Avatar

JeanGreyarea

JeanGreyarea

About

Username
JeanGreyarea
Joined
Visits
1,251
Last Active

Comments

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753208#Comment_3753208

    I'll be streaming them on Twitch, might try to knock them all out today, unsure as of yet

    got a link?

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754822#Comment_3754822

    if you can't have fun losing then why are you playing a pvp game?

    that’s good advice, maybe tell that to the killer mains that win most of their games but then throw fits when they lose one game

  • @danielmaster87 said:

    They think it's fine to DC since they're survivors, and they get everything. If you DC as killer, they laugh at you and bully you.

    killers laugh when survivors dc what are you talking about

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750830#Comment_3750830

    https://us.v-cdn.net/6030815/uploads/9GENTONGYHEX/screenshot-2024-06-28-140603.png

    I really do start to wonder if we even play the same game.

    At a certain point, you have to wonder if it's a you problem, since literally no one else is having these experiences.

    I mean, " In some cases you've got like 4 pallets within a 10 foot area"

    " But I'm not seeing what you're seeing, which is survivor just getting weaker and weaker over time. Their meta has been the same since 2016,"

    "That to me isn't the killer gaining a significant advantage; they're losing a huge disadvantage which is there arbitrarily."

    Like, dude, you gotta self-reflect at some point.

    💀💀

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749116#Comment_3749116

    "instead of fixing an issue, we'll punish everyone who thinks it's an issue. Don't like this thing we know is an issus? Play something else."

    L take tbh

    they are full of L takes

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748470#Comment_3748470

    the blindness was definitely an issue but it definitely needed the cooldown longer if nothing else. Also the fact that it was linked to terror radius meant all the killer had to do was run around near gens and get full info.

    yeah that’s fair. It was fun to use when I played Oni but I can see why others hated it

  • but it wasn’t overpowered. It was really the blindness part that was annoying in my opinion

  • @Akeeno said:

    its an alternative to calm spirit and provides more value even tho there is a requirement for activation.

    it’s should have never been nerfed tbh. All it needed was to remove the blindness and that was it

  • @leowt said:

    There's a common sentiment expressed that survivors who used to like going against Billy and hate going against him now only liked going against him because he was easy to vs. There may be some merit to this argument, but I'd like to propose the converse. People who used to not play Billy and only played him after the buff like him now because he is now easy to play and no longer requires as much skill to achieve great results.

    People complain about Billy being too oppressive in chase but for me it's not so much the killer that annoys me but the type of players that gravitate towards current Billy. Pre-buff Billy mains were dedicated masters of their craft who chose to play a difficult killer with a high skill ceiling. Most of them only focused on getting good chases and hitting great curves. Despite people complaining that he used to be weak, I guarantee you that a good Billy main would've still destroyed you. And when they do destroy you, you only feel respect for them. Post-buff Billy attracts the type of players who want to achieve the greatest results for the least amount of skill (this is also shared with Skull Merchant players). That's why you see most of them always run engravings and boots (to make sure they don't get punished for messing up), rev mindlessly to farm overdrive, and run triple/quad slowdowns on an already oppressive killer. When current Billy destroys you, you don't feel like the Billy earned it. In the current state of DBD, it takes significantly more skill for survivors to win against a Billy than it takes to perform well as Billy.

    All this is to say that Billy was better for the game when he was gatekept. If I was an OG Billy main, I'd be pissed that the chad population of Billy mains got diluted because BHVR decided to dumb down Billy for casuals. But that's just me.

    I love playing vs him

  • @Crowman said:

    BHVR just needs to remove the ability for survivors to kill themselves on hook. The downsides of it existing far exceed any benefits.

    no thanks especially with this killer existing and being so common in my games. Last week I got 5 skull merchants in one day one of them I just gg went next.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418517/stop-wasting-time

    Stop blaming the killers for it and start blaming the devs, or the survivor who is hiding.

    Why are the devs at fault?

    • a 4k gives more bloodpoints
    • a hatch escape feels bad especially when survivors teabag
    • its impossible to defend both gates in most maps (which is intentional) unless you are playing a top tier killer like nurse, so refer back to the bloodpoints
    • The last survivor escaping is a multi-level handout
      • The killer had to win the match by stopping the survivors
      • Then they had to win the 50/50 and find the hatch first
      • Then they had to win the 50/50 and find the survivor before they open a gate and get out
      • Why does the killer have to win 3 times to get the 4k?

    Its just bad design.

    As for the survivor, if this is happening, the 4th survivor is fully capable of just running to the killer and letting them get the 4k, because if the killer is slugging for the 4k, it is likely that they are gonna get it anyway. So why waste everyone's time?

    IMG_7397.jpeg

    Nah I’ll blame the killers for crap like this. And yes he slugged for the 4k

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746555#Comment_3746555

    You're describing survivors. The only reason the tables are turned here is because there's no MMR. They're putting survivors who have no clue what they're doing with killers who do. It's interesting how many people either don't mention bad teammates as a factor in their loss, or they do but they contribute their loss more to an OP/toxic killer. And many times they're not even running strong perks which gives the killer a hard time, but complain about the killer being sweaty.

    survivors aren’t the power role, this isn’t 2017 anymore

  • as a Claire/jill main I’m so happy😭😭😭😭😭🙏🙏🙏🙏

  • @Dreamnomad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743989#Comment_3743989

    I make no claims to being a great player. But I can recognize a balance issue when I see it. I'm not even going to make the argument that this is necessarily an issue at the highest levels of MMR or competitive DBD. What I am saying is that for a large portion of the player base it is an issue. It isn't healthy for the game for the best strategy to be "don't bring items, don't take items from chests, and if you see an item on the ground drag it to the corner of the map and drop it off".

    yeah I agree with you but people like that will pull out the “I play at high mmr” card to ignore what you said. He kind of already did that

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742370#Comment_3742370

    buddy did you even play back then? Did you see the 3 gen set ups we had back then? I even gave you specific examples too of maps where the killer didn’t really need move a whole lot to put pressure. Also the killers back then used overcharge and call of brine to make the gen regress faster.

    Yes. Getting held hostage by Myers is a skill issue. Myers kill rate was unaffected by Eruption, Call of Brine, and Overcharge changes. If Myers was reliant on that build to win, he would have seen a large drop in kill rates after the perk nerfs, but his kill rate was completely unaffected by patch 6.6.0. This indicates that the build was of little importance to him.

    https://us.v-cdn.net/6030815/uploads/RKNUOBMKHC4J/image.png

    https://nightlight.gg/killers/Shape

    Also, there were 2 meta builds during that time. One was Eruption, CoB, and Overcharge. The other was Pain Res + DMS. Looking at the kill rates of Eruption and Pain Res during those patches, they both performed similarly. The killers that had good mobility ran Eruption, CoB, and Overcharge while the ones with poor mobility ran Pain Res + DMS.

    https://us.v-cdn.net/6030815/uploads/SY6V4BSHDIDF/image.png

    https://nightlight.gg/perks/Eruption

    https://us.v-cdn.net/6030815/uploads/4BC6SVXNPXLC/image.png

    https://nightlight.gg/perks/Scourge_Hook:_Pain_Resonance

    Did you see the 3 gen set ups we had back then?

    Gen spawn logic has not changed, so gen setups at the same now compared to the past.

    I even gave you specific examples too of maps where the killer didn’t really need move a whole lot to put pressure.

    If the 3 gens were super close then you would be in long matches. I remember the last time I played vs that build was vs a weaker on ormond and it last 36 minutes. Knight was also a master at this

    It doesn't matter if you post a few maps where 3 gening was good. I could easily counter by mentioning maps with terrible 3 gens, such as Badham and old Red Forest. What matters is how effective the perk is on average across all maps.

    it was good on every map. I already mention haddonfield and RPD, but dead dawg, autoheaven, Macmillan, lerys, the swamp, Yamaoka also had nasty 3 gens. It wasn’t just 2 maps. If it was so situational then killers wouldn’t have used it but nope they used the gen kick meta a lot to the point that it was just dragging out games. Every killer used the build

    the only skill issue here is you saying that killers have been weak these past two years.

  • @Shaddoll_Serpent said:

    It's literally the same gameplay. (Press button to "outplay" your opponents.) Never actually feels like you're getting outplayed by a Vecna, always just feels like it's their power giving them free hits by just pressing a button, just like Skull Merchant. So that leads me to ask why don't people have the same hatred for Vecna that they do for Merchant? Because I personally do not enjoy gameplay against any killer that boils down to minimum effort maximum reward.

    I hate vecna more

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743558#Comment_3743558

    the perk (or perk combo) is in a strange spot. Its useless if survivors dont bring item, yes.
    though killers totally not to use the perk if there are 1-2 items. But only if there are 4 of them for maximize the effect.

    If a perk can deny the usage of 4 items that can save alot of time. I dont think its that bad.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743782#Comment_3743782

    I dont know how many nice things survivors get in the past and in the future.

    But it will never beat the nice thing Devs give to killers: decisions to brought up 20% of kill rate it used to be.

    Can you image if Devs increase the Gen time to 200sec per Gen but at the same time wants the kill rate dropped to 40%? That nice thing of 200sec Gen now sounds not so nice.

    it is useless if they don’t bring an item but since killers can see the survivors in the lobby they can just lobby dodge in none have an item

  • it negates ds which is ridiculous other than that idc

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741800#Comment_3741800

    That's just a skill issue if you got held hostage by a Myers, who has one of the worst chase abilities in the game and also no mobility. Skull Merchant was the only killer that could ever consistently hold a 3 gen from the start of the match.

    buddy did you even play back then? Did you see the 3 gen set ups we had back then? I even gave you specific examples too of maps where the killer didn’t really need move a whole lot to put pressure. Also the killers back then used overcharge and call of brine to make the gen regress faster.

    If the 3 gens were super close then you would be in long matches. I remember the last time I played vs that build was vs a weaker on ormond and it last 36 minutes. Knight was also a master at this

    Using the “skill issue card” too deflect off you incorrect statements is just funny. But I shouldn’t be shocked by someone that said that killers these past two years have been weak

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741508#Comment_3741508

    It was on that killers that could abuse it, mainly high mobility killers, which could run around kicking every gen. However, it was mediocre on killers lacking mobility, which was almost every killer back then. Gen kicking was very weak and largely a waste of time (without perks) in the past. Also, Dead Hard made it difficult to secure downs to proc Eruption.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741529#Comment_3741529

    Killers overall were weaker for 7 years, but if you are talking about just the top tier killers, it varied depending on the patch.

    strongly disagree. Eurption was good on every single killler because they could simply just camp the 3 gen at the beginning of the match. Maps like haddonfield and RPD had ridiculous 3 gens. I remember seeing killers like Myers use it and doing fine. I said 6 at the most because once 6.1 eruption was out that’s when the tide turned. The gen kick meta was easily the worst and most boring meta in dbds history. From then to current day killer has been strong on par with survivors.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741165#Comment_3741165

    Imo, this game was survivor-sided until the last nerf on Dead Hard, so 7 years would be more accurate.

    I would say 6 at the most. 8 would imply that killer was always weak the entire dbd lifespan which isn’t true

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739014#Comment_3739014

    I didn't see anything wrong with those metas. It was a refusal to adapt, and impatience on the devs' part, that led to those metas getting swiftly and unfairly nerfed.

    Eruption could not hit you unless the killer took the time to not only kick all the gens you're working on, but also down someone before they were completed. If you got hit by it, so what? The time you spent progressing the gen was way more value for you than the regression and Incapacitated the killer got. The average player would lose to this of course, because they've never had an incentive to strategize or get better, so the devs nerfed it even though capable teams could just crush killers using this "OP" perk. It's exactly why I hardly ran the perk when it was at this peak, because I could see it was a perk whose only use was noob crushing, or providing a bonus to you when you'd clearly win the match anyway.

    Ruin/Undying was super healthy for the game, because it provided slowdown either in the form of breaking totems, which also countered NOED and other hex perks, or rewarding the killer for pushing people off gens instead of camping and tunneling. Either way, good teams could deal with it. Counterforce was also right around the corner; they should have just waited to see if that perk was a good counter. But no, they had to nerf a great and rarely seen hex meta because people kept crying about supposedly getting the worst possible roll on the totems every time. If so, why didn't they just do the gens instead of worrying about the hexes? If I recall correctly, Ruin was about as slow as regressing the gens as it is now, so why aren't people complaining about it now? "Because Undying made it stay up all game." It could stay up all game now and would be a minor inconvenience to the survivors! Instead of doing gens to 15% and then leaving them over and over again, which is what survivors do with this perk even though that's what gives it its max value, they should focus on 2 gens at a time so that no efficiency is lost, because the killer can't be in 2 places at once.

    I know this wasn't mentioned, but I laugh whenever I see people reference the "gen kick meta." CoH and Overcharge, you know. The outrage over that "meta" signifies that the average team cannot or will not handle a minor inconvenience brought on by a killer's perks. They cannot handle a killer kicking gens, a base function of the game. Even though that meta required the killer to kick gens (waste tons of time) and hope that survivors won't tap it or finish it (wishful thinking), that was too much for the average survivor. They just leave gens to regress for minutes at a time, can't commit to a gen which was nearly finished, and yet blame the game for being too killer sided. This is what we're balancing for. Can you see the issue?

    25 seconds of being able to do nothing and having to cleanse 5 ruin totems. “Unfairly nerfed and people refused to adapt” this is such a terrible take but coming from you I’m not surprised. Maybe actually stop being biased and look at it from an objective standpoint.
    You do remember killers just staying at the 3 gen and protecting it with eruption call of brine and overcharge? Or killers being able to hold games for a long time? Probably not because you clearly never played survivor during that time if you thought that was fair. The only reason you’re saying it’s fair it’s because it heavily favored killer.

    Also since you left this part out and used the “refusal to get better” card. Back then when the eruption meta started survivors didn’t have the hud so you didn’t know who was being chased. And again you didn’t know when someone was going down in solo que.

  • @adsads123123123123 said:

    This is how killers felt for 8 years btw.

    8 years is an exaggeration

  • @Rogue11 said:

    First solo queue match tunneled and hit on hook for no reason with 3 gens left. Good thing DS was nerfed again! I'd hate to ever have perks that actually deter the most effective and easiest strategy of the opposing side in a pvp game. Think I'll be saving cakes unless I'm in at least a 3 man swf.

    https://us.v-cdn.net/6030815/uploads/7EZ9779MZLAY/image.png

    I stopped bringing them after my first match. Got tunneled by a Wesker and my build was circle of healing inner strength well make it borrowed time. Clearly I had a sweaty build so he had to sweat back. That was In solo que . Once I joined a swf then I put the offerings back on but made sure to bring ds off the record and dead hard.

  • i understand why people hate the perk. Sucks bringing a perk just to have it countered by something else. It’s like when I bring resurgence and the killer has sloppy or something.
    in my opinion if they nerf it, I don’t care. If they leave it alone I don’t care either.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737209#Comment_3737209

    Who’s complaining about it? I’m just pointing out the simple fact it’s a very strong perk that is free. It can’t be denied either it’s factual only. Otherwise it wouldn’t have a 30% pickrate on a character who isn’t even free


    And Imagine saying Pop is too easy to get and provides too much value when Windows literally has no requirement and has insane value. It makes the strongest loopers even stronger.

    the reason windows doesn’t require anything to activate is because it’s just an aura reading perk💀it’s like bond.
    also getting pop goes the weasel to active is just normal gameplay. Nothing special. There are a bunch of killer perks that active with you doing nothing so going at windows of opportunity is pretty pathetic

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/416889/thing-that-keeps-me-mad-for-a-month

    You forgot to mention the most egregious example Windows Of Opportunity. Literally requires absolutely nothing to activate and makes everyone who uses it a far better looper. Insanely strong perk that is literally free.

    imagine complaining about windows of opportunity

  • @Crowman said:

    There's four survivors and each survivor can bring a copy of the perk. The reason why survivor perks can't be too strong is because of numbers.

    the reason they can’t be strong is because of people complaining. There is no way current adrenaline or even current dead hard would be allowed to release today because they would get a lot of backlash

  • @jesterkind said:

    There are a lot of things people like to say about Skull Merchant, and maddeningly, quite a lot of what's said is factually wrong, and even some of the stuff that isn't can be kind of misleading or misrepresented. This post isn't necessarily geared towards convincing you to like Skull Merchant, or even to stop hating her, but rather to try and make it so the discourse surrounding her is at least honest.

    Fat chance, I'm aware, but maybe I'll convince some people.

    I'm going to list some of the common complaints I see about Skull Merchant, and tackle each one in turn to explain why I think they aren't helpful and should probably be, like, retired. And not used anymore. Please?

    1: "She takes no skill" / "She has no skill expression"

    We'll start off with a pretty easy one. There are generally two things happening behind this statement, and both of them are things worth addressing. The first is that most people generally tend to not acknowledge the skill expression her kit does have, and that's typically because they don't even know it exists, so we'll start with that.

    The Skull Merchant's skill expression comes in a few areas. General drone placement is important, largely for hiding them as traps but also because the nature of how they work means improper placement within a loop can make them useless, depending on what the loop in question is. There's also what some refer to as "lasertagging", which involves timing and aiming your drone placement mid-chase just right so you can instantly tag someone with a stack of Lock On as soon as the drone initialises and the beams come online.

    Manually rotating the beams is a skill-expressive element of her kit as well, albeit to a lesser extent. It's also worth mentioning that she's still fundamentally an M1 killer, and you need to know how to do default M1 chases to play her well.

    None of this is to convince you that Skull Merchant is cool and awesome and you should enjoy playing her. It's just to remind you that the initial statement - "she has no skill expression" - is factually false. If you mean that you don't find her skill expression compelling, you should say that instead.

    The second thing happening behind this complaint is something that we're going to tackle in the next header, but it's ignoring everything a killer is capable of because they have one kind of cheesy strat they can use. This happens with other killers too, and it's just as silly there as it is here - you might as well just talk about the thing you don't like, without trying to act like there's nothing else possible for the killer to do.

    2: "All she does is drop a drone at a loop and force you to leave"

    I actually debated putting this one on the list, because to be fair, this strategy is annoying. I'm mostly including it because it was relevant to the previous point, but there is one thing to say about it beyond just pointing out it's not all she does.

    Mostly, it is worth mentioning that she's the least offensive of the three killers that can do this. Unlike Artist and Knight, this strategy doesn't work at every loop and doesn't require you to run away immediately even on the loops it does work on. Still, it is annoying, so I'm not necessarily defending it.

    I've also seen some people say that running away from the loop means you get hit straight away, unlike Knight and Artist, but, uh. I don't see how that could be true, let alone how to argue against it. If she's close enough to hit you like that, she was hitting you either way, idk what that complaint is on about. Maybe I just don't understand the complaint properly?

    3: "She's uninteractive" / "She has no counterplay"

    These two get to be part of the same header because they're inherently linked. There is actually quite a bit of interaction when it comes to the Skull Merchant's kit, and that comes as a direct consequence of the counterplay that she does, in fact, have. Note again that this is not an attempt to convince you that you should be having fun playing against her.

    So, how do you counter Skull Merchant? This isn't an in-depth guide on that particular topic, so I'll try and keep it a little more light, but there are generally two elements to SM's counterplay: In chase, and out of chase.

    In chase, the way the drone's beams work is crucial to her counterplay, and the interaction that comes from it comes from positioning yourself so the beams are blocked as much of the time as possible, and crouching/standing still to avoid the beams when you would otherwise be scanned by them. Sometimes you'll see some people saying you can't do that in chase, but you obviously can, people duck and crouch in chase all the time. It really depends on the length of the loop and how far away the killer is, and you'll forgive me if I don't find the concept of a killer's counterplay being nuanced and having a skill curve to be particularly compelling evidence towards that killer being uninteractive.

    Briefly, I want to also touch on the idea that sometimes, when you crouch to dodge a beam, you get hit with an M1 instead. Again, briefly: Yeah, that's countering her. Forcing a killer like Bubba to M1 you at windows is part of his counterplay, because taking an injury to deny a better effect from the killer's power is not all that uncommon in this game. It applies to them, it applies to Skull Merchant.

    Then we move on to out of chase counterplay, which revolves around knowing which drones to hack and when to hack them. If it's hovering over a generator, you'd ignore it, but if it's in a loop you think might be high traffic in the foreseeable future, you'd go hack it and reap the rewards when a teammate is chased there and SM has to replace the drone instead of benefiting from it. A direct benefit, as a reward for interacting with her power, or… counterplay.

    Again, none of this is to say it can't be improved or that you have to enjoy it. I'm debunking a specific complaint here.

    4: "Her kit is bloated" / "She has too many status effects"

    I'll come out straight and acknowledge something: This is the most subjective thing on the list, but I do feel strongly enough in my reasoning to still make a case against it.

    So, the reason I think this particular complaint is really misleading is the fact that it misses a very crucial detail: Her kit doesn't do much else.

    The only things her kit does that aren't related to a status effect are the tracking on her radar and the fact that she can push survivors into interacting with a map prop, everything else comes from a status effect. This is different to other killers (especially ones closer to her in how recently they were released), who may get a few status effects, but get some of the value in their kit from more baked-in mechanics as well. Take Wesker, for example: he and Skull Merchant do a comparable amount of things, after all. He and SM both have:

    • A way of speeding themselves up
    • A way of slowing the survivors down
    • A way of injuring survivors
    • A way of applying Deep Wound
    • A way of tracking survivors
    • A map prop survivors interact with as part of the counterplay

    The only thing Merchant has basekit that Wesker doesn't is stealth, outside of that they do a similar number of things. The difference is that Wesker's comes from a mix of baked-in mechanics and status effects, and Merchant's is almost exclusively status effects.

    Please don't reply to this to say you think Wesker is better designed, that's not the argument being made and you'd just be proving my point. If you're okay with that NUMBER of effects on Wesker, your problem with Merchant can't be the NUMBER of effects she has.

    5: "She gets all her status effects just for pushing a button"

    No she doesn't. She gets Undetectable for pushing a button, everything else comes from scanning survivors.

    This is relevant because two very important things are true about the spread of Skull Merchant's effects. One, they're staggered, they don't all happen at once. Two, survivors being scanned is something that both sides are putting effort and skill into playing around; the killer wants it to happen, the survivor wants to avoid it.

    This point mostly just loops back around to the arguments in the counterplay header, but it's a separate complaint so it gets its own header.

    6: "She gets passive, unpredictable Haste"

    The Skull Merchant's Haste effect is both not passive, and is very predictable. It only happens when someone is shown on her scanner, and it happens for twelve seconds after a single scan. This is information the survivor players do have access to, though I'll grant the duration is only something you'd know if you look it up.

    (As an aside, I would very much like to see that duration conveyed to the survivors via their Lock On stack counter turning red while they're shown on the scanner, to address that.)

    The only reason this effect would be passive is if someone's tripping drones outside of chase, which is almost always avoidable and the result of skilled placement when it isn't, which would make it not passive in the latter case. Being rewarded for survivor mistakes you can't rely on or force is not a passive effect.

    7: "She's still the best at 3-genning" / "3-genning wasn't fixed"

    This one doesn't pop up as much because I think most people kind of understand why it isn't true? But for the sake of completionism I might as well address it here as well.

    The argument you see in favour of this complaint typically revolves around arguing that Merchant can set up her drones near generators, and survivors will get scanned when she comes to harass them away from that generator, building up towards a Claw Trap. The problem with this is… well, there are a few problems:

    • This isn't actually guaranteed to happen. A survivor running away from a generator MIGHT get scanned on their way out, but they equally might not.
    • This means Skull Merchant has to approach and leave the same generator three separate times before she even gets an injury, let alone a down. During this time, the other two generators are free to be repaired with no risk.
    • Most importantly, other killers can make that initial approach, the time where Skull Merchant has to be content with a single scan, actually immediately threatening. They get objectively more reward for the same patrol pattern.

    These things combined reveal that the situation being described is exactly why Merchant's 3-genning isn't still a problem. She is now at best on par with every other killer- which isn't to say that 3-genning isn't still useful, because it is, for every killer. She's just in a position where her power barely adds anything to the tactic anymore, let alone stall games out for fifty minutes like it used to.

    8: "She has the best stealth in the game" / "Her stealth has no tell"

    This is another slightly more subjective one, but I think one of the things people need to remember here is that her stealth is balanced with a short timer, not a tell. Every time someone lists a group of killers who have Undetectable but a tell, it's always the killers who have permanent stealth until some action is taken, whereas Skull Merchant's is on a timer.

    …Also Dredge is on the list sometimes, but its stealth just sucks in general.

    I'm not necessarily saying there's no argument to be had about whether or not that's a fair way of balancing stealth, but the fact that nobody is ever making that argument means the actual complaint made belongs on this list.

    —As we close out the list here, I'm going to repeat an important caveat: This list is NOT evidence that there are absolutely no problems worth discussing with the Skull Merchant, nor is it meant to convince you that you should love and adore her. Keep hating her all you want, the point of this list is to at least try and make the discourse surrounding this killer more rooted in the actual, observable power she actually has in the actual game, rather than the misconceptions constantly passed around.In fact, as a show of good faith, I'm going to acknowledge a flaw I think this killer does actually have: I think the amount to which her drones can overlap is honestly a big problem, especially on indoor maps. That's a legitimate problem I'd like to see fixed, but to loop back to the point of this list… how often does that come up? Sometimes, but it's not one of the big and most common complaints, right?

    We can criticise and provide feedback for a killer while still being honest and fair about them, and that's what I'm trying to achieve here.

    I think the complaints about her being a 3 gen killer at the moment is weird. I haven’t seen them do it in a long time so I agree there. I still hate her tho

  • @adam1233467 said:

    Really, how this character still is playable?

    What’s the point of killswitch, if they do not use it?

    If the devs are not going to disable him I am not gonna play this game until they fix him or disable him

    well it’s nice to know that I out play him at a pallet just for him to do this weird speed up motion.

  • @Barbarossa2020 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733720#Comment_3733720

    You can play as much as you like in kill your friends though. Oh you don't earn bp? Isn't the point to play with your friends and not farm bp? Or are you actually using a swf to farm bp?

    Just because you want to play with your friends, doesn't mean i want to.

    luckily bhvr isn’t gonna kill their game to cater to you

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732497#Comment_3732497

    You mean to tell me, in a live service game, you expect things to never change?

    ”you expect things to never change”

    Um I never expected your profile picture to change

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732254#Comment_3732254

    Unknown probably didn't but Alien did. This new Chucky is also nerfed with scamper changes. These killers also require specific set of addons most of the time.

    They are map dependent killers who are between B and C tier, pretty much a typical pub-stomper stars who can perform only against poorly organized survivors and beginner / chill soloQ players.

    I see Vecna as a candy-wrapped M1 killer who at moment will dominate inexperienced players but will struggle massively against more competent ones, let alone swfs. He will receive ''hotfixes'' within a standard 1 - 2 months period which will put him into a so-called ''good'' spot. In reality it will be another case where killer purchased on release plays and feels absolutely different than what it does after some time.

    “They are map dependent killers who are between B and C tier,”

    Just because you’re bad with those killers doesn’t mean they are bad.

  • @this_aint_h00die said:

    She's no where near as strong as she used to be, and if your playing as survivor, it's just Skill-Check simulator, why hate on a killer who's not even "OP".

    because she’s super boring and the people that play this killer play her in such a nasty way. I have videos of me getting tunneled off the hook by two skull merchants back to back. F this killer

  • from the devs I don’t think so

  • @Cuirassier said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727763#Comment_3727763

    It's worse. I knew back on Dbd Twitter people were defending cheaters and hacking tools. I also remember that they wanted to see spirit bots back because it was more 'challenging' for them.

    I remember people defending stretch resolution. Very cringe

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727768#Comment_3727768

    Do you have insight into why my opinion is wrong? Did you find post where they state what the original idea of the perk was?

    not saying you are wrong. I apologize if I came off that way. But the whole “hard mode” thing I think came from the community. Not sure if bhvr ever had that intention. I really do believe they made the perk and thought it was good enough to release

  • @radiantHero23 said:

    Wasn't the original idea of no mither to be hard mode dbd without much compensation?

    nah just a garbage perk that bhvr thought was acceptable. If this perk came out next chapter people would be furious

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727734#Comment_3727734

    Then you probably missed era of survivors defending old MFT. It was even fun to read all these ridiculously stupid excuses.

    I think the era of defending old dead hard and eruption was worse

  • @Hex_Ignored said:

    I have rediscovered my hatred for no mither.

    Chaos shuffle made me use some amazing perks that I don't use too often but might consider running in "normal" trials from now on more frequently (floods of rage, alert, troubleshooter, discordance, etc.) and perks that just do nothing and are rightfully never picked (corrective action, cut loose, hangman's trick, weaving spiders etc.).

    And then there's no mither. A perk that is worse than getting an empty perk slot, but apparently that's fine because it is meant to be a perk so bad that it loses you games.

    they increased the percentage of getting no mither for sure

  • @Blueberry said:

    Well first I think people shouldn't be referencing "well you got 7 hooks". In reality you got 4 before gates powered. 3 more hooks at end game when you have nothing to do but stand at the hook isn't really a measure of balance, it's just some default freebies at the end. The game balance is generally measured better in how well you do during the 5 gens. So 4 hooks is what we're looking at for balance. This is one of those cases where people are too focused on end result rather than what the purpose of looking at those hooks is, which is balance. Hooks that don't measure balance aren't important for what we're looking at.

    The answer you get here is gonna depend on the persons view of the game. Your most common answer you're gonna get is "buff solo to swf level". The issue with this is that is never going to happen and is an unrealistic goal. The main problem with solo queue is people being bad at the game and poor matchmaking. It's not a balance problem. You can't fix bad people with balance changes and matchmaking is forced to be bad because of how poorly the game is balanced. The poor matchmaking covers up the games problems. Also, even if you could hypothetically get solo to swf level this is all under the assumption that they would buff killer to swf level…which is a stretch in itself, much less how ridiculously long that would take based on the games track record. So while this is the most popular answer you'll get I think it's a utopian type view point that isn't realistic to happen and even if it did would take yearsssss.

    The significantly more practical answer would be a simple action debuff on swf. Easy to do and fast to implement. This would better bring swf to solo level. Before people get to it, no, it's not punishing people for playing with friends, it's simply equalizing the advantage they are getting. Even if it's "just buddies having a match and messing around, nothing sweat", still, that is a massive advantage even with a casual and chill mindset. This answer to me is the most practical and logical but it's also disliked by most people.

    There's also the third option though which is a separate ranked/unranked queue to solve the problem.

    Of course if people don't play killer at a higher level they aren't going to think swf is a problem at all since they aren't experiencing the problem themselves.

    “This answer to me is the most practical and logical but it's also disliked by most people.” It’s disliked because it’s not a good idea.

  • @Deathstroke said:

    Just played agains't one of the disgusting swf I have faced and match was struggle and very stressful. The survivors always ran to pallets perfectly and from there to best loop shack and main building after getting hit so I could not commit without losing and when I would had chance to get down they always bodyblocked at right time.

    I got just 4 hooks barely before gens were done. In endgame 3 more due to them using most of the recourses and I managed just 1K with wraith. SoloQ in bad state but getting put to this kind of match just more painful than losing multiple solo matches a row. 7 hooks and 350K+ bp is not worst possible outcome but Im still stressed out after the match happened now 20 minutes ago.

    I think because match like these killer still need buffs. MMR should be more strict especially for 4 man swf:s putting them agains't best killers nurses, billys and blights if they have good escape rate.

    no it’s a bad idea. Quick way to kill the game.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718400#Comment_3718400

    Why would the gen defense perks need nerfs? They're not even husks of their former selves. I remember when survivors wouldn't play that well, gave the killer tons of (pre-nerf) Pop and Pain Res value, and they'd still get 2-3 people out. Now that the survivors are playing well because MMR, and the gen defense is weaker, look at the results: Killers losing and drawing by default. Nobody wants to play the role anymore, so they're gonna quit the game or go full-time survivor. People won't admit that survivor meta perks are way too strong, and killer meta perks are mediocre at best, so the cycle will just continue.

    “Now that the survivors are playing well because MMR, and the gen defense is weaker, look at the results: Killers losing and drawing by default. Nobody wants to play the role anymore, so they're gonna quit the game or go full-time survivor.”

    Yeah ok💀

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721939#Comment_3721939

    Because you can't all be working on Eruption'd gens, which the killer had to waste time kicking, constantly give downs to the killer, and then say it's the perk's fault you lost. And because killer perk reworks are always nerfs, we didn't get more regression for less Incapacitated duration, no we got aura. 🤦 🤡 🌎

    the fact that you thought that perk was fine proves my point💀

‹ 1 2 3 … 9