot of these more minor pallets can easily lead to infinite loops if the killer doesn't break them which is how they're typically meant to be played.
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@concubined said:
I think ever since the hype of this perk died down people are not acknowledging just how insane it is.
First of all, it is three perks in one and the requirement to activate it is just to be unhooked which happens every game. It’s first effect - Aura hiding. Second - leaves you completely silent. Third - Endurance. The fact that it grants survivors all three of these very powerful effects that traditionally survivors would have to waste perk slots for each and it would’ve been worth it because it’s so good but now they can just slap on one perk and have other 3 occupied by other strong perks, and for a whole 80 seconds with no requirements is problematic on its own but I wanna focus more on the deal that when survivors commit a conspicuous action they have OTR “disabled”, it doesn’t, only one effect does the other two persists for the rest of the 80 seconds duration.
With the upcoming DS rework which I’m assuming to be an unasked-for buff, I have little to no faith in BHVR to tone down OTR to its intended level before new DS’s release. Granting all three those effects is one thing but please uphold your end of the deal and make it where if a survivor does something conspicuous or they’re hit the perk disables entirely.
It is extremely harsh on killers that might not even be necessary tunneling and have already hooked a new survivor and come back to a survivor that’s completely silent and have their auras hidden. Examples but not limited to - Aura Huntress or Spirit.
I’m curious for the community’s feedback as I believe I’ve been very reasonable and if by miracle a developer is reading this I can only hope by another miracle you take this into consideration.
Committing a conspicuous action only disables the Endurance status which happens regardless of the source for the survivor's Endurance. It doesn't say that conspicuous actions disable the perk- As someone who plays a lot more killer than survivor while still sucking at both sides I say that the perk is alright since the main functionality for it is to discourage the killer from tunneling the survivor which is why the Endurance status effect goes away upon doing a conspicuous action since that is the determining factor for the game on whether or not the survivor is being tunneled since, if they were being tunneled, they wouldn't be able to do a conspicuous action since they aren't doing anything to progress the game for the team.
The only survivor perks that I think need to be looked into right now for balance changes are Background Player, Champion Of Light, and Distortion. Distortion can actually be balanced out really easily by simply making it behave more like Stake Out where it just doesn't start with any tokens or it could behave like Corrective Action where it starts out with only 1 token
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647627#Comment_3647627
It would be nice to not have to wait years for them to rework one add-on.
It's not supposed to be just for one addon, but rather his entire kit with both his power and addons-
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647611#Comment_3647611
I've never held the view that just because a character is weak, that justifies them having something that is stupid and awful to go against. It's like Ice Climbers in Melee. It's true they suck, but that doesn't justify them having an infiinite grab loop. If it's awful to go against, it should go.
I don't care too much about Judith's Tombstone. At least it makes him slow as hell. Tombstone Piece on the other hand is absolutely disgusting. It turns him into the best tunneler in the game, as he can usually kill someone in under two minutes, sometimes completely crippling the survivor team before they even get two gens done. Even if there's no rework coming, Tombstone Piece should still be disposed of.
Actually, if I remember correctly, BHVR said somewhere last year that both Myers and Freddy are SUPPOSEDLY planned to be reworked(meaning that Freddy would be receiving his second ever rework), but they were pushed back or something due to being less of a priority(likely due to all the new game systems that they've been working on such as AFC, new gen system, etc and all of the killer reworks that they've already been doing for more of the problematic killers like Skull Merchant, Billy, etc).
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The thing is about the new gen system is that it still allows Skull Merchant to hold 3-gens down for a long amount of time if she gets a 3-gen spawn like these because, if she's running Overcharge + Oppression, she can technically just never kick the gens unless one gets a good amount of progress on it so that Overcharge gets put onto the gen to bring it all the way back down quickly and Oppression will start regressing the other 2 gens without eating a regression event on those gens. And she has the ability to easily pressure survivors off of those kinds of gens which can allow her to protect Overcharge until it fully deletes the gen.
Also, as a Skull Merchant main, I did run Overcharge + Oppression for awhile in case I got one of these types of gen spawns so I could test the effectiveness of the strategy and, yes, she can stall games out for a long while in these cases. However though, it's really just dependent on if she gets lucky or not and has to be more tactical/smart with her kicks.
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@JeanGreyarea said:
Just asking
It kinda gets boring if you aren't playing as a killer who has an easy time in the mode like Myers, but other than that I just like the mode since, in my opinion at least, it lowers the amount of sweatiness in the game due to the fact that there's no loadouts allowed.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647344#Comment_3647344
No thanks. I never want to go back to the days of Blendettes. And PC players would just use filters so this would only make console more miserable.
Also Myers barely benefitted from the old lighting because his mask is like a beacon.
@[Deleted User] said:
Myers needs a non Play-doh mask.
If they were to do the idea I mentioned of him causing the entire map to get shrouded in heavy fog his mask would likely be less of a problem since it could blend in with the fog because currently in Lights Out it's actually kinda hard to notice him stalking you even if he's just barely in the survivor's visual range.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/404988/lights-out-is-exactly-what-myers-needs
what about ghostface? he needs that environment as well.
The big difference between Ghostface and Myers is that Ghost can crouch and poke only his head around corners whereas Myers can't do this so Ghostface isn't in as bad of a spot as Myers is when it comes to being able to stalk survivors in the environment. Also not to mention that Ghostface takes much less time to make a survivor Exposed than Myers typically does which usually means that survivors have less time to spot him poking his head around something in the environment. If all of that makes sense to you at least-
@I_Cant_Loop said:
Nah - just remove his busted-ass insta-kill add-ons and buff all his other stuff and he would be much more pleasant to play as and against.
@TieBreaker said:
Give him whatever buffs he wants as long as Tombstone Piece goes in the trash.
The only reasons his Tombstone addons have only ever been buffed over the years is due to the fact that they're currently the only things keeping him from instantly dropping to the bottom of the killer tier list. Once Myers is reworked into a more healthy and viable state these addons will likely either be comepletely reworked, retired/decomissioned, or just simply nerfed. However though Judith's Tombstone may potentially stay due to the fact that it's actually more balanced than Tombstone Piece is and because of the fact that there's, as we all know, an achievement tied into it for Myers called "Evil Incarnate" which isn't exactly possible to achieve with just Tombstone Piece giving Judith's Tombstone more of a reason to remain in the game than Tombstone Piece.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645521#Comment_3645521
When I play survivor I run residual with champion muahahaha 😈🤣
I also ran into a survivor who was running both of them, but they were also using Blast Mine as well
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@Paternalpark said:
Does nothing to wesker, Nurse, Blight ect.
Exactly- It doesn't effect all the major killers that are very strong, but it makes the game miserable for the weaker killers-
@KazRen said:
All it really needs is less of a hinder or shorter duration of hinder and it's fine. It's cooldown is pretty long as is.
Like I said, that is also one of the two options they could go with- Also the cooldown is typically fine, but with the case of the survivors using it on The Game by usually it's recharged before the killer can even down the survivor due to the amount of slowdown the perk causes for killers and the sheer number of strong loops that the map has which means that you could be getting hit with Champion Of Light multiple times in one chase before you ever get to down the survivor.
@Shirtless_Myers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645547#Comment_3645547
If it becomes an exhaustion perk that requires an item and can be utterly avoided should you run Lightborn, Champion of Light would require some buffs as compensation. If it gets some big nerfs, it'll be another perk added to the pile of things nobody uses because they're worthless.
And easy buff to compensate for the fact that it's an exhaustion perk(if that happens) is actually already there- As of right now Champion Of Light is essentially the equivalent of 40% Haste for 3 seconds to survivors and, with the exhaustion rework I mentioned at the start, it would be giving 50% Haste for 3 seconds which means that the perk would be 10% stronger. As for the part of it being an exhaustion perk that physically requires an item to use there's a very simple solution to that as well which is just make it have a similar effect to Residual Manifest where you can rummage through a chest 1 time per trial to get a guaranteed flashlight. Very simple solution if you ask me- Plus this would make it be the first exhaustion perk to ever have a bonus effect that guarantees an item which would be interesting at least.
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@sizzlingmario4 said:
The problem here isn't Champion of Light, the problem is The Game map and that we still have map offerings in the game.
The Game has always been a problem, but Champion Of Light is also a problem because it's just about as strong as an exhaustion perk while not giving the exhaustion status effect which is just as bad as when survivors could lose exhaustion just by simply running. BHVR changed exhaustion that way for a reason so Champion Of Light either needs a big nerf or reworked to be in line with the other exhaustion perks if it's gonna stay as strong as one.
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@Orthane said:
I'm gonna be real here, I think it's mostly fine. Maybe a 5% nerf would be nice but I would prefer this over Residual Manifest honestly.
I'd rather be dealing with Residual Manifest since it doesn't have much of an effect during chases unless the killer is reliant on Zanshin Tactics. It just either needs to be nerfed to 10% at minimum or have it completely reworked into an exhaustion perk where blinding the killer causes the survivor to gain 50% Haste for 3 seconds and they're given the exhaustion effect.
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The purpose of the gens starting with the tiniest amount of progress possible is just so that the survivors can at least FIND a generator right away instead of wasting the entire game looking for one(it's literally only like 0.1% progress just so the gen makes noise) and you can easily take this away by kicking each gen one time so they don't make any noise at all.
Also all you have to do is play as Myers in this mode and you've essentially already won the match because he can stalk you through the darkness which prevents you from seeing the auras when they're out of visibility range, but you can see your Evil Within progress bar moving which means that you're staring directly at a survivor which is practically cheating at that point which makes reaching tier 3 without being spotted easy and since the survivors can't hear your terror radius that means they get essentially no time to react to whenever you're in tier 3 which results in fast, easy downs.
In my personal opinion this mode is perfectly fine and I enjoy it a lot.