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Devil_hit11

Devil_hit11

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Devil_hit11
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  • yes i wanted gameafoot buff for ages. i wanted that any hit switches obsession so i can finally use the perk to gain m/s after breaking a pallet.

  • i would use this every game. Like imagine Spirit being able to use MDR+Dried blossom and than using recovery add-on. Killer perk don't do anything these days anyway but an extra add-on slot can be strong if killer has strong add-on. Clown can run Cigar box+Cheap gin bottle but then also run Purple duration speed add-on. Oni can run speed+blood orb spawn but also power duration. On many killers, i'd easily trade add-on slot for perk slots.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802637#Comment_3802637

    To be fair, when we did polls on these maps several months back, most voted in favor the those maps are in fact survivor sided.

    badham according dev is schedule for an update. so it is just matter of waiting for said update. garden of joy is also said to get an update. so these extremely survivor sided maps have their days numbered. due to these maps, i never want to play m1 killers like Sadako. As much i like maps being weaker, i prefer killer that weak to be stronger so that they're more playable on these survivor sided maps. unfortunately, there are speed-bumps where some killer get nerfed.

  • i think actual problem is great skill-check. i think the easiest solution to fix the problem is to turn failed skill-check into normal skill-check. as a result, it won't synergize with hypefocus unless the player has stake out stack.

    I wish they buffed this is not happening so that there is more skillful version of hyperfocus that involves landing skill-checks at 100% accuracy rather then smashing skill-checks…. to fail them…

  • i think big reason why light out mode is unpopular is this mechanic. turning off UI mechanics is downgrade to the game. anti-soloq. most dbd player are not playing 4 man swf so UI losses hurts overall gameplay experience.

  • @ProudRinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802110#Comment_3802110

    i’m pretty sure it’s the clock tower gear add-on that you’re referring to and not the traveler’s hat one.

    clock tower gear add-on reduces movement speed penalty when transforming from bat to wolf, wolf to vampire. i believe it also allow you to m1 faster out of the form.

    @Trickstom said:

    You have a 1s ability / movement speed penalty after shapeshift into Vampire or Wolf (Bat does not have this penalty).

    The Traveler's Hat addon reduce this penalty by 10% → 0.9s

    It's kinda useless.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802110#Comment_3802110

    You're describing his Clock Tower Gear addon, not the Traveler's hat.

    Traveler's hat is cooldown between transformation. clock tower gear is movement speed penalty between transformations.

  • @ProudRinMain said:

    it states that it reduces the time it takes for him to finish a shapeshit but i tried it over several matches and then without and there’s barely ( if any ) a difference? Am i missing something or is it bugged?

    Does it just affect how fast he gets back his collision or what? Btw it feels like with or without it , the period where he gets his model collision back is the same ( i’m sure )

    no. the add-on reduces the cooldown between transformations. this used to be 5 seconds. they reduced cooldown to 2.5 seconds. i believe add-on will make you have 2.25 second transformation cooldown.

  • Killer perk: Short Circuit

    When a generator is completed, the next most progressed generator suffers from a kick action regressing a generator for 5% of total progression.

    Cooldown 40/30/20 seconds.

  • I think tru3ta1ent said it best for Knight.

    Knight is like survivor main that designed Spirit's power. They looked how spirit's power is uncounterable and then designed spirit that has 3+ counter-plays and 3+ drawbacks on everything.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801533#Comment_3801533

    Fair enough. Needless to say I am thankful its getting changed. Gens pop so fast especially when I play Sadako and it'll be even faster with the new quick gambit buff and corrective action.

    that is only if survivor adopt quick gambit. i don't think the perk will be wild spread. if corrective action is strong, they'll probably change it.

    i think only perk you'll see a lot of is blood rush+sprint burst. i know i am going to use it. i am dead hard user but with dead only being usable on after 1st hook, blood rush is like free dead hard with sprint burst. this tells me that they might buff dh.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801512#Comment_3801512

    It'll still protect you from your aura being read regardless. It recharges in chase consistently.

    i am saying it protects against wrong type of aura reading. i would sometimes use this perk for nurse but this version of the perk, i'd probably never use. the old distortion which is 3 stacks is better. i think they buffed to 4 stacks at some point.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801503#Comment_3801503

    Distortion starts charged, so it automatically counters Lethal.

    It can shield you from any source of Aura reading, it just requires you to enter a chase once to recharge.

    yes which means that it will likely proc multiple times against aura reading abilities inside chase like clown cigar box and I'm all ears but will not help vs detection aura reading threats.

  • distortion shield from in-chase aura reading but the main reason to use current distortion to shield yourself from outside aura sources such as lethal pursuer, nowhere to hide, bbq, flood of rage.

  • @ReverseVelocity said:

    Distortion still shields you from Aura reading, just less often now. It'll probably still be the primary way to prevent your aura from being revealed.

    Other aura reading counters you can run are things like Off the Record, Object of Obsession or Boon: Shadow Step.

    it doesn't shield you at all. it is pointless.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801391#Comment_3801391

    Eh, I think Sloppy is actually still pretty decent, that extra 20 seconds it has over most of the 70-second addons often makes the difference between it running out on the hook or not, and basic attacks is an easy enough trigger condition. Yeah, some survivors will wait the ~45 seconds after getting unhooked to heal, but not all of them will so it's still going to help sometimes.

    But yes that is one of the major reasons why Dragontooth Dagger is a bad addon, more often than not it will be gone before you get off the hook and it won't do anything.

    i disagree, i think sloppy is pretty much dead. all add-on related to mangled are pretty much irrelevant because mangled timer decays on hook and time it takes to hook a survivor makes all those effects expire. scourge hook: gift of pain+Agitation is only viable source of mangled in my opinion.

    due to how expensive mangled is as perk slot combination, i only put mangled on Nurse and Spirit because they can afford perk slots to use it and they get the highest value out of said effect because mangled is like source of pseudo instant down and nurse with instant downs or spirit with instant downs is among best bonuses for them to acquire.

    i was honestly hoping that leverage, a source -healing speed would be a perk that you could use as viable form of -healing speed but new leverage is worse current leverage as it only applies for 30 seconds on 1 player which is complete garbage. The only niche build that i saw that ran Leverage is Oni with Agitation+Gift of pain+Pain res+Leverage with the idea to farm blood orbs. with its latest nerf, it will be worthless even on him.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801126#Comment_3801126

    Having all of them have consistent durations based on the addon rarity was never the best idea to begin with because it assumes that all of those addons are equal in strength based on their rarity which is just not the case.

    Mangled addons like the ones for Wraith (surprise attack = mangled), Huntress (hatchet hit inflicts mangled), and Nurse (blink hit inflicts mangled) for example are all still pretty good even after the nerf because they're easy to apply and can be applied often. Whereas addons like Trapper's (traps inflict mangled) and Pig's (putting a RBT on a survivor makes them mangled) are a lot weaker because they're far more situational, yet they all have similar timers so those more situational addons just end up being a lot more difficult to get any value from and aren't really worth running. Whereas Nurse's mangled addon is still one of her most popular addons, probably half the Nurses I go against are using it.

    Having said that, I agree that Dragontooth Dagger being only 45 seconds is not really appropriate especially for a purple addon, really any mangled effect that is less than 60 seconds is not going to get much value, if any.

    i think all mangled effects are pretty much worthless except gift of pain. if we assume that every survivor is on a hook for 35 second and if we account that every killer takes 12 second to get to a hook, this add-on will expire before survivor even get unhooked.

    if we consider sloppy butcher which is 90 seconds, a survivor that is unhooked will only need wait ~45 second to heal themselves to entirely negate the perk. that is way too short and well easy to way out.

    Scourge: gift of pain is only viable mangled option because its mangled effect triggers AFTER you get unhooked and it lasts whole 90 second after being unhooked. this ensures that survivor cannot avoid its effect and even they do heal. they still suffer 16% penalty. the downside of this perk is that you need run agitation to get to the hooks because you want this perk trigger every single time so putting mangled into your build as killer is twice as expensive.

    any mangled effect that isn't 120 second duration = worthless.

  • that is worse. hex is the worse penalty you can give a perk. it should only reserved for extremely strong perks.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801014#Comment_3801014

    The main thing that was keeping it back was the activation conditions.

    As someone who enjoys trying to force every killer to be a stealth killer, this will probably be the best way to do it after the buff. Slap on Deadlock to see your next patrol spot, Unforseen, Furtive Chase or Dark Devotion to fill in other undetectable niches, maybe Surge or Pop depending on the killer to buy a little time and that 10% haste will help most killers sail around the map.

    Given time I could probably craft a pretty oppressive stealth build with this change, which is exactly why I see the haste as a problem.

    i think activation condition is still bad. i rather the perk work like cruel limts where the perk triggers automatic on gen completion. even if duration was like nerfed to 30 seconds, it would be miles better then time sink of kicking gens.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800978#Comment_3800978

    I'll probably be running it on my stealth builds, personally. I'll get some mileage on it alongside Unforseen, I think.

    i have only used on tombstone myer's builds and didn't find any real value from the perk. i can't see myself using it on any killer. i randomed rolled the perk in chaos shuffle on 3 different killers. i activate the perk a couple times in those matches and didn't see anything special.

  • @ChaosWam said:

    I've talked about SM enough the other day, so I will reply to Machine Learning instead.

    I believe you're 100% right. I despite easy to obtain haste in all forms. MFT deserved it's nerf too, nobody can tell me otherwise. Machine Learning already has a full minute of Undetectable as is, and I think the haste is going to be the bigger issue.

    Now, you could have it disable every time a survivor takes a health state, but personally I'd just remove the haste. I do like they're making it easier to use, because having more strong perks in different areas other than regression is always welcome, but the way this game functions with loops? Haste needs to be a reward for more riskier plays, like current MFT or Blood Pact. It also makes me worry that Teamwork: Power of Two will become a problem since it doesn't deactivate on injury with a pretty generous range on it, but I hope I'm wrong about that.

    machine learning i predict will still be unpopular because it requires you to kick gens and you only 5 uses at max with like average being 1-2. i bet that nobody will use this perk and they'll buff it a 4th time. it has to be running meme at this point.

  • vaulting speed for killer like 6 years ago was like 30% slower. they already did buff vaulting speed.

    @mizark3 said:

    As a frequent Bamboozle user, I'm not fully sure this is a good basekit change. A lot of windows actually have the breakpoint reached by the boost here (Fire Up 2-3 stacks, as well as Bamboozle, if you mindgame it properly). If you want to improve the speed of the game entirely, and increase all player vaults speeds by 15% then I'd be fine with that, but only Killer 15% is too much atm. Its the breakpoints that make this the case, if the breakpoints were different, then maybe.

    i don't see them improving vaulting speed because it would discourage survivors from using windows. the break-point for survivors gaining no distance from window vaults is 50%. Myer's has this if he uses bamboozle, T3 and dark arrogance. the break-point to zone a window vault where if survivor is within <5 meters of window vault is 25%.

    this is that classic mindgame where a killer pretends to left, then goes right, then vaults the window. you see this a lot on long-wall jungle gyms and shack window when killer is in shack. with bamboozle, you can sometimes get hits and a lot of killer use bamboozle specific for that mindgame. without the perk, the survivor still has enough time to make to the pallet.

  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/427168/killer-expose-perk-buffs

    Starstruck: agree it needs a buff

    Hubris: Increase exposed duration would be enough

    Make your choice: perk is fine by now

    Friend till the End: Maybe 5 more second would be enough

    the current killer perk buffs are so uninspired and uninteresting. like predator and genetic limits and Thwack~, i hope they're next set of killer perk buffs are more interesting. i wish they would buff perk that i actively want to use, not perk that are like Z-tier pre-change and still pointless after change.

  • @MrMori said:

    No way, they're still the strongest item in the game, and they're very powerful when using a syringe. A lot of good players will run syringe + some skillcheck bonus addon like surgical suture to get a very strong and fast self heal, plus another syringe heal.

    yep. they're more likely to nerf med-kit further.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800704#Comment_3800704

    Most of the time a Survivor is healthy before getting hit once.

    But it is whatever, Genetic Limits is better than Stridor in countering Iron Will, but both are not good. (And IMO nobody should take Perks to counter Iron Will, this is always a waste of a Perk Slot, outside of Spirit probably)

    stridor is better because it works on both health-states and has better perk slot efficiency. the problem is stridor is bugged.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800695#Comment_3800695

    I think you are not up to date with the new Text:

    https://deadbydaylight.fandom.com/wiki/Genetic_Limits#8.3.0

    "Whenever a Survivor loses a Health State, they suffer from the Exhausted Status Effect for 6/7/8 seconds."

    If your injured. the killer has not hit you therefore your not exhausted.

  • @Aven_Fallen said:

    It should be. But it is a wasted Perk Slot either way, dont use Stridor, even if it counters Iron Will, it is just bad.

    And IMO after the next Patch, Genetic Limits will be better at countering Iron Will IMO. It disables it completely and also disables Exhaustion-Perks. And the Survivor should not really be able to recover from Exhaustion while in chase.

    no because genetic limits ONLY applies exhaustion when a survivor is healthy. so if survivor stays injured, genetic limit doesn't do anything. it does give opportunity player to use blood echo but this is also very unfair perk trade for the killer because they waste two perks counter iron will.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800649#Comment_3800649

    Killer can’t kick it if you pop it. Take the hit and finish the gen.

    a lot of player cannot take into account the walking time between a killer going to a gen, killer hitting survivor down and knowing whether they'll finish the gen or not.

    it is also hard to trust your soloq teammate to stay on the gen. I am sure you've been in many cases as killer where you grab survivor on the gen, hit other survivor where they go to other side to repair gen, you drop survivor and than they got like 98% gen.

    Often, the snowball that killer gets is not worth it in long run. I think it is ok strategy if you have 3 people on a gen. at least your likely to finish gen. this is often strategy for swf where they'll heal, 3 man a gen and then take hits on purpose to finish gen and all 4 of them have adrenaline so you hit, you hit another, you down one, and then you just see 4 adrenaline.

  • i'd be shocked for them to nerf pinhead as he is already not very good. Plague, i can see them nerfing.

  • i don't support survivors disconnecting vs skull merchant. the answer is complicated. i think BVHR weakening the killer for survivor to easily escape is good move in short term. the problem is that it is bad in long-term because killer often take YEARS to get changed back to relevancy/playable status.

    let's say d/c rate for skull merchant is 50% and than d/c rate goes down to 10% after 6 months of skull merchant being bad. that killer now needs improvements/reverts in some cases because the killer is under-powered and not fun for killer player on average. The unfortunate reality that killer changes that positive changes often get pushed back and even ignored post-changes. A year from now, BVHR might look skull merchant stats and go like… yeah she's 59% kill-rate. that is pretty high. no need for any rework.

    that how you get like freddy that is labelled as one worst killer in the game unchanged for 2 years not changed. he still has 61% kill-rate even though vast majority of killer player rate him as the worst killer in the game. I find deathslinger to also be unfun to play with his long wind-up but he is also not changed. so often, negative changes for killer persist too long.

  • @Wezqu said:

    Spirit Fury says each pallet you brake it does not specify how you break them. It does not say by doing "break action" so already they are not the same thing.

    First 3 words. After you break.

  • 3.68 * 1.05. all movement speed bonus are base ms x movement speed boost %.

  • @mizark3 said:

    Destroy the game by leaving SM as is, or butcher her (temporarily) and make the game playable for everyone else. Wow, tough choice /s.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800095#Comment_3800095

    Since they have kind of proven that they only make things worse when they try to rework Killers, it is far better for the health of the game to remove the problematic elements. We don't have old MfT, and I had no problem going against that as Killer (partially because SB was my personal bane). We removed MfT since too many Killers had a problem going against it, just as most Survivors have a problem going against SM. If you want to reinstate MfT and keep SM, I'd join you in a burn the game to the ground kind of way, but in the meantime, maybe we should put out fires instead of starting more.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800098#Comment_3800098

    Sadly they will only allocate resources where money is. Survivors quitting the game due to a poorly designed Killer means less money coming in. Reworking an older Killer doesn't always work (see Twins), and you don't get the revenue for another sale since the playerbase already owns them. This is the most cost effective option (sadly), thus nerf SM.

    Skull merchant's haste is the most unique part of her kit. most killer gain burst haste in the form of abilities. skull merchant is only killer to give a small long, over-time haste boost as a killer. while i do think that bvhr weakening the killer for survivor to d/c is good idea, i don't think that entire removing out of her kit is good.

    @ChaosWam said:

    They're aware how long it takes to make adjustments to things, especially with how they pump out content, and then do stuff like this. It's so strange to me.

    Why not allocate your resources better for killer reworks? There's a lot of issues the game has, and they're only compounding it by putting things on the backburner constantly and nerfing things like this. I understand this is live service and all, but it's still a slap to the face to anyone who bought SM, those who think she deserved it or not.

    i agree. i dislike how resources wasted on skull merchant and not something like demogorgon, freddy or any other mediocre killer.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799673#Comment_3799673

    I dont think that this is how this "problem" should be handled though.

    it is how bvhr handles survivor d/c and killer complaints.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799699#Comment_3799699

    You really want to ask that? She does nothing but place a drone down and get rewarded, hag doesnt get this, trapper doesnt get this, Legion doesn't get this, the list goes on.

    Not even Clown gets these free buffs and debuffs for flork all input. She is a killer for lazy players. Honestly… you all don't play the same game, she is the easiest killer I've ever played and whats your ability you press m2/ctrl and suddenly get 10 benefits. lmao

    yes clown does get free haste and free hindered. it is like entire ability is based around that.

    hag doesnt get this, trapper doesnt get this, Legion doesn't get this, the list goes on.

    hag gets full instant-teleport hits for trap triggers. Trapper gets full downs as long is he able to pick up the survivor from the trap. Legion gets free injured. Skull merchant gets haste which is a maybe-hit, maybe nothing. She gets broken after 3 whole scans so survivor after huge time sink in chase or the survivor making multiple mistakes and at highest reward, you get broken which cannot down you like the other killers.

    She is a killer for lazy players. Honestly… you all don't play the same game, she is the easiest killer I've ever played and whats your ability you press m2/ctrl and suddenly get 10 benefits. lmao

    I think it vastly under-stating the the basic mechanical skill to use said effects. broken, haste, hindered and limited duration undetectable all require manual killer input to be effective. it is not all roses.

    i don't think they should remove entire haste effect. only weaken to 1/2/3/4% where it is not a powerful value until she receives a rework the following year.

  • @Wezqu said:

    Perk clearly says the killer has to perform the break action to activate the trap. He has to be the one who breaks the pallet. Guard breaking it is clearly not Knight breaking it himself. Add-on doing it for Vecna also is not him himself breaking the pallet but the add-on. Same goes for Alert it shows aura when killer does a break action as him himself kicking the pallet, breakable wall or generator.

    Spirit fury, Alert and Chemical trap all have same wording of break pallet/break action.

    image.png image.png image.png

    To my knowledge, spirit fury is charged with all abilities. Only the survivor perks are not working. there is no specific wording that suggests that these two killer have any reason to ignore pallet breaking rules. The knight himself when in ghost form manually inmates a pallet break like every other killer and vorpal blade is same as any other special ability pallet breaks. Alert and Spirit fury are 5 year old perks that have always worked with killer abilities and against killer abilities. i do not see a reason for chemical trap to not work the same way.

  • @Rokku_Rorru said:

    I really don't think she should ever get haste for another team mate getting scanned, it's terrible design, makes some chases feel out of your control.

    I feel every iteration had you lose for interacting with her power regardless of how you tried to counter it:

    1st iteration: getting rid of drones traps you so she knew where you were
    current iteration: getting rid of a drone still notifies her its been ridded of she can still return to it.

    not to mention getting a claw trap in current gives you like every debuff known to DBD it feels like whilst also buffing her… It's so dumb. She just isn't fun at all to deal with. This needs to happen, that or her drones need severely limited to 3 or something so she can't just place them on gens and every loop hook window known to dbd.

    I really don't think she should ever get haste for another team mate getting scanned, it's terrible design, makes some chases feel out of your control.

    Why is it terrible design to reward killer for spreading pressure among other survivors? why is it terrible design for survivor to get punished for playing bad? It is not like haste is outside of survivor control. the drones very visible and have very simple counter-play. crouch.

    My advice to OP is to just play Clown. that is my advice to all Skull merchant mains. The yellow bottle speed-up is very close to her current ability. it plays a little different then SM but the rewards are similar.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799673#Comment_3799673

    To be fair, Freddy's reworked power was not healthy for the game.

    the complaints were two folded on both his iterations. i think only positive for skull merchant is that since she won't be listed for any changes, there is more chance for other more important killers to receive changes. skull merchant's reworks are wasted opportunity costs changes for other killers. Now that she's bad, bvhr doesn't have to care for changing her as high priority.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799636#Comment_3799636

    I would prefer for this to happen sooner than later. Or again, some form of official statement about the situation.

    i think your over-thinking it. they're nerfing skull merchant because survivor disconnect too frequently vs the killer. by nerfing the killer, the killer will be more easily 4 man out and grant free wins for survivor. this will make survivor play more games vs skull merchant.

    i think very obvious problem will be that skull merchant will be very low play-rate due to being weak so even survivor does d/c less, they'll play vs merchant very little.

    @OrangeBear said:

    I think the worst about it is that it sets a precedent for how they can "balance" killers. If survivors complain about a killer enough bhvr won't hesitate to nerf them into F tier until they feel like reworking them some day.

    It makes me worry for any killer, is any killer even safe from this?

    Pinhead and plague might be up next, since they consistently get high kill rates. After that they will probably gut chucky at some point. Been losing motivation to play after the dev update, it's been really disappointing.

    this precedent has been there for many killers. freddy is pretty much F-tier because survivor complaining about his gameplay.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799077#Comment_3799077

    Just because Hellfire can't go through tall walls doesn't mean it has no use in a tall-wall loop: It's a ranged attack, which can be used to ping/zone survivors if they're in a position where they'll shortly get funneled into a narrow area or animation locked, similar but not to such a degree as Pyramid Heads zoning while holding PotD.

    Though I definitely see the point of wolf being brute force in rotund larger tall wall loops with constant curves (like the rock in your description) where Hellfire won't pierce through and you'll never really make good use of Hellfires range to threaten through zoning because the slight angle of the loops curve always points outward.

    This is also the issue with the Wolfs pounce, it's a straight line like Hellfire. It's not an accelerated controllable dash like Oni or something that can wrap around that object. And this is where your point of the haste being under-powered rings true and the idea of wolf being a brute-forcer of strong loops. Maybe then the Pounce should be redesigned to be better/wrap around better, only problem being it'll step on the toes of drac's low-wall anti-loop.

    Maybe if Drac just threw a freaking fireball that takes advantage of low-walls and has good range that'd have made it more unique to allow wolf to shine in close-range. But that'd have to distinguish itself from Huntress in a manner.

    Maybe if Drac just threw a freaking fireball that takes advantage of low-walls and has good range that'd have made it more unique to allow wolf to shine in close-range. But that'd have to distinguish itself from Huntress in a manner.

    that would be pretty cool. i think they choose fire pillar design because it is classic castlevania attack in all those metro games. they had wolf curve around objects using the slide tech or some people call it hug tech because of blight but they removed it. i think that is fine as long you balance parameters of killer to be effective. I think wolf can still be effective power without hug tech if its # of improved even slightly.

    you'll never really make good use of Hellfires range to threaten through zoning because the slight angle of the loops curve always points outward.

    yes. that is what i mean. that is where wolf form's rush down speed is suppose to be good. Since dracula is pretty good with just its two forms, they might not improve wolf form. it would make his kit more well-rounded but i mean, if it killer already good, why improve it?

  • for killer, none. The perk that i was hoping that would be good is leverage but it didn't get buffed in meaningful way.

    for survivor, Blood rush is likely most interesting one as the perk can enable you to very safe flashlight saves with off the record and sprint burst. I am only sad that epic end game plays will get nerfed. no more end game blood rush.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798933#Comment_3798933

    Scratch marks not being generated is the only time in which you're able to juke bat, yeah. But you make much less distance if you juke bat by walking. You don't gain 8-9 meters of distance, as you would have to be running to make that distance, which would leave scratch marks, and let bat track you. You gain about 5.65 meters (less than one second of travel for bat). Even then with that kind of distance itself is easy enough to hear an injured survivor, there's less chance to juke while not Healthy.

    The real question is what the intent of bat form is: Is it a mobility chase tool like spirit and her power/blight/nurse/etc. to counter shift+w, or is that the role of the wolf form and its scent orbs that give haste (with base drac being anti-loop).

    Right now bat seems to be taking on two roles: Mobility and Shift+W chase, and steps on the toes of wolf (given that I think scent orbs only spawn from running survivors, so its whole mechanic is less about information and more about chasing down survivors after you've been impeded).

    Right now wolf also seems to be taking on two roles too: Info and Shift+W (but to a lesser degree) and had its Anti-loop nerfed.

    The modes are conflicting with one another and to be honest, I don't know which should be which and I assume players would be mad if their notion of what should be what is quashed.

    Maybe if they drew a line in the sand:

    At base

    Bat: Mobility focus, reduced Anti-shift+W

    Wolf: Info focus, increased Anti-shift+W, (keeping the Anti-loop nerf)

    Drac: Base, AoE, Anti-loop

    But then use addons to allows players to customize what each role does well to get it back to their preference.

    Like an addon that makes it easier to use wolf in loop, or addon that makes the delay after exiting bat much shorter but reduces the speed given by scent orbs (either through a direct negative or opportunity cost of not being able to make another selection/combination)

    Right now bat seems to be taking on two roles: Mobility and Shift+W chase, and steps on the toes of wolf (given that I think scent orbs only spawn from running survivors, so its whole mechanic is less about information and more about chasing down survivors after you've been impeded).

    the haste for wolf is to brute force strong pallets/tall wall loops down where hellfire cannot fire over. the form is relatively obvious considering that the wolf form also has base-kit pallet break for his pounce. in practice, how wolf form is suppose to work is that you use haste to try make survivor use a pallet then use pounce to either force 70/30(survivor has major advantage in dodging pounce over killer hitting it) or break the pallet, then you bat form for catch-up.

    it is just that wolf form is under-powered. the haste isn't very good for forcing pallets down and pallet break is complete rubbish. the wolf is terrible for mindgames because it has penalty for walking backwards. wolf is brute force anti-loop+tracking.

    let me talk about why i think wolf form is bad shift-w using this image. this logic is also why i think wesker is overrated.

    image.png

    The short answer is that survivors can walk around debris in such a way that you have no angle to use the wolf pounce. they can also often turn corners just before you can 2nd pounce. it is same problem that wesker has in his anti-loop. it is too easy to outplay. that is why new bat form really elevates dracula to be better killer because he has options to play around shift-w gameplay while other killers are forced into time-waste. to be fair, before bat form buffs wasn't very time efficient but his buffs made him more time efficient

    bat form is shift-w chase and map mobility and dracula form is anti-bodyblock +anti-loop for low walls. bat form and vampire form do their jobs well. wolf form does its job poorly.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798764#Comment_3798764

    We'll have to see how he performs in comp, but I'm a bit concerned at how oppressive bat form can be to mitigate tools the survivors use to gain distance in chase.

    While it's not like you can swap in and out of bat form for easy hits at loops, it's great at making up the distance a survivor gains if you choose to break a pallet/they use a haste-based perk even in a successful manner and you end up quickly back on them again like nothing happened just following their scratch marks they left behind.

    If we're talking about information, at lower levels, Survivors might not think to go slow and steady if bat form is approaching, and those scratch marks are as plain as day, informing you that a Survivor is nearby even without listening to their footsteaps. And that increased mobility can allow Bat form to gain information at an increased pace about leftover scratchmarks that unaware Survivors leave behind while they run under the assumption that Killer was farther away. As the increased speed from bat form increases the rate that you're able to parse more environmental information simply by moving through the environment faster.


    Maybe if bat form didn't see scratch marks, but triggered Killer instinct within a small radius. It would be better suited as a mobility tool, and being more jukeable if used in chases. (And also overcoming the hardware gap a player might experience if they're not using a great headset/have hearing issues).

    If we're talking about information, at lower levels, Survivors might not think to go slow and steady if bat form is approaching, and those scratch marks are as plain as day, informing you that a Survivor is nearby even without listening to their footsteaps.

    the information for bat form is pretty hard to track. bat form works a lot like spirit where you can run as survivor, show scratch marks then turn a corner, then start walking. If the killer is not in direct line of sight when he transforms or has to navigate non-liner/open areas it is not out of the question to juke the bat.

    Maybe if bat form didn't see scratch marks, but triggered Killer instinct within a small radius. It would be better suited as a mobility tool, and being more jukeable if used in chases.

    I don't want to get into this argument where spirit and bat form is uncounterable. the bat is possible to juke without any changes.

    the thing about the bat is that the killer can be wrong on survivor location but survivor doesn't get as much distance because prior to said change, if a killer was wrong, they'd have to be stuck in bat form for at least 5 seconds which is 20 meter of distance. Now the bat is only 2.5 seconds so the survivor gets like 8-9 meters of distance for juking the bat. A lot of killer player often did not use bat because risk vs reward of losing distance was too high. i used it but it was extremely punishing. a lot of my games, i would make a mistake, get super punished and get 2k at most, even few losses. Now it is a lot less punishing if your wrong.

    it's not like you can swap in and out of bat form for easy hits at loops, it's great at making up the distance a survivor gains if you choose to break a pallet/they use a haste-based perk even in a successful manner and you end up quickly back on them again like nothing happened

    Being able to counter shift-w is one of most important killer assets for a killer. it is almost universally what defines bottom tier killers vs top-tier killers. if your really good at using bat form, dracula can be consider very high-tier killer but i think average killer player that plays dracula will not min-max his kit. at least that is my impression from playing vs him as survivor.

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796975#Comment_3796975

    Nothing placebo about it. It was a useful tech that could give you hits you otherwise would have no way to get on certain straight tiles. Clear and straightforward.

    But it needed to go, just like it needed to go on Blight. Getting hit by it, especially when you don't know about it just feels unfair and is definitely not a very beginner friendly thing. For sure his kit feels better after patch though, I like that they buffed bat form and that they're leaning into him transforming more in and out of his power during chase.

    The only thing I wanna see now is remove the movement restrictions on wolf form so you can move backwards at full speed. That would make it really scary at mindgaming loops.

    i think it is more his scent orbs are too weak. they're not good tracking, they should work like Oni but also work when healthy and they don't give enough haste to help dracula vs high-wall loops. other than that, his vampire form and bat form are in amazing spot. he is fun to play and his abilities are fun to use.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797416#Comment_3797416

    Not quite. The old Buckle Up protected both the healer and the person who was healed, meaning when paired with For the People, you could run in, instantly pick someone up, and both of you would be safe thanks to the Endurance. We're Gonna Live Forever only protects the person who was picked up - the healer would still be in danger.

    if a player has sprint burst 99%, For the people and We're gonna live forever, a survivor can die under pallet, be picked up in front of the killer during attack cooldown and then killer is pallet stunned not allowing killer to hit the person.

  • @GroßusSchmiedus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798782#Comment_3798782

    I mean, cypress basekit would make some sense, if you are the last one alive and caught, you cant really be saved anyway, especially now with the respawning hooks, and moris are WAY faster than going through the picking up, carrying to a hook and watching the sacrifice animation, so i personally would even prefer it as a survivor.

    Its also by far the easiest solution to the finisher mori system, no need to rework really anything, just deactivate on add-on and thats it.

    what seems simple on paper might be complicated in back-code. in regular games, the killer cannot pick two mori offerings but when you put 1 offering base-kit, you likely have to code and account for 2 offering being played. my impression is that they took lazy route and just made offering base-kit while disabling any other offering from being selected so you get this change that no one asked for.

    my impression coding wise would be that you need to take rancor's coding from the perk, remove tracking and the exposed in end game and modify to only work when 1 survivor is alive. it would be like 5th hidden perk called modifier rancor or whatever in the code.

  • @Xernoton said:

    I only played 2 games so far, both as a survivor, but it looks like there is little to no point in using the candelabras, which are basically the only thing that would help the killer in any way. So what's left are a bunch of survivor buffs, that aren't necessarily bad but they feel kind of unfair when you consider that killers got nothing in return.

    Both matches I played, the survivors won oretty easily. I managed to get myself killed in the second game because the Myers caught me at the exit gate but the others got away without issue.

    to me, it just seems like a mode that tests anti-camp and anti-tunnel changes. the 20% repair bonus is well over-kill. the 70 second gens is too much.

  • @ObsidianButterfly said:

    "Down the line"?

    That could be YEARS before she is even playable again after these nerfs.

    "Mitigate some issues"?

    Yea, apparently people still wanting to play her despite how weak a killer she is counts as an issue to them. They are correcting that with nerfs so heavy handed they make Freddy wince.

    all that says is they'll revert her in 1 year time. there is nothing rework. the killer works fine. hopefully survivor figure out how to escape vs her. /shrug.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798740#Comment_3798740

    Yeah fair point… that was normally how I used it as part of a Quick and Quiet, Head On build… Prior to the Iron Will buff, Lucky Star let you hide your grunts of pain for a better chance of pulling off Head On, but that utility already got kinda subverted by Iron WIll being 100% again. Now if you want head On, Iron WIll will probably serve you better for most of the game, since it still works after you've pulled it off. It does have a slight advantage in the regards to the fact it's less obvious it's in play, since it's ONLY when you go into a locker… but you're still on a crap shoot of if the killer opens that locker of not….

    So… without that primary 100% locker silence purpose, it's only remaining use was as a means of hiding in a locker while exhausted, which still needs Q&Q to be remotely viable, and even then is rarely wise, since killers will often sniff you out anyway…. but it was still a decent perk, because you got the auras as well, so it was still useful for things like Flashbang, or as part of a build utilising Inner Strength or something similar to find and help an ally in chase efficiently…

    You could even use is as a perk that you can trigger to find an ally to heal you if you got separated on unhook or after a successful killer dodge via a locker… the value of Lucky Star wasn't any individual effect, it was the culmination of a lot of little effects that gave is a surprising amount of versatility. With the auras gone, now it is nowhere near as versatile, and now is in direct competition with Iron Will… and most of the time, it falls short….

    The one time it is more useful now is if you run Lucky Break, Overcome, Quick and Quiet and hop into a locker, which it could do before… and even that is no longer as good, because you can't then use the auras to find someone to heal you to keep/charge up Lucky Break…

    I'd prefer if Lucky Star either kept it's auras…
    OR
    It got a more unique identity as THE locker perk. If your slow locker entry was made 75% faster, and/or had a 24m aura read on lockers, that would be a nice change… that would actually help it stand out vs. Iron Will and also see its usage considered for things like Flashbang, Head On, Inner Strength, Built To Last, where the survivor has several small locker related effects that make the usage of these perks easier/smoother.

    it does hide blood pools. maybe the perk should also hide scratch marks as well. Iron will, hide scratch marks and blood pool for 60 second can be direct competitor to iron will. I think iron will would still be popular because it is easier to use and doesn't have cumbersome risks. currently the numbers just are not good enough.

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