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DaddyMyers_Mori

DaddyMyers_Mori

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  • @Slan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425447#Comment_3425447

    The strength of these perks appears when in good builds. By themselves they did little. Overcharge was not a huge deal for exoerienced survivors and Call of Brine does not tell you where are survivors hiding by itself. These perks were not strong, they could be easily countered: for COB judt tap the gen, for overcharge just do not miss the skillcheck and no problem at all, with good coordination these perks become small nuisances.

    The problem, as I pointed out before, are killers that encourage a territorial playstyle rather than hunting down survivors.

     huge deal for exoerienced survivors

    well, that's also an issue. You don't really want to have noob stomper perks in the game.

    Call of Brine does not tell you where are survivors hiding by itself

    That's why you use it with Nowhere to hide

    they could be easily countered: for COB judt tap the gen

    I could see you there and chase you away, you also need to hit that skill check from overcharge

    are killers that encourage a territorial playstyle

    Well, it's simply type of killer. Not every killer should be anti-loop/movement killer. Nothing bad about it. Trapper was first for this type, but he is also weakest from them.

    By themselves they did little.

    That simply doesn't matter. Noone used those perks alone. The combination of those perks was the issue.

  • @Bran said:

    It's okay in some cases, but it shouldn't be so easily done. The problem is mainly bhvr can't just find a quick and easy solution to stop this from happening.

    But yeah you're not wrong to be upset and want a fix to it.

    There are ways to prevent camping (I would start with removing graps), but you can't really fix tunneling.

    All suggestions I saw were either useless or could be abused. I don't really care about tunneling. I still get a chase.

    Face camping from first hook is worse imo, it's simply boring for everyone.

  • What about creating a reason to leave the hook and focus different survivors instead?

    BBQ, ruin, pop did it. All of them got nerfed. They are trying to bring it back with Pain resonance change, which is good.

    But what do I get from hooking different survivors? If I have survivor dead on hook, hooking someone for first stage doesn't matter at that point.

    I see that survivors focused gen instead of unhooking someone. Why wouldn't I go there to wait 10 seconds to get free stage? They made their choice, I decided to punish it.

    Not really difficult, all those things are valid at some point of the game.

    Of course it's not good when killers go into game with plan to tunnel/camp from first hook. But you can't really be mad when killer tries to get someone out of the game when there 2 gens left, or camp when there are all gens finished.

  • I do not get why have they been nerfed.

    They made holding 3-gen super easy and it's not really "earned" regression.

    Skull merchant made it strongest, but there are other killers that made it really good.

    Hag, Legion, Doctor, Knight, Wraith.

    Some killers made it really broken, but it was strong on any killer. I could use Nowhere to hide, Eruption, CoB, Overcharge with any killer and it was really strong. There was not really way to deny it, no CD, I just have to kick gen. You can't be near gen to stop it, because I will see you with Nowhere to hide.

    3-gen is still possible, but it's not that easy anymore.

  • I wish we could go back to BBQ, pop, ruin meta. Killers actually had reason to leave hook and focus different survivors.

  • @Chordyceps said:

    DS still works as an ant-tunnel perk.

    3 seconds don't do much...

  • Just remove lullaby, done. Why does she have it anyway?

  • @lifeisstrange said:

    You sure love the word cry, I guess you was one of those that cry about flash bang, how is flashbang an easy win that only work on one killer perfectly and not the other 29? Have some common sense. Its the same like being a doctor crying about calm spirit or a spirit=(crying about iron will) when your still able to play around those perks (aura reading)

    killers that works against cry me a river

    you were saying?

    how is flashbang an easy win that only work on one killer perfectly

    Well, this post is about Wraith. You made it about Wraith, because you are author. Other killers don't matter, they are not topic of this post.

  • so it was regular thing that got you easy win and you are crying it went away?

    it can't be both. either rare so it shouldn't matter, or regular and you just like an easy wins

  • @lifeisstrange said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424536#Comment_3424536

    Oh wow the 1 out of 30 killers that works against cry me a river, mr tombstone piece=is skilled(not),. is flash light /pallet saves no skilled also?

    if it was that rare then why are you crying it's not possible anymore?

  • @lifeisstrange said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424419#Comment_3424419

    I bet your that type of myers player that uses cheap tombstone piece for instant free moris for easy wins , flashbang is by no means no easy win and is a perk the requires skills of use .

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424374#Comment_3424374

    Whatever excuse you wanna put even if lightburn is not to go back to him the survivors should able to past by him while cloaked, acting as if a killer body block pallet/window with 0 effort and the other killers cant do that like he can effectively is pure ignorance. Also Killer instinct is an very outdated mechanic too that should not be existing no more in the game with how many aura reading perks killers have.

    it was easy win against Wraith.

    He gets near you -> drop flashbang. Wow, so much skill...

  • @Clockwork_Enigma said:

    https://us.v-cdn.net/6030815/uploads/AUEA2KB31TVF/image.png

    I think anyone can agree that this add-on is currently pointless and useless (especially if compared to Deathslinger's other add-ons).

    If I could just suggest a change:

    • Reduces the deactivation time of The Redeemer after aiming down sights by -0.2 seconds.

    This would basically make the ADS activation time and deactivation time the same at 0.4 seconds and would give some value to the add-on without making it too overpowered.

    what about decreasing activation time instead? I want back my quickscope...

  • I mainly want them to give him an addon pass, his addons suck so much and even got nerfed for some random reason...

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424375#Comment_3424375

    i just checked Steam charts. If you look at last year the player count has shown a steady line downwards. The average player count last year was 40K (exclusing the anniversary event which was 50K) down to on average 30K now (this month 29K)

    April 2022 - 29,948

    April 2023 - 30,061

    Nice try....

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424362#Comment_3424362

    And you’re basing that off of? I hardly ever come across SoloQ teams. The wait times have increased. I keep bumping into the same players. And the unofficial numbers paint a different picture. Well known content creators are branching out. A lot of negative reviews recently. The game is doing anything but well.

    Because people keep saying this game is dying for many years.

    Every year is same, lot of players get back during anniversary event, then they keep leaving until it gets to around 30k on steam -> repeat.

    This can happen on any big licence too. Wesker and Nemesis were big for this.

    30k players is far from dying.

  • this is not punishment. It's prevention.

    That's fine. It's good effect for survivors, not negative effect for killer.

  • @Ronmyjon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423980#Comment_3423980

    This is completely incorrect. Don't bother reading it. Must be wraith, or at the least killer main.

    so not even try to make an argument against it. Just say it's incorrect because author may be killer main.

    Give it some effort you lazy survivor main.

  • Did I like an easy win with flashbang against Wraith?

    Sure I did, but I don't cry it was nerfed, because I know it was broken against him.

  • @lifeisstrange said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423980#Comment_3423980

    aint no skill issue its situations where it is the only pallet or window that is available with no other ones to go to if he chooses to block that only one ther and most wraiths uses those op uncloaking add ons. Dont act as if that aint a thing.

    Why I love lightburn is i just sit on my gen and min mr ding dong thing he gonna get a hit its a instant flash bang and easy get away with it and parental guidance. Now flashbang feels dull with him not being able to be burned.

    so you just liked an easy win, we get it.

  • @wimpy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423615#Comment_3423615

    Yes, of course I did MORI. But you said "it's literally impossible to do it without getting, at the bare minimum, 2 sacrifices during the endgame collapse" and I just proved you wrong.

    *Maybe my calculator is just broken and you are right....

    It's up to the player to decide which of those is more difficult, and I agree that neither approach is easy.

    You still need hook during EGC, so not really...

    Your approach also needs iri mori, which means you are not getting extra BP from offering, so 40k BP is not really that interesting at that point.

  • or I will wait out their BT and watch them cry on tunneling. Works better...

    Had option to leave, didn't take it. Why should I care?

  • So use Distortion...

    It's good now, because lot of killers use Nowhere to hide.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423765#Comment_3423765

    I want some small buffs on Knight to make him a solid Tier A killer. Against most of the teams, the Knight is fine. But against very good survivors or some decent SWF Knight struggles a little bit, and for that situation i think Knight need some tweaks.

    Most killers struggle against good team.

    There are way weaker killers that need buff.

  • @Paternalpark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423779#Comment_3423779

    Always fun to see the new copium.

    Not like the player base is shrinking or anything. Lol.

    Not like the player base is shrinking or anything.

    Oh right, because it's so new thing.

    btw there is same amount of players on steam as last year, soooo not really. People will get back on Anniversary event, then most will stop playing again, repeat.


    Killers still have 100% bonus BP every evening. So it doesn't seem so one sided.

    But have fun acting like poor survivor victim.

  • @Paternalpark said:

    No point in coming here.

    This place is reserved for killer mains crying about stacked swf.

    Then what are you doing here? and what is author of this post doing here?

    and every player crying about tunneling, camping, slugging, 3-gen, sloppy, Knight, Blight, Skull merchant, Nurse etc.?


    Last 10 suggestions:

    4 for killers

    6 for survivors

    but it's killer main only forum, right?

  • @LiveBritishReaction said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420898#Comment_3420898

    Yes.

    1 hook action is 500 points, 1 hook phase is 200. 700 per hook.

    If you hook someone during the EGC, you get a bonus 250 points, and another 500 if they die. Add that to the base hook score, it's 1450 bloodpoints.

    If you hook 11 people during the match before EGC starts, you get 7700 points. You have room for one more hook which is obviously a sacrifice. 7700 + 1450 = 9150. If it's 10 hooks and the last person is on second stage, then that progression into the sacrifice phase compared to having a full separate hook action would be a net loss of 500 points. The only way to break 10k is to get another full hook action, at which point it can only be 2 survivors on death hook.

    There's something you're not showing me in this video. Did you mori any of the survivors? A mori on someone who's been hooked twice would net 300 points more than the third hook sans EGC, and even then you'd still need at least one sacrifice during the EGC because (1400 + 1000) x 4 = 9600. You would need either an Ebony mori, or need to 2-hook everyone twice and then mori 3 of them with Devour, before EGC hooking the last survivor—both of which are entirely unreasonable hoops you'd need to jump through just to fill out one bloodpoint category if you ask me.

    You can see he used eboni mori and last sacrifice is during EDC, because he closed the hatch.

  • @max_dragon_slayer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418018#Comment_3418018

    If you go look at mine I have suggested balance changes for him that should be fair and lore accurate for each guard

    it's better when guards are chase focused, if you buff their patroling aspect, then you would bring back 3-gen Knight.

    I don't really think Knight needs changes now. I enjoy playing him and I don't mind playing against him.

    But same goes for Skull merchant, so I can be just weird...

  • I will stand 17 meters from it, if someone goes to save I will go there to send survivor away.

    If you ever played PH, you can guess where that survivor will go.

    It also doesn't make sense, you can as well remove basement with this.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422908#Comment_3422908

    Unfortunately this would serve to discriminate between SoloQ and SWF, and only result in 'penalising' survivors playing with friends, even when this confers no advantage, such as SWF without VC.

    Not really, you simply want to encourage players to play "fill" role. It's for better queue times.

    I doubt players would be against it. Most of survivors play soloQ sometimes, if they can play only SWF, I wouldn't really care about their opinion anyway.

  • I would rather give BP bonus for soloQ.

    I don't really care about playing against SWF.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422023#Comment_3422023

    I listed astoundingly easy counters to every possible scenario brought up, but it still is a "such strong mechanic". Ok sure /s. I don't see this as a strong mechanic at all due to the plethora of counters available. Greater than 90% of downs are met with an immediate pickup or pallet kick first. Then to double down on intentional BM you would imply people would just tunnel on purpose to ruin people's experience since they couldn't slug them anymore to do so. Nothing about slugging being 'deleted', (which a 45s basekit self-pickup doesn't even go that far) would 'require' tunneling. It appears you are arguing from a 'I see this as a nerf to me specifically' standpoint, and not able to distance yourself from the theoretical. The vast majority of cases this would fix a problem, and the only matches that would be significantly impacted are the ones that matter the least, 'comp matches'.

    Removing bad things isn't bad. Wanting to keep bad things is bad. I don't defend Garden of Pain or Borgo, I think they are horrendous maps. (To be fair you can Bloodlust a lot of those pallets easy enough, so it isn't as unplayable as people make it out to be, but still miserable and in need of fixing imo.) Those maps should be fixed just as slugging should be fixed. The lows for everyone's experience should be minimized, especially when it can be done without impacting the vast majority of circumstances.

    It's not strong mechanic?

    It allows survivors to ignore slugging. Survivor got downed and wasn't hook? I don't care, I can just keep working on my gen.

    This removes slugging not really because killer won't be able to go back and pick up, but it will create 0 pressure if survivors have infinite UB.

    Slugging is currently good way to create pressure. It should be used. Some killers need to use it.

    Full BM slugging is rare, I have played against that once (this tome). It's not some super popular mechanic.

    If you see it often, then it's probably you, pissing off the killer. There are things survivors can do, where only answer is to let them bleed out. If you do that, then you will get bleed out. Nothing new.


    Thing about tunneling was that if I downed someone dead on hook early, I just slug him and chase someone else. It would be better to kill him, but slugging gives some pressure. If you remove that, what else to do? Kill him.

    Camping was nerfed, you want to remove slugging, 3-gen was nerfed. If you keep nerfing everything, you will see only tunneling. Hit&Run got back, but it's possible for only few killers.

  • I used to play him quite a lot, but he feels kind weak lately. Not really sure why.

    I played him most when ruin was still good perk and it's really good with Zombies, so that's probably why.

    Current regression perks are not really that good for him.

    Pyramid Head is simply better.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422043#Comment_3422043

    It would be really bad idea.

    why? Hooking survivors should be rewarding. I am do not know how to write this without sounding insulting. Survivors could run 0 good loops and the survivor still has potencial to escape killers because generator progression does not have a great enough correlation to killer's micro chase gameplay. To put mildly, you could run 0 loops correctly as survivor and you will still win like 50% of the time. that should not be the case... Being successful at downing survivors quickly as killer should be rewarding and survivor's chasing skill should impact their ability to complete the generator objective. Its why killer used gen delay perks...

    I agree pain res is best regression perk still but remember what dev wrote in both the healing update and 6.1 update. Running regression should be optional, not mandatory for killer. a change like this would make it more optional rather then mandatory.

    Should be optional?

    This would make it even stronger to use. They would need to nerf existing slow down perks a lot

  • @Devil_hit11 said:

    Pain res is potentially a perk that should be base-kit. Awhile back, they gave killer 2.5% regression for kicking a gen in hopes to get killer to not use gen delay perks but the change heavily missed its mark.

    A good solution to disincentive tunneling the same 1(2) survivors would be to add base-kit regression for hooking a survivor.

    Here''s an example: Entity Curse:

    1 - Each time a survivor is hooked, The furthest progress generator is regressed by 25%.

    2 - Killers start with 4 tokens.

    3 - Each time a survivor is hooked, 1 token is removed.

    4 - When all survivors have been hook once, The tokens are refreshed incurring -10% penalty towards regression.

    5 - When a survivor is killed by any means, the mechanic is disabled. The survivors get an increase of 33% increase in healing speed and a 33% increase in all repair actions called Entity Blessing.

    No, no, hell no.

    Killers really don't need this basekit. Just no

    Pain Resonance is still really strong perk. You need to make sure you use it effectively (there is a gen with high progress). You can't simply use scourge hook whenever you can.

    But it's still one of best slowdown perks. That's not something that should be basekit at all.

    It would only make already strong killers even better. It would be really bad idea.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422035#Comment_3422035

    Ghostface has a flapping fabric sound, and Wraiths breathing/wheezing is incredibly loud. As I said, over 10 meters away, and you can definitely hear them through walls, so these stealth killers can't actually sneak up on you.

    It's not 10 meters at all and you won't hear it if there is wall between you.

    Lullaby is 24m (sadako), 32m (freddy), 40m (Trickster), 45m (Huntress).

    Lullaby is active all the time, doesn't matter which floor, or what is between you. It's something completely different.

    Breathing, walking etc. are basic character sounds. Some have it louder than others (same as survivors). Probably loudest is Nemesis, he is basically T-Rex (water is shaking when he walks). So far most quiet seems Skull Merchant imo.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422025#Comment_3422025

    I mean, you can hear them coming from about 10+ meters away, if that's not a lullaby I don't know what is. Legion on the other hand is dead silent, and without a TR can creep up on you better than Mirror Myers.

    You can hear only breathing from Wraith and bell from using his ability.

    Ghostface has only revealing sound when you look at him.

    Those are not lullaby effects. If they come from behind a wall, you will not know about it.

  • @Gandor said:

    Slinger is in good state and doesn't need buffs. In top-tier he's even slightly better then huntress:

    https://youtu.be/R2PzvdWGuMg

    Have you even watched it?

    They were equal at best, he is not better.

    In most games Huntress will be better simply for her camping potencial.

  • @Seraphor said:

    Ranged killers have a lullaby for a reason, to alert the survivor that they're within attack range of the killer. Even non-ranged killers like Sadako, Wraith and Ghostface have a lullaby, despite the fact that these are stealth killers. This actually makes non-stealth killers the stealthier options for Undetectable perks or add-ons.

    However, most ranged killers can hit you further away than their TR (though with some fancy aim required in most cases). Deathslinger's range is 18 meters, which is relatively short, so maybe a 14m lullaby would be ok. For comparison, Sadako's lullaby is 24 meters...

    Neither Wraith or Ghost face have lullaby.

    Only sadako has it and she shouldn't have it. It doesn't make sense.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421149#Comment_3421149

    For about half those Killers that is the only counterplay against their power beyond "don't let them use it" which is the same as saying don't play against those Killers. Even then, as I laid out in the Oni example, it is easy as Killer to keep the 45s in your mind and return before a basekit self-pickup can happen, especially since most of the powers give an easy indicator to gauge 45s. (Plague/Myers/Dredge 1 minute is 3/4 of the bar, Oni is the entire power, Cenobite and Hag are the only times you can safely interact with their power as Surv, and nobody like Twins on both sides for this very reason.) The majority of the Killers you mentioned were in the top 10 in terms of effectiveness, so it isn't like we are kicking a Trapper/Clown while they are down. Also with Myers he still has 1 hit downs while carrying, so that scares people off from saves or allows for preventing bodyblocks on hooks.

    Massive buff to Survs - There is no (realistic) world where this would buff Survivors by "a lot". Maybe a teeny bit (1-2% kill rates at most), but not a massive sweeping change that would impact normal gameplay.

    Perks - Also as I detailed in the previous post when they adjusted the perks, they stayed the same or were nerfed because they weren't proportionately buffed. Even then, in the playtest numbers there were only 2 normal numbers to worry about, UB/Expo 22.5s, and basekit 45s. No Mither... well if you're worried about the No Mither pickup timing, you have greater problems in this game. Once someone picks themself up at half the time then you can know to not slug them, and the problem solves itself.

    The only reason to remove these pickup speed boosts is if we should remove all timer changes, from coop gen slowdown to Monstrous Shrine hook timers to gen regression perks to Botany/Desperate Measures heal speed changes to everything else. If you want to do that, then just play customs where no one brings perks.

    I guess people just want to see more tunneling...

    It's amazing that anyone would want to implement such strong mechanic, just because of some killers BM.

    So same to you, if you don't like this "BM". Just go play custom, where you can agree on not slugging :)

  • I was thinking about Special infected as a killer, but we already have most of them in game. (their power)

    The Hunter - Demogorgon

    The Smoker - Deathslinger

    The Charger - Wesker

    The Spitter - Plague

    The Jockey - Twins

    So only missing is boomer I guess and Witch is basically Bubba

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420663#Comment_3420663

    Yeah, 45s is more than enough time to do your Killer taxes, kick the gen and pallet, chase off the would be rescuer, and pick them up before they could pick themselves up. Thanks for agreeing. Ultimately how long the timer feels is based on the pressure someone is under. With no pressure or massive pressure it could feel like forever. It could be 25s and feel like forever thinking "okay I have to kick the pallet I downed them at, hook them 3ft away, go use Pop, and chase the person who was resetting the boon for the third time." All that took no time at all relatively speaking, but with thoughts racing at a mile a minute it could be overwhelming to some. At the same time someone uninterrupted on a gen for 90 entire seconds could feel like it went by super quickly since nothing happened for them to pay attention to.

    5x Deliverance - I wasn't aware you get 5 first hooks where you needed to rescue someone else first. I also wasn't aware you were hooked the milisecond you get downed. I thought the Killer had to actually pick them up and walk them over first.

    Space Bar Broken - As in that is the only excuse to not pick up (within 45s).

    Power drop on pickup - So Oni and ... that's it. You could make an argument for Ghostie, but as a Ghostie main I'll just say no. You lose your power anyways when swinging (in the majority of cases). With Oni however, you get 45s of power, subtracted by 7s per down. So even if you try to snowball from an instant down the milisecond after you start power and find no one, that was only 38s of the Survivor being slugged, so you can keep that in your mind and pick them up. Also if you managed to get all 4, it takes 45-28s for 17s of power, and you still have that 28s to pick up the first downed Survivor. Then you can hook them sequentially in the order of downing, easily within the timeframe. Even if they start crawling, they can't recover, so your timer to find them is even longer. This wouldn't kill Oni, it would kill an avenue of BM. (Also pickup early to save Blood bar as Oni is very helpful in any case where you don't know where someone is at.)

    Survivor downed under pallet requiring pushing the other Surv off - Which can be done well within the 45s time limit. If it takes a player more than 45s to get them far enough away to get the pickup, that Killer player honestly needs to practice against Survivors closer to their own playtime in order to understand how to play. If the entire team is swarming the area, then gens aren't being progressed, and eventually they will all be injured, and die. Still a win for Killer.

    Oni -> it stops his power, which can be big deal unless you know about some big blood pool.

    Plague, Dredge and Myers basically waste part of their power instead trying to get maximum value from it.

    Cenobite if someone got cube.

    Hag if someone triggered her trap.

    Twins get 4 second stun for each down with Victor, it's way more effective trying to slug and get Victor on someone before going for hook.

    Ghost face doesn't really have to slug, unless he screwed it and triggered expose status on multiple survivors, but that's missplay.


    It would kill an avenue of BM? not really, If I want to BM, I am going to do it anyway.

    Killer can just kill everyone else and watch single survivor bleed out. I have done same thing to survivors who were abusing boil over before nerf, or bug where they were stuck next to wall and I couldn't pick up. They teammates try to save them? So what when I can insta down them again. It's same thing for basekit UB.

    It wouldn't stop BM, it would only buff survivors a lot.


    Only situation where this would be acceptable change is if you remove every perk that makes it faster, so it's not variable, but constant time, which you can play around.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374674/skull-merchant-stealth-changes

    i don't think skull merchant is meant to be stealth killer. She has 2 second of undetectable in drone radius but I believe this is not for stealth. its related to red light mechanic at loops. Beast of Prey grants undetectable when reaching bloodlust 1 but the perk originally was not about stealth. it was about hiding red light and undetectable shares same status effect as hiding red light.

    The anti-red light is supposely meant to make skull merchant more difficult to loop at tall-wall tiles when a drone area is active. It is not for stealth. You can use an oblivious add-on called brown noise generator that grants 15 second of lingering oblivious to be stealth killer if survivors ignore drones and do not disable them.

    if you want to play stealth killer, consider playing Wraith or Ghostface which have on-command stealth. You could also try John Medical file Pig as stealth build. Skull merchant is in a fine place now in comparison to her PTB unlimited 3 gen state. There is no need to change anything.

    Otz has video on youtube called Knight vs Skull merchant that showcases how to play skull merchant. These change are terrible and unnecessary. They put her into a worse position then PTB iteration of the game. Stop trying to delete killer powers and turn the killer into an m1 killer with no prospects of chase.

    I love how all Skull merchant "reworks" make her useless, I guess they want to fix her by nerfing into oblivion, so they don't have to play against her.

    But I will bet none of authors actually main Skull merchant.

    I play her quite a lot and I am fine with her. I don't really mind playing against her too.

    I would make it so only survivor with claw trap can't disarm drone to help soloQ, but that's it.

  • She is kinda broken on Midwich, but I usually don't mind her on other maps.

    She is still m1 killer, I treat her as Legion.

  • Damn that sucks, we need another Sadako?

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420108#Comment_3420108

    If you don't have tracking perks, you still have a brain, ears, and eyeballs. (ideally, sorry if you are playing with 1 eye or any other permutation.)

    30m hide fight - That isn't impossible, but as long as they weren't doing gens, you can report them after the game is over (with video as mentioned in my prior post).

    Killer AFK - The statement was more accurately the Killer can reach a gamestate where they can win by going AFK. Nurse can get the 4 downs super quick, then get a coffee or go to the bathroom and still come back with a win, either from nobody bringing UB, or because she can do the same immediately upon returning.

    Survs at gates - Again, Killer has agency in this scenario. Killer can attack to push out, or leave to ignore or clean up pallet/wall BP. Survivor being bled out has no agency.

    Team play - That's why I included not only the 45s pickup as an option, (which would require the team to distract/provide interference long enough to happen) but also a duo pickup from the ground, where 2 Survivors could pick each other up when slugged.

    Mori System - I already covered that you can stand near hatch swinging to indicate you are giving it as Killer, but the ability to choose mori/mercy would have been a good improvement. I highly doubt basekit pickups at 45s would be a massive nerf/change to kill rates. As long as they float around 60% BHVR is happy. I would argue it would alter this by 2% max. The vast majority of Killers never even get UB used against them, because they hook people when they get the down. Heck, in the past month I have only had 1 Killer match where UB changed the kill count of the match, (down to a 2k from a 3k) and I knew I should have hooked the person first anyways due to their playstyle. So if I wasn't on autopilot it still wouldn't have gotten value.

    45s pickup lead to selfish gameplay - Why is the Killer incapable of hooking the Survivor? Is their spacebar broken? It isn't like they have to go to the opposite corner of the map when they get the M1 down before picking them up, they are literally under their feet. They can get the hook to force the altruistic gameplay with an unhook. Not difficult at all. The only circumstance remaining is intentional BM.

    Basekit pickup change ground recovery speed perks - Which they did in the playtest. They kept UB at ~22s self pickup, (same as current) and by not adjusting Exponential's numbers they actually nerfed it from ~16s pickup to ~22s pickup. Again, nothing is stopping the Killer from picking up in this 22s timeframe.

    Add more hooks - Attempt a Sabo play where you sabo a hook, Sprint Burst to another hook, and they still have the time to reach the third hook. There are more than enough hooks in the vast majority of instances. Also maps where Boil Over is a problem already have 2-3 hooks available even to perkless Killers. The only caveat may be the need to kick a wall before picking up, such as on Eyrie in the top corner with the window. You can fall with ~3s of wiggle progress and still reach the hook within 5s, not even the 11 extra needed to wiggle.

    Power Struggle - Yeah the perk that only also works with a second perk, Flip-Flop, and a teammate not on gens giving the Killer a massive advantage. Even then it is limited to pallets, so they are burning a macro resource. I also never thought someone would be a mad enough lad to complain about a gigachad meme build, but here we are. Also, with 45s basekit pickups and PS+FF you need ~14s of recovery instead of the current ~10s, which is almost a 50% nerf. Also even in the 'horrific' scenario of a teammate going down on pallet and someone else in the vicinity, just chase them around the pallet. You have plenty of time to get the hit or force the pallet. Because of the spawns it is also unlikely there is another pallet in the area, so they have to give you injuries/downs. Even then, you are acting like 45s of an effective incapacitated status effect with a chase on another Surv is this unwinnable game position, which seems vastly out of touch with reality. Especially given Eruption with 25s Incap made Survivor unplayable for many people who hard quit the game.

    you think 45 seconds is a lot? Hook stage is 60 seconds.

    You will die after 4 minutes of being slugged, so with infinite UB basekit, you have 5x deliverance.

    Killer has broken space bar? What?

    You have killers who lose their power if they pick up survivor, of course then need slug.

    Survivor died under pallet and I see another survivor nearby? of course I need slug and push him away, if he is in bad location, it's good idea to commit and force another survivor to help slugged. That's lot of pressure.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419695#Comment_3419695

    The issue is agency. If Survivors clicky clicky teabag at the exit gate, I can force them out, or leave and wait out the timer. I have a choice to end it sooner, and a choice to ignore the stimuli. If a Survivor hides, I can kick a gen and look for them around it, and if the gen stops sparking when I return, I know they are still somewhere there. I can still try to do something to advance the game, look for the Surv(s), and if I brought Nowhere to Hide, I can often get a free hit. If I need to find a hiding Survivor, they need to actively hide to play the game. If a Killer bleeds me out, I can recover (to 95%) for Survival BP, or crawl. Neither action lets me have true agency to progress the game, especially if all remaining Survs are slugged as well. Also once everyone is downed, a Killer can choose to just AFK and win. Survivors can never reach a state where they win by AFKing. A basekit solution exists for a Killer to end the match, (seek them out, or hit them to force out) but there is no such Survivor basekit solution for slugging, be that self-pickup, ally pickup each other from the ground, or a hook suicide equivalent for the ground. No agency equals a problem.

    The hatch aspect is an edge case, but I understand their logic. When Survivors hide and refuse to touch gens, to get them banned you need 10 minutes of proof no gens are being progressed(IIRC it was 10m). That is strictly holding the game hostage. A Killer bleeding out the 3rd Surv while looking for the 4th is more often than not holding both those Survs hostage in spirit, even if not strictly against the rules. The Killer in that scenario is forcing a minimum of 4 minutes where the Surv isn't allowed to do anything, up to 8 if they nearly bled out one then they got picked up and the Killer repeated the process with the other Surv. The Killer holds the game hostage (in spirit) for those (typical) 4 minutes. It isn't bannable, but since the effects are clearly along the same lines as the bannable equivalent, I can understand anyone wanting it to be banned. I personally wouldn't think it is a problem as long as the other Survivor got chased within the next 30s. Essentially if you 95'ed your recovery, you should be able to give up, same as a hook suicide.

    Another facet is that some people could think of themselves as a Martyr keeping the other player(s) away from the player base as long as possible before ending the match. They will take the 'L' and keep playing in an unwinnable match, if it means the scumbag opponent(s) doesn't get to 'torture' other 'victims'. I've seen both Survivors and Killers play with what appeared to be this mindset. Both sides have basically played to keep the opposition in the match as long as possible (typically under non-bannable lines).

    The problem with the Mori system, was that it encouraged a speedrun to the finish by slugging all Survivors. It had 0 hook state requirements or anything. The Survivors could still play if they had the perks, (or the basekit UB) but were denied their use. The basekit UB gave 45s to pick up Survivors. Heck, even a classic snowball case Oni, has his power last 45s (-7 per down.) Even if you managed to down all 4 Survs in order, there was enough time to hook them sequentially, due to the reduced power duration on down.

    The main problem is everyone is acting like those 2 features needed to be connected, but both could be implemented in various ways to still be decent. The 45s pickup was perfect for even normal matches, as it would only reasonably affect comp matches, which don't matter. The Mori finisher could have been implemented only when 1 Survivor remains, so you could down them for the Mori Finisher, or stand away from hatch in LOS to indicate you are giving it to them.

    If you don't have tracking perks or tracking killer, you will never find them until they get bored. They can ignore crows by dropping and picking an item.

    Record I had was looking for them almost 30 minutes (28min). You will never hold game hostage that long with slugging. That's why there is a timer for it count as win condition.

    Killer can be afk? Killer managed to slug 4 survivors at the same time, how was that afk? It's not really that easy (depends on killer).

    Same logic would be survivors waiting during endgame collapse instead of leaving, they already won, but making game longer without doing anything. Let's report them, of course....

    They just nerfed self-healing, it seems like they want survivors to actually have some team play, not everyone be self dependent.

    Noone liked Mori system also because you wouldn't be able to give survivor hatch after downing them. It kinda needs to be connected, because basekit UB is massive buff for all survivors. It doesn't have to be connected with Mori system, but there have to be some feature for killers to balance it.

    45 seconds is not that much, survivors can ignore slugged survivor and work on gens instead, it will still be more effective then helping him (unless that survivor is on deadhook). So yay, let's promote selfish gameplay, what could go wrong.

    Also with base-kit UB, you would have to remove all perks that make recovery faster, because they would become broken.

    Also add lot of hooks on some maps. Nerf Boil over, so survivors can't create situation where only counter is let them bleed out. Not really an option with infinite UB, when they can use soul guard to take hit.

    Power Struggle can make it so I can't pick them up, just let yourself down under pallet and have teammate show himself, so killer can't pick up. Only thing killer can do is slug at that time, or take basically DS. Survivors won't care with base-kit UB.

  • @Kirarozu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418962#Comment_3418962

    There is literally no counter play to slugging aside from letting other players bleed out. How do you not understand that? I have to hide for the whole bleed out timer. I can't help that we had a DC or my team sucked. Slugging to deny hatch should be a reportable offense.

    There is no counter? Soooo is there a counter to hooking a survivor?

    Both situations need another survivor to pick them up. Slugging is faster for killer, but survivors basically have more health states.

    How is it that much different?

    Slugging is effective if you can immediately start another chase (three survivors not on gens), or when you have limited duration power -> Oni, Plague, Myers. Twins too for different reason tho.

    It's situational thing killer can and should use.

    But it's not straight better than hooking a survivor.

    How do you not understand that?

    Slugging to deny hatch should be reportable? Little bit entitled, aren't you?

    So survivors hiding should be reportable too?

    Not sure what is your logic behind it being reportable, if you try to pull up not doing objective, or make game longer. Hiding is same.

    I don't really have issue with it. If they hide and waste my time, I will let them bleed out, when I find them sooner or later.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419353#Comment_3419353

    Uhhh, why are we talking about skull merchant now?

    And how is sadako a defending killer if the tvs don't even spawn near totems and the TV cooldowns are so long at basekit? That's like saying Dredge is a defending killer because his lockers sometimes spawn near the gens and totems

    Yeah, my bad. Too many comments are hard to track on mobile.

    Sadako, just remove lullaby. So she is actually stealth killer with teleport. That would be valid.

  • @jkingwallace123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418689#Comment_3418689

    Well how can the devs improve her chases she’s literally a hit and run killer like wraith

    She doesn't need it. Not every killer needs to be good in chase.

    She is defending killer. 3-gen, totems

    She can also work with multiple chasing perks and use her power simply as slowdown for survivors.


    I would allow other survivors to disarm drones even when survivor with claw trap is nearby to help soloQ. That's about it.

  • Last two survivors, no chance for comeback, so I just want to give other survivor chance for hatch.


    Of course it's bad to do it if more survivors are alive.

    Even when killer facecamp you from first hook, if you #########, you just killed your whole team and killer got free 4k. If that chase was decent, you can get 3 out, or at least 2 escapes, if you try to last on hook as long as possible.

    But that's simply about mentality of the player, even when you remove killing on hook, if they don't want play, they won't. So what if you save them? They will just run into killer to die anyway, or just DC and take penalty.

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