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Devil_hit11

Devil_hit11

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  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639798#Comment_3639798

    But where are you when they walk across the map? Your leting them do it.

    Im not saying that you can interrupt them, but you can put up a fight and at least not let them do 20% of the gen.

    you can't stop entire team from doing that. Your 1 killer against 4 survivors. I can only be in 1 place at once but survivor can be in 4 places at once. The best way to get condemn kills right now is to burn Gideon's offering or Hawkin Offering and TP spam televisions. you don't hook anyone. You only spam TV's until someone is condemned.

    On those two maps, you can use videotape copy add-on which increases projection radius by +2 meters. those two maps are small enough that condemn is almost global and unavoidable. I burned 10 map offering and got condemn kills in every game on those maps. In terms trying to this on like Badham preschool, it is not worth it.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639776#Comment_3639776

    It does do something. It's the cooldown that prohibits it being built up effectively and the lock on that doesn't want you to hook because it's too weak. You DID not have to tunnel on Ptb. The mechanic was strong enough to spread condemn and hooks across all survivors.

    If you want to watch some gameplay of it working great and it working awful, I have examples for both.

    all the mechanic is doing right now is making survivor spread out and do gens. they can walk to a tv, take out a tape, walk to other side of the map near gen, do 20% of a gen, then put a tape to close tv for 70 seconds. Even if there was no cooldown, I'm unable to teleport. survivors countering you is like worse then freddy.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639063#Comment_3639063

    Na, even easier TBH. just make it so after a non-obsession is unhooked they become the obsession, that actively discourages you from tunneling them.

    obsession can body block with BT/OTR.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639426#Comment_3639426

    If no killer should have weak add-ons then no killer should have busted base-kits like Blight and Nurse. Blight is tolerable without add-ons, his add-ons should be weak to mid. And he will be alright. If we are asking strong add-ons for him, then he should get base-kit nerfs.

    blight's base-kit is where every single killer should be at in the game. it is just that everyone is so used to every killer being clown-tier base-kit that a well balanced base-kit looks out of place. Nurse is a big oddity in the game so I'd prefer to avoid talking about her.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639658#Comment_3639658

    Im still pushing condemn. I lose 3 - 4 gens before it starts to do something. That's worse than back then and I'm using ring drawing.

    That's really bad.

    by design, it will never do anything because you need hook survivors two times to lock-in 4 stacks but when your on death hook, condemn is irrelevant. you can just use ebony mori offering. It is better than her power.

    The only way lock-in was ever going to do anything is if you hook someone with like 4-5 stacks of condemn, then tunnel someone off-hook(5-6 stack of condemn), slug the survivor under a tv then tp to skip 1 hook-state when survivor is picked up. This was designed failure from very start of the ptb.

    I'll push condemn when the mechanic does something.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/404005/penalty-for-killers-who-dont-pick-up-anyone-when-everyone-is-down

    You have a bleedout timer for that.

    If you believe the game is over for you, alt tab your game and do something else. It will be over by the time you come back.

    that is his complaint. he is saying it takes too long to die. the game lacks some sort of EGC type timer that ticks when all survivors are in the dying state. something like 35 second timer would speed up that boring end game part. they once had ptb that made it go instant death but it was a bit too aggressive of a change. it was a decent idea. Just needed a little bit refinement.

  • @squbax said:

    I mean even og sadako which was one of the easiest killers to beat had a high killrate, the fact that people are so bad they can make such a killer look good is honestly hilarious.

    Also how on earth do you get codemned against new sadako? Tapes have no downside whatsoever, you should always have a tape in your hand to get rid of condemn if needed. Only way I see a survivor getting condemned is if they either did it on purpose or they have not faced more than 4 sadakos in their playtime.

    condemn is noob-stomp mechanic now. it only works vs weaker survivors/new players. you win faster by being an m1 killer then using the ability. i am winning with sadako by just hooking people 3 times. Sadako's ability is unsatisfying to use.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639462#Comment_3639462

    How would you change it then?

    If it was just the speedboost by itself it would not be a good perk. At that point I would just run SB instead (or Hope)

    I'd just remove health-state heal. self-healing perk are too strong because m/s for getting hit and cooldown for killer hitting the survivor is too long. killer's basic cooldown has to be reduced to roughly 2.25 and speed boost duration needs to be lower to like 1.5 second. Until then, any healing perk/item will be overpowered.

  • @sizzlingmario4 said:

    They can’t remove that without completely destroying the identify of the perk so I can’t imagine that would happen.

    What I think they should do is make the speedboost only apply if you are healthy. You either get a bonus health state OR you get a bunch of distance, but not both. This way it’s less punishing for the killer if the survivor they’re chasing has Adrenaline and it’s not as rewarding for SWFs who try to take a hit with it knowing the last gen is about to be done and there won’t be any consequence.

    I do not think they should remove being able to hold it for when you get unhooked, it is a one time use perk and something about that being hard countered just because you were on hook at the time doesn’t seem right to me.

    edit: also the Freddy wake-up thing should be removed.

    no big issue is free health-state heal. the speed boost can stay. Adrenaline is less of a problem when killer has 8 stacks of stbfl but now that stbfl is not good at keeping the perk in check, adrenaline needs changes.

  • @humanbeing1704 said:

    I think dead hard is fine as it is

    Just with it being a 2 times only usable perk I wish it wasn’t an exhaustion perk anymore

    wow, so i can run sprint burst+dead hard. that is insane.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639058#Comment_3639058

    No way they leave Slinger and Trickster that way, it'll be changed. Hopefully sooner than later.

    it won't be changed because deathslinger harpoon is special attack because the end of chain breaking counts as health-state loss and m1 hit after is a basic attack. Trickster applies same logic where his knives attack counts as an special attack because 8 blades is health-state loss.

    The only 3 killer that have exception to the rule are Trapper, Skull merchant and Plague. The reason being is that trapper trap has a function of injury but they do not neccassary result in a down. the killer pick-up the survivor from the trap is the down. Plague and Skull merchant do not count because they inflict broken status effect and broken status effect makes you go from healthy to injured. It is treated as status effect injuring you and not the killer. Pinhead also has some exception due to Engineer fang add-on.

    I feel like they will rework this perk at some point in like 1 year because I played few games with it and it feels bad.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638561#Comment_3638561

    A killer with a basekit that is way above average should have weaker addons than others yes.

    no killer should have weaker add-on than others. every killer deserves good add-on set and good base-kit. blight included. Blight has good base-kit and his add-on's are still decent. my only issues is that i dislike iri tag and c33 as add-on concepts. The whole near almost guaranteed hit is not a fun concept for survivor to play vs. other than that, I have no issues with blight.

  • @Sava18 said:

    I mean it's poor design because of it's guaranteed hits even though it's not anymore because pallets put it on cd and a decent amount of pallets can be played around from survivor pov vs blight.

    It's honestly a terrible add-on not worth using, I guess the legion players picking up blight will use it though XD.

    It's a self nerf to any good blight player.

    you break the pallet then use the iri-tag between loops where you get a near guaranteed hit. I kinda see this add-on like 3 blink nurse where you get guaranteed hits but you lose multi-hit potencial due to cooldown.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638642#Comment_3638642

    If you tunnel one person out, does the perk deactivate?

    Nope. Still works just fine if you turbo tunnel the first played you see.

    you get 1 use out of the perk. you have question whether 1 use is better than other perk alternatives. The more you tunnel, the less effective the perk is.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638561#Comment_3638561

    They may want blights add-ons to be useless but I think they just don't understand how reactable flicks are. Anything but shoulder flicks are able to be played around from the survivor pov but people just don't know that.

    C33 is mid even in blights current add-on states and iri tag is worthless even if tunneling. Alch ring is fun for certain things but in the old add-on set it'd be B+ tier. It kinda irks me watching vets talk about these add-ons, sorry for the rant.

    i like running shred notes+adrenaline vial. The only other add-on that seems decent in isolation is Alchemist ring. So i think add-on that are going to be meta on blight will be adrenaline vial+shred notes or Alchemist ring with some other add-on, probably c21.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638552#Comment_3638552

    It encourages you to tunnel because it makes the game virtually unwinnable when you have three people

    but the perks peak strength comes from spreading hooks. You can't say i am tunneling if i am spreading hooks. At that point, your blaming your loss on your inability to be successful at the chase.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638533#Comment_3638533

    vs other regression perks, it's just crap. One kick with Pop at max repair for example is roughly 24% regression...just one. That means if you maximized it, you could get ~192% regression. With PR, you can get a max of 100% regression and STILL have 4 more regression events to go. 64% regression for all stacks with surge is so incredibly weak AND you permanently have any kick perks such as trail of torment or nowhere to hide disabled for the rest of the match. That's harsh.

    it is not weak because you aren't counting the time that you didn't spend for kicking a gen. that's real benefit of surge. Pop and eruption require you to kick a gen, so you waste time in 4vs1 game to kick a gen for what surge does automatically. that is also why pain res is such powerful perk because you only waste time to carry survivor on the hook in which you need to do.

    @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638533#Comment_3638533

    That's also implying you actually hit gens with it, sometimes you're just in a spot where you get no value from it at all.

    how did you hit 8 regression events if the perk didn't trigger?

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638280#Comment_3638280

    The thing about flicks, especially the full 180's is that they are predictable and dodge able. What made adren so extremely strong before was double cd reduction. Don't get me wrong, a top add-on after the buffs but the flicks are irrelevant.

    yeah i don't see anything wrong with it. blight's 180 flicks are possible to mindgame. Blight is weaker than before, but he is not terrible. I think the player that complain about his add-on's want his add-on to be useless. not good, not average, just useless.

  • @Pulsar said:

    God, I sure do love NOT being able to do anything!

    And guess what? It still hasn't reduced tunneling! Crazy how they'll tunnel someone out and then get free value and make the 3v1 even more unwinnable.

    grim embrace doesn't stop tunneling, it gives option for killer to not tunnel. Previously to Grim embrace, If I saw survivor 3 and survivor 4. I wouldn't chase survivor 3 or survivor 4. It is waste of my time. I will only chase survivor 1 and survivor 2 until survivor 1 and survivor 2 are dead. Now if I see survivor 3 or survivor 4, I might chase them because perk incentives me to do that.

  • Grim Embrace is a good solution but it is not fun for survivor.

  • 8x8 = 64% regression. you got high value out of the perk. Surge used to be 12% in the PTB. it got nerfed to 8%.

  • @BlightedTrapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638187#Comment_3638187

    The issue with buffing the numbers too much is that it risks becoming too good in ideal conditions, that being two-floor indoor maps like Midwich and The Game. And then in any other situation it remains useless. There's zero saving the design of the perk, it's rotten to the core. Needs an entirely new effect.

    no it doesn't. if the range is bigger, like 48 meters, it will have same effectiveness on two floor maps as every other map. that is kinda of biggest problem with it. It is only good Gideon's because that is only map where the radius is sufficient to activate its effect. On every map, it has not enough up-time to be relevant time save.

  • yay this is not happening. that is a perk that i am waiting for a buff.

  • @Skitten56 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637338#Comment_3637338

    I'm very confused. As someone who played the PTB, once survivors learned and did the counterplay, it was very easy for them to avoid condemn and teleport spam was useless.

    I'm okay with a 10sec cool-down if BHVR feels its necessary but they need to buff other aspects of her kit in response. Right now her condemn is in its weakest form yet while survivors have the strongest and easier counterplay to her yet. They can easily turn off TVs to avoid condemn at low risk while also denying her mobility.

    read my 2nd post that i respond onto Jonifire which talks about how counter-play is so strong that it makes mechanic almost irrelevant when survivor plays at good-level and there is no input from killer to minimize/prevent the tapes effectiveness.

  • @MikaelaWantsYourBoon said:

    We asked some buffs from PTB because her counter was so easy on PTB. But instead of buffs, we got nerfs. I don't believe they will make her good enough because obviously they want to reduce her kill-rate

    Wasn't that objective of the rework to add aura reading on TV's and buff TV insert time by 100% because she was to oppressive?

  • Champion of light - A good perk to prevent you from dying from corner pallet breaking zoning if you have a flashlight.

    boon:illumination is worst boon in the game

    Deadline - perk needs buffs. too many conditions for 10% frequency skill-checks. if all the drawback were removed, the perk would be solid. -50% penalty regression reduction is strange.

  • @Leachy_Jr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637606#Comment_3637606

    5% for each survivor, so if 3 were tracked it would be 15%.

    it is worthless. wraith has 60% pallet break speed with shadow dance+serpent and he still can't hit people by breaking pallets. Your better off just increasing haste by flat 2% which gives 10% pallet break by the virtue of moving faster.

    You need roughly 120% pallet break speed for pallet break to be worth anything. The only add-on that provides 120% pallet break speed was Blight's compound 33. this add-on got removed for that.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637623#Comment_3637623

    Look at this graphic. These are the most used survivor perks?

    How trash survivor perks must be nowadays when Deja, WoO and Resilience are considered the best of the best 😂

    deja vu is not trash. it is a perk that killer cannot counter and gives free bonuses for existing. you get pre-patch 6.1 gen speed for equipping it.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637488#Comment_3637488

    It still is.

    It's just that the bar is set so low now that anything even remotely usable as a perk needs to be on the chopping block at all times.

    image.png

    it is 5th most used perk in the game according to nightlight. Deja vu teams are most difficult teams now to play against because of gen-rushing.

  • i think he means increase reward for healing skill-check from 3%->4%. Gen-skill check are 1%. He might be meaning to say add This is not happening base-kit for 30% bigger skill-checks. Skill-check size is fine. reward is poor for landing them.

  • @Leachy_Jr said:

    I'm wondering whicth one people would pick out of the following for changes to Skull merchant (as a SM main), ignore add ons, assume they would be reworked accordingly.

    For reference, her base kit is currently:

    • Hindered duration: 6s
    • Hindered strength: 10% (5% weaker than clowns bottles)
    • Haste effects for number of survivors tracked:
      • 1 survivor: 3%
      • 2: 5%
      • 3: 6%
      • 4: 7% (7% of 4.6, not 7% on top of the 6%, 5%, etc)

    Option A:

    • Hindered duration reduced to 3s

    Option B:

    • Hindered duration reduced to 3s
    • Hindered strength reduced to 5%
    • Haste values buffed to:
      • 1: 4%
      • 2: 6%
      • 3: 8%
      • 4: 9%

    Option C:

    • Hindered removed entirely
    • Claw trap duration increased to 60s (current base kit is 45s)
    • Haste values buffed to:
      • 1: 4%
      • 2: 7%
      • 3: 9%
      • 4: 10%
    • Gain a +5% action speed bonus for each tracked survivor

    Option D (tracking monster option):

    • Hindered removed entirely
    • Claw trap duration increased to 80s
    • Increased time survivor is tracked by after being scanned to 30s (current base kit is 12s)
    • Gain a +5% action speed bonus for each tracked survivor

    Personally, I'd go option B or C.

    option D. 5% action speed is useless. better to just increase all haste values by 2%, (5%/7%/8%/9%).

  • @CammyChameleon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635946#Comment_3635946

    I guess that makes sense but feels bad having to use a Pink addon otherwise 3 add ons are just useless

    you can still use it and have giant traps with regular hag but with how hag has limited range in tp and slow trap placing, it is not worth using. The only other add-on that people sometime use on hag are mint rag and rusty shackle.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637338#Comment_3637338

    I can‘t understand how you think her current live version is more than that.

    Her ptb version gave the survivors the complete uper hand over condemned and there was no downside to tapes. There was no need to nerf an already weak mechanic.

    Personally they should just made it without all TVs condemned or global condemned. They should have just returned all to her first version and made that the closer someone is to a tv the more condemned he gets ranging from 0,5 -1-2 stacks (20m-16m-8m-0m).

    Lock in was a cool idea, but with the nerf it’s useless and the best of it got removed. I would have locked a full condemned survivor and then left him that way the whole round, now I will just mori him.

    the global 0.75 condemn is meant to incentive picking up tapes so that mini-quest for sadako can begin. without it, you would be at 0 condemn. Admittedly, it might be a bit too strong for casual survivor player where live version does allow you to spam televisions tp and passively win. It is something i am not too fond about in live version of the killer but ptb version takes spam and dials it to only play-style.

    The funny part is that only play-style doesn't even work because survivor has too much power on tapes where they can close TV and reduce condemn stacks while doing the gen objective at the same time.

    Now the play-style is nerfed so entire condemn mechanic is useless.

    Lock in was a cool idea, but with the nerf it’s useless and the best of it got removed. I would have locked a full condemned survivor and then left him that way the whole round, now I will just mori him.

    Lock-in only promotes tunneling, there is already enough of that in the game without adding extra incentives, bad idea and defeats purpose of mori.

  • make it so that hooking someone does not remove infection.

  • ptb sadako takes no skill to play. you can teleport to every single television over and over and eventually everyone get condemned for doing nothing other than mindless spamming.

    The 10 second cooldown nerf will just remove only brainless strategy left for her leaving with no power-level. Mori's should take skill to use and not be given for free passively. Killers should need to follow some type of strategy or series of "mini-quests" that go outside realm of hooking to make mori effective.

    Sadako was as close as possible to that. She had a strategy in "Hit & Run" and a mini-quest mechanic in hitting survivors with tapes that would eventually lead to a mori after 3 or so tape breaks. Now her mini-quest is gone and hit & run is irrelevant. With all her depth gone, I never want to play Sadako ever again because achieving the mori is unsatisfying.

  • iron will, rebuilding pallets and recovery exhaust while in chase are not fun perks for killer to play against.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636692#Comment_3636692

     her winrate will keep going up and she'll receive harsher nerfs

    I really don't think her winrate is from 3/5% haste. That is what makes her more fun to play for sure, but that won't give her high kill rates. Otherwise Clown would be most broken killer in DBD.

    There are three issues leading to her kill rate:

    • survivors still hate her and give up often
    • her stealth is basically noob stomper
    • most survivors still don't know how to play against her and get Claw Traps even outside of chase, which should never happen

    100% agree. At the same time, @NoImportaLaVerdad is right that killer that survivor struggle on get nerfed. just take recent onryo changes with faster tapes and aura reading on tv's.

  • @mikewelk said:

    https://us.v-cdn.net/6030815/uploads/0NXKUYHZFLFJ/zrzut-ekranu-2024-01-27-215714.png

    I just hopped on the game and got greeted by a Blight hard tunneling at five generators. How is it even possible to do anything with a 3v1 at basically four gens?

    blight is an s-tier tunneling killer. your team is not efficient at doing generators. an efficient team should be at minimum 3 gens completed assuming the looper who is getting tunneled is any good at looping.

  • @xEa said:

    I agree that they took it to far. Every new gym they introduce is weaker then the previous one.

    What JG do you mean? The four lane wall gyms?

    https://us.v-cdn.net/6030815/uploads/3PJNXF5BX8CP/4-wall-gym-1.jpg

    https://us.v-cdn.net/6030815/uploads/I9RCR3Z1ZL9K/4-wall-gym-2.jpg

    If that is the case, the best way to play it is to drop the pallet and run around it at the outside. You should make 2 laps if the killer is not already bloodlusted. Aside from that, connect it with another tile. That is often not the case, but keep an eye on it. Here is a good example:

    https://youtu.be/sx_2IRtcWFo?t=88

    image.png

    this doesn't prove anything. the killer is playing like a rank 20. When you have right side of the loop open, the killer is suppose to rotate counter-clockwise. He is rotating loop in clock-wise direction.

    image.png

    When you reach at far green spot, you can react to the survivor vault preventing any fast vaults. Billy in particular is amazing in 4 four walls loops because he can get curve hits. For example, if you stand where Ace is standing, you can easily zone break pallet or sometimes even curve the survivor into a hit if they poor movement play. If you take red line, then survivor can just fast vault window 3 times for free.

    the m1 killer play is to break the pallet in this specific way because loop that get played for survivor is the following loop:

    image.png

    the weaker version is usually free hit for the killer. the more dangerous loop that survivor can do in other version is this loop:

    image.png

    you can get a hit on this loop as killer, but you will need to force bloodlust 2 at minimum to get the hit. Doing anything else for survivor is almost always free hit for killer and most survivor do try to take window making the loop all that much easier.

  • @TWiXT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636390#Comment_3636390

    Not sure if you mean you like it or not, but glad to have a fellow "like minded" individual all the same!

    they do read these perks but these would likely be put in feedback section. Bribe sounds too strong. a free styptic agent just for bringing in an item? So you can bring a useless item like a green key and you get 20 second of endurance on command? sign me up.

    Anchor is stronger knock out.

    Catastrophic Interference is hex:lullaby. It is only missing 10% speed per token up to 5.

    House of cards and Undeterred Rage are different version of enduring spirit fury. there is chance they might implement perk like that as pallet blocking perks. Hex:Blood favor is likely closest thing to them ever inventing an anti-pallet perk.

  • @Iron_Cutlass said:

    I see a lot of people say that "healing against Legion is entirely pointless" and when playing with some friends, they got upset at me for healing a teammate. In most cases, I do think healing against Legion is a time-loss since Legion can injure you and put you in Deep Wounds so quickly, but I always heal my teammates who are on Death Hook when facing Legion.

    Because they are healthy, 95% of the time the Legion just uses Feral Frenzy and then follows the nearest Killer's Instinct proc instead of following up for the down/dying state, which obvious is good for Survivors on Death Hook since you want to keep them alive and out of chase.

    Also sometimes it is nice to just heal one person to prevent Thanatophobia from proc'ing since it's slowdown bonus falls off if 1 person is healthy which isnt really that hard to do.

    Idk, how do yall feel about healing against Legion?

    the implicit counter to thanatophobia is implicit counter legion in regards to healing. you should never aggressively heal against legion but should spread out to not have 4 survivors injured because 4 survivors injured means that legion can camp hooks and get free hook trades. So ideal situation is to have 1 person healthy and rest injured.

    This is also same thing for Plague where having 4 people infected is bad because killer can camp hooks but over-cleansing aggressively in early stages of the game makes chase considerably harder while also boosting plague's hook capacity to highest degree.

    I really hope they unnerf thanatophobia and maybe buff nurse calling after nerfing mangled in march-may.

  • @NoImportaLaVerdad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636211#Comment_3636211

    If I had to guess, BHVR doesn't want to add a little Haste trail behind Killers/Survivors because it might ruin the Horror aesthetics of the game (even though the Refined Serum exists, but that's a event addon).

    Skull Merchant's Haste grows and decreases in power in ways that are hard to gauge, which is why I think adding a Visual Effect might be good for her kit.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636191#Comment_3636191

    The problem is that her Haste isn't the main reason people hate her power. She's hated because she drops a drone while you are looping and you start ramping up "Lock On" stacks.

    If BHVR wants to nerf her, I think a better nerf would be to increase the time Survivors are inmune to her Scan Lasers so you can waste more of her time if she wants to injure you with a Claw Trap. Right now, Survivors are inmune to Scan Lasers for 3 seconds after gaining a "Lock On" stack. I think they could easily double that to 6 seconds IF that's a playstyle that BHVR doesn't want Skull Merchant to overuse.

    She's hated because she drops a drone while you are looping and you start ramping up "Lock On" stacks.

    She is hated for using your power. That is like saying, Tombstone Myer's is not hated because he can instant kill you at tier 3, but because you can ramp up stalking over-time. it is like dude, that is like the ability.

  • new event Light out might make spine chill useful due to black fog blocking vision.

  • @NoImportaLaVerdad said:

    I've noticed that Skull Merchant has a lot of mechanics that can be hard to figure out when playing as Survivor. In the next patch notes (30th January 2024), BHVR is going to add something to help with this issue:

    • When the Skull Merchant's drones cannot detect you as a Survivor, their beams lighter in appearance and color. Change only seen by the Survivor that will not be detected.

    I feel this is a great approach to Skull Merchant's current problems, because (prior to her rework) her lasers didn't care if the Survivor was crouched or standing still but now they do.

    So lets talk about the title of this post: I've also noticed that a lot of Survivors don't know that Skull Merchant has Haste in her kit or they don't understand WHEN she has Haste. This happens because another Survivor can be scanned in the other corner of the map while you are in chase, and they are detected for 12 seconds.

    So my idea is to add some kind of Visual Effect to Skull Merchant when she has any Haste from her drones (or from any source if it's too hard to code the former). Something like:

    • "Skull Merchant's eyes glow with a red tint whenever she gains Haste from her drones. This effect grows in intensity the more Survivors she has detected in her radar"

    This needs to be noticeable enough so that Survivors can see it. Maybe the Visual Effect needs be placed somewhere else?

    What are your thoughts?

    you do know when she has haste because your teammate gains a lock-on stack. If they don't get lock-on stack, they have claw trap.


  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635885#Comment_3635885

    Of course I know what I thought of the rework. What are you talking about? I adored her original version, despised the original rework and this was very close to her original self. Of course I liked it.

    1) I wanted her chase to be buffed. How? LONGER INVISIBILITY DURATION. Nothing more. That's it.

    2) I want her addons to be useful. Most of them do absolutely nothing. That had nothing in particular to do with stealth. I find her stealth to be ok. The change, that she can start chase while demanifested was more than enough for me personally.

    3) I did never say that I dislike survivors shutting off TVs. If you can find where I said that, show it to me and I'll explain. This is counterplay that is absolutely necessary. YES. I dislike a cooldown on teleporting. This hampers her ability and maker her extremely clunky. Both the application of condemned and teleporting. I'm 100% against that.

    My other requests in the Ptb feedback all got ignored. Pls look it up if you don't believe me.

    I did never say that I dislike survivors shutting off TVs. If you can find where I said that, show it to me and I'll explain. This is counterplay that is absolutely necessary.

    you said enjoyed "guessing" what generator to teleport on to ambush survivors on gens and corralling survivors into televisions. global condemn mechanic obstructed your ability to do that because of the TV's being turned off from survivors acquiring tapes. either way, the feedback that you give is difficult to understand. I want to avoid any disagreements. my post is an attempted summary to understand your point of view on the killer.

  • @CammyChameleon said:

    These add ons as they are, are completely useless. Survivors want to trigger it farther away to bait out the hit and waste the Trap.

    If these add ons reduced the range it would force them to get closer to do it and I think they would actually be decent!

    no those add-on are for waterlogged shoe. The jist is that bigger radius = bigger AoE on 9% hindered traps. they're not for normal hag.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635885#Comment_3635885

    I have not always seen eye to eye with most other Onryo mains, considering I can defend certain aspects of current live Sadako (but hate other aspects like slug condemned) but it makes me happy there's enough people who genuinely support her being in a good spot. I was extremely happy most of us and survivors liked the PTB Sadako, after a looooooooooong time of hearing how boring current Sadako is and how weak old Sadako was.

    These upcoming changes are terrible, and I agree with radiantHero23 on these points as well as many other Sadako players who have expressed their concerns. And it's not like I want Sadako to be oppressive to survivors either, I really liked going against her in the PTB too. But there definitely needs to be a carrot/stick tradeoff that makes sense in a 1v4 scenario and throwing in unneeded nerfs to her kit specifically over aspects of the game that's specific to the game like tunneling or condemned spam that can be countered by taking a tape that is no longer a downside to grab seems like too much stick and not enough carrot. Especially with Iridescent Tape, the carrot gets replaced with a plastic one.

    And honestly that analogy goes for however you'd balance her. If you take away more of her condemned pressure, you need something to compensate that makes sense. Goes for any killer really.

    so the reason why i did not think much of these point has to do with the fact condemn mechanic is so strong that the killer did not need better chase, stronger televisions teleports or better stealth in average public game. My post does illustrate how i would approach buffing those aspects of the killer.

    I didn't really enjoying ptb sadako. the survivor games felt like I was getting handheld with aura from televisions and faster interactions. The billy games were most interesting. Blight games felt overly oppressive with all blight's running iri tag and c33.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635913#Comment_3635913

    That's probably correct. If I had to guess, the matchmaking algorithm was implemented based on symmetrical pvp games without context for DbD's asymmetry. The MMR matchup in this type of trial probably balances out on a spreadsheet, and it may even work for other symmetrical PVP games, but it just doesn't work in practice for DbD. You can't refuse an engagement with an opponent in a team-based shooter like OW or a game like CoD. But the killer in DbD can simply ignore the more experienced player(s) in the lobby and tunnel out the relatively inexperienced ones. And it's not like the more experienced player can do gens better to make up the difference. It makes for a terrible game. It's a 3 minute queue for that. Why even load up survivor at that point?

    they can do gens better with experiences if they use a perk called hyperfocus and stake out(to increase skill-check reward by 1%). It is just that most survivors are unable to use it.

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