CookieBaws
CookieBaws
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- CookieBaws
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Comments
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"Oh no, i can't instantly reset after a chase." OH NO.
Cry more.
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no
I can see Megs and Soma in 90% of games.
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Problem is this perk very unrealistic, you don't to chose who to chase.
As a buff, i would suggest reveal the furthest not yet hooked survivor via killer insticts. And increase duration up to 60 seconds.
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It recreates the probmem TCM currently have. Forcing survivors/victims to play a certain charecter to get advantage. It limits creativity very bad.
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It's a luck based challenge. At 1st sight it seems easy, but no. You have to throw games just to do this one. 10m is very small and they only way a killer would go for saboed hook, it's when they don't see what is going on. which is very rare.
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Agree, back when maps we actually dark, reagents did wonders. But now it is look weird.
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Xeno is a chase killer, he has nothing if you don't get caugh. Use turrets, they make noise when Xeno is close(even in tunnels), even in undeplyed state. See/hear turret make noises and it's near you - hide.
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Not unbreakable for sure. Just an option for an instant bleed out.
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Absolutely not.
This game is already toxic enough. If a game is finished, who cares what your teammates did. Stop being sweaty stat chaser.
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I just wanted a hook counter for each survivor.
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Sounds fun.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525748#Comment_3525748
Here's the thing. If the team realizes your plan of chasing that 1 person until their downed, youre not only giving them the greenlight to slam gens but youre also giving the greenlight to that 1 Survivor youre chasing to use up all the resources on the map which should normally be split across all 4.
Youre best way of going about is dropping chases to occupy as much time as possible to as many Survivors as possible to drain their resources and have an easier time snowballing as the game goes on
It's not always viable strategy. Most killers cannot pressure map. If survivors know where/how to run you, you are on mercy of RNG.
In presence of Adrenaline, MFT and Resilence leaving people injured is a horrible idea.
Games as a killer are either gen-rushed or stomp survivors. No inbetween.
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You have nothing to complain about???
This perk is a rare gem. I would love to get killer with it.
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@Crowman said:
Is MFT bugged?
It is not, but i can't play majority of my killers because of that.
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I do enjoy solo. Even If a game goes bad, i can just die on hook and go next.
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Then go and play them on above average mmr and tell us results.
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"Killer needs a strong anti-exhaustion perk"
No, weed an actuall build-in mechanic. You know, not a band-aid crap bhvr does.
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But that's the point of playing killer. Getting kills
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Free Kindered - yes.
Anything else - noooooooooooo
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The perk is wrong in general. It gives you a lot for almost nothing, if you can run a killer. Pair it with Resilence and Hope.
This perk is messed up and should not exist as it is.
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Whole point of losing an emblem points when survivors heal doesn't make sence to me.
I wish it wasn't a thing at all.
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I wish we had kinda Bond or something to tell us where other survivors are.
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@Monlyth said:
It's very easy to stick a biopod next to every generator, and the rate at which EMPs spawn isn't enough to keep yourself uninfected without accelerating them.
The thing is it won't help you much because the killer still have attend the chase. Tagging doesn't do ######### on a bigger scale.
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I like it, i feel more independed that way. I don't need to run half of map to heal. + It's only slighly slower than normal.
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@Brimp said:
I mean even with the stronger EMPS in the PTB he was still oppressive and I played in a custom with people that actually felt like playing. It's just his most effective playstyle is chasing with overclock rather than setting up multiple cams around the map but might have changed with the EMP changes. I still think you shouldn't be able to run while charging and emp and go from there.
I can see that, but why not play any other killer that can 1v1 better then?
I might be high, but Skull Merchant's kit is way better that Singularity right now.
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Amount is alright, but the duration is very rough. At least Skull Merchant got SOMETHING for losing a drone.
But this killer gets NOTHING.
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@adam1233467 said:
Him is one of the CORRUPT INTERVENTION dependent killers, you have to put biopods on the generators when corrupt is active, but the biopods cooldown is to loong imo, 1 minute
Yea, emp effect is way too long.
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@Gandor said:
I can imagine onryo. But that absolutely does not work w skull merchant. Before the patch she was super boring weak killer. Now she is super boring killer
Her is power is questionable - yes. But i see people not giving any attention to her drones unless you plant them on top of a gen.
Even haste for trackers is not that great because you don't have lethality to use it.
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@Caiman said:
Passive Hemorrhage on M1 would kill every passive healing perk.
Which one tho? All passive healing is an instant. Besides only ada's perk.
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I wish it was just 4 hooks.
Pushing killers to not tunnel just for a chance of a small setback is very bad.
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@Zeidoktor said:
Why Knightss guards are so dumb?
So the Knight himself could be the brains of the outfit.
Do all guards go through pallets? I thought it was only the Jailer (the one that chases longest)
All pass through windows/pallets, but they get slowed a bit.
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@roundpitt said:
https://forums.bhvr.com/dead-by-daylight/discussion/367298/why-knightss-guards-are-so-dumb
The devs use Unreal Engine to develop DBD which comes equipped with an AI system. It uses Behaviour Trees and Blackboards. They probably forgot to handle pallets which are in the “dropping” state in their Behaviour Tree.
If you notice, pallets which are already dropped will be walked through by guards while pallets which are dropped during chase will be considered impassible by guards. The guards think that pallets in the dropping state are impassable.
They either did this on purpose to cover up a bug or just forgot about this and now they don’t want to fix it.
Yea that's exactly what is weird. They can pass through them, then why even make them to adjust their path buffles me.
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@Mooks said:
Or maybe.. the killer just doesn’t suit you at all but may be something others can play with? Don’t get me wrong, she does need adjustments, but it’s not as bad as some make it out to be. It’s more the general M1 hit problem and not specifically Skull merchant problem that most people complain about.
Her adept is impossible unless you get negative IQ survivors
its not that hard to get a 4 K with decent map, RNG in your favor and good addons, sorry but if you are being remotely serious here this is a skill-issue.
there are plenty of casual players on both sides. Not everyone is only focusing on highest skill levels.
That is the point here, what is "SKILL" are you talking about???
There is no skill involved with her, unless survivors play the worst and hand you hooks.
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@Timmylaw said:
I woke up early to get her adept before survivors learned how to play against her, I player her for about 10 hours day 1 and tried multiple different builds. I think she's worse than trapper unless you're going to camp a 3 gen all game
Yep she is VERY weak on basic maps. But on the Game(Meat Plant) and any 2+ level structure her drones are ultra potent.
But that's it, on any other map she is VERY bad.
I got adept on yamaoka estate just because of survivors being too altruistic.
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Honestly, they should just set self-healing speed to 50%, not affected by anything positive.
Because it is faster than BK + Self Care. That's insane.
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@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/366279/my-fair-nerf-to-coh
My concern is the very last bit about the boon being snuffed on hook.
That falls into the issue I see all too often if "Nerfing Circle of Healing in a way that fails to account for the use of the other Boon perks"
IF you running CoH, totem will be snuffed. If not - you are safe.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/366279/my-fair-nerf-to-coh
It's actually at 75%, not 50% healing since the healing boost it gives affects the self heal itself
If this were to be fixed I think it would fix a lot of people's issues with it
That makes a lot of sense actually. I was running BK and SC, and it felt somewhat slow compared to solo boon.
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Because trapped shack is like a mouse trap. Only swf have control over it.
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Problem is not a growl, it is the speed Wraith is moving, by the time you hear it, he is already sniffing your butt.
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@H2H said:
Killer is too frustrating nowadays and it always feels like the outcome is out of my hands. This is why I only play survivor.
Agree, it would not be that bad if time to down a survivor wasn't that long, also while healing being soo free, In current meta it's so lose- lose.
Chase to a down - lose gens, Drop chases - no hooks>no pressure>lose gens.
Me: WHAT DO YOU WANT FROM ME?!
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@Dsnooz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349934#Comment_3349934
It's a total gamble if the survivors will want a friendly game or trust a nurse for a friendly game.
But it's still possible.
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Get the addon and then play one frendly game. done.
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Or make it so you can't reboon snuffed totem and you need a new one.
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I would remove vault speed boost entirely, tiles in this game already busted.
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Challenge: don't complain about every killer perk as survivor main.
Difficulty: IMPOSSIBLE.
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"Thanks" god Erruption is nerfed to a useless point.
Thanks for buffing niche perk.
But what about Dead Hard, CoH, Resilence keeping vauilt speed bonus when you removed from spine chill.
Unbalanced maps, RNG etc.
What about it????
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@Distortion_Enjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340276#Comment_3340276
The killer not seeing specific information is a balance and a design decision.
How is Hook States is a balance NOW!? Killers know who exactly they are chasing +- Different Character/Clothes.
Killer knows who is on death hook with already aviable sources, what is the point in hiding hook states at this point?
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That's like 2 garbage perks and 6 copy-pasted offerings. Not big deal really.
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Agree.
Also there is always people who sweat or stream, they will have no shortage of killers.
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@mr_Beast_Artist said:
Dear developers at the moment, luck is just unnecessary garbage. Please make it more tangible. Jumping off the hook at 4% is unrealistic and only upsets in the end. Yes, there are perks and offerings, but even in this scenario, how many times will you jump 2 times out of 10? I ask you to make it so that luck would be 25% and increase with each hanged survivor by 25%, then the risk will be justified, since the camping maniac is very annoying and the survivors who scored on your salvation are just an exit to the lobby. This is the pain of a solo survivor. Also why doesn't luck affect chests? Why not make it so luck will upgrade an item or even add an upgrade to it.
Please work with this mechanic.
I really liked how you improved the useless bleeding for assassins.
Let's now improve the useless luck for the survivors.
Just remove Luck. Simple.