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Devil_hit11

Devil_hit11

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  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711991#Comment_3711991

    Fair I guess, as long as the effect is not as strong as Wesker, because you run out of vaccines way easier against Nemesis.

    not like it matters. i hope they buff licker togue to be +2 seconds or something.

  • because twin slugging wasn't an issue. it is how they're suppose to work.

    @Blueberry said:

    I thought the main point was to make them more fun to play since they were so underplayed.

    i have to admit, i am playing them a lot more on daily. It is just so nice to have a killer that counter hold-w play styles in victor.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711802#Comment_3711802

    It does sound like most killers. I just think that means most killers need addon passes rather than that meaning it’s a good standard to stay with.

    add-on passes take too long. i rather have perk passes because…. at least perks affect every single killer. survivor perks also barely get changed besides decisive striking getting buffed and Adrenaline staying the same.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711772#Comment_3711772

    They do have a few good addons just like 80% of them that are garbage.

    sounds like most killers. i don't see issue is the killer has few good add-on's. add-on are more of an issue is when they completely suck and have zero relevancy. See freddy add-on list that is 100% garbage.

  • Blight hug tech was apparently a bug for 3 years. It took ages for BVHR to fix that bug. Twins might be same thing where feature stays for a very long time and then one, it suddenly disappears making twins a lot worse. Twins has speed, toy sword and spinning drop. they have narrow range of useful add-on but their add-on are good.

  • @Ssajbambusa said:

    Before throwing tantrum, read the WHOLE post, pleast.

    Let's get this out of the way: Potential Energy exploit needs to be fixed. Saving 20 seconds on every generator without using up toolbox charges (and not even counting great skillchecks) is ridiculous and needs to be removed ASAP.

    However now that I actually know how this works, I think a way weaker version of this should be in the base-kit of survivor skill set.
    Watch this vid if you didn't see the exploit in action so you know what I am talking about:

    https://youtu.be/-n4x7FVoiW0

    Look how many things you have to do to repair generator faster. Switch from normal repairing to toolbox, activating perk multiple times, hitting skillchecks and having to do all of this as quickly as possible for the biggest gains…

    I actually love this! It actually feels like working on a generator and not sitting and yawning the whole time.

    My suggestion:

    Add a minigame on the generator with exactly the same mechanics (but you don't need toolbox and perks for this). You have to use one button to repair, then the other, then charge something, then release it, all this jazz. If you do everything correctly you should have saved like… 5 seconds of total repair time (or something similiar) when compared to normal repairing (normal repairing should still be an option).

    This way you can tryhard and attempt to finish gen ASAP, but if killer or perk interrupts you, you loose big chunk of progress you didn't put onto the gen just yet despite sitting on it for longer time (the release energy mechanic).
    High risk, high reward.
    Or you can do the gen without this minigame which is slightly slower, but not as risky.

    I like high risk high rewards mechanics and adding it to the very core of gameplay would freshen the game up a lot!

    there is already mindgame in generators. It is called skill-checks and there is already perk that increases skill-check difficulty to make mini-game rewarding. Hyperfocus already enforces staying on a generator.

    Potential energy exploit has near 0 risks and only has upsides. The perk needs fixing.

  • Additionally, this zone-heavy play-style has been made stronger and more popular by multiple recent changes. Such as the nerf to Blighted Rat and Blighted Crow, and the removal of "Hug Tech".

    Not really. Compound 33 was legit an add-on that made you break pallets in 1.5 seconds and allowed you to rush almost immediately after. Blight always had catch-up potencial after pallet break. It is main thing that makes him so powerful.

    Iri tag which had infinity rushes was also powerful for exact same reason. bounce, bounce, bounce, zone into an m1 hit or sometimes m2 hit.

    The removal of hug tech removed options for how to get hits. As a result, only thing left for blight is to do pallet break → use power between loop to get hits.

    If they continue this thread with removing Wesker's Hug tech and Oni's 180 flick in demon fury, Those two killers are going to suffer same faith as blight. Break pallet →Use power to hit between loop.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711192#Comment_3711192

    It's so significant on the bugged duration. Like .88 is almost half what the duration is supposed to be, that's a lot.

    glad I don't play anymore. too boring. I am going to be patient and wait for her 3rd rework which hopefully makes condemn and passive phasing equally relevant without either one of them over-showing one another.

  • is it out of sync or is it duration of invisibility bugged? those two are different problems. If it is out of sync, it means you can phase mid-way invisibility. that becomes confusing for killer player but you can adapt to that.

  • @Blueberry said:

    Better than people think, but still very bad. Against bad players that ignore her counter play or have no idea what they’re doing, which is a good bit of people, she’ll do good. However, we can say that about any killer. She also requires a lot more skill to do well with now than people realize. Many people that don’t play her think you just spam teleports and get free condemns, which couldn’t be further from the truth. Her skill ceiling is deceptively high.

    Against actually good survivors she’s trash though. Her counter play is way, way too easy with little you can do yourself to prevent it even if you know what they’re doing. She would need significant buffs to actually be called “good”. She also has multiple very significant bugs affecting her currently that are quite significant related to her passive phasing.

    “Most” the Sadako community agrees she’s quite bad and have been patiently hoping the devs finally throw her some buffs again to make her viable and more enjoyable to play after the complete gutting they did to her on her last patch which left her in a pitiful state.

    Her passive phasing is nearly useless and not even worthy of being called anti loop. Her stealth is non existent since she has a “lullaby” that tells them you’re there anyway and it’s directional. Her condemn is basically never happening unless the survivors let it as you have nearly zero control over preventing their stack removal anymore. Zero punishment for holding tapes now. They get locked in stacks per hook of a max of three but is basically irrelevant because by the time you lock in any significant amount they’re dead on hook anyway making the entire feature counter intuitive. Condemn has to be done at 1 hook or less or the condemn becomes irrelevant. The vast majority of her addons are also garbage. Turning off TVs is way too easy now because not only can they hear them but they show their auras removing any skill required to turn off your power. Also seeing those TV auras removes all surprise from teleport cut offs since they see exactly where you’re going to come from before you even do it, give a global sound queue that you’re doing it AND it’s directional. Her teleport is decent but then it’s also controlled completely by the survivors and they can turn that off heavily. Killers don’t like when survivors control their power and get to dictate whether they get to use it or not.

    Just so, so, so many negatives, features that don’t function how they should, and easy survivor counter play with little you can do to counter play it yourself. She was bad at literally everything but condemning and then her condemn was nerfed badly too leaving nothing to replace its current pitiful state.

    She also has multiple very significant bugs affecting her currently that are quite significant related to her passive phasing.

    What are the bugs?

  • @Szarman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709314#Comment_3709314

    Thanks for your comment! Glad you like it :D

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709452#Comment_3709452

    doesnt it means, that you get an instadown after hitting 3 people in one feral frenzy? I think that would be oppressive as hell

    yes. the oppressive level would vary for how strong the item is. The stronger the items, the less probability for the legion to successful hit the survivor in feral frenzy. Legion would be close to Xenomorph design where the killer is as powerful as the item counter.

    an analogy. the stronger turrets, less effective the power. the less powerful the turrets, the more effective the power. Legion would follow same rules. despite that, I think legion would still be A-S tier killer just due to nature of the power design. at same time, he kinda deserves to be that strong.

  • @Blueberry said:

    Just had to make survivor interacting with objectives fall asleep significantly faster. So gens, totems, hook rescues ect would make it like a 1-2 second fall asleep.

    Remove wake up on failed skill checks. It was too easy to wake up.

    Make the furthest alarm clock from them be their wake up if they didn't want to find a teammate to do it. Teammate wake ups should steadily take longer and longer each time as they do now.

    Add the teleport we have now but make it a bit faster.

    This obviously leaves him as a very weak 1v1 killer but gives him good built in slow down and map pressure. It makes him more of a macro rather than micro play style.

    Honestly hope they go for Freddy 1.0 with tweaks and mostly abandon current Freddy design. Pallet and snares are nothing unique or fun and are just copy pasta from other killers. Current Freddy could get significant buffs to actually be strong and it would still be boring.

    Honestly hope they go for Freddy 1.0 with tweaks and mostly abandon current Freddy design. Pallet and snares are nothing unique or fun and are just copy pasta from other killers. Current Freddy could get significant buffs to actually be strong and it would still be boring.

    current freddy's power are so non-existant in term of strength that they could legit combine old freddy and new freddy.

    Freddy no longer has lullaby inside dream world, Lullaby is present outside of dream at 32 meters.

    Freddy terror radius changed from 32 meter to 16 meters.(Buffed from original 24 meters)

    Dream world survivors now suffer a 15% action speed penalty to repairing and healing(down from 50%).

    Dream world allows freddy to see survivor aura's outside of his TR

    Just full revert with some tweak in numbers is sufficient. All the other mechanics are same such as M1 to put people into dream.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708291#Comment_3708291

    Sure, but it also does not need to be a half an hour slug where there are no resources on the map anymore, but the killer still has lots of regression... We already had that type of gameplay with ruin undying in it's first version..

    Game length currently and the amount that the good regression perks delay the game are alright as they are... Sure more viable options would be great but I don't think the good ones need further buffs.

    don't think he's asking to regression to be stronger. he's asking for more variety in said perks.

    for example, What if Surge was 48 meters instead of 32 meters. OP probably looking for Surge, Oppression, Eruption and that new perk to get buffs.

  • @OneGoodBoyDemo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710701#Comment_3710701

    Was this supposed to happen? because I just had a match where that didn't happen.

    he's not immune. he grabs people with endurance now. I think there is small bug where it shows him being white when he downs someone. Likely a mini-bug fix.

  • grab it in prospect of the killer getting buffed. I don't know.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710610#Comment_3710610

    they already helped the team by bodyblocking.

    That's not a good trade-off for spending who knows how long chasing the killer after getting unhooked, and then spending time slugged and either pulling another survivor off gen or blowing a second, single-use perk.

    This ain't a good deal for survivors.

    I do not agree. killer plays the game on a clock so a perk slowing killer momentum can be the difference between wins and losses.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710579#Comment_3710579

    If your decisive strike is 45 second and you down, the tunneler has choice to pick-up or wait 45 seconds. That is called counter-play. The slugging problem is lack of counter-play. the survivor always get to stay alive for 60 seconds or second chance.

    You seem to be forgetting something: DS is a survivor perk. It shouldn't be a net neutral or negative for the survivor.

    While that survivor is slugged, thay're not helping their team. Take the free pressure.

    they already helped the team by bodyblocking.

    @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710579#Comment_3710579

    In what situation would a killer ever pick up a survivor with DS? Also survivors without DS would be picked up immediately.

    Also survivors without DS would be picked up immediately.

    A survivor that has not selected DS should not be getting value out of DS. Killers do not want to pick up survivor with DS. DS should not be triggering unless voluntary choosing to pick up DS.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710533#Comment_3710533

    So tell the killer the survivor has DS or display a timer for every survivor? Why should the killer receive such information for free?

    it works like visual terror radius indicator where it shows a heart in middle of screen. For killer, it would show decisive strike icon with circle when the killer is nearby a survivor that is in the dying state. a half black/half white would be 30 second of decisive strike remaining. 3/4 white, 1/4 black would be 45 seconds remaining.

    @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710533#Comment_3710533

    Except that'd help a tunnelling killer too.

    How is the slugging the problem, anyway?

    If your decisive strike is 45 second and you down, the tunneler has choice to pick-up or wait 45 seconds. That is called counter-play. The slugging problem is lack of counter-play. the survivor always get to stay alive for 60 seconds or second chance.

    You can't ignore them in a way that does not put a detriment to the killer when decisive strike is used offensively for body blocking. A survivor can prevent the killer from seeing timer by hoping into a locker. At that point, a killer pulling a survivor out of the locker is tunneling. A survivor that jump into a locker to DS cannot use DS offensively.

  • the slugging is the problem. a suggestion would be to put UI element that shows what timer of decisive strike is on. Survivor would far less encouraged to use decisive stirke offensively knowing that killer will wait out their decisive more precisely.

  • @VomitMommy said:

    Slower deployment actually limits her skill expression. Most players don't even know, or use laser tags. It's something you can do basically deploy drone in a way you predict survivor next location for them to get tagged by laser instantly. This would be impossible with your change.

    Limit recalling drones only push her back to 3-gen, which I really don't think is good idea.

    Limit recalling drones only push her back to 3-gen, which I really don't think is good idea.

    this is pretty much summary of every change that anyone suggests for skull merchant.

    The goal of disables drones is that killer has to walk to the same location and place the drone. I believe the OP is trying to make killer be rooted into place when placing a drone allowing the survivor to run forward to next loop. This is basically a Trapper/Hag problem where you can't use your ability inside the chase beyond cornering the survivor.

    It is almost like hag and trapper should be getting buffed in this department so that they can use their abilities in the chase…. You know…. like throwing a trapper trap instead bending down to place one.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710451#Comment_3710451

    I've mulled it over before, but that was before the mangled and hemorrhage changes. Thinking about them brought it back to mind.

    sounds like open handed for killer. i am sort of against this idea for killer. It is because killer only have 4 perks and for 1 of their perks to be a legit blank slot only to improve other perks makes the perk feel like a tax to use said perk.

    With survivor, like open handed, there is 16 perks so idea is is more then you bring a perk to boost your teammate perk. sort of like a teammate camaraderie. With killer, your not bring a perk to help another teammates perk, your adjusting balance by increasing perk requirement to use said perk. It is like a indirect way to increase perk costs.

    Hex:Undying & Hex:Thrill of the hunt already utilize this system for general hexes. it creates a problem with hexes being too expensive to use with added problem of feeling your mechanic is gimped without using said perks.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709901#Comment_3709901

    If you would want to use that feature to down single survivor on strong loop it would take so much time, where it would be faster just get bloodlust III and brute force everything. It would be very inefficient.

    This would come into play only if you just keep using your power and running around the map to get survivors into mending state. Sooner or later you either manage to get 5th hit or get close enough to actually down with this feature.

    you can plan around it by doing feral frenzy such that last feral frenzy is at a strong loop. Like say someone is at shack and another survivor is nearby, you could hit survivor nearby then go to survivor B at shack, hit them twice and your next hit downs them assuming the survivor does not outplay you on initial slash.

    The cooldown of current legion is 20 seconds. Once upon time, Legion's cooldown for his feral frenzy was significantly shorter. I do not remember exact values but i believe it was 15 seconds with the ability to use power mid-way cooldown. So for example, if you had 70% of gauge, you could activate feral frenzy and if you canceled it, you would not lose entire power gauge. it worked like Spirit's phase-walk. I believe I set cooldown to 12 seconds with an add-on to reduce it to 10 seconds(10 second being equal to the cooldown of the survivor item).

    My biggest concern when I was thinking about this legion was the Legion's ability to tunnel off-hook. At the same time, since every feral slash has the ability to miss because of the 2 second of 75% haste, It might be ok. I'm not entirely sure about its effectiveness until I would play it. I know for fact that legion would be incredibly potent killer if executed correctly with no errors/outplays but I mean killer should be pretty good at that point.

    Legion goes from a killer that requires all 4 survivors to down to a killer that straight up punishes 3 man group-ups and gains severe lethality increase if he finds two survivors to chain. While the number do sound low, consider that his feral frenzy duration is relatively short such that splitting up is not too difficult, at least in regards to base-kit legion.

  • no, it is DS problem because DS is removing the risk. You see, if you bodyblock without DS, then your removing your own anti-tunnel from OTR. there is no good play that killer can make that is time-efficient play to counter the perk. The pre-buffed balanced this problem by keep rewarding medium-low.

  • brutal strength and fire-up are suppose to be counters to pre-dropping but number are too low. perhaps if brutal strength was 50% and fire-up was 10% per token, you'd turn every killer into a chainsaw killer if they equip said perks.

    @LeFennecFox said:

    I don't think removing every survivor option in chase via perks is a good idea. It would also just be broken on clown or any killer where the main counterplay is buying distance by dropping early/playing dropped pallets.

    If you watched arinad or any clown main play clown, clown doesn't typically break pallets because his yellow bottle+purple bottle can often get hits at dropped pallets. This is significantly more possible after his buffs. breaking pallet for clown is to counter god pallets.

  • deathslinger revived.

    edit: did not see march 11, 2024 date.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709452#Comment_3709452

    not necessarily. You get rewarded more for spreading injures but are given option to focus on 1 survivor at the cost of longer time to down.

    I can see build where it would be possible to play Legion on some smaller maps (Saloon for example), where your goal is to get all downs either by 5th hit or this feature.
    That would be really annoying to play against in my opinion and I would rather not support such playstyle.

    Normal gameplay would be affected very little by this feature. I play Legion a lot and it's really rare to actually see survivors who never heals. It was bigger issue during MFT era…

    maps with unsafe pallets get little value from this mechanic. the feature is rarely going come into play because m1 play will be faster. where this features does come into play are maps with atrocious loop strength.

    Gideon's is example of a small map where there is safe pallet everywhere. This would greatly buff legion on maps that have survivor favoured loop design. Eyrie of crows, Badham preschool, Garden of joy. He'd be able to get downs against every type of safe pallet.

  • @Chocolate_Cosmos said:

    At least he was unique Killer. The current version we have atm is not only weak but also boring and not very interesting, just recycled version of all existing killers in a weaker form.

    Dream World… imagine how much this place has potential to have some crazy power(s) but instead we have bad clown set up bottles and tp on gen once a while… wow.

    don't forget the fake pallets!

  • @RegalChase212 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709285#Comment_3709285

    I was thinking of a sort of “Freddy” power, or what Freddy should have been, but the condition is changed, idk. The upgrades would be your choice during the trial and would go from lunge range to extra Bp, mori’ng survivors, and everything else in between. Obviously the more powerful ones would require an higher price of some sort. Again this is just an idea but I’m glad that there is someone interested.

    Michael Myer's is suppose to be an upgrade killer. Currently, he only upgrades his tr from 32→16 and very slight increase in vault speed. In tier 3, he loses terror radius upgrade for exposed & tier 3 bamboozle.

  • this is something similar to my idea. the main problem with this idea is that survivor don't have any good practical counter-play in avoiding the hit. that is the main issue with legion downing survivors for why he got changed in first place.

    pallet stuns unreliable because the killer can respect pallets. vaulting pallets counters pre-dropping and he moves faster than the survivor. In my original template, I invented an item that survivor could pick up at the start of the trial. it was called running shoes. The original version unlocked the ability to use dash and iframe an attack.

    Looking back at it is now, I think i would change to be a 75% haste effect for 2 seconds. The idea being is that survivor could press it and attempt to wiggle to avoid the feral frenzy slash.

    My version was a bit more aggressive. It worked based off deep wound timer. each hit would increase amount of damage onto for every unique survivor hit. If Legion hits the survivor a second time, He deals -25% flat damage, ending his power.

    first hit → -25%

    second hit → 50%

    third hit →75%

    fourth hit →100%

    @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709289#Comment_3709289

    Ok, I see.
    My issue is this would take quite a lot of work to implement (that is needed elsewhere in my opinion).

    This wouldn't change him that much → it would be very rare to happen. Mainly when it is cleared by both downing and healing.
    You simply wouldn't get this with normal playstyle, it would encourage actually never commit to chase, which is not good.

    not necessarily. You get rewarded more for spreading injures but are given option to focus on 1 survivor at the cost of longer time to down.

  • @Tzimiscelord said:

    Im playing my first games and im really enjoying this so far. Both sides, but specially killer, so im going to buy one or two.

    Im thinking about something simple and enjoyable, but with perks i can potentially use in other killers, and im seriously considering clown and/or trickster. They seem simple, fun, and have good perks.

    Should i go clown, should i get trickster? Or would you recommend me a different killer?

    I would recommend Artist. She has a perk called "Scourge hook: Pain resonance and another perk called "Grim embrace". these two perk are usable on every single killer in the game.

    Gameplay wise, Choose whatever killer you like playing. I'd choose Chucky or Wesker.

  • a perk that grants 5% haste for 30 seconds when a survivor finishes a gen.

  • perk 1 enforces slugging, It is another Boil over 2.0. maybe closer to Jeff breakdown perk where survivors purposely get hooked in the corner of 1 map then run in the corner to get slugged as anti-tunnel tool.

    perk 2 looks silly. It might get added as a perk that hinders the killer. blindness and new status effect are unlikely to show up.

    perk 3 has most potencial but I would imagine the developer nerfing this perk to 5 seconds total. they're kinda of against strong stealth perks for survivor.

  • wouldn't billy, Oni, Wesker and Blight be teleport adjacent killers given that Spirit is one? Add +4 to list.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708914#Comment_3708914

    Then the slowdown-meta and this one have something in common.

    Who wins in DBD right now is mostly up to who brings the stronger stuff. Its sad to see.

    not about bring stronger stuff, it is about not having any counter-play towards the perk. you have to play less efficiently as killer or get punished by 4th hook-states. Playing a strong killer is legit only counter-play towards decisive strike because your factoring in the 4th chase as a given. With other killer where their chase is terrible, it is a lose/lose.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708914#Comment_3708914

    It’s barely a counter yeah but it’s the only counter. Sooo… I guess a better solution is play pyramid head since he doesn’t have to worry about DS or Nurse maybe? Idk tbh. Knight works wonders cause you can do a gaurd before you pick up and the gaurd will insta down-them if they DS off

    why do i have to play high-tier killers to have regular winning chances?

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/412497/how-do-you-counter-ds-plot-twist

    You could just go back and pick up the guy under pallet because she can’t recover fast enough for the save. As for countering that combo just don’t pick them up and find someone else. I main Huntress though so I just pick them up and eat the sun and immediately down them anyways. I will always tunnel out survivors who use DS aggressively too. It’s literally a guilt free license to tunnel lol.

    that's barely a counter. I am wasting time vs decisive strike survivor while the survivor is acquiring generator progression. The second chance meta for survivor is borderline oppressive due to this decisive strike change.

  • @Valyrie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708816#Comment_3708816

    Absolutely, I would love for them to finally bring him up to snuff with modern DBD. Of course wanting a rework could always be a monkeys paw idea, and we end up with a worse version of Michael, but as someone who plays both sides I just want him to be more dynamic and flexible in his gameplay for both parties.

    I think Michael idea is cool. a killer that grows in power over-time to become unstoppable force. Unfortunately, i find that his tier 3 does not feel like a special ability outside of tombstone. The idea of stalking someone and mori is good but I can't help but feel that gameplay for survivor has minimal depth.

    there is not enough that survivor can do to manipulate mori in their favor but a lot that Michael himself can do to manipulate the mori in his favor. His PWYF perk grants him 15% haste after losing obsession. This typically happens very early into the match. From this point on, Michael moving at 130% is able to force stalks due to his brilliant speed. You can like backrev a survivor, stalk them, they break line of sight, back rev, stalk. Once you've stalked enough you can instant kill any survivor out of position. Survivors are poised to jump into lockers at some point to delay his mori however once he hooks someone, he is incredible at proxy camping and… face-camping for that matter. there is not a lot of gameplay component for survivor to prevent his mori. It just sort of happens automatically. Low game substance and surprisingly easy to pull off after a few games of practice. Some player label it as strongest in the game.

    After that, you have regular Michael that is pure m1 killer with some fairely irrelevant power-ups? You get like tier 1 bamboozle in tier 2 and 16 meter TR for worse early game. Not much of power-up. In tier 3, you lose 16 meter TR for instant downs and tier 3 bamboozle. Considering a big portion of survivor gameplay is being injured, the instant down does not phase anyone beyond proxy camping hooks in classic leather face style nor does fast vaulting. Overall, I don't think he feels like an unstoppable force in tier 3. More of just proxy camping machine. The blood circle event this year was a bit more interesting for Michael. His tier 3 in combination with blood circles was much more potent. I'd like to see something like that for Michael where he's a lot more menacing to play against in chase. That would make Infinity EV3 a lot more of a fulfilling escaping. I think his mori should be somehow integrated into his kit but I am not entirely sure how they could morph his mori into more skillful mori that requires earning and dedication. Maybe it is something like you can stalk survivors in tier 3 which progresses a separate tier 4 meter where he can mori when full. Perhaps skill-cap of Michael could be something like optimizing his tier 3 to get downs while progressively building stalk enough just before he downs them. Either way I am not sure what they will conjure up as an update for him.

  • @FrostySeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707684#Comment_3707684

    Just make her a more skillful Killer to play as and rewarding players who master her while also making her counterplay something more enjoyable. Look at the Hillbilly rework, they turned him from a pretty mediocre Killer to now a Killer who is arguably sitting at the very top of A tier.

    she is already skillful to play as and rewarding players who master her. Skull merchant prior to her reworked was considered a "Mediocre to play as" and "only good for 3 gens". Post-changes, there is mixed opinions about her. Likely the consensus is still mediocre. She is not popular because she's a trapping killer. Your expecting a killer like Hag to be popular is too high of expectation from the killer compare to hillbilly who is dash killer.

    All the killer that move fast and have dash ability are extremely popular in dbd. In my opinion, the reason being is that hold-w and prr-running in dbd is too strong. Dashing killer fix pre-running and hold-w between loops. They also fix map size to some degree. Skull merchant is not one of those and is in fact opposite. a trapping plays slow and methodically. from the popular charts, killer want to play fast & loose.

    SM is still considered by a vast majority of the community to be completely insufferable to go up against.

    her counterplay something more enjoyable.

    these two statements are loaded with how much I could write about it. What I will say is that killers are not necessarily meant to be enjoyable to go against as the other side. They're meant to be fun to play for the killer player. If they happen to be fun for survivor, that is a bonus.

    I take great issue in healthy design in the game for many killers. An example is demogorgon. Healthy killer. To me, healthy word in this context tends to talk about the killer being weak swf bully material and low skill-floor requirement to win. Playing as a swf vs killer is free win and there is often nothing to learn about the killer to defeat them. Often it is just regular looping with mild gen efficiency to win. Onryo is great example of a killer that was considered "Insufferable to play against" and is now considered a healthy killer. It is all boils down to SWF being free wins vs the killer and literal no skill requirement to escape. Skull merchant being a healthy killer was not too far off from her PTB. You only need revert some of those changes that went from PTB to Live.

    The next aspect to talk about is counter-play being enjoyable. For this, I'll point to clown. Clown tends to throw bottles in which he has a yellow gas and purple gas where you get speed-up and hindered. Do you find clown enjoyable to play against? It is really not that different from the drones and then your other point talks about injury mechanic which Legion & Plague passively injure the entire team. I don't have much interesting to talk about specific of the killer but i think there is distorted understanding of how to play against hindered/haste in the game against the killer at loops.

  • well they won't revert him, they could buff his regular throwing rate again. memento blade is only grey add-on. you can use it every game. that what I use every game.

  • @jesterkind said:

    Yes, but also, few people use Maps and comparably few people play the affected killers, so I don't think it's super high priority.

    I'd say that Maps need an overhaul (I made a post about that myself a little while ago) and that changing the Red Twine should be a part of that. I don't see it as a high enough priority to push a nerf on its own, though.

    i equip franklin on trapper if someone brings a map.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708602#Comment_3708602

    Add that, then a weaker base kit pain res that works on every hook as long as it's not the same survivor that was hooked last to only give it to killers playing fair and then we can nerf a lot of gen slow down perks simultaneously.

    as much i would love pain res base-kit, that's one change i think that will not happen. In fact, i predict pain res and grim embrace to get nerfed. I don't know when though. Just that i sense that it will not stay the same.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708581#Comment_3708581

    Well of course I'd prefer that as well, I just doubt that's going to happen.

    i think it will happen. they have buffed gen-kicking two times. it is one change away from being a relevant mechanic in the game.

  • @ReMixeurOfficiel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707870#Comment_3707870

    I'm not sure about that. This is pretty strong, but disabling it with an add-on should be an option though. See Overdrive as a mix Engraving / Low Kickback Chains / Tuning Guide for a while. This is quite nice, and basekit. However the speed is actually a bit too much for my poor Drift Billy (at least for me). If its Add-ons got nerfed, it's because of Cracked Billy, turbo fast Revving Speed. This is not really fun for both side, especially because Revving Speed don't do much when you curve. It's just for Back Revving, which is not really engaging neither. So I don't think this is good. If you really want to, one of its Ultra Rare Add-on is doing that, but at a cost of moving at 110% (not affecting Revving Movement Speed neither Chainsaw Sprint Speed).

    drift billy is stronger because you have so little time to react to his chainsaw on generators. the way they intended billy to work with this overdrive is to drive around the map then as you overdrive meter fills, you rush to a generator and begin a chase in overdrive. if you fail to down surivivor, just keep driving around the map for next overdrive, repeat until you down someone.

    I also find it funny that you can often miss chainsaw then m1 the survivor because cooldown is short enough.

  • @Blueberry said:

    Just revert them both to the last version. Now that we have the 3 gen feature limiting their strength those nerfs are no longer necessary.

    i think that is poor idea. they should increase base regression from 400% to 300% which would buff these perks into relevancy.

  • hex:undying gives 2 chances for a good totem spawn. i wish it gave 3 chances.

  • dredge needs less locker rng in nightfall, more consistent method of tp in addition to lockers and lullaby removed.

    onryo needs another rework/revert. that is not happening any time soon.

  • flashbang is unchanged. it has blinded when the killer looks at walls since release. survivor got better at using it.

  • when she got released, stuns used to bring her out of the power. one day it bugged out and they never bothered to fix it until now. buffs decisive vs her ability.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708214#Comment_3708214

    Oh wow, yeah that's just blatantly false then. She is definitely not either lol.

    it is because long time ago, survivor complained about spirit being invisible. in order to fix that, they just added audio cues to spirit and sadako in the name of "balance". She is suppose to be silent as description implies.

    A lot of things she has not what they appear to be. stealth, invisible at loops, condemn, invisible after TV teleporting. All dumb down.

  • @Blueberry said:

    I guess she’s just the exception for some reason.

    it is not a bug. it is because she doesn't have lullaby. it is directional audio cue when she is invisible just happens to have same distance as TR.

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