FMG15
FMG15
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864984#Comment_3864984
This is where I feel the absence of old BBQ & Chile. The bloodpoint bonus being tied to each unique hook plus the aura reading being far gave killers decent incentive to both spread hooks and not camp either. That perk helped check the super efficient gameplay I think. Back then I would definitely prioritize getting my stonks! 😂
Likewise old old Ruin gave survs sufficient cause to look for totems first, slowing gens when the killer is at their greatest disadvantage, which is when the trial begins. The issues with that version of Ruin were both being completely a noob stomper and also subject to framerates in peer-to-peer days & the early dedicated servers.
They should honestly implement the BBQ stacks into the basekit, maybe a bit different. Like if you always hook a different survivor prior to your last hook you get a bp bonus that grows the longer you keep the "streak" going.
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Band-aid fixes should never be the way to go.
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The issue with slugging is that it's often the more effective strategy. If a killer happens to find two injured people healing and downs one he could either pick up the survivor, letting the other get away to safety or he could slug and down the second survivor as well.
In a case like this, slugging is simply the better play but it just feels bad for the survivor on the ground who can't really do anything and it puts the team at a much greater disadvantage.
And it's been like that for ages. In many situation why bother going through the process of picking up the survivor and waling to a hook which could easily cost 20 seconds if you can just leave them to the ground. They can't really do anything about it and need a teammate to come and pick them up anyway (provided they don't have a perk that picks them up).
The devs don't bother to discourage this playstyle either. It's still in a decent amount of situations the better play. They also want you to 4k for certain achievements or tome challenges and them getting hatch will ruin your attempt at getting them so why not slug one survivor to get the last. The devs also put an emphasis that kills = win rather than hooks so why not secure a 4k by slugging? You now have a mori when downing the last survivor remaining so why not slugging so you can experience it? And lastly, there is no punishment for doing it as well as no incentive to not doing it, so why bother?
As long as the devs won't do anything about it, nothing will change. I'm in favor of simply not counting hatch as an escape for the adept achievements and giving bp incentives for not slugging (like if the last survivor escapes via hatch you get like 10k bp). -
I mean a 60% killrate means that there tend to be more 2ks than 3ks. But we really should stop talking about kills and rather about hook stages. A 1k9 is more impressive than a 2k6.
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The point of the game is to play it why would I just skip every game that isn't going in my favor? Maybe take Cote's advice and play a game of CIV if just playing out the game is too bothersome for you.
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This is a problem since a few years and it affects this killer tremendously. The CTG add-on was a step in the right direction but also a missed opportunity to fix the duration bug once and for all. Let's hope BHVR will do something about it.
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So many Bubba bugs that haven't been fixed even after years. It's insane. Let's hope they'll listen to us one day and do something about it.
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@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409000#Comment_3409000
They acknowledged his movement speed bug, but they didn't do anything.
I know. You already made so many posts about it but they don't seem to care
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@RisePastFear1990 said:
I've posted about so many bugs including leatherface bugs and silence
yet they don't really seem to acknowledge that he is in a very bugged state. I never heard them saying that they will investigate his bugs which is a bit sad.
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@DaddyMyers_Mori said:
Punished for using a perk? Really?
It's not their problem. Most players probably don't know it's not working properly. It's just decent perk on Doctor even if it's not broken.
Bugged game is not player's issue and there is no reason to punish anyone.
Oh so if I use let's say Object of Obsession and Blood Pact to gain infinite wallhacks it's not my problem and should not get banned? The fact that Merciless Storm is bugged is well known by now so people cannot use excuses by abusing this perk. People got banned for combining OoO and BP because it was exploiting and the same thing applies to Merciless Storm especially if it's run on the impossible skillcheck Doctor.
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One of the weakest killers power wise
And to those who say 3 gen merchant - many killers are way better in doing that. The reason why people are thinking that she is somehow better in doing that than the rest is because she needs to do that in order to win consistently and she forces a stalemate where as Blight or Nurse will just end the game quick
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375284#Comment_3375284
No... it doesn't
NOED only activates once all of the Gens are done... not if all four Survivors are still alive and no hooks have happened
Adrenaline only activates once all of the Gens are done... not if on death hook
Perks don't have conditions of sucking in order to activate
They got a point though. Most people running NOED are doing so because the survivors they face are much better so they decide to run NOED in order to secure a kill. The main cases where I see NOED the killer is doing extremely bad but it helps him to secure a kill. NOED is extremely rare in my matches these days but when I see it it's usually in the hands of the killers that perform terribly all game
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@jmoyano92 said:
Noed is currently a waste of a perk slot.
I'm tired of facing 2 to 3 adrenalines in all my games. Noed was it's direct counter, but this perk is terrible nowadays to such an extent that it only guarantees a down and one hook stage because of how easy it is to remove.
Not only that, but after the HUD icon buff to Solo Q, survivors can see now the progress of the last gen (another huge indirect buff to adrenaline btw), so when the last gen pops the gates are opened instantly, greatly reducing any endgame chance for the killer.
Adrenaline is meta (it is used both in low mmr by Megheads and high mmr by already good loopers to make sure they get away) so it needs a decent strong killer perk to counter it.
-Adrenaline benefits:
heals you 1 health state, gives you Sprint Burst, makes you stealthy during endgame if you were injured (no more grunts of pain nor pools of blood), allows you to go rescue a teammate during endgame (because you're not injured) and on top of that it encourages gen rush since survivors with adrenaline don't waste time healing. They can also finish the last gen in your face without repercussions.
-Noed benefits:
-It guarantees you to down a survivor, 2 max if you slug, and one hook stage on average (sometimes not even that). After doing this, the perk is usually disabled, so with a bit of teamwork plus the basekit BT all survivors can safely escape even against a killer using noed.
Meanwhile, survivors can have 4 adrenalines vs 1 noed per game (I mean nothing, that's how bad this perk is, only facecampers at 5 gens use it)
So could you bhvr, please buff this useless perk to do it's only job, which is counter adrenaline? thx.
Because right now they cleanse it so fast (in less than 30s) that it's not even good for that.
Run terminus. Also NOED isn't really that much weaker since the nerf. It's a noob stomper perk anyways.
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Facing toxic survivors never feels nice but based on their builds they are far from a bully squad
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391143#Comment_3391143
I do believe it's overnerfed too but your change would still maintain the problem of camping and forcing hook trades while getting free regression (ideally within a 3gen). I just think that being locked behind token should turn it into a generic hook perk and not a scourge hook
Honestly I would like the following change:
You start with 4 tokens. For each unique survivor hooked the gen with the most amount of progression will regress by 15%. After all tokens are burnt it resets back to 4. Once a survivor dies this perk deactivates. This would make this perk not work with tunneling.
If that's still too good maybe make it so that once this perk resets each Pain Res stack will only regress the gen by 10%
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Base kit BT was meant to be an anti-tunneling feature but all it di was making the unhooked survivors abusing it by purposefully trying to tank a hit. This mainly leads to even harder tunneling since you as the unhooked person have only 1 healthstate while the unhooker has two. But if you only use BT to get away from the killer it actually helps greatly and buys a lot of time. If you have a massive problem with tunneling how about running DS and Dead Hard?
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391013#Comment_3391013
well you are playing billy. the killer with the highest skill ceiling in the game and he gets rewarded the least for mastery and punished the hardest for any mistakes. mad props to you for maining him. what they are doing to his engravings is a major mistake
I'm aware of that. But still. Even if I perform incredibly wee, even if my chases are short as hell I still get almost completely obliterated. Maybe that's because I play nice or because PGTW is my only gen regression perk. But it feels just absurd on how fast survivors are on gens these days. All I want are chases but survivors are way too busy stealthing and rushing gens. And it gets incredibly boring. I wish the devs will make changes towards a chace centric meta and not a genspeed centric meta. The current meta tryhards are sucking the fun out of this game.
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@maybelawliet said:
I’m a survivor and killer main, and the only reason being a killer is so fun is because you can actually win games. Being a survivor is like being a chicken in a pen with a lion. It’s not fair how survivor perks are being nerfed constantly and killers are being buffed. I’ve played about 5 games today as a survivor and won in NONE of them. But as a killer, I win several games in a row. It’s like bullying a bunch of kids that can’t do anything and have no defense. I really dislike it.
Everytime I play Billy I get bomb rushed in 4 minutes and people just pre-drop everything. If you don't play like a tryhard with the strongest loadout I have virtually no chance against them. Survivors are far from being weak. The most important thing is gen efficiency which has drastically increased since the meta shakeup last year. Not to mention their builds. 2 BNPs are normality and all htey run are the same predictable perks. Most likely DH, Resilience, Prove Thyself, Adrenaline and so on. For many other killers my games are chill but as Billy I need to tryhard so that I won't get completely obliterated. So no, survivor is not too weak and I know this because I escape a fair amount of times. And if I'm in a 4-man we escape most games with ease.
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@Komorebi said:
The two issues are unrelated.
Billy’s Engravings should not be nerfed at all.
A bad decision to nerf Engravings does not inherently mean something stronger needs a nerf.
Alchemist Ring and Compound 33 for example are overpowered and unhealthy design, so they should be nerfed regardless of Billy’s Engravings being nerfed or not.
But there’s no need or reason to nerf Blighted Crow or Blighted Rat, which are his healthiest add-ons. You are not meant to out-speed Blight in the first place. You counter his power by predictively playing and positioning yourself away from him in hard-to-reach locations or out-reading which direction the Blight player is going to go. They are strong but balanced, unlike Alchemist Ring or Compound 33 which are overpowered and unhealthy.
Yes you are totally right. The reason why I made the "comparison" is because the Engravings nerfs were the reason on why I made this post in the first place. Like how can it be that Billy loses everything while Blight is still allowed to keep the best stuff possible. I also think that double speed are fine, I actually never said they need a nerf.
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@Omans said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389926#Comment_3389926
It is always the same 4 or 5 posters who vehemently argue against anything that might nerf any aspect of the killer role, acting as if we are still playing a version of the game with infinites around every corner and keys that can be used to 4-out a team. They should just be ignored.
Anyone with even a little sense and experience in the game can see that BOTH sides have things that are super busted and need to be looked at. Blight's addons, of course, are things that need to be looked at. Anyone saying otherwise isn't speaking in good faith.
Too bad the devs are busy nerfing one of the only decent addons on a weak killer like Billy.
True. I agree.
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@fulltonon said:
Lol, hilbily nerf was a mistake, no need to make more of it.
It was. Doesn't change the fact that Blight needs an add-on pass lol.
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@HugTechLover said:
I mostly agree with you, accept for adrenaline vile. I think adrenaline is fine as it is. There is less room for error with rushes considering you cannot turn much at all to correct yourself. Plus, flicks are super fun with AV. :)
We can argue about Adren Vial. I just think it has too many benefits as a green add-on.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389692#Comment_3389692
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389676#Comment_3389676
There's no way you're defending Alc Ring and C33.
Surely.
I know, right? Why are people pretending that my post is ridiculous? I feel like they need to see those add-ons in action when they play survivor against a good Blight. Maybe then they realize.
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@Killing_Time said:
Get better at the game and stop trying to make every killer trapper
Blight's basekit is already S-tier
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As if survivors won't get slaughtered after the next patch lmao
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@Sava18 said:
"bigger FOV while rushing" - what??? Flat out wrong.
I'm fine with adrenaline vial nerf since it rewards bad play but also people have no idea that it limits blights max skill cap by quite a bit. The add-on is abusable by both sides.
c21 is fine, it's pretty easy to tell when a blight has it and play around it accordingly.
Ring and c33 are beyond busted though. Alch ring ring still takes skill but is still too much. C33 takes no skill and is basically a better Nemesis in add-on form.
Ok I messed up on the FOV part. It's only the horizontal angle that increases. But everything else should be correct
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389613#Comment_3389613
Is it unreasonable to stay healthy against killers?
Actually, yes.
When Circle of Healing was introduced to the game, it completely eliminated an entire playstyle--Hit N' Run.
6 Killers (Wraith, Hag, Legion, Oni, Twins, and Onryo) have powers which are dependent on survivors staying injured for value. Additionally, 11 more Killers (Trapper, Nurse, Doctor, Freddy, Pig, Ghost Face, Demo, Deathslinger, Blight, Dredge, and Wesker) have powers that can shine with the Hit N' Run play style.
Altogether, that is 17 different playstyles that people are not seeing, because they are not currently viable ways to play the game.
Killers need to devote all of their time and resources to injuring a single survivor. Why should survivors be able to undo that effort for 1/4th the time and resources? Doesn't sound very fair, does it?
Survivors should still have reasonable means to heal themselves. The nerf to healing in the PTB was too much, especially regarding altruistic healing speed. Now syringes will feel more like a necessity because they are the only strong way to heal yourself (Inner strength will be useless if everyone runs it). Of course the current healing is too strong, but that's less because of altruistic healing speed. That was never an issue IMO.
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What a terrible take. Healing should not be the least efficient thing in the game. Is it unreasonable to stay healthy against killers?. Do we now need to stay injured. The devs nerfed healing too hard that is not the survivors fault. Yes it's important to do gens. But guess what it's also important to stay healthy. Especially against the strong killers. Yes you need to do gens efficiently. But that doesn't change the fact, that survivors got overnerfed.
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@smappdooda said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380190#Comment_3380190
This is my favorite reply ever on this forum.
mf starting a crab rave
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380251#Comment_3380251
Having to outplay DH is simply a part of the game and it has been like this for 6 years now.
And that's exactly why it's being changed! Hopefully it stays dead and buried this time.
Your opinion. I am being fine with it.
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@Carth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380240#Comment_3380240
I think we are all arguing the same thing but different roads to get there
Option A) nerf outliers and get everything on the same base level
Pros : minimize power creep
Cons : feels very bad becoming weaker over time for players
Option B) buff weaker perks to outlier level
Pros : feels great, minimizes feeling weaker for players
Cons: begins to introduce some very fluctuating situations, has the potential to push certain things into "broken" territory
Everyone wants a meta where many many perks are viable but there are many paths that can be taken to get there. I personally argue against embracing power creep because at a certain point it can become very very hard to address without huge fundamental changes like the ones we are seeing now to the entire healing system. That said I 100% agree with you that the "kill it to deal with it" style of balance is very frustrating
The thing is I see your point. Making a satisfying meta change is frustrating, almost impossible. But we have things like the PTB for a reason. What we can do is to test a bunch of suggested changes to their extreme and see if they are too oppressive.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380201#Comment_3380201
You want to see HUGE buffs?
Power creep is what got us here, this game is an arms race that's gotten out of control, that's the cause of all of the balance issues. These changes reign it back. Healing speed, gen regression, and second chances, all flattened. That's a good thing, this is why nerfing the overpowered perks is a good thing, it means the weapons of mass destruction are closer to the baseline, which means there's less power variance and the game as a whole is easier to balance.
"they are the only viable perks"
Absolutely false. Tons of perks are viable, most players are just too greedy to give up their win buttons.
I actively avoid meta perks, for both survivor and killer. I have a great time, it's way more fun bringing different builds into different games, I don't see a huge drop in performance, I still win at least half my games.
I do not play meta either. I main Billy and play no gen perks. But if you want to win, you only have a few viable options. So rather than having just a few options we should focus on having more variety in meta. Maybe making opressive perks more fair and give weak perks meaningful changes
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@Caiman said:
So if you are an M1 killer and not being able to outplay DH I'm sorry but that's a skill issue
Anyone can outplay DH with enough experience. The problem is having to outplay it constantly, in every chase, with every survivor, in every match, and sometimes ending up in circumstances where it can't be outplayed at all.
It's not a skill issue. It's a game health issue.
If it isn't a power like Billys chainsaw where you cannot outplay DH then it absolutely is a skill issue. Even at pallets because survivors cannot throw them while being locked in an animation. Having to outplay DH is simply a part of the game and it has been like this for 6 years now. It's our own fault if we respect it even in the first chase. And DH is fair make no mistake. It gives the survivors an ability to still have something up their sleeves if they are running out of options. Something that requires timing and the killer messing up. Once the killer is in close range the survivor has absolutely no signs of when he has to press the button. Even at pallets you can time it correctly
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@Carth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380189#Comment_3380189
That's also called power creep. How do you make a perk that can compete with dead hard? It would have to be as equally broken or more so, which then means the next perk has to be even more broken and so on and so forth.
Healing is a prime example. The baseline is a 16 second heal that requires a teammate to accomplish. Over time perk and item changes have led to a world where survivors except to be able to heal themselves in sub 15 seconds with one perk out of 16 and no other items included. Throw in items and you get sub 10 second timers. How on earth do you balance against that unless you just play a shell game and introduce "nu-sloppy" - reduces healing by 75%.
Well I never said anything about the medkit changes. They are good because they were too opressive. All I'm asking for is to make a big meta instead of stale ones. We are having a stale meta because we have few perks that are just opressive while the others are far too weak. You can nerf the meta a bit to remove it's opressiveness and on the other hand buffing new perks to make them line up in the meta as well. But no, we rather kill perks for no good reason
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@Caiman said:
The way I wanted it to change is by making it so it cannot tank against insta-down powers. That's it. Nothing more, nothing less. This would make it the most balanced and fair exhaustion perk in this game.
That wouldn't have really done anything at all. How many killers have insta-down powers? Hillbilly, Leatherface, Myers, Ghost Face, Oni, Skull Merchant. It would change pretty much nothing, while still screwing over every other killer in the game. No, the way BHVR did it is the right call.
With my proposed change you could have also brought exposed addons to negate DH. So if DH would still be a problem for you just run exposed perks. Also DH is a pretty balanced perk (with the exception that it can tank through insta down powers. So if you are an M1 killer and not being able to outplay DH I'm sorry but that's a skill issue
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@Sometimes_Sage said:
Maybe you only cared about Dead Hard working against one-hit-powers, but most people also took issue with it having value even when used wrong, it having value even if not used at all, it forcing an extremely unfun playstyle, it leading to lose/lose situations at pallets and it countering pretty much every power with a wind-up. And it technically still can do most of those things, just not as consistently.
So basically you are complaining because BHVR listend to the wider community instead of you specifically.
Well a big part of the community are just a bunch of entitled whiny toddlers not being able to
a) be more patient with hitting the survivors
b) not being able to leave the gen for a second before the survivor gets hooked
c) not being able to coordinate to preemtively break a 3-gen
d) not being able to bring an anti-healing build to counter CoH because "I nEeD mY gEn KiCkInG bUiLd To WiN cUz I gOt No SkIlL"
All they do is crying about meta perks the other side has and keep demanding to kill those perks rather than making reasonable changes. DH, Pain Res, CoH and Eruption were killed because people cannot stop crying and being entitled rather than proposing reasonable changes in order to make them fair, not dead.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380180#Comment_3380180
When the current meta is...
Perk A: 90% use rate
All other perks: 1-5% use rate
...then buffing a couple of perks to make them a bit more useful isn't going to have as much of an impact as heavily nerfing Park A, is it?
I'm asking for some huge buffs so that perks like DH are not seen as one of the only viable options. Right now only a handful of perks are meta because they are the only viable options in the meta. If we would have more meta perks all of a sudden the games wouldn't be so boring
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@TheWheelOfCheese said:
Hell, games like Fortnite even have a vault system where some weapons come out on a rotation so that you get a limited amount of time with each one before they go away for awhile. This is done purposely to keep the game changing so that it's not stale.
Imagine if BHVR did that with perks. "You can run DH for the next two weeks, then it's going in the vault for 3 months."
The outcry that would result. Lord, have mercy.
I don't think DBD players actually want the game not to be stale.
What I want is a bigger meta. A meta with more variety. Right now, we only have a handful of perks viable. If we just buff more perks to make them meta guess what? It's going to be more interesting
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@mees said:
every perk they nerfed in this ptb they completly killed, except maybe boon circel of healing but they already nerfed healing a ton.
They killed CoH IMO. I mean it doesn't work with out a medkit? Like what is that change?
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@[Deleted User] said:
"Why? I never understood the obsession of killing the meta", I am pretty sure having stale meta is not okay either. Multiple games do so, every few months from what I've been told (like OW or LoL, if someone can confirm).
Anyhow, having a meta is alright but not for 6 years straight. Even 6 months is too much tbh, a stale meta is an issue.
If we are just killling the current meta, we jump right into the next stale meta. Rather than killing the perk we should give the meta a bigger variety. Buff more perks to make the meta unique. If you have more strong perks you will se a bigger variety of loadouts. And a perk being in the meta for years is fine if you change it in a way that makes it more fair.
For Dead Hard all it needed was it to not work against insta down powers and maybe a slightly longer animation so it's easier to counter at pallets. Sprint Burst and Lithe are also in the meta for a very long time. Do these also need to go? I don't think so!
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367705#Comment_3367705
Damn right! Hahah, I will be in any thread that I see with “blight” or “hug tech” in it. 😂😂
It’s not a must have, as I can always resort to strict bump logic (then they will really complain about blight). But hug tech is just so much more fun and engaging.
I feel that. Whenever I'm active in the forum you see me very often in Billy and Nurse posts (Athough I don't play Nurse anymore).
I can understand that hugtech is fun to play. Whenever I play Blight I use it as well.
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@Saitamfed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367699#Comment_3367699
So it's a blight technique?
Yes. Sorry I just noticed that I didn't mention his name in this thread, a huge error on my part.
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@HugTechLover said:
They don’t wanna hear that. Lol
I hope they never get rid of hug tech. So much fun. Plus as you said, many maps would be a nightmare without it, because the collision is inconsistent trash.
I’m not anticipating it leaving anytime soon, if at all.
I was expecting you to comment on this thread haha. Yeah I also think hugtech is fun, but it's not a must have for me. I just don't like the devs mentality and obsession to "fix" without actually adressing the core issues. It's the same as skybilly. Their obsession with fixing it led to maps like GoJ not having an invisible wall at the top. If you play Bubba and want to jump down while chainsaw sweeping you will tantrum instead. It's nonsensical
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@Saitamfed said:
I think I know what hugtech is, but I'd like to ask anyway... What's the hugtech about?
Basically you are touching the wall while looking at it. Then you look down and start using your rush (alternatively you bump at the wall with your first rush then while stillbeing in the rush chain window move towards the wall and then look down and start using your next rush). That allows you to slide off the wall rather than bumping on it.
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While I do agree that 3-gen matches are boring and painful you saying that your team really did do well up until 1 gen was left is an illusion. The killer's plan in your match siply was to defend the 3-gen from the start - and that needs to be your primary goal: breaking the 3-gen. If you don't then you are actually not doing well at all. Once you break the 3-gen your team is actually in the leading position. So yeah. Unless the killer isn't running a 3-gen focused build you were actually not doing too well because a killer that plays for a 3-gen couldn't be bothered by the other gens
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367658#Comment_3367658
The gen spawns themselves are problematic and I'm not sure how they fix them. Maps are already too big most of the time as it is. But spacing out the gens means adding more space to the maps. And that would make M1s even more painful on a lot of maps.
They need to buff a lot of the M1 killers and avoid making new stationary killers like Knight or SM. Then they can proceed making the maps bigger in order to create more space for a more balanced gen spawn
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@Remedicist said:
From what I've experience, the exposed effect on the drones causes problems in two main areas: (1) at loops, and (2) at 3 gen scenarios.
Let's start with loops. When a drone is placed at a loop, a healthy survivor really has no choice but to hold w away to another loop or pallet; Otherwise, they will risk being downed in one hit. This problem affects the interaction between killer and survivor in two ways: there is less looping and therefore chases become more boring and less interactive, and the Skull Merchant cannot use the other abilities of her drone that would help in a chase, her tracking and undetectable effect. So what happens when there is no exposed effect? Simply, the survivor feels more comfortable in the drone area at the loop, and the Skull Merchant can utilize her other abilities with the drone to her advantage in chase. Clearly, this is much more engaging for both sides.
Now let's talk about the 3 gen situation. If survivors put themselves in a 3 gen, or a killer successfully protects 3 generators close by, this is already a huge problem and hindrance to the survivors because the killer will have an easier time patrolling these generators. This is especially true for the Skull Merchant because she knows when the survivors are at a generator with her drone, and the survivors risk being exposed in the drone radius, which makes it far too easy to deter survivors and makes the survivor side have much less interaction with the gameplay. Pair this with the fact that drones have no cooldown (which is completely fine without the exposed effect btw) and that survivors will automatically activate a drone when they have the claw trap on (again, completely fine if there was no exposed effect), this makes working on the generators in the drone range at a 3 gen near impossible without extreme levels of coordinated effort.
So how can these problems be fixed? Obviously by removing the lock on exposed effect as it is the main problem in these situations. Additionally, though, I can also suggest a new ability that replaces the exposed effect: the taser. If a drone has line of sight on a survivor, it can tase the survivor periodically, and this will cause their actions to be interrupted temporarily. This provides useful utilities for Skull Merchant such as passive slowdown for when the Skull Merchant is away from a drone, and information for when the killer is chasing a survivor at a loop, but it also is not nearly as unfun and overbearing as the exposed effect has in those same situations.
What the SM needs is an entire rework. Right now her power incentivizes her to be stationary. And that's the main issue in the first place. Not the exposed.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365596#Comment_3365596
This is correct. Map repeat prevention will be enabled next week.
That makes a lot more sense then.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363211#Comment_3363211
I thought maybe it could inflict Exhaustion for 15 seconds until they get off the gen.
Gives Survivors a choice to either get off the gen and let their Exhaustion go down or risk keeping it.
That might be an interesting concept.
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They got the license from Fun World who owns the rights of the mask. That's why his name is "Ghost Face" instead of "Ghostface" and that's why they didn't choose a Ghostface from the movie. Ghost Face is an original character with a licensed mask. They would maybe be able to get the Scream license but trust me that is going to be expensive. And keep in mind that the actress of Sidney is not in good terms with the owners of the license so getting her for voicelines or even in game sounds is basically impossible. BHVR probably does not want to deal with that and it's not really a bad thing. The Fun World license allows them to release more cool Ghost Face skins like the Wazzup mask in the last rift.