Devil_hit11
Devil_hit11
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798729#Comment_3798729
Oh yeah, that.
They should probably keep Ebony Moris as they are.
if i want bloodpoint, i'll use bloodpoint pudding or streamer. when i am using mori, i just want ignore the second stage decisive strike. I did not hear any survivor complain that mori offering is overpowered and needs nerf's. leave it to dev to nerf that. killer request base-kit mori was because of end game hooks breaking and survivor crawling in the corner. they already fixed that by making hook respawn so this mori change is super late in my opinion.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798743#Comment_3798743
Unknown can't place Hallucinations at hooks anyway. There's a radius around them where Hallucinations can't be placed/get destroyed.
The ability to delay placing Hallucinations is 100% intended, they just don't want the animation faking. They could just delay the animation from the Survivor side slightly but I guess they're doing this for some reason.
yes but it can still be used to proxy camp tp to hook. it is not like hag trap directly on the hook but he is ranged killer.
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@adam1233467 said:
I would agree with this if all of his forms were equally usefull, now that the wolf lost his hug tech, I don’t even try to use the wolf form, it is so satisfying switching bat form and vampire form very quickly tho.
ideally, it would good tracking form when you hook someone and don't know where people are but when i transform into wolf, i get like no tracking information and pounces should be good on loops where hellfire cannot fire over but it is not good at that either so yeah. wolf needs some upgrades to be useful. the other forms vampire and bat are solid now after their changes from ptb & live.
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@AssortedSorting said:
Exiting Bat form having a greater slowdown/"landing" would probably be the best choice (also perhaps suppression of basic attacks immediately out of it for half a second or two with accompanying animation visuals indicating that a basic attack isn't ready (perhaps with the hand lowered out of sight then raised when ready).
The smoothness of switching between forms right now on demand is really buttery and I like it.
please no. the m/s reduce already feels clunky. bat is a good spot. i was playing dracula like this with bat form mostly. previous version was really hard to use effectively with the cooldown. now he has really good transform game-flow between bat form and vampire form. only his wolf form could be a little better.
@NotJared said:
After a few days of playing with and against the buffed Shapeshift cooldown, I think I can safely say that I feel Bat is waaaaaaay overtuned now. The cooldown was honestly pretty fine and balanced before the buff.
Shapeshift NEEDS a cooldown, thanks to Bat's speed and ability to completely ignore vaults and pallets. With the new buffs, Dracula can shapeshift, hop over a pallet or window, and turn back before Survivors get a chance to run anywhere.
It's as if Spirit's cooldown was completely removed AND she could walk through vault points - there's just nothing Survivors can do to get between loops, he is instantly on top of Survivors in seconds.
I think either Shapeshift needs its original cooldown back, or leaving Bat form needs a bigger slowdown to allow for more counterplay.
Spirit with 2 cooldown add-on is around 10 second cooldown. I believe she is little bit faster than him and has a bit more information on survivor's positions. Bat-form at loops is at best 50/50 mindgame but a lot of survivors like… won't drop the pallet till you exit form and can stand in positions where they're next to a vault while also being tricky to track. there is counter-play.
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@ReverseVelocity said:
If the speed curve starts instantly I'm going to be annoyed. These changes are likely going to be a flat nerf overall, since the combined effect with Blurry Photo is going to be less than the addon is currently, and tapping to prevent hallucinations will be impractical.
it is intended to prevent unknown from placing clones near hook and zoning with clone like budget dredge at loops. It is pretty much a nerf because of unintended design. the skill is suppose to be mobility tool to leave hooks but it is being used as primary anti-loop tool and camping tool.
a lot of player rate unknown very highly because he is like artist at loops with that clone with strong camping capacity. Now he is going to be more low B-tier which i suspect he would be.
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@UndeddJester said:
Definitely needs some kind of identity to compensate. I rather like the aura read, but without it, it's just a Pay To Have A Crap Version of Iron Will.
If it got something to really set it apart, like slow locker entry speed increased by 75%, and/or could see the aura of lockers within 24m, that would give it something unique, but right now, it's just a sub-par version of other perks.
iron will cannot be combined with exhaustion perks but this perk can be combined with exhaustion perks and has synergy with head-on. the problem is that reward is too low. 10-15 second was irrelevant and 30 second is not enough. at 60 seconds, i can see player using it with head-on as alternative iron will. it is more expensive and has somewhat more risk because your entering locks mid-chase but it has potencial synergy.
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the duration should be buffed to 60 seconds for leaving a locker, 30 second is too little. i don't see anyone running it even with head-on.
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@ReverseVelocity said:
Isn't that what they did?
no. they nerfed ebony mori, ivory mori to not allow you to mori. now they're bp offering that give bonus BP for mori the final survivor.
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@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798356#Comment_3798356
Bad Weskers are very easy to loop, but the strong ones are very good, because they sacrificied so many hours on him and they deserve respect for that. They just destroy Survivors in chase when others Wesker players can't. Respect for Wesker Mains.
** use techs that don't get patched.
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@Rigbeta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797803#Comment_3797803
That's great, so just because you find a playstyle boring, that means the people who enjoy them just don't matter? I love playing as her and against her, but I hate my teammates for throwing a tantrum. I still do my best regardless because literally EVERYONE has characters they hate going against and need to learn how to deal with. I think Chucky is boring because he has anti-loop AND anti-transitional powers, but I still suck it up and utilize what I know to counter him. But then I get thrown into a game where people decide "This is boring" and give up, instead of taking a challenge head on and actually trying to learn HOW to counter a situation.
i love your attitude. i wish more player were like you and less of this d/c entitlement stuff. I agree.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796921#Comment_3796921
The last version the gens started at 1% though, which was solely to make it so survivors can find them. 5% means it is actually faster.
The problem with the mode is the game is balanced around killers having gen defense perks and survivors having anti-tunnel perks and this is a mode where the killer doesn't get them but the survivor does. Its super weird.
i think issue is 20% repair bonus. that really wasn't needed.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798236#Comment_3798236
That's not how it works when both survivors take the perk. Just read the perk. It corrects OTHER survivors actions, this is true, so if they BOTH run it, why would it not work?
i am thinking that the perk works like prove thyself where only one instance of the perk can work due to that new 8 meter change. something to test in the PTB. Like i said, if it is too strong in PTB, BVHR will change it such that it is not a problem.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798045#Comment_3798045
Right, it doesn't "stack" in the sense that you think of, but basically if you run the perk, it corrects the failed skill checks of everyone else nearby and makes them great skill checks, and consumes a token right?
So imagine a scenario where survivor A and B are both on a gen and they have hyperfocus and this new corrective action.
Survivor A:
- 3 stacks of corrective action
- 0 stacks of hyperfocus
Survivor B:
- 3 stacks of corrective action
- 0 stacks of hyperfocus
Survivor B now fails a skill check, it becomes a great skill check, what happens?
Suvivor A:
- 2 stacks of corrective action
- 0 stacks of hyperfocus
Survivor B:
- 4 stacks of corrective action
- 1 stack of hyper focus
Now survivor A fails a skill check, it becomes a great skill check, what happens?
Survivor A:
- 3 Stacks of corrective action
- 1 stack of hyperfocus
Survivor B:
- 4 stacks of correction action
- 1 stack of hyperfocus
And repeat. Failing a skill check as survivor B, gives Survivor B a stack of hyperfocus, AND a stack of corrective action while removing a stack of corrective action from Survivor A. And vice versa if survivor A fails a skill check.
What this effectively does is, each survivor can continually fail a skill check, which then becomes a great skill check, and they get their stacks back, and now they can both infinitely trade off their corrective action stacks, while also gaining hyperfocus stacks. Which in turn causes the probability of skill checks to go up, which in turn gives them more great skill checks, and so on.
This creates an "infinite" scaling combo (infinite in the sense that, the combo is permanent, but the gen is not) where they can trade their stack back and forth, while making the gen go faster and faster.
right so i don't think it works like that. two people using the perk would give infinity stake out type tokens. i have feeling that only 1 person can correct another person's skill-checks
so for example if survivor 1 start gen A and survivor B comes after.
Survivor A can generate corrective action stacks for survivor B to use but survivor A missing skill-checks would explode gen. Survivor's B corrective action will not work. if it doesn't work like that, BVHR will likely change the perk before release.
they won't allow you to just mash spacebar and get infinity loop hyperfocus by spam failing skill-checks. I consider it a nothing change because it is either too strong and they change it or it is whatever change that has no impact.
The survivor perks seem fun to play around with but killer perk feel like nothing changed. it is like they turn D tier and F-tier perks and upgraded them to C-tier. Not even average perks. To put it bluntly, i have look forward to nothing on killer side in this update. They think predator is such overpowered perk that it need cooldown's. BVHR is just being silly.
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it sucks that they're making decisive strike not counterable. i would sometimes run them to avoid decisive strike on 2nd hook vs swf and stuff. was it really that imbalanced to ignore decisive strike on 2nd hook that it needed a nerf?
i thought the base-kit mori was just yellow mori offering base-kit. cypress mori retired. guess not.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798062#Comment_3798062
No it's once per hook I believe, this change will make it good with pain res if survivors are caught off guard by it. Otherwise yes it'll be easily countered and played around. If it does work though that's a long time to be blocked from a gen, almost a mini corrupt, imagine with momentum you may even get multiple procs on different gens overlapping and people being forced to let go to go save.
it has potential, but it is situational.it is very easy activate due to grim embrace. i think it is once per survivor so technically 4 times per game. you could be right and it is once per survivor per hook per activation. so for example if you hook someone with pain res, grim embrace. you tp with dredge. grim embrace activates. instead of it blocking all gens for 30 seconds, it will block first gen for 50 second and other gen will be 10 seconds. this is something i have to see in PTB to test functionality.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798132#Comment_3798132
Her power should be her drones and not Haste or undetectable. Also she is far to brain dead to play, you have to do almost nothing to get value. Just press one button and the loop is unsafe. Repeat that until half the map is covered with drones. The haste is too much, but they did nerf her other parts too hard.
i don't agree. the haste wasn't too much and using speed-up/speed down has some elements of skill to making loops unsafe. her kit was fine but survivor were d/c too much. this is bvhr attempt to reduce her kill-rate and make survivor more comfortable in playing against her.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798116#Comment_3798116
She is designed to control the map and defend generators. No killer that does that is ever popular. Zoning is needed to add gameplay variety, but people generally don't like playing against it. I don't think that will ever change.
I'm not giving up against her. I almost never see her. I've just accepted the reality that until the devs address her more annoying aspects, that people are going to keep giving up and matches against her are going to suck.
i think if you winning against her, you won't be able to really complain.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797218#Comment_3797218
Why should she have infinte high haste for free. A power should not only be haste, especially with how much stuff she has in her kit. The only things I would have changed is removing the haste and undetectable and make deactivating drones not a useless feature.
What is right and wrong is just an opinion.
that is her power. her power is… was small amount of haste for long time. it wasn't anything crazy but it was enough for a lot of player to d/c.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798097#Comment_3798097
I don't hold the view that just because a character in a game isn't great, that they should be immune from nerfs. If a character enables a miserable gameplay loop, then they should be changed.
I don't think that my idea is golden, I just think it would be better at making her less annoying when compared to what the devs are proposing.
i don't think skull merchant enables anything special. her gameplay loop is fine.
I don't think that my idea is golden, I just think it would be better at making her less annoying when compared to what the devs are proposing.
She might not be your cup of tea to face and that is fine.
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bloodlust 1 for 5 seconds is large amount of hinder?
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798074#Comment_3798074
I feel like if the devs made changes so when a survivor deactivates a drone, she couldn't put one up there again for a while, that would make her much less tedious to play against. That would be a better temporary change instead of what is being proposed.
she is already being rated as F-tier, no need to make it worse. i don't think she is true F-tier but she is not very good. likely more along lines of C-tier killer.
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again, twin changes are not because twin is too strong, it is because twins is "unfun" to play against deemed by survivor mains that get slugged. so they're just nerfing twins for unfun reasons. Not like this killer is popular or whatever so it is like 1/100 games, you'll notice a change. whatever.
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@SkeletonDance said:
Does it still require from you to be fully healead in order to use it? I still can't figure out that rework XD
no. it is only requirement is that you are unhooked and the perk is active for 60 seconds. if you touch gen/do regular actions, the perk disables.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797891#Comment_3797891
The problem with the SM changes are that they don't deal with the things that make players give up. It's the same thing with the Trickster rework. They made him stronger, but kept all the things survivors hated intact. Her spammable zone control is what makes her frustrating to play against. So even though she is weaker, she's still gonna be tedious to go against.
People are right to take issue with the changes. They are not well targeted.
her spammable zoning is reduced to 5% hindered. tier 1 bloodlust for like 5 seconds. i suspect that survivor will slowly begin to not d/c because they'll realize that… SM is free win and eventually her kill-rate will plummet, her pick-rate will be non-existent and then BVHR can figure it out how to improve her a year from now when her stats are neutral. It will probably be bringing back her haste.
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@Rokku_Rorru said:
it's a quick fix for the meantime until they revisit her, they put it on social media.
I also disagree re the scans, the haste was so dumb, being punished for someone else running through a drone was utterly dumb. I'm so glad she has been changed, she deserved it.
She needs redesigned from the ground upShe didn't deserve any nerfs. i didn't expect them to straight up remove haste, only to weaken it to insignificant value like 1/2/3/4%. the silver lining is that freddy is supposedly getting reworked so eventually freddy will leave F-tier spot. Skull merchant will take his spot for awhile.
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@CammyChameleon said:
Because it now only works on the first survivor to let go of a gen, survivors will literally run past a gen with no progress, tap it, and let go. Then boom 50 seconds of a perk wasted… What could make this better if it was all gens but instead of 50 seconds it was 30….
Oh wait. It already is that.
Imo Dead Mans Switch was a fine perk and perfectly strong, the 50 seconds will also just seem way to strong when it is on a progressed gen.i don't think people understand that DMS switch is getting deleted/nerfed to the ground. It only works first time the survivor EVER let's go of a gen. aka, it only works once per game and is gone forever.
it is completely useless. this is another perk that is worse THEN ORIGINAL which was 45 second of blocking but it only activates on obsession hooks. Why are they doing this? Because at some point, they said that grim embrace+dead man switch was being monitored and now that it has been monitored, it deems too strong so they're just deleting DMS because grim embrace.
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- This just in. m1 killers are overpowered.
- His guards are harmless vs verteran players and his cooldowns are disgusting long for no reason bringing him back to a 2vs1 killer with pincer play-style with more restrictions/nerfs to his kit.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797619#Comment_3797619
You are missing the synergy here. If you have 2 survivors on the same gen, both with hyperfocus and this perk, they just intentionally miss the skill check. Then their missed skill check becomes a great one, which does 2 things:
- Increases hyperfocus stacks
- Gives them another token for their partner to miss their skill check.
So basically you both just work the same gen and spam spacebar intentionally missing the skill checks. Hyperfocus stacks happen, and you keep getting tokens of this perk because it makes your failed skill check a great one. Top this off with something like prove thyself on one of them and some toolboxes, and you are looking at a solid 20 second gen.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797507#Comment_3797507
Correct, it removes it, in normal circumstances. This perk will allow it to be a great skill check.
it depends how it works because my impression was that 8 meter change makes the perk not stack, like prove thyself. in other word, only 1 person can be affected by corrective action.
if it feeds into itself than i can see what you mean by the perk being strong in a swf that runs all 3 perks and stacks on generators since you would have unlimited tokens. at the same time, co-op gens is relatively fast such that i think you might finish gen before hyperfocus ever reaches 6 stacks. More or else, just another variation of gen-rushing by SWF. i don't think soloq will ever be using this, not until they buff the ability to see teammates perks which they still haven't done that basic change because it will take years.
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@ZamasuManzon said:
I was expecting to see a punishment when this bastard misses a chainsaw attack.
He will still NONE.
He is not like Wesker that can be heavy punished if he misses the second dash. Billy simply chooses to stop the dash next to the surv and he and almost instantly start another insta-down attack.i was expecting them to nerf it to 3 second or even 3.25
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797701#Comment_3797701
Its not designed to be the only stealth perk worth running and cause the killer to inadvertently tunnel your teammates.
yes. that is how stealth perks work. loss of aggro on you is increase aggro to rest of the team unless of course, everyone plays stealthy then killer has trouble finding people. that is why in my opinion, the way to use stealth perk is to take aggro early and then disappear because killer wants find people on death hook but stealth perk denies that ability. just watch out for tunnelling off-hook. it is pseudo soft-anti tunnel perk. you make killer spread hooks indirectly.
In any case, i don't think distortion is going to get used so they finally killed another survivor perk which is pretty rare. Like iron will, it might get revived one day since that what dev tend to do with survivor perks. they're never truly dead.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797707#Comment_3797707
I can't end chases quickly around safe tilesas an m1 killer against very decent survivors. That's not in the cards. Killers with awful early game like Pig, Myers and Freddy will hate this perk.
I hope you are correct, that nobody would run this perk. Regardless, i expect this to not make it to live servers.
i do. i think it is not good enough due it turning off randomly.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797524#Comment_3797524
It does not matter how good you are as killer. If you play m1 against something like shack, you will not get the hit fast. Im talking about low tier killers. I know why killers like Huntress will be less effected by a perk like this.
not sure what to tell you. get better at ending chases quickly. not every survivor is likely to run this perk and it is not exactly good for entire team to run it given that only half team is likely to get chased on average.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797625#Comment_3797625
Recharging in chase means it rewards killer engagement, and also serves as anti-tunnel, because what were you doing right before you got hooked? Being chased.
Recharging out of chase means the Distortion user is even more incentivised to just hide and scurry away while all their teammates die for them.
it is stealth perk. it is design to hide away from aura perks. not engage with the killer.
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@Chocolate_Cosmos said:
It's bad change. They should instead make it that you have 3 tokens but you recharge them by being in chase. Instead of hidding in TR you have to be in chase for a while to get your tokens back.
should be opposite. you only recharge tokens outside chase like stake out and diversion. that way, you stop procing tokens 24/7 vs like cigar box clown and other add-on like it. rat poison, so on.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797507#Comment_3797507
No, missing a skillcheck replaces it with Great one so you don't miss but hit it instead.
it has 5 tokens, start with 3 and you need hit greats to gain more.
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@BasementDweller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797032#Comment_3797032
[REWORK] When a Survivor is within 6 meters of a dropped pallet within 16 meters of your location, their aura is revealed for 6/8/10 seconds.
Dev note: Revealing pallets and windows was much less useful for Killers than Survivors since the Killer is present every time a pallet is broken. We have reworked this Perk to instead reveal Survivor auras near dropped pallets. This will provide some useful info during a chase and allow for some interesting mindgames.
they also do same rework for I'm all ears with windows. it is better perk but i don't know how much more common it will be. it might need a little bit more buffs. like infinity duration instead 6/8/10. maybe make it 6/7/8 meters or 16/17/18 meters as scaler's.
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@Rigbeta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797288#Comment_3797288
the problem is no one wants to learn counterplay. They say that "its unfair" because you can't avoid the scan lines, when literally you stop mov9ng for an iota of a second. There's also the fact that plenty of killers get way more reliable and consistent usage of their power on a survivor yet Skull Merchant is somehow considered brainless and the worst.
Its ridiculous, people refuse to learn to adapt and instead try their hardest to just strong-arm every killer to be within the same range of "loop for eternity".
good news for you, you don't need adapt. Just disconnect and throw yourself on a hook at the start of the match. Do it enough and BVHR will nerf the killer. There is your adaption.
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@ChaosWam said:
Sweats in Sadako main
Jokes aside, it's a worrying trend. If enough people realize that throwing on hook means an eventual nerf, they'll do it, even if it's a small part of the community.
Heck, I've had people do the exact thing people do against SM (pointing at hooks, giving up, throwing on first hook) when playing as Hag, who I barely play.they already do. Just give up, throw yourself on a hook and go next and BVHR will eventually change said killer.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797514#Comment_3797514
Again, though, while you may believe Legion is worse off now, that change was at least addressing a real problem. There was, undeniably, a problem in the design of just being able to chase down the one survivor and cheese downs without any effort or counterplay.
Even if you don't like the solution, it was at least a solution aimed at the problem. These changes aren't trying to address any problems at all, they're just dismantling everything about her that isn't problematic while only doing very little to address the problems that do exist.
Legion's original rework was a lot like Skull Merchant's original rework: a response to real problems that had some growing pains. That is more common from BHVR. We saw that in Legion, we saw it in Freddy, we saw it in original Skull Merchant, we saw it in Sadako (though they reverted her, annoyingly), we even arguably saw it in Billy's Overheat to a small degree.
What we don't see often is what we're seeing here: A killer just being dismantled from the ground up while not actually having their issues addressed.
Legion didn't address problem either. the problem was that his feral frenzy has no counter-play and there is no counter-play to avoiding the hit. Instead of addressing this problem, they dismantled his kit. what we saw legion is same thing that we're seeing with skull merchant.
in any case, now that skull merchant is likely more bearable for snowman survivors, hopefully we have less disconnects vs the killer.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797246#Comment_3797246
Am i wrong? Ive read that quick gambit goes on a 60sec cooldown AFTER getting hit. That sounds awful for the early game of weaker killers. It also seems to stack.
Survivors will see each other so they will not run into each other. All i see is an unhealthy early game perk that destroys weaker killers exponentially more than stronger ones.
typically if your good at killer, your chases very short so the life-time of the perk is very small and you need a lot of chase time for 5% to make a difference as opposed to deja vu that is higher % and is constantly active with no down time outside of being chased. you need loop for whole 90 seconds for the perk to shave few seconds of gens. the perk is a lot better because it is global but the downside might not make a that attractive for survivor to use, so it might needs another buff to remove its cooldown before it becomes as wide-spread as chase based deja vu. Deja vu being the generator jocky thing.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797333#Comment_3797333
Legion? What? Legion's most recent changes were buffs, and very good ones at that. What changes are you referring to there? Surely not their initial post-launch rework?
Billy is a good old example of overkill, but it wasn't really gutting to the point we're seeing here. Still, I'll acknowledge I forgot about Overheat, mostly because I forgot to specify that I'm referring to the last few years of balancing rather than the game's whole lifespan.
Deathslinger is a great example of them not doing this. Deathslinger's changes were aimed at actual problems and maintained plenty of his skill expression and identity. While I have a slight problem with the TR change specifically, the rest is exactly the kind of changes they SHOULD be giving Merchant here- reasonable changes aimed at the things that are actually problematic about the kit, rather than just taking a sledgehammer to the basic gameplay and neutering the power completely. They also actually buffed Slinger to compensate, which they haven't really done here.
Already acknowledged Freddy so nothing to add there.
legion used to be able to down survivors in feral frenzy after 4 hits. now he can't down survivors in feral frenzy directly and he has some rubbish movement speed with barely any duration to chain any hits. you don't see any drastic changes here? I'd say that is on par with haste and hindered changes. it is like removing major part of the kit. Spoiler alert, Legion was also one of killer to be constantly disconnected against in initial release just like Skull merchant. you should see similarity in said changes.
i do think skull merchant will get buffed over time like in 1 year and then maybe next year after that, but it will be gradual buff similar Legion. Keep in mind that Legion despite being buffed several times (around 3 times) is still worse then its original iteration. So take that for what you will.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797316#Comment_3797316
I mean, this is a very silly thing to say. Outside of maybe the nerfs Freddy got post-rework, can you point to a single other killer that got changed like this?
BHVR are actually fairly good at this overall, which is what makes these set of changes so baffling and annoying to see. Hell, even with Skull Merchant specifically, the most recent rework was an incredible success giving both killer and survivor skill expression and interactivity with the power.
BHVR are actually fairly good at this overall, which is what makes these set of changes so baffling and annoying to see. Hell, even with Skull Merchant specifically, the most recent rework was an incredible success giving both killer and survivor skill expression and interactivity with the power.
I agree. unfortunately a lot of player d/c vs her and BVHR cares about d/c and survivor fun.
I mean, this is a very silly thing to say. Outside of maybe the nerfs Freddy got post-rework, can you point to a single other killer that got changed like this?
Yes. Legion.
To some degree, billy, Deathslinger and Freddy post-changes, Sadako maybe?. it is nothing new.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797208#Comment_3797208
Nothing here actually enhances her counterplay, though, it just makes countering her unnecessary because her power doesn't actually do anything of note.
If the issue is with her counterplay, they should be changing things to make that counterplay more obvious without wiki surfing. The only good change here is drones permanently being in active mode, because that gives survivors more information to start the counterplay with.
Skull Merchant has quite a bit of counterplay, in general, the problem with her is that you kind of have to go look up numbers to understand exactly how it works, and that could be changed with in-game QoL additions.
that is how BVHR does changes. they make sure that killer doesn't take any skill counter and that you as KILLER cannot change outcome of said changes (I.e Out-skill changes). So everything about these change seems right on track. it is why you shouldn't get too attached to killers, especially ones that survivor dislike playing vs or ones that are deemed too powerful by community. you'll get some unpleasant surprises and reality checks.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797201#Comment_3797201
Except she does what other killers do…and several other killers do it much better lol. Clown has always been a superior pick over SM and hes no where near complained about, Plague was always better at holding 3 gens than SM, SM's lethality was basically betting on survivor mistakes with room for good plays on her end, overall there was no reason for her to be anywhere near hated to the level she was.
Plague is getting changed. Not in this update but in next update with Weave attunement. So you'll just have to wait for her major changes.
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@ObsidianButterfly said:
So how many years will Merchant have to live in F tier before she gets looked at again?
How long has Freddy been in F tier? It's been awhile.
a long time. at least we'll remember skull merchant memories when she was good a killer to play. Just like freddy. hopefully after 1 year of this, the d/c rate goes down. at same time, the play-rate will be like 0 like twins.
@Chocolate_Cosmos said:
We have to create new tier in tierlists called "F tier" or you can just call her "Skully tier" where only her now belongs.
D-tier is enough. freddy been there for awhile now. hopefully he gets some changes. Player still awaiting his rework.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797114#Comment_3797114
Claw traps yes, scanning no.
pretty sure it is removed entirely. you don't get haste, period. it is just completely deleted. you still need scan 3 times to gain hindered effect to put on a claw trap for what it seems. the claw trap gives tracking and put them into broken. that still seems the same.
my thoughts on update is skull merchant is dead. the billy/twins/unknown changes are inconsequential and genetic limits & Blood rush will be used more on average. Genetic limit to counter Iron will and Blood rush as anti-tunnel perk, often paired with sprint burst or Lithe spamming to be more obnoxious.
also they killed distortion to be worse then what it was pre 6.1
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797104#Comment_3797104
I've been waiting for this exact change to Inner Focus ever since it released. I'm so happy that they finally ditched the range requirement!
most of the perks look pretty irrelevant changes but there two perk changes that are pretty good and might see some use.
Bloodrush a little weird. i don't know why they turned it into anti-tunnel perk just to disable it in the end game but Sprint burst+Bloodrush might see more play.
The other good perk is quick gambit. it has unlimited range but they gave it a cooldown of 60 seconds which makes no sense why it needs drawback but this could good. the cooldown might make people shy away from it but in practice, a deja vu+quick gambit is 11% repair bonus which entirely revert 10 second changes to gens if you equip both perks across entire team.
for killer side, most of the perks are still bad as usual but two perk stand out are genetic limits and zanshin tatics. Genetic limit is like sloppy butcher but applies exhaustion. that is crazy strong. this will 100% get used to counter Iron will. Zanshin tactics is like wall-hack will give a lot of wall-hack for killer that do not break too many pallets on the map. very few people run Any Means Necessary on average so this will be like weak version weave attunement. It might allow you to win some mindgames on tall loop structures.
the rest of the perk are pretty bad. i am mostly sad of leverage. i thought it would be better. like… increasing duration to like 60 seconds but no.
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@PuddleOfBludd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797159#Comment_3797159
this is why I said killers should just not touch any character. Can’t have games without a killer and since BHVR wants to bend over backwards for survivors, show them what happens when both sides of the equation aren’t considered.
skull merchant is just worse clown. no haste anymore, 66% worse hindered. Now she is just poor stealth killer with very short stealth duration and broken. it will likely just make skull merchants 3 gen more because her chase isn't very good anymore so you play defensively and camp gens with drones to inflict broken. it will likely work vs soloq but not work vs SWF because SWF can communicate to pre-run. the haste bonuses and hindered were much needed for SWF because haste countered pre-running and hindered also helped keep survivor away from gens or risk being hindered by drones.
honestly, i expected a lot worse changes however I am still not going play her as any changes will make not viable vs SWF. that is why i just played a lot of her now knowing that the killer is gone. the only thing we need look at is what they did with her iri add-on related claw traps. they may reverted it to old geographic readout when you gain 2%(5%) haste. so she might reverted to still some chase.
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@Chocolate_Cosmos said:
If this goes live I am legit never touching this character ever, which is what Survivors and devs want I quess, so good job guys, you did well!
that is exactly what bvhr wants you to do. they don't want you to touch this character because survivor DON'T LIKE playing vs this character. this is also expected. i knew it would happen and that is all there is to it.
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796809#Comment_3796809
They feasibly cannot give Survivors 10% more haste, where did that even come from? I didn't see that anywhere in any information for this mode and Endurance by definition is not Haste. Being hit like this wouldn't give you more haste than you normally get, period. You are asking for unfair buffs that would be a problem for almost the entire roster and thus, would actually kill the game because nobody can play anything but Blight and Nurse.
Sorry, Charlie. Survivors aren't intended by the game's design to be able to forever loop OR be totally safe after just getting off the hook. Survivors are meant to eventually go down and die. Sometimes they go down again not long after getting off hook even if the Killer doesn't camp or tunnel ANYONE, it just happens. Killers are meant to hook Survivors AND deserve to be allowed to have feasible time and range to do things before being punished for camping when they aren't camping and are on their way out to chase more. Just like Survivors deserve the ACTUAL solution to tunnelling being something like… I dunno, better antitunnel perks, better tools, or the devs giving Killers more ways to win than just slaughtering everyone all of which are healthier for the game.
This ain't coming to live because of your exact first sentence: 99% of Killers CANNOT handle Survs going the same speed as them, it just would not be fair.
Your Survivor Main bias is heavily showing in this thread, as is a weirdly vehement hatred of Killers for some reason. Why do you hate Killer players so much, you want things from a mode that would definitely be unbalanced and detrimental to game health to include?
Why on earth do you want to make Killer so, so, so so so impossibly hard that they now can't hook, can't do anything even if chasing without Survs getting a free unhook AND a minute of endurance with it, can't slug, can't camp, can't tunnel, can't do anything, and thus have no way to pressure? Because that is, exactly, and directly, what all of your posts here have been asking. Every single one.I had no idea the entitlement of some players was this bad.
I didn't see that anywhere in any information for this mode and Endurance by definition is not Haste.
Do you understand how borrow time works after being unhooked? You currently gain 10 second of endurance and 10% haste. They're changing that to 60 second of endurance and haste. that is what it says. This is disabled upon doing conspicuous action.
The anti-proximity mechanic radius is being doubled from what i think is 16 meter to 32 meters. in practice, there is degrading distance between being close and far from hook so i'd say it is around 24 meters.
Sometimes they go down again not long after getting off hook even if the Killer doesn't camp or tunnel ANYONE, it just happens.
It just happens… right. Sometimes they go down? yeah i don't think killer is accidentally camping or tunneling. /shrug.
Just like Survivors deserve the ACTUAL solution to tunnelling being something like
This is actual solution. your complaining about actual solution.
Why on earth do you want to make Killer so, so, so so so impossibly hard that they now can't hook,
who said anything about being unable to hook? the changes are related to making tunneling less efficient and proxy-camping less efficient. your going to need to play differently then your usual strategies to get the W.