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@Hannacia said:
Personally i hope they remove the haste and undetectable from SM. If only 1 has to go then the undetectable… no reason why she has better stealth than Michael Myers or ghosty..
Billys cooldown on miss hits while on overdrive could use a nerf… i feel like while dodging his attack he still is right back at me due to short cooldown. So these i am hoping personally :)
this issue with skull merchant, is that she has too much
The stealth comes from the old part of her kit, which was being the world’s most awful stealth killer. She does way too much little things that add up to be overwhelming. A good solution is to reduce the amount of things she can do, and buff what’s left to make them feel more impactful.
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@VomitMommy said:
annoying parts of her kit while still keeping her strength (For the love of god remove haste, it is unnecessary)
So not really keeping strength, if you want to remove her main strength for looping…
I don't care about broken and hindered, but she is trash without haste and undetectable.the haste is from an old part of her kit, it was from her first change, it was back before she had access to basekit hindered, the haste is an outdated part of her kit that snuck in. I love playing skull merchant don’t get me wrong, but you would be lying to yourself if you said the haste wasn’t BS
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a lot of issues here but something I want to bring up as a whole is a kinda nostalgic idea
There is a reason balance landing doesn’t work while exhausted, there is a reason self care was removed from CoH
a lot of these changes are reverts which is fine sometimes, but there is definitely a reason why they were nerfed in the first place -
@GeneralV said:
To be fair, setting a bad precedent for future reworks has already been done, thanks to Freddy in 2019. A character that had players who loved him was deleted from existence, and it doesn't get worse than that.
But I agree with ya here. The changes Knight received weren't good.
true, BHVR doesn’t have a track record for reworking killers THE FIRST TIME, but the main issue I am talking about is the fact BHVR pushed a balance change, this major out without testing it at all, so there was no room to give feedback on the changes.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764465#Comment_3764465
Could be. I would argue most survivors aren't too great so the Knight is fine as is. Since we obviously don’t balance around good survivors. Otherwise killers with a lot of counter play like Slinger, Huntress and Larry would be getting more buffs.
Larry? Who is Larry?
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@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733820#Comment_3733820
You still see slowdown perks bc there is no good alt. It's not like there were any bad killer perks that got buffed along aside from the regression perks. All the Nerfs did was reduce the amount of value you get from the perks. Killers are still going to run them because they have no other options, a bunch of killer perks are just outright bad or super niche.
I mostly play killer, and I used to be a meta slave running 4 slowdowns to get the most optimal results, but trying Aura perks are so damn good, it’s insane it’s like I am better at looping just for seeing their aura for 2 seconds across the map. That being said Distortion is quickly rising up to being my most hated perk to go against
Tangent aside great point is made, there really is no real reason to run any non slowdown perks, you are actively hindering yourself by not running it and it is kinda sad honestly cause you miss out on some insanely fun perks to use. I have been preaching this for a while and every day I feel more comfortable saying it, slightly buff all slowdowns, and then limit the amount you can run, 2 max. Also buff a ton of killer perks, the weaker ones. -
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734563#Comment_3734563
I don't mind the questions nor do I view them as nitpicky. No idea should go unchallenged and we won't arrive to a good idea without it being tested by fire. I am sure you see errors where I cannot.
As for the things you pointed out, a hard time limit of 90 seconds should be able to deter that. Likewise, pause the duration whilst in chase. This should make it unfeasible to tunnel but also prevent hostage scenarios.
I was gonna say Void Kissed or Entity's Touch
90 Seconds but paused in chase does sound like a nice solution. I think the idea actually has grounds to be feasible in game with those heavy restrictions but some things need to be taken into account
- It requires ironing out especially when it comes to killer powers, Pig being a major hassle to balance with, as it either makes RBT’s completely worthless, or it makes pig into a tunneling nightmare.
- This power deactivates during EGC it’s when the killer is at their strongest, all formalities and guidelines get thrown out the window (side note, Void Kissed sounds perfect, however it doesn’t really thematically make sense? Maybe Entity kissed?)
- Total Rework of all current Anti tunnel perks, Decisive Strike, Off the Record, Borrowed time, and Babysitter all need to be completely reworked, I feel like the idea above would be easy to do, but completely reworking 4 perks (2 of which are meta) would be the most difficult part of implementing this idea
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734548#Comment_3734548
Make Survivors intangible off of hook until they do a Conspicuous Action, Rushed Action, have an action performed on them. Consider it an extension of Incapacitated, that way you can't use items either.
Can't be tunneled, can't progress the game. Can't bodyblock or go for saves.
That will show us if there is a base-game balance issue with tunneling effectively killed off. If there is, we need to get to work on fixing it since tunneling has been disguising it for so long. If there isn't, then we've improved the experience for a lot of players with little downside.
But, that's just one idea, I'm sure there are others out there. Most likely significantly better to the one I cooked up in two minutes lol
I don’t want to be nitpicky, or try and start a problem but, if a survivor is completely invincible till they do something, what’s to stop them from not doing anything. They could stay invincible the whole match and wait for hatch, OR some team could hold a game hostage by doing nothing and the killer could not really do anything. If you add a duration for this, if a killer is so committed to tunneling they would just out wait it out.
Also, and this is less of an issue with your idea or not to sound like I’m starting a problem, just to be creative what would be the in game explanation for this? A name I am spitballing is “Entity guarded”
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734422#Comment_3734422
nah.
It's hurting more than helping. At best, it's covering up serious balance issues. At worst, it's an unbalanced and unfun mechanic of a bygone age.
there’s a fundamental problem when trying to “fix” tunneling, and that is… no matter what you add, the idea is always one of the 3…
• Exploitable by Survivors/Rewards being bad as a survivor
• Heavily Punishes killers who don’t tunnel effecting the average game
•Too Clunky, and difficult to code, and usually falls in tandem with the other 2
I have seen countless ideas for anti tunneling, and each of them always has one of these 3 issues. To be fair, and not to by a hypocrite I don’t really HAVE any ideas to solve tunneling, I don’t really have good ideas in general, but tunneling is something baked into the game.
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main problem with skull merchant, and with proposed changes is that they all seem to have a vengeance against skull merchant seemingly wanting to kill it forever. I have made bad skull merchant change threads too, after playing her a lot more over the last few days a good change to SLIGHTLY increase to main issue which is “too easy to use” is…
- Max 4 Drones
- Increased cooldown maybe to 15 seconds
keep Everything else the same, raise the skill floor, keep the skill ceiling
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@Strodie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727432#Comment_3727432
Her drones should no longer injure and slowdown, simply setting a drone down gives her way too much, alongside with the two effects I stated, she gains undetectable which is ridiculously overpowered.
Her having tracking and a bit of haste is fine enough for me I guess, but the solution to all the issues is reworking her into a balanced killer, she's broken in her current state, and requires zero skill.
I actually think the undetectable is kinda weak, the 8 seconds allows you to get plays once or twice a match, it kinda seems like a strange memento of her old power giving undetectable. Doesn’t warrant any complaints. Taking away BOTH the injury and hinder kinda makes her a worse clown, after you get a Clawtrap you are just kinda immune to her? way too brutal of a change. The undetectable isn’t useful enough mid chase to warrant the removal of both, if they remove BOTH the injury and hindered, it would make Skull merchant an F tier killer. If that’s your goal then you aren’t speaking on terms of balance you are speaking on terms of vengeance and pettiness, which I assume you aren’t.
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@Strodie said:
Skull Merchant takes no skill like killers such as Nurse, Artist, Blight, Spirit, Xenomorph, etc. Any nerf to her is a welcome change by me.
is that it? Is that the reason why skull merchant is so widely hated? Low skill floor with good reward. I like designing things no matter how bad my ideas may be cause I hope to improve, but I honestly don’t know how to make skull merchant “skillful” I know I’m not the best balance designer as evidenced above, but I really can’t think of a way to raise the skill floor without effecting the power level
Also nice Xenomorph Sneak -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727406#Comment_3727406
i mean those were her ptb version. i don't think they gave you m/s for crouching, instead they slowed your m/s when holding down radar which just made player not use radar. something like that.
still, the laser changes are insane, cause that just kinda makes skull merchant… bad, like you can outrun the lasers. The cooldown is fine I guess. If I have to be honest, I am 100% doubtful half of those changes will make it to live, I think the cooldown one is a good enough change, it addresses the main issue of drone spam, so now you gonna place us smartly. Reducing the speed when checking radar just sounds flat out annoying. It’s not too bad in hindering chase, but it’s kinda funny to keep pulling out the phone. That’s a personal thing. Looking at my changes, I definitely need to workshop them. In my head I thought it would add just one extra layer of counter play to SM but I just ended up making it even more clunky than before. Again, I highly doubt those PTB changes will make it to live (I really hope they address how bad it is)
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727363#Comment_3727363
your changes are about as bad BVHR PTB merchant. As Ohtofu stated, skull merchant is fine as is. if they do nerf skull merchant, i'd just play clown to be honest. Clown doesn't get nearly as much D/C as merchant.
I don’t want Skull Merchant to be dead or useless, I just want her at a level where she isnt the most complained about killer in the game.
I disagree based off changes and the survivor that d/c do not want her dead because they don't need to play against her.
oof, fair point, I wrote those changes out of fear of an inevitable skull merchant nerf, despite the fact she isn’t really a “high tier” killer. I wanna try and produce better ideas, any advice?
Also, I really really hope those PTB changes are a joke, I reread them over and over again, and they are just gonna make Skull Merchant another Freddy, literal F tier killer. What do you mean you took away skull merchants Area lock down to give it a chase power only to take away the chase power, what.This isn’t directed at you BTW, it’s at those changes
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/415316/balancing-skull-merchant
Holy ######### you're wanting to basically remove her from the game. Just remove the Hinder or injure from Claw Trap. That's literally all they have to do.
hinder OR injury, honestly doesn’t sound like too bad of an idea, personally I perfer the injury over the hinder, but that seems like a good idea. I was just trying to address the issue of counterplay with skull merchant. There is a lot of counter play and yet everyone just kinda ignores it, and it makes skull merchant a killer that is hyper inflated in kills due to the amount of people that just straight up give up. It’s frustrating, and I was hoping this idea would alleviate that argument while still keeping skull merchant as is.
@Devil_hit11 said:
BVHR has already shown a nerfed version of skull merchant from PTB. They would mainly just change Drone rotation speed by -50% and making crouching lasers grant survivor a 5% haste bonus for 5 seconds. Also they might bring double cooldown back where you get a cooldown for placing drones and cooldown recalling. PTB skull merchant in a nutshell.
They don't need that many changes. they need like 2-3 changes and the killer is dead/useless.
That seems a bit… too much. I honestly don’t know, maybe I have to see what it would look like live, but a power that consistently gives the SURVIVOR haste seems just bordering beneficial to the survivors more than the killer. I don’t want Skull Merchant to be dead or useless, I just want her at a level where she isnt the most complained about killer in the game. Give survivors a boosted old MFT, and slowing drones to meme add-on seems kinda a cruel punishment, maybe Divine intervention. I am kinda find with the cooldown honestly, but there other changes just seem too harsh -
@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/414328/does-vecna-completely-change-the-game
I would honestly love to see all the older killers get secondary abilities tbh. Trapper maybe could throw a trap a few feet every 45 seconds, Wraith could make pallets invisible but they would shimmer still, Huntress could get a small dash attack with her hatchets that’s on a long cool down as well.
I’ve noticed almost all new killers have multiple abilities for the past 4 years. Dredge has nightfall, teleport and remnant. Xeno has tunnels, crawler mode and tail attack. Heck even trickster has knives and a main event. It would be neat to have more abilities to make older killers more interesting.
I’ve given a suggestion before but I feel like tons of killers would benefit from secondary powers, at least simpler killers. Complex killers like skull merchant, or powerful killers like nurse don’t need a secondary power, but weaker killers like legion, or myers would benefit greatly from a secondary power.
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@vBlossom_ said:
hardly anyone complains about Deadlock
That's false, this perk gives value for nothing and incentivises camping / tunneling.
At first I thought his main gripe was the fact that they nerfed it for the wrong reasons, but still deserved a nerf. But asking them to undo the most minimal and mundane nerf to a meta perk in history is just absurd.
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@Chaosrider said:
With the stackable regression meta such changes were inevitable. Still you can soo much slowdown out of this perk cause you get it everytime you progress your objective.
there in lies a design problem. If one slowdown perk isn’t enough to get value, why not run 4? There is no reason to put just one slowdown perk no matter how many changes you make I honestly think buff slowdowns, AND THEN limiting the amount you can run would be a strange, but healthy change
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@ays12151 said:
Yeah. Remove Bubba's Power near the hook and Survivors will just come before last a few seconds to unhook and Bubba won't be able to do anything. We can talk about nerfing his Power near the hooked Survivors, if Bubba would be very strong. Upcoming buffs don't make him very strong, just a little bit stronger. I completely dissagree with your statement.
They did a great job with Wesker in my opinion. These changes will decrease using his Power for Tunneling. They could give him a small buff in some way though. But, in my opinion it's very good.
Deathslinger buffs are very minor, but it's a buff and it's nice. He will lose less distance while reloading. It's a chapter, nit Midchapter Update, but still we'll receive many balancing changes.
Blight Iridescent Add-Ons were making him the best Killer in the game and that's good they will nerf these Add-Ons.
I think the changes where definitely enough, perks changes are great, besides pop but the killer changes are great.
The skill floor for chunky has been raised dramatically, you can no longer play chunky as just better legion; and instead have to go for actual hits.
Wesker is an insanely fun killer to play as, so I am glad the changes don’t involve gutting the skill of wesker, and rather tackle the annoying parts of his kit
I don’t have anything to say about blight ADD-ON changes
If I have to be completely honest I think bubba was buffed due to all the attention the other chainsaw wielder got. For the longest time bubba was stronger than hillbilly, now I guess it was time to equalize it. -
@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714962#Comment_3714962
It's not 20%, same as it wasn't 30%, it was -5% and then -30% of what's left.
Now it's -5% and then -20% of what's left.
I understand that, but there is a reason why pop was buffed from 20% to 30% it’s because 20% is simply too weak, and an extra 2.5% from base kick totaling to 5% plus the 20% is still abysmally weak. Making it 25% would keep it somewhat balanced. My main gripe is the other perks, which are significantly stronger than pop got a light touch on the wrist. Despite their nerfs they are still 100% as effective as before (deadlock maybe be weaker but it was a very deserved nerf) Pop, which was the least problematic of them all (solo at least) is given the harshest nerf out of them all.
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@vBlossom_ said:
No, as:
- base gen time was increased to 90 seconds,
- gen tapping is no more,
- base gen kick (even with pop) takes -5%. So pop took -5% and then -30% of what's left.
30% was strong, I won’t lie, but 20% is very weak. I still think a 25% will put it in line with the other changes. Eruption and surge are more likely to get value than pop with this change.
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@OneGoodBoyDemo said:
It's pretty well known that SM can still hold a match for a very long time and the people who deny this because the anti-3gen mechanic exist are completely delusional. She can no longer hold matches for 1 hour, but she can still hold matches longer than most killers, even some whose power is basically slowdown. DBD matches don't last more than 10 minutes generally.
My friend and I just had a match which further reinforces this point. we played against an SM who didn't have a very good start at the match, 3 generators made with 3 hooks and the moment she realized she was going to lose, she started using the 3gen strategy which still has a lot of effect that made her able to turn the game around.
Now things start to get interesting and comical because all the people who defend her say her 3gen is weak but why do all SM still use this strategy if it is not as good as before?
There are SM players who have no intention of playing with her in a way that makes the survivors' games miserable, it's true but when an SM tries to play in a different way, it can cause a possible defeat which makes her return to the 3gen strategy. Every SM when they realize they are losing, uses the 3gen strategy, this is a fact, there is no reason to deny it.
The more the game progresses the SM gets stronger and the strategy of using 3gen is inevitable even though it has no intention of using it. Why would SM leave drones in a dead zone? The more generators are made, the less she is able to use them in other areas where they are of no use to her, but she can get more drones to block an area she is interested in. so 3gen becomes inevitable.
That's why I made this post. Even if an SM Merchant has no intention of using 3gen she will end up using it anyway which makes it quite difficult for solo players.
Some people may come up with an argument that people just didn't want or learned to play against her due to the hate train which I think is invalid. For example, all veteran players know how to play against her and her counters and they all agree that she is not fun to play against, everyone knows that. I can understand a person who likes to play with her but a person who likes to play against her doesn't exist.
The people who defend her should stop with the argument that the people who hate her want to see her destroyed which is a lie. I'm one of the people who hates her but not to the point where I'm in favor of her being completely destroyed or thrown into the F tier as many people assume.
I and a few other players wants her to be in a healthier and more fun state for the game. SM has a lot of potential to be one of the most unique killers in the game with an incredible concept of using drones, which in fact she is, but not in a good way.
all I want is for her to be more fun to play against and healthy for the game in a way that everyone is happy about her.
The removal of active zones were something that was an absolutely needed change, it was way too unhealthy, and Skull Merchant despite her problems is in a much healthier state and could benefit from some small tweaks.
THAT BEING SAID… Crouch. Just crouch to gens and she is no better at holding gens than blight or nurse. Or don't play into a three gen, if you see a skull merchant setting up a 3 gen then stop her in her tracks. A majority of three gens happen because of negligence, awareness matters!
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@Spare_Them_Mori_Me said:
Cool. Survivors have the same thing regarding killer builds that are unfun. No one seems to care about the other side. Not sure what to do about this that satisfies everyone.
Total Perk rehaul, brand new world all perks are completely different, watch everyone discover a new meta, plus is makes the game way fresher
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Thana is a really ehh perk right now, getting 4 injuries is really good, however the fact that it gets shut down by one person healing sucks. honestly if there were to buff it, here is how they should do it. (Warning tokens)
Thantophobia
For each currently injured, downed, or hooked survivor gain a token up to 4
once you have 4 tokens Thantophobia activates for 60 seconds. While you have 4 tokens the timer pauses.
While activated survivors suffer from a 8/12/16 % Speed penalty for…
- Repairing
- Sabotaging
- Cleansing
- Blessing
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703413#Comment_3703413
Yeah, but area is limited, where 32 meters on most maps is not a lot and locker spawns are not really good on most maps.
I am definetly not interested in such unreliable perk. It was never a clear choice for killers without fast movement speed. It's just bad for everyone now in my opinion.
you underestimate how large 32 Meters is, additionally it now works with stealth killers, allowing for even more powerful combos with pig or other stealth killers. Also what? Ultimate weapon was downright broken on high mobility killers, it was good with normal killers but with killers like blight nurse and spirit it was too strong.
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@VomitMommy said:
That change is just terrible. One try 32 meters around the locker.
Ultimate weapon was so good, because you could always find a chase. It fails to do that now, at least unreliable.
Screaming is worse in most situations than aura reveal, but Ultimate weapon was so good to find hinding survivors. It's terrible at that now.
Can't you just make it, so effect is still your Terror radius, but effect stops after first scream?
That way it can't be abused by fast killers, but still does its job at reliable search for next chase.It isn't too bad, the fact they brought back the scream effect means it will be good in the distortion meta
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@BlueHorkew said:
Just talking about some mechanics on certain killers that are just either useless, dont add anything to gameplay or should just be removed in general
1- Billy heat dissipation- I dont know why this exist, maybe only to create useless add-ons. If the time was harsh, i would understand, but its so forgiving that the mechanic basically doesnt exist and it is a waste2- Bubba tantrum meter- Has this ever done anything ever? If it was added to prevent camping, it never did anything. Why is it there?
3- Wesker's hindered- Being able to be grabbed from full should be the reward. Why does the infection need to apply a constant hinder to secure a down and promote tunneling? BL is already a mechanic to secure downs, why does he need more free help?
4- Skull Merchant drone hacked- If drones can call hacked drones immeadiatly not giving her any punishment, then just give her the drone back once its hacked automatically. No need for it to still be there.
Do you this mechanics have purpose, any other mechanics that dont need to exist and wouldnt change much?- Losing Heat is both, to encourage you to keep using your power, but mostly its because too much work was went on adding the original heat meter, I guess they wanted all of it
- Bubba tantrum is to punish hitting a wall, if a survivor vaults a window and bubba hits the wall the tantrum gives a survivor a chance to escape, it also prevents using the chainsaw around tight loops without a risk of heavy punishment
- Wesker's infection without the hindered is the weakest. With all other killers its somewhat deadly (Even Nemesis's disease is stronger than wesker's not taking hindered into account) also, you get plenty of cures throughout the match. However I will admit the hindered is TOO strong and should be toned down a bit.
- Skull Merchant… Yeah I don't have a defense for that, its a bit jarring they linger, only to be destroyed, it adds nothing honestly
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@RFSa09 said:
no, addons shouldn´t be what makes the killer usable, addons should ADD on your gameplay
I do have a feeling they aren't buffing myers do to the sheer strength of the tombstone addon's but thats just my theory, some killers, like in high MMR need certain Add-on's to even compete
Myers with Tombstone
Knight with map
Legion with Iri button (He has a really bad chase power without it)
What I guess I want to say is, should a killer be balanced if they are only good with add-ons
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699328#Comment_3699328
They said the overload of GPU thing back in 2021 when the chapter came out, i'd like to imagine that the game has evolved and improved enough at this point that it can handle a third zombie now.
I don’t think one extra zombie would add too much, maybe improved zombie A.I would be better
like Zombies will parole Gens, get into chase then return to patrol -
@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697456#Comment_3697456
My reason is that any ballistic projectile weaponry such as guns with real bullets or explosive launchers such as grenade or rocket launchers simply just doesn't belong in DBD both tone-wise and gameplay wise.
DBD is first and foremost a slasher inspired game, while it has branched out into other parts of the horror genre, it's slasher roots is still what's most prominent in it's gameplay, all from aspects such as chasing a defenseless victim while hearing intense repeating music that increases the tension of the life and death situation, the damp and dark basement on the map that reeks of death, the hanging of the victims on hooks or killing the victim in a bloody manner with a close range weapon. It is all gameplay that's based and inspired of Slasher flicks, things like Rocket Launchers just don't fit that tone-wise.
While Nemesis did have a flame thrower in the remake, i don't see how they could implement that without it just turning into Deep Wound 2.0 while also being generally map dependant, with narrow pathways on indoor maps being the strongest for it.
As for the Rocket Launcher itself gameplay-wise, it would be a nightmare to balance. Things like quantity of rocket ammunition that can be carried, the speed of which the rockets themselves travels when fired, the blast radius itself and how much it damages Survivors, etc. Way i see it, you'll end up with the following.
- Rockets would be either too fast or too slow with no inbetween and with a blast zone that is either too big or too small with no inbetween either.
- Blast damage that would either make the weapon itself way too strong if the Survivors cannot see the impact zone from the rocket blast or make the weapon itself be way too situation or useless if they can see the impact zone.
- If Nemesis had to aim for a while before being able to fire, then it would just feel awful to use.
- If the weapon is too strong, it will dominate on all maps. it the weapon is too situational, it will only dominate on indoor map's tight pathways.
- Even if it only had one Rocket that insta-downed, it would still either feel too strong or too situational to play against depending on the speed of the rocket.
People also like to use things like Deathslinger's gun, Survivor grenades or the flame turrets against Xenomorph as excuses for why something like a rocket launcher would be fine, yet forgetting that none of them are comparable in the slightest, as grenades and turret are both only used as defense tools rather than offense and The Redeemer is specifically designed around the game's ground rules as a harpoon gun rather than a normal gun, so that it can still obey said ground rules rather than ignore them.
The people who say ''it can just be balanced'' don't realize that it is not just something that can simply be balanced the same way one can balance such a weapon in a RE game, as Survivor gameplay in DBD is not designed to support it since the mechanics required to make it fair are not there to justify it's existence in DBD.
Even if they were to add some kind of mechanic that allows Survivors to dodge a rocket, it would create another balancing problem as only special weapons gets tied to killer kits, where as any movement mechanics gets tied to perks of Survivor basekits, which again begs the question of how would it affect every other Killer powers and how to make sure it wouldn't just turn into Dead Hard invincibility 2.0.
They've already done a sickness killer with Plague, so doing something related to the T-Virus could probably work too, not sure what exactly what would be though.
honestly really well said, and despite my fondness for Nemesis you are 100% right in tone
However (Small tangent) WHY PICK A KILLER THAT IS KNOWN FOR ITS WEAPONS AND STALKING ABILITY AND GIVE IT NEITHER. I honestly think it would have been better to give us Mr. X in order to maintain style and tone.
Maybe an effect that the longer you are infected, the stronger zombies are? -
@arcaneGospel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696983#Comment_3696983
I think the problem with building Nemesis into a sprint is that that's… Boring. It's not interesting, we have twelve of that sort of power, and it's not really an interesting part of the Nemesis if we had to choose one thing to add. The Nemesis is a mutative, adaptive, intelligent pursuer, surely we can come up with something more compelling than a run button, right? We could give him an information feature or actually change some of his options at different stages of mutation, something.
The Nemesis doesn't even just use his weapons to fire at Jill—He burns or explodes escape routes from a distance, he uses them to keep Jill from escaping, he uses them in interesting ways that play into the most compelling part of his role in RE3. He doesn't necessarily need a gigantic missile launcher so long as what he gets is something that lets him do interesting things and cut survivors off in more interesting ways than just being a big guy that's already standing where they wanna go.
honesty if he had kinda a baby rage/Tantrum where he throws a broken weapon that leaves a lingering field of fire to cut off loops would add so much, and be a lot less coding.
also a flame thrower mori would be an instant buy, since they are gonna start selling mori’s -
@Dreamnomad said:
There is absolutely no reason to think this will ever happen.
:( I know but I am just riding on cope
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@UndeddJester said:
Always keen on a Hangman's Trick buff.
Just to be clear, these regular Hooks turning to Scourge Hooks be in addition to the existing 4 you start with?
I feel like mechanisms to make it easier to get your scourge hooks is the direction this perk should go, and this is interesting as a scaling scourge hook perk. I feel like just denying sabotage though on these might be a little overkill, as I'm not keen on hard counters.
To be honest, even if the perk just allowed you to turn 1 or 2 normal hooks into a scourge hook at will... that's already decent.
Another change I would like is being able to see the auras of your Scourge Hooks at all times. This would at least make it easier to prepare for your Scourge Hooks, and we would the be ready to look for auras that get picked up.
With those 2 changes I would consider using it.
Hey Just to Clarify, yes it allows you to get one additional Scourge hook up to 5, and as for the sabo change, maybe a significant speed decrease to sabo on scourge hooks would be better?
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687491#Comment_3687491
They just need to make DS deactive if taking a protection hit. I'm all for anti tunneling, but only in ways that are literally anti tunneling and not in ways to weaponize it against the killer.
You can absolutely EASILY exploit this as a killer, if you simply hit the unhooking survivor, and then hit the hooked survivor, bam, that counts as a protection hit and you lose DS and also OtR. Good idea, however that change can easily be used for tunneling
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687659#Comment_3687659
True, but it wouldn't change that much.
It's not bringing anything new, just removing annoying aspect for survivors.
I guess… I am sorry but I have nothing more to add to this specific topic, do you have any OTHER ideas to remove lines/make skull merchant less of a noob stomp machine
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687638#Comment_3687638
I would be okay with the dash being there if the deep wounds or free hit was taken away along with giving it the added benefit of working when healthy, the dash by itself was never the issue and it fit David's character it was always the combination of having an I frame or free hit with the dash because then it's a get out of jail free card b
Maybe a combo of the 2 things, Dead Hard shouldn't work while healthy cause of David's identity of high risk and high reward.
Honestly make it work like this
- Dashing Removes endurance effects (No Deep wound because deep wound on command would just bring back the worst meta <Made for this> and excluding current dead hard you can't get endurance mid chase normally Syptic agent exists but that requires some smart play)
- Post Dash for 2 seconds you cannot drop, or vault pallets
Boom, Dead hard can be used for distance such as going for a flashlight save, or a last burst of speed to avoid the killer without feeling unfair
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true, however it only effects already injured survivors if I am not mistaken. ( Not trying to argue just discuss)
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687644#Comment_3687644
I wasn't suggesting any buff for skull merchant in compensation
I did, because if you bring multiple ways how to remove lock on, actual effect should be worth it. Issue is it would be possible to get it only in chase.
considered the idea so small of a nerf
It's not a small nerf in my opinion. For me, removing broken is smaller than letting survivors remove lock on for disarming drones.
I personally feel the broken status effect fits better theme wise
But broken is one of things that make her such a noob stomping killer.
- new survivors don't know how to play injured
- broken in chase is useless (unless you count instaheal, or agent)
- your change would make it impossible to get claw trap outside of chase
Maybe I am being stubborn but maybe you are right, forcing mending on a survivor gets rid of endurance effects, and you still get tracking and speed with the claw trap. I am stubbornish so although I perfer broken, I kinda understand and am fine with mending for all, I just feared it would make skully even more annoying to play against
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687604#Comment_3687604
The broken is VERY strong but always mending is kinda too weak?
thing is, broken is useless in chase anyway. So why bother? Mending is at least little slowdown and you still injured that survivor.
If you want to remove lock on from drones, then survivors shouldn't lose lock on when getting downed, or hooked. There shouldn't be multiple ways how to remove lock on.
Issue is you can't really buff drones to compensate, because it would become more oppresive in chase.
I wasn't suggesting any buff for skull merchant in compensation… I just kinda considered the idea so small of a nerf it is more a gameplay health change…
Mending is strong, but I personally feel the broken status effect fits better theme wise, and gameplay wise, less mending and more pressure (Although its funny that there is an addon that gives you mangled while you have a claw trap, but I digress)
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687617#Comment_3687617
More like dashing towards them, yeah. While avoiding damage, might I add.
There are countless things that I think should be reverted, but DH definitely isn't one of them.
kinda like current DH except with no counterplay? ouch. If they were to add the dash back I feel like one of 2 thinks should be done
- Add a hinder effect post dash to balance the distance
or…
- Add kinda like a Doctor shock effect for like 2 seconds where you can't vault or drop pallets, sweaty hands or something.
Again I am only saying this cause truth be told I miss the dash, but I understand it is unhealthy.
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@GeneralV said:
Well, they removed the dash because using Dead Hard for distance was a problem, as there was basically nothing killers could do if you used the perk that way.
like reaching a pallet or window way earlier?
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@Emeal said:
I don't see why this would make her any less frustrating to go against. Her problem is not; hacking drones dont give a reward so its not worth doing it. No, hacking drones is so people dont get tagged and bagged undue, thats what her power does.
I think what is most frustrating is that she can change her movement speed and you have no idea. And it just hits you.
I think bHVR should give her a secondary running animation for when she is buffed with haste.
oooh, that actually might be a good idea honestly. Half the problem with old MFT is that it was hard to tell or play around the fact that survivor was faster, it messed with my head during that meta. I think it should go for all haste in general like yellow faint circle below your feet
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@VomitMommy said:
It makes sense balance wise as it offers a risk reward for getting rid of scan lines
What exactly is a risk there?
Every time you get scanned, because you were not paying attention, you have a drone to disarm and remove that stack.
Only thing I would do is remove broken → make it always mending. You will still get punished for not paying attention, but it will not be so bad for survivors.
If survivors could remove lock on on disarm, skull merchant gets punished for setting drones ahead, which shouldn't be a thing.
The idea around it was to make lock on something that you could get rid of, without a claw trap. I thought hacking a drone would cause the skull merchant to be more careful with drone placement, and use it for chase more. I am open to ideas to remove lock on.
I half agree. The broken is VERY strong but always mending is kinda too weak? especially for a claw trap with is the point of the skull merchant ultimately, it shouldn't end with mass mending
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Honestly they could keep ultimate weapon the way it is, but remove the lingering keeping it to the locker only, boom, it now has to compete with darkness revealed, and other tracking perks
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@OmegaXII said:
If bodyblock doesn’t get changed, the OLD BT, DS, Unbreakable Meta is literally back.
Along with Buckle-up, FTP combo, it’s basically old Instaheal LMAO
FK I absolutely hate that🤬
funny enough for about a month ive been playing the old meta (Iron Will, DS, Unbreakable, Balanced land cause I dislike DH) as a joke, but guess its back on the menu
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@OmegaXII said:
I’m always wondering why getting healed doesn’t disable DS, since if you’re healing, you’re not being tunnelled LMAO. But I guess it might be because you have no control over your teammate’s action, okay cool.
But why does it stay active if you’re fully healed? I would hate to get DS’ed because of this if you play any instadown killer too well LOL.I mean… its 60 seconds and deactivates on conspicuous actions… by the time you find that survivor they prob did a conspicuous action, and or the DS timer ran out
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All is fair in love and war
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@nodforkiss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685536#Comment_3685536
if it was weak, it wouldnt be used so common in high mmr. and no, survivors dont need any haste. we already had to deal with mft. not another haste perk again please.
When I was thinking of the perk, MTF Crossed my mind alot but I justified it with its limited duration, and deactivation conditions. the idea is to NOT chase the unhooked, due to the speed you won't catch them, and the large haste is very noticeable. If you have an idea for a different effect id love to hear it, genuinely.
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@Chaosrider said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685511#Comment_3685511
Bad excuse. Noone ever even tried t fix it properly, though several ideas were given. And band-aid-fixing anything is always a bad idea, and has never work properly too.
The idea was to give survivors a perk to counter tunneling that was free, maybe it is too strong, thats fair but its very obvious BHVR isn't gonna touch tunneling for a while, I just thought a small band-aid could be helpful, for the time being, like with deja-vu. I don't have any bad intentions
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@nodforkiss said:
make is %2000 haste because %20 for 60 seconds is absolutely crazy, do you ever play killer at all???
and decisive is still pretty strong.
I mostly play killer, I just don't go out of my way tunnel.
Decisive is weak AF, in its current form, thats why its getting a change
as for the haste... 20% may be too much, going to be changing it to something smaller