Devil_hit11
Devil_hit11
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I give Ghostface a try every now and again, but I can never make this killer work for me. Why is his kit so utterly frustrating to play? I hear from the survivor side "I was staring at his soul from point blank and just couldn't reveal him.
Ghostface reveal has always been really bad. revealing is super easy for experienced players yet new/bad survivor have trouble revealing him.
On a side note, why does the stalk meter reset, when you hit a healthy survivor? With this in place I can't even accumulate stalk over time piecemeal and take opportunity hits, as its an all-or-nothing ability.
No clue. mark used to not reset when he first was released in the PTB. ever since then, that drawback has been there and it makes ghostface marking significantly less effective to the point that many GF do not stalk because they see it as waste of time.
It stands to reason again, that taking away a killers power for extended periods of time is a recipe for "no fun to be had" on the killers side.
GF has excessive counter-play for low potency power. strangely enough, he stayed same even after his add-on pass/changes.
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she is wasting time. she is wasting time by walking around to place drones. how do you quantify poor placed drone from well-placed drone? those drones are visible regardless of how you place them. there is no hiding them and disable drones are completely inevitable.
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562514#Comment_3562514
Uhhh no? Geographical Readout gave 2% Movespeed, and 15% action speed for 15 seconds when entering a Drone's active zone. And Strobe was a 5% Hinder for 3 seconds when a survivor entered a Drone's Active Zone. She always had the extra movespeed depending on how many people were trackable, which is also now worse than before since Claw Traps are much less common. The Hinder is stronger, but rarely ever occurs since you need them to be scanned while they have a claw trap which happens maybe once or twice a game at most.
Strangely almost everything you said is wrong.
you get 2% extra from tracking two survivors. you need find first survivor, scan them 3 times. leave survivor, find another survivor, scan them 3 times and than you get same benefits as old skull merchant of 2% + 3% haste. you need to do more work to get same benefit as previous chase skull merchant. the 15% pallet break is now 20% purple pallet break add-on for 8 seconds and extra speed add-on is that terrible iri add-on with -50% claw trap duration. the add-on got split into two add-on and strobes was made base-kit on 4th scan.
I agree she is worse at chasing but PTB -> live changes did improve her. she is not as bad but she is not better if that makes any sense.
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what stopping you from suggesting to make survivor completely invisible for 60 seconds? they had a bug with blast mine where you go invisible. imagine survivors having better invisibility then wraith...
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@Orthane said:
The gutting of Geographical Readout alone was enough to make her weaker in chase, but her drones are just.... bad. They're useless, I don't understand how this rework went through... Maybe if they could scan through walls when in scouting mode they would be semi-useful, but as they are now they just downright suck. I have a lot of hours on SM and I'm P60. I played Chase Merchant, and I can say with 100% accuracy that her chase is weaker than it was before. At the very least please revert Geographical Readout to also give 2% Haste and reduce the action speed back down to 15% for 10 seconds upon placing a Drone. That alone would make her useful but it still wouldn't solve the issue of Drones being borderline useless. Or better yet just make that effect baseline and change Geographical readout to "Drone area increased by 10%" since Geographical Readout is required for her to be able to chase, especially now since Claw Trap haste isn't as common as before.
they did give you base-kit geographical readout and strobes. when a survivor get scanned by a drone, they are marked on radar for 12 seconds. so for example, if 1 survivor is scanned, you get 3% haste and if you hit 4 lock-on stacks, you get the -10% hindered effect for 6 seconds on that survivor
in order to get old readout which is 5%, you need have 2 survivors that are marked on radar. in other words, you need have 1 person that purposely gets a claw on them and 1 person that your chasing that gets scanned/has claw trap to be equal to what you were before change. the long story short is that skull merchant is kinda gains similar chase benefits but has extra steps to get there. her effectiveness hedges on survivor misplaying where as before, it was more based around killer using drone at correct time and claw traps were an extra benefit in the end game.
She does have geographic read out in her add-on. it is her new iri add-on called expired batteries. Expired batteries gives you 25% more haste but the negative is so unbelievably bad that it is hard to consider running it because it neuters a claw traps duration by whooping -50%. if they adjust this add-on a little bit less severe on negatives, she would be a similar in strength with said add-on.
I still find her fun to play as m1 killer and PTB changes did really help a lot. a lot more then I expected.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561531#Comment_3561531
I absolutely don't agree his ability is rubish during nightfall. I consider him quite strong during it (very low CD, very high TP speed and information when survivor is nearby usually get me whole down during nightfall and I am not even like super good with him - similar experience when playing against him).
His only problems are outside nightfall AND locker placement. As locker placement are map specific and harder to fix, buffing a bit some his daytime abilities (or alternatively making nightfall a little easier to obtain) is absolutely enough.
Again - I think overall the killer is a little weak. But calling him weak during nightfall means too little experience with the killer and there's no way around that one.
no. nightfall is really not very good. dredge is suppose to be able ambush people from lockers but because it takes so long to go out of locker, you have to be like directly next to the survivor to get an opening hit otherwise survivor make like 8 meter distance which is enough to often link pallets or windows together.
Dredge is suppose have undetectable but he is so loud that survivor can perfectly hear you across walls. His anti-loop is easy to outplay because he slows m/s so much so that chaining-tiles is not uncommon vs dredge.
1 year ago, tru3 video about that and I happen to search it. all stuff is still mostly same. I think only that changed for dredge was that his nightfall obscures vision more so than it did in PTB of this video. everything else about dredge remains mostly the same. dredge is suppose feel like a super-stealth, super mobile anti-loop killer in nightfall but his fantasy does not live up its expectations.
https://youtu.be/r8m0CeDH5fY?t=677His only problems are outside nightfall AND locker placement. As locker placement are map specific and harder to fix, buffing a bit some his daytime abilities (or alternatively making nightfall a little easier to obtain) is absolutely enough.
By design, he's killer that meant to be weak during day time and strong during night time. On the topic of "situational" locker placements. I had an idea in nightfall to fix that problem. You know how Trapper spawns random traps in the trial and you can pick them up and set them up.
What if during Nightfall, The dredge spawned random remnants in nightfall scattered around the map. If you hold M2, you can teleport to a remnants as if it was locker in a white aura. When you finish teleportation, the remnant is consumed and another is respawns randomly on the map. this would give dredge more avenues to teleport during nightfall making the night survival a lot more intense. The amount of remnants would not very large. let just say 8 extra locations.
at day time, dredge is not really much of boogeyman. he is more in his power-up phase at that point. his kit is somewhat designed underwhelming in day-time.
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@Davinki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562387#Comment_3562387
Tried that does nothing colour blindness aside with bad eyesight I still can’t see what I’m doing if u litterally can’t see objects walls and fens how the hell r u supposed to play just wait it out when I’m this game time is everything nah mate
your not suppose to seeing anything. your suppose memorize the maps and layout while navigating through nightfall. that is entire point of the killer. in very close proximity, you can still see where you are to some degree but nothing more than that.
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@AhoyWolf said:
There are several bad Perks, but what if one of them got changed into a boon totem with it's values maxed out? What Perk would benefit from this the most?
Maybe This is not happening?
- When in the Boon's range, Great Skill Check success zones are increased by 100%.
Something in that matter, but what do you think?
slippery meat.
-grants 3 additional unhook attempts
-increases luck by 20/25/30%.
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562305#Comment_3562305
That’s fair but still it’s quiet nice running it with other perks like deli or even making a build around the perk vigil itself
it is too low impact to matter in most cases. reset exhaustion is only place where vigil has high impact.
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the whole point of vigil is to use 2 exhaustion perks in a single chase. It is just that numbers of vigil is like 40 second vs 30 seconds. it is way too ineffective at giving you two exhaustion triggers per chase. you need to walk a long time. If it was like 50% which is like 26 seconds then vigil would be strong chasing perk.
right now it is nothing more then gimmick perk.
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split up and do gens. when 3-4 gens have been completed and the map is smaller, disable drones that are placed by crouching/standing to avoid scan then hack drone. the killer very straight forward to play against.
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@Caiman said:
Do these perks really need to be completely mapwide? Any Means Necessary functions as a mini Windows of Opportunity with unlimited range on top of the pallet resetting function, which can make tracking the killer's movements easy just by watching for pallets being dropped elsewhere. Meanwhile, Alert can give away the killer and their position at the start of the match just by them kicking a wall clear on the other side of the map. I'd be fine with extending Alert's aura-read duration in exchange for giving it a range limit, even a generous one like 48m, and Any Means Necessary should be limited to something like 24m.
alert used to have range limit of 36 meters. it is funny you mention that... because it used to be a thing. that got buffed ages ago. any means neccassary is overshadowed by window of opportunity. these perk do not need negative changes....
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@C3Tooth said:
A match progression of a survivor may never touch a gen, may never heal others, may never touch a totem. But they will always be chased.
There are many good perks, only its so depended on how killer play. I can use healing build, only to get tunneled out with nothing to defend myself. I can use 4 aura build, only to get tunneled out with nothing to defend myself. I can use totem focus build, only to get tunneled out with nothing to defend myself.
Only chase perk and 2nd chances are always be used, being tunneled or not.
Oh and, do you know how survivors get rewarded by use off meta perks?
"Its smart to tunnel the weak link"
you are correct. any perk that is not a chase perk for survivor is a risk perk. that is why despite survivors not running decisive strike or off the record, those two perks if they were buffed would immediately become defining meta if they were effective at stalling chases. Dead hard is also in that boat and Self-care/COH is also in that boat because of extra health-states.
one thing I will say is that the killer almost never chases entire team because spreading hook is too time consuming for the killer. So other class of perks that is consistent is gen-rush perk. gen progression perks. those perks amplify your teammates chases because they make your teammate chases more valuable. It is just that they often are not better then chase perks in a lot of cases because of how low the numbers are for many of those perks. survivors are running these perks more often because the reward for running off the record/decisive strike/self-care/coh/dead hard is now less rewarding then running Deja vu & resilience. so even though survivor want to just run second-chance stacking perks, the global changes to the game is resulting gen progression perks.
@jesterkind in regards to your post, most perk are not worth running because they don't fit second chance/chase extension or gen progression optimal of the game.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560493#Comment_3560493
I dunno if that is actually true, the past few games i have played on it, survivors just predropped like 4 pallets in the first 60 seconds basically creating a free deadzone. I think survivors are just used to the old borgo where you have 80000 pallets and you can just predrop all of them.
no, the map has like 6-8 pallets. it is like old shelter woods. the map is decent in size but it has no resources for survivor to loop. the killer can break all pallets in first two chases.
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oh so they're finally going change perks?
Darkness Revealed is solid perk but it is map dependant on locker density. it does not need 30 second cooldown. that perk is typically only used on midwich elementary school because it does not give guaranteed information on other maps.
what would push that perk me to use that perk more is 8->10 meters.
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Coulrophobia has really strong effect. -50% healing is a lot of anti-healing. almost nobody will be healing in your TR with that perk but it is tied to terror radius. as a result, it is not consistent to choose it over other perks. Sloppy butcher gets used more because it is more consistent effect.
the only way to make this perk more consistent to run a killer perk called Distressing which increase your terror radius. As a result, how effective Coulrophobia is directly based off how much distressing is at making coulrophobia consistent. Since distressing is not worth perk slot, Coulrophobia is not worth perk slot on average killer build unless you pick Gideon's map offering to use it.
the only thing that would make me use this perk is if distressing was bigger % like 40%. at that point, it is become stronger sloppy butcher for higher perk slot cost. even then, I think many people that would use the perk are killer that have natural ways to stack higher TR such as Wesker or Doctor with calm add-on. The reward you get for this perk is getting pseudo exposed because player is unlikely to heal for entire trial.
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Deception is a perk with too many drawback with not enough reward to use it. it has 3 problems
1) too long cooldown. 40 seconds is not needed. 20 seconds would do just fine
2) The duration is really short. 3 second is nowhere near enough. This would need to be at least 10 seconds duration before I would begin consider the rewards of using this perk.
3) it produces loud noise notification. this does not help you juke because.... your revealing location of where you last were across wall. When survivor uses the perk, the killer becomes extra vigilante because survivor never ever go into lockers with loud noise notifications. Perhaps removing noise notification and only giving the locker opening animation could be another possible buff to the perk.
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Potential Energy design is meant to counter 3 gens when a killer is camping 3 gens from the start. the drawback of the perk make ineffective at doing the job.
1) The first aspect that makes it ineffective is 8 second time to activate the perk. If your facing war of attrition where you have 3 gens close together and 1 gen remaining. you will eventually complete generator that is remaining because of 8 second requirement to begin stacking the perk.
2) killer can hit you and remove progress of the perk. this further made easier by... activation requirement
3) most player do not want trigger this perk in regular gameplay because of slower repair conversation rate. doing so is like triggering free gen regression for the killer.
almost no killer would want this perk to be good because it makes any 3 gen strategy unviable. the main two drawback that hold the perk back is requirement to activate the perk and slower conversation rate. The two buffs that would make usable is making conversation rate 1:1 and reducing activation time from 8 second to 1 second.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560951#Comment_3560951
There's something about Xeno's attack that just makes it very unreliable...
1) I'm discovering that Xeno's "tail charge + tail attack are glued together" is actually a really bad thing. The tail charge has a visual and audio warning, and if a survivor has good reaction time, they can dodge really far before the actual attack happens. And the survivor can be so far away that trying to strafe the tail attack doesn't help.
2) On the other hand, Nemesis having a separate charge animation and attack animation might sound like it should be worse... but even though the charge animation makes it easier for the survivor to start dodging, when Nemesis finally does hit the attack button, it feels like the attack happens so quickly that the survivor can't dodge far away. And if the survivor does end up dodging, they'll still be close enough for Nemesis to strafe the whip to hit the survivor.
3) Strafing the tail attack appears to work on survivors that aren't moving at all, but it still doesn't seem to be reliable when the survivors are moving. Maybe it's just that the Nemesis whip is a 100% reliable attack, where it's 100% crystal clear when the attack is happening, and when I can strafe... and the tail attack isn't any of those things.
i think i know what your talking about. it is strafing movement speed. let me showcase this using wiki information. When nemesis charges his whip, it takes 0.35 seconds then 0.25 second for whip to explode. after whip explodes, you can move to hit the survivor.
The qurk is that Nemesis can entirely miss the survivor completely with his initial whip but because he moves at 109.94% m/s, he is moving as fast as the survivor. you can slide his hitbox like an over arcing laser attack. After the 0.33 finishes, then he goes cooldown for 28.75% m/s for 2.5 seconds.
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With xeno, tail strike has 0.2 second cast time and your linger effect begins after you miss which lasts for 0.4 seconds but when you miss, your movement speed is NOT 109.94% m/s.
It is instead 1.2 m/s. for reference, 1.2 m/s is 30% movement speed. this means that Xeno is not as good at lingering his attack from left to right because he moves slower. nemesis linger from left to right is like 3x bigger. This means that you need to already close to hitting the survivor as xeno to get the hit. As a result, Xeno has much higher skill-floor compare to nemesis because xeno is less forgiving to play. You cannot miss Xeno's initial attack and correct it after-wards. you can correct it a little bit but not very much. As you may have noticed, the cooldown of xeno is 3 seconds while Nemesis cooldown is 2.5 seconds.
When xeno has 2.0 m/s, he could do a lot better strafing attacks that were really cool to utilize but survivor said he was too oppressive so he was reverted. Turrets are more annoying as a result as well.
Maybe it's just that the Nemesis whip is a 100% reliable attack, where it's 100% crystal clear when the attack is happening, and when I can strafe... and the tail attack isn't any of those things.
your intuition feeling is not wrong. there is a lot more counter-play to xeno. with nemesis, if nemesis is missing attacks out in the open, your playing against very bad nemesis player.
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@GroßusSchmiedus said:
I think the furthest survivor or the next survivor you hit should become the obsession, with the current state you are kinda encouraged to proxy camp as you will not get value from the perk without hitting the rescuer, which also kinda defeats the purpose of Undetectable/Haste to get the jump on the next survivor quickly and encourage aggressive gameplay.
It would make the perk a lot more consistant and stronger.
it is because original version of that perk granted permanent bonus reduce TR after successfully hooking the obsession. the main issue is that it did not work outside of chase. the new one is temporary bonus reducing incentive to leave hook and acts as insidious 2.0.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561485#Comment_3561485
IMO he's actually strong during nightfall. All the abilties and speeds combined are very strong. But admittedly power being so limited makes him a bit weak. So sure - buff his normal speed teleports. That should help with map presence
there is add-on called purple boat key. it increases his teleport speed by 25% when your outside of nightfall. the idea behind slow teleporting is that when you are in a locker, the nightfall meter charges quicker. I believe this mechanic is called resign of darkness. dredge's map presence is low because nightfall is mediocre. his ambient noises in nightfall paired with glowing model makes his stealth rubbish. he takes long time to get out of lockers at default and then he has locking mechanic that makes him worse in early game. those type of mechanics make dredge not very strong.
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@Gandor said:
I agree. Just don't make it nearly as quick as night time dredge. That thing is worth being time-limited. I don't know how quickly it would feel in game, but I think somewhere between 16m/s and 20m/s might do it (in comparison according to wiki it's 38m/s during nightfall)
is it? i think you could have nightfall entire game and strong teams would still escape.
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dredge suppose to be weak at day time and strong at night time. the problem is that dredge is weak at day time and average at night time. furthermore, his nightfall UI is bugged. you cannot see progress for when nightfall begins.
I still do not understand why his nightfall turns dredge so bright in nightfall and why his nightfall has extremely loud ambient noise. the ambient noise makes impossible to stealth because survivor hear you and run away.
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@Infinitesimal_Worm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559847#Comment_3559847
Same. Had 2 skull merchants in a row and they got 0 kills. Both had solid builds and strategies but no matter what, they couldn't do anything to us.
Pretty sad how bhvr rework killers this way :/
after playing killer for 2 days, she is feels weaker in both chasing and defending gens. for controlling area's, it is relatively easy to just disable drones when there is 1 gen left so she has no late game. in early game, the map is so big that odds of survivors running into your drones is relatively small in the chase. you have very few drones and giant map. against efficient gen teams, the chases take too long. survivor that chain pallet after pallet can easily delay lock-on stacks to produce long enough chases. bad teams are easy 4k's and good teams are like 1 kill games. for me, she feels like below average killer.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560740#Comment_3560740
Survivors are just dodging left or right when they hear the tail's audio attack warning (or when they see the visual tail warning), and Xeno is forbidden from adjusting the attack to follow the survivor.
Nemesis being able to adjust the whip by strafing left/right is far more useful than Xeno being able to adjust the tail up/down.
xeno is suppose to be able to strafe right & left and up to down. if it does not work that way then it is still bugged. I agree turret drawback is terrible but killer have to play against that silly mechanic.
-edit; I played a game of xeno. I was able to strafe hits. xeno feel really good to play. I am happy they the bug. now I can enjoy playing some Xeno.
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@Alen_Starkly said:
MFT = Made For This, a perk from Gabriel Soma
I would make it so that this perk allows you to recover exhaustion while running while in chase. (maybe the "while in chase" part could be omitted too). It would reward a survivor's ability to loop well. Right now, MFT rewards a survivor for "failure" (losing a health state).
Another neat idea that I heard from a streamer was that MFT would give you haste when the killer chasing you gains bloodlust. You get the same amount of haste as them for each bloodlust level. That way again, you are rewarded for looping well.
recover while running has been asked many times for Vigil perk. MFT does not reward survivor for failure. it empowered them when they're injured. being injured is by product of playing the game. I highly doubt the perk's nature will ever change. if MFT ever does get nerfed, it will likely be some condition that makes less consistent/more situational.
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there was no intention to buff slinger. they only changed his reload to give a bit less time to reload to match locker killers. his best buff will be a revert whenever that occurs if it ever occurs.
Worthless, even tho the add-ons got buffed, who would ADS for longer than a second? Even if these add-ons were buffed to completely remove the slowdown when paired together, nobody would use them.
if both of them match 4.4 m/s then you get instant scope back by holding the gun out for entire game. it is stupid way to introduce quick-scoping... without just reverting change in first place.
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@MrMori said:
Fair take. I have a question about the Screw Exhaustion addon btw. It says "Claw Trapped survivors are Exhausted for 6 seconds". I assume this happens when they get Claw trapped initially, then wears off unless they run.
But does the Exhaustion come back any time an already Claw Trapped survivor gets scanned and Hindered?
i think it works like fearmonger. survivor are exhausted for 6 seconds until their claw trap is removed. when claw trap is removed, exhaust fades away if they walk for 6 seconds. this is only add-on with duration so I think that is why it is confusing because all other corresponding effect are like "survivor is oblivious" or "survivor suffers from blindness".
I use prototype rodor and that grey immunity add-on.
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@[Deleted User] said:
Rework pros: they severely nerfed her 3 gen playstyle. That's a very positive change.
Rework cons: There's still zero skill expression whatsoever with her power. This is a skill-free killer. We shouldn't be designing powers that are this passive and easy to use. It will never, ever feel skillful or earned to be hit by or downed in relation to her power. This isn't even an issue of strength. It's just braindead gameplay where a much worse killer can down a much better survivor.
the skill expression is looping bloodlust. in her case, it is using speed to win loops. chase merchant was always an m1 killer with little bit of speed. it is mostly the same. aside from exploit bug on one of the add-on, I would say the matches are ending quicker then 50 minutes. the last sentence is very ironic because looping regular killer is not exactly a difficult task in many maps. the worse survivor tends to escape the better killer.
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@Crowman said:
Hangmans trick was designed as an anti sabo perk and it kind of fails at that. Being a scourge perk it should also make sabos on those hooks take longer so it can actually function as an anti sabo perk on scourge hooks giving it an actual niche.
old iteration of the perk mainly focused two aspects. the first was that when you kill a survivor, the hook respawns after 30 seconds and other was that it made trapper's traps respawn 60 second if they got sabotaged. both features made very little sense. an item countering a killer power makes killer less desirable to play. hook breaking when you kill someone currently encourages you to slug. perhaps hook were meant to be some kind of precious resource. either way, they are outdated designs.
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560321#Comment_3560321
Your math is off. With a range of 12 metres you'd get 4pi×144 m (about 1800 m^2). This isn't even that much considering how random scourge hooks tend to spawn. About 20% of this could overlap or reach outside the map.
I think it would be nice, if they reduced the range to 8 metres but gave it a side effect, that would give you 6 scourge hooks instead of the normal 2. This would also give it great synergy with other scourge hook perks.
you are correct. monstrous shrine increases scourge hooks. these systems with special hooks just look like systems to self-nerf killer perks. I still don't see why any of these perks are scourge hook perks. they should just be normal effects. none of them are strong enough to be consider overwhelming strong. pain res was closest one and now it has token limit. they already have hex system and obsession system to "weaken perks" to make them less consistent. they used to have that for dead man switch where it was an obsession perk. to me, it seems they are unsure how rewarding to make killer perks. either that or they don't want killer perks to have any reward at all.
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they were suppose to buff it to 12 meters but even at 12 meters, you get 4x120 pi. the perk would be better if they just reverted to normal perk and increased meters to 8 from 6.
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coffee beans used to work with iri stone. they should make his base-kit speed work with iri-stone then otz can finally put trapper in C-tier as not the worst killer in the game.
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@Hensen2100 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560179#Comment_3560179
What is there to capitalize on if you say, get 2 or 3 survivors down in the basement (which is entirely their own fault) and the game is like "Now let them unhook for free killer! How dare you camp 3/4ths of the team at the exact same time, go stand in the corner of the map!"
Going up against 4x made for this + hope + resilience every game isn't exactly exciting for killer BTW. But does that stop literally every lobby ever from running it? I don't think so
sounds like a strawman. the camping mechanic does not punish you for defending hooks. it only punishes from playing inactively when you are very close to the hook. @Aven_Fallen post is saying that the mechanic is ineffective at activating on inactive killer gameplay. 3/4 of player on hooks in basement is already a near free win for killer. It becomes more impressive to lose as killer then win at that point.
Going up against 4x made for this + hope + resilience every game isn't exactly exciting for killer BTW. But does that stop literally every lobby ever from running it? I don't think so
I do not understand your point. survivors want to feel like they're getting outplayed by the killer in chase when they lose. losing to hook camping is uninteresting for survivor because they feel like they're getting outplayed by death timers rather then killer's chasing skills. there is somewhat of skill component to manipulating a player's actions through said timers and some sort of resource management within the timer but I do think survivor prefer to lose through losing chases. your complaint on facing meta perks is out of context.
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560189#Comment_3560189
Yes right now people play quite carelessly against her. I went up against some meta-loaded 4 man swfs and won because of that. I think its like Sadako where it might take a while to come to a conclusion on where she stands.
If you ask me, i think the fast activation time change is a step in the wrong direction, they should revert it and make the stealth mode scan a tiny bit faster. But i still do like her now, its been a good while since we got a trap Killer that doesn't suck. And i'm saying it as someone who very much hated Skull Merchant and trashed her on this forum btw.
i think my main issue with current merchant is not enough drones. 6 drones is too little. it is like trapper 2.0 where he used to carry 1 trap and had 6 traps on the map. there is not enough drones to corral survivors into drones on a tactical scale however...the survivor i am playing against are just running into drones and acquiring random claw traps. I don't understand. Like i am not doing anything as killer and the power is gaining value. as a result, I am just major confused when playing skull merchant.
Like I was expecting skull merchant to be extremely bad and yet I am somehow winning.
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@dbdthegame said:
Her drones shouldn't disable when she walks underneath them. If you try using it at a loop but keep walking back into it, you screw yourself over. I don't know why this isn't already the case.
you put drone outward towards loop such that the laser's hit the loop as survivor runs through it and since skull merchant no longer has any movement penalty for holding her scanner, she can switch the scanner lines to go clock-wise and counter-clock wise.
this is not much of mechanical skill-floor as much as it is an technicality to using her power.
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@Chilli_man2400 said:
She may not be strong or top tier but she feels more fun to play as and actually unique. I like the trap playstyle where you trap the drones at certain titles to corral them and get the hits.
It makes her more fun and not a boring slog
i don't even understand how this power is even working. I put drones down at random places and survivor gets randomly injured across the map. the power is doing stuff but i have zero understanding to why it is working. I cannot imagine this being effective long term. this has to be novelty or am I just facing brand new survivors. so random.
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@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560120#Comment_3560120
You mean it supposed to make basement a safe place with no other function than providing a guaranteed chest location?
if you just standing stairs at basement waiting for free win to tunnel off hook then yes it is free unhook. you can still proxy camp and use basement strategically to lure survivors in the basement to capitalizes. it is brute force aspects of killer that are uninteresting because there is no chases. it is just hook-trading and downing people out of position. I agree it is strong way to play killer but it is not exciting for survivor.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560092#Comment_3560092
I mean, I get that they wanted to fix the vertical camping progression. But with that the Basement is basically free to camp with ease. Which makes it even more frustrating.
i almost knew that would happen as soon i read the ptb notes. that is unfortunate game for you as survivor. those type of camping situations is suppose to be what system was meant to solve.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559850#Comment_3559850
skill issue, I played her for 2 hours i haven't lost a single game, you can even still 3 gen with overcharge-sloppy and skill checks add ons, it's slightly less effective that's all. New drones injure passively you don't need to do anything and new hindered is brutal
wow... that is exactly what i predicted on live servers. that 3 gen skull merchant works but everything else is so bad that there is no reason to do anything else with her.
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@ReverseVelocity said:
That BFFs suggestion is super busted, and I doubt they'll want to change Slinger's ADS speed at all.
The issue with Slinger's movement speed addons was that the increase was super marginal. 0.5% is basically nothing.
those add-on used to 5% and 10%. they should revert them but they have no interesting in improving them based on the numbers selected.
the only thing i am interested in current patch notes is whether skull merchant will be able to place a drone as a survivor places pallet down to gain 1 token. I have feeling it will not work because survivor will be able to crouch through the beams but TBA I guess. i wish that wasn't a thing because I have feeling that you cannot force a claw even when someone is out in the open. you have to hit them so broken+injure aspect cannot functionally do anything.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559577#Comment_3559577
What do looping got to do with eventually going down and getting stuck in endless cycle of box interruptions?
so what. she got 1 reverse trap the entire game and gets 1 kill. 1/4 is still lose. losing to pig is skill issue.
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@Mooks said:
People still argue that Billy was so balanced?
he was easily top 3, no actual downside to spamming insta saw and stupid strong addons.
he was in need of a nerf and many were asking for it and agreed he was very strong.
yes and you know who else is like that currently?
Blight.
Has incredible mobility, top 3 killer, strong add-on's. In the end, you are not pleasing anyone other than survivor mains that just want ultra-easy mode escapes on every killer.
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@solarjin1 said:
i don't think UW is op or nothing but man this piggy build is completely stupid.
addons to increase the box search time + UW + hex face the darkness = never being able to remove your trap on a small map or indoor maps. (excluding lery's)
Not that this is something new. Dying in first few minutes to pig traps, myers TS peice, or sadako is a classic stable of solo q.
how about learning to loop a m1 killer? reverse bear traps cannot be used if you do not go down. the nerf pig joke cannot be seriously happening.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559392#Comment_3559392
Mmmmmm. Oni can have a very tough time against decent survivors who deny him an injure for awhile.
I personally feel like demo is weak.
Edit - oni when his blood orbs were bugged felt PERFECT to me.
Oni with blood bug was fun. I would agree. demo is too weak. I would say xeno.
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the perk was historically only ever used for bloodpoint. it never had functionally good active effect. buckle is not power-creeping we're gonna live forever. it is power-creeping soul guard which was a rare synergy that you would sometimes see as FTP+Soulguard. now it is just Buckle Up+FTP instead. I believe the name we're gonna live forever has some reference to preventing survivors from bleeding out but that is never problem anyway.
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@Reinami said:
As it stands you MUST take gen defense perks, or you will lose as a killer against any decent team. I think we need to do with gen perks like we have done with many killers and their addons. Lets nerf all gen defense perks and regression, and buff basekit get times, or regression, or something. I want to be able to run perks other than 3+ gen defense perks to actually play the game.
long time ago survivor used to run borrow time to not immediately get downed after unhooking. now survivor have base-kit BT. this made survivor less reliant on running anti-tunnel so they can run other perks. soloq still get a bit of aura reading problem but it is still better than before.
killer on other hand did not receive any base-kit regression perks despite their meta revolving around game slowdown. the only form of active slowdown they got was.... 2.5% regression on kicking. that is not enough slowdown to do anything meaningful at base-kit. two of top most used perks are Pain res and Jolt. perhaps both of these perks should be partially considered base-kit. the perks themselves would only begin passive regression on generators while active regression part of the perk could perhaps be considered base-kit.
that is an idea. I am not sure if it is good idea but that would better than nothing in terms of gen defence.
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@jesterkind said:
I don't think I need to go into a ton of detail regarding why exactly the current Blindness status effect is a little bit lacklustre, to put it mildly. It rarely does anything of note, and when it does do something, it's very frequently preying on a team of solos having no way to communicate with one another. I would like to address this with a hypothetical change, both in terms of making the status effect more consistent for killers while also levelling the playing field for solos versus SWF when facing it.
So, with that in mind, I have an idea in two parts; a new mechanic on the survivor side, and a new mechanic on the killer side. We'll start with the survivor side:
Priority Auras. Put simply, the game would distinguish between two sets of auras; that which the game provides to survivors at base with the implication that they're important to see, named Priority Auras here, and those provided by perks with the implication that they are therefore inherently optional, which we'll call Lesser Auras for convenience.
When a survivor is hooked or slugged, that aura would be considered a Priority Aura, and would no longer be blocked by Blindness, including the Blindness inflicted by lockers. This information would be considered important for the player to have and not a fair thing for the killer to remove, much in the same way that Blindness right now doesn't remove your HUD or its associated elements like the relatively new activity icons. This already has some precedence in the form of killer-specific auras like Jigsaw Boxes not being affected by Blindness, but expanding it should allow a baseline to prevent Blindness from being a solo stomper.
(It'd also allow for a new change, which is that survivors could see their teammate's auras for five seconds or so as a Priority Aura whenever someone is hooked, leaving Kindred to give the rest of the hook duration's aura reading as a Lesser Aura. That's another topic, though.)
A change like this would require a compensatory buff, though, which leads us to the killer side of things:
Dim Vision. I don't really have a snappy name for this one, but, in addition to blocking Lesser Auras from being read, Blindness would now also dim the edges of a survivor's vision and cut down on the distance they can reliably see. Similar to, but not as extreme as, Dredge's Nightfall; it shouldn't be to actually make it harder to see where you're going in chase, but it could be to obscure a killer's approach or make it a little bit harder to sniff out hexes without being right on top of them. Nothing extreme, we don't want to give every killer something on the level of Nightfall, but enough that being Blind would have a little bit of consequence beyond just hiding hooks due to a reduction in peripheral vision and a liiiittle bit of dimming beyond a certain range.
I would imagine that with this new effect, every current source of Blindness would have to be re-evaluated, and some numbers would very likely have to be tuned down, but the core idea I feel would be much more useful than what we currently have without being miserably unfun to play against.
I would like to address this with a hypothetical change, both in terms of making the status effect more consistent for killers while also levelling the playing field for solos versus SWF when facing it.
I do not see this as possible because objective of current blindness is to remove aura's but player that use aura the most are soloq. inherently, the status effect is soloq stompy. I think whole reason why they have aura locked behind perks is because the game was inherently designed to be hide & seek originally. a horror game where your meant to feel alone as you try survive a powerful killer.
the thing is fast-forwarding to dbd 2023, dbd barely constitutes as horror game. it is more like scooby doo chasing loop game. so the whole idea of inclusion and like... aura reading behind perks with blindness status effect is kinda outdated to how current dbd is played and perceived.
with that being said, bleed out slugging relies on blindness to be effective even though it is not very effective. removing is not a good idea unless you buff slugging. a lot of your post concludes something that I conclude like 2 years ago about dbd. it is funny seeing a similar opinion. at some point, twins is said to be "reworked" so I guess we will see if anything in regards to slugging changes.
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@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559322#Comment_3559322
But that still wouldn't really fix the issue of it being worthless in most scenarious, with the haste you could at least get to your objectives a tiny bit faster.
functionally the perk is meant to grant you a chase benefit when your teammates pop generators. that version of poise is a lot better what current one is.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559328#Comment_3559328
because mft is not a "small buff to basekit" its a 20-30% chase extension for free that you have permanently.
We're not talking about a perk like Brutal strength that lets you save 0.5 seconds per pallet or iron maiden that saves you a couple seconds when opening a locker, thats a *small basekit buff*
We're talking about a perk that you get massive and extremely free value just because you equipped the perk then pressed the combined total of 2 keys those keys being shift + W and now you get to milk an extra 20-30% of the killers time, and in the absolute worst case for killer, you make a pallet / window you didn't deserve because of the speed, and now instead of 20-30% extra you're up to 200-300% extra time in chase.
Survivor gameplay is literally that simple, Gen repair simulator 2023 half the time, and Shift W to yellow aura on the other half.
so if i hold-w correctly as survivor. i should not be rewarded? a vast majority of survivor's impact in the chase is running forward at the correct time. your absolute worst case is survivor's planned absolute best case. survivor looping is all about planning ahead of time routes to loop the killer in seemingly endless motion. that is why MFT is as good as it is for a strong looper because it enhances that gameplay. that is also why Window of opportunity is most picked perk because it shows resources to do the planned looping.
Survivor gameplay is literally that simple, Gen repair simulator 2023 half the time, and Shift W to yellow aura on the other half.
you are correct. the survivor gameplay is that simple. why does it need a nerf? for many survivor that play survivor, the looping is the most fun aspect of playing survivor and MFT enables you to win by looping. from my perceptive, weakening that perk will reduce survivor's fun factor.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559228#Comment_3559228
Why do you always try to spin things to make up a narrative?
Pain res, Pop and corrupt aren't "consistent" nor "Game winning".
they are all extremely inconsistent , you have Pain res with only 4 uses and some of those uses can be wasted on a non-over 25% gen.
Pop has 12 uses max (Realistically 8 because after 8 hooks someones dead and the game is closing up) + the charge removal it provides is anywhere from + 0.3 to + 25~ (Granted you find a progressed gen to kick)
Corrupt literally deactivates itself after a down and becomes a dead slot, and the survivor even if corrupt is up for the full 180s can still do any of the 4 other gens.
They all fall under the "Small basekit buff worth using" rule.
so what makes MFT not a "Small basekit buff worth using" rule? is there something wrong with pure shift-w chases where you describe the survivor milking 6 seconds in a 30 second chase? yes i am running faster and looping better. I have no clue what kind of expectations your looking for in regards to survivor gameplay. that is how survivor looping works.
And yes, fogwise falls into the Good and healthy category, it doesn't carry you , it gives you information on the killers whereabouts , what you do with that information is up to you. theres no permanent buff to chasing.
yeah it is pointless perk. it is why nobody uses it.
whole different ball game between Blight being a stronger basekit killer and MFT+Resi on their own carrying you trough chase without you needing basic brain function.
what is so different about the ball game? the first is power improving killer base-kit and second is perks improving the survivor base-kit. survivor do not have base-kit powers. their powers are their perks. it would help if you did not belittle the survivor gameplay. equipping chase perks makes chases stronger for survivor. who would guessed that one?
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559212#Comment_3559212
Yeah, Death Throes was an interesting addon. However, the penalty was kind of severe and the range component wasn't really all that prevalent (it was like 32-40m or something to activate, I think).
It would start you off at 50% Laceration, and ramp up to 200% for each consecutive hit. You could potentially shred survivors but it would generally put you at slightly worse than average since Trickster's blades are designed to miss.
was it really 200%? that is so bad. they had multiple versions of trickster doing extra damage but all of them got nerfed/neutered to being irrelevant. like trick-blade ptb was 200% damage for bouncing knives on floor then they had death compilation then they had that exploding knives+cut through gimmick of shooting knives on feet of survivor so blade goes through survivor then explodes.
You could potentially shred survivors but it would generally put you at slightly worse than average since Trickster's blades are designed to miss.
fair point. he is called trickster yet all his trick shot gimmicks to increase blade damage got deleted one after another.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559154#Comment_3559154
yes... and producing a "consistent game winning effect" is the pinpoint defininion of "overpowered" , Your skill and ability should determine the chances of you winning, being able to equip MFT+Resi and being carried by the perks shouldn't be a thing.
The other perks i've named provide game influencing effects that require minimal brain usage to pull off, thats the epitome of what all perks should be.
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And people do consider blight to be easy mode... because he fundamentally is, theres some skill when it comes to bump logic and techs, but fundamentally blight gameplay is just *run fast*.
my point is that every perk is a tool and player use most powerful tools to leverage an advantage. equipping MFT does not make you instant win as survivor. you need to use MFT as a tool to leverage an advantage in chase.
this is why I am using blight as symbol. your last sentence is like saying - playing blight should not net you free wins. being carried by a killer power should not be a thing. they should just get good at playing m1 trapper. neither player is getting carried. they're using tools to win the game. there is skill component in using MFT as there is a skill component in using good killer powers.
The other perks i've named provide game influencing effects that require minimal brain usage to pull off, thats the epitome of what all perks should be.
saying fogwise is a good perk is like saying m1 trapper is a good killer.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559152#Comment_3559152
I'm not completely sure control is even the right word. It should be a constant back and forth. Otherwise you might as well play against a bot.
this is my point. wesker's base-kit is not enough of back forth because you can play in a way that makes him have long chases. as a result, his chances to win become a lot lower. his hindered passive is what makes him potent right now.
@buckk0097 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559152#Comment_3559152
when you are hindered against wesker there is no chase. you are dead
since when is wesker power bad in chase and survivor is in control ? are playing the same game here or you have like 100 hours and you think trapper is op. just to make sure i know who i am talking to about this.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559163#Comment_3559163
saying you dont mind being chased while hindred is like saying you enjoy facing wesker wesker while being hindered by a buffed clown bottle all the time. let that sink in
FYI: i dont know why is this even a debate. a wesker can tunnel a person with pain res pop deadlock and still not lose any gens. add to that the tunneled person is 8%hindered seconds after hook. weker is fine, hindered while being tunneled is not. if you ignore the hindered and do gens i blame the survivor but not when being tunneled
when your infected fully, he is #1 most powerful killer in 1vs1 chase. that is why i said that proposed change is too much of negative for him without some buffs to his bounds.
