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Doomzilla

Doomzilla

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Doomzilla
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  • It’s not happening and at this point if it did, I’d think a lot of people, like myself, who bought the game on multiple systems would be burned by all the BP and prestige we left by the wayside.

  • @DEMONANCE said:

    these are changes that will tested first and are open to changes so the base healing nerf might not make it to live so it's too soon to change perks based on these changes i think.

    however I'd like mom to lose the aura reading part if it, it is a meme perk it doesn't need such a downside.

    I don’t think they will change the healing part much (at most maybe reduce the base time for being heals by others) as that seems intentional as addressing a core issue with the game, but that said this is all theoretical at the end of the day.

    and yea, that for sure should go, lol I didn’t even know that was a feature tbh.

  • On the times I play survivor, I try to force the killers attention a lot, meaning doing everything in the book to troll them into chases. I can probably count on one hand the amount of times I have been straight up camped to death before endgame in the last year. Now tunneling I don’t really pay much attention to because, again, I like the chase anyway, and for two I understand that at some points, a killer should go for it and on top of that, ultimately survivors have a surprising amount of control over defending/breaking out of the situation depending on map, layout, and how good and on point your teammates are.

    Tunneling isn’t just an instant win like so many make it out to be, but also it’s really not the biggest deal in the world since it really doesn’t happen every game (at least to a single person) and again isn’t as foolproof as people like to make it out to be. You will lose games trying to tunnel someone out at 5 gens when all the pallets are up, and I think we need an experiment video where the killer exclusively tunnels one survivor at the beginning of every game and cannot leave them until death, just to see what kind of win rate that gets him.

  • Yooo did this man invoke the power of the BBB 🤣🤣🤣 I NEEEEVER WANT TO HEAR ABOUT HOW ENTITLED KILLER MAINS ARE AGAIN! This is comedy.

  • Lmao Cry harder. These changes make Camping and Tunneling the most boring playstyle wine, people will just not do it because they don’t have to… There is literally nothing here that will inherently make either go up. Why camp and tunnel now when you know most survivors are just going to rush gens injured like they did back in 2018-19? Tunneling (and especially camping) haven’t been good since 6.1.0, it only increased because in situations with COH and purple med-kits, going for chases that don’t end in a down were more often than not the biggest waste of time.


    There is absolutely no world in which a healing nerf wasn’t justified. You can’t name a single streamer who hasn’t complained about at least med-kits, and of course COH became slightly more tolerable at a point, but it still effectively gated a whole playstyle. When your options for spreading pressure are either get a down and force death,

    or hit a survivor and hope that (a.) COH isn’t already in the match, (b.) The survivor isn’t the booner (c.) That nobody has a medkits (d.) If they do you have a perk to make the fact they can negate your progress in under 16 seconds (shorter than most chases will be against a decent survivor, let alone finding that said survivor) irrelevant.


    I mean didn’t we want to move away from the 3 gen meta(which is something I swear I only started hearing in the last 3 weeks, but whatever)?

  • Lmao everyone got what they wanted. DH nerfed. Healing slowed down/hit and run being viable again. Kick gen perks nerfed to almost uselessness…


    Let’s remember the last time this happened, Freddy became a more boring, unfun killer. Be prepared to see all the coolest changes (specifically on killer side) changed/nerfed. Honestly who thinks healing didn’t need to get wrecked?

  • Killer: STBFL, I used to crutch this on every single killer no question (even one’s who arguably shouldn’t). It just almost always has an impact and has single-handedly saved many an endgame for me.


    for survivor: Bond. I don’t care, it’s just almost always useful to know where others are on the map and what they are doing. Most survivor perks aren’t all that vital to playing anyway, but I always prefer perks that are useful in solo’s and to me, it is one of the best.

  • Can you make a lobby music tier list?


    Also not a bad list.

  • I cannot believe this thread exists 1.


    I cannot believe this thread was met with anything but a laugh from the general DBD audience 2.


    I cannot believe there are people who agree that RNG shouldn’t have an impact on survivor gameplay… I’m not even going there, not gonna make it one of those threads, we all know that is a ridiculous ask, right?

  • It shouldn’t be bannable or removed. Are we really crying about hug tech now? I thought it was Blights add-ons that were the problem?

    are we really at the point where we actually have to optimize all the cool things out of killers kits?

    We needed to get rid of Space Billy because… bug.

    We had to get rid of Huntresses ability to cross map snipe - many nerfs to location perks (including the recent scream nerfs), adding in more debris, tree branches, etc.

    We had to stop Deathslinger from getting sniper shots and winning 50% of his games - increased TR, lullaby

    We had to take out one of the most unique killers for his time, Freddy, because he made games take 15-20 mins.. So we take away his power to put survivors in a dream state, being invisible most of the match, and having really fun and cool approach options with that for… placeable clown smoke and something else that actually sucks… Then release Skull Merchant.

    meanwhile we are still frustrated by the same BS on the other side of the coin, like survivors having the choice and ability to sit around EG at their leisure, being able to negate a mistake with DH in such a way the killer can basically do nothing about at certain pallets, and we still have to deal with bad RNG spawns for loops into other loops/shack.


    Until maps are actually fixed and account for better balance, why are we talking about removing anything from killers, good or otherwise? It’s not even like Hug Tech is extremely powerful or easy for most people to do correctly. I could probably count on my fingers the times I made a good play off of HT. If we can go with the argument that facing a Strong SWF that’s nearly impossible to beat is rare, where is that narrative for the amount of times we’ve actually seen a successful HT play? Because I guarantee it is no where near as often as getting a good, coordinated SWF.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364281#Comment_3364281

    Its almost like the game was in a much healthier state when ruin+undying/Pop was the meta and the killer had to defend gens actively by chasing and downing survivors instead of just camping a 3gen. But we had to nerf those because they were "high use"

    Nobody was even running ruin by that point unless they were a high mobility killer tho, and pop also favored them. We went away from that meta because we wanted to allow low-tier killers to even be viable. Playing killers like Sadako or wraith was horrible before 6.1

  • Well, you can also do some horrible camping of slug builds with SM, so there is that.

  • @BougieBlackChick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368518#Comment_3368518

    That’s not an excuse to play toxic. And by toxic I mean BMing on hook or immediately slugging all 4 people out. There’s no reason for that unless you’re being a jerk. Again, killers are not entitled to 4K every match the same way survivors are not entitled to escape every match. This isn’t supposed to be an esports game.

    Saying killers aren’t entitled to 4K doesn’t mean they aren’t entitled to “try” to 4K, just as survivors are entitled to escape by any means.


    But the attitude you have of “oh if I don’t like what the killer is doing, I’m going to DC!”… That is the textbook definition of entitlement.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367880#Comment_3367880

    yeah? she is suppose to be 3 gen character but how weak her current chase even with add-on's, the match are inevitable going go on for 20+ minutes because the killer has trouble closing out the match....

    Lol yup, but I bet you by the time dredge is back she gets a whole nerf to her ability to defend them, like drones breaking after 10 seconds of being innactive

  • After much deliberation, it has been made clear to me at this time that the problem is, in fact, Skull Merchant and not the perks. Thanks


    -Doomzilla

  • @MrPeanutbutter said:

    my guess is that a lot of players are really not interested in playing a 45-minute slog-fest trying to crack a three gen. Repair, get hit, run to other side of map (because killer won’t chase outside of 3-gen), get healed, repeat. I’ve been in matches like this and they make me want to hit the “leave match” button

    If this is truly the problem, then the answer is simply making the killer more deadly on these scenarios. She is actually so bad rn you basically hinge on the 3 gen gameplay that is just as boring on the killer side and even then doesn’t even guarantee a 2K because the attrition is still in survivors favor here unless somehow you’ve already gotten two kills by this point. If those gens are done, you might as well go stare at a wall tho.


    IMO make expose baseline faster so Survivors are essentially forced to deal with it, but exposes have greater potential for effecting a match(alternatively no longer show borders of zones to survivors, make them pay attention to their tracked meter), in exchange make it so drones have an actual cooldown so they can’t just be insta spammed once they go down, I don’t like it but it’s the compromise it would need imo.

  • @Sava18 said:

    Guys, when people say anti-loop, they don't mean as a whole but hard anti-loop like knight and artist that makes tiles a moot point. Wesker for example can use his power at loops but it doesn't nullify the tile from existence.

    I agree with you op. Only thing fun about survivor is chases and killers that deny the most skill expressive part of survivor should not exist.

    Yea I agree too! the next killer should be placed on some kind of leash and activating his power should mount his leash to whatever loop a survivor is getting chased around, that way the killer has to play fair and gue- I mean Mindgame if they want a hit, and they aren’t allowed to leave until their powers off cooldown so this can stop the boring non-chase, gen kicking killers too!

  • @ARTRA said:

    Knight and the bois.

    Dredge when fixed.

    Nemi.

    What’s going on with Dredge?

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366935#Comment_3366935

    If you can't discern the point of the post and the fact that this post is directly addressing the killer players who actually do this then that isn't my problem. If you're a killer main who doesn't do this then this has nothing to do with you. I don't care if you see this as some kind of us vs them argument. I don't care what happens in other situations that makes people think its Ok that things like this happen because something they think equally bad happened on the other side. Both sides just need to play the game normally. Close the hatch if you find it and stop wasting people's time.

    Say what you want, you’re the one who’s making complaints about it, I didn’t make a post because I don’t care enough about it to make a post. Difference is on killer, almost every single game a survivor side wins is teabagging at gates or forcing you to run around the map checking noise notifications just to please them enough that they will actually open the exit gates. it is what it is, I didn’t make a post @ing the whole survivor main community.

    You should have titled your post properly if you didn’t want killer mains who DON’T do this not to give an opinion. Just because it’s not the dialogue you want doesn’t mean it’s not the dialogue you invited.

  • @BenOfMilam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366223#Comment_3366223

    "perk is slightly nerfed, therefore it is completely unusable garbage trash"

    Try running Ruin or Pop for a few games. They are still decently strong. Ruin more so, Pop less so.

    I find that Ruin is great since you can be more efficient with your time instead of stopping to kick gens all the time. Lets you tie up more chases earlier in the game, putting exponential pressure on the survivors since you are chaining downs AND the gens are regressing for free.

    Pop is more questionable, but I've seen a lot of the best killers in the game run it in high stakes games and come out on top.

    I just don’t like it anymore since ruin auto-disappears when you get a single kill, which should be fine in theory, I just don’t like a perk in general having that much extra counterplay, and I stopped running it before it’s second major nerf because it was already bad enough after the first one,

    it felt like if I didn’t have a build specifically made around protecting or replacing totems, it was a wasted slot most games. Too RNG, still spawns at survivors feet sometimes, it is anti-synergy with all other slowdown besides pentimento so you severely handicap your build if you want a good chance for the perk to have an impact longer than the 20 seconds it takes for a survivor to walk over and cleanse it.


    pop, idk I haven’t touched it since it was based on percentage of progress.. Such a bad change. Hopefully they revert it so it can be competitive with eruption in its nerfed state, because it’s basically the single worst regression in game now. It has a prerequisite of chasing, downing, and hooking a survivor, then abandoning anything that isn’t immediately Running over to the most progressed/3 gen generator and kicking it, because you have no time to engage in another chase or do anything else with its borked time requirement (which should have been removed the second they made it progress based, imo. Least they could do was make it a pocket regression)

  • Are we crying about endgame bullying now, because Tsulan’s post is correct, it happens on both sides. Also that “hit at the gate” crap doesn’t fly. You know how many games I will have where if the survivors are mad I killed 1-2 of their buddies, they will just go around the map swapping into random lockers and not progressing the game?

    Don't sit there and make a post addressing all killer mains if you aren’t willing to be addressed as “all survivor mains”.

  • @TigerSnake said:

    What’s funny is Eruption’s not even enough to stop the 3 gen whining. Just like I predicted.

    Yea I knew that was a red herring too. Again it basically comes down to if a killer can do it effectively, we don’t like it.

    Twins are slandered for a playstyle that isn’t even that good on them and you have to waste time and go out of your way to affect. Simply because that one time in the PTB, someone got insta-camped by Vik and now that’s their legacy and the reason this killer hardly ever gets the updates it needs.

  • So what should they do? 3 gen is a legit strategy, why is it anything that works as intended on killer has to go? You know there ARE some people who only prefer to play killer, can we think about them before deciding we should nerf all the perks that got buffed/already nerfed during the “killer sided-patch”?

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366014#Comment_3366014

    I mean, are you seriously going to claim that basekit endurance off hook isn't healthy for the game? Or that 'immediate' is eight months later?

    Claiming the HUD is the same level of information as a SWF is dishonest. It constitutes a chunk of it, and the gen information is probably overkill, but SWFs know much more than solos. SWFs know where (and who) the killer is as long as one person has sight on them, they know where every survivor is, they communicate their and the killer's perks, they tell each other where the killer is going and what habits they have in chase/pickup, they know what pallets are gone, and they can communicate directly, which increases their ability to perform clutch plays (whether that's saves or smashing 3-gens.) SWF still > solo, but now it's more like SWF >>> solo than SWF >>>>> solo. And I'm still dying more than I'm escaping as a solo survivor, so, shrug. Not sure about killers struggling to get kills. Adrenaline is much stronger with the gen info, and I really hate that the new Blood Rush punishes killers for not tunneling, but Dead Hard genuinely doesn't bug me anymore. It's only an issue at pallets.

    Don't mistake me, I'm not opposed to killers getting further buffs - I hope for it, really. But buffing solo to close the gap between solo and SWF was both healthy and utterly necessary. For everyone that's pissed about it, what did you expect? How can you complain about SWFs when you don't want the game to be balanced around their level of performance?

    You may be right, but to much of what killers got during their “major buff pass” was either taken away or reduced. The most impactful changes (at the time) of that patch was the DH change. That was the single decent change, because every other change really did nothing to the meta in the long run, outside of Eruption which is now not nearly as powerful. I don’t even consider adding an additional 10 seconds per gen that impactful overall, as healing also got ridiculous buffs during/before this time, those extra few second’s basically account for the fact they really didn’t want to nerf healing, which they should have done instead imo as that would have made M1

    a lot more playable and tunneling could have dropped as a result.

    Also, let’s not forget it took them literal years to make these changes that finally seemed to somewhat even the playing field, at least until

    top survivors got their practice in with the new DH, which in some cases is just straight up better, but combined with the basekit offerings Survivors got, made tunneling simultaneously less attractive and more necessary depending on case and number of living survivors.

  • @GannTM said:

    I am not even joking, trying to get her adept and be done with this torture but good god this killer actually almost caused me to fall asleep on my keyboard. So I have advice for anyone that is struggling to sleep at night: just log on to DBD and play Skull Merchant (Dull Merchant is more fitting), you'll fall asleep in no time.

    It is kind of a shame this killer turned out like this though. Wesker was such a home run but that was the last exciting killer we have gotten. Hoping the anniversary will be better.

    I’d say try the knight again. They are having a light “renaissance period” where folks are seein GB cool things to do with him and having fun not just placing guards at loops.


    as for SM, it’s major cope and buyers remorse denial turned up to 10 imo. What’s fun about her? Like what is actually the fun mechanic these select few can see that the rest of us don’t? If anything it’s more annoying that all she does is hold w and occasionally press m2 at loops. Unless you really like camping slugs, or holding a mostly average 3 gen (seriously, her 3 gen is not that good, especially if you have to hook a survivor anywhere near a gen). And can we all admit she is absolutely the single worst, no contest? Like I would love to see an argument for why she is not the absolute worse

  • @Nihlus said:

    Skull Merchant is now my main killer. I have loads of fun playing her. Just because you dislike it doesn't mean others do. There are over 30 killers to play right now. Feel free to pick one of them.

    Alternatively, just because you enjoy a very bad, awful killer doesn’t mean she doesn’t need changing. This game relies on its entire playerbase continuing to play, not just people who enjoy bad killers. The fact that I can effectively never play SM with a desire to win because my MMR is too high for her to win more than one in 6 games is utter junk. People call trapper weak, but my 4K rate with him compared to SM? lol are you kidding, single worst killer in the game, made worse by the fact we actually knew she would be even before the PTB on description alone.


    Also she is definitely the reason scream perks for nerfed. 20 meters drone vs. 19 meter scream. What are the odds, right?

  • @itsPina said:

    The Knight is a snooze to play and the skull merchant may as well not exist. When are your plans for actual substantive content?

    Blasphemy, The knight actually does some work but you have to get used to playing him without just short throwing guards at every loop, which really isn’t effective. Also unfortunately you mostly need Map of the realm, but it’s either brown or yellow so you won’t ever lack one, and his other add ons aren’t all that impactful anyway.

  • @icedrake402 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364653#Comment_3364653

    If that happens, what's your plan to prevent the already heavily killer-sided solo queue from becoming a wasteland?

    And "voice comms" are not the answer. If you ever played an online game with voice comms, you know exactly why.

    So basically your point is comms won’t make up for bad players? So it’s kind of pointless to attempt to shore up solo’s in any meaningful way that won’t ruin the other side?

  • I don’t know, she has a decent lockdown game from how I’ve played her. If you’re into trap type characters, she’s actually got some guns stuff.

  • Ok, after that last game…. I think she’s going to get complained about a lot. Get ready for nerf/rants on how unhealthy she is… lol

  • @RainehDaze said:

    I like playing him, it's nice to have a non-micro power and just focus on the positioning of it.

    Just needs another pass on fixing jankness, and maybe another look at addons in the future so that running map of the realm and dried horsemeat/call to arms isn't basically the only good combo.

    I agree.I would like more unique add on variations. I know it would be ambitious to ask, but maybe a whole new guard for one of the reds (either one he has now can be swapped tbh as neither are that useful imo).

    I have a difficult time with him on some indie maps/sections too.

  • Only played a single game of survivor and it was a skull merchant. Definitely not the hardest 3E ever, but the killer wasn’t really that good either tbf. Honestly, I see her getting blown up pretty quick, but I also see the potential for her to run off-meta perks that will specifically work for her, especially because tracking is pretty decent with her kit.

  • Very niche, but not as bad as I thought she would be… I still wouldn’t call her a favorite, but she can do some things I guess.I feel like if survivors go out of their way to take bugs shes significantly weaker and doesn’t really have a worthwhile countermeasure for it other than straight up removing it herself..

    I think she can benefit greatly from stealth perks, like trails of torment. Anything to add to the mind-breaking aspect, but what can you expect from an m1 killer really?

  • I actually think she has potential, but she will probably end up being amongst the most hated to go against. It’s simply all about covering large swarthy of the map with annoying status affects and having some form of tracking in most scenarios.

    I think it’s hilarious how she’s working now, but eventually when folks get used to her and know to crouch her areas and take the vax, playing her in a general way will stop working, but I can already see some ways in which she can make her set ups really obnoxious, and she’s less of a joke in practice than I first assumed. I’m still putting her under trapper, but trapper isnt f tier in my list, so take that as you may.

  • Lol she is so bad, day one vibes make me consider her not the worse, but she ain’t no trapper, that’s for sure

  • @Firellius said:

    If I'm reading this right, any scream outside of a 19 meter radius from the killer is instead turned into a Loud Noise notification. Conversely, any scream within a 19 meter radius now uses positional audio.

    Presumably, the various perks, powers and add-ons were handling this differently from one another.

    If my reading is correct, I doubt these perks will work any different than they used to.

    I heard MYC no longer gives the visual cue, but honestly I can’t remember if it ever even had one

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363747#Comment_3363747

    Please tell me how I am supposed to read sarcasm through normal written text? Especially when this is a type of post we see regularly from people being serious, mate

    Now that’s just good satire.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363671#Comment_3363671

    "why would you want a perk that slows down healing"

    Um, because the killer's job is to kill. One way to do that is to remove health states and make it hard for survivors to go back to full health.

    I like the game better when Killers let everyone get a chance to heal, it’s just way more fun that way




    /s

  • @Dwight_Fairfield said:

    I don't see what satisfaction anyone can get from a killer where A.I. bots do half the work for you.

    People accuse Spirit of taking little to no skill but if any killer is guilty of that it's the Knight.

    I disagree with that, in so far that if you aren’t just throwing guards out at small loops in hopes of forcing W, that is not optimal and is a waste of potential. What he does well imo is occupy two survivors in critical points (sometimes even getting simultaneous downs, which is an amazing feeling) and dropping guards at points where survivors least expect it. I do like the Spirit comparison, but just because he can can be played in a brain dead way doesn’t mean he necessarily gets the most out of playing that way.


    I like using perks like Thrilling tremors to make smart determinations on where to send patrols. I almost see him as a hybrid Hag/Spirit when I’m getting into the mindspace of playing him, that means sometimes placing odd patrol paths that seemingly don’t make sense in order to catch survivors off-guard (no pun intended). It really depends how 3D you want to play him imo, and yes there are times when he should use his power to counter loops, but I’m saying he has more depth than credit is given.

  • @TheOwl said:

    While I can't speak for the other perks yet, I did just try a match with Make Your Choice, and when you are far enough from the hook for the perk to activate, nothing is happening. You hear no screaming and do not receive any notification as to who triggered it, so the change means that if you are outside of 19m, you did not get an indication. 

    It's a very unfortunate nerf, to say the least. MYC was a favorite perk of mine because it encourages not camping/tunneling, and this change makes it almost worthless as you have no way of knowing who is under its effects. 

    Again, a trend of giving survivors way too much info and the killer absolutely none. There should be an exposed icon the killer can see on the survivor portraits(as well as some sort of effect over the head of the survivor who is exposed, preferably, but honestly more of a wish). It’s as simple as having one like ghost faces exposed ring. Why rush in such a horrible change?

    This also pretty much confirms other perks like deathbound no longer work, either.. Why are they trying to make us hate this chapter?

  • Kills MYC but makes solo que weaker… Hmmm… don’t see the reason for this

  • Eww, why would you want a perk that slows down healing, that’s so stinky. I’m glad they saved us from some sort of crazy, anti heal meta.

  • This is a horrible replacement. Mangled is a joke when medkits and COH are in every game (don’t these tourneys have restrictions on items and perks?) and trying to force a 3 gen with 4 survivors still on the field is a bad plan, especially since it’s extremely map and rng dependent whether you can even set up a 3 gen.


    You notice how almost no one talks about 3 gen strays anymore? That’s because of CoB and fast healing/medkits counters it! It’s also mostly in survivors hands if you can 3 gen at all, since CI was nerfed to disappear the moment you down someone (a very stupid nerf they should revert, only down because it was meta, but it was meta because it allowed people to play the game at a slower pace in general and now, just further incentives everyone’s favorite strategy, camping and tunneling)

  • @[Deleted User] said:

    People keep saying he's counterable in chase. Does anyone actually play the Knight? You have a free hit with Carnifex+action time add on and free zoning into an M1 with Assassin/Jailer. He's braindead easy and oppressive at the same time if you know how to use his guards. Holding W doesn't actually work against a good Knight with ears. It might work if the Knight messes up the placement on Assassin. But you can't possibly screw up Jailer+map of the realm and you're doing it wrong if you're trying to hit a moving survivor with Carnifex.

    At least you aren’t calling him weak like so many who don’t even play him correctly.

  • Knight is an awesome killer, what are you talking about?

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363349#Comment_3363349

    well for one! playing around a loop with a short end and a long end. This make it difficult to pre drop and allow the killers to mind game even without anti loop. The long side clearly favor the survivor and short side the killer. In my opinion these type of loops are the best for mind gaming and the most fair. The more skill player will win this loop unless the killer anti loop just force u to leave the area like the artist or knight.

    Huntress and Billy take a good amount skill also

    I was asking for their specific definition, but I won’t say everything you said is wrong… Except that loops inherently favor the most skilled player(tbf you did mention a specific type of loop, but it still stands considering what loop you specified). As a general concept the killer can only ever react to whatever the survivor does at a loop, so unless the loop favors killer (aka unsafe loop/pallet) it is almost always the failure of the survivor to maintain composure that leads to victory here as the survivor can react to whatever the killer attempts or in worst case, just leave the loop for another (not factoring things like perks and killer powers). Also keeping in mind that as a general, the killer is always meant to be able to eventually catch and down whoever they set their mind to (which is why something like bloodlust even exists)

  • @FridayNightPizza said:

    Really been enjoying him lately, with the dried horsemeat and map of the realm add ons he's surprisingly effective. Very underrated killer.

    Yeeees, this is why I wanted to make this thread. People need to realize the knight is actually a fun, decent killer. But he’s only ever talked about as a disappointment because of his pre-buffed state. After the changes, like the invisible placer buff, he got such a special place in the roster to me. I truly enjoy him more than I enjoyed Wesker at this point (and Wesker is way easier to play imo)

  • @Hannacia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363380#Comment_3363380

    Knights best tactic was to 3 gen the survivors and patrol between them before he got his buff. Even now it works, but eruption made it even worse and eruption being nerfed knight can't rely on that perk anymore. Now i think knights can play a little bit more "normally", but that is the reason i compared her to the knight.

    For sure knight has more going for him and in my books is at least somewhat original character with this helpers and power. This new lady is very disappointing.

    Well we definitely can agree on the disappointment aspects for sure. I will also say Knight before his changes that were actually quite impactful in giving him his own personality, were essential and really made him an underrated stand out for me. If the Skullmerchant can receive some changes in the vein of Knight, then I’d definitely be more amenable to that comparison (Idk what they could even do tho tbh)

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