Avatar

DaddyMyers_Mori

DaddyMyers_Mori

About

Username
DaddyMyers_Mori
Joined
Visits
0
Last Active
—

Comments

  • @Veroles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452533#Comment_3452533

    Do you read your own sentence at all? You said it again, you wanna control a reaction. Action or reaction doesn't matter. It is still manipulation because you wanna control someone. 

    Attempting... to... control... What is an attempt to control? You wanna control something. You wanna control a certain situation.

    You can not know something what makes people upset when you do not know this person at all. You just can guess what happens, nothing more.

    I'm absolutely stunned how people can't see this.

    It's not really difficult system imo.

    -I am not going to do things I don't like when others do.

    -if someone does a thing I don't enjoy, I will do something they are unlikely to enjoy.

    Did they know it will annoy me? I would say usually yes. There are some generic things you can do. Teabagging is probably most known.

    I hated flashlight clicking more for epilepsy tho.

    If it was specific thing for me, then they had no idea, but simply unlucky for them. It also didn't have to be them, I treat everyone as a team. Again, unlucky...

    There are things that deserve bleed out for sure. Mainly actions to deny hooking in first place.

  • @Deathstroke said:

    Wasn't made for this nerfed?

    No, they even said it's not an issue.

    And killers also have to deal with buckle up now.

    STBFL should be basekit with this amount of endurance effects.... (not really)

  • @Emeal said:

    Are Killers not supposed to be frustrating to go against? This isnt a walk in the Park kinda game.

    I don't think frustrating is what killers need.

    Challenging, scary, fun are what they need imo.

    Twins are frustrating to play as, is that a good thing? If it's not, then it shouldn't be for survivors either.

    You don't really want either side to feel frustrated. That's a good way how to lose players.

    Lately they failed at this on both sides, which is quite an achievement...

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500046#Comment_3500046

    I mean, think about it. There's not really much difference between leaving a Drone up and letting it Lock On to you and hacking a Drone if it's going to automatically Lock On. In fact, it's worse for you considering you'd have a Claw Trap on, which would allow her to track you outside of the Drone's Radius.

    Yeah, it's still better result than current situation when you need another survivor to disarm it and you can't even be nearby for that.

    If you are injured, then you don't care about lock on at all and just disarm every drone you can.

    If you are not, then you have to consider if you can get away with it.

    Even if you are healthy, disarming another drone with claw trap on you for lock on is better than another survivor, because Skully gets less speed boost and less information.

    How the hell is buff implementing something survivors can't even do currently?

    It would make her area control way worse. As SWF we would make single survivor disarm it and just take hits if needed.

    If they are injured then good, we will just use person with MFT and resilience to bait merchant to chase him.

    This creates completely new counter play survivors can do. It's not a buff at all.

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500088#Comment_3500088

    I think they could make the auras of TVs switched on appear to Survivors when they are at 2/3 Condemned stacks. That would make her basekit slightly less oppressive

    Currently TV auras are revealed to Survivors holding tapes when they are close by. Perhaps that addon that inflicts Blindness to Survivors holding tapes at 4 Condemned stacks could be buffed to hide the auras of tvs at 4 stacks too. That way Survivors are incentivized to pick up tapes early on if that addon is in play.

    Problem is that's kinda too late.

    To counter it you need them asap.

    If you get to 2 condemn stacks, get tape and she hit you, then you are at 4. From that is not really hard to make sure you never get a tape ever again and just force Mori.

  • @MDRSan said:

    My latest experiences with her are we're entering a magic period post-update where survivors' actual knowledge on how to play against her updated condemned mechanics is higher than the killers estimation of how much they know. It's certainly going to be short lived but hey - the longer a Sadako thinks spamming teleport will work by itself while a group of survivors carry more tapes around than your ill fated local Blockbuster the better. She felt downright oppressive on day 1.

    One tricky bit I have run into is finding active TVs to get a tape from in the first place. When the whole team knows what's up it can be hard finding ones that haven't been disabled by a teleport or by someone already grabbing a tape without doing a lap around the map.

    Funny is if you for example made it that survivors can see aura of active TVs, she would go back to hell.

    Simply because it would make her counter play easy to do and it shuts her down a lot.

    I think it is quite likely what they are going to do, but I guess it's better than nerf her cooldowns etc. That could result simply in being unenjoyable for both sides.

  • @vittoriotoscano said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499492#Comment_3499492

    I've played her a lot and you can easily get locked ons with her green addon as it is in some long walls and certain loops (shack). I think the 3-gen aspect is really problematic and this is just an interim solution while they work on a significant rework

    I play her a lot and it is always survivor screwing it.

    They have to be in corner of the map and even there correct play is just run away and getting injured.

    But if they want to keep playing shack and refuse to leave, it's just bad idea.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499685#Comment_3499685

    It'd stay until the Claw Trap is dead, but it's not meant to be a massive hinderance. The objective is to make her Area Control weaker, not to buff it.

    How would that buff it?

    No one can disarm when you are around

    vs

    everyone (including you) can disarm.

    Seems like big nerf to me.

  • Why bother with following by drone, when result is just claw trap anyway?

    It makes this rework simply unrealistic, when there is not really a purpose for it.

    If you can outrun it, then it is completely useless, if you can't outrun it, then there is not really reason to bother with chasing.

    All those chasing drone reworks usually end up as a bad Knight.

    I want Skully rework to focus on information and claw trap. Those things are unique to her. Another following AI is just copy paste.

    I like the idea with increasing Lunge, it's more interesting then just adding hindered for sure.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499254#Comment_3499254

    She wouldn't have anywhere near the Chase capability of Clown, it's just a little extra something to make her Drones worth more in a Chase.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499314#Comment_3499314

    I think Undetectable would be better. She'd generally have more control over when she was stealthy and I think it could open up some creative plays.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499477#Comment_3499477

    That would entirely defeat the point of the change. You may as well just leave the Drone up if it's going to lock on when disarming it.

    Small portion of lock on is useless.

    If you are injured, then it would better if you disarm it than your teammate, so merchant doesn't have multiple claw traps active.

    It would be quite big improvement compare to current situation.

  • Depends how they played until that situation.

    I usually can't be bothered to consider this per survivor. There are actions that will make me try hard, it doesn't really matter who did it.


    But if they didn't annoy me, I even let them finish gens or go for 8 hook quite often. There are actions that will instantly make go friendly mode (boop the snoot, donate item etc). They had to really piss me off, if I wil kill them anyway.

    Don't ever pick donated item. There are no refunds.

  • @nodforkiss said:

    survivors dont do gens if they are using buckle up so thats pretty OK to me.

    That's not really true.

    If used correctly you will have only one survivor there ready with For the people, so two survivors are still on gen. Then they can just cycle.

    It's basically flashlight save (on steroids), which is impossible to prevent. It's also not really that hard for SWF to do.

  • @nodforkiss said:

    this happened me on swamp map only. that map has an issue with hooks.

    It can happen on The game too.

  • You would never, ever get locked on unless survivor screwed it massively.

    I mean, this change can happen for sure, but there would need to be lot of buffs to make drones viable in chase.

    This would kill 3-gen for sure. But without any buffs, it would also kill skull merchant as a killer.

  • @Merciless_Killer said:

    Dbd players just never seem to learn that not liking something doesn't make it "badly designed" do you?

    And you think all of them are well designed?


    Wesker is well designed.

    Low skill floor, high skill ceiling, interactive chase, counterplay, fun for both sides

    Main issue of Wesker survivors have is they see him too often, that's how you know it's well designed killer.


    I enjoy playing Knight and Skully, but I think it was mistake to release them in a row. They are similar with not really interactive chase for survivors, which makes it boring.

  • Small portion of lock on? That sounds like something to never happen.

    Make it so if they can disarm multiple drones, but if they disarm drone while having claw trap, they get locked on.

    Still better than current situation where they can't even get nearby.

    If you are injured, you don't really care anyway.

  • @JonOzzie16 said:

    There really needs to be some sort of moderation on repetitive posts. It's exhausting to read the same regurgitated post about the same thing over and over. Talk about echo chamber.

    I would like that as a skull merchant main :D

  • @sizzlingmario4 said:

    I think the skill check itself is fine, however the additional 4% penalty for missing it should go.

    Sure, if you also remove any progress from actually hitting the skill check.

  • @Hermit said:

    But then Skull Merchants will not be able to play a single game 😁

    Never had full group DC....

    But I don't usually 3-gen, so that may be why.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495803#Comment_3495803

    Let's be real, being slugged is always better than being hooked no matter how you think.

    That's not really true with Sadako.

  • Everything seems good when Ayrun use it...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496030#Comment_3496030

    -never bring killer to other survivors unless you want to.

    -always know who goes for unhook

    I would definitely consider these two as basic gameplay actions.

    -always know where to go for bodyblock

    -easy spreading on gens

    I consider these as basic gameplay as well.... though your teammates sometimes don't understand how do this at times... which is impressive. I guess It depends on what level of survivor you play at.

    But you don't get information where they are, from which you run with killer.


    Action: body block is not hard

    But get into position at correct time is not that easy, unless it's from unhooking.

    Passive aura reading makes it monkey level easy.


    Only way how to mimic this level of information is full SWF with good clock call out system.

    That's definitely not something you want average survivors to be at. There is no way to balance around that.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495210#Comment_3495210

    these are basic gameplay actions. those action are all parts of playing survivor well. there should not be a mandatory perk to play survivor well. I am not sure what this would be comparable to on killer side. Its like saying killer should need to run brutal strength to unlock the ability to break pallets.

    I know it would make a lot of perks redundant and not very good but it would be healthy change for solo survivor. you would have all basic tools to play survivor well.

    That's very far from basic gameplay action.

    There is not many players who can accurately make position call outs.

    Best most can get is main and shack.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495352#Comment_3495352

    I think it's unfair to label everyone complaining as simply being bad players. Certainly some are, but the quality of an idea shouldn't come from those who argue for it, it should come from the idea itself.

    But, even if we set aside the game-feel argument for a moment, there's still the balance idea. I don't actually agree that the game is balanced around bad players, it feels more like it's currently balanced around generally decent players who don't choose to play 100% optimally all the time, which is a different concept - there's a difference between default Claudette self-caring in a corner, and a decent player that likes doing archives and gimmick builds, after all - but the fact remains that balancing the game around even decent players means acknowledging the elephant in the room that is SWF.

    Now, SWF is made into an unfair boogeyman a lot of the time, I won't deny that. Your average SWF is not an unbeatable menace that is guaranteed to give you a miserable game, and I won't pretend they are, but I will state the claim that the average SWF is still inherently affected differently by balance changes to even an above-average solo queue player. Regardless of exactly how skilled a player the game wants to be balanced around, they still need to push for solo and SWF being affected more equally by balance changes, because regardless of skill level they currently aren't.

    It doesn't take skill to say "I have -insert teamwork based perk-" or "I'm going for the save", and so those two specific callouts need basekit equivalents for the whole game if balancing is going to be properly effective.

    As for the efficiency on gens argument - this is a separate argument to the balance one, to be clear, and... I think you're maybe right, but I think you're exaggerating the effect of it. You don't exactly lose a ton of gen time when two people go for the same save because they didn't have Kindred-- it isn't nothing, and it'd add up if it happens more than once, but I would personally say I don't think it's game-changing. That is why it's a buff, btw, and not just a QoL change like that challenge tracker they added- I am open about it being a solo queue buff, I won't deny that. I just don't think it's a buff that means killers must necessarily be compensated in some way, because all it does is remove the hypothetical bottom of the barrel when it comes to match quality.

    By which I mean- it won't make your average opponents actually better than your average opponents now, but it would raise the floor of how below average they can be, if that makes sense?

    That's why I equate it to the bots- an early 3v1 shouldn't be considered a genuine advantage, but the absolute bottom of below-average resistance a team can put up. The bots are a buff in that they prevent this from being the bottom, but they don't actually raise the average. I'll grant they have less effect on the average match than solo queue buffs, because they won't even ideally be in the average match, but the overall principle remains the same. Getting an extra hook state or the opponents losing slight generator efficiency because nobody equipped Kindred shouldn't be considered a genuine advantage, it should be that bottom of the barrel; value you got because something went wrong, not because you played well or your opponents played poorly. If your opponents still play poorly, that info isn't going to help them still, so that's why I think it's an acceptable buff.

    Regarding killer balancing, too, we're kind of at the point where there's not much that killers need in terms of sweeping basekit buffs. I think what BHVR would probably do is look at which killers struggle in response to any given survivor change, and look at tweaking them specifically in some way. I think that would be just as effective and acceptable as basekit changes, but I think people overlook that kind of thing in a sort of, one-for-one "they got something we should get something" kind of attitude, which I think is a little narrow-minded.

    Any time, cordial discourse is why I joined the forums, lol.

    I think what BHVR would probably do is look at which killers struggle in response to any given survivor change, and look at tweaking them specifically in some way.

    You give too much credit to someone who thinks Myers and Trapper are fine...

    Response to changes? After two years +/-


    one-for-one "they got something we should get something" kind of attitude, which I think is a little narrow-minded.

    It wouldn't be an issue if they had regular balancing updates (more often).

    But you don't really want to see too one sided changes, when you know next "chance" for fix will be in 3 months.

    HUD was fine, it was basically focus mostly on soloQ and didn't affect SWF that much, simply because it's information that is easy to share.

    But basekit changes that affect any survivor are kinda big deal, same for killers.

    Issue with killers is that you can't really do many basekit changes, because you have to care about result for Nurse and for Trapper. That's just completely different game. But BHVR is for some reason not capable of handling changes for multiple killers in one patch.

    So many things could be improved with just number changes.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495282#Comment_3495282

    "Have killers needed sweeping basekit buffs as a direct result of the survivor HUD? Not really"

    I kind of disagree with this premise. Do they struggle most games because most survivors play badly? No. Do they struggle against against good players? Yes. Only winning when players play bad regardless of your play even if that isn't the majority of games doesn't tell me they're in a good spot. I care about good vs good matches as that's an actually objective measure of game balance. I understand we're just going to fundamentally disagree here though, that's fine.

    "anywhere problems do arise it tends to have more to do with items and perks, or map design"

    I mean this has been since the games existed and still does today. This is most matches as well. Like 70% of the maps are very unbalanced for example.

    "The survivor HUD was just a good addition that didn't really end up making killers weaker."

    I think it did some. That said, if you do believe that it didn't, then that means the real issue with solo queue never had anything to do with information, it was simply bad players making excuses. The biggest advantage of swf isn't info, it's guaranteed good players. By that criteria it means bringing solo queue to swf is an impossible feat since it's a skill issue. Which also means at the end of the day all this Kindred change is for is making bad players win more, not to actually get them closer to swf level.

    I think the game tries too hard to make people win games that they don't deserve to be winning.

    Wording is kinda not correct.

    SWF doesn't guarantee good players, there is many bad SWF groups.

    It simply ignores matchmaking, so you choose who you play with. Doesn't matter they are good or bad, but it's up to you.

  • Just because you get hit, it doesn't mean validation is not working.

    It just decided you were too slow.

  • Would be kinda pay to lose, but who cares as long it's funny.

  • If you are bad that it will always be challenging.

    But just decent players would get into top level SWF (current).

    Hardest part is to have correct call outs, usually use clock system. Most players don't/can't do it.

    Global bond would make it so easy for survivors.

    -never bring killer to other survivors unless you want to.

    -always know where to go for bodyblock

    -easy spreading on gens

    -always know who goes for unhook


    You would want to take hardest thing survivors need to learn and make it basekit perk...

  • @Devil_hit11 said:

    still think global bond would be more encompassing of a change. .

    That would be a little bit broken for survivors. There is no way to balance around that.

    It would make everything so easy.

  • I really can't be bothered to deal with 4x same skin squads with some killers...

  • It's funny to censor word "kill" in game about killing people...

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/385016/allow-us-to-ban-maps

    Wouldn't it be better to tweak maps so playing on them as certain killers doesn't feel like absolute poop? Or the maps where it feels awful to play as surv?

    Straight up banning maps or realms I feel is unnecessary and possibly dangerous. Imagine just one surv banning Lery's, Midwich, & Gideon, and another banning all indoor maps as well.

    A Myers runs Shytt-Yourself and needs a good indoor map. With this change it would be much more likely they have that build out in the corn or in the forest for example.

    You can never completely remove it. Some killers are simply bad at indoor/outdoor maps from start.

    But this mechanic also wouldn't end well.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494568#Comment_3494568

    IDC about MfT. I play Bubba, Pinhead, Spirit some dredge, plague, legion. I don't feel any problem with the perk when using those.

    For the pause - can't say I am fed up with survivor overall. It's just that Wesker even though he is fun is.... Too much present. And then you get occasional hard camp + tunnel. That's a lot, but you make it back up by those awesome fun games you get from time to time.

    However now comes ever-present Onryo with hit&run&condemn (so no chases, you just run thru map as headless chicken trying to find 1 TV she somehow didn't use yet) to the mix together with non-chasing 3-genning skull merchant. That spoils the balance too much. 3 hours of gameplay for 1 fun 15 minutes match is just not enough. It needs to be fixed.

    I called this will happen with Onryo. It was kinda obvious from their changes...


    I don't mind Wesker, he is fun to play against imo. There is not really killer I don't like playing against. Only some specific add-ons/builds, not a whole killer.

    Everyone has their reasons for taking breaks from any game. It's normal and definitely healthy imo.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494557#Comment_3494557

    i'd say ruin is only good on legion with fuming tape for 200% regression. maybe knight if you use ruin+survellance to summon guards at gens, I honestly do not think ruin is that bad perk of a perk because you can stack it with jolt/pain res for decent gen delay but it is ultimately hex perk with low reward. that is to say that your better off using another perk with higher reward. this can be said for virtually all hex perks except plaything/penti & noed. those two hex perk are legit and consistent perks that I do run on some killers. the rest I would consider gimmicks or newbie stomp perks.

    Or you sure it stacks?

    I would guess it's still 100%. They are basically same effects.


    Devour is solid too.

    I play devour hope, undying, no way out, deadlock a lot on skully. People really don't like it tho, I guess they would rather see 3-gen...

    Blood favor is decent, crowd control might be viable too on some maps after this buff.

  • Hey at least killer is still fun.

    MFT joined the chat....


    I am on break right now too, don't really need to make a post about it tho. Isn't it normal for players to take break?

    Played a lot during anniversary and can't be bothered to deal with MFT in almost every game, too much work and stress.

    I will get back maybe when new killer is released, unless they completely screw it...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494311#Comment_3494311

    you could ignore ruin undying. you just needed generator efficiency and solid looping. Most of the games during that time, I would escape them with ruin being up the entire game where I was using prove thyself. this was back when nobody was using prove thyself and then it eventually became meta which is amusing. best counter to hex totem is just doing gens fast before totems affect gameplay in my opinion.

    It depended on map and killer, but it was possible for sure.

    Ignoring oblivious status effect is way easier than ignoring old ruin tho.

    Current ruin wastes more time if you search for it than actual regression, it's kinda pathetic. It's somewhat viable only on Skully and Plague imo.

  • Why DC tho?

    You clearly won't last long in chase, when you worry about being tunneled. So you will be back in lobby faster than is DC penalty...

  • @aurum_exe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494314#Comment_3494314

    Bro the fun part of this game is the chase, everybody knows it. When i play killer, i love to chase, the action and the satisfaction when i do my job. 72 minutes a game, bro... that's not a playing a game... it's a full time job. The 3 gen strat is ok. I'm fine with it. Just don't let her spawn drones every 2 seconds. I mean, it's almost impossibile to win agains her with that strat. You have to be on comm. In solo it's a massive waste of time.

    I chase with her, quite a lot...

    It's playstyle, not killer.

    I simply focus my build on passive regression (ruin, jolt) rather kicking gens.

    Blood favor, STBFL is fun too.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494306#Comment_3494306

    What I wrote is perfectly readable, you lack the desire to read proper paragraphs or you have something that prevents you from doing so. If it is the latter then I am sorry and if it is the former that's a you problem.

    I'm not restating what I wrote when it is perfectly understandable. I didn't present any flat out nerfs to begin with and everything is either change, improvement, or addition. The only things being removed in my rework are Exposed lock-on and addons that affect generator skill checks.

    If you're going to argue with me that is great, I'm down to defend my position. You will need to do the leg work of actually reading and comprehending what I have written though. The reasoning is provided and isn't an optional portion of my initial proposal as it forms the context for my changes.

    You want easy prove it's not?

    Every skull merchant post is raided by many players. Same as MFT.

    Why do you think your post is not?

    Because everyone see wall of text and runs away.

    Your don't have any summary. You mix reasoning with actual changes all the time.


    From what I get it, your changes are bad. It would make her worst killer in the game.

    Even with my changes, which are way better than yours, it's worse Wraith.

    I tried to give you a chance for normal discussion, even suggested alternative how to fix your issues.

  • @aurum_exe said:

    I don't understand how people can defend her: "she's fun to play". Really? How can it be fun kicking generators the whole time and do absolutely nothing wandering around in 8 meters square?

    1 choose 3 gen

    2 do absolutely nothing

    3 win

    How is this acceptable. The Hens video showed 4 of the best players in comm. They lasted 56 minutes. Yesterday in solo queue, we had a game lasted 72 minutes. Seven two. 72 minutes of going back and forth, healing, running, coming back, healing... Then, after zero hooks, everybody wanted to go and started throwing the game. Icing on the cake, he slugged us 'till death, nodding all the time. I mean really? How is this even in the game. How. How it is possible to build a concept like this, not knowing in advance the implications of it. How. It blows my mind. How.

    How is it fun? That's easy.

    You mix playstyle with killer.

    Playing 3-gen from start of the game is boring with any killer, but some games require it to win...

    But you don't have to play this way, it's just more difficult than 3-gen with Skully


    3-gen is for me same as camping or tunneling. It's effective way to win in correct situation, but noone should play with this plan from start of the game. That's when issue starts.

  • Yeah, Pentimento + Plaything is nowhere near close Ruin Undying. You can ignore it.

    Nothing in the game currently on killer side is even close to Ruin Undying or even Ruin Pop.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494189#Comment_3494189

    While I use the hindered addon when I play I don't feel giving hindered on an AoE power is very balanced when attached to basekit. Drones still apply all the addon affects save for ones that affect gen skill checks which in my rework would be removed which means there is more space to add in different things that change the way she can engage with her power. She's not a steep disadvantage in any regard as the number values are effectively still intact across the board. Doubling the movement buff is an insane request to make if you understand the current values she is already working with. She gets 3% haste just for one tracked survivor so if that survivor is tracked via clawtrap doubling that means Merchant gets 6% haste. 2 tracked survivors provides 5% currently, but if those two survivors had claws in your suggestion that becomes 10% haste. At the extreme edge case of 4 clawtrapped survivors you're saying to give Skull Merchant 14% haste. That while fun is psychotically unbalanced even Machine Learning only gives a 10% for 30 seconds after you kick two gens and let the survivors finish the first gen you kicked. Chases still need to make sense from a survivor perspective so giving them a 10% hindered while in an active drone that lingers a decent bit after leaving the drone is nutty when mixed with doubled movement buff.

    I didn't talk about adding a battery indicator because that is non starter, the devs do not want us as killer players to know exact information about killer applied statuses. No point in suggesting it when I already know that they aren't going to consider it unless absolutely necessary. 4 drones is a nice round number and with my rework she'd have more ways to use drones and drones would still be a powerful passive tool, but survivors would also have the ability to impose a bit of counter pressure by making Merchant need to recover drones every now and then which gives them time to do their objective. Again these aren't flat nerfs they are changes to get players to hunt rather than constantly defend to get maximum power value. I'm shifting the power budget of exposed into the fallback ability which if you would read would aid her in tracking and even allow her to directly apply clawtraps.

    I already suggested making stealth instant rather than the laggy activation it has currently. I even wrote about how they could add a feature where she can convert drone into giving her a period of on the move stealth so we didn't even need to worry about setting a short lingering time because she'd have a full on stealth mode which could have a longer timer at the cost of burning of drone charge which again she could recover via restocking at a locker or new killer specific restocking station.

    I want you to do simple thing. Make a list of changes you want, one sentence max per point. I don't cate about you reasoning.

    Separate nerfs and buffs.

    It will be easier for me to explain why are you wrong.


    So far I know only about few points, which would make her easily worst killer in the game.


    Btw doubling would work only in specific situation where survivor have claw trap and is inside area of another drone. If you don't have this, then drone is basically useless. So he counts as 2 survivors at the moment.

  • That's probably worse than tantrum on object hits...

    You can prevent tantrum by skill, except bugged areas, which should be fixed.

    Using chainsaw and not downing survivor is normal. You can't really prevent it unless you will try to play everything super safe, which is boring.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493734#Comment_3493734

    The exposed needs to go and my proposed changes makes it so you have more ways to approach people rather than relying on waiting for 10 seconds to get an instadown and staying in a single area rather than moving about the map.

    My redesign is based on the way I play her and while it preserves a little bit of area denial it de-emphasizes that playstyle greatly in favor of giving her smoother stealth transitions, better hunting capability, and an actual non drone reliant secondary ability that gives the killer more control over their power that would be useful in chase. The reason for survivors to care about her drones shouldn't be because she has functionally useless instadown unless denying an area. This is also a rough outline I wrote before going to bed last night and we already have so many killers with instadowns we need to start making different avenues to increased lethality outside of just giving exposed.

    I see wall of nerfs.

    Only thing you are trying to buff is stealth, which we already now won't make killer nowhere near viable.

    Best stealth killer is Ghostface, guess what he can instadown...

    Except few specific indoor maps, stealth is not that good.


    What reason except denying stealth, which I don't care about it is to disarm drone?

    So far getting claw trap is way better for merchant. You have speed, you have information, you have antiloop (destroy pallet).

    There would be absolutely no reason to disarm them.


    You want to make it work? Sure, let's give it a try:

    - remove lock on exposed effect

    - increase slightly movement speed bonus

    - survivors inside drone active area are hindered for 5%

    - survivor who get "locked on" gets stronger version of claw trap (everything else + hindered) - drone gets disarmed as normal

    - increase number of drones to 5 ( you will be losing them a lot)

    - if survivors with claw trap is in active drone area, double all effects (hindered + movement speed)

    - survivor with claw trap can't get locked on / disarm another drone, other survivors can

    - stealth is instant and lingering for 10 seconds

    -show battery on HUD

  • She seems overall better to me than used to be.

    Kinda an issue is that most optimal playstyle with any build is never hook (almost). Just keep teleporting, slug and hit&run.

  • @ThePolice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493844#Comment_3493844

    true but if you're gonna buy a cosmetic you wanna see it. I will admit though my first though was PAY TO WIN?

    Not really, I am used to not see killer cosmetics. I just want to be pretty/ ugliest as possible for others to see, or lobby.

    For example one of Oni's skin has visible arrow while playing and it's super annoying.

    I will rather see less than more. But it should be +/- same as original.

  • Less visible is kinda better for gameplay, no?

    I might buy it just for that...

  • You know that most of those changes are pointless with removing lock on, right?

    It doesn't make any sense, she simply is not going to work without it.

    You have drone in area, if you stay there it gives her movement speed bonus and information.

    If you have claw trap, it gives her information and movement speed bonus.

    Without exposed status, there is not point in caring about her drones.

    Getting claw trap would actually be a bad play, because you will destroy a pallet in chase because of it.

    Who cares about her stealth on most maps? You see where drones are, so that's only direction she can come from.

  • I was against custom icons, but it seems they time has come...

1 … 6 7 8 9 10 … 39