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Devil_hit11

Devil_hit11

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  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813868#Comment_3813868

    Wait you mean that it doesn't recharge the top tier items?

    If that's the case that's quite dumb, why would they tie it to the item changing rarity instead of just adding the recharge on stun????

    That actually makes the perk much worse than I thought haha.

    no it does not. i think what perk should be doing is increasing max capacity of charges of an item by 25%.

    The current effect of this perk just looks really out of place.

  • @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813881#Comment_3813881

    I would agree, but it's really situational because of it having a 6 second window of being able to use it. Then it goes into cooldown, even with the shorter cooldown I feel like trying to make it work all the time can backfire, especially if the killer knows what your doing. I can agree that it's fun to use if you manage to make it work, but it requires a plan and sometimes it might not even work in your favor at all.

    it would likely be better if it was like 30 seconds duration with 20 second cooldown. it doesn't need rework. i think whole idea is that you use cut loose to juke killer, do the chase, when you survive long enough, Quick&Quiet comes off cooldown and you can use it with head on. it could be like really strong with Lucky star if Lucky star was much stronger.

    @ReverseVelocity said:

    I don't think it needs a rework. Just make the cooldown 20 seconds. Maybe add lockers to the things it suppresses so you can use it with Head On.

    Cut loose+Quick&Quiet+Head on+Lucky star is already build. the build just sucks because… Cut loose is bad and Lucky star is bad. Lucky star needs like 60 seconds of iron will and Cut loose needs a lot better numbers. bvhr does seem to buff survivor perks pretty well so i am sure they'll get to buffing these survivor perks at some point.

  • in survivor mains eyes, Ghostface is most balanced killer in the game. a near perfect 50% kill-rate. Survivors would love if every killer was brought down to Ghostface's power-level.

    In the killer perception, Ghostface is among worst killers in the game. The player regularly badly loses over 45% their games having 3 or 4 escapes. you get 12% bare losses when you could won but didn't win and only win around 44% of matches.

    This is my experience playing vs. Ghost Face as well, if survivors try and split up and do gens Ghost Face is quite strong, but if some survivors follow him around and gang up on him (I've seen many duos and trios not bother doing gens and just follow him around), he kinda becomes bully fodder...

    he is bully fodder. it is often worse bully fodder than Trapper who also get bully by survivor constantly disabling his traps and being unable to set any traps.

    Basically I'm not great at getting angles on Survivors unseen… (honestly the times some survivors spot me is impressive).

    The survivor instantly breaking you out should be standard. It is just that to this day, we still have survivor that complain that cannot reveal ghostface….. that is how we get that 50% kill-rate with some of the most abysmal stats for killer.

    Does anyone have any suggestions to avoid this problem? Am I missing something? Or does Ghost Face need something in his kit to help combat this?

    I mean killer does need buffs but killer like ghostface are just forgotten in the sea of 38 killers. the killer doesn't really get much changes because whatever buff gf does get, he'll never be remotely A-tier material. so him being like C-tier killer or what not is fine for whatever state he is in.

    There is way to play against SWF as GF but it involves a particular perk and specific play-style.

  • i think the perk is underrated if it could be combined with scratch mark loss but only consistent loss of scratch marks is lightweight. it is too difficult to lose a killer in a chase and juke them if they're good. if lightweight received little bit of buff like maybe some UI when it turns on+longer duration than it could be solid juking chase combo.

    now a days, most player discount these two perks and only really use Iron will which by itself is good but it would be nice if other two perks had some niche use. it is one of the cooler aspects of Light Out Modifier. The ability to killer in chase.

  • 23% for great skill-checks. what. i hit these great like 95% of the time. the only thing i am missing great skill-checks is that hyperfocus perk. coulrophobia as well but you can hit normal vs that perk and be fine.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813641#Comment_3813641

    If they thought that though why introduce the lock-in condemn mechanic? 🤔


    This has given me much to think about. It’s odd she has 2 blindness addons as well.

    to lock-in blindness.

  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811612#Comment_3811612

    Giving Doc a bigger blast radius is not a complex thing its a simple number and if he causes fps drops thats on Devs for poor optimization. oh yeah now we just have Blight and huntress Funnnnnnn

    You mean huntress+deathslinger. double ranged killer boys. it is going to be hilarious when survivors like dodge a hatchet and than get hit by harpoon gun. some interesting moments are going to be experienced as survivor.

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813598#Comment_3813598

    Im not chronically online i promise u replied as soon as i got on forums 😭

    But my issue with spamming is its no skilled and not fun as survivor, it shouldn’t be a game mechanic to use projection as soon as a tv comes back but currently its the only viable often for condemn

    spamming an ability isn't inherently bad. it is bad when it is only gameplay loop that exists for that killer to make an impact with said ability. abilities need more dimensions then 1 but for sadako. it is clearly 1 dimensional action to mori.

    @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/429026/current-ornyo-is-to-weak

    Her weak points is no chase, her stealth is not good and cursed tapes mean nothing, so you have to spam. Its boring. I still love her because welll… I just do….but yeah…after a few reworks she still isnt good.

    my thought is that i think dev expected you to not use condemn as strategy to kill but as strategy to permanent slug people to death using the blindness add-on that makes you perma blind with 4 stacks. the problem is that i only see this as viable vs 4 pure soloq players. a gimmicky slowdown power based off slugging.

  • @RFSa09 said:

    i just hope they add something to not make this game mode miserable, the previous version was peak DBD

    my take is that ultimate abilities will either make the mode super survivor sided or killer sided depending how long cooldown is. short cooldown = survivor sided. long cooldown = killer sided. Maybe i am wrong but that is my take.

  • @k3ijus said:

    Not a sadoka main, but recently ive played her and shes overwhemly weak, like on par with trapper base kit at high mmr.

    Her power itself is simple, huge cooldown with rng teleports that could apply condemn, and for loop she has demanifesting, which is cool.

    Her tvs itself are so weak and are always a lose-lose situation. For starters projection is disabled for the first 30 seconds of the match, and all the tvs are randomly placed around map, their extremely weak or strong- usually no in-between. If you do decide to ever use projection, theres a 45s cooldown for every tv, and it becomed 75s per tv if a survivor disables it… Which effectively punishes you for using your power, which is so stupid. But its not the worst part of her kit.

    Onto the cursed tapes something that should be CURSED is a BLESSING for any survivors with 2 braincells, if they retrieve a tape they become immune from all condemnation.And all pressure you got from it is reset until you find them.If you do find them you HAVE to chase them, which now gives NO condemn for survivors caught with a cursed tape. If a survivor ever reaches above 4 stacks of condemn they are free to actually do the objective and put a cursed tape into a tv, which depletes total condemn by 3 stacks or 42% of what the killer needs to mori them.

    The only good part of her kit is demanifesting, which makes you intermediary and have no TR or red stain and no pallet stuns. its not to weak or strong and its the only good thing of her kit.

    Sadoka should halve the time for teleporting to tvs to 45 to 22.5 seconds for successful teleports, to reward good plays. Cooldown for survivors turning off tvs should be 50s instead of 75.

    As for cursed tape they should passive apply 1 stack of condemned every 15s not in chase, and give 2 stacks if caught with it.

    Addons are pretty weak or extremely to specific but nobody has the reading comprehension to endure that long

    the current dynamic is that the mechanic is always lose/lose for one side.

    If you don't interact with TV's, you win/win by spamming teleport on Sadako. Eventually, everyone get condemned, abide slowly.

    If you do interact with TV's, than it is lose/lose because you lose the ability to teleport to apply condemn and survivors will erase their condemn stacks.

    As result, you either win super hard if survivor new or can't use the ability at all in effective manner if the survivor is experienced.

  • the add-on look like prototypes for a killer power. i think they were experimenting with different forms of wall-hack/tracking for killer and different forms to give wall-hack to survivors because of how short chucky is. those add-on are likely remnants of said experiment.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813559#Comment_3813559

    I mean the devs thought he was overpowered, so they wouldn't want to compensate for nerfs that are meant to make him less strong.

    It's debatable if he was actually overpowered in an objective sense, but I think he gave way too much for the effort required to play him and he was a pubstomping menace for those months. I'd get like 5 Wraiths back to back, it was so awful.

    i don't care what the effort is to play a killer. they nerfed wraith for same reason they nerfed current skull merchant, whiny non-sense.

    I'd get like 5 Wraiths back to back, it was so awful.

    So what. i would face blight 24/7 before he was weakened. Now i face billy every other game. at the end of the day, i am not suppose to complain as survivor. My job is to defeat the killer for whoever I face.

    @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813559#Comment_3813559

    The game is 90% incompetent players, for both sides. That's why we get some Killer mains complaining about gen timers, because they are too incompetent to win without excessive slowdown. That's why we get some Survivor mains complaining about needing a Syringe every match, because they are too incompetent to win without 24s timesaves.

    This game is horrible to play when it is balanced around the top 0.00000000001% of players, because none of your soloq teammates will be that good for Survivor, and actual clock SWFs are a nightmare to deal with as Killer. Luckily for Killer, there are only 5% of matches that are 4-man SWF in the first place, and if we were generous, only 1% total players are calling clocks (although I suspect that number to be much lower).

    Edit: The game isn't a competition of competence, it is a game of weaponizing the opponent's incompetence. Run faster than the person from the bear, and they get eaten instead of you.

    That's why we get some Killer mains complaining about gen timers, because they are too incompetent to win without excessive slowdown. That's why we get some Survivor mains complaining about needing a Syringe every match, because they are too incompetent to win without 24s timesave

    killer complain about that because their gameplay is not being rewarded. The margin for error on killer is extremely low vs competent teams. it is almost non-existent low.

    This game is horrible to play when it is balanced around the top 0.00000000001% of players, because none of your soloq teammates will be that good for Survivor, and actual clock SWFs are a nightmare to deal with as Killer. Luckily for Killer, there are only 5% of matches that are 4-man SWF in the first place, and if we were generous, only 1% total players are calling clocks (although I suspect that number to be much lower).

    It doesn't matter. the top killer player such as myself have to play against that. it in fact a relatively low % of matches. it seems to depend on region. i'd say i face like 2 man swf every 6 games. at least once. a survivor team doesn't need to be 4 man to put up a challenge in this game. It is not so black and white but 4 man SWF team that play optimally have higher degree of severity in being "impossible" to defeat.

    The problem with killer powers that are weak is that competent killers cannot gain any value from wraith's ability in chase. it is artificial limiter in killer's skill-cieling. Like literally, if you wonder what add-on i run on wraith, it is shadow dance+serpent. His kit literally has no value beyond that at extremely high-level of play. wraith just isn't really fun so i don't really play him very much.

  • @ReverseVelocity said:

    Why would they give him compensation buffs when the nerfs were due to him being too overpowered?

    Anyway, Wraith is fine. Very solid killer and easy to pick up and play. The "couple of weeks" (it was 7 months, actually) that he was like that wasn't really fun at all. It was Wraith after Wraith after Wraith.

    He's also still incredibly common, actually, the most recent stats put him at #3 in terms of pickrate.

    he wasn't overpowered. in that same patch, they nerfed deathslinger and deathslinger still feels awful to play vs competent players. it doesn't seem that there is light on revert said poorly conceived changes.

  • here's an idea:

    survivor spawn in the trial with exhausted status effect. Survivors put into the dying state have their exhaustion status effect removed and are inflicted with mangled and blindness for 90/100/120 seconds.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813510#Comment_3813510

    I very much hope that the devs don't hold a stance like that because it's quite frankly unreasonable.

    well lucky for you, if you have a friend, ask them to pick corrective action. than you can listen to music while failing skill-checks.

  • @Gardhome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813503#Comment_3813503

    Whats wrong with reduce terror radius and rbt buffs? It makes her high B tier for sure, also rework some weak addons to strong one

    if bvhr can help it, they rather not have many inconsistencies. yes some inconsistency do show up in TR… Like deathslinger 32 meters as 4.4 m/s but they generally want to avoid inconsistencies. Pig doesn't need custom TR. She already has crouch which grants undetectable. you could even buff crouch to 4.6 m/s.

    RBT buffs are so strong that they'll guaranteed a mori every game with minimal killer input. it is like 1 down and your dead.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813484#Comment_3813484

    It doesn't matter if they don't want you to listen to music or not. There are people who literally cannot hear that are at a pretty significant disadvantage because of this.

    People being able to listen to music is a nice bonus, but that's not the main priority.

    The only reason it took them that long to implement visual TR is because BHVR are famously slow at addressing even basic accessibility concerns.

    no i think it is because some of the accessibility are direct conflict with game-values… such as… being attentive the game.

  • i mean if the goal is to make pig S-tier, stronger then 5 blink nurse with mori's than this rework is well off.

    The three changes that are alright are :

    Increased the Movement speed while Crouched from 3.8 m/s to 4.0 m/s.

    Reduce the Cool-down for successful hits from 2.7 seconds to 2 seconds.

    Amanda's Letter: increase RBT she can carry from 2 to 4

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812255#Comment_3812255

    Condemned is in theory a lot more powerful than nightfall, the only thing that makes it fair or bad are the conditions, which are to bad right now. Old moris got changed because insta morning was too strong, which is basically sadako’s condemned. Dredge nightfall is in theory worse than condemned, but the conditions are a lot better.

    I would argue that yes, nightfall is in fact most powerful then condemn in current iteration of the abilities

    Shure, condemned is not in a good spot right now and like you said it feels deleted. My goal is not to nerf it but to buff it, just not as much as it was in 2.0.

    My goal is not to nerf it but to buff it, just not as much as it was in 2.0.

    my problem is that your buffing the mechanic in ways that are uninteractive for survivor. survivor holding tape and building passively is bad. it wasn't good design in original version either because it encourages proxy-following survivors to build condemn and as result of that, survivor would almost never want to take the tape. The increase in radius for TV makes the condemn mechanic too strong indoor maps, even more than what it is currently.

    2.0 Sadako had right ideas for how fair mori mechanic should work. It only needs small tweaks here and there. it is changed now. until bvhr goes back to this killer, there is little to talk about.

    Edit:

    Here's an idea of what should been updated in 2.0 Sadako.

    1. Global condemn reduced from 0.75 to 0.5 condemn stack after successfully teleporting
    2. Teleporting to a television puts the television on seperate cooldown for 45 seconds.[Does not turn off television]
    3. Teleporting no longer has 10 second cooldown.
    4. Cooldown for turning off a television when picking up a tape/inserting a tape reduced from 70 second to 25 seconds.
    5. Turning off a television no longer affects Sadako's ability to teleport to a television, it only affect the survivors ability to pick-up/insert tapes into televisions.
    6. Decreases the condemn build up for breaking a tape from 2 condemn stacks to 1 stack.
    7. Ring drawing implement into base-kit. A survivor that completes a healing action from injured to healthy gains 1 stack.
    8. [New effect] Ring drawing: The survivor who is healed from injured to healthy gains 1 condemn stack.
    9. Successfully placing a tape into a television now removes 5 condemn stacks from 3 stacks.

    Currently, they have a mechanic where you gain 1 condemn stack for hooking survivors with a tape. Perhaps this could be added where you gain 0.5 condemn stacks to the entire team for putting a survivor into the dying state. This would be experimental change as i am unsure for how aggressive this would push condemn build-up.

  • i think they don't want you to listen to music while playing dbd. that is why there is struggle mechanic on 2nd stage on hook in my opinion. it is specific there for you to not toon out of the game. Skill-checks are kinda same idea. they're there to make not toon out on the game.

    both of the mechanic have virtually little to no impact for being successful at them but they fulfill this niche. the visual terror radius mechanic they put because it is essential mechanic towards like killer mechanics. The TR is also there to make you attentive to the game. for long time they had no visual TR for same reason as no visual skill-checks or auto-struggle mechanic but they put it in for gameplay disabilities reasons.

  • i believe adept achievement are suppose to be "perfect wins". That is why emblem system used to be 4 iri emblems because that what was considered perfect win(which was terrible because…. of how bad emblem system was at gauging wins, especially on like survivor in red ranks).

    today's perfect win for killer is 4 kills.

    For survivor, perfect win is suppose to be 4 escapes, however because they don't want system to be team-based even though the game is team game. they just made it escaping for you.

    @Lentara said:

    You actually touched on an important topic that I think should go much further than just talking about one achievement. The culture of getting sweaty 4K should just die in my opinion, it's not a fun gameplay at all and it breeds a lot of toxicity (slugging, tunneling, camping, etc). But for some reason, instead of encouraging good sportsmanship where the killer gives the hatch to the last survivor, the developers encourage tryharders because they'll soon add a free mori to the last survivor. And then they wonder why their game has lost its atmosphere and fun... Because 99% of killers are ready to go out of their way to get 4K, otherwise their life will end.

    it is moderate challenge. you do not need to par-take in challenges. they're developer challengers.

  • this rework isn't about her being good. it is about her being as bad as possible so that survivor stop d/cing. the rework that will make her great again said to come after June of 2025 at the earliest.

  • why do you hate ghostface? i dislike nurse only. the other two killer that are sort of boring to play against but not on the level of unfun is Pig and Myer's. i don't find the mori aspect of those 2 killers interactive as survivor. Kinda feels out of your control and rely on a combination of luck and team competency to survive + a bit of killer misplay.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812836#Comment_3812836

    There is a point to it because they play with 2 randoms. One of them can run this build and share all the information they get, which makes that even better. It also helps avoiding the killer because you can see whenever one of your teammates runs in your direction with the killer on their heel.

    seems kinda pointless if your voice com swf. if he is playing swf but just like soloq swfing, than you run same perks you would run as solo.

  • @Xernoton said:

    We'll Make It is always a great choice.

    You'll also want an exhaustion perk even if you don't plan to be looping much. Meg comes with SB and it's amazing. The killer will find you eventually and this will help you last at least a little longer.

    Bond or Kindred are also great options and you can share the information with your friend.

    For a 4th perk I'd use either Lightweight because it makes it harder for the killer to follow your scratch marks and might actually get you out of a chase or Open Handed to increase Bond's effectiveness.

    You'd be surprised how much info you can get out of Bond + Open Handed (teachable of Ace Visconti).

    i think they're like playing 2 man swf discord. there is like no point in bond+open handed.

    I'd say your friend that takes chases would greatly benefit from perks like Champion of Light, Chemical trap and Dramaturgy. these are great perks for taking chase and running flashlights. Unfortunately they're all licensed perks so yeah. Window of opportunity would also be a good perk for your friend to learn the maps to take chases in favourable positions.

    for generator jocky. I'd recommend Deja vu and Prove thyself if you can avoid being chased. Background player+Flashbang can be good combo for saving your teammate from getting hooked if you coordinate where your teammate will go down or take chases. It just might take a little time for you to learn the timing for using flashbang to save your teammate. I'd assume you'll likely be a player that will run med-kits mostly. If your not running med-kits, you can use strength from shadow+Botany knowledge to be self-sufficient healer and team healer. Build to last is a pretty good perk with toolboxes.

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812813#Comment_3812813

    Your proposal number 2 i have also proposed on other topics many other times and i think its perfect. If the orbs appear when survivors are not moving it could definetly cement it as a "the tracking form". Your number 1 and 3 proposals are also decent but i think number 2 should be top priority. Again, i would be fine if he is not that good as anti-loop as long as he has good tracking tools. I would be fine to increase the orb spawn rate (to about 8 seconds or so instead of 6) if the survivors are not moving, as long as you have some tools to detect them.

    Also yes, the 2.5 second cd did actually change his gameplay a lot. Also, now bat form seems to be really good, but i would hate to leave Dracula in that state with a form that will almost never be used because others are good/decent. Knowing BHVR i dont want them to see their "excel file" and say "hey Dracula seems to be doing decent so he doesnt need any changes".

    i still use his wolf form as ranged lunge. it's ok if you use it in conjuction with bat form between loops. think of like using wesker's dash between loops after breaking the pallet for him. it is same thing except bat form can fly over pallets if the survivor leaves the loop. there are narrow places where you can sneak his pounce in.

    It is just that in DIRECT loops like high long-wall jungle gym, if a survivor is far ahead of you, you won't be able to use his pounce or his hellfire. they can keep circling the pallet and you'll be too far behind. you can try to use bat form to close distance but it is also easy to misplay and get juked/outplayed. the same is true for those giant rock loops where hellfire doesn't go through. any type of filler pallet where hellfire doesn''t do the job, wolf form is suppose to carry the weight but it doesn't. I wouldn't say form is worthless but it is sub-optimal balance.

    Also, now bat form seems to be really good, but i would hate to leave Dracula in that state with a form that will almost never be used because others are good/decent. Knowing BHVR i dont want them to see their "excel file" and say "hey Dracula seems to be doing decent so he doesnt need any changes".

    yeah unfortunately, if survivor start complaining about the killer than the killer is more likely to get nerfed over buffed. i love playing dracula. him and chucky just fit me so well. it is like everything i have ever wanting in playing killer. i still play other killers for little bit of variety. some people say they're too easy though, so maybe increasing skill-floor on them would be ok.

  • more cosmetic should like sable halloween. they certainly know their audience with that one. shrug.

  • No, the new 2vs8 mode has 4 classes. I only remember 2 of the names, Brute and Enforcer. There is one called Shadow and another that is based off mobility.

    Brute = chase

    Enforcer = Strong at finishing chases…(tunneling?)

    Shadow = undetectable

    I am not what mobility class does. I assume it moves faster around the map or something.

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812498#Comment_3812498

    Because his "tracking tools" are extremely underwhelming. Hell even his antitloop is underwhelming most of the time compared to Dracula's Hellfire, so its mostly used as a "Hellfire on CD/cannot hit with it? Wolf form".

    If BHVR doesnt want to give wolf form proper tracking tools its fine, but the form still needs buffs to not be just worse than Vampire and even harder to use.

    it has identity. it is suppose to be good for high-wall loops and good for tracking survivors outside of chase if you don't know where survivors are. it is just under-powered… at both of those aspects. i think i proposed some changes to make it good.

    1. Increase radius that wolf can see orbs to 28 meters
    2. Make survivors drop orbs even when they're not moving. Spawns 1 scent orb every 6 seconds when Idle.
    3. Decrease pounce charge time from 1 second to 0.6 seconds making it easier to use pounce around high-wall loops and tight corners.

    the problem is that some post are now saying dracula is too good and i wouldn't want my bat form nerfed. The switching form buff from 5 second → 2.5 second has done so much for my gameplay on dracula. it is crazy how much better i am applying pressure with that singular change.

  • @[Deleted User] said:

    I have an issue with hold-M2-to-zone abilities in general. They're extremely high percentage hits if the killer is any good, and that extends beyond Dracula. They're going to hold M2 and walk you down until you animation lock or they can M1. I don't think they're great design. Xenomorph is an M2 ranged attack done right.

    but xeno can m2 zone into m1 as well. i think the way people approach projectiles in plain wrong. my thoughts is that you should always be running forward vs any projectile type attack. Like if your referencing image, Ada isn't playing well. she shouldn't be crossing the pallet. she should be looping around the pallet side and not crossing the pallet. it takes 0.9 second to ready the attack and there is some small travel time before i release the attack to hit you at max range. it gives time to predict the attack IF i release attack immediately and if i don't release attack, if your further away from me, you gain distance by running forward because i am slower than survivor when charging the attack.

  • distortion change is like skull merchant. it got turbo nerfed so hard that buff doesn't move needle. it is still bad because entire purpose of this perk was to avoid aura reading outside of chase when your on death hook which new distortion doesn't do effectively. for some reason it does opposite in denying aura reading the chase which…. doesn't matter because you'd run object of obsession if you trying to counter aura reading in the chase. the change makes no sense.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812423#Comment_3812423

    What level of play are you thinking of my guy? This perk is gonna be decently strong around mid tiers where most players are.

    When you say "any killer", do you mean the killers who go hard every game taking only the best perks they can to take on the strongest survivor SWF perk combos?

    Cause I think you'd be very hard pushed to do anything to this perk to make it viable up at that level. Oblivious/Stealth is just not that strong against high level players and teams, it's why Ghost Face is plain ass and chips at higher levels. Even if you made it permanent that doesn't get reset period, with no condition on range from allies, it would still only be good on the fast killers like Blight or Oni, Billy with Muffler...

    However for your mid tier players and SoloQ, this effect is gonna be tough to deal with, which is also true of Plaything... it's only good against mid tier players who need to break their totems, and even then, that's mostly just for Pentimento...

    So while I don't disagree with you that yeah, its not a meta level strength perk, very few perks are (and to be frank, very few killers are)... what could you realistically do to it that would make it a meta perk without it being bonkers, especially at low and mid level?

    To me this perk is now interesting, something you can make use of in niche scenarios that is interesting to build around, that's all I really want, whereas before it did nothing no matter what level of play you were at, nor how much build investment you put it.

    Even if you made it permanent that doesn't get reset period, with no condition on range from allies

    the perk would at least trigger and have an effect. right now, the current perk only has an effect for player that don't know what the perk does. the perk is still blank perk slot. i would rate perk that are like C-tier or lower as pretty much unusable perks. \

    When you say "any killer", do you mean the killers who go hard every game taking only the best perks they can to take on the strongest survivor SWF perk combos?

    i mean a killer actively using the perk in a daily perk build. The ideal would be that in some particular build for killer, it is best slot perk but that is not how killer perk are these days. there is like no perk creativity for killer. everything is already soft-balanced for killer and released as if it is already nerfed where the perks reward has already been accounted for being too strong.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812303#Comment_3812303

    That's a good point.

    I suppose Plaything is a little easier to predict the impact, since you can guarantee its effect and if a survivor wants to get rid of it they have to cleanse a totem. I would argue Plaything on its own is not particularly good, but at least it does always work.

    New Deathbound does have counters the survivors can use, but its activation condition is permanently in effect and easier to trigger with no way to remove it other than getting injured by the killer. I would think it has to be a little more reserved because there is no way to remove the effect. I'd say this is quite strong vs. SoloQ, which is true of Plaything. Not so good against SWF, but to be fair, neither is Plaything.

    Youbraise a good point Oni is one that becomes nasty with that combo for sure. Otherwise, you do have the option to not take it if you see a plethora of medkits in the lobby.

    i don't think any killer is going to use it. the closest perk i see people using in their main stay is legion with blood echo. Zanshin tactics might have some chance prior to the change on pyramid head and huntress but no chance after the change.

  • maybe it could use a buff where it activates when a survivor is put into the dying state instead on hook and it no longer grants deep wound, instead it allows you to ignore the hit like Mettle of the man.

    due to the history of dead hard, i'm not sure if it will get a buff but i wouldn't mind one.

  • @BooperDooper said:

    I feel like the cooldown between shapeshifting is too fast. It's too easy to catch up with the bat form if the survivor makes distance or to use it to go over windows and pallets and can fairly quickly get a hit. But my personal biggest gripe is with hellfire, I feel like he has much easier control with it in terms of aiming (unlike pyramid head) which can make it harder to dodge and the biggest pain being it isn't clear what obstacles hellfire can go through, like I heard the obstacle has to be around a little taller than the average survivor to not go though it, but some obstacles where I think I wont get hit (like out on the outside balcony on rpd pallet loop), and other obstacles I expect it to go though and I dodge, it doesn't go through… I just wish there was a clearer way to know if the hellfire is going to hit you through an object or not.

    It's kinda insane cause he's kinda 3 killers combined, wesker/demogorgon, spirit/dredge, pyramid head/nemesis. But most dracula's just use hellfire and get constant hits.

    it is based off height of object. hellfire is around 3/4 of height of the pallet. it is one of those things where you need to play the killer to understand what height you can hit over and what height you can't.

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  • i don't find map offering problematic. the main map that i think they should address is badham preschool for killer. it is way too strong and makes map offering for that map not fun.

    other map offerings where killer is at downside is usually a game balance problem with the killer being too weak.

  • i feel like trapper does good on average because soloq doesn't play around his ability. it is similar to hag. vs 4 man swf that disables 24/7 and knows the trapping killer weakness being teamwork, he's a bad killer but on average. he's decently strong vs soloq.

    he is like average at base-kit if survivor don't counter him. if they do buff trapper, they should only buff him to make him stronger vs swf by reducing his counter-play.

  • @Orthane said:

    These changes are all just so unbelievably bad, I don't understand…. Now again her playstyle is just "Put drone at loop, spam rotate button, do nothing else" WHY WON'T YOU LISTEN?!?? PLEASE just remove the Hinder and Stealth Mode that's it, why WHY won't you listen to the countless amount of feedback from actual Skull Merchant players like me that have been telling you exactly what nerfs she neds since her rework? I just don't get it, these changes are just as bad as the previous changes and force her to play in the most braindead boring way possible. Now she's just a worse Clown.

    Remove Hinder, Remove Stealth Mode Drones, maybe add -1 scan line when hacking a drone. I have played countless games of Skull Merchant and I'm telling you right now that's all you have to do, why won't you listen to the infinite feedback about her? What even are these changes?

    it is kinda they removed the long-term haste mechanic from her kit. it was the most fun aspect about playing her :(

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812294#Comment_3812294

    I mean they should buff the weaker killers too. That doesn't mean the stronger killers can't be too strong or need changes.

    i can agree with rat poison being nerfed but not his cooldown. if they weaken rat poison, they should buff his scamper in s&d to be more useful like 0.5 second to turn after scamper and 1 → 0.5 second vaulting. something like that.

  • @SoGo said:

    Base regression shouldn't change.

    The perks themselves? Absolutely.

    Call of Brine, Overcharge and Hex: Ruin should all have the 200% regression speed. Ofc, to not repeat the Overbrine meta, both of them should have a condition that the regression speed cannot exceed 200%.

    there is already rule that base regression cannot exceed over 400%. remember, it was a bug in ptb where if you ran overcharge and call of brine which was 400% and 100%, you didn't get 500% regression.

    base regression is the problem. the perks in theory should provide an advantage and be relatively good but the base values are so bad that the perk is terrible as well. it is terrible because for many years, gen kick didn't have limit so they always kept base regression low to prevent that 50+ min skull merchant type gameplay from happening but now there is no reason for them to keep mechanic underpowered as that gameplay is now balanced by 8 regression events.

  • @Eleghost said:

    There's not really a good way to go about changing her without making her really weak or really annoying the play against. It's just a flaw with her power and design, any zoning killer will be awful to play against or be absolute trash. I mean look at hag and trapper, trapper is weak and hag is just annoying and can camp basement at ease.

    they choose trapper route. make killer weak and ineffective but not powerless.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812274#Comment_3812274

    Ye all fair enough... but literally anytime a health state is healed, then healer becomes oblivious... that includes from.the dying state, and double the problem if 2 people heal.

    This effect becomes quite the pain in the ass to deal with, because sticking together is not good... Spreading out to do gens in obviously better, but this perk makes that less appealing. You can even force the issue with somethimg like Discordance.

    Can you imagine this perk on certain maps with a Bubba with Plaything? The survivor who got unhooked isn't gonna want to stay oblivious vs. Bubba, the healer isn't gonna want to follow them for their Plaything, but nor are they gonna want to have oblivious themselves either...

    Is it in the same league as the meta perks of the game? No... but anything that isn't gen regression isn't gonna be. So things seem healthy to me.

    You need to use it on a killer that punishes you for staying injured and actively want to slug like Oni. Maybe twins but twins already has add-on for undetectable. the perk is situational with very exploitable weaknesses since you can 99% a heal and then use med-kit to self-care the 1% to avoid activation of the perk and even when you do activate the perk, the perk has counter-play build into itself.

  • @sizzlingmario4 said:

    They need to get rid of Rat Poison and increase his cooldown by a couple of seconds.

    Bringing back old Scamper would be a mistake, it was too unfair in a lot of situations and wasn't skill expressive at all for how strong it was. They also already tried nerfing Scamper before removing it and it didn't fix the issue. I don't think there's a point to where they can nerf it enough to make it fair without making it not worth using.

    I do kinda hate how irrelevant Scamper is to his kit now for the most part though, that's an area I'd like them to buff him in especially with the other nerfs I mentioned already. Some addons that revolved around Scamper are also kinda weak now after his last set of changes and could use some adjustments (namely Running Shoes and Hard Hat).

    how about we stop nerfing killer that are viable vs good players and focus on killer that are under-performing?

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/428801/why-reduce-skull-merchants-movespeed-while-inspecting-her-radar

    It means “While fast vaulting you will not be scanned” slow and medium vaults you will be scanned.


    Separately they want to encourage scans manually to require more skill on her part I guess.

    no. it is nothing about skill. it is about removing skill from killer.

    there used to be skillful tech with skull merchant which was that because her drones activate in 0.3 seconds which is faster than survivor dropping a pallet or vaulting a window/pallet, you could deploy a drone and it would immediately scan the survivor for 1 lock-on stack. They're nerfing that and making you immune so tech doesn't work.

    it is nerfing skill-cieling from the killer. it is same with 4.4 m/s radar change where your actively punished for using her rotation mechanic and radar information reducing reward of haste. all that stuff is nerfing killer skill. nothing to do with with increasing skill.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811909#Comment_3811909

    A weak Plaything?

    • It is permanent and can't be removed once acquired.
    • It only requires an injury, not a hook to activate, supporting hit and run and slug tactics.
    • It gives you info on where the oblivious survivor and injured survivor were, helping you pick up a tunnel.
    • Forces survivors to stay together or injured if they want to mitigate the problem, meaning they can't spread out on gens.
    • There is no limit on how many times it can be triggered.

    Playthings main value is being a bait for Pentimento, other than that I find it hard to call the new Deathbound a "weak Plaything".

    You put the 2 together, you basically become a stealth killer....

    no, it triggers when another survivor heals another survivor AND the perk also doesn't grant oblivious if you stay together. so for example, say your co-op gen, you heal a survivor near gen then you start repairing. that person is not oblivious.

    deathbound was atrocious bad perk and the current iteration is not any better. that is a lot of the problems with current perks for killer. A lot of killer are D-tier bad. A LONG list of them. like…. 80% of them because unlike survivor, they didn't get buffed or revisited at all. After being buffed, it is now C-tier perk.

    buffing D-tier worthless perk to C-tier perk doesn't make player want to use it. None of the perks that got buffed were remotely worth nerfing. the most notable ones is Zanshin tactic which was b-tier good perk for killer but it got immediately nerfed for being remotely useful. now they just nerfed it back to C-tier.

    At least blood echo and genetic limits are like average b-tier perks because exhaustion is very useful but it is like… i don't think killer want spend multiple perk slots to counter survivor perks.

    it is so different from how survivor perk get buffed. they take a worthless healing perk resurgence which was like C-tier healing perk and now it is one of the best healing perks in the game when combine with med-kits. C-tier → into A-tier. it is wild for double standards of perk changes.

  • they omega buffed corrective action to make missed skill-checks not occur but it is no longer a gen progression perk for great skill-checks.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811611#Comment_3811611

    the irony is that when i play sadako now, i don't even consider or think about condemn mechanic.

    I also said that current condemned can be rendered useless as well as her teleport. Survivors have far too much control over both aspects and you are completely reliant on survivors ignoring your power. I think her first version would already improve condemned and the other aspects I mentioned.

    Nerf numbers than. don't delete killer. Sadako feels deleted, not nerfed.

    Well that’s how I feel since the first rework. Playing her more chase oriented was like throwing the game ever since the rework. You could just exchange the word “nerf” with “buff” and you would have my point of view of her first version.

    what makes you think that dredge's nightfall is not comparable?

    Dredges nightfall just gives you a slight disadvantage, but it hasn’t that big of an impact while sadako’s condemned can straight up turn matches into 3vs1, which gives you a huge advantage, so this ability should have some difficulty to archive. I don’t think it should be as bad as it is now, where you rely on survivors ignoring condemned, but it should also not be as oppressive as it was in 2.0. Making it spread like in her first version and making it a bit easier is in my opinion the best way. When we would revert her she would have more than twice as many opportunities to spread condemned by the shorter cooldown (100s-45s), condemned on hook and locked in condemned, those 3 parts would have made spreading condemned already a lot easier. Then the chase buffs might encourage more tape grabs, which then would spread passive condemned on them and it might lead to more condemned kills.

    Dredges nightfall just gives you a slight disadvantage, but it hasn’t that big of an impact while sadako’s condemned can straight up turn matches into 3vs1, which gives you a huge advantage, so this ability should have some difficulty to archive.

    Just because a power doesn't give you immediate burst advantage does not mean that the power is not as powerful as another power. in fact, a lot of the time, incremental small advantages are stronger then immediate burst advantages because you get intermediate rewards before gaining the big reward which is the kill.

    I would argue that yes, nightfall is in fact most powerful then condemn in current iteration of the abilities. I mean this was not always the case but it is the case now. the incremental small advantages far outweight the condemn mechanic and that is true for a lot of killer power. a lot of them are in fact more powerful then condemn. condemn is very weak its current state. Condemn vs strong player does not feel nerfed as i said, it feels deleted on anything other than Midwich elementary school & Gideon's meat packing plant where it is arguably too strong with little to no counter-play.

    that is why i don't enjoy playing sadako. the ability before rewarded good macro play vs now that is blank ability.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812237#Comment_3812237

    I am going to be so much more happy when she receives a rework. whenever that is.

    Do you remember how Twins rework ended? Just saying

    I am just saying that this version of SM will be just as d/c or hated as current one but now the killer is not fun to play. so any rework is better than keeping the killer unfun.

  • i think they're atrociously bad. they punish skull merchant for setting up a web and don't reward skull merchant for being a "trapping killer" and reward the player for only tunneling survivors.

    skull merchant is now a worse clown. Because she's not dead completely, survivor are still going d/c but she is going to be unfun and unrewarding to play as.

    the most fun part about playing skull merchant for me was setting up drones in advance and being rewarded with over-time haste effects map wide. that is exact part that they removed from killer and they left the most uninteresting part of her kit.

    I am going to be so much more happy when she receives a rework. whenever that is.

  • skull merchant is going keep disconnects. lots of disconnects because they revert her nerfs. survivor will still struggle to play against her → teammate will d/c → reddit ama will ask, is there anything you can to fix disconnects?". So the circle goes around.

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