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ChaosWam

ChaosWam

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  • @monochromeworld said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654066#Comment_3654066

    and how poin 7 is bad? is it to op? i mean it actyally make flashlight saves more risky. And this is perfect solution for bully squads

    The problem is if nobody has flashlights, or are available to save at a pallet. Which happens quite often.

    And even then, there are ways for killers to be efficient enough to get survivors to whiff pallet stuns, fail mindgames against you, or you break chase after breaking strong pallets so they aren't available down the line. It really comes down to map knowledge and opportunity.

    Heck, I also run some Nemesis (the perk) builds specifically to get stunned and swap the obsession to bank on perks like Furtive Chase, Rancor, Dark Devotion, anything that swaps the obsession around really.

  • Honestly if they addressed the locker disparity instead of buffing Huntress to make up for it, it would have fixed the problems with Trickster and Dredge as well. Especially Dredge, who has maps with very wide areas that have no lockers.

  • @monochromeworld said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654061#Comment_3654061

    i m not bait in 9. i think there is to much save pallets especially on gideon so game became lumberjack simulator

    Gideon is a fair criticism, but 6 pallets at max on any map? Absolutely not. There are pallet shred builds on a few killers that would ruin that idea.

  • Alright time to go through this as non-biased as possible:

    1. Deadlock shouldn't be basekit. If I were to choose, it should be a weaker version of Corrupt Intervention.
    2. Unbreakable and Head On? Toxic? I'd say things like Boil Over+Flip Flop+Sabo squads and Buckle Up+For The People are far worse.
    3. No. And I hope this line isn't a serious argument.
    4. I actually kinda want the Cyprus Mori to be basekit, so killers can still choose to spare the last survivor.
    5. 120 seconds? Not if basekit CI or Deadlock is around. And even then, I'd rather have toolboxes looked at before adjusting gen times.
    6. I could get behind gates regressing slowly to stop 99'ing them, but their base time shouldn't change. Maybe even a regress perk.
    7. Absolutely not. If you want that, make it a perk and halve the exposed time, maybe more.
    8. I like the anti-facecamp, personally.
    9. I'm starting to think this is a bait post but here I am, still being the voice of reason in case this isn't. Also no.
    10. Nope.
    11. Nuh uh.
    12. Nah, maybe hexes though? Even then, there are other hexes that do that.

    I'd say play survivor for awhile and then come back to your suggestions. Honestly, playing both sides a lot is an eye opener on both balance, and this game is pretty balanced these days. Only problem I usually have are other survivors sabotaging me no matter what I do, on survivor side.

  • I do wonder what would happen if every SM player decides to let other survivors escape every time they have one or two survivors do this stuff.

  • I mean... Medkits were already nerfed. CoH is no longer a real problem, and other fast healing requires dedicated builds.

    I think it's worth a good test to see if it's a bad change or not, I'm okay with it being timed and the amount of time seems fair and I can understand their logic, but I want to see the application of it before having any strong opinions either way.

  • I'm okay with respecting other cultures and their taboos, I do think it's important.

    But personally, I'd love the deer skull Wendigo because I've always found it to be absolutely terrifying if I were to come across that in real life.

    That said, I'm holding my breath regardless to see what the killer is exactly. Don't want another Skull Merchant overhype, even if it looks promising.

  • It is rather insane that Myers' tombstones haven't been touched, yet Sadako and Pig keep getting the hammer to them over and over.

    At least Pyramid Head's mori is decent enough to be ignored, like his addons...

  • Looks like a new map, movie theater indoor map if I'm not mistaken.

  • If weaker killers get their justified buffs, and the killrate changes over time, it gives BHVR a better reason to do more wide survivor buffs later to match the 40/60% mark they want. The weaker killers NEED buffs, and most of the ones being changes have been suffering pretty hard without em.

    That said... Huntress probably doesn't need a hatchet count increase, and Pig... I don't even know where to start with Pig, that one is just sad.

  • Better and clearer information about the game, powers, items and so on, so newer players aren't as lost.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652565#Comment_3652565

    I feel its a perfectly fine reason to tunnel someone. I don't tunnel as a rule, but it's a broken combo, everyone knows it, if you use it, you bring it on yourself :D

    The only time the complaint holds water to my mind is if someone uses it to prevent an existing tunnel.

    I feel like the Killer's handbook for survivor consists of 1 rule. Don't give the killer a reason to tunnel you 😏

    I tend to apply rules to myself to ensure everyone has as much fun as me, regardless if I win or not. It's why I also can mentally get away with goofy builds like Insidious Sadako or Blindness/Trail of Torment jumpscares on Wesker. I also try my best to not tunnel, slug or camp unless situations call for it.

    FTP+Buckle Up is 100% a situation to call for it, because not only does it invalidate normal gameplay, it makes running goofy builds so majorly one-sided for them it's becoming less fun to attempt.

  • It's gotten so bad in my games I feel like it's required to tunnel out anyone actively trying to FTP+Buckle Up against me just so I have a shot with the other survivors, otherwise it's too much of a risk going for anyone else.

  • Sure, I agree, but the other problem is it would easily counter Legion and Deathslinger who have deep wounds baked into their kits.

  • I'll always remember my Pyramid Head game a year ago, running BBQ+Chili and finding the last survivor post-hook behind a rock.

    "Reported for wallhack" and then nothing else.

    Nobody expects the hook-based Pyramid Head.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/404005/penalty-for-killers-who-dont-pick-up-anyone-when-everyone-is-down

    I think everyone who wants games that take a little longer and don't want to end so fast, especially in the early game can agree in some regard to what bHVR showed us with that Mori/ unbreakable basekit update they had. I would modify the rules slightly, like so:

    1. The Survivor is able to get back up after like X seconds if they have not been hooked.
    2. The Survivor is able to get back up after longer than X seconds, if they have been hooked once.
    3. The Survivor is no longer unable to get back up when they have been hooked twice, unless they have perks for it.

    This would make slugging early game way harder and ensure that people can play the rest of game better, while keeping the stress at the end.

    Could even argue you could pick yourself up when outside the killer's TR (or 32 meters in general) to combat any survivor crowding.

    That way if everyone goes down near the killer, they have to crawl outside the TR and recover. Theoretically, the time it takes to crawl away and pick yourself up this way would be enough time for the killer to secure a hook or two and if the killer tries to go across the map for other slugs, the prior survivors can pick themselves up.

    That said, I'd need to think more on how this could be abused, especially by SWF. Possibly that they can say "the killer is near me" when they can't pick themselves up.

  • In-game characters for perks so I don't have to wait out the shrine, and only use the shrine for licensed chapter perks I don't own.

  • I think people overthink this a tad here.

    They can just make the commendation system that gives 1k-5k or more BP to any player you want to commend, a reward number that can't be effected too much by spam anyway, and disable the ability to commend players on your friends list.

  • Become one with grass (just a joke don't worry)

    For real though this is some insane dedication. I'm a pretty hardcore Sadako main since her release and I'm still at P72, meanwhile you put my dedication to shame.

  • Know what? I kinda like this idea.

    If the unhooked survivor can't throw pallets or do anything until an objective object is touched, it also defeats players who sabotage their allies who waste all the pallets on a map too.

    Now my only big argument is this allows the unhooked player to just be in a safe spot and progress a gen, or tap a 99'd gen. Or just run to a hex and pop it if the killer doesn't follow. I propose a small debuff for say, 10 seconds after touching an objective where repair speed/cleansing speed is slowed and generators can't be completed until the debuff is over.

  • @Firellius said:

    I've been of the opinion for a while that there's something to be gained from re-examining Solo gens vs. Teamed gens. It doesn't make much sense to me that the safest way to do gens is also the most efficient.

    Increasing base gen times but inverting the co-op penalty would give survivors a more meaningful, tactical choice between clumping together while risking greater disruption, or splitting up while taking longer.

    Additionally, each individual down would reward the killer more, since the survivor removed would also reduce co-op opportunities, and thus more strongly impact gen speeds.

    But therein also lies the reason this can't be implemented at the moment: it'd be a colossal buff to tunnelling and camping. Until those are dealt with, solo gens -must- be stronger.

    I agree with your assessment the most in this discussion.

    There's a weird feedback loop of 'I need to tunnel out a player because of gen speeds' and 'Do gens quickly, the killer is camping/tunneling' and it's become a very big weapon for one-sided arguments when really, I see both of them as symptoms of a bigger balance issue.

    Camping is kind of fixed, with proxy-camping more of a coin toss issue (patrolling near a hook being okay, but someone like Slinger ready to harpoon and down the unhooked player being the worst case, for example) but if tunneling were somehow fixed then I could justify further adjustments to generator speeds, toolboxes and such.

  • Stigma from her release, her old power being abused by 3-gen chess merchants, and survivors not knowing about changes made.

    Also, I wish her lore was as 'complicated' and not just... Bad.

  • I do think Deliverance deserves to be an option, only because you have to unhook someone else prior, survive long enough to be hooked once at endgame, and be put in a position to have allies help you escape or be near an open gate for basekit BT to get you out.

    The 4% though, I believe, is an old relic of DBD that may need to be looked at. It currently helps inflate killrates of certain killers and circumvents the DC penalty for survivors who just immediately give up and don't want to face a certain killer/perk/addon. I do like getting that lucky unhook at endgame as much as the next guy, but that doesn't balance out the prior argument I have against it in my eyes.

    Maybe make Slippery Meat the only perk that allows you to attempt it, I dunno.

  • I'll pass honestly. I think more information (moving all the stuff hidden in the tutorial and adding detailed explanations of killer powers, information on items/perks/addons and so on in a compendium more readily accessible) and a chat wheel would be better than voice. Voice chat only helps toxicity even more.

    And even if they add proximity chat, we already know SWF will just use discord and bypass the proximity requirements anyway. It won't be that much more powerful, but it's still an issue I believe should be brought up.

  • Personally I don't find a problem with the combo the more I'm exposed to it. I usually use that time to either get the unhook, check chests for any toolboxes to recover any time lost again, or check around for possible hexes if I'm not hunted down next.

    That said, I can't say if it is or isn't a balance issue yet. I still need to test more. I do think the best way to do so, however, is for GE to be the priority block over DMS and DMS only works for later gen releases.

  • All pretty good points, and I hope it doesn't tie into my worries about them adding so much haste to the game.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650915#Comment_3650915

    I was actually happy that survivor ignored tapes back then, because it didn‘t limit my teleport constantly, which is the thing I dislike about both reworks. I think if they gave her OG version all those buffs (cooldowns; speed boost; lock in; etc) she would be in a good spot.

    I think any form of global condemned might always be a bit too much for the average survivor.

    What do you think of my idea of making condemned based around the proximity to TVs?

    I‘m sad that we didn‘t get her old iri tape back. It was my favorite addon. I hope they leave current ring drawing bugged (maybe make it purple) and that reikos watch goes back to 50% or 33%.

    What the current version needs:

    • Tv auras removed
    • Small amount of passive condemned (1stack after 50-60s)
    • 1,5-2s tape insertion speed
    • Optional: better addons

    I think it's an improvement on the original, for sure. I'd add that it applies condemned as soon as you teleport to the TV, not after you crawl out to maximize the proximity effect. And naturally, I agree on TV auras being removed/Tape speeds/Addon improvements, but I am hesitant on passive condemned until I'd know how proximity condemned would do itself. And definitely keep the condemned lock to really make it a risk to greed gens over tapes.

  • I'm going with first rework, but I need to explain very specifically why

    First iteration of her was pretty weak, if we're just going off what she had available at the time. Survivors could hold her power hostage or ignore the tapes completely since condemned only targeted 1 person at a time if everyone splits on gens. Addons were also mixed but had some good ones, with a problematic Ring Drawing for slugdako plays.

    Second iteration was a nightmare to balance, but I think it could have been possible. She also got the anti-stun while demanifested, which was pretty nice. Addons were roughly the same, but Iridescent Tape was a tad weaker and Ring Drawing was brought in line, mostly.

    Current iteration, while I do like it, has the problem of TVs being able to be shut off most of the match so teleport freedom with no cooldown feels restricted, weak addon pass (Aside maybe Ring Drawing changes, and Reikos watch being fixed and some of it basekit though, that's a plus) and the hook condemned lock, while great, is limited a tad but I do admit is in a better spot than before.

    All this said I still love playing Sadako, just kinda disappointed in both the constant changes, difficulty with the community learning counterplay, and trying to find a sweet spot for everyone to enjoy her as well.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650674#Comment_3650674

    There are plenty of things the data is showing that show it is flawed, but there are some interesting things it shows.

    First the flawed things:

    • Skull merchant being the best killer in the game
    • Nurse being one of the worst in the game.
    • Pig, sadako,freddy, dredge, myers being so high
    • Huntress, Twins, Chucky, Blight being so low
    • Doctor being so low despite being mid tier
    • Survival rates solo vs groups being way off (you can't tell me the thread topic is truly accurate)
    • Self-care still being one of the most popular survivor perks

    Now, interesting things it shows? I have though about this for a while but look at the survivor perks that are at the top. The biggest outlier there is windows of opportunity and lithe, but what about the rest? Every other perk there is a perk that you get for free, either through one of the free survivors you start the game with, neutral perks everyone has access to, or from david who you get for doing the tutorial.

    Now look at the killer perks, they are simply just using some of the best slowdown perks in the game all non-free ones.

    This shows to me, that survivor players as a whole are probably more "average" players whereas killer players are more veterans because they are using the better perks while survivors are using the free perks. This actually makes sense to me, given that there are more survivors to killer players. So it stands to reason that there are more "average" survivor players than there are killer players. Leading to the stats to be skewed so heavily this way.

    That does make a lot of sense. Newer players would probably be too intimidated to commit to killer, I know I was when I started but I persevered because Sadako was just released at the time.

    Speaking of, from my experience I kinda understand her killrate during the month of January. It was still 2.0 Sadako, and survivors (assuming they're average MMR based on your conclusions) didn't understand TVs and tapes too well, or didn't like her and gave up on hook. I'm not sure of my MMR on Sadako, but I know I got more 3k-4ks than not with escapes being kinda rare and days between sessions. Funny thing is, when I'd play survivor with friends I could explain her on the fly and get my group to all escape once they understood the tapes. (Granted I also don't know our group MMR either.) I shouldn't base it on my own experience though, but at the same time I can't help but feel like I can understand her killrate. In fact, a lot of killers with an early mori mechanic make a bit of sense if we're taking data from every match all over, maybe not perfect sense since we don't know player #'s for each MMR bracket.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650670#Comment_3650670

    Removing the haste/Hindered would kinda remove her chase power. She would end up feeling like a worse Legion where you can use your power in chase to injure...and that's it.

    Not exactly, both are strong enough on their own. Lots of other M1 killers don't rely on haste/hindered outside god pallet loops, SM having one of the two should be enough to retain her chase and could even be adjusted to compensate for the loss of one if needed.

    Not to mention you can build her to be even better at chase with some of her addons. Personally I build her as a stealth killer, since she's pretty much the best at it by making no noise in undetectable.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650665#Comment_3650665

    I agree lol! The only issue with this is that survivors have nothing to do, nothing to work on.

    Indeed. Survivors would need more tasks to complete or at least something to do other than the generators.

    I think it would make an interesting modifier though, if done correctly.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650329#Comment_3650329

    No, i'm just pointing out that the official stats should basically be ignored because they are useless. I will however continue to use them to point out the obvious logical fallacy they create for people who believe that the game should be balanced around average players when i point out how ridiculously OP survivors are at the highest level such that tournaments need to restrict their perk loadouts significantly more than killers (where they just remove ones like myers tomestone) due to how broken they can be.

    Then people say: "but we shouldn't balance around those players, only around average level players" To which i now get to point to these official stats and ask where my nurse buffs are, because official stats around the "Average level" players show that nurse is one of the worst killers in the game.

    That's the problem with taking these stats face value. We'd need MMR brackets for each killer's kill rate, how many times they were ran in a trial, and even then will it factor in self-hook kills when survivors give up on hooks?

    Biggest flaw with the data is Freddy in my eyes. Regarded as one of the worst killers, low pick rate, yet he's got that high of a kill rate?

  • Honestly, I don't know.

    Personally I just want the haste or hindered removed from her kit, I find her tolerable to go against with her current power. That said, so many survivors don't know how to deal with her.

    But that leads to a slippery slope too. Survivors didn't know how to manage Sadako, still kind of don't in a lot of cases in my own matches. Future killer designs would have to worry about that too. For that reason I suggested a compendium of sorts in-game: https://forums.bhvr.com/dead-by-daylight/discussion/405391/in-game-compendium-information-for-players-inside-the-game#latest


    But as far as Skull Merchant goes, unless they revamp her completely and give a notice to as many players as possible, she'll still get the same stigma from her release. I know people who play the game occasionally and still think she plays just like release to this day. I once thought she could have a mobile drone to control like Singularity biopods, but then I thought that's way too similar to victor for The Twins. I'm honestly stumped.

  • Unsure how this would work with the current balance but the thought of the entity being like "Ugh, this killer... This is taking too long, I'll do it myself." after 15 minutes is kinda funny to me.

  • @Xendritch said:

    A lot of people are saying Wendigo or Skinwalker and BHVR was maybe even more clever than they realize setting this Greenville. Because Skinwalker stories are specific the Navajo and Wendigos are more specific to the tribes of Appalachians.

    So which one it is if either depends entirely if we're talking about Greenville, Utah or Greenville, South Carolina lol.

    I've wanted either one for awhile, only slightly lower than a C'thulu inspired chapter for me. Either one would be a win for me.

    But man if that's actually the case with Greenville that's amazing lmao.

  • Personally I dislike bugs and exploits being called 'techs' like it's some hidden strategy, so I have to agree.

  • @Kryo_Night said:

    Well I doubt it's a particularly popular pick for a licensed chapter I'd really love to see a chapter for FAITH: The Unholy Trinity. The game is just so stylish and creepy and maintains a surprising amount of mechanical depth for a game which could be played on an Atari controller. John Ward as the survivor and Gary as the killer would work great. The only real issue I could see coming up is the difficulty in translating the games art style to DBD but I have faith (heh) in BHVR's art team to pull it off.

    https://us.v-cdn.net/6030815/uploads/A8RNOJNBBILK/gary-miller.jpeg

    I'm just saying, if a GIF of a DOS game came running at me to kill me, I'd be more terrified of that than any killer on the roster.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650229#Comment_3650229

    Because people don't want to use multiple anti-tunnel perks incase if killer tunnel them. People want to be free with whatever perks they want to use.

    If DS was strong enough, people would use it and you would use other slots for whatever perks you want. And even if you don't bring DS, strong DS would scare killers like old times. Many times i jumped into locker and killer just eat bait and left for gens. Why? 5 seconds stun would give me good distance to strong loop and while i am doing that, gens will fly.

    We need DS back.

    While I agree we need DS back, I don't think we should have the exact old DS.

    I'll even be more controversial and say we should get a basekit DS so we don't need to have so many anti-tunnel perks. The question is how to execute it without making it a weapon like old DS was to bully squads.

  • The 40/60 rate is perfectly fine. The issue is the execution.

    There are majorly imbalanced mechanics on both sides. Survivors suffer from tunneling hard, and killers suffer from coordinated SWF. If you change things too much or make a sweeping nerd to either side, it will shift that balance too far in either direction.

    Slow changes are sadly warranted for this situation, but they need to be smart. Individual killer adjustments, mechanic alterations that are fair for both sides, and perk adjustments are all we can hope for. Personally, I made another suggestion to add a compendium so players can learn about powers/perks/items etc easier in-game to help the knowledge check issue as well.

  • Lately I've been pairing reactive healing with self care, botony and either bite the bullet or mettle of man, depending on how I want to play. It's incredibly useful in terms of speeding up self care if you know how to space yourself near other chases and I've gotten a few surprise flashlights from healing myself up close by.

  • My biggest argument to balance her, or really any killer, is for BHVR to add a better system for learning the game, killer powers, addons, etc in an organized compendium for players to look at when they get stumped over a killer or perk, maybe even have it give out an alert when something is updated like how the shop has a constant (!) when there's a new item. Add it to the main menu or loadout screen before finding a match even. Could be something to read over while waiting for a match too.

    Figuring out how a killer works is usually the biggest reason survivors die to them constantly, as far as I've been told. Some survivors still think SM drones are the same as before.

  • @Devil_hit11 said:

    So the difference between soloq high MMR and SWF high MMR is according to these stats is 39%-48.36%. This is 9.36% escape difference which is wild. This just confirms killers saying how SWF matches are significantly more difficult to win compare soloq matches.

    After that, you look see that Bond and Kindred are 12% and 15% pick-rate with Window of opportunity being 32% pick-rate. If we add both common global aura reading perks, you get 27% pick-rate for bond & kindred collectively and 32% pick-rate. For soloq survivor, that means that 50% of their loadout is being used on aura-reading which for killer is blank perk slot while 4 man SWF does not need these perks. This is why I said that it would be greatly beneficial for survivor to see each other's aura entire trial so that soloq is not -2 perk slot every single game and does not have massive escape-rate discrepancy(from having -2 perk slots).

    Many killer have asked for SWF to be nerfed, so only question is whether BVHR will nerf SWF or buff soloq to have easier platform to balance killer around.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650049#Comment_3650049

    how is it killer's problem if survivor self-suicides when they get hooked? That would make every single killer have high-kill rate.

    We also need to consider how many killers are tunneling at that MMR, which drastically increases their killrates when successful since the other 3 can't keep up when one goes down too fast. I doubt every match is straightforward in terms of hooks.

    And as far as self-hook goes, I get survivors who do that against my Trapper and Nemesis. Don't even get me started on Sadako between the times this set of data was collected.

  • Am I the only one who actually thinks these numbers are better than we assumed before? I thought SoloQ would be more in the 20%'s and 4 man SWFs would be at 50%.

    If the developers want things to be a 60/40 in favor of killer, it's going well by the numbers. We all know nuance though, and with all the different killer powers/addons/builds and survivor stuff you definitely feel a difference in-game. Makes me want to see individual killer killrates based on MMR brackets as well, especially seeing Doctor at the bottom.

    As a side note, I still think clearer information in-game for survivor via a compendium on killers/powers/items/addons/perks easily accessible to research why they lose to a killer would be nice, with notices on killer updates/changes. Could help raise the lower %'s a tad, if survivors bother to read it anyway. We'd also need to address the need for killers to tunnel someone out and a reasonable fix.

  • I'd like to see individual killer killrates based on MMR so we can compare the kill %'s, if they have solo/SWF based on MMR I'd very much like to see where weak/strong killers fall.

  • Maybe it's because I play a ton of killer, but I feel no remorse for any survivor sounds other than Bill.

    Bill doesn't deserve to sound so hurt.

    Or maybe this game is making me crazy.

  • I'm not a fan of a few of these, but #3 got me thinking about something.

    The downside to it is if a survivor is unhooked, it shows the icon on the left when they are anyway. All it takes is a killer to look left. However, this idea can be done and I kind of know how. If the killer leaves sight of the survivor, they could have their portrait replaced with a ? sign. Can't see if they're unhooked, assuming the unhook sound is removed, and in tandem with the anti-facecamp would need to be a ways away to watch said hook if they wanted to proxy. Otherwise, the status of survivors is a mystery unless the killer has sight of them, or possibly hearing if they're injured.

    I can imagine a few issues with it though, being unable to know if survivors are being pressured enough with damage and whatnot if you can't see them damaged, and being able to look around and know if a survivor is in your sight without actually seeing them. But I imagine some perks/mechanics could be changed to accommodate it, maybe even have things like aura reading and killer instinct reveal their portrait for the duration it's active? This is just me spitballing an idea though, so don't take me completely seriously if this works or not.

    Edit: It would also be an indirect nerf to basement, unless basement had an exclusion to the rule to make it keep it's strength.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649025#Comment_3649025

    On the other hand, she does not need haste AND hindered in her kit

    How so?

    She has nothing for chase otherwise. Stealth is highly map / survivor skill dependant.

    Everything except stealth got nerfed about her and people still complain... Most of her addons are complete garbage.

    If anything needs fix for her is to have better tutorials in DBD. Is it so hard to have some manual with tips how to play as and against specific killers?

    She could have one or the other by itself and still be viable, is what I'm saying.

    She's also a very good stealth killer and can set up ambushes easily. Not to mention she also has good chase builds and addons.

  • Decided to start streaming since I'm stuck at home with health issues, just so I have a reason to talk to myself.

  • Definitely not worst, not from the horror stories I've read.

    It's much more balanced on both sides, with some perk combination exceptions and map design.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649032#Comment_3649032

    That's always the issue though isn't it? Sadako, Pig, Pinhead, Xeno, even Freddy have above average kill rates cause your average rando just doesn't know what they're doing.

    It's impossible to balance something where one side just completely ignores the counters available to them.

    I certainly don't find Skull Merchant as obnoxious as a number of other things in the game... but regardless of how well or poorly she is designed, her kill rate would always remains high because only nerds like us bother to learn how to play against her.

    Tell me about it as a 3.0 Sadako main 😥

    And honestly some of my best matches have been against SM, matches I was quite proud of getting 4 escapes because I knew which drones to disable and which to ignore to do gens. I just wish there was more information in-game for players to learn how to go up against killers they dislike.

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