Avatar

GroßusSchmiedus

GroßusSchmiedus

About

Username
GroßusSchmiedus
Joined
Visits
0
Last Active
—

Comments

  • @WolfyWood said:

    I don't get the sentiment that killers are entitled to not have challenging matches.

    And furthermore, its okay for killers to constantly slaughter players worse than them?

    BHVR agrees with you so, but I'm just trying to understand the rationale.

    Yes, its okay for Killers to constantly slaughter players worse than them, its how games work.

    Is it okay in fighting games that the better player consistantly wins over worse players? Well obviously yes, if it happens consistantly its a matchmaking issue, not the ones from either player. Should the worse player get godmode to garantee the win instead of good matchmaking or what are you suggesting?

    Im not sure what you are on about.

  • Whats so bad about her design that the massive hate is justified? And im talking about game mechanics.

    Does she have AI that hunt you down like Knight? No.

    Does she force you to mend over and over again while getting relatively easy injures? No.

    Does she hit over loops that can leave little to no counterplay depending on map like Trickster? No.

    Is she a walking accessibility issue like Spirit? No.

    Does she deactivate most anti-tunnel perks and mechanics like Pyramid Head? No.

    Does she overly punish you for minor mistakes? Yes and no, i think the deep wounds is overkill and the haste could be replaced with something more interesting and fun, but you need to trigger them 3 times, Wesker forces you to pick up and use limited items after each M2 or else having hindered and exposed and it happens passively with no real set up, if its THAT big of a problem then why should he get a pass?

    There are problems in her kit, i pointed it out in this thread, but i don't see why she gets so much hate while others arguably deserve it more, like Pyramid Heads who tunnel knowing most perks are disabled and teammates can't save for example.Just tell me why you think she is actually so much worse than anyone else gameplay wise.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683451#Comment_3683451

    Freddy's Traps can't be disarmed, Demo gets KI and has to reset.

    Hag is the closest, but she's also a 110% web Killer, not SM. Likewise, the comment I responded to was specifically mentioning re-arming/resetting. Hag has to travel back as her Traps aren't good in chase and Trapper needs to as well.

    Respectfully, I'm keeping it real. It's way too late here for me to make a decent suggestion post

    Freddys Traps can be disarmed by just intentionally running into them when its safe to do so, if he doesn't set them up and simply does it during the loop then just hold W to counter him completely, same with Hag, don't bother disabling them the normal way, just wait till she picks someone up and run through as many as you can, she can do nothing about it.

    Skully also has to travel back to reset her drones, they don't come back on their own once you recalled them, and if you don't recall them you also don't get them back. so that argument is wrong too.

    And Hags traps are INCREDIBLY potent during the chase, there are guides on YT that show how to play her aggressively, its definitely doable if not viable for everything except tournament play, im saying it as someone who mained her for a year, its just people naturally do it because they associate the word trap with defense of some kind, hell i even suggested to remove her ability set around hooks while giving her some buffs in the hopes people would realize that.


    Oh and for the record, im not even the biggest fan of Skull Merchant, i just think she isn't that bad as many make her out to be, there are more annoying and unbalanced Killers in this game so i think the hate she gets is just disproportionate.

  • Sadly not yet, there hasn't been much news except for a survey months ago. I hope one day they get to it because i have a lot of progression and unavailable skins on my playstation account.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683447#Comment_3683447

    TRAPPER AND HAG DO NOT INSTANTLY GET THEIR POWER BACK.

    Hag does, if a survivor disarms her traps she instantly gets it back, so does Freddy and Demogorgon with his portals, Trapper also has technically no cooldown on getting his traps back either, so what are you talking about?

    You claim she needs to be fundamentally changed, so please give us what needs to be changed and give some suggestions instead of just complaining and spreading misinformation using capslock as if it somehow makes you more right, its kinda childish.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683433#Comment_3683433

    About 1st point: it should not be a big deal, because good survivors will never brainlessly run into drone and therefore give her haste. So now you mostly get punished for your teammates being bad.

    I personally won't advocate for change or not to change her, since i like to play her from time to time, but don't really care about her, but nerfing B tier killer is strange idea. So yeah, with removing something from her kit, she definately should get something instead. Idea with shock is very interesting btw!

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683435#Comment_3683435

    Nah, not really. Most people are just not honest even with themselves and hate to leave comfort zone. And believe me, no matter what new rework she will get, if she remains at least somewhat viable in terms of strength, people will hate her with the same force. The only way to satisfy her haters is to make her F tier killer.

    Its more or less just about making sure that survivors don't get punished for doing nothing wrong. And as someone who occasionally plays Skully, and when i played against her i can tell you that teammates getting claw traps randomly (to the point it looks like griefing tbh) is more common than you might think, its not really cool if the survivor who disabled traps and avoided all of them gets punished instead of the guy who just ran around not paying attention.

    I think she gets overly hated because the macro gamesense of many players in DBD just suck, same reason why so many hate Plague even though she can be dealt with if you know how to play against her.

    She doesn't need to get nerfed, just some changes to make her better for both sides, but even then i think most will hate her because of the hive-mind mentality of much in this community, hating her is simply lazy content that gets clicks so many streamers/youtubers and their fanboys who eat anything up won't stop even if they have to be completely dishonest at every turn, hell some of them are in this forum, i saw people who literally thought that Skull Merchants drones chased survivors like Nemesis zombies or Knights guards, these are among the people complaining about her despite apparently not even knowing the most basic facts.

  • I agree with him to some agree, she is not as bad as some other Killers imo, like playing mending simulator against Legion, or high mobility Killers rushing/teleporting back to hook to tunnel with 3-4 slowdown perks. I take a Skully over these any day.

    There are aspects to her kit that are annoying and could use changes, but even then i think its not that bad as some other Killers i dislike a lot more.

    1. Haste, its out of control often for both sides of the chase, i can understand why it feels bad to get downed because Skully got a speed boost because someone else across the map just ran through drones.
    2. The Undetectable is very weird and i would like it to be changed back to how it was before the rework, in fact there should be a brown that removes claw traps completely but buffs the hell out of the undetectable, like 20-30s everytime you activate it.
    3. The deep wounds feels a bit unnecessary and overkill, it already injures and breaks survivors to enable Skully to start the chase before they can heal.

    I think she could have her haste and deep wounds removed, and be compensated somewhere else, like giving her the ability to shock the survivor once per clawtrap (which destroys it), which acts like Doctors shock, preventing a vault, canceling a healing for hemorrhage, enabling DMS etc.

  • @humanbeing1704 said:

    on the topic of this there was one time where I stood still in a pallet for a solid 15 seconds because a wraith refused to be stunned by pallets lol

    That also works really well against many Legions since they are often afraid of losing their frenzy, just stand there, MENACINGLY!

  • If stationary drones are to much for you then wait till you find out that Trapper exists, you will probably lose your mind on how OP he is, i mean he straight up downs you with them in chase, incredibly OP isn't it?

  • The shock element is quite interesting. I think survivors should spawn with a claw trap with no charges, and for every drone they trigger get a stack, an effect based on add-ons, include a way for survivors to remove stacks that isn't too fast.

    Now you have a chase power that doesn't trigger because some random across the map got a claw trap while the one who in the chase had none and did nothing wrong and has to deal with the haste (that is btw the biggest complaint i have about Skull Merchant, her power seems to be sometimes a bit out of control for both sides with that weird haste).

  • That'd be a MASSIVE nerf. It discourages Killers from breaking it, giving you a chance to either mindgame and get to a vault/other pallet or stall to bloodlust 2-3 on good loops easily, wasting a lot of time against stubborn Killers. If you think it'd be better if it was invisible then i encourage you to think about where you are placing it.

    Do not use it on god pallets (unless the few extra seconds is invaluable for example first down of the match) or weak loops that can be easily mindgamed. Choose strong non god pallets.

  • @Rudjohns said:

    Skull Merchant just need to have the drones removed. Nobody likes to be outplayed by AI. Nobody likes to be downed by Nemesis' zombies when turning a corner. Nobody likes the Knight's guardian, making the Knight one of the most hated killers in the game. Skull Merchant is the same thing. It's just brainless gameplay, you get value by pressing a button.

    You know that they don't have any "AI" right? They are just traps, they don't chase or do anything on their own.

  • I also would like the restrictions on using his teleport near hooked survivors to be a bit changed., i get why its punished to teleport back to the hook, but it somehow also applies when you hook someone and then try to teleport away. Literally doing the opposite of camping and tunneling and thats punished by the game.

  • Pinheads power is broken nearly constantly, from his kill switch, locker and teleport bugs, fov bugs etc. its a shame since he is one of the best balanced and healthiest Killers.

  • @Miroslav525 said:

    The first of January my account was banned and support writed me that in my case that i manipulated the game or somethink like that. I never did somethink about breaking rules. So i think that was a mistake. I put a lot of money into the game. I played since 2017 had legacy skins and they banned me for no reason.

    You just snitched on yourself...

  • Its the Padded Jaws add-on. Survivors no longer lose a health state when they run into your traps but you get extra BP.

  • @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653743#Comment_3653743

    That first point is fair, in that case ideally they'd have set to increase and one to decrease the range--or at least one to decrease the range and one to increase the pull effect--but I don't understand the 'make the range infinite' part. What do you mean by that?

    The infinite range part is simply the 40m range limit which they are increasing this ptb, she can't teleport to traps triggered further than 40m which is something that serves no gameplay purpose and only promotes camping by telling players they have to stick to their traps, so if we just remove it we'd free a set of add-ons which (Dried Cicada, Dragonfly Wings and Dead Fly Mud) can be used to decrease the trigger range for those who want it.

    I will also leave you this guide which goes into the trap mechanics and non teleport traps so you can see why i think its in some ways a nerf.

    https://www.youtube.com/watch?v=AX5AGQiNKg0


  • @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653728#Comment_3653728

    I'm not gonna say they have no value, but not only are they not the core of her kit I wouldn't even say they're worse, unless I'm misunderstanding somehow. You have to put them a little closer toward the position you want to bait the survivor into, I guess, but I don't see how that changes anything.

    The strength of the camera swing and the survivor running into it is actually dependant on the survivors position relative to the trap, therefore an increased trap trigger radius makes this effect much stronger and harder to counter, to the point that you can even redirect survivors into different rooms/paths against their will.

    They can just make the range infinite and use the now obsolete add-on set to decrease the trap trigger distance.

  • Finally someone else here who sees that this is a double edged sword, camera swing traps can be so good in catching players off guard.

    Here is a TL DR of my thread.

    -Teleport range now infinite.

    -Teleport range add-ons now decrease trap trigger range (Base trigger range and add-ons go untouched).

    -(OPTIONAL) Can no longer place within 8-12m of a hooked survivor for like 1,5-3 months.

  • @arcaneGospel said:

    I mean, it's a neat strategy, but you have to be honest. Her gameplan is to hit someone after teleporting, not to force turning. Having survivors closer to where you teleport from is vastly better for this strategy. It also prevents traps from being activated by someone passing by at the very edge of the radius, thus wasting your setup time.

    That depends on your setup, its camera swing traps are definitely a very valuable piece of her kit, thats why i made a thread about it for solutions that keep both. I don't see a reason to nerf camera swing traps.

  • Mikaelas get me killed more often than most Killers do. You have to fear and hate them.

  • Or they could remove the clutter, distribute the lockers better and that would buff several weaker Killers like Dredge and survivors playing locker related perks like Flashbangs at the same time...

  • @theTARNavsky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653106#Comment_3653106

    I mean, I know that, but as I mentioned above, most Hags just walk back to the hook so you're forced to trigger it anyways running away... or you keep crouching and still get hit, it's a lose lose situation.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653100#Comment_3653100

    Again, situation that worries me most are not traps around the map I can easily wipe out even in 4s, it's the traps around the hook that are tough to counter with most Hags who just run back to the hook when they suspect someone is going for the unhook. That makes the strategy of running through traps unviable.

    I know, was more of a general advice because people don't tend to use this counter.

    However the increased wiping speed also makes no real difference against a proxy camping Hag. She will easily return to the hook either way, the extra time really does not change anything.

  • @MikaelaWantsYourBoon said:

    Maybe show locker auras to her whenever she out of hatches? But yeah, i don't know why they decided to buff fairly strong killer.

    That is a thing already, its just they are horribly distributed, it also hurts Dredge and survivors.

  • @Dwight_Fairfield said:

    There's so many other killers crying out for some kind of buff to their base kits. But Huntress is the one they chose to give it to. Mind boggling.

    Didnt BHVR say Trapper is fine in an AMA?

    Everyone complains about Trapper being weak and overly relying on stalling perks, yet a Killer that is so good that half their players don't even bother picking any and go full aura reading (which is the Chad way to play Huntress) gets a massive buff.

  • @Xxjwaynexx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653120#Comment_3653120

    That's true to better lockers and in more places would benefit survivors too didnt think about that

    Indeed, quite a few perks rely on lockers and they counter aura reading perks. Its a win-win.

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653113#Comment_3653113

    i agree 100%

    but about the hag one, i think it´s a good start at least, 48 meters is almost the size of some maps too,

    Yes but it'd free 3 add-ons slots too, made a thread about the Hag changes in particular.

  • She is pretty much perfect, the biggest problems of her aren't even her own fault, but poor map design, same as Dredge.

    Couldn't agree more, everyone is getting annoyed by clutter and locker placements can be annoying on both sides, i use flashbangs a lot and would like to see more evenly distributed lockers.

  • Hag should just have unlimited range, having limited teleporting range incentivizes players to stay close to her traps, which in turn increases camping.

    The Huntress changes boggles my mind, she never needed any changes. Maybe rework some add-ons but thats it, she is nearly perfect the way she is.

  • Not a Pig main, however i think they increase the crouch movement speed and the speed curve of her ambush it could be worth the heavy nerfs.

    If not a speed increase than make Ruleset Nr. 2 basekit.

  • @theTARNavsky said:

    Currently most Hag players just trap the hooked person and when it looks like somebody is walking up to them, they simply walk back and deny the survivors ability to wipe the trap away before they save.

    With the longer wiping time it's gonna be even more frustrating to go against and those situations.

    I could get behind the 4s change, but PLEASE, at least disable her trapping ability within like 12m around the hook. She's already very powerful at camping from a distance, don't make it even stronger.

    I agree with this as i mentioned it on my Hag feedback thread.

    However keep in mind the most efficient counter to Hag is to run through traps while she is carrying survivors.

  • @sizzlingmario4 said:

    Hag changes seem pretty good at first glance.

    I’m still not convinced there needs to be a range limit on teleports at all now that traps can be wiped away, but at least the teleport range did get buffed.

    It actually shouldn't exist, it just incentivizes camping, takes 3 add-ons lots while serving no gameplay purpose.

  • @Michi said:

    While the basekit changes are nice it requires a lot of testing to see If the brown addons basekit are enough. After testing these I will be able to form a better opinion but so far the changes mentioned above don't strike me as special.

    But!

    The big thing you should look out for is the basekit smaller tp range! If this change makes Hag hit survs out of any teleport (translated: If you trigger a trap as surv while the Hag is in tp range and tps + attacks immediately you should get hit 100% of times except If any speed boost is affecting you) I would be very happy and this is all she needs.

    So If you test her on the PTB then have a close look at her ,,hit after tp " rate . Wiping should be the counter , not triggering and then running away making her miss

    Could also backfire a bit, already talked about why in my feedback thread.

    Also her biggest counter remains unchanged, which is just running and triggering traps while you're carrying survivors.

  • If they wait it out that still means in practice they are staying injured for longer, hell they might even stay injured for longer than with current sloppy butcher.

    May sound counterintuitive, but its a buff for atleast a few Killers like Dredge and Oni, with no timer the survivors actually heal right away, meaning they are only injured for a total of 40-60 seconds because they have no reason to wait. With a 90s timer they will be injured for 90s then the time it takes to heal, for approximatly 100 seconds.

    Its a buff actually.

  • Do not think about what Freddy and Chucky would do around schoolkids.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651997#Comment_3651997

    Agree to disagree. Sounds like skill issue tbh.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652018#Comment_3652018

    That is the issue. Even tho bringen the best gen rush build and toolboxes, this still wont compensate for the slowdown, DMS & GE provides for killer.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651993#Comment_3651993

    The perk should not automatically win the game, but what it provides is a lot, much more then other killer perks at the moment. If for whatever reason killers cant transform slowdown into pressure, then this is not an issue with the perk, very clearly.

    I agree that you got a skill issue if you can't differentiate between gen regression and block.

  • Mintskulls video was quite horrible overall for many reasons such as nonsensical placements.

    However i think we should be able to chose between several versions of music, cause why not.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651963#Comment_3651963

    Its as good of a comparison as with any other slowdown perk. It slows down the game - and it is completly irrelevant in what way. All the diference are simply psychological nature. DBD is a race against time, obviously for both sides. How you gain more time is not relevant, at least not if we compare.

    It is relevant.

    Gen regression forces survivors to hold M1 at a generator, which means they have to physically be near it making them easier to find and apply pressure and can't do other things like heal. Gen blocking does not and its a huge deal.

  • Stop comparing Grim Embrace with perks like Pop or Pain Resonance.

    Regression perks force survivors to spend more time on gens, holding M1.

    Grim Embrace blocks generators completely but doesn't force survivors to hold M1 longer in total, they can heal, do totems or whatever, its a break.

    If anything, Grim Embrace should be compared with No Way Out that blocks progress for even longer for essentially doing the same thing. I see no reason why Grim Embrace by itself can be considered OP when No Way Out activates for longer period during the time that the anti-camp mechanic is disabled. Its clearly the weaker out of those 2.

  • Keeping it on Page 1, this is a serious topic that deserves full attention.

  • Grim Embrace by itself is fine, its the DMS combo that may push it over the edge a bit. But strangely i have only seen it like 2-3 times in total.

  • Not bad strength wise and less map dependant than he used to be (from a complete menace to a joke with 110% movement speed, no inbetween), i personally think hes boring and his rework should have focused on Ricochet blades to make him stand out and more fun.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649439#Comment_3649439

    I think it still won't be worth running these addons with this change, Motor Oil is better anyway.

    It'd be better than it is now.

    My dream add-on is to simply give speed limiter permanent overdrive in exchange for removing instadown.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649420#Comment_3649420

    As someone who played Billy 5 times during last ~4 years and godawful on him, this is really good change. I just started learn him and i'm all for learning killer as long as he rewards me back enough.

    I believe these three addons should be reworked in something different (at least green and purple) and he will be literally perfect in all aspects.

    https://us.v-cdn.net/6030815/uploads/N8MS6A23J8DS/image.png

    https://us.v-cdn.net/6030815/uploads/GSHZD6S1PBT3/image.png

    https://us.v-cdn.net/6030815/uploads/Q16FTSANLCJT/image.png

    Or just let them pause the overdrive meter/dissipation while he is carrying a survivor on top of its current function, that'd make it a lot better.

  • Overwatch community: Giant threads because an animation got removed resulting in a giant controversy full of salt.

    DBD community: "Pyramid Heads cake got unfairly nerfed" "Yes".

  • I was sceptical when he was first announced but i'm glad i was wrong. Definitely the best standalone survivor in my opinion and the reason why Alan Wake is so disappointing for me in contrast.

    His design and voice acting is great, and the perks are the right mix between goofy fun and viable with a high skill ceiling on top.

    Now i wish they change Plot Twist to not reveal the aura to other survivors and make them unable to heal you and it'd be pretty much perfect.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649080#Comment_3649080

    Yes but it also:

    -Has no timer.

    -Has no conspicuous modifier

    Meaning it has way more flexibility than just being an anti-tunnel perk. Which also makes it one of the best anti-tunnel perks as a result.

    Why would you use DS over DH as long as DS is so restrictive? I guess I'm just not seeing how buffing the stun will change anything.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649097#Comment_3649097

    I'm not complaining I'm pointing out the problem with anti-tunnel perks and how they are poor band-aids to a larger problem and largely useless due to their restrictive nature and niche applications.

    Dead Hard is the only anti-tunnel perk that has any flexibility.

    I don't want BHVR's solution to tunneling to be equipping perks that are useless in a majority of situations like the anti facecamp meter.

    I'd much prefer something substantial.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649124#Comment_3649124

    I personally just have a dislike for perks that are too situational. Which is why I dislike anti-tunnel perks in general.

    Yes tunnelling is a problem (to some.)

    Yes equipping anti-tunnel perks will alleviate this to some degree. But most of the time you will be playing with three perks, which great, that means you didn't get tunneled. But why do players have to sacrifice a perk slot to fix a fundamental game issue? The cost is too steep. That's why I prefer perks to have flexibility and prefer BHVR to add basekit features.

    Killers should be kept in mind too naturally.

    That has been a topic since 2019. I also would like things to be adressed without perks, like generators being slower or some kind of secondary objective and genperks being nerfed across the board and also on anti-tunneling perks.

    You are complaining about anti-tunnel perks being ineffective, thats the problem. Gameplay changes should happen to fix the issues, the anti-tunnel perks can be then reworked into different perks. Less tunneling, more variety, and less reliant on perks.

  • The finishing Mori PTB. Played against a Starstruck Nurse that slugged and killed everyone in a minute.

    So glad this never made it live.

1 2 3 4 5 … 10