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Boons123

Boons123

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  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445772#Comment_3445772

    I mean, I have some cool rework Ideas that keep the core gameplay of area control. but by uncomplicated I thought you meant number tweaks/simple changes. Most of which wouldnt be able to solve her issues without either gutting her or reworking her wholly.

    I mean easy changes, even if you change a large part of the power, it is still easy

    You are free to change the " power - perks - add-ons"

    Anything related to the skull merchant

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377527/how-do-you-fix-the-skull-merchant

    Her drones are her eye in the sky right?

    When entering a drone’s radius it will stop being stationary. It will lock onto you. It will follow you at an x amount of your speed (like Nemesis’ zombies but slightly faster). The drone will stop following you, when and x amount of distance is created between the tracked survivor and the drone. It will become stationary again and emit a radius until the next survivor steps into the radius. You can also choose to run at the drone and disarm it resulting in a clawtrap like in the current game. In both instances she uses the drones to track you (when being followed by a drone, she can see the drone’s aura like a zombie or Victor). However, you will not loose the claw trap until you become injured. She retains her current speedboost, when a claw trap is in play. So you can choose to remove a drone from the playing field, but at a cost.

    The current exposed status effect will be completely scrapped.

    What if by using the radar device, you make the drone move with it while the drone is in "Scouting Mode"

    It will be great

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377527/how-do-you-fix-the-skull-merchant

    Nothing can be done with ehr current power without gutting her entirely or reworking her. Her core design is flawed, massive area control with exposure and info at once? nothing uncomplicated can be done to fix her.

    give up quickly?

    Others were able to suggest useful things here, and most of them weren't complicated

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444971#Comment_3444971

    Ok, I am going to read whole post just for you.

    Just delete her

    Yeah, that would help for sure... So original suggestion

    Drop the Exposed condition from her power, it's not really adding much value.

    they could keep the tracking utility and then you could give her a secondary chase oriented power directly or have her drones give her buffs with no delay or requirement like standing still so they can be more effective tools at a loop.

    It's better idea than mca240's, because there is some attempt for valid compensation.

    Exposed status as I explained earlier is big deal of power, she wouldn't work without it.

    This idea would want to go with drones only tracking + speed boost and instead of exposed status give antiloop secondary power. Sure, that might work overall, but we have a lot of antiloop killers already and main issue is: too much work. BHVR will not do that major change on new killer.

    Start end game collapse after 24 minutes and 59 seconds pass. Any remaining survivors will be killed by the entity and not count as kills for the killer. 

    That would fix hiding survivors too, so I don't see this as skull merchant idea. It might help against cheaters holding game hostage, because you would have exact time where each game had to end, so you could forcefully end it on server.

    Great idea imo. Probably would increase it to at least 30, but that's just number change.

    -Drones that exposes a Survivor loses it detection radius and will instead solely follow after the first or closest Survivor

    -Drones that get hacked causes a cooldown before SM can put another one down.

    -Giving SM remote control over her drones where it switch the FOV from SM over the drones

    -Drones can no longer detect through multiple floors.

    When survivor gets exposed drone follow them. Seems kinda like pointless change. Why not just get claw trap instead as survivor to deny her a drone completely? Seems complicated with little benefit to me. I don't think this is either nerf or buff.

    Drones get hacked gives cooldown would be really annoying for skull merchant. It would help SWF, because they could deny her power when some survivor is in chase with her. I really don't like this idea. This wouldn't really prevent 3-gen holding, but it would hurt her while trying to chase other survivors, which is probably not what you want. Movement speed change on clawtrap was mode to help her chase survivors, this is doing opposite.

    Remote control would be again too much work, we are going to have Singularity for that too, so kinda copy paste.

    Drones can no longer detect through multiple floors. I really don't like that change. This allows you to be kinda inovative with your dron placement. It would get kinda brainless without it. When I play against her I always make calls what gens to get rid of first, because I know it's going to be pain to leave them into end game. If you have gen above basement, you have to get rid of it asap.

    So summary -> those nerfs would hurt overall gameplay of skull merchant (feeling of playing her), but not really 3-gen. Those buffs are not realistic changes.

    I can't be bothered on AssortedSorting' idea. Most of it is just bad or too complicated.

    Genuinely, I think survivors need a way to take away drones more permanently.

    Do I really have to explain why is it bad idea to let survivors deny killer's power?

    You already can deny her power as long you have claw trap, but it gives her speed boost. I really liked that change. It's kinda trade off. I guess it would be fine to increase battery, if you don't like her drones. It wouldn't really hurt her.

    No longer activate drones by distance, so she have to move if she wants to activate it

    That's just stupid. You want to complain about 3-gen, but make her unable to leave 3-gen?

    Remove the startup period for Undetectable, you just get it as soon as you enter a drone's radius. Given that it takes a few seconds for your terror radius to entirely shrink when you get Undetectable, I don't think that would be too strong.

    I mean, sure. I don't really consider her stealth killer from start, her stealth is kinda weak on most maps. If you want to give her buff then sure, but I don't think it would change much. Stealth is not one of her strength. It can give you free hit, but it's not really reliable part of her power.

    Well what about her perks?

    Sucks.

    THWACK! - shouldn't make you scream, it sucks that you get to know your aura was revealed.

    Game Afoot - useless, impossible to save. You can create a meme build with it (rancor), but that's it.

    Leverage - It's simply too limited and takes too long to get decent effect, there are way better perks for this.

    So only thing that I would do:

    Survivor will skull trap is still unable to hack other drones, but it doesn't make drones active -> this is just little help to soloQ, but wouldn't hurt merchant that bad.

    I didn't expect you to write all this

    But I hope this post is useful

  • The most fun thing for me in this game is when my team needs me

    Needs rescue or sabotage hook or heal or ran to me so I could take a hit instead of my team

    Generally, I don't understand why people get annoyed with tea bags

  • I don't understand what they mean (reverse)

    Can someone explain to me?

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444955#Comment_3444955

    1. I do (most killers are not played much anyway) Twins or Hag have way lower pick rate. So doesn't matter.
    2. Not really, people just have PTSD from her before changes and CoB nerfs.
    3. That's more of an issue of survivors. They do it against lot of killers.
    4. I don't, there are alternative builds. Most skull merchants I played against didn't. This is just lasting effect from CoB era.

    Decide what is issue, is she too strong or too weak. You keep switching between those two all the time, you can't have both.

    Noone plays her and she has nothing going on -> too weak

    everybody complains and DC against her -> too strong/oppresive

    Btw your points don't really work. If noone plays her, how can anyone DC against her, or how can they hold 3-gen without playing her?

    Well, I see you in many posts and even mine I see you criticizing

    So what do you think of the suggestions of others here?

  • @Monlyth said:

    She needs a rework. Her power is near-useless in chase, her lack of mobility and the speed at which drones can be disabled means they just aren't that threatening unless she babysits them, and the small radius of the drones makes the stealth element of her kit almost useless. All this combines to create a predictable, one-note Killer whose power is on par with Freddy's for how worthless it is when it isn't being used to 3-gen.

    Well what are you waiting for?

    Suggest something even if it's simple ;)

    There are people who have written good suggestions here

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444019#Comment_3444019

    Appreciate it. However I haven't played as her or against her, relying mostly on prior experience with the game (not that the game has changed much over time) and YouTube vids. So not sure how well the suggestion would fit, if it detracts too much from the feel of her power, or if it would take too much from her chase, or other overlooks.

    You may be able to make excellent suggestions when playing with or against them

    Your ability to analyze the problem without playing a single match against or with it It's very cool

    You may be able to change it for the better when you try one match against or with it

    Fortunately, the developers want to solve the problem (3 gens) in future updates

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444210#Comment_3444210

    I think her perks are fine?

    They're niche, but they're perfectly usable. Thwack! is a perfectly usable tracking tool, Leverage is kind of inconsistent but does do something and it stacks with other sources of anti-heal, and Game Afoot is honestly pretty slept on, it's an Obsession swapper for when you need that and its actual effect is genuinely pretty useful.

    I suppose you could buff them, but I don't think they're in an emergency state where that's of a high priority the way other perks might be. They're not meta-defining but they're mostly fine.

    I think Leverage needs a little buff

    I will increase the values ​​from 5 to 6.5 and the activation time from 30 seconds to 45 seconds

    @jesterkind said:

    She doesn't need much, at this point. People keep making her the scapegoat for the 3-gen problem even though it clearly exists outside of her, so now that she's had the change to how drones and claw traps work and now that the two most obnoxious 3-gen perks are dealt with, we'll be taking that off the table for discussion for now.

    Which leaves us with Skull Merchant as played... I'd like to say 'normally', but it seems people not attempting a 3-gen are the exception and not the rule, so we'll say played properly. The problems she has, in my opinion, are similar to the problems Sadako has, in that the elements of her kit don't mesh as well as they should, leading to them all feeling weaker than they could be.

    The biggest problem element is her stealth, insofar as she basically doesn't have any? There was a great video by Pixel Bush during her PTB that showcased the kind of killer she could be if her stealth was buffed, where she could set up webs of drones between generators that give her instant and lingering stealth for better map traversal, while also pushing survivors to leave their generators and actually travel to take care of the drones. I think leaning further towards this would both improve Skull Merchant's strength and remind people that she can in fact do things other than 3-gen defence.

    So, my proposal would be something like: Remove the startup period for Undetectable, you just get it as soon as you enter a drone's radius. Given that it takes a few seconds for your terror radius to entirely shrink when you get Undetectable, I don't think that would be too strong. Additionally, I would propose that the Undetectable status should linger for a good handful of seconds, somewhere in the ten to fifteen range? With some addons tweaked to increase that number. To compensate I think it'd be fair to nerf Lock On, since it would be better served imo as a deterrent that pushes survivors to act a certain way, rather than something you're actually supposed to see straightforward value from; think Pig's RBTs being a slowdown tool, rather than a tool to pop heads consistently.

    With these changes, Skull Merchant would have a lot more versatility, especially with addons involved. Players could build towards chasing survivors into drones for active effects and a chase-heavy playstyle, they could prioritise using drones for information, or they could prioritise using the drones to gain actually usable stealth, all having clear answers on the survivor's side.

    Though, it must be noted that a decent chunk of the problem as it is right now can't be solved by balance changes because it's a community attitude issue. She's already capable of more than just 3-gens, but that doesn't stop the prevailing attitude from being the exact opposite. That part, I don't know how to fix.

    The problem you are talking about will be fixed in the future

    The developers confirmed this

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444111#Comment_3444111

    The multiple floors thing can be an issue, though it kind of breaks both ways in that she may not be on the same floor as the survivor she's affecting. Still, in general I'm kind of in favour of deleting effects that travel through floors, so I'd be totally on board with that.

    Well what about her perks?

    You may think that my words have nothing to do with my post

    But as you read the title, "How do you Fix the Skull Merchant,"

    power - add-ons - perks

    I don't know why everyone focused on her power only

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443466#Comment_3443466

    which other perks do you use it with? Do you need to have botany and self-care to get all those heals or?

    You can use the key with add-ons to see the survivors' aura, either to protect them or ask them to heal you

  • @jesterkind said:

    She doesn't need much, at this point. People keep making her the scapegoat for the 3-gen problem even though it clearly exists outside of her, so now that she's had the change to how drones and claw traps work and now that the two most obnoxious 3-gen perks are dealt with, we'll be taking that off the table for discussion for now.

    Which leaves us with Skull Merchant as played... I'd like to say 'normally', but it seems people not attempting a 3-gen are the exception and not the rule, so we'll say played properly. The problems she has, in my opinion, are similar to the problems Sadako has, in that the elements of her kit don't mesh as well as they should, leading to them all feeling weaker than they could be.

    The biggest problem element is her stealth, insofar as she basically doesn't have any? There was a great video by Pixel Bush during her PTB that showcased the kind of killer she could be if her stealth was buffed, where she could set up webs of drones between generators that give her instant and lingering stealth for better map traversal, while also pushing survivors to leave their generators and actually travel to take care of the drones. I think leaning further towards this would both improve Skull Merchant's strength and remind people that she can in fact do things other than 3-gen defence.

    So, my proposal would be something like: Remove the startup period for Undetectable, you just get it as soon as you enter a drone's radius. Given that it takes a few seconds for your terror radius to entirely shrink when you get Undetectable, I don't think that would be too strong. Additionally, I would propose that the Undetectable status should linger for a good handful of seconds, somewhere in the ten to fifteen range? With some addons tweaked to increase that number. To compensate I think it'd be fair to nerf Lock On, since it would be better served imo as a deterrent that pushes survivors to act a certain way, rather than something you're actually supposed to see straightforward value from; think Pig's RBTs being a slowdown tool, rather than a tool to pop heads consistently.

    With these changes, Skull Merchant would have a lot more versatility, especially with addons involved. Players could build towards chasing survivors into drones for active effects and a chase-heavy playstyle, they could prioritise using drones for information, or they could prioritise using the drones to gain actually usable stealth, all having clear answers on the survivor's side.

    Though, it must be noted that a decent chunk of the problem as it is right now can't be solved by balance changes because it's a community attitude issue. She's already capable of more than just 3-gens, but that doesn't stop the prevailing attitude from being the exact opposite. That part, I don't know how to fix.

    It has a problem, which is that the drones affect several floors

    This is what makes it so powerful in maps with more than one floor

    So I thought of making the drones only affect the same floor and to replace it, I will increase the detection range from 10 meters to 12.5 meters

    And as you suggested, she will gain an effect once she enters detection range

    She will retain this effect for 7 seconds when she is out of detection range

    What is your opinion?

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443341#Comment_3443341

    Let me refine that, more or less pounded out some surface thoughts. I'm not all that familiar with Skull Merchant or her Power.

    From what I've read of her Power Description, and from what I've heard on the forums, the largest pain point about her, is her Active Mode, and how she can keep Active Mode up indefinitely, which is compounded in point-defense*.

    An indefinite Active Mode isn't technically a bad thing, however what's bad about it is what Active mode does.

    • A Survivor being in the Active Zone is enough to show the Survivors on her Radar, giving her wallhacks without needing to move at all when playing point-defense.
    • SM technically gets a speed boost for every Survivor in the Active Zone, making her patrol or intercepts in point-defense easier.
    • Depending on the scope of the Active Zone of a Drone, Survivors may or may not have that much time to repair a Gen if they want to dip in-n-out of the zone tapping the Gen, given the slow decay time of Lock On, and SM's intercept capability given wallhacks and Haste.
    • If a drone is hacked while she's playing point-defense in a small area, it's trivial to replace it, resetting up another Active Zone. Which also gives wallhacks.
    • Active Mode also is LoS independent, which means clever use of terrain can make reaching the Drone that much more time-consuming and interceptable while playing point-defense.
    • Survivors that successfully Hack a Drone (which they do instead of repairing a Generator), can't Hack the drone she replaces if the Drone is in Active Mode. "Walking into the Area of Effect of any Drone while wearing a Claw Trap will cause the Drone to enter an unhackable state" (And she can keep the Active Mode of a drone up indefinitely). So deactivating the drone is a punishment and de-incentivized during point-defense, but required as it's the only counter-play during point-defense. #########?

    Basically, Active Mode has too little counter-play, Skull Merchant has too little time-investment required to keep Drones in Active Mode at all times, and Survivors are punished too harshly when Hacking a Drone during point-defense.

    *point-defense - What I mean by this is when Skull Merchant places Drones in a manner such that she has the least amount of movement required to reach her drones, the Gens she's watching, while maximizing the distance Survivors need to travel to reach her drones/generators within her Drones Active Mode.

    My opinion is that instead of making so many rules, constraints, and numbers regarding Active Mode, focus on Scouting mode which has consistent visual counter-play at all times: Avoid the Beams. Play it off like she's playing a game with Survivors, and balance hacking under the assumption that she expects the Drones to be hacked, and the Beams to more or less be visual flair, a game to be played.

    Also a Drone suddenly descending next to you on a Generator sounds terrifying.

    Back to your response: It would not be rapid-fire unless for whatever reason the Survivor runs back into a Beam. so probably a 1s grace period after a Claw trap is attached to a Survivor crossing a Beam.

    If you want to improve her Radar (and tying into the fact that Active Mode no longer exists in my suggestion), Maybe let her press a button to cause all Survivors in a Drones radius to suffer from the Oblivious status which lingers for a duration? "Press [x] to emit Noise Obfuscation"

    Which also gives her a more easily used disinformation aspect to her Power. if she can set up zones where she knows Survivors will not hear her coming. Great if she can place them behind the walls to Generators, at the expense of being unable to force Survivors to deal with a Drone immediately if the drones scanner doesn't pass through the Generator.

    Honestly, I tip my hat to you😃

    You are as if you were a doctor who was able to diagnose a patient's condition while dozens of doctors were unable

    I have no objection

    It might be the best suggestion I've seen😃👍🏻

  • Well what would you change?

  • @Mandy said:

    If you're within 4 metres and you're taking a hit for an injured person you would get the protection score event and a stack for MoM. I use this perk pretty much daily and can confirm it works as planned. It's the distance that a lot of people struggle with as yes you do have to be close enough so that you're taking a hit, not blocking the killer a bit further away in order to easily get a hit.

    It would be nice to increase the protection hit range from 10m to 12m

    Or make this perk flash when in range of protection hit

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443393#Comment_3443393

    Both. However, if maps don't have any major effects on other killers then why should she be an exception? Do you suggest reworking a map in order to accommodate a killer no one likes?

    Since you see the problem in the killer

    So what do you suggest to fix and improve it so that it does not depend too much on maps?

  • As someone who has used this perk for a very long time

    I can tell it depends a lot on the killer that's against you

    If you are against Myers, it will be very difficult to activate this perk

    Generally any killer M2 will have more difficulty activating this perk

    And with the current changes it has become more difficult


    I use empathy with this perk

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443379#Comment_3443379

    Okay sure that might be a good change but you still haven't addressed how to fix how annoying she is on RPD. They literally use map offerings because they know how badly they can abuse their ability. You cannot fix an issue like that by lowering the radius of detection on maps like that otherwise no one will play as her. It's a dead end.

    Well, do you see that the problem is with the map or with the killer?

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443307#Comment_3443307

    That literally makes her even stronger on RPD...? Might solve the issue on other maps but cause a bigger inconvenience on the rest.

    I mean to compensate the killer for using the floored maps

  • @AssortedSorting said:

    No Active Mode for Drones.

    She can place drones anywhere on the map. Placement is akin to a Nurse Blink that shows where the Drone will be placed.

    Drones can never be unhackable.

    Survivors that trigger the Scouting Mode scan range have a Claw Trap shot on them.

    Claw Traps last indefinitely and Break when a Survivor is put into the Dying state. (Or Vault a Pallet, destroying the Trap and the Pallet)

    Having a second Claw Trap placed on a Survivor links both of them and causes the Survivor to enter the “Game on” state, being Exposed for 60s and triggering Killer Instinct for 10s. Afterwards their Batteries die.

    Survivors can Hack Drones when wearing a Claw Trap.

    (Still has the claw trap application for Hacking)

    Basically the Skull Merchant will want to learn the best chokepoints to place a passive drone to take advantage of the scan angles. (Such as placing to scan gens)

    Survivors will always be able to deactivate the drones somewhat easily, but the Claw traps will persist on them until they Hack another drone, triggering “Game on”, or get scanned while having a Trap on. Or if they get found with a Trap still on and Vault it’ll destroy a Pallet. So there is incentive to try and bite the bullet and trigger “Game on” under your own terms.

    Might need to up the penalty for being in-chase with a Claw Trap…

    In chase she’ll need to know the best way to place a drone and then route-shift to cut-off the survivor into her drones sweep.

    She won’t be able to use her Drones in every loop given hold W, which is where passive placement and zoning survivors into corners will take precedent.

    Well, is there a cooldown period between drone shots, or is it like machine gun ?

    Is it possible to add some improvements to the radar device?

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442974#Comment_3442974

    Realistically all the proposed changes here will receive backlash and possibly some praise alongside it. You simply cannot make the killer balanced with the power she currently has. I made a discussion about her on RPD which proves how overpowered she is on maps with loops far apart due to STBFL and her drones that essentially guarantee an M1 before the survivor gets exposed. However, on other maps she has to rely on her three gen potential because she's too weak in chase. It's unfair that she relies on maps to essentially be able to actually use her power properly/abuse it. BHVR have spent so much time promoting the killer by retweeting fanart, adding all these buffs/nerfs, giving them a whole tome before survivors that have been waiting for so long but no one still enjoys versing them. By making that three gen perk have the extra repair speed bonus they were discretely trying to just nerf the Skull Merchant because no other killers really do that.

    Well, you don't want her to rely on floored maps

    So I think the detection area should be increased slightly (the detection area is 10 meters) so I will increase the range to 12.5

    As some have said, perhaps the drone can be made to move with the killer for a while

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442898#Comment_3442898

    The difference between SM and the other killers is that the games against the other killers (with the exception of Legion and Le Chevalier) can be quite fun.

    SM is just pure noskill: I send a drone, I camp people, I drop chase, I stay on my generators.

    His power is certainly the WORST power ever created in DbD.

    Removing the fact that his drones can One-Shot survivors would be a good start.

    Not the worst power

    There is a video of OTZ that proves the opposite of what you say

    But if you have things to improve, even a little, such as (encouragement - more benefits in a particular aspect - etc.) So write it down

    It is killer with simple power

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442941#Comment_3442941

    My suggestion is uncomplicated and easy by game dev standards.

    My suggestion doesn't require them to make much in the way of totally new actions. Clawtrap deployment is rule change or addition where you don't even have to modify the actual values of the clawtrap buff Merchant gets since it is already pretty small. Getting rid of expose is literally getting rid of something that actually complicates the power. Giving her a chase oriented power can literally use code they've already made for Demo or Wesker with the modifications necessary to fit Merchant. The most complex part would be making additional animation for a dash/pounce on Merchant's model. Even the extra animation could be short cut by using preexisting animation and just doing the necessary rigging. It wouldn't look as clean as bespoke animation work, but it would be good enough for government work.

    Skull Merchant's problems are very deeply rooted though and if the goal is to have not only just be less annoying for survivors, but actually be fun to play as because though I love her, she's not actually all that fun, chances are she's gonna need complicated work done. Generally speaking though, a lot of people on the forum don't even want to put thought towards making her actually fun and interesting to play or even just decent, they want to make her bad and useless to exact punishment against everyone who plays her since she's not getting deleted.

    Oh now I understand

    But I think the rush needs some adjustment

    I think it should jump and land on the survivor

    But while jumping, she can't attack

  • @mikewelk said:

    You can't keep putting bandages on her over and over again. It gets embarassing at some point.

    Why do you think so?

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377527/how-do-you-fix-the-skull-merchant

    Drop the Exposed condition from her power, it's not really adding much value and outside of literally doing the playstyle everyone hates you rarely get it. If all of her power is going to be in the drones then the drones need to be a more aggressive threat even if that would mean having one less drone overall to compensate.

    What I would like to see is rather than dumping all of her power into the drones, they could keep the tracking utility and then you could give her a secondary chase oriented power directly or have her drones give her buffs with no delay or requirement like standing still so they can be more effective tools at a loop. Or fun thought, when she drones mid chase have it just automatically give a clawtrap to the survivor instead of a full deployment.

    Seems like it takes a lot of work for an app like this

    But as I said

    The idea of ​​this post is that you suggest your fixes and modifications in an uncomplicated and easy way for developers

    Thanks for the suggestion anyway

  • @Huge_Bush said:

    Start end game collapse after 24 minutes and 59 seconds pass. Any remaining survivors will be killed by the entity and not count as kills for the killer. This will, hopefully, encourage the killer to go for some chases (once again, hopefully), and it will prevent either side from ever taking the match hostage for too long ever again.

    What about new players?

  • @Smoe said:

    Here's what i'd do

    • Drones that exposes a Survivor loses it detection radius and will instead solely follow after the first or closest Survivor it has marked (incase more Survivors got marked at the same time) for the duration of the Exposed Status Effect, during this period it cannot be hacked and it returns to the SM once the Exposed duration ends in any way.
    • Drones that get hacked causes a cooldown before SM can put another one down.
    • Giving SM remote control over her drones where it switch the FOV from SM over the drones, where you can move around with them and mark people, Survivors who gets marked by a drone while remote controlled has their aura shown for a few seconds to the SM.
    • Drones can no longer detect through multiple floors.

    Can you clarify the second point?

    I did not understand

  • @HoopyK1 said:

    Just delete her

    And all the killers

  •  I truly hope someone got reprimanded for this miserable experience they've added into this game. Complete and utter failure...
    

    "The designer should be reprimanded because I didn't have fun ;( "

    Do you think you are boss over everyone?

    You must leave anger aside when you write any post (be respectful)

    All the developers have done are temporary fixes until they have time to fix it completely

  • @RubberBrain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377280/decisive-strike-buff

    It should go back to 5 seconds but I also think it should give exhaustion

    Why exhaustion?


  • @Technature said:

    Literally all it needs is the old 5 second stun and it will be a good anti-tunnel perk.

    This can be evidenced by the fact that it was a strong anti-tunnel perk before it was gimped too far.

    Yes, but I want to become more effective

    The killer will have to think twice about tunneling this survivor

  • @Nathan13 said:

    Just give it back the 5 second stun and call it a day.

    Strange, don't you want a very effective anti-tunnel tool?

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377280/decisive-strike-buff

    you know that before it was 3 seconds and everyone considered it very good

    time increased to 5 seconds only due to the fact that the hillbilly perk reduced the stun by 50%

    so it was just reverted to its original state and it still guarantees you escape if you don't stand afk

    Yes, but players still complain about the tunnel, so this perk will help (my buff)

  • Instead of fixing the problem, you cut it off

    In this case, the game will become boring

    And I don't think anyone is willing to spend 450 seconds fixing 5 generators per match

    Survivors have fun when they finish off the generators quickly

    So the game will shift from trying to prevent the survivors from escaping to the game where the killer must stand up to the bullying survivors and this will make the game die

  • "Dying Light" did this

  • I think it shouldn't work on tall windows

    If you don't understand what I mean

    EE40E400-A8B4-48AD-BA8A-674629F854FE.jpeg


  • The point is how survivors see your height

    Camera can vary when playing Hag

  • @DavidHypnos said:

    I’m sorry. I’m a fairly newer player and after looking back at this perk I think I misunderstood how it works. Maybe you can clarify… does it only provide a speed boost while hitting skill checks or does it just boost speed overall once you have accumulated the tokens? If it’s the former then I see now it wouldn’t apply to healing dying survivors.

    And added in it, they said: When you succeed in examining the skill, the healing will progress immediately instead of gradually, and of course the percentage varies according to the number of Tokens that you have

    In other words, you can heal a dying survivor in 5 seconds if you have 5 tokens (Normal healing takes 16 seconds) and the same with the injured survivor "Any side effects that may slow down healing or are ignored"

    This perk needs work and patience. If you can do that, you may turn the outcome of the match in favor of you and your team.

    The problem with this perk is that it relies on luck to show you the skill check

    The chance of a skill check appearing in normal healing without perks or add-ons is only 15%

  • Just put them on another hook

    And then you can camp the generator

  • I don't understand what you want exactly

  • Wdym by online games: a game with public matches or a cooperative gameplay?
    

    all of them


  • - the killer still sees the auras of other survivors, and you rarely see all survivors using them in the same match and if you are an experienced player, you do not need these perks in most cases

    -The effect of (Broken) occurs in certain circumstances, and as for Plague and Legion, healing may benefit you at times

    -This can be avoided if you know what to do and when to do it

    All of the above written require some skill and can be encountered

    But in the vast majority of your match the killer will hit you and then you receive the (Haemorrhage) effect and It does not require much skill

    Some add-ons can give Survivor this effect

  • Gasoline need NERF!!!!

  • @robrob909 said:

    Love how you conveniently left out the multiple new edge Map pallets 🤣 map offerings shouldn't exist. Survivors use survivor maps killers use killer maps. Do away with it already

    However, the game may send you to those maps

    So you didn't solve the problem, you just made things worse

    And I've never seen someone think that once the offerings are removed the pallets will disappear and the maps will finally be balanced

    Fix maps? "No"

    Remove offerings and hope the game doesn't send them there :" Yes"

    This is the worst solution, and I can't imagine even the worst game companies doing this


  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431091#Comment_3431091

    Haddonfield is still survivor sided- what are you on?

    The Blood lodge rework actually makes the map more fair to killer. That map was almost impossible to win before vs efficient players.

    https://forums.bhvr.com/dead-by-daylight/discussion/375921/maps-offerings

    -"the developers are already fixing the maps regardless of the duration"

    Most of the reworks make maps worse not better; perfect examples of this are Gas Heaven and Garden of Joy. Why are these maps a problem?

    Well first let's talk about what maps a map fair.

    1. A fair map is approximately 9000m² (preferably under that size). Why does that matter? When it takes killers 15 seconds to walk somewhere just to begin to do anything it kills any pressure you could put on the survivors.
    2. Fair maps have multiple possible positions for "3 gens". When you look at a map like dead dog saloon you realize that there is basically one really strong three gen and once you break it the killer is in deep trouble. Garden of Joy has a "U" shaped generator distribution and generally speaking there are no three gen locations.
    3. Fair maps have limited "tile chaining". One of the things that makes many of the farm maps gross is that you have tiles that a survivor can chain together. When a survivor can efficiently move from tile to tile without using resources it breaks the game. All the while they have the "threat" of using a pallet. When you look at the coal tower map it is usually a big offender with the ability to chain tiles together. Another absusive map with tile chaining is the middle of the Suffocation Pit where there are many linked walls and pallets.
    4. Fair maps have very limited numbers of "god" pallets. So when we look at "the game" map it's pretty clear that this tileset is unfair to older M1 killers. A survivor can just loop a pallet over and over until you break them. If you do not then the chase is effectively over. When you look at some of the most survivor sided maps (like Garden of Joy and the Farm maps) you will see that almost all the pallets are god pallets. Once upon a time we had "unsafe" pallets that were incredibly hard to use and very risky because they were on such a short loop that the killer could go around the pallet and hit you easily. These were almost entirely removed from the game a few years ago and that might be "ok" if we had basically done the same with god pallets.
    5. Fair maps have a main building that isn' t an automatic huge waste of time. Some massive offenders here are Garden of Joy and Badham. These are perfect examples of how not to design a map.

    What's an example of a fair map?

    The only fair map left in the game is : Wreckers Yard. It checks all the boxes for "is this map fair". Although it was discontinued the Stranger things map (Hawkins National Labratory) was also a fair map.

    What are honorable mentions for a fair map?

    Father Campbell's chapel used to be a fair map but they changed it recently so that it is not a fair map. Why is it a problem? They essentially removed the most viable three gen location (so there are no longer multiple options). This map can be problematic with RNG where one game it is fine and the next it gives survivors a near infinite which breaks the "fair main building" rule.

    Rancid Abattoir can be a fair map but isn't always fair. What? Sometimes the gens are in a pretty fair spot where you have multiple three gens and some times they are not (because RNG is a thing). This map can spawn with "extra" pallets and when it does it is unfair to the older M1 killers. This is a perfect example of how to design a fair breakable wall. You break the wall and the loop on the main building becomes nearly worthless.

    The Grim Pantry is almost a fair map. You will notice that it is way too large (almost 11,000m²). If you cut off the 32m* 64m extension on the back of the map then this would very likely be a fair map.

    Most of the reworks make maps worse not better; perfect examples of this are Gas Heaven and Garden of Joy
    

    No, it has become more fair , and that wall of cars no longer exists

    Do you have a problem differentiating between "add a map" and "rework maps"?

    Garden of Joy has not been rework before

  • @Sava18 said:

    "the devs are already fixing the maps"

    lmao

    Speed running your post being disregarded. The last 2 maps and every rework but haddonfield has been survivor sided.

    What about Autohaven

    You obviously thought of the quickest way to laugh before you thought of saying something useful

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/375657/clear-escapes

    because this endless emptiness is there literally

    a map is just a small piece of land that an entity has created

    Same thing when they escape through the gates

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