DaddyMyers_Mori
DaddyMyers_Mori
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444921#Comment_3444921
How is being tracked for most of the game useless? It’s like having build in Barbecue.
She isn’t viable in her current state because everyone DCs the moment they see her.
Also, would love to hear you solution. Feel free to contribute.
Information perks are strong on killers who have power to end chase, or have high movement speed to use that information.
She is m1 killer, you think anyone would care that she sees them? M1 killer, I can see all survivors at once and I can do nothing about it.
We already ignore them while we are injured. Your change would just make everyone ignore them all the time.
Go play killer without using your power and just use multiple information perks. If it is that strong to have information, you should have no problem. That's simply not the case.
You will probably want to argue that she gets faster, sure do that experiment with clown using only yellow bottles. That works.
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@mca240 said:
Her drones are her eyes in the sky right?
Her drones will be stationary. When a survivor enters the radius of a drone, two scenarios can unfold.
- The survivor runs away from the drone. The drone will follow the survivor at an x amount of speed. Skull Merchant will see the drone’s aura much like Nemesis sees his zombies around the map. Once an x amount of distance is created between the survivor and the drone it will become stationary again until the next survivor steps into its radius.
- You run at the drone and dismantle it. It will result in a claw trap. She can track you with her radar and it will give her haste (like currently in the game). The claw trap will not disappear until the survivor becomes injured. Her drone will be out of play until the claw trap disappears.
In both cases she will use them to track survivors. The exposed effect will be removed from the game.
Yay, another change that makes her useless and survivors can ignore her drones.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444748#Comment_3444748
Yeah, but thats still worse than now, where I could get a full down.
You could maybe get full down if you are lucky. But most of the times it's pointless waste of time.
Group of survivors can deny it easily and single survivor will have to fake unhooking till you hit him. It's dumb counterplay, exactly same as DH.
BTW full down is better than two hits? How that works?
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Spirit and Blight need only some addon nerfs.
Nurse is fine.
Wesker is fine. Maybe make it so infection progress stop during chase.
Artist is fine.
Plague is fine.
Skull merchant is fine.
Trickster needs buff.
Dredge, Knight need some addons partially basekit. But nothing major.
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@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.
She is nowhere as bad as Freddy.
I play her quite a lot, I enjoy playing m1 killers overall. She is not really weak killer.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444746#Comment_3444746
Hex affects the whole map
So I guess skull merchant drones should cover whole map too. Nice idea.
You have two area effects and try to compare it with global effect.
Her drones are really like boon totems. You can remove them, but they will get back sooner or later :D
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444028#Comment_3444028
Well for example, in the game 'Depth' the team of 4 divers (survivors) start with 30 respawn tickets, as the divers are killed by the sharks (killer), they use up the respawn tickets. Once the ticket counter reaches zero, the divers can then be hard eliminated from the game.
With this type of system applied to DbD, it wouldn't matter if the killer targeted the same person the entire game. All tickets would need to be used up before anybody could physically be removed from the game. It would make "tunneling" and "camping" pointless, and ultimately, a sure way for the killer to lose the match.
What the ticket pool ought to be for survivors might take some experimentation though.
Oh right, share hook pool.
Hell no, soloQ is bad enough. It would be amazing for SWF.
I would love to see one troll using all our hooks while running towards killer.
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@Emeal said:
Why would they allow Survivors to be able to unhook next to the Killer without consequence?
How easy should Survivor be?
You would still be able to trade 1 for 1. Hit before and after unhooking.
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I think it would be better for the game overall to just remove it. It seems like another outdated mechanic to me.
It's like DH, it has counterplay, but it's stupid.
You have to keep faking unhook and hoping killer will not guess the timing. It's exactly same with Deadhard, but survivor is the one guessing.
If there is a squad you won't get it anyway, someone will simply block you while survivor behind them unhook.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444076#Comment_3444076
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?
Funny is when boons work like this, it's fine.
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@Yoshirama said:
Having a cooldown to put a drone every time someone hack one
No longer activate drones by distance, so she have to move if she wants to activate it
No cover two floors with one drone
And if somehow they rework her, maybe she can’t put drones over gens, but over structures that maybe block windows and pallets and expose you in ten seconds, idk
yay, nerf her into oblivion.Without any attempt to balance it. Why not remove her instead?
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Let me swap back to Charlotte while Victor is "stunned", then I am fine with her.
But 4 seconds after each down is painfull.
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This game is horror game against stealth killers. Otherwise it's game of tag.
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Then don't play m1 killers. They are not for all players.
Play Nurse, Blight, Spirit, Wesker and be happy. Why do you have to make whole post, just because you don't enjoy playing a killer?
I enjoy playing her quite a lot. I play mostly m1 killers, so I am used to it. She is not that bad, she is one of killers that can use hexes really well. Ruin or Devour will carry you a lot.
Just git gud.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443045#Comment_3443045
Explain how it is hard to pip as a killer? I can load into a game right now and kill 2 survivors from tunnelling and I would still get 2 pips with 0 effort.
"Tunneling is NOT an issue, it's a legitimate strategy on killer's side and survivor should just learn to COUNTER PLAY it."
And what counterplay do you have in mind? EVERY Anti-tunnelling perk has been nerfed except one, and that's OTR.
DS - Nerfed and makes 0 difference, the killer will still continue to tunnel within 3 seconds
DH - Nerfed, I've seen it in two games since it's nerf so that should just go to show how bad it is now.
OTR - Still strong but useless when you are hit while being unhooked
FTP - You have to be extremely lucky for a teammate to be running this (1% equip chance)
BO - Nerfed, if I had to give it a statistic for actually working i'd say 5% out of 100%
BT - Base kit, no one really uses it anymore and you're almost always hit while being unhooked, makes 0 diff to being tunnelled
IW - NERFED, people who use a headset and soundw, it makes 0 diff to them and they can still hear you
Even with ALL of these changes it is obvious survivors can do nothing against being tunnelled because tunnelling rose to prominence so quickly after they were all nerfed, DH was the last straw before hunting season and now it really is open season for killers. If a killer is dead-set on tunnelling you there is NOTHING you can do. I see it time and time again and every single match where someone DC's it's usually because they're being tunnelled.
end game builds -> nerfed
3-gen -> nerfed
camping -> nerfed
slowdown perks -> nerfed
Everything except tunneling was nerfed, perks that did promote different strategies were nerfed. Probably best time was during BBQ, pop, ruin. All of those were nerfed.
Only thing that got buffed back (was nerfed to oblivion becaue of CoH) is hit&run, but there is only few killers that actually can use it properly.
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@Huge_Bush said:
Okay, no more buffs, but how about giving him an add-on that allows him to permanently stay in stealth mode, survivors can’t break him out of it, he can’t mark people but can see their auras through walls the whole time?
so DBD actually gets to be horror game again? Not just game of tag
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@Emeal said:
OKOKOKOK I got one. I always wanted this one, its called Magic Trick.
Unhook another Survivor to activate
If you are unhooked and the killer is near, Jump into a Locker within 30 seconds and become teleported the the locker furthest away from your location. The perk then deactivates.
Flavor text: "Taadaaah!"
Ok, that sounds really cool. Not sure how it makes sense for survivors tho.
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Killer aura reading? Hell no. That effect is so strong. It's not just camping, everyone knows where killer goes. That's so strong.
Survivor aura reading? Sure
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He will always have power to easily injure survivor. It's not m1 killer with no other power.
His power got lethality too, which is not that hard to get with some addons.
I enjoy playing him quite a lot, he works very well, if you bring some perks to help you in chase. Enduring, Spirit fury are great, Bamboozle can help a lot too.
Legion is way better than used to, I enjoy playing him. There are killers that need changes way more. There are some easy QoL changes that would be nice, but not that needed.
But as we saw from Ghostface changes + PH, there is not really clear order for killer changes, so there is always a chance.
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@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439879#Comment_3439879
That's the beauty of making the obliviousness basekit. If survivors ignore the drone, they will be oblivious while Skull Merchant can get to them faster. Then they can choose to hack it, removing the oblivious, but instead giving her a longer lasting haste that only counts for 1 person.
Sure, her stealth isn't great on open maps, but she'd still get the speedboost of potentially multiple survivors if they just ignore the drones.
And I assure you, her chase would be massively stronger with the Strobes addon. Have you actually seen it in action? I've posted a video. It lets you catch up in a lot of loops.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439923#Comment_3439923
And the reason why her 3gen is strong is due to speed + Lock On. It forces survivors to work on gens injured, since they'll never be able to avoid becoming instadownable.
https://www.youtube.com/watch?v=DOGiSRprxNo
Take a look at this video. The strobes are significant, and make many loops unsafe if used correctly. Obviously they also use the action speed addon, for faster pallet kicks and pickups and stuff.
I do agree her 3-gen is still a problem, but BHVR actually said they're working on a way to fix 3-gens. I'd personally like to see the ability to bring back another generator for repair, if you go through a lengthy action first, like charge up a station. So you'd have 4 gens to pick from, but only need to finish one of them.
Either way, I think it would be very interesting to experiment with these Skulle Merchant changes in a PTB at least.
oblivious is way weaker than exposed status. Easy as that.
If I want I can play Plaything + Pentimento for oblivious. I don't have anything to make drones as dangerous as insta down.
You already have speed boost, your changes didn't change that aspect at all.
You added something that is from addon and you can get it from perks and removed something you are not able to get easily and is main thing that makes her drones dangerous. Something you can't ignore.
I don't care about oblivious status at all, hindered and speed boost is supposed to be strong? Is Clown strong killer?
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This would kinda work, but she would be weaker than she is. You would throw her into Sadako realm, but Merchant doesn't have any broken addon like her.
You don't need to play 3-gen for sure, but lock on is quite important part of her kit, so you can't simply ignore her drones.
info -> m1 killer only is not that big of a deal
chase -> it's not really that much better than already is
stealth -> it's useless on open maps
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It's interesting from all possible maps, this is map you pick for rework...
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@DaveyTheDuck said:
I think the knight’s kit should have more focus on chasing 2 people at once instead of just chasing one person twice. like, micromanaging is really fun on this killer but the lackluster guards and the really restrictive patrol setting kinda suck which just leads to players feeling like spawning guards on top of loops gets more value.
I mean, if you want to win with a Knight, this is already how you play.
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It's hard to define what is "meta".
Windows of opportunity is most used perk, but I wouldn't really call it strongest perks.
You would also have to lock all items, perks etc.
It would nerf quite a lot of perks. Mainly franklin's demise tho. I like to pick build based on what I see in my lobby. This would remove that.
Not worth it imo
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Ok, but I want to prevent playing against any Ace player and if they switch on it, it will kick them.
Sounds reasonable for sure...
Just no, do you really think Nurse would ever find a game with this system? You can as well remove top killers.
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Ok, you can selfheal, but it will take 60 seconds. Easy fix.
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@max_dragon_slayer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423765#Comment_3423765
Ok how is this
Assassin inflicts blindness/oblivious and exhaustion during hunts only on the hunted
Jailor locks vault locations in the location of the hunted and can atc unhooking survivor during hunts and causes broken status when hits are successful
Cornifex breaks pallets that he passed through and begins regression on any gen not being worked on and inflicts sloppy butcher upon hit
That would be kinda broken.
Knight doesn't need it. He is fine as it is.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432830#Comment_3432830
Im not naive, ofc its up to bHVR to make sure the trigger system works and cant be abused.
But it general practise, this is the best way the game should deal with face-camping. cause in any other way just leaves the Face-camped survivor with the same experience. tunneled off the hook and back on the hook. if we teleport the Killer awway the Survivor gets a full reset and the Killer might learn to play by running into someone else or having to learn by dealing with a full reset survivor.
yeah, but if it happens on multilayer maps (killer wasn't camping), it would suck so much for the killer.
Getting teleported away is big thing, you could easily lose whole game for it.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432794#Comment_3432794
Correct and its a terrible solution to face-camping, one survivor will still suffer and I thought that was what we were trying to improve on.
A much better solution would be to teleport the killer to the otherside of map + 10 sec power cooldown, that would give Survivor proper time to reset.
Teleport killer away? Really?
We definetly couldn't abuse the hell out of this. That's probably one of worst anticamping ideas I have ever seen.
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You really have no room to argue anymore since hits are validated by server.
Maybe if your ping wasn't bad, you would see hits properly.
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You can as well remove Nurse and Blight/Spirit.
They would never find lobby.
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I like Dead Dawg Saloon as both roles. Mainly because it's really unique map compare to others.
Some killers are pain to deal with there, it's definetly more killer sided. Survivors need to use main building well for sure.
If shack didn't have breakable door, it would be quite balanced map imo.
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Basically only worry is abusing this system, so just spawn more hooks? That should fix it.
There are maps where it can be impossible to hook survivors for sure, but you can just increase amount of hooks and create some fixed spawns -> Badham basement for example.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427685#Comment_3427685
You could still tunnel the obsession out with max stacks and could still pretty consistently retain max stacks once you get there. Not to mention the camping and tunneling issues which are still there depending on how camping and tunneling are changed
So killer managed to get to max stacks -> 8 hits and you worry about tunneling obsession? really?
What a broken perk, you only need to get 7 hooks...
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427614#Comment_3427614
I mean yeah all good things, except deathslinger demogorgon nemesis and knight don't need buffs or stbfl
Deathslinger doesn't need STBFL? That's new. Unless you want to play each game with Bayshore's Cigar, you need STBFL.
M1 attacks (perks) is only thing he has going compare to other ranged killers.
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I don't really get what you want.
Nerf killers? Nope
Buf soloQ? Sure
There are possible buffs to survivors that wouldn't affect SWF, but help soloQ. Mainly information buffs
Like show survivor perks in lobby, or on loading screen at least.
Show survivors aura when there is survivor on hook -> so there is not multiple survivors going for unhook / none.
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"But m1 killers need it" ok, then buff them.
Sure, let's do all that in one patch and I won't care about STBFL nerf.
Let's buff Deathslinger, Clown, Doctor, Pig, Demogorgon, Trapper, Sadako, Nightmare, Knight, Skull Merchant, Nemesis.
Then you can remove, or rework STBFL for all I care. Good luck with that.
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@Boons123 said:
I have an idea to prevent her from using the "3 Gens" strategy.
The survivor who hacks the drone for the second time can turn the drone in his favor
There will be a "reverse lock" which is activated after the survivor has been within range of the drone for 15 seconds
Increases the speed of basic actions (generators - heal - rescue) and not secondary
The Skull Merchant can return the Drone in her favor using the Radar and she will receive a short cooldown
This helps the survivors break the "3 gens" strategy and punishes the skull merchant
I don't have any ideas to make it better and more fun but I came up with this idea
To sum it up:
-survivor needs to disarm dron -> get claw trap for 45 seconds
-next dron disarmed by this survivor is going to be hacked instead -> it would give bonus to gen repair etc.
-skull merchant can get it with her power, but get CD (probably same as when she activates a drone)
-hacked drone would be displayed to both sides (probably)
-so whenever this happen, skull merchant will get it back asap. So not really any bonus action speed from this.
-she gets CD, but she has her drone unlike claw trap, where she can't use it at all.
Claw trap changes are already doing what you are trying, but it's just more simpler and better for both sides.
It gives bonus to merchant in chase, but she can't use that drone for 45 seconds.
She is nowhere near as good at holding 3-gen like before. She used to have only 10 seconds cooldown, claw traps were recharged, you had to disarm it twice and mainly CoB build was really good.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427420#Comment_3427420
Well that's your opinion
But do you understand that what is required to convert the drone in favor of the survivors requires the same survivor to penetrate the first drone and then turn the drone in his favor? That is, other survivors cannot turn the drone in their favor unless they all hack the first drone
Uh, right, after turning the drone in their favor, the survivors need to hack at least one drone to turn the other drone in their favor, and so on.
Or you think something else?
Thing is your requirement is nothing new. It's a thing survivors need to do anyway.
When skull merchant can go there and get it back, it simply means she is not allowed to leave the area. Your change is forcing her to 3-gen. If I leave and they hack it, then I have nothing to do about it, I have to walk across the whole map to get my drone, that's so bad. So when they can hack my drone, I can't leave that area. I have to stay around, so they won't get bonus from it.
I like to play in a way to use drones as slowdown, whenever I find survivor on gen, I use drone and I chase. This playstyle is probably what most survivors would prefer, but it would be punished by your change way more than 3-gen strategy. If you stay in my 3-gen whole game, I don't care you hack my drone, because I will get it in 5 seconds back. That's actually better for me than claw trap. But if I want to leave and chase, then it's terrible for me.
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You can think it is killer only challenge. Done, fixed.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424985#Comment_3424985
Thank you. Not to mention, that it is definitely possible to win 12 hook matches, you just need to do it right.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425620#Comment_3425620
I rarely DC and if, then because of a bug or because I'm really mad. Really really mad. Most times I will continue to play because I do not want to be a bad teammate. And if I see no use in continuing playing killer I just go somewhere to a corner and afk.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425460#Comment_3425460
My idea to prevent camping especially with strong camping powers would be this:
1) A killer can't use their power in a 16m radius around the hook, which is the distance the game grants you minus-points for "proximity to the hook". We already have this for certain killers: Artist, Twins, Skullmerchant, Knight or Dredge. Bubba, Billy, Oni, Huntress, Myers, Slinger, Nurse, Blight, Doctor, Wraith, GF, Pig(?), Hag(?), Trapper(?) and PyH should not be able to use their power around a hook. These are killers with insta-downs or killers with a very strong base-kit, range attack or the ability to tunnel easily. Those marked with (?) can be good at camping certain spots or because they have inbuilt Insidious. Problematic killers to fix around hooks: Plague (red vomit) and Wesker (vs. fully infected survivor). Since plague collects her range attack somwhere on the map, you cannot simply say that she looses it around the hook, but maybe she should just not be able to puke at all around a hook. Wesker can insta-down a completely infected survivor who is going for the hook. Sure the survivor could spray themselves but this reveals your location which can be tricky in certain scenarios. here I think it would suffice to make a bound dash attack against a fully infected (and healthy) survivor a normal grab and throw. This could be abused against both killers though which is not ideal. This should also only span one floor too to make 2 floor maps not abusable. basement should count as one floor though.
2) Remove healthy grabs. I am fine if an injured person can be grabbed, but if a healthy person unhooks this should be a trade.
3) If the killer stays in 16m around a hook or returns to that area after 5s, gen speed is increased for all other survivors by (insert reasonable number here)% as long as no other survivor is present in said area.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425085#Comment_3425085
Never. Because they can, because they want it easy (like the killers who just camp & tunnel).
1) sure if it gets activated after 5 seconds (so killers can use their power to leave or get value from BBQ etc.) and it doesn't work if killer is in chase, so it can't be abused by survivors.
2) sure, that makes sense.
3) I don't think there is reason for this. At least not in same patch as 1). First should be big enough nerf for this, not really need to add more imo. It gets kinda messy with maps like Midwitch, or RPD, where you are in area, but not really camping (different floor). Power disable would be annoying enough for this. After they make sure 1) system works properly and camping is still an issue, it may be possible, but I don't think it would be needed.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426793#Comment_3426793
It would seem in theory that it would make the killer too weak
But realistically, it may be beneficial for you if the survivors try to turn the drone in their favor, and then you turn it back in your favor, wasting their time.
Moreover, you know where they are and you earn (haste) status.
It's like when you read the description of "Mettle of Man" and think the requirements are plain and simple
I already know where they are with current system. It doesn't bring anything good for merchant.
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Yeah, sounds good to me. You could stil slug single survivor for pressure.
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Seems like git gud issue...
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426273#Comment_3426273
Read carefully, I said (the drone was hacked for the second time), in other words the survivor needs to remove the first drone and then get the trap claw (45 seconds) and then penetrate the second drone and turn it into his favor
Why punish? The legion punishes if he misses his hit, Victor punishes if he misses an attack, the knight punishes if the survivor captures the flag, the nightmare punishes if the survivor was awake, the trapper punishes if the survivor closed the traps, and others
This suggestion punishes the skull Merchant for adopting a strategy (3 gens), and this is because the drones are close to each other and can be easily transformed in favor of the survivors.
The Skull Merchant is still able to turn the drone in her favor with the press of a button and with a cooldown period.
But if the drones are close to each other, multiple Survivors can turn the drones in their favor (such as 4 drones in favor of the survivors) and if the killer returns a drone, the cooldown prevents her from quickly turning them back in her favor.
In short, drones are a double-edged sword
Your playing well does not mean that others will not use the "3 gens" strategy and procrastinate the match for as long as possible.
Dude, it just stalls the game for a long, boring time (35-40 minutes) back and forth.
No matter how she uses her drones, survivors will be able to get this.
I can use this on loops, random gens, they will be able to disarm them twice.
It's like if I disarm second trap of trapper, I can ignore it but he will get trapped while walking over it. It doesn't make sense.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/375342/boring-meta
This is why often times you just don't listen to some survivors. It isn't worth it in the long run as some people will complain about anything they lose to or just doesn't allow them to just play like a bot.
I would say you can see this on both sides.
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@Boons123 said:
I have an idea to prevent her from using the "3 Gens" strategy.
The survivor who hacks the drone for the second time can turn the drone in his favor
There will be a "reverse lock" which is activated after the survivor has been within range of the drone for 15 seconds
Increases the speed of basic actions (generators - heal - rescue) and not secondary
The Skull Merchant can return the Drone in her favor using the Radar and she will receive a short cooldown
This helps the survivors break the "3 gens" strategy and punishes the skull merchant
I don't have any ideas to make it better and more fun but I came up with this idea
Why would you punish killer for using their power?
Her 3-gen is nowhere near strong as before. CoB build make it kinda broken. It's not really an issue anymore.
I enjoy playing her and you don't need to hold 3-gen to win the game.
Your fix simply doesn't make sense. Survivors are there -> I use my drone. They keep going there and I get punished for it?
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Queue times...
Is that hard to understand?
Multiple mods work if you have one queue for each mode -> both teams have same amount of players.
DBD actually needs two types of queue for single game mode and you need 4x more players in one of them.
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@Milo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426168#Comment_3426168
Excuse my ignorance, but how did Ruin/Undying hurt people with sensory problems?
You don't see totems when you are blind? probably...
First version of undying was kinda broken tho. I don't think Ruin was supposed to be nerfed this much.
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There are still valid slow-down perks. Issue is that actually best slowdown perks for the game were nerfed most.
What do you have left?
Deadlock, Jolt, No Way Out -> those don't really force you to play differently, you can tunnel, camp, slug whatever you want.
I still believe best meta was during BBQ, pop, ruin. This build forced killer to leave hooked survivor and target different survivors.
Deadlock, No way out works even when you camp from first hook. You don't have to do anything for it and that's an issue. It's basically same as CoB kick gen meta. You don't need to do much for this regression.
I love pain resonance change. It's decent slowdown that is trying to get an effect of BBQ (playstyle). I wish it wasn't scourge perk tho, but it has some benefits for sure (you can choose not to use it).
I think they are trying to create more chase oriented meta with self-heal and slowdown nerfs, but result is different. Tunneling is simply best way to win by far and there is no reason to spread hooks, which I think is main issue.