Devil_hit11
Devil_hit11
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765573#Comment_3765573
Very well put. I assume this is worse off for M1 killers, as I can completely see this scenario being the worst for them as opposed to killers with a reasonable chase power. Unless you're bringing multiple counters to these scenarios like exhaust perks/addons, you can't really compete. And even more if they attempt to weaponize their Decisive Strikes, which hasn't been too problematic in my games as of right now and the ones that do usually end up slugged. I know I've stopped playing a few M1's because of groups like you've described.
I do think these scenarios also need to be adjusted as well while promoting the better aspects of chase and repair times, but as we've both covered there's very exploitable things on both ends and they both compliment each other's playstyles. But whatever changes are made, we have to keep in mind the overbearing aspects that killer does have and whatever survivors lack in terms of map design and perk synergies for both sides.i just don't play m1 killers. Like take Sadako for example. I don't want to queue into a random Sadako match to play against gen-speed swf's or second chances. the only silver point for Sadako is that you can't bodyblock as easily against her in end game. you pretty much rely on your opponent to make poor plays at loops and bad gen efficiency to win.
these strategies existing are all well and good but don't expect the majority of killer player to play weaker killers that. the player that do play weaker killer into that just hope they don't face swf and it is just casual soloq team with like aura perks and such.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765532#Comment_3765532
I'm not sure myself, you make good points. Although, in my experience I've had survivors fumble with second chance perks compared to groups that bring 2 gen jockeys with commodius/charge addons and a handful of deja vu's with 2 decently good runners.
Obviously taking the killer's attention is a time waster for the survs, but I feel like that's the healthier point of the killer vs survivor dynamic. Long chases rewards more time for the team and so on. With gen speeds getting optimized on top of it, it just exasperates the situation where chases don't need to be very long to get gens done quickly. Combining both of them makes it even worse to face.
Obviously I don't think chases should be indefinite and exploitable with perks, look at what MFT did for awhile, but chases and avoiding the killer should be the bigger skill ceiling than just kitting out gen speeds and having a good runner save your team enough time to pop 3 gens before a down.
Like i said, SWF can still break gen speed. In theory, a team that uses 4 toolboxes is unbeatable if they make no mistakes. It is arguably survivors strongest strategy. At least in my opinion gen-speed SWF is stronger then Second chance SWF for High-tier killers but many people argue that med-kit is stronger item then toolbox. Overall it is not just med-kit itself, but how you use med-kit that can make it stronger or weaker.
With gen speeds getting optimized on top of it, it just exasperates the situation where chases don't need to be very long to get gens done quickly. Combining both of them makes it even worse to face.
I agree but a lot of player have the opinion that gen progression toolbox isn't that good. You know, med-kit better. I think it is good to have diverse perk and play-styles available but they also kinda need to be balanced in relationship to base game.
Obviously I don't think chases should be indefinite and exploitable with perks, look at what MFT did for awhile, but chases and avoiding the killer should be the bigger skill ceiling than just kitting out gen speeds and having a good runner save your team enough time to pop 3 gens before a down.
They already are exploitable.
Typically how second chance SWF plays is following
Chase 1: You face syringe(3 health-states). They go down under a pallet. A survivor that has 99% sprint burst or background player will threaten the killer. the killer if he picks up gets pallet saved. If he doesn't get picked up in ~25 seconds, the player will unbreakable in the killer face and stun them with a pallet. you have to go on to do 2nd chase. This like 3 minute first chase. You often get a lot of pallet pre-dropping, god pallets, safe pallet etc. etc. in first chase.
3 generator get done. Sometimes 4 gens. Let's call this "Unbreakable+Syringe stage"
You have two choices as killer, you either proxy camp survivor to tunnel or you go chase another survivor. if you chase another survivor, they can save their teammate, heal a survivor in 10.5 seconds with med-kit and hop on a generator. when you down survivor 2, you get same problem. survivor goes under a pallet, if you pick up → pallet save, if no pick up →unbreakable pallet stun. So logically at 1-2 gens, most killer proxy camp tunnel in this situation.
So you decide to tunnel off hook. You win the chase. The survivor obviously has decisive strike but you don't know that so you just pick up them anyway. you get hit by decisive strike, you down them again, hook them, all 5 gens done. you can try to slug them but you won't bleed them out and the spread out generator in all cases are undefendable.
Let's call this phase "Decisive strike phase".
In the end game, with 4 adrenalines, every survivor is fully healed so any injure pressure is completely gone for killer and when 3 survivor are healthy. survivors will attempt to do the bodyblock tech. the tech can be explained as following
- Run next to the hook within 10 meters with 3 survivors but stay a little bit away from killer attack range.
- Attempt to go close. If killer swings, successfully hitting the survivor, Unhook survivor during the attack recovery animation
- Walk in congo line. Injured survivors in #1, #2 position, Healthy survivors create a wall #3, #4. Run to exit gate.
So in summary, you have no early game as killer because slugging exploit+Red syringes. You cannot spread pressure because of med-kit healing. You have no mid-game potencial because of Dead hard/Exhaust perk+Decisive strike. You have no late game potencial because of 4 adrenaline.
VS weaker that are loopable, this gameplay is devastating. Most of weaker killer are vulnerable to bodyblocking and looping. Vs stronger killers, stronger killers are not loopable you can eat threw all second chances and still win. that is where generator efficiency SWF are better in my opinion. you can often play with less second chances when your good at survivor. With more oppressive gen speed, the stronger killer have less time to chew 7 hook-states and win. Your more likely to finish all 5 gens in record time before a high-tier killer successfully tunnels. both gameplay styles has merits with pros and cons.
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@ChaosWam said:
My only complaints about it is toolboxes. I wouldn't even be opposed to gen times being shorter again if toolboxes weren't so kitted out. One thing I've always said, is stuff like this should just have a hard cap.
Regression, Progression, %'s given and taken, both for healing and gen repair, maybe even haste and other speed stuff like vaults and break speeds would benefit from caps and stop both sides from going too far before problems arise. That, and perks could potentially be strong in their own right with said caps. Heck, even make a little stats HUD in the loadout menu to show all that stuff and how high it gets capped.
gen time are oppressive for killer with 0 toolboxes and 0 progression. Toolboxes and progression perk only take base foundation which is imbalanced and make it more imbalanced.
4 man swf that gen-rush already do all gens in like 5-6 minutes. you give 4 man swf now 4 toolboxes and now they're clearing the game in 3-4 minutes. A killer goes from like 3 hooks in 5-6 minutes to like 1 or 2 hooks.
in practice, the ideal for killer should be that when killer applies pressure and acquires hooks, the game slowdown for killer. when they fumble chase, they lose generators. with how it is now, you lose generator even when your applying pressure as killer. for example, if killer is successful in getting 3 hook in 4 minutes, the game should not be 6-7 minutes, it should be 7-8 minutes. if he gets 6 hooks, than the game should be 8-10 minutes etc.
oppressive gen-rushing only be possible with toolboxes and gen progression perks. the 6-7 minutes should be with toolboxes. right now you can kinda gen-rush without gen perks. that is why it is extremely common for SWF to just stack second chance mechanics such as Lithe, Dead hard, Sprint burst[Exhaust], Decisive strike, Adrenaline, Unbreakable with med-kit Syringe. You know, just have a bunch of second chances. SWF can break gen-speed in the game, but they don't need too. They kinda already have enough gen speed at base-kit because… killer has 0 good defence mechanics base-kit.
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@ReverseVelocity said:
Dead Hard does not need a buff.
one day they might buff dead hard to grant the MoM effect making it work even in deep wound without causing deep wound.
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-drastically lower the radius of his terror radius in nightfall
-reduce nightfall charges to 225 from 300.
-invent a mechanic to spawn revenants in nightfall to teleport on without a locker reducing dredge's map locker rng.
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@ReverseVelocity said:
I really do think you're overblowing it a bit. His cooldowns are annoying but he's still very capable.
You can still double chase, you just have to zone from slightly further away. The patrol length minimum isn't a big deal either, it still doesn't take that long to drop a guard.
i agree. I just wish they shave few seconds off his cooldown and maybe his depletion rate from 3.0 → 2.5. he is tiny bit too slow.
@Rauy556 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763585#Comment_3763585
He might be capable at BEST but that can be said about all killers imo, the baseline is that with this rework they removed his most effective albeit 'unfair' gameplay and replaced it with a more linear and predictable gameplay (spamming assassin and hope it gets a hit on unaware survivors). But even then, your guard gets a hit, now what? Knight has no mobility to capitalize on the potential injuries the guards can give him and even then small pathing 'techniques' from survivors will make the guards never catch them. Knight still is absolutely a noob stomper and I don't think that will ever change due to the nature of his guards, but even average players that know their distancing can easily run the new knight since he is unable to have fast chases by design now.
He's objectively a worse killer and it seems BHVR cant ever nail a rework of newer killers: Trickster, Skull Merchant, Twins, and now Knight. Just overall very disappointing.
trickster and skull merchant are good. Twins is only killer they failed. they got part of changes correct with victor kidnapping but then removed it making it a failed rework.
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@HolyDarky said:
This was more than obvious when the developers announced the Iron Will buff that we will go back to this time. I see this combi quite often too and it will be more once the DH bug is fixed. I also see Distortion and Iron Will users. It is just so stupid. Mandy told us they buff this perk to push perk variety but good job! Now we will see the same four perks while the other ones get used less.
What also bothers me is that the developers are so unreliable and bad at making conditions: They nerfed Pop because it was too easy to use but at the same time you have nothing to do to activate Iron Will - in fact - you get rewarded for beeing and staying injured. They also give some perk the most obnoxious conditions that nobody will use them and then one perk that is just free to use. Also that they really think buffing Stridor is the solution.
I really hope the developers won't wait months or years to rework/nerf Iron Will but I guess this will be case.
I bet next 2 reverts will be:
Spine chill
Made for this
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there is no double swing in dbd because exposed status effect hits two health-states. The closest to double hitting is save the best for last which reduces basic successful attack cooldown timer.
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blindness is strong for hit & run in soloq. If you play like wraith with sloppy butcher with franklin demise vs med-kits. you'd be surprised how difficult it is for team to get healed when you cannot see teammates auras. you can build-up a lot of chaos in the team.
blindness favours hit & run gameplay and slugging but isn't too effective past that. vs 4 man swf, it literally does nothing.
hex: third seal blindness makes soloq play selfish. every player for themselves. you get less altruistic gameplay and more push gen gameplay. it can be detrimental for a lot of killers but can also opportunity to punish reckless/risky behaviour. double-edge sword.
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@ReverseVelocity said:
They fixed a bug where his cooldown would start when he started his Slice and Dice instead of when it ended. They nerfed his cooldown addons because of this, and then said they'd roll them back when they fixed the bug.
I assume they decided on reducing his base cooldown in exchange for the bug fix instead.
you don't need to use power drill anymore as chucky. that is really nice.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/420702/survivor-just-isnt-fun-anymore
Killer sided yet free BT and anti-camp, for nothing.
the comment would be:
5% regression per kick
Removed gen tapping
Added +10 charges to generators
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763925#Comment_3763925
Who exactly is demanding he be weaker
map of the realm makes knight guard detection easier. The comparison to this add-on is Spirit's Dried Cherry Blossom. Do you need detection with spirit? No but it makes her easier.
I think the issue with choosing MPTR is that knight's base-kit is under-powered. The carnifex is under-powered as a guard as there is no reason to choose him for chases over Assassin. The jailer is also under-powered because the jailer's primary function is to pincer but with 200% depletion rate, 8 seconds is too little time to use the guard. Only the Assassin received straight buffs in this version of the system.
The Carnifex either needs knight contract or the purple add-on to give aura's to be valid choice for chases otherwise he is only good for kicking AND with this cooldown, he is terrible at kicking. The Jailer needs Dried horse meat to bump his chase to 12 seconds so that Jailer can pincer properly.
I wish Knight could received the buffs he received WITHOUT all these nerf's. For every single buff he got, He received an unnecessary associated negative. 10 minimum guard path, 3x depletion rate and cooldown all just make knight add-on dependant.
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aim assist is fine. as long as i can turn avoid using it/turn off when i want to. their upcoming change will be really good.
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i think main thing for why legion doesn't stack up vs plague is his inability to damage deep wound. If they change that about him, He'll be a great killer.
Still I enjoy running Rancor+Gameafoot+No way out builds with him. His BFF add-on and Iri button makes him a chill killer to play.
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I would like two new add-on.
An add-on that increases tail strike reach by +2 meters.
An add-on that reduces successful cooldown by -20%.
-Base-kit changes
Reduce turret range by -2 meters
Increased fire resistance by 20%
Emergency helmet adjustment values.
Stardew map adjustment values.
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@ExcelSword said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763351#Comment_3763351
Ah I see. The fact you said Low Profile "mode" is why I didn't realise you were talking about the perk.
quiet mode is event mode in masacrade event. i am saying low profile should work like that event ability.
The specific reasons why i dislike playing vs Iron will as killer
- You cannot hear injured survivors when leaving a hook. Survivor can get free unhook saves because of no sound.
- Survivors can stealth/hide behind objectives when injured increasing generator efficiency(Prominent for SWF that call out killer position, Healthy survivors become sonars for injured survivors).
- Survivors in chase are risky to mindgame. Mindgaming with Iron will/Double backing makes you lose distance because survivor can transition between a loop without you knowing. This is especially bad for m1 killer who tends struggle in loop design and rely on survivor making mistakes at loops. This + people who use software to modify Red Glow Intensity makes m1 killer gameplay not viable.
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@ExcelSword said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763338#Comment_3763338
I am assuming by low profile mode you mean crouching? Funnily enough the game does have this implemented in a small way.
If you are crouching and not moving, your injured grunts of pain will be significantly quieter. Not gone completely, but noticeable, especially if there is ambient noise the killer might go past you if they are busy with someone else.
no. low profile is Ada wong perk that only works in end game. i am saying that juking play-styles should have limit time frame windows when they're active. not be continuous passive bonus in chase that never goes away.
Iron will never goes away if the survivor doesn't want it to go away. with exhaust mechanic, your forced to use exhaust perks to counter Iron will if you care about it.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763338#Comment_3763338
It still doesn't have a downside, you say my old problem with iron will like it has a downside now
i said it does not have much of a downside. injured+exhaust is too little of downside for upside.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763124#Comment_3763124
I mean, I don't see how?
Maybe if everyone's still alive at one gen remaining, but at that point you've already been performing poorly and slowdown isn't exactly going to save you. Plus, at worst, you're trading one generator for a dead survivor, which is a much bigger advantage.
I'm open to this being proven wrong in testing, but I genuinely feel that close games the way some people have described them aren't won by slowdown, especially not with someone dead. They're won by dismantling the team's efficiency by snowballing off a down.
Anti-tunnel perks should disable when i have less hooks then generators completed. that is equivalent stalemate to make. Making slowdown perks get disabled when kills someone just enforces people to run Corrupt+deadlock because those perk are unaffected by said change as those perks enable the killer to tunnel.
Killer already have bad perk variety as is vs good teams, we don't need more perk restrictions to limit killer slowdown perk pool.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763323#Comment_3763323
And? 100% iron will has and will always be silly thats why its firmly planted in my build until they change it again
This would just make it 3 distinct sounds instead of breathing and injured sounds being replaced with each other while injured / healthy, and since breathing is quiet you still get to play the game a bit
Breathing
Injured sounds
Footsteps
the perk enables junking. I would prefer them to rework Low Profile mode into Quiet mode where you press a button and your scratch mark/cry of pain/blood mark are suppressed for up to 90 seconds. after 90 second the perk deactivates and is disable for rest of the match.
my problem old iron will was that it gained value for passively doing nothing. Iron will is like old MFT. a perk that rewards you for failing with not enough of a downside. I think these perks that reward you for failing with no downside should have bigger negatives like -1 hook state, slower-healing speed(-30% healing speed), Maybe slower generator speed but that is already a killer perk, thanatophobia which got gutted, -20% slower vaulting speed.
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@Blueberry said:
Not even joking I think he’s in bottom 5 now. Maybe bottom 3.
in my opinion, he is only bottom tier if the survivor knows distraction tech for guards, bug/glitch that bvhr refuses to patch out/fix. If you face a survivor that knows distraction tech exploit, your forced to use Jailer.
in essence, vs 90% of bad survivors, you use assassin and assassin hits them 9/10 times.
vs actual good players, your forced to commit to chases and use Jailer to do Pincer attack in the corner.
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Your simply asking them to change it from 100% to 75%.
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removing injured restriction would be a better buff.
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@VomitMommy said:
I wonder if they didn't figure out, how to fix the "distraction" for guards, so they decided to call it a feature.
they didn't have distraction on his release. This was a bug that occurred 2 weeks after he was released. it is horrible bug that makes his guards useless in chase. Nobody cares about this because Knight were only Pincering but now that your expected to get isolated hits with guards, it is a problem.
PTB had no punishment for placing his patrols poorly. Live Knight is passively punished for using his ability with constant cooldown's. The cooldown's limit his power and skill expression.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762688#Comment_3762688
So 15% limit is really useless, because it's impossible to reach it.
it would be possible to reach it if number of haste was increased from 1 →2% but i am trying keep Michael Myer's strong without completely going overboard.
He should be plenty strong with current numbers.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762677#Comment_3762677
Survivors have limit on stalk, there is a limit how many times you can get tier III.
I don't know without testing how many, but I would guess like 5 times or so, definitely way below 15. So why even include it?
So either that limit is pointless, or stalk limit should regress over time. Stalking limit as what's annoying me probably most on Myers.
consider using memorial flower add-on than. i believe current max is 7. the post is proposed change. i have no clue what BVHR plans are to change on Myer's but his AMA suggests that he will receive changes in the not so distant future. since that point, i spent some time to work on some ideas for how myer's could be improved.
overall goal is to make Myer's less dependant on Mori add-on. Weaken them a little bit as many player over years have said that they do not have much fun vs them. Improve his base-kit and give him an add-on overhaul. The haste over-time mechanic replaces bloodlust 1,2,3 after reaching EV2 & EV3.
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@VomitMommy said:
-[New] Every time Evil within 3 is activated, Gain 1% haste for the entire trial. [Max 15]
So you would also remove stalk limit per survivor, or make it regress over time at least?
Otherwise I don't think you can even reach this limit.
I didn't notice this change at least...
your not meant to reach 15% haste for entire trial. i expect average to be around 3-4% haste in regular trials. More prologue trails will reach 5-7%. the idea is that Michael Myer's starts off weak and grows in power over time as m1 killer. there is one add-on, the grey add-on that allows you to restore stalk points every time you hook someone. This add-on allows you to go uber late game with many hooks and acquire higher haste threshold.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762643#Comment_3762643
I think you'd have more fun with any other killers even if you 3gen
no i like knight but effort to play this character doesn't meet the rewards. i don't know but i do not see this character staying like this. normally when dev change killers, they usually buff them to make them feel better to play.
Knight feels worse to play. Yes he is stronger then old iteration but the feel of character is important. current knight feels bad to play.
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I am winning with knight but my games are taking around 15-20 minutes to end. I have to 3 gen so much just to make this killer viable.
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he is largely same killer. he got a lot of QOL for -2% haste in overclock. If you thought he was oppressive in the chase now, than he was stronger before the change with correct add-on's.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762377#Comment_3762377
From the live stream, they said you can only have a max of 4 of every survivors class, so meta will probably be 4 escapists and 4 scouts or 2 scouts and 2 guides
They also said the Hillbilly’s exposed is in a radius around him. So it really depends how large this radius is to see how powerful it is.
so 4 scout, 4 escapist. perma wall-hack at loops+m/s at loops.
I imagine hillbilly is terror radius based. the killer in this mode have 0 gen defence, so billy's chainsaw is your only form of gen defence by pushing survivors off gens and threatening them with chainsaw. If his chainsaw also has lingering effect like 10 second lingering exposed, that will also contribute to survivors playing more passively.
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they nerfed the ability for guards to detect survivors through objects. it was one of the list PTB changes for the Knight.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761046#Comment_3761046
Watching the game play footage, this isn’t how it works. You get all the powers listed. 1 is your Team Power, 1 is just buffs to yourself.
The Wraith player in the footage gave his teammate Undetectable and had faster uncloaks while the Huntress in the second game had the auras and 10 hatchets, so you get everything listed at all times.
Also watching the gameplay, Trapper looks completely awful in this mode. Don’t know why Nurse got way more buffs than Trapper did.
The killer meta just seems billy+wraith. you just drive around with chainsaw, everyone goes exposed, wraith does ding dong. instant down → hook. recloak, ding dong, instant down.
you get 1 hook every like 10-15 seconds. I want to try this strategy. the dev video showcases bad synergies like trapper+wraith and huntress+m1 killer.
the survivor meta is probably 2 scout, 6 escapist. chase extension is imbalanced in 2vs8 because every second you extend chase is extra gen time. you pick 2 scouts to follow killer for perma wall-hack and everyone else runs chase. that is also why i think billy+wraith thing will be strong because undetectable block the aura and instant down on wraith is fast downs.
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I don't feel like i need map of the realm anymore. It is good QOL add-on. What I need is LESS COOLDOWN on my guards. There so many situations where my carnifex is on cooldown and i cannot use his pallet break to get the hit. there is many cases where i see a place to use assassin at generator and he is cooldown. there are times where i am waiting in corner of the map for my jailer to comeback so i can pincer.
these cooldown. man.
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intended gameplay, i do this all the time on huntress. i don't find spreading pressure and hooking rewarding as killer. i prefer to hook 1 person and slug camp people because it is higher reward then chasing survivors and 12 hooking. I do same with leatherface. Myer's is also weak killer and needs to do same thing because evil within is crap tool. evil within 3 is only good for camping hooks but camping hook = gen rush, so you slug people to fix that problem.
Slug hook camping is good strategy IF your killer is good at instant down/machine gun health-states but it is poor strategy for killer with weak camping capacity.
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@adsads123123123123 said:
When I saw it in the PTB, I thought it would be very strong, but after testing it, it's good but not overpowered. It isn't good for countering Endurance since the hook makes Slipstream extremely slow. By the time the survivor leaves the hook, you Sliptream them, teleport to them, and hit them, 10 seconds already passed.
it is trash, they should rework add-on to give 2% hindered for 5.7 second after doing a slipstream teleport.
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it is all counter-play to survivors healing perks although i will argue that bring med-kit makes the survivor get the heal off if saved at the right time. the anti-heal perk is not very reliable.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762015#Comment_3762015
Losses are not wins, but "not wins" are not necessarily losses.
2 kills is not a win for survivor, it's a draw.
It breaks the streak because it's a win streak, not a win or draw streak.
i believe the game is balanced around the killer having the upper hand but the survivors attempting to upset the killer. in other words, the smallest misplay from killer leads 2 kills which in my opinion is a loss. the game should be balanced around survivors upsetting the killer. Not dominating the killer with 4 man escapes. how much should killer need to misplay for that to happen is debatable.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761923#Comment_3761923
Draws 👏 are 👏 not 👏 losses 👏
And if they were the middle one would be 5 losses for the survivor side so your point would be moot anyway
not wins are losses. 2 kills is a win for survivor. it breaks the killers win-streak.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761068#Comment_3761068
Or why Huntress has the decision between two Buffs, while Billy has it between a Nerf and a Buff.
Or why Trapper would only get one Benefit for one option.
Or why one of Wraiths options will only benefit the teammate, while the other clearly benefit the Wraith (and is way better).
they're probably trying assign roles.
trapper #1 is support killer.
Trapper #2 is chase-killer
Wraith #1 is support
wraith #2 is chaser.
Huntress
#1 supports by giving ally aura reading on hatchet hit
#2 is selfish bonus
Billy #1 gives your ally exposed, so like wraith can instant down people.
Billy #2 is selfish bonus
Nurse
#1 is some ganking support killer
#2 is selfish killer.
Billy is obvious best killer in 2vs8 because exposed is invaluable bonus to have. the fact that he grants allies exposed is crazy. it doesn't work with nurse because of basic vs special but it works for other 3 killers. As long you time your exposed sprint with your allies basic attack like wraith cloak, wraith will just be instant downing on every hit. So for all m1 killers, trapper and wraith need billy in that mode.
Huntress #1 +Nurse #1/2 is strong synergy. you hit someone with hatchet. the nurse sees aura and machine guns the player.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758210#Comment_3758210
You can say 60% killrate is not 60% win rate. I agree, because it can reach to 80% win rate with 60% kill.
In the end, survivors' average win rate is 40%. Four-ty. To make killers to have win rate that low, they never lose.
https://us.v-cdn.net/6030815/uploads/QSDJXV9WJM38/image.png
Green for escape, Red for death.
the middle is 3 losses for killer. killer are not overpowered. soloq plays poorly vs said killers and it amounts to large losses from poor play. SWF wins more then enough and has no issue defeat any killer. As a result, if there is no issue defeating the killer, the killer role is not overpowered. the player needs to play better to earn a stronger win record vs x killer.
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Instant drop play-style didn't need removing. i wonder what next thing that they will rework that is unfun for survivor? Pinhead spamming box.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761832#Comment_3761832
I just want pallet breaking back....
This is big enough nerf for me to get it back.
I think she would be actually valid trap killer with my changes.
permanent dissolution is free hit. it was a good change. merchant is fine where she is at. beside some add-on being junk like iri add-on that reduce claw trap life.
with swf around, trap killer barely function in dbd. Just see Hag and Trapper. i recent watched tier list on Ohtofu saying Hag and Trapper are worst killers in the game. if your standard is swf, it is probably correct but average in soloq so yeah. maybe when soloq is closer to swf, that will be the reality. Making skull merchant a trap only killer would make her worse hag/trapper. Pass.
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@VomitMommy said:
Could work with rework, but you would have to buff everything else about her to work.
- Prevent drones from rotating in stealth mode
- Remove that yellow circle around the drone
- Disarm gives lock on stack
- Pallet breaking on claw trap
- Aura of disarmed drone is red
- You can't recall disarmed drones
Btw you should learn what QoL change is, this would be itself a massive nerf.
no that is terrible. there is no version of skull merchant that would be good with said change. it is like saying trapper traps should disable when your in a loop. the whole point of traps is to use traps in the chase.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760288#Comment_3760288
No it's a crutch perk and requires literally zero skill from a killer. If everyone here is as good as they're all stating they are then they don't even need such a crutch perk, now would they? But they all do because everyone is okay with having chronic wallhacks. Give me a break and maybe get good at finding survivors without needing chronic wallhacks. This game literlaly has crows and a snitch horse that tell your where survivors are/have been. So be real and at least admit that you need the training wheels, because this perk isn't healthy the way it is now nor in the way it synergizes with other perks/add-ons.
Take away its synergy with Franklin's and the add-ons that make you drop items and let's all see how many people still use this perk them, hm?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760263#Comment_3760263
Agreed. What might be some sort of solace but is a bit off-topic here is that they've added a system that allows you to see your fellow teammates' classes in the 2v8 game mode, so maybe that same type of mechanic is in the works for showing perks in the lobby? IDK, just wishful thinking atp.
No it's a crutch perk and requires literally zero skill from a killer. If everyone here is as good as they're all stating they are then they don't even need such a crutch perk, now would they? But they all do because everyone is okay with having chronic wallhacks. Give me a break and maybe get good at finding survivors without needing chronic wallhacks. This game literlaly has crows and a snitch horse that tell your where survivors are/have been. So be real and at least admit that you need the training wheels, because this perk isn't healthy the way it is now nor in the way it synergizes with other perks/add-ons.
this entire paragraph could be paraphrase with survivor items. Stop using crutch like red syringe instant -heals. They require 0 skill from survivor. If everyone is as good as they say they are, they don't need crutch items to carry them to victory. Healing mid-chase is unhealthy with the way it synergies with survivor second chance mechanics.
-Weave attunement, the perk. there is my summary of your paragraph.
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botany knowledge+invocation is 100% healing speed.
If everyone uses self-care+botany, you get ~22 second healing. that is old circle of healing.
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/420476/grade-my-perk-ideas
My off the cuff takes
Insult to Injury: That would be okayish, but not a huge amount of value. There are definitely times I've wanted to kick a gen while carrying a survivor, but
Golden Rule: I don't know the direction they want to go with invocations and whether just boosting the survivors is on the table - this also falls into okay. You could set up a circle of healing in much less time/risk for a stronger impact and are only giving up map coverage.
Ghoulish: Killer power is way too variable for this. For some killers you'd see them constantly, others it could be pretty rare. Don't like this one.
Broken Toys: That seems way too strong. When an item is depleted the addons are worthless, getting recharges would make incredibly powerful medkits and toolboxes.
Animalistic Instinct: That sounds fine.
problem is that toolbox highest rarity add-on is green. it is only 55% restoration. this is old version build to last felix perk which restored 50% of an item for first time after depletion.
It is slightly better build to last for med-kits if using a styptic agent for restoration.
I cannot see any combination where the perk would excel at. You can make infinity lasting flashlights using odd blub+battery but nothing else. keys and maps are unpopular and nobody uses them anyway.
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i think they should make Knight's contract base-kit and make Knight contract block gens for like 10 seconds.
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@Blueberry said:
There's already a 3 gen limiter in place so this isn't an issue. Oppression hardly bypasses this. Saying 24 times is assuming your entire team is missing every single skill check. Those spread regressions just start it regressing, they aren't applying any regression themselves.
indeed. the 3 gen limiter will end the game. Honestly though, what the heck can knight do besides 3 gen with current cooldown? chasing is not viable when all his guards have such cooldown's.
that is why they had 5 second banner for knight because it was mechanic meant to be anti 3 gen. if you ask me, the anti 3 gen mechanic for knight failed anyway because casual survivors were still bad at breaking 3 gens. so buffing 3 gen knight likely didn't change anything.
Knight is new old skull merchant. can't do anything beside 3 gen and is ineffective in any other play-style.
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@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761527#Comment_3761527
Erm ackshually this is a buff because he can cycle through guards now 🤓
And map got made half base kit yet its still his best add on if you want to ever consider using assassin or carn for chase.
yeah so what. why does he needs harsh negatives to get a buff? lower cooldown is better than cycling guards. these days, I feel like i have a lot less patience with BVHR shenanigan.
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761624#Comment_3761624
People don't run PWYF to make stalk speed competitive or catch up from stalking, they do it to counteract the -9% from Judith's in Tier 3. It works because you don't actually hit anyone with that playstyle and moris don't count as offensive actions for the purpose of removing stacks. Otherwise PWYF is pretty hard to run.
Ghostface tends to be stationary when he stalks due to the lean mechanic and needing survivors not to have LoS on him, so it's less noticeable on him. Though in his case, speeding him up wouldn't be as difficult to deal with because he can't do much more than pop 99 on you in chase before he gets revealed.
i am just saying the mechanic is inherently bad for killer. even with regular tombstone, the purpose of pwyf is to negate m/s slow on stalking. it plays a bit like trickster where you shoot few blades, they go in LOS, you shoot more, etc. In myer's case, he stalks a little bit, survivor uses LOS, he stalks a little bit, survivor goes in LOS. PWYF allows him to speed up his mori and makes his mori uncounterable except for lockers however haste also makes it harder to use lockers and connect loops on pallet break. So it has muti-purposes.
For GF uses that perk for same purpose. he also uses it to ambush survivors such that when he pops his stalk, drop-leg steath stacks with pwyf. it gives a mini-dash so he can end chase quickly but for same problem of regular myer's. the time sink that GF has is time to build pwyf stacks. So he's not any better then Myer's time efficiency due to the perk. in some ways, GF has to use perks to do same thing that wraith lunge does at base-kit with only upside that he has exposed. Wraith upside is better map mobility.