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  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077693#Comment_4077693

    id trade him for skull merchant 2 if i could. at the very least I'd like to see him in 2v8

    I still want the Freddy + Dredge combo in 2v8 and watch the game crash trying to mix the Dream World with Nightfall.

  • @100PercentBPMain said:

    nobody likes or plays Freddy, but i do it in your honour once in a while! I was actually sad Freddy got bugged in the last patch with Houndmaster because I was on a Freddy kick.

    Freddy is in a weird spot as he's really strong, has strong built in counterplay, and isn't very exciting so everybody just forgets he exists.

    I just love using the Houndmaster perks on him to keep the extend-a-lunge Freddy meme alive. I use Jagged Compass to find the most progressed generator and then I jump off a cliff while teleporting to arrive with a big lunge with All Shaking Thunder.

    my last match, I decided to tunnel a Nancy and she dead handed me good so I dropped her, which boosted her ego and she started spam vaulting, which i don't respond to. but this time I said "you wanna keep going? alright, stay right there..." and walked to the crocus prenn main building to jump off and teleport to her.

    I've tried my best taking off the houndmaster perks but they're just too cozy to me for Fredster.

    it just feels bad to get easy wins when I know the survivors simply do not understand how Freddy works I've never enjoyed winning like that

    Ayy, thanks friend :)

    What an honor that is!

    And I gotta say I definitely agree with ya here. Strength wise he is fine, mostly due to people not knowing how to face him, but it doesn't change how boring he can feel.

  • @Cetren said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077619#Comment_4077619

    I can't help but feel that the love for old Freddy is some very deeply tinted rose colored glasses. I still remember sitting next to someone working on a gen having to restart the process of pulling them into the dream world over 6 times in a row because they'd just let the skill checks fail, or losing out on kills in multiple matches because the autoaim would end your lunge on an awake survivor even though you couldn't hit them, while the asleep one ran just in front of them out the gates. New Freddy certainly doesn't feel as thematically accurate as old Freddy but I feel like as far as dbd gameplay is concerned new Freddy is definitely in a better spot.

    I can guarantee, my friend, that it isn't the case.

    In fact, his weaknesses always remained very vivid in the minds of those who mained him and wanted him back. I myself came up with a solution for the problem you've just described: Incapacitated status effect during the Dream Transition. Forces someone right off the gen.

    The auto-aim doesn't really have a solution though, yesterday it locked me into a rock instead of the survivor, so nothing that can be done about it.

  • @Aven_Fallen said:

    Boring. I think that the most recent Rework for Freddy was not even that bad overall, but I just think that they did not do enough to make him feel more unique. And honestly, Freddy before the most recent Rework was also boring to play for me, so my expectations to the latest Rework were probably too high so that I was disappointed either way, since I hoped for something more in line with the original concept of Freddy.

    But I think the rework overall was not that bad, especially if we compare it to something like Myers. That being said, I dont really like to play against Freddy and I dont really play him anymore myself. Strength-wise he is fine, but his gameplay is not for me.

    This is indeed a good way to describe it, my friend.

    I remember that we talked about what would happen to him while the rework hadn't been fully revealed yet, and we both brought up the idea of making him more in line with his original power or if they would do something more boring, closer to first rework Freddy.

    Such a shame that the worst option won. And it still isn't the worst we have ever seen because Myers got an abomination of a rework.

  • I would agree, but only if his reveal mechanic is ever made consistent.

    As long as it isn't, then every opportunity to reveal him is a good thing, imho.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077410#Comment_4077410

    Do you want my genuine opinion? Yes, either nerf one of the best combos in the mode or ban nemesis and oni in 2v8. Zombies make the mode unfun. Oni makes the mode unfun.

    Trying to slippery slope fallacy your way into keeping those killers in the mode is very disingenuous. There is a reason Nemesis and oni are picked far more than any other killers in 2v8. That reason is just something you don't want to accept.

    Honestly, I don't dislike Oni, but he really wasn't a good choice for 2v8.

    Ideally, every killer should be in 2v8, but Oni should have been added only after they figure out the mode's balance.

  • @UnicornMedal said:

    Killer has the most autonomy by design. Typically what causes players to lean harder into more busted Killers is better results with less effort. It has nothing to do with agency at all.

    This.

  • It depends, really. Sometimes it is better to go for an immediate heal under the hook instead of taking the time to go somewhere else.

  • I think Stake Out is alright, to be honest. Its only real value is its synergy with Hyperfocus, but even that isn't problematic or strong enough to warrant changes.

  • Honestly friend, anything is an improvement for this perk because, as it stands, the preview is one of the worst perks ever designed in the history of DBD.

  • @Mooks said:

    i mostly miss the horror aesthetik.

    Sure, the Visual upgrades are nice and models and textures look better. And gameplay-wise i get why they were stepping away from too much darkness as it was too easy for survivors to play stealthy without progressing the objective.

    But imo these issues are now resolved with how the afk crows work. There is no real Need for players to be able to see across the whole map from anywhere and also see the edges of the maps.

    Please bring back the original atmosphere, with the fog, horror aesthetic, lighting, this can work on Daylight maps as well.

    Well said, friend.

  • I'll be here to welcome you to the P100 Merchant club, friend!

  • Steadfast might be the worst perk in the game, if not one of the worst perk ever designed.

  • @Donkeybqlls said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076866#Comment_4076866

    These might be the worst killers to add in my opinion ... Knight is fun in 1 vs 4 but the npcs just make it 2 hard for survivors unless you'd really slow them down to a point they'd be pretty much useless ... Nemi's zombies only are an option because they are slow and can be blinded or hit by a pallet. Either way, love knight, but sad to say I don't think he'd be fun in 2vs8

    Skull merchant could be ok at the start of a trail, but as soon as some survivors are dead, she quickly controls way to much of the maps which makes the trail impossible to quickly for survivors

    But that's just my opinion, I'm happy to listen to your arguments :)

    Truth be told, my friend, I don't have any arguments.

    I just would like to have a killer to play in 2v8, and these two are basically the only killers I play these days.

  • We should have Knight and Skull Merchant.

  • @KingKongBubba said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076562#Comment_4076562

    You can write a whole essay when I only have to write to you this game has MMR and everything you just wrote is meaningless.

    A system that is hidden, barely functions, and was initially heavily disliked by the community doesn't say much, tbh.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076548#Comment_4076548

    Sadly, I don't think there's time to improve this game between now and then

    I agree.

    And even if something does get fixed, it is way too little and far too late. Besides, for every problem fixed a new one appears. It has been an unfortunate truth for years and it is unlikely to change anytime soon.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075471#Comment_4075471

    Yeah. I tested Fast Track and for me it was worse than any of the regular Perks I run. I just think it is a shame that we have a Survivor Meta from 2018 or so, simply because newer Perks or changed Perks are either not good or when they become better it gets complained about them.

    I agree, my friend.

    Now we add Fast Track to the list of survivor perks that were complained so much about that they will never be useful again outside of very specific scenarios.

  • To quote a very good Star Wars show, "I suppose that's the final humiliation".

    Just gonna leave this here.

  • @Aven_Fallen said:

    This is what Killers wanted, an overnerf. And this is what happened. So where is the issue now?

    I mean, BHVR even did "a period of observation and assessment" in their own words. They forgot a "short" or "too short" in front of it, but this is what you get if you complain just enough. A Perk which was somewhat decent is now useless again, because people could not wait with their complaints until new toy syndrome wears off and BHVR listens to the loud parts of the community, like always.

    Classic.

    The second a new survivor perk makes it into the meta, it is complained about until an overnerf happens and the perk gets sent to oblivion. And I'm not saying Fast Track didn't need changes, but it is tiring to see the same thing happening over and over again.

    DBD was shaped by the original survivor meta and those perks are the only ones allowed to be decent. Nothing else can join them without backlash.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075254#Comment_4075254

    I'll never understand why Myers was reworked in the first place.

    Honestly, I think the main reason why they shoehorned this Rework in (if I remember correctly, it wasnt even on a Roadmap), was because they lost the license. And with the Rework and making Myers like he is, they ensured that basically everyone would buy the Killer before he leaves DBD.

    And they also could go crazy with the Rework, because what would the license holders do if they dont like it? Take away the license?

    But yeah, thematically he was very fitting and now he does not fit at all. And I repeat, I am very sure that his original concept could have been buffed without issues.

    That may very well be the case, my friend.

    Still, what an awful send-off. Going from a killer with thematic excellence to what can only be described as actual dashslop.

  • I'll never understand why Myers was reworked in the first place.

    We are no strangers to terrible reworks. Even the word "rework" is a bad omen. But Myers was almost universally agreed to be one of the most thematically perfect killers in the game.

  • @albertoplus said:

    I always have wondered why people do not like the stunlock animation with Ghoul but seems to not have a problem with Wesker?

    Ghoul locks your movement but at least keeps you in place, so you can keep your original path. Meanwhile Wesker not only locks your movement but also moves you against your will, but people never did seem to have a problem with it at all.

    Keep in mind im talking just about the stunlock animation, not about the free hit that comes with hit. Discussions about the free hit are different.

    Happy to say I've listed this in my list of reasons why I think Wesker is one of the worst designed killers in the game, if not the worst.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060403#Comment_4060403

    Look at it this way, if they do a good job you get a pleasant surprise and if they don't you get to say "I was right".

    Being able to say "I was right" doesn't really feel good, my dear friends. It never really has.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060331#Comment_4060331

    Until it happens, no way of knowing. BHVR have hit enough to make a game we all put this much time and passion into, so there is a non-zero chance they actually make her fun to play without being busted. A tech-based killer can work. We have Singularity, who isn't entirely awful?

    Good point, friend.

    It is just a bit difficult to have such hope after so many disappointments.

  • @Dark_Vorahk1 said:

    She has the equivalent reputation of Meg from Family Guy. She's never really done anything wrong and is actually fun if you get to know her. But for some reason it was popular to hate and bully her.

    She's been changed nearly 10 times now and her most recent nerfs have finally killed her. But some of her earlier iterations aren't recognizable from the current version. Double beams, multi floor drone fields, battery recharging claw traps, claw traps applying a pallet break, survivors being alerted to her gaze, having to manually wait to disable a claw trap or drone... for awhile she was the gift that kept on giving. Every patch made her feel fresh.

    But the issue was never the strength of her kit. Oddly, she was blamed for perks that didn't even release with her. And many basekit changes that currently exist would have shut down whatever imagined strategy players believed was exclusive to her (it wasn't.)

    So now we are stuck with a shell of a character. Her drones on make a single beam, easier to dodge than ever, with numerous bugs, and now only gains Undetectable if she destroys her own traps. She really is in a pathetic state right now. I'd give anything to revert her most recent nerfs.

    Like many Skull Merchant players, I am incredibly anxiously awaiting her next rework. I hope it preserves her dual identity as a trap setter/stealth killer. But I can already foresee the community lashing out. Never because it was a problematic change, but because Skull Merchant was mentioned.

    I am dreading it, tbh.

    After so many bad experiences with reworks, I fear her next one, if it even happens, may turn out worse than we think.

  • @ConsAnthroid said:

    She is one of the if not THE WORST killer in game.

    She does have one thing going for her: she has been changes so much that survivors genuinely have no idea what she can actually do so if you take time to master her you will have quite easy games.

    The thing is… at this point you can start mastering someone actually lethal and have much better results more consistently.

    "she has been changes so much that survivors genuinely have no idea what she can actually do"

    Good point.

    Truthfully, a significant portion of her strength comes from this lack of understanding. The fact that she is a rare killer to encounter make this effect even more powerful.

    Not only many players don't know what she does, the ones who do often lack experience playing against her.

  • Well, my friend, there isn't much for me to say that hasn't already been said. This whole thing with Skull Merchant basically boils down to a problematic release, which was fixed through a rework that did address pretty much everything that had to be addressed, and still fell victim to an unreasonable wave of hatred.

    It is very difficult to put it any other way, I'll say.

    One thing that I don't see being mentioned as often as it should was that we did get two design previews for what was supposed to be a next rework and they were genuinely awful. They basically removed her identity, replacing it with something else that had nothing to do with who Skull Merchant is. The community was very vocal about it, and thankfully it seems that feedback went through.

    With the way things currently are, she is, well, weak. Although, I personally consider her the most fun killer in the game. I even have her P100! If you like Skull Merchant it is easy to have fun with her, it just isn't easy to win games, or at least not as easy as it is with other killers.

  • Thank you very much, dearest friend!

    <3

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989655#Comment_3989655

    General my friend, thank you for asking. I am just going to copy pasta what I said in another thread.

    As a long, long time Mikey main my first impression is these are awesome.

    He gets undetectable base kit, something he always should have had. He is still a creepy stalker to charge up his new ability. He can tombstone death hook survivors. They're still keeping his identity which was my biggest concern that he would lose it.

    They have now given him some solid anti loop in his kit. I mean as good as you can give an M1 killer. Faster pallet breaking and endures stuns quicker, while having base kit coup and keeping the fast vault speed.

    Obviously I need to see all this in action but I am loving what I am reading.

    Thanks for sharing your thoughts, my dear friend, I appreciate it :)

    Honestly, I liked most of it. From a "fun to play against" perspective, I should add, as I rarely play Myers myself, but he is one of my favorites to go against and I think most of these changes are good.

    Except the new attack. In my opinion it leans too much into dash territory without being an actual dash, and since I hate dash attacks in DBD… yeah, not the best addition, imho. But everything else is perfect.

    @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989655#Comment_3989655

    I think so too my friend. Getting rid of cheese tactics will actually make the killers play smarter, and not turn matches into an insta-3v1 ordeal.
    Well, I am not @Dwight_Fairfield but in my humble opinion, I think the Myers changes looks really interesting. As long as they don't touch his Scratched Mirror, I am fine with the changes

    Indeed a pretty good job on the anti-slugging and especially the anti-tunneling, dearest friend.

    DBD will feel much better to play with these changes, or at least I think it will.

  • Anti-tunneling and anti-slugging both seem pretty good, nice changes overall.

    @Dwight_Fairfield your thoughts on Myers, friend?

  • Congrats, my dear friend, well done!

  • Still possible to win and, in my opinion, the most fun killer in the game to play as, but also pretty weak.

    As long as you keep in mind that you might be playing a pure M1 killer most of the time, I would recommend playing her. Waiting for a rework is not a good idea, imo, simply because it is possible you won't enjoy the rework.

  • It is fun to play killer with someone else.

  • Yeah, it should have been a new class, imo.

    I loved the previous Guide class, because I like doing gens. The new one is kinda useless.

  • Honestly, friend, I think the only one that shouldn't have been added is Legion, simply because of how Feral Frenzy works.

    Now that we have them, I think all of the others should be made available.

    @BluePepper said:

    I’d like them to add Skull Merchant. It’s made her finally fair and balanced for a normal game, even though it’s not a normal game.
    seriously, those nerfs were hurtful

    Same, friend. Same.

  • @tjt85 said:

    Meg - The Meghead

    Mikaela - The Boon Meg

    Sable - The Basement Meg

    Leon - The GentleMeg

    Edit, forgot one:

    Nea - The Beamer Meg

    That's all the different kinds of Megs that will kill you in your games (and therefore deserve a Killer title). I'm allowed to say this because I'm a Meg main and we recognise our own.

    Honestly, dear friend, as a P100 Mikaela main I don't even remember the last time I actually used Boons.

    But we can get our teammates killed in other ways :)

  • @cogsturning said:

    It's crazy how everything they do, even when it's a repeated event, is messed up.

    After everything, I'm convinced this is worse than the release of A Binding Of Kin.

    2v8 breaking on day one is the cherry on top, really.

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985358#Comment_3985358

    Next PTB should have both Clown nerfs and Ghoul nerfs as well

    I really hope so, my friend.

  • Yes, and I hope it doesn't take too long, especially when it comes to Ghoul.

    This killer is an affront to DBD's design. Far too oppressive and unfair.

  • Yes, this is something I have been paying attention to.

    We haven't had any news on Skull Merchant since the Reddit AMA, and even that wasn't exactly promising:

    image.png

    I have discussed those a few times, but long story short:

    "Retain trap playstyle". This one is good and there are no negatives about it. Preserving the trap playstyle is extremely important and I was happy when I read it. The other two, however, are far more concerning.

    "Remove passive lethality". This one is a contradiction. Because trap killers have passive lethality, that is the point of a trap killer. The active part of their playstyle is setting up and creating your web, and this web of traps they create passively acquires results. This is true for Trapper and Hag. Trapper doesn't manually control his traps to go around the map chomping survivors, and Hag doesn't move her phantasms until a teleport is available. These killers have passive gains, that is how it should work.

    "The Buddy Drone": this one is, by far, the worst of the three, and easily the most concerning. The only information we have regarding this feature is the second design preview, where the Buddy Drone was exactly what she shouldn't have: ranged M2. I believe I speak for all SM mains here when I say that, if we wanted to play a M2 killer, we wouldn't have chosen Skull Merchant. There are plenty of other killers with projectiles and ranged M2 attacks. Skull Merchant shouldn't become another one of those.

    The reply does say to keep an eye out for more communications, but so far we haven't gotten anything. Granted, this was before the massive problems of the TWD Chapter release, so this could have delayed whatever they had planned, most likely a third design preview if I were to guess.

    But none of that justifies leaving SM in her current state.

  • If I may ask, friend, what would you recommend as a general, balanced build overall?

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453978/sooner-reworks

    I’m afraid that people expect SM to become viable after rework. As long as I see it I think she will be even worse than now. She can utilize truly from stealth as she’s completely quite, wont be with drone buddy anymore. And her set up will hurt more than help. I think this rework is step in wrong direction. She still can injure for free and fo well when using radar to change beam direction.

    To be fair, friend, I think it is very unlikely that Skull Merchant's power after the rework will be the same one we've seen in the design previews, considering how despised both of them were.

  • To be fair, the killer you choose really does not matter if you're playing against a cheater.

    Skull Merchant's current state is weak, unacceptable, and genuinely an insult to everyone who is dedicated to this killer, yes. But even an extremely strong character wouldn't be able to catch someone who is hacking.

  • Not impossible to play, but a bit rough.

  • I'm honestly surprised with how long it is taking for Ghoul to receive more nerfs, this killer is extremely oppressive.

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