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Devil_hit11

Devil_hit11

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Devil_hit11
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  • @Gandor said:

    As surv main I don't mind the perk one bit.

    The only issue with the perk is information. I think obsession should know the perk is in game at least after 5th stack is gained - possibly even sooner.

    Taking stacks from killer is the side-quest and reasonable counter.

    And if you need to nuke it (I still don't think it necessary), then all you "have to" do is count m2 hits for loosing stacks (so there's no way around hitting obsession).

    you can tell when the perk in the game by looking at the killer animation. it should also be pretty obvious for how fast killer catch-up to you after you are injured.

    ---

    personally I think i would put a portion of the perk base-kit reducing the cooldown of killer to 2.25 and weaken the perk to 2% per stack. It would kinda be like what they did to brutal strength where brutal strength used to be 40% so they put 20% into base-kit and weakened brutal to 20%.

  • @Leon_Scott_Kennedy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475262#Comment_3475262

    That’s all of their arguments, that mft extends chase and that’s too op, are chase perks supposed to just be useless? I just don’t understand their logic it makes no sense to me, a good killer will be able to play around any exhaustion perk or mft

    are chase perks supposed to just be useless?

    yes? I wonder why killer would complain about a perk that prevents them from downing survivors and makes their objective harder. /shrug

  • @DaddyMyers_Mori said:

    I play her a lot and this is massive overkill

    agree.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475683#Comment_3475683

    Even after a rework regarding 3 genning, she’ll still be a shitshow to play against. She just places a drone over a generator, kicks it, you cannot immediately disarm the drone, she’ll make you waste resources (pallets) and makes you heal longer with SB.

    SM needs a rework from the ground up.

    what about killer player that do not 3 gen and play her normally? there are players that enjoy playing skull merchant as an m1 killer.

    @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475842#Comment_3475842

    They bring CoB, Overcharge and Eruption with SB most of the time. They put up a drone after kicking the gen. Normally, these perks are not that good. However, it takes a while before you can remove the drone. Meanwhile she injures everyone with SB so yes, she’ll get downs eventually.

    Even premades struggle against her. As a solo player it is not worth my time.

    strong premades do not struggle against her. skull merchant 3 gen is learn to play issue.

  • not necessarily. in practice corrupt intervention has had no counter until now. if you stealth, you provide the killer slowdown. if you do not stealth then corrupt improves killers early game. plot twist opens up the door for survivor to counter the perk making the perk more risky to run. corrupt will no longer guaranteed value if a counter is introduced. The problem is that no mither is too bad of drawback for players to run the perk. This means that BVHR might invent perks in future that cost 1 health-state to activate but provide some bonus which could be paired with plot twist to counter corrupt intervention in the future.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475108#Comment_3475108

    3 genning isnt even an issue, its stupid killer design like knight and mid merchant. On any map thats not dead dawg survivors splitting progress will eventually pop the gens. Just knight and mid merchant stop that from happening.

    But who cares? Half the roster being unplayable on every map is fine as long as 3 gens dont happen anymore!

    na 3 gen are possible on every killer. every killer has different-level of power in 3 gens. some are really good at it while others are little bit worse. It is just that against very very pinnacle top survivors, 3 gens are not viable. you are not going to win a top-level team as wraith playing 3 gens even on dead dog saloon.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475053#Comment_3475053

    if that happens any killer without insane mobility will be unplayable. Ormond level gen spread isnt viable for most killers.

    in order for bvhr to kill 3 gens, every map must play like Ormond.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474508#Comment_3474508

    no, Ormond is a disaster.

    the gens are spread out and its IMPOSSIBLE to pressure.

    even a 3 gens on knight is UNTENABLE.

    The dev stated in q&a that they do not like 3 gens and would like to change them. So if they do change 3 gens, every map will be like ormond. in other words, unplayable vs good players. I imagine at one point, they will make every map have ormond-level type gen spread. Some maps may increase in total map size to accommodate the change.

  • make not be affected by survivors on the hook. that version sounds like a campers dream.

  • for me, 0-2k is loss. 3-4k is a win. 4k is greatest win, 0k is greatest loss.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473940#Comment_3473940

    you know what is funny? Nicolas cage's new perk Plot twist counters corrupt intervention

    Don't you have to be injured to use Plot Twist?

    yes you need to be injured but you cannot leave after you injured someone in risk that your perk gets disable for spreading injure pressure....

  • @LobbyDodgerLeonidas said:

    There haven't been any buffs. They want you to hook a survivor then immediately run all the way to the gen on the furthest side of the map and go for 12 hooks while gens are done in like 5 minutes. It doesn't compute. It's seriously way too easy to show the aura of the gen with the highest progress or auras of survivors within x meters of gens after hooking a survivor to seriously encourage not camping. I mean survivors got basekit BT and soon to be Deliverance

    you know what is funny? Nicolas cage's new perk Plot twist counters corrupt intervention. It put you into dying state which automatically disables corrupt right at the start of the trial.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473871#Comment_3473871

    That perk at least has downsides. Which is the main difference between dead hard and the other perks. MFT literally has no downside, it does not counter some toxic killer strategy, nor does it have any requirements. It just HAPPENS, 100% of the time.

    accoding dev's, slugging is unfun toxic strategy so we should implement base-kit unbreakable. /s. The perk does counter deemed unfun strategies.

    The drawbacks is that it has half-up time working only when injured. do you want it to work when healthy as well? It also does not work when exhausted. All good perks in the game are often 100% consistent and have a powerful effect that the player values. that's kinda what meta perks are. Maybe one day they'll invent killer perk that gives haste or hindered for the killer that find the perk difficult to play against and want to counter it without having to run those really bad exhaust perks like genetic limits..

  • @Clockwork_Enigma said:

    I've made a post like this before, but I'll say it again since I've had experience with the new Waterlogged Shoe Hag: Nemesis should get a speed add-on.

    There's an add-on in his arsenal that genuinely does not synergize well with his kit and I think would make for the perfect add-on to change the effect of completely: Iridescent Umbrella Badge

    Here is my suggestion for it.

    Iridescent Umbrella Badge

    A glass-like badge molded from the Fog itself. It represents the corporation that pushed far beyond ethical and humane science.

    • For each Survivor that is Contaminated, The Nemesis' movement speed is increased by +2.5%.
    • Every 60 seconds after a Vaccine is used, an empty Supply Case will refresh with a new Vaccine.

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    This not only incentivizes Nemesis players to get hits with Tentacle Strike, but also synergizes extremely well with practically every single add-on there is in The Nemesis' kit outside of zombie-related add-ons.

    This would also give Nemesis the ability to get contaminations at a much faster pace to allow him to earn the maximum potential of his power, thus allowing him to start causing destruction the likes that the Trials have never seen before.

    I think this would be perfect to have for Nemesis because it would create a more interesting playstyle as and against him. Survivors would have more reason to vaccinate and Nemesis would have more reason to contaminate.

    Nemesis should get a speed add-on and I really think that it should be the Iridescent Umbrella Badge's effect, not an Exposed effect that is too limited to use.

    4 survivors infected is 5.06 m/s for nemesis. that is really fast.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473853#Comment_3473853

    So your chart is full of it quite a bit TBH. To start with, clown is still affected by it because it counteracts the slowdown a bit more than running normally. As mentioned instadown killers don't care much, nor do blight nurse and spirit.

    Twins very much is affected by it, i'm not sure what you mean by that, but the extra speed definitely makes it easier to dodge victor.

    Cenobite definitely cares a little because again, it makes it easier to dodge and the movement speed applies even when you are chained. The chains right now BARELY make it so you catch up to the survivor if you land a perfect chain. For example, look how hard fixated counters him.

    Dredge? ######### are you on about with that one, dredge is basically an M1 killer with a "leave the loop" power. MFT allows you to "leave the loop" faster and get more distance than you normally would.

    I'll give you wraith.

    Trapper? Are you kidding me? Trapper is HEAVILY affected by it because his power is pretty garbage in general as it is.

    MYERS? he is literally an m1 killer!?

    Billy i'll give you he has instadown, but its more about curving which MFT can make harder.

    Demo?!! are you nuts? MFT makes you run FASTER than demo while charging shred, whereas normally demo moves at the same speed as survivor (with that addon), this MEGA makes a difference, think back to when they nerfed the addon so he still moved slower than survivors and how terrible he was and they quickly put it back before it went live from PTB.

    Ghost face is another m1 killer basically with a stealth component, but ghost face very much is still an m1 killer.

    PH i'd say is arguable but seems fine.

    HUNTRESS?! 103 vs 110 is HUGE when you can huge those insane rocks that she can't throw over, they become infinites without bloodlust.

    Deathslinger, see huntress

    Nemesis, in theory yeah, but in practice it hurts him pretty hard, try playing him sometime at high MMR.

    Artist is same as dredge, her power is a "leave the loop" power, so it allows the survivor to leave the loop faster.

    Knight is a "leave the loop" power

    Skull merchant is a "leave the loop" power

    Singularity is HEAVILY affected by it, because as it stands if you run duration, you can JUST barely catch up to them just before the duration runs out to tank a pallet stun, but with MFT you don't get enough distance, so he basically becomes an m1 killer you predrop pallets against.

    Wesker i'll give you

    All the bad ones i give you as well. All in all, i'd change your list to this:

    https://us.v-cdn.net/6030815/uploads/BA5FPNBWBJTO/image.png

    Moreever though, you did not address the main point of this thread. Which is that it is 100% free, survivors just get it, for getting hit. They are rewarded for making a mistake.

    being injured as survivor is impossible avoid almost. they are not rewarding for making mistake. you get empowered for being 1 shot. Nicola cage perk Dramaturgy is on PTB and it grants 25% haste for 2 seconds. so whole DH for distance is clearly coming back to DBD. Now killer chases will be extend in an impossible to counter manner for most killers since almost everyone will be using that perk.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471980#Comment_3471980

    What?!?! No way! That certainly isn't completely ignoring the potential issues I laid out about the change how Survivors wouldn't even be able to reach the gen before being downed. /s

    The issue is hypermobility and instadowns abusing (proxy) camping. Survivors can't move cross map at a speed other than 4.0. Hypermobility Killers can circle the map and make it back in time before someone could even reach the gen. Instadown Killers could potentially Insidious camp, with the added bonus of being able to move. Say you get Crotus Penn with the gen and hook on one of the legs on either side of Killer shack. The Killer can stay at the edge of that map leg, and get all the benefits with none of the risk.

    I know too many lower skilled players fall prey to Insidious camping as is, but this allows for a mobile camp station. Even in soloq if you go for the rescue and it is camped, you have to go for a trade, which isn't possible against instadown or hypermobility. Instadown, well instadowns, and hypermobility hits twice from the proxy camped distance before the rescue can happen. If they aren't camped then you have to wait for someone else on the HUD to be shown as in chase, which could be too late and force a second stage on the assumption of camping. Additionally the hypermobility Killers could get a hit then head back to hook, knowing they can get the injury and the before mentioned camp double hit before a trade.

    Of the 2 alternatives I listed, the shorter CD allows for more frequent use with the current method. The other option at least ends on placing a Survivor in the dying state, which covers the instadown case, and at least stops it after downing the would be rescuer forcing moving out to another gen to set it back up for the hypermobility case. That doesn't change that it likely would be a free win at that point (2nd stage on the initial hook, and 2 Survivors hooked at the same time), but at least its something.

    The perk functionality has not changed in the sense that bonus it provides is still same and the counter-play is also the same. The yellow generator gives survivors free 5th perk that works similar to Feng Min's Alert perk. you get to see killer's location briefly. As for proxy-camping/face camping, there are some changes that will occur to that. Killer do not need Trail of Torment to camp with undetectable. Other killer add-on's and powers have that functionality already and there is no issues.

  • hag's been struggling since base-kit flashlight changes. they're probably buffing her to keep up with more experienced survivors.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472277#Comment_3472277

    Condemned Kills should not be a guaranteed or common thing. With the changes the aim is to make it a threat which rarely happens, if you take your time to remove it. So it is more a bit of built-in Slowdown.

    You can compare it to Pigs Traps. A Headpop should be rare, the main reason is the Slowdown provided. Condemned is the same.

    You can compare it to Pigs Traps.

    pig box have 12 searches and with crate of gears & bag of gears, each search takes 19.67 seconds. let us just round it to 20 seconds. 20x12 = 120 seconds. that is not even accounting the time that survivor take to run to each box. let's just say total time to remove reverse bear trap is 1 minute and 30 seconds. that is equivalency of being incapacitated for at least 90 seconds. people talk about how eruption was 25 second incapacitated and how that was unfun and too strong. these traps are legit x3 value when active.

    How you can compare this amount of amount of unconditional 0 time waste slowdown for the pig to less then 3 second to take out a tape followed by running to another TV as one-time walking distance? As soon as you finish tape, there is usually generator nearby to work on. No way is the slowdown comparable. tapes are survival, not slowdown.

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472166#Comment_3472166

    Spirit released in 2018 and has had busted addons ever since she was released. Here we hare nearly 5 years later and she's finally getting some reductions so that her addons are just "really good" instead "completely insane"

    Given that's how long it took for spirit blight will probably have addons that "really good" instead of "completely insane" in 2025

    Even nurse had a similar time frame, released late 2016 and had completly insane addons all hte way up until January of this year so it took them about 6 years to do it for her

    edit: moral of the story is that top tiers get to hold their place for 5 years before they get their insane addons nerfed

    The problem is that when "strong" killer get their add-on nerfed, the mediocre killer never get good. they just below average or stay terrible in some cases. Even average killer never get good to a point where they're worth playing for many killer players.

    Like when is Clown going to get good where he is worth playing over Spirit or Blight? Oh that is right. Never. What about Nemesis? Legion? Trapper? Freddy? Trickster? Demo? Pig?

    Both Spirit and Sadako are getting changed in this chapter. Spirit is one of the stronger killers when using MDR and Sadako is arguably one of weaker killers at least if we go community ratings. Spirit will get weaker and will fall into mediocrity but Sadako is not guaranteed to get better. She might still be mediocre or even bad because... well she's m1 killer. The mediocre stay mediocre and the strong killers become passively worse.


  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472379#Comment_3472379

    What passive pressure? only way to get condemn at all is when you get hit or get hooked, which shouldn't happen in any meaningful number against pure M1 killer like her.

    Pinhead, on the other hand, has completely passive pressure you don't even need to do anything, has decent anti-loop too, and also has greatest tunneling addon, what sadako have? sub two-digit seconds of "slowdown" every 3 hooks? on a M1 killer?

    pulling out a tape and putting it in a tv 10 meters away is not going to slowdown anything. The best slowdown is a survivor dead. The slowdown is the mori. I don't understand @Sava18 take.

    @Xernoton said:

    From what I read Sadako is basically getting the Freddy treatment. Everything is changed to be as boring and linear as possible, while also being awfully weak.

    You will not get to teleport because TVs will be turned off, and even if you do, what's the big deal? You can't condemn survivors holding a tape other than hitting them or hooking a survivor, which means you can't slow the game, which means you don't have time to commit for chases, which results in even less pressure and faster games.

    All of this is fueled by the fact the only way she would be able to make condemnation a threat is by playing hit and run (she can't end chases quick enough), which also doesn't work because there is more of an incentive to deactivate her power now, which forces her to run around the map like the powerless killer she is. Funnily enough, even if she should manage to magically gather condemnation on survivors, it's no trouble at all. You just go to the nearest TV and get rid of your tape. So, it's like Freddy's dream world where it technically is a slowdown but in reality it does so little and the rest of your power is so bad that games are going to end faster anyway.

    It just doesn't fit together. This feels like they just mixed up the pieces of a douzen different puzzles and expect them to create a cool new picture. But really all it does is create a mess.

    I am understanding your point of view on the changes more.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472347#Comment_3472347

    No, condemn was definitely designed to be a slowdown mechanic that when ignored results in a loss. This mori slug thing that willie made meta was never the intention. Insta mori is crap design because it was never intended to happen unless the survivors were negligent.

    dead killer.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472332#Comment_3472332

    15 seconds for 1/3 of her power. It's not directly comparable to killers with one singular power like Blight or Spirit. The point of the changes is to make condemn passive slowdown while nerfing the actual ability to do the insta mori thing, that results in her tp having a cd.

    that is not going to go well. that mechanic is not design for slowdown. Slowdown is crap. it is design to instant kill you. so she might be useless.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472316#Comment_3472316

    15 seconds isn't all that much for a secondary part of a 3 part power.

    spirit has 15 second cooldown on phase walk. 15 second is massive for killer. that is 15 second where killer cannot apply pressure to the game. its free gen pressure aka free gen-rushing. it should be 15 second cooldown to apply condemn globally. not 15 second cooldown on tp. I guess we will have to see in PTB how nerfed sadkao is.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472086#Comment_3472086

    STBFL is already a good pick, most people already run it, but I think now it is going to be even more necessary than before because of the rework.

    I mostly use addons to boost the invisibility, it can make her a monster on certain loops, sadly, the only "effective" form of anti-loop she has requires addons, because basekit she is significantly lacking. Im curious as to how the Manifest/Demanifest changes will affect this.

    Im curious as to how the Manifest/Demanifest changes will affect this.

    it won't change at all. there is nothing in documented changes in base-kit for invisible. they might even buff the numbers on these add-on's as I would imagine these add-on being classified as Under performing.

    I am more concerned where they write Overperforming. You know what happens those add-on's, right? Wink wink.

  • @LiveBritishReaction said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472109#Comment_3472109

    Right, but after making that comment I immediately followed it up with "To me, this screams that it is meant to be used in conjunction with other scourge hook perks." which this change aims to bolster.

    And nah, running an entire scourge hook perk just for an aura reading range with less reach than Demogorgon's shred on 4 specific props with an RNG-based spawn during one specific short-lived scenario? If you want hook-based aura reading then BBQ and Awakened Awareness blow Hangman's Trick out of the water.

    hangman does not need to be SC. they need buff number to 8 meters. 12->6 meter was too hard of nerf that they never reverted/adjusted. if their aim is for SC perk then make it reveal all survivors within 10 meters of non-sc hooks.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471760#Comment_3471760

    Very rarely do you need to teleport back and force between complete opposite ends of the map. I think this wont hurt her mobility that much, but will instead focus on just forcing Survivors into a secondary objective.

    One thing is certain, Save The Best For Last is 100% going to be meta, since hooking a Survivor with a tape gives all Survivors at stack of condemned, so interrupting tape transportation will be key.

    it is already key to playing Sadako... if your good at her. interrupt tapes is integral to her gameplay.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471847#Comment_3471847

    I want BHVR to admit that “refusing to interact with everyone in the game” is a problem on both sides.

    Yes, it is a problem if killers are camping and tunneling, instead of interacting with all the survivors…. But it is also a problem when survivors are hiding, and purposely avoiding interaction with the killer.

    Instead of always making the interaction problem 100% the responsibility of the killer, I want mechanics to also be in place to punish survivors that don’t want to interact with the killer.

    If killers are expected to leave a hooked survivor to patrol the map, they should have a reasonable chance of finding someone, as an incentive of leaving the hooked survivor.

    Did you ever consider running tracking perks to counter stealth? Like.... Nowhere to hide? you can still get loud notification when the survivor is unhooked.

    I think tru3's take on it was funniest. I won't post video clip because it has swearing but at 32:19 in his BVHR is losing the mind video. his comment related to baby killers not needing camping is funny.

  • @Coffeecrashing said:

    How many people are going to admit they want the cooldown change so that if the killer hits them during a sabo, they could sabo the hook while the killer is in attack cooldown?

    i mean that is how you sabo. you let killer hit you, you sabo hook, usually used with alex toolbox with speed add-on's then killer recovery and your press DH. Sabo kinda gutted when DH got nerfed. this buff to jake's sabo perk does not change anything. toolbox is still better then the perk and sabo is too situational to use now because it often means you will get tunneled.

    @Gandor said:

    Point 3 would make the perk OP. It would allow survivor to get hit, sabo toolbox and get away. That's unfair.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471749#Comment_3471749

    It would make very small difference. Provided devs actually don't make sabo 0,5s quicker as OP suggest, he will still not finish sabotage before you hit said survivor again.

    If you want to bodyblock twice, you stand under hook until you get hit and then start sabotage without any difference.

    The only real difference would be if you tapped hook by accident (like trying to heal under the hook), or if you misjudged your sabo speed and wanted to bodyblock hook right after your hit.

    Point 3 would make the perk OP. It would allow survivor to get hit, sabo toolbox and get away. That's unfair

    that was already possible with DH. you can get hit during sabo with alex box, sabo hook in front of the killer and then DH at last second freeing survivor. that strategy got nerfed when DH received its negative changes, not that anyone was using sabo when it was possible. its strategy that been dead ever since they remove ability for hooks to be destroyed permanently. only try-hard SWF would sometimes use it when they are going for flawless escape(0 hook on the entire team) to bully killers.

  • did you ever consider that you can tap gen in 0.1 seconds and disable the perk with yellow aura?

  • @SpiritsHusk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471931#Comment_3471931

    Sure but looking at it from just the patch notes, it's a similar thing to the singularity where it feels like the survivors have WAY too much counterplay

    condemn on entire team is big deal but having 15 sec of cooldown and 90 second cooldown TV along with 70 projection times is also a big negative. it means that you won't be able to teleport where you want to teleport because survivor can restrict your mobility but condemn survivors with TV's is easier.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471895#Comment_3471895

    You can have Endurance while healthy. But it will not prevent you from becoming injured, it only prevents you from being downed. But that can still be used to counter Exposed/other instadowns, you just go straight from healthy to deep wound instead of being downed.

    yep. with buckle up, killer lose ability to pressure survivors with slugs because they cannot tactically camp slugs safely to keep people on floor so slugging is even less rewarding then before on most killers. that perk is almost as strong as unbreakable to deter slugging. its like old borrow time that used to work on hooks for slugging. So if slugging ever get buffed to rewarding bleeding out survivors aka rewarding for killer to slug then this perk will be a big issue. killer will not complain about this perk but later down line, this perk could be meta. twins and sadako will dislike going against this perk.

  • @sizzlingmario4 said:

    The thing is, this nerf is barely going to do anything. Having KI on Survivors while phasing is inherently an issue no matter the range on it. Whether it's 3 meters or 4 meters, it tells you where a survivor is (or tells you no one is at your current position) without having to actually make the prediction yourself which removes a lot of the skill and counterplay from Spirit especially since it also doesn't give survivors any feedback that it's there.

    The addon should've just been reworked entirely, not nerfed.

    the nerf to spirit that she can use no other add-on except MDR and her yellow speed add-on. MDR is 25% but if you use yellow speed, 25%+10%=35%. so MDR is still same but it costs two add-on slots and all these other add-on she has are pointless. personally my build on spirit was MDR+yellow speed for 50% speed boost but now that build is nerfed.

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471734#Comment_3471734

    Crowd control seems very strong. Blocking windows for the entire minute is insanely strong. That basically makes tiles dead once the survivor vaults it a single time for the entire duration of the chase.

    yes but it is hex. you could make hex block every single window on the map permanently and i am not sure if anyone would use it over bamboozle due hex status besides maybe bubba/billy maybe Oni.

  • trail of torment might see use on meme builds but they did not fix problem with the perk which is yellow aura and long cooldown. Coup could be ok but probably not enough tokens. Most of my games as killer is losing 3 gens by first chase and then quickly losing last 2 gens in next 2 minutes which forces me to 3 man slug if I have successfully tunneled and eliminated one survivor. On bright side, you get 10 tokens... but those will quickly disappear. it might better but not better enough. hangman got nerfed and rest of the perks are meme-tier.

  • @supersonic853 said:

    I hope the slugdako style is removed with the one addon being reworked along side these buffs. Just me though maybe.

    assuming changes are what they are. I hope you enjoy new tunneldako play-style because with 90 sec TV turns off from survivor and 70 second teleporting cooldown's. On top of that, there is 15 second cooldown for using projection. Combing all 3 of these changes means that Sadako's mobility around the map will be crippled.

    image.png

    This is only stand-out change that looks positive. what this change means is that as long a survivor holds a tape, you can m1 survivor to keep increasing their condemn stacks. You can also bet the survivor will be abusing this buckle up perk that now grants endurance on two people.....so if I slug someone as sadako, then they get picked up and I hit them with tape, I get 1 stack of condemn and i will keep chasing exact same survivor until they die.

    Hooking a survivor now actively punishes me even more then previously because it destroys tape and therefore removes active ability to apply condemn onto survivors. I have not played this version of Sadako but I can already see how I will be playing

    Overall changes is that Sadako has worse mobility, worse ability to spread condemn due to TV cooldowns and projection cooldown of 15 seconds. They're essentially forcing killer to tunnel survivors with tapes to use the ability.

  • @typervader said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471647#Comment_3471647

    Im pretty sure that feature isnt acaullty in game, its a deactive feature.

    I only play sadako with iri tape so i never saw this feature in play but it says it is feature in wiki. so if they nerf iri tape/rework because... it is bvhr right? that is what they do, you can delete all 7 TV's?. that is going to awful. having zero tv's to teleport for entire game. now I can be m1 killer with 0 mobility. 10/10 change.

  • ye they nerfed hangman trick. 4 hooks means only 40 meters of the map is being detected. for comparison darkness reveal is 8 meters but it works on every locker. so its just worse darkness revealed for hooks.

  • @MikaelaWantsYourBoon said:

    Cooldowns are so long. Really so long. I mean survivors can disable her power for most of trial.

    This is same problem Singularity has. I hope they fix this issue after PTB.

    something that very few people know about is that Sadako has feature in her kit that removes ability to disable every television. it works similarly to corrupt purge where if all fountains are corrupted, you automatically gain your power. in sadako's case, if all TV are turned off, 1 TV is automatically turned on. This is to prevent survivors from completing deleting her ability. This mechanic was kinda useless before because... the tv that turns on is random and there is no guaranteed that anyone will be near TV that is turned on as radius was 16 meters. Now it is global so this mechanic is a lot more useful assuming nothing has changed about it.

  • The changes look positive but I have feeling that her add-on might become weaker resulting in a net neutral. how buffed sadako is will vary how much they buffed her add-on in revision.

  • @SpiritsHusk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470756#Comment_3470756

    i dont think it would be too unfair on smaller maps rather itd just be a nice help, but it will certainly be a help on bad maps with bad lockers.

    i think it would be too strong. it would outshine sadako's TP's. Maybe they could make it that teleport to a locker has faster animation time to exit out of locker. I am not sure how long it takes to exit a locker as dredge, but maybe the time could be reduced by 50%. So for example if exit animation is 1.5 seconds, perhaps it could be decreased to 0.75 seconds.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470823#Comment_3470823

    You aren't punished by selecting the perk, you are punished by using it when you shouldn't have, you could always just not press E. Deliverance also punishes you for using it, and botany knowledge actually punishes you for equipping it. I still don't think a mistimed dh being punished in a way that it already is meant to be is unreasonable

    but your already punished for not getting value out of the perk for missing it. those drawbacks of other perks are minor because they can be avoided. they prohibit certain interactions but your not punishing for activating those perks. I don't know, the perk sounds like a no-mither perk. Its like saying sprint burst should make you suffer a 15% hindered for 4 seconds after sprinting because it gets you out of a dead-zone.

  • blood echo and power of two already do that and nobody uses those perks. most people that using MFT are using it for haste effect exclusively and nothing else.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470665#Comment_3470665

    They didn't even kill it imo. Getting another health state is a BIG deal, so considering that you can still guarantee it against a lot of killers and in a lot of situations (with a not very inconvenient condition), yeah. Best way to change it imo would've been to make it so you go down if the killer doesn't hit into your DH. At pallets this is similar to the idea you mentioned that doesn't allow you to drop pallets after dhing, which actually is a good idea. The survivor won't be able to tell whether or not you're going to swing, so if they think you're going to and then dh, when you actually won't, they won't be able to drop the pallet (and then you'll immediately down them) or with my suggestion they'll just go down instantly, pretty much same result. Based on what I've previously heard in response to this suggestion I know it sounds extreme, but I think it's reasonable that you're forced to accurately predict when the killer is going to hit you in order to get the bonus from DH

    They did kill it in the sense that many player think the perk is trash. less people use it then before. Being put into dying state for pressing the perk seems very extreme. Perks are meant to benefit player. not punish them for being selected. Your proposing a change where you can get punished for using the perk more so then gaining a reward. I think only bad aspect of the perk is that killer often camp and tunnel you off hook if you do a long chase by hitting your BT. this is a little unfun for DH user. I am fine now a days with that mechanic because MFT.

  • I think you have lack of experience playing the killer. you can put multiple camera's in a loop and switch camera's to infect the survivor at different angles. The loss of distance when standing still is not too detrimental for him because he can teleport and gain back all distance.

    I think my main problem for me playing killer is that overclock has too much counter-play vs skilled loopers and the mechanic is time-sink for the killer due to EMP mechanic. when you tp, I estimated that the survivor is roughly 6 meters ahead of you but overclock has wake up time of 1.7 seconds so if you teleport and survivor running forward, the total distance is around 10 meters. breaking pallet through his TP hinders you enough that survivor makes it to next pallet. Survivor still get to the next pallet with 75% action speed in my experience. The only place where overclock provides value is when you teleport, rotate pallet and swing into the pallet such that pallet breaks and you hit the survivor. The issue with that is since survivor is 10 meters ahead of you when you tp and overclock lasts 5.7-1.7 which is total of 4 seconds. 0.6x4 = 2.4 meters. 10-2.4 -> 7.4. A lunge is roughly 6 meters. 6-7.4 ->1.4 meters. you do not have enough in overclock to outrun the survivor with teleport if the survivor is perfectly efficient. They can drop the pallet and you cannot swing into the pallet. With pad-glove, you gain 6.5 seconds which is 4.8 meters. you still do not have enough distance to hit them. At best case scenario, your swing into the pallet hit box and get hit by pallet but not getting the hit.

    I wish overclock provides something like a 7% haste bonus when in overclock. that would major improve him. ever since add-on changes, I struggle to get any use out of overclock in chase against the efficient loopers that hug-corner tightly. I did some arithmetic math to understand why I am no longer getting hits with his power.

  • the perk was never really strong conceptually. a possible rework to the perk could be that the perk spawns 2 additional boxes and in one of the boxes, you can pick-up a ghost key. As long ghost key remains in the chest, all survivors suffer a 9% repair penalty towards healing and generators. Now the perk could be like secondary objective type gen defence perk that slows the game down by making survivors waste time searching chests.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469522#Comment_3469522

    Legion has counter play. Stun him, spread out. He only gets the down if he hits all 4 survivors, something rare if the survivors have a basic understanding of how to counter legion. If everyone (even soloQ) understands to just run to the corners of the map at best he gets 2-3. Even if he gets all 4 you can still stun him. And the dead hard idea would just have no counterplay on legions end. Hes got a limited window to down you to begin with, probably just having like 10s left with the time to reach you. Not to mention you'd also have his pallet vault reduce his duration to 5s on top of dealing with basekit DH. Legion aint even hard to counter, he really doesnt need this.

    you realize that he does not need to hit all 4 survivors to down with his power in this version. he can 1vs1 survivors with his power. It would not be most efficient way to play him as it would take you 4 consecutive hits however if you chain at least 2 hits prior, you can get 1 down in a single feral frenzy. there would need to be some number tweaks like detection would be static 40 meters instead of terror radius based, so undetectable and oblivious would not affect the ability and power recharge would be faster such as 13 seconds instead of 20. Overall I do think he would be stronger but there would be more counter-play toward feral frenzy as it would not be guaranteed hit every time.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469449#Comment_3469449

    your idea to rework legion, a C-tier character, is to give survivors basekit dead hard against the ONE aspect of his power thats actually good?

    i mean your previous post says talks about a killer that is oppressive and overpowered with no counter-play. the iframe dead hard gives counter-play to the ability at the upside that you can down people in 1vs1 and you punish survivors for staying injured with pseudo stealth. no clue if the killer would be weak or strong. It is just an idea.

  • @Clockwork_Enigma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469374#Comment_3469374

    The idea for the 75% boost in movement speed is purely because of the low duration of the ability itself and the fact that Skull Merchant would be very visible upon activating it.

    Something I will clarify is that it would have a 2.5 second activation time, allowing for Survivors to better prepare themselves for the assault.

    And since this is a single-hit only type of attack with a cooldown, the 75% boost in movement speed for that amount of duration is completely justifiable.

    Additionally, the Terror Radius aspect is supposed to go hand in hand with the ultimate goal of the changes--to make Skull Merchant feel less like an anti-loop Killer and emphasize her ability of reconnaissance and stealth. Hence why whenever a Survivor is within a drone's range, your Terror Radius shrinks as a result.

    And another thing that I might add regarding my design philosophy is that I'm getting rid of what people hate the most about the Skull Merchant in the first place: the Exposed effect. That one little effect there causes the Skull Merchant to become an anti-looping, 3-genning character that feels horrible to play against. So in order to mitigate that, it is just flat removed from this concept entirely and so she can have a more balanced and interesting kit to play around that is both consistent and useful.

    These changes would make people start to like Skull Merchant since she would have interesting counterplay to her kit while making you feel like you don't need to be forced to play in a certain way as either side in order to win.

    i don't really get it. the rushdown is like spirit's phase walk but has more activation time 1.5 vs 2.5. it comes with additional benefits related to legion pallet vaulting and overclock-type action speed boosts. I do not think it fits her character. isn't skull merchant suppose to be like bounty hunter engineer type character? I do not think it it reflects her game design that they were going for.

    As for lower terror radius, you might as well delete the arm-trap mechanic and just reduce TR to flat value such as 24 or 16. As I said, I think undetectable is just suppose to be related to blocking red glow and nothing more.

    I would say this looks more like rework for legion rather then skull merchant. your ideas are something that I was thinking about for Legion. to summarize, the idea that dev implemented on legion where legion stabs 5 times to get a down is what i thought of. Its just that I had a more expanded idea.

    My idea was something along lines that legion becomes lower terror radius the more survivors are injured:

    1 -> -3 meter TR(28)

    2 - -6 meter TR(25)

    3 - -9 meter TR(22)

    4 - 12 meter TR(18)

    Every time legion stabs someone, he depletes 25% of the deep wound meter that increases as he stabs each survivor. so for example first survivor get 25%, 2nd will be 50%, 3rd is 75%, 4th is 100%(you down a survivor) on initial hit. Survivors at the start of the trial can pick-up an item called running shoes item. what it does is unlock's ability to iframe dash every 10 seconds. The item has no charge or anything, it is just passive active type ability. If legion swings and survivor correctly times the iframe dash, the legion misses and goes on cooldown. If legion hits a survivor that has deep wound on them, he deals 25% of total remaining deep wound timer. When legion vaults a pallet and only when he vaults a pallet, the remaining duration is reduced to 5 seconds. This means that legion only has 5 seconds to hit the survivor so you can try to bait and kinda 360 sort of like how DH works.

    In any case, I think skull merchant is suppose to be about 3 gen's. I do not see a reason to change anything about her play-style. As long the play-style is balanced and possible to defeat. there is nothing wrong about 3 gens. I do not think her design reflects a killer that gains huge bursts of speed that flies around the map. She is suppose to be defensive by nature with her drones providing tactical benefits.

  • @Clockwork_Enigma said:

    The Skull Merchant - Eyes in the Sky

    The Skull Merchant starts the trial with 4 Drones. For each Survivor that is tracked with these drones, The Skull Merchant's terror radius shrinks in size:

    • 1 Survivor: 4 meters
    • 2 Survivors: 8 meters
    • 3 Survivors: 12 meters
    • 4 Survivors: 16 meters

    Special Ability - Deploy Drone

    Press the Power button to deploy one of your four Drones. When this Drone is deployed, it will then activate after a short boot-up sequence.

    While in Active Mode, any Survivor within the radius of the Drone will gain Lock-On progress until they step outside of the radius of the Drone itself.

    • While in Active Mode, Drones have a detection radius of 24 meters.

    When a Survivor is currently not within range of an active Drone, it will then switch to Scouting Mode, attempting to search for the nearest Survivor to activate once again.

    • While in Scouting Mode, the Drone is susceptible to Survivors hacking it. If the Survivor is successful, the Drone will be destroyed and returned to the Skull Merchant's inventory.
    • Failure to hack the Drone will automatically cause it to go into Active Mode and applies a Claw Trap upon the Survivor that failed it.

    Drone Ability - Lock-On

    While in Active Mode, Drones have the ability to lock onto Survivors over the course of 15 seconds. When a Survivor becomes fully locked on by a Drone, it will send out a Claw Trap to that Survivor.

    Drone Ability - Claw Trap

    When a Survivor is fully locked on, they will have a Claw Trap that will reveal their location to The Skull Merchant's radar regardless of whether they are near the range of a Drone or not.

    • If a Survivor with a Claw Trap is within the radius of an Active Drone, however, that Survivor will be revealed through Killer Instinct and their Claw Trap's timer resets.

    Claw Traps have a natural battery life of 60 seconds before becoming dormant.

    • When a Claw Trap is dormant, a Survivor can attempt to pull it off by hacking it. Successfully hacking it will remove the Claw Trap.
    • Failing to hack the Claw Trap will reset its timer back to 30 seconds.

    Drone Ability - Manual Activation

    While a Drone is currently in Scouting Mode, look in its direction and press the Power Button to activate the Drone. Manual Activation has a cooldown of 15 seconds.

    Special Ability - Rushdown

    Press the Active Ability button to enter Rushdown Mode for up to the next 5 seconds. While using Rushdown, the following effects apply to you:

    • The Skull Merchant's movement speed is 75% faster.
    • The Skull Merchant's vaulting speed is 50% faster.
    • The Skull Merchant can automatically vault pallets or windows.
    • While underneath an Active Drone, gain the Undetectable status effect.

    Upon using a basic attack while using Rushdown, getting stunned or whenever the ability naturally ends, the ability deactivates and goes on cooldown for 30 seconds.

    75% faster movement speed? Rushdown might as well just read "you get hit every 30 seconds". these bonuses are higher then original feral frenzy legion.

    Another aspect to talk about is that average skull merchant match at most has 1 drone hacked so these number of 4/8/12/16 TR. they're kinda meaningless because nobody would go to such length to buff the killer. Haste effect is more universally useful for m1 killer then lower terror radius. If anything you don't want to take claw trap at all when playing vs skull merchant. I am not exactly sure why survivors hack drones in the match that I play but the typical amount of bonus you get is 1 arm trap active at a time.

    I do not not have many comments other than these changes would make people hate skull merchant even more.

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