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Caiman

Caiman

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Caiman
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  • Pyramid Head, Deathslinger, and Oni.

  • Use a locker.

  • @smartemarte said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408255#Comment_3408255

    i think people need to look up the word "abusive" and what it actually means

    there is nothing abusive about a 0.5 second ability that has to be timed correctly to work and most of the time doesn't work anyway because of the server latency...

    It's almost like killers just want an easy game where they don't have to think about any of the perks survivors have LOL.

    If you want the game to be so boring to the point where "if I press M1 next to the survivor i want to GUARANTEE they will get hit" with absolutely no counter play then fair enough.

    If you want the game to be so boring to the point where "if I press M1 next to the survivor i want to GUARANTEE they will get hit" with absolutely no counter play then fair enough.

    This is like saying "Mario is boring because he jumps every time I push the jump button."

  • Pig's reverse bear traps activating when the exit gates opened.

  • For example, we all know that skillcheck perks like Huntress Lullaby or Unnerving Presence will not affect the skillchecks that occur when searching through Jigsaw boxes.

    I've recently heard that this was actually reverted at some point, but I haven't been able to test it myself.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401545#Comment_3401545

    Making it activate on Rummaging alone would be a nerf. Pharmacy is meant to let you grab a Medkit quickly and rummaging would add a lot of extra time.

    Instead, it should have a single rummage token that goes away if you open a chest while injured, as a backup in case everyone opens the Chests.

    If it was a rummage perk, you'd be able to open a chest, leave it, then come back later to rummage through for a medkit when you needed it.

  • Knight is one of my favorite killers to play. Being able to exert pressure on multiple survivors at once is fun for me. Doubling up on one survivor is also fun. Sending a guy running across the whole map to get away from the Carnifex while I chase his friends around is a good time. I'm not that good with him, but catching a survivor with a guard is always satisfying.

  • One issue I've noticed with her is that if the survivor hacks a drone, she doesn't get it back until the claw trap disables and the survivor can't hack any more while the claw trap is on them. But if a survivor is dead then that means she has one uncounterable drone. Two survivors dead, two uncounterable drones. If anyone dies before all 5 generators are done, the game can rapidly snowball downhill for the survivors.

    That's just one thing but I feel like Skull Merchant is made up of nothing but problems like this. She needs a significant overhaul because as she is now, I don't think she's healthy for the game.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413252#Comment_3413252

    Totem camping. Thrill +Devour, use the slowdown and Claw Trap haste to keep your totems alive.

    What if I'm not using Hex perks?

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373834/i-never-thought-killswitch-a-killer-might-be-a-good-idea-until-skull-merchant

    I disagree that it isn't the killers fault. They chose to play her. They chose to employ a three gen strat. Everything that makes those games a nightmare are down to the killer players choices.

    What else is Skull Merchant supposed to do, though? That's the real problem here, the character's design offers little outside of generator camping.

  • @[Deleted User] said:

    Game that made me turn DbD off for the weekend. Haven't played since Saturday:

    Midwich against Oni. 3v1 with 1 gen left. I haven't been hooked yet, so I act dumb and show myself out in the open. Oni takes the bait and powers up. I figure I'll run out enough of his power to buy time for the last gen. I ended up running out his entire power around 2 pallets in a confined space. But my teammates did exactly 10% of a gen between 2 players, so we lost. Exit DbD. Do not open DbD for 3 days now. Why even claim to have SBMM at this point?

    I understand your frustration, but I'll raise a counterpoint: sometimes on Midwich it's just really dang hard to find a generator in the first place. Some days I swear I'm running circles around the entire building on the last 3 generators and I can't find a single one. Makes me wish I ran Visionary.

  • I've been getting a mixed bag. I have matches where my teammates are potatoes and we all get killed at 5 gens, I have matches where we storm through the generators and all escape.

    But that's how soloQ has always been for me. I can't say I've noticed any real differences now.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413106#Comment_3413106

    4 man out should be the only acceptable outcome against a bad killer except it isn't rn, a bubba makes a mistake of committing to someone the whole game they deserve 0 kills but they get 1, it's stupid. Not to mention on the flip side u have "1+ kills is the only acceptable outcome, every killer should have a chainsaw"

    There is no "deserve". If you get caught by the killer, you will get killed.

  • My biggest problem is the recent update resulted in a severe drop in game performance, DbD runs pretty awful right now. But other than that, I've been pretty content with the updates, balance changes, and QOL tweaks. Yeah, Tools of Torment was a big miss and it's lame that it gets a Tome immediately while my favorite characters are ignored, but whatever.

    Overall I'm fine. Game is evolving in a healthier direction, but there's still more work to be done.

  • @SeaFlower said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412164#Comment_3412164

    FNAF would be a horrible license that destroys people’s trust in BHVR.

    What trust? No offense but people are constantly critical of BHVR, accusing them of being biased and clueless all the time. FNAF would at least get a lot of people's interest and please some fans.

    Though personally I think FNAF is a bad idea because I just don't think it'd be fun. The animatronics wouldn't be scary at all if they were in DbD.

  • 360s are only for obnoxious Youtube compilations, you're better off practicing more important things. It's always good to focus on fundamentals.

  • Don't care about new characters, I don't have money to spare to buy every new DbD DLC that comes out. I just want a fun event to play in that gives me good rewards.

  • @KMainEZ said:

    I was really hoping BHVR would get rid of her insta-down and replace it with aura reading. I think it would be more fun. Maybe make survivors in her drones area hindered 3% basekit or something + aura to give reason to not want to be in the area.

    BHVR really doesn't like aura-reading being basekit for any killer, which is why Killer Instinct exists. The closest exception is Trapper and survivors caught in his traps but those are completely stationary so it doesn't really matter.

    Skull Merchant doesn't need aura-reading, that's what the radar should be for.

  • @foodie said:

    Mika needs more neutral outfits. She has a lot of things that don't go well together. I need more casual neutral things to mix and match without her looking like she is a 5-year-old that went into mommy's closet. Jeans would be nice. She had ones in a rift but I missed em. Nice shorts without right red or evil pink.

    I'd say this goes for everyone. A lot of new cosmetics feel more like costumes than clothing. I prefer outfit options that feel like things actual people would actually wear.

  • Agreed on Bite the Bullet and Corrective Action. BtB should at least apply when you're being healed at all times, and Corrective Action would be more useful as an area-of-effect that prevents failed skillchecks for everyone near you. It should have a higher token capacity too.

    Not sure how this would work with Inner Focus and Sole Survivor.

  • @Hex_Llama said:

    I mean, after the crushing disappointment of the Halloween event in 2020, my hopes are pretty modest. I want a fun activity to do, that gets me free cosmetics. That's literally all.

    Same here. I don't care about new characters, I just want a fun in-game event to play that gets me Bloodpoints, or Iridescent Shards, or cosmetics, or all three.

  • Kate, Mikaela, Yun-Jin, and Zarina just got new skins recently.

    And those "boring" characters are way better than some hipster wannabe-witch girl who works in a coffee shop.

  • 99'ing Sprint Burst requires the survivor to run around doing nothing to maintain it. Is that really a serious problem?

  • This game would definitely become extremely stale if it was made more consistent. Randomness is necessary to maintain tension.

  • @jajay119 said:

    There are four things that bug me about her and I don't get how they went live:

    1/Why does she get seemingly infinite drones? Far more than any other trap based killer. Trapper and Hag don't get this many so what makes her special?

    2/ why do trap radii give the exhausted status effect? When she can cover virtually the entire map in them with minimal areas not covered between them, it seems very unbalanced to render all exhaustion perks null and void.

    3/ why is there no cooldown on using drones in the same area? Whilst the survivor is tagged with the drone they have deactivated the SM shouldn't be allowed to put one back up in that area unless the survivor has been downed. Whats the point in even deactivating when she can immadiately put one up in th3 exact same area? Also, Given you cannot deactivate the drone for a set amount of time it makes doing gens, especially in the late game, a massive annoyance. Especially given the ability to reset them goes back into cooldown when she walks through the radius.

    4. Why can the 'search light' section of the drone see you through obstacles when the beam visibly gets blocked. SM mains are very quickly learning areas of maps where you cannot get to the drones before the beam gets you. Regardless of whether you are in the radius of effectiveness or not the beam should not be able to see you if it's line of sight is obscured.

    If they fix some of these things then she would be much more bearable.

    2/ why do trap radii give the exhausted status effect? When she can cover virtually the entire map in them with minimal areas not covered between them, it seems very unbalanced to render all exhaustion perks null and void.

    That's an add-on, not basekit.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408160#Comment_3408160

    Because Alert used to have a range limit, and it was pretty bad

    I didn't know that. Still, they could be generous with the limit and make it 40 meters. Run Open Hand to make it bigger. I just think it's a little ridiculously strong, even as a survivor who uses it.

    As for Fogwise, if it needs a nerf, make it like Rookie Spirit where you need to succeed a number of skillchecks to activate it for the rest of the match. Though why Rookie Spirit has that requirement despite being far weaker, I have no idea.

  • Making players better at the game is out of BHVR's control. But this is something that goes for all multiplayer games. Sometimes your teammates are bad. It's just a fact of life.

  • @Phasmamain said:

    Tbh alert has been super strong for like 70% of DBD’s lifespan and still isn’t used. Same applies to fogwise

    As for lethal it’s an amazing perk but not unbalanced and distortion still counters it

    I'm still surprised Alert hasn't been nerfed with a range limit yet. The killer can break a wall on the other side of the map at roundstart and boom, Alert activates in the first 10 seconds.

  • No Mither is a self-imposed challenge perk that has a couple benefits. It should stay that way. However I think they could buff it back to 100% silence, at least.

    Some people suggest No Mither should only activate the first time you get injured in a trial, and that would be fine too.

  • @Shroompy said:

    People pushing and stressing out over grades is still something Ive never understood

    Removing depipping I dont have an issue with, but there are just so many other issues that are way more important.

    I'm a newer player and I want to get those bloodpoints every month. But extrinsic rewards aside, I also get annoyed that the game is treating me like a subpar player when this is a game where sometimes you just don't get the chance to be a good player at all. It's an extra insult on top of what was probably a very frustrating match, and other players insult each other enough already.

    Yes, there are issues that are more important, but this is an extremely easy fix. Just take the thing that's pointless and no one likes, and remove it. Nothing of value is lost, and cost is minimal.

  • @Agent_Himbo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407255#Comment_3407255

    Getting eliminated is normal

    Yes, it should be normal, if you make mistakes and play poorly. Yet the game is designed to have a lot of uncounterable mechanics that will always get you eliminated for things outside of your control. It shouldn't be normal to lose because BHVR felt like killers should have pity kills so even if a survivor plays perfectly NOED gives them a free kill, it shouldn't be normal that if someone picks a specific killer like Bubba they get to force someone to sit there afk for 2 minutes until they get an "eliminated" screen.

    Don't think a single other game in existence has you being eliminated for things outside of your control.

    Lot of multiplayer games cause you to lose because of things outside your control. DbD especially, because this is an asymmetrical game, and survivor is designed to be a role that is not always in control. And even then, there is some control. Want to counter NOED? Break all the totems. That's what survivors used to do before Boons were introduced. Alternatively, just don't get caught by the killer. After all, a survivor who is "playing perfectly" wouldn't get caught in the first place, right?

    If you want perfectly even games, go play chess, or sports. This isn't the game for that.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407147#Comment_3407147

    That is actually good sugestion. If surv can't finish healing, they should be moving slower, which is a slowdown on its own.

    But

    I would like to avoid situation where doing nothing heals You for full health, especially if You have healing debufs.

    Right now, with reactive healing the only thing You need is to sit in one place and wait untill two downs. I know it will be coincidence, but healing with doing nothing should not be possible or healing while doing nothing having healing debufs should not be possible. So maybe heamorrage would reduce such instaheals by 1% OR mangled status effects could be applied to heals from reactive healing, resurgence etc?

    If I'm not mistaken, Reactive Healing isn't a flat +50% healing, it's 50% of whatever unhealed portion is left at the time. At the first down with 0 healing, you'd heal for 50% progress, but the second down would only give you 50% of the unhealed half, so 25%, so two downs would only leave you healed for 75% total.

  • I'm on Switch, which has never had good performance, but the patch has somehow made it significantly worse. Things aren't even animating correctly anymore and framedrops keep making me fail skillchecks.

  • Just had a match where the killer gave up and went idle in the first 2 minutes. We finish the gens and left. I depipped.

    Seriously, I still don't know why this still exists.

  • I'm bumping this thread to say that I just had the pleasure of seeing Haddie with a FOUR FRAMES A SECOND running animation on the match-end results screen.

    How did you make the game run even worse on a balance patch? It was never this bad before, now it's horrible.

  • Personally I think it's just the release of the new Rift which brings back a lot of problematic players who weren't playing as actively before.

  • I'm fine with any Exhaustion perk other than Dead Hard. Go on, use them. Sprint Burst just means I either kick the gen your were on or I go chase your slower friends instead. Lithe and Balanced Landing extend chases but not in a frustrating way. Head On is a meme, Smash Hit is a-okay, and I don't think I've ever encountered Overcome.

  • @[Deleted User] said:

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

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

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

    Playing survivor on controller is perfectly fine? You think keyboard and mouse would make it any easier? It wouldn't.

  • That seems pretty normal. A 25% escape rate in SoloQ isn't terrible. Understand that you're in a 4-man elimination game. Getting eliminated is normal. I feel survivor should be about putting in your best performance first and foremost. Sometimes you die and that's alright. Surviving isn't always within your own power, it often isn't. So long as you did generators, helped teammates, and got good chases in, then you're doing well.

  • Lots of people agree depipping should be removed, but BHVR hasn't acknowledged it at all.

    I had a survivor match the other day where someone died early, the other two disconnected shortly after, killer found the hatch and I managed to scratch through the exit gate and escape, avoiding NOED in the process. But because the match was so short and I had barely gotten to do anything, I still depipped. It's an awful feeling, caused by awful design.

  • It would be cool if every Deep Rift had its own unique color scheme, or at least a rotating cycle of different color palettes.

  • I feel like BHVR is desperate to convince us that Skull Merchant is a cool killer and a good character, but it's not working. I'd rather have a Tome about anyone else, though I'm definitely biased because most of my favorite characters don't have Tomes yet.

  • What if Hemmorhage was changed so that you only lose healing progress while you're running? Like the opposite of Deep Wound ticking down if you're not running. Resurgence and Reactive Healing would still be at risk of going to waste sometimes but Solidarity would work fine, at least.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406075#Comment_3406075

    I always feel stupid to bring Ranger just for a teammate to DC on first down.

    thats a waste of Ranger

    This is why I never take anything better than browns and yellows into games. I'm a soloQ survivor and I feel no reason to take good items when my team could be a sack of potatoes that waste any good my items can do.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406497#Comment_3406497

    They do mean something, Meaning something to you is different tho

    If you think the +5% difference between a brown medkit and a yellow medkit is in any way significant then I'd love to hear an explanation as to how and why.

  • I'll trade the green medkit for a yellow one if it means I get the chest-opening speed boost all the time. Maybe we could rework it to be like Residual Manifest where you can rummage in an opened chest to get a medkit... though I don't know how it would work if you had both equipped at the same time.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406521#Comment_3406521

    What I mean is self healing with a medkit eats 24 charges now. So even with addons you can't get more than two self heals.

    What if you pair it with Streetwise? Does it counter the efficiency penalty enough?

    Also now that I think about it, Overwhelming Presence can completely ruin a medkit's ability to self-heal. Even the slightest extra penalty will knock off enough to make it fall short of a full heal, if I understand it right.

  • @IWasLrft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406575#Comment_3406575

    I do think her walk looks a bit off. Like she kinda glides on the ground as she walks too? Anyone else think skull merchants walk is weird looking?

    Her walk definitely doesn't match her speed. Like, none of the killers really do, but her slow deliberate sexy strides are very obviously not matched with her actual movement speed.

  • @Brokenbones said:

    You know I had this exact same thought process today

    I now genuinely believe Skull Merchant is the worst killer in the game. Not in terms of strength, but in power design

    People complain about Legion and mending simulator but a Legion is 100000x more engaging to go against than a SM

    A Legion also brings better tunes to stab you to.

  • One problem with map offerings is that all the new realms are only a single map, so the offering gets you that map 100% of the time. MacMillan Estate, Autohaven Wreckers, and Coldwind Farm all have multiple maps. Red Forest, the Asylum, and Backwater Swamp have two maps. Badham has four but they're all extremely similar. Everything else is only one map for realm.

    If BHVR could add a second map to every realm (which I know is impossible for some) it would make it more difficult for survivors to consistently get the specific maps they want. But considering the recent track record of map design, maybe it's a good thing there aren't that many maps in play.

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