KayTwoAyy
KayTwoAyy
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Septic Touch and Shattered Hope.
It was Zanshin Tactics, until 8.3.0, where they added Aura reading after a Survivor drops a pallet. -
@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019121#Comment_4019121
The part I am disputing is that a 1k is guaranteed. Imperfect stats can be found on nightlight.gg, I look every so often. Most matches end in a 0k or a 4k, a 1k is not guaranteed and is amongst the least common outcomes. This is obviously not true for every killer and the data on nightlight has a selection bias.
I am also not agreeing with OP, both roles are hard.zero-kill games being common does not exclude the dev theory of "zero-kill games should be hard" from explaining a 60% kill rate.
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018972#Comment_4018972
But this isn't true at all. The most common outcomes are, in order of how common they are: 4k, 0k, 3k, 1k, 2k. Most matches are snowbally blowouts for one side or the other.
I'm sorry, but the average outcome is not the same discussion as the average kill rate.
I don't know where you got your data, but assuming it is correct…If you want to talk about how 4k's and 0k's being the most common outcomes is a problem, you will need to start a different discussion. My comment is not disproven by your allegation. -
Not so much that killer should be easy, but getting zero kills should be hard.
The Kill Rate effectively starts 25%, rather than 0%. I don't know if this is why the devs chose 60%, but it is how I understand it.
Downvote me all you want, but the math checks out. If 1 kill is effectively guaranteed, a 50% kill rate becomes a 62.5% kill rate. -
Your kill rate is just a number. If you're having fun, it doesn't matter how many survivors you kill on average.
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I've stopped reading patch notes/killer perks since the Skull Merchant (so thats… 33 killer perks?), and I no longer care to evaluate the end game screen after each trial.
This is one of those design decisions that disproportionately effects casual players. I have no idea how popular these perks are, but I never knew "compromised gens" were a thing—not something I've encountered or has been adequately communicated in-game (beyond asking me to memorize the game's almost 300 perks).
If BHVR wants to make strong perks around "compromised gens" (akin to Hexes), they should improve how these gens/effects are communicated to players. If these perks are going to be average strength, then I don't see why Survivors should be made aware of their activation (beyond observable, deducible changes to the game-state). -
I'm don't follow your position of "wanting to main one killer where you can understand them inside and out" in contrast to your frustration over "making it so difficult for me to be good at one killer."
If you're going to invest time in learning one (and only one) killer, the nerf's have extended the shelflife of your main by forcing you to develop a deeper understanding of the killer.
If you're only playing one killer, the last thing you need are buffs. It is the people who play every killer who need buffs to offset their "shallow" knowledge. -
@AbsolutGrndZer0 said:
I say this with all due respect as someone who is terrible at looping and tends to both go down quickly and get hooked 3 times many times before everyone has has even 1 hook… Learn to loop and not go down, and the killer won't tunnel you.
In other words, if you are bad at the game, why wouldn't the killer take advantage of that? They shouldn't be punished for you (or me, I fully admit I am bad at survivor) being bad at the game.I can't believe these words are going to come out of my mouth, but… this is such a priviledged take, it is beyond ignorant.
A player who has to endure this BS is never going to "get good" because the game won't be worth their time.
This game dies if new players can't enjoy it long enough to learn how to "get good."
Edit: Also, "get good" has never solved MY problem with tunneling. This is the wrong answer, simply because I can't control my teammates and I'm not enjoying the game half as much as I could be if my teammates were better. There is always going to be a weak link. -
You playing with BSL Shaders?
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I wish they reworked Hope to provide the Haste for say… 30s every time a generator is complete (to be paired with Poised).
It has long been a "win more" counter to NOED's Haste, and it would be a better perk if it activated throughout the trial. -
@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001370#Comment_4001370
Look, sabo is fun but let's not kid ourselves in thinking it's actually good. Unless you are in a swf you can't communicate where to go down and especially on modern maps there's normally three hooks in walking distance even with breakout and a hit.
I don't play in squads and I know from experience that sabo builds are incredibly strong.
The biggest pitfall I see with sabo players is the same I see with flashlight players—they spend way too much time trying to force value out of their build. The other pitfall I see is looping over/around the slug after forcing a drop.
You don't need to communicate with other players. Working on gens in high-traffic areas/center of the map will frequently present you with opportunities and identifying Scourge Hooks/easily defendable hooks will tell you where the Killer wants to go.
It only takes 1 (maybe 2) well-timed sabos to give your team momentum.
…I don't need to convince you though. If the changes go through as-is, and less experienced players connect the dots, the cracks will show eventually. -
@Foggyguy said:
Posts like this never make any sense tbh. Like every day here we see killers complain about gen rushing but the second there's another slightly viable playstyle they want it removed. Like make up your damn mind do you want survivors to just stay on gens the whole game or not?
I have 3k hours in DBD and this is my favorite role/build:
Does my post make sense now, or do you want to keep me in your box labeled "killer mains who are bad" and pretend like I simultaneously cry about gen rushing while denouncing any and all secondary objectives added to the game?
I could give two s---s if DBD goes down this path. The thought hit me last night, so I decided to ask here.
If it doesn't make sense, its because you're not trying to see the full picture. Think about that next time. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984813#Comment_3984813
This is the problem. No matter how well you do, you can't babysit the whole team. Even if the killer is a terrible player, if your team is equally terrible, you're still screwed.
I also have the trait of altruism and that costs me my life a lot. I was tunnelled out of that 13k match, but in the 17k, someone else was being hard tunnelled as soon as the game started, so I inserted myself into the chase, knowing full well I'd take a hooking for it. The killer ended up camping the hook until I went 2nd stage then targeted me afterwards...all because I tried to stop them from targeting someone else. That sort of thing is pretty disheartening, even more so when I get my first hooking at the end of a match and the team I've been healing and helping the whole time just runs out the door.
I feel you…especially with that last bit—even games where your experience paysoff can be completely overshadowed by teammates who act like you're spare parts
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984799#Comment_3984799
Sure, but like I said, I'm latley dying 5 to 10 games in a row. I've never lost that many killers games in a row. The survivor experience is significantly worse. At least as killer, even if i lose, as long as get a kill or two, I feel like I achieved something in the match. Getting tunnelled, slugged, or dying in a 4k has no such consolation prizes.
https://us.v-cdn.net/6030815/uploads/3E42XZJYLW03/screenshot-20250817-092524.jpg
4 of those 5 above 20k tells me you played well, which is what becomes even more agonizing—you start to feel like nothing you do actually matters, and the outcome of a trial is solely dependent on the killer and teammates you queued with.
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@Dem34888 said:
If it is not playable from surv side, then what is it and how to deal with it?
Tell us you tunnel without telling us you tunnel.
How do you think the player who died felt about that match? 8k bloodpoints…definitely felt like you didn't want them to enjoy their time. Their builds are all useless if you don't tunnel (not that they appear to have gotten much value out of the perks anyway). -
Sorry to whoever faced my Nemi
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What new colors?
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919084#Comment_3919084
No, I don't think it is an L take. Nothing wrong with my comprehension either, and your history is none of my concern. You had responded to 3 people who were informing others of ways to not get downed in 30 seconds. And what you said didn't disprove what they said, just gave an extreme scenario. What you're saying the killer can do in any given match lines up exactly with the opinions of people who call them OP. "The killer can simply slap on Lethal Pursuer and just take everyone out in 30 seconds." Really? Because I've never pulled that off. Have you? Of course not, because the best killer players in the world couldn't do that.
I see what you mean about survivors having things go wrong, but they can recover from that. Oftentimes they have to make several such blunders to come close to losing. And I see what you mean about them not taking the advice that's been given these past few years, but that doesn't excuse how they play, and it certainly doesn't prompt a correction in killer strength. Like, how is any of that the killer's fault? And if you're not saying that, then what are you saying?
Oftentimes they have to make several such blunders to come close to losing
The problem is, blunders are things we recognize in hindsight with the luxury of information.
You talk about the game as if all participants have perfect information, and are failing to act on said information due to a lack of intelligence, experience, desire, etc. In reality, DBD is a game in which players have incomplete information, and are challenged with responding to rapidly changing scenarios in such a way that is a) beneficial to themselves/their team and is b) intrinsically satisfying/fulfilling to themselves…because that is the reason we play games in the first place (presumably).
As players improve in skill, they are (presumably) matched with others of equal skill—this is fundamentally untrue in DBD, but lets entertain it hypothetically—and are therefore more inclined to feel as if they have complete information about the game. This is understood through Nash equilibrium in which players cannot gain a more favorable outcome by changing their strategy.
HOWEVER, as a solo survivor it is impossible (even if each player uses the entirety of the 60s pregame lobby to share their playstyle & experience with their teammates) to act with complete information at any point in a trial.
We can excuse the (generally unimpressive) strategic response of survivors by understanding the information advantage that a single killer has over 4 uncoordinated and uniquely/indivually motivated teamates.
The same logic can be applied to understand how a single, partially-observable survivor can outplay a killer for 5 gens. …but this conversation does not call for me to defend the obsurdity of DBD's map design, so I won't -
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918242#Comment_3918242
What mental gymnastics are these? The killer can force a survivor to misplay? With that mentality, no wonder you consider killer OP.
And we really don't understand the tunnel/camp at 5 gens thing, because that's at such a lower level than what we're used to, we can't even conceive it. You have to understand, our survivors literally never allow that. Not even close. So the survivor who ALL go down that quick, I don't have words of advice for them, because it's not even like they're just noobs. It's like they have negative gameplay, negative experience, like they do the worst things they can possibly do, or they're doing literally nothing. And I get those teammates sometimes as survivor. Like, "Why is it when I get hooked, all 3 of you are just crouched or walking around?" And they do that. All match long. Obviously one and the same as those who get 4-man/5-gen'd.
How do you have 10k comments on this forum and you can't a) comprehend another player's perspective and b) take a minute to scroll through my post history before making blanket statements like "no wonder you consider killer OP?" …or better yet, not draw such unfounded conclusions?
L-take from you, sadly. -
@TwinsMain2004 said:
i dont understand this camp and tunnel at 5 gens thing how do you go down vs anyone but nurse before 1 gen gets done you literally have every resource available can you not stay alive by just running main building or pre dropping safe pallets for at minimum 40 seconds
https://us.v-cdn.net/6030815/uploads/X5CGOC80CHTD/house-md-surgeons-e7pcef3egaa2oanw.jpg
@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917677#Comment_3917677
like even if your brain dies, with the shift w key hold down, killer will need 30 seconds to knock you down, if you fall faster then that's a huge skill problem
@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917677#Comment_3917677
Thats… bad game sense then. The entire time you're routing and/or working on an objective you should always be taking a mental inventory of the tiles you encounter, or at least the general map layout. If you find yourself in a dead zone early in the match, you damn well better figure out which way to run the moment you hear the TR. Granted you can have a respectable moderate chase and have nobody touch a single gen the whole time, but thats a different issue entirely.
This is all just willful ignorance.
Not hard to understand how any decent killer running Lethal Pursuer can force a survivor to misplay, effectively winning in the first 30 seconds. There is more than one way to play the game and, regardless of what you believe the optimal strategy is, survivors will never agree on the "right way to play."
A strong counterpoint can be made against all three of your "objectively correct ways to play" which goes to show just how many opportunities there are for something to go wrong for Survivors.
…not to mention what a rediculous statement @TwinsMain2004 made with "i don't understand this camp and tunnel at 5 gens thing…" You either have all of 5 hours in Dead by Daylight or you're oblivious to objective reality. Regardless of how it happens, Survivors frequently find themselves camped and tunneled at 5 gens and no amount of "get good" or practical advice has managed to change that in the past 8 years. -
It looks to me like Myers is looking slightly in towards the tile.
If I was in the situation, I wouldn't have thought twice about this. Maybe you would have hit a partial blind if you had not overextended past his FOV -
@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914241#Comment_3914241
Expanding on this with data now lets use TruTalent as an example:
Yesterday:
Game 1) Huntress 4k using hooks
Game 2) Legion 3k ON BADHAM, using hooks
Game 3) Plague 4k using hooks
Game 4) Sadako 3k using hooks
Game 5) Plague 3k using hooks
Game 6) Legion 4k using hooks
Game 7) Ghoul 4k slugging everyone with knockout. Even with a person dcing at the start of the matchGame 8) Survivor round 3 escape, says "i dont blame them you dont have to be a good survivor, the game just becomes easier and easier"
"Wait for phase two it will be even easier"Against a legion....who was not very good, and struggling.
Game 9) Houndmaster 4k using hooks
Game 10) Spirit 4k, using hooks, tunneling at 5 gens.... with spirit. What a jokeGame 11) Survivor round 4k, says "More handholding for survivors happening in phase 2"
Trash talks his team all round, while avoiding body blocking or trading, or saving as a healthy survivor while other 2 are injured.
Flat out refuses to help save anyone late game and sticks on a generator to stealth out for hatch at 3 people, not 2... 3.Continues to trash talk "more handholding is going to happen, which means they are going to get wins they shouldnt get... pretty much what I thought would happen and it is"
"killers need to play super super good, yea sadly" While they all got 4ked by a wesker and he didnt tunnel or camp.
"survivors dont need to play well at all"Gets found stealthing says
"Why do you want a 4k versus this complete potato team dude?"
"Nice, like why do you care about 4k against such a piss easy team?"
"Slugging for 2 minutes, looking for one survivor to get one kill"Meanwhile he does this all the time.
Game 12) Ghoul 3k using hooks
Game 13) Ghoul 3k using hooks
Game 14) Knight 3k using hooks
Game 15) Ghoul 2k using hooks. Blames the map for the outcome (RPD) even thhough they have 0 regression perks and using iri mask.
Game 16) Dracula 3k using hooks
Game 17) Unknown 4k using hooks, does the thing he just complained about a wesker doing to him.
Game 18) Pig 4k, on Gideon, using hooks. does the thing he just complained about a wesker doing to him x2.Game 19) Dracula 3k, using hooks.
Game 20) Dracula 3k, using hooks.Killer games: 15 wins, 1 tie
Survivor games: 1 win, 1 loss2 days ago:
Game 1) Ghoul 4k using hooks. Red mask obviously. Does the thing he will complain about a wesker doing to him tomorrow. x3
Game 2) Ghoul 3k using hooks. Red mask obviously.
Game 3) Ghoul 3k using hooks. Red mask obviously.
Game 4) Survivor 4 escape, red mask ghoul player. Not camping, not tunneling, no regression perks. Pretty novice at the killer.
Game 5) Unknown 4k using hooks. Does the thing he will complain about a wesker doing to him tomorrow. x4
Game 6) Ghoul 4k using hooks. Tunnel/camps one out of the game at 5 gens.
Game 7) Bubs 4k Camp, tunnel 1 out, and slug at 5 gens.
Game 8) Billy 4k using hooks.
Game 9) Bubs 4k, slugs 3 tunnels one out.
Game 10) Ghoul 4k using hooks. Red mask obviously.
Game 11) Ghoul 3k using hooks. Red mask obviously.
Game 12) Ghoul 4k using hooks. Red mask obviously.
Game 13) Survivor 3 escape. Oni not camping or tunneling. Seems to be a pretty new player, chases lasting several minutes.
Game 14) Oni 4k using hooks. Tunnels/camps one out at 5 gens.
Game 15) Chucky 4k. Using hooks.
Game 16) Ghoul 3k using hooks. Red mask obviously.
Game 17) Ghoul 2k using hooks. Red mask obviously. No regression perks. Claimed thal had MFT, nope. Claimed Nea had SB, nope and he even saw her balanced in front of him before.
Game 18) Ghoul 2k using hooks. Red mask obviously. No regression perks complains about generator speed, and DS.Killer games: 14 wins, 2 ties
Survivor games: 2 winsCan do more but its just more of the same crap. He just trashes survivors say its so wildy easy, complains about things done to him that he himself does to others. All while winning 90%+ of his game each day on killer and playing a single game of survivor or two a day.
Has an extremely low mmr on survivor from what I can tell. The killers he gets are bordering brand new to the game.
And then just stomps on killer for 6+ hours a day, every day.What is the point being made here? I want to comment, but this feels so far removed from OP's discussion. Did I miss something?
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When I want to play Scratched Mirror Myers, but I'm all out of bloodpoints 😭
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I really respect this initiative.
I hope those who are presently invested in the game's future are taking advantage of this opportunity to have an honest, constructive conversation about the potential direction of a DLC rework during the early stages of a design process.
This is a rare chance to save the community and the developers from further heartache and, if successful, could set a precedent for addressing complex design challenges in the future.
Best of luck to all involved and effected! -
I haven't played as or against him and I won't pretend to fully understand his power but, from everything I've seen, I'm surprised he was designed to injure so easily. Makes Legion and Plague look like a joke, to be honest.
I would think the proper nerf is inducing hindered, rather than injure, so the counterplay is tight loops -
I didn't pay much attention to the notes on this update before… am I understanding correct that its 10 minutes without completing a generator (and no other stipulations)?
I'm sure every solo queue player has experienced more than a handful of 15+ minute games in which not a single generator is complete, or the first 2 generators are complete and nothing after. I don't know about anyone else, but being able to complete a generator in those harrowing trials is a small victory.
Now you're telling me the killer can start a timer and play for stall?
Slap on every gen slowdown, and you've found yourself a new win con. -
The current matchmaking system exists because it is statistically proven to increase player engagement/retention. It has been designed based on casino algorithms, and it is unlikely to change because of player frustration.
Its all part of a larger trend in gaming.
The best thing you can do is play a game that respects your time and money.
BHVR will change MMR if they see a shift in the industry at large.
Its not that they don't know how to improve MMR, its that the existing system is most profitable right now. -
What you have described is what I consider the last major jump in skill a player can experience in public matches.
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Devious name. I cannot believe you did not censor yours as well XD
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Revert matchmaking to the original grade-based system.
I don't know if it is talked about enough on this forum…the current matchmaking system mirror's the same addictive/degenerative gambling ecosystem that plagues our everyday lives.
We do not have "Skill-Based Matchmaking."
We have a system that predicts the outcome of trials it creates with insane accuracy.
In effect, queueing for a game of DBD is the same as pulling the lever on a slot machine. You're going to get what the game hands you. It's going to dangle a carrot on a stick to get you excited, fool you into thinking you have control over the outcome, and before you know it you're addicted.
Those who do not struggle with addiction might not see it or understand it, but believe me…the system is designed for addicts.
What we see in OP's video is someone beyond rational thought, believing they are about to win big. They came up short, and the only way to get that hit they are craving is to pull that lever again as soon as possible. -
I enjoy letting survivors escape, so long as I haven't noticed them BM anyone or try to hide for hatch.
…but I also want to play the game. I wish survivor would still take chase when they know I'm chill—I don't want to stand around and watch people do gens, or hook farm. -
Solo survivors will hate these changes.
I'm most concerned about the cooldown reduction.
All great and needed buffs. Excited to take Legion for a spin, and I hope people are not too quick complain about the changes. -
I agree with @Shroompy —the best "buff" for this perk is notifying teammates that it is in play.
You could notify so many players that it is in play, and they still wouldn't know what that means. …but for those of us who know, it is the least you can do. -
@P0rshulz said:
I have 2 unpopular opinions.
- Midwich, in my opinion, is one of the best maps in the game. For me, it is so easy to loop as a survivor (Even though I'm trash at survivor) and as a killer main, I can easily outplay people at loops.
- The Clown, in my opinion, is one of the most underrated killers in the game. People don't realize how, if you learn how to use him, he goes from a C Tier killer to an A tier AT LEAST.
+1 Clown most underrated Killer.
I've never outplayed a Clown. They outplay themself, or I go down in 30s. -
I feel it is a great perk which has lost significant value due to the strides that have been made by the developers to reduce camping/tunneling.
I do not see DS, OTR, BT, or Reassurance run very often, which is undoubtedly a reflection of player experience. This perk is seldom needed, which is great, but that should not deminish the impact it has when it is used effectively.
11/10 Perk. +1 because rage quitters DC, instead of wait out the timer, to give up in second stage—possibly the only perk capable of saving a team from forced 3v1. -
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891880#Comment_3891880
So... this whole "if your winning too fast, you should slow down" argument for EVERYONE? If the killer isn't getting downs fast enough, are you also advocating survivors should get off gens?
Yes, it is the responsibility of EVERYONE.
Survivors have no excuse—if 3 gens pop and there are 0 hooks the team needs to evaluate the state of the game.
- How many pallets have been thrown/are left (do we need to keep pressure because we've burned through all our resources)?
- Did we 3-gen ourselves (should we work on a gen near the killer/unsafe)?
- Does it look like this chase will end soon (can I position myself for unhook/rescue)?
If survivors find that they have a comfortable lead, they should absolutely reduce their gen efficiency and take time to do totems, watch how their teammate loops the killer, take chase themself, or practice some skill they want to develop (in my case, learning how to look behind me on controller—not an easy adjustment from KBM).
Again, there is no black & white answer to these situations. Players need to use their experience to make judgement calls, but the responsibility is on all of us.
If you cannot identify when there is a major skill gap between you and your opponent, you're either still learning and shouldn't worry about such things OR you're apathetic to the effects you have on those around you and I would STRONGLY encourage you do some self-reflection. -
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589919#Comment_3589919
Playing a multiplayer game and treating your opponents like AI punching bags is toxic.
In any competition, kicking your opponents when they are down is regarded as poor sportsmanship and is far from a behavior which should be celebrated, supported, or encouraged.
The only reasonable case that can be made here is that DBD is a game of momentum, and it is in the spirit of competition for either side to maintain their momentum in order to achieve victory. It is up to individual players, based on their experience (and their experiences), to determine the necessary course of actions to maintain such momentum.
Players who knowingly exceed the necessary course of actions for victory are poor sports, and WE THE COMMUNITY should forever challenge each other to be better competitors in order to cultivate a more enjoyable experience for all.
While it is neither my place, nor anyone else's, to determine what is considered appropriate to achieve victory, it is important that we continue to remind everyone that we are all here for a good time and we do not tolerate those who use this game as a means to harass and deminish others. -
@Flawless_ said:
Yeah in my opinion the simplest, easiest way to address the second stage "issue" would be if a player fails two skillchecks the player leaves the game and is replaced by a bot. They can't really force people to stay in a game against their will, that's a recipe for disaster. Plus it's a compromise for those who inevitably will want to move on to the next game while not necessarily making the game miserable for everyone else.
But instead of simply granting additional bloodpoints™, they could start flagging all the chronically go next-ers and put them in lobbies with each other. Guaranteed to curb that behavior.And 100% agree that the unhook attempting is the real issue here, which could be easily solved by only letting people attempt unhooks when there's 20 seconds left on the timer. Saves them from having to change perks, mechanics, timers etc.
But BHVR gonna BHVR I guess.
letting people attempt unhooks when there's 20 seconds left on the timer
Something to this effect sounds like the best solution, imo.
However long it takes to complete 3 unhook attempt animations + 3 seconds = time remaining in stage 1 when you are allowed to unhook. Slippery Meat then doubles the time window in which you can attempt unhooks.
Remove the penalty for attempting unhooks, and then we collectively acknowledge that attempting to unhook yourself when a teammate is running to unhook you is detrimental as it prevents certain teammate perks from activating (Deliverance, We'll Make It, etc.)
It feels bad to be left on hook until Stage 2, knowing you may as well have attemped to unhook immediately. And it feels bad to have a teammate determine the outcome of a trial for everyone.
Kill two birds with one stone. -
I wish they grew as a bunch, that created an AoE haste effect (for Killer) similar to boon totems. The haste would last until all the herbs in a patch were consumed.
In otherwords, I dislike that Survivors and Killers compete for the resource, and I would prefer both sides benefit from their effects simultaneously. In effect, they help Killers in chase early game, while providing survivors with a limited resource against the forever mending Legion gameplay loop. -
Oni and Legion would be an insane duo—I do not think they should coexist.
I would like to see Oni in 2v8.
Therefore, lets remove Legion from 2v8.
End of discussion. :) -
@hevey45 said:
I just had this issue, it happened right as I was dashing a survivor into the wall. it took about 2 minutes after the endgame timer to end for the game to actually finally end. R did not work in dropping the survivor and there wasn't any survivor willing to throw a pallet on me so I couldn't test that.
https://us.v-cdn.net/6030815/uploads/DVP9VMGM4S6R/1capture-png.png
https://us.v-cdn.net/6030815/uploads/JBLYXKE677FF/cadwadaswdawdpture-png.png
First picture is when I collided into the wall and it perm kept them on my shoulder, 2nd is right after the endgame timer ended.
Pallet stunning will not resolve the issue, and the killer cannot be blinded in this state. …very unusual bug.
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In my experience, the bots hide at the earliest detection of a nearby killer. Absolute dead weight.
I started the event archive challenge to safely unhook 4 survivors. Next game, I had a bot race me to the cage and bodyblock me such that the prompt to unhook the survivor disappeared. I fought for 30 seconds with the bot, to try and receive the unhook prompt, only for the killer to come over and take us both down.
I felt really bad for the survivor that was in the cage watching me, and mildly infuriated that I couldn't make progress towards an archive because the bot refused to back off. -
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880153#Comment_3880153
I suppose I can't disprove your experience, but I am surprised that you didn't notice her power being fundamentally different in almost every way.
I understand not knowing how the new power works, but you really didn't notice that it doesn't do basically any of the things it used to (from the survivor perspective, anyway) and looks completely different?
I strictly recall not having a vested interest in learning the 'counterplay,' as a solo-queue survivor, because the coordination required to beat her was asking too much of my teammates.
I would imagine that contributed significantly to my imperfect memory for all things Skull Merchant.
I think its also worth noting that the reputation surrounding Skull Merchant transcended her 3-gen lockdown era. I can recall many a game at the height of her infamy in which people would run bleedout builds on her, and exploit Survivor altruism. Matches often felt like unecessary personal attacks, which is ultimately what really stuck with me about the killer. -
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880149#Comment_3880149
I think you're downplaying how big those changes obviously were, to be fair here.
I mean, the drones went from an AOE that immediately started building a visible meter, to big and highly visible beams that rotate, that's pretty gigantic. She went from a passive trap killer to an active chase killer, the experience changed pretty dramatically.
I'm not downplaying anything.
I'm providing a real, personal account as someone who played against OG Skull Merchant and first rework Skull Merchant, then dropped DBD to live their life, only to return to a Skull Merchant who feels no different than the killer I did not enjoy playing against 2 years ago.
If you have been here the whole time, then I would expect she feels quite different to you. Especially so, if you have been playing as her in the killer role.
But my comments were never on behalf of those who closely follow and regularly play the game.
From the Survivor P.O.V., Skull Merchant is not a chase killer. She sets traps and she walks away. -
@Sandt1985 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879998#Comment_3879998
I have absolutely no idea how she is different than she was on release.You can't possibly be serious. She's NOTHING like she was on release.(Good thing, BTW.) She can't three gen like she could on day one, she can't give exposed like she could on day one, you can out right ignore her drones by avoiding the scan lines or crouch walking through them, you can turn off her drones without her even knowing you where even there unless she's constantly checking her radar, and of course, unlike her release, there is no longer a HUGE GLOWING ORANGE CIRCLE that shows where her drones are from a mile away.
So I seriously have to question if you ever even played with/against her release version if you think the two are even remotely comparable
Skull Merchant on Release (Survivor P.O.V.): Killer places stationary drones around the map which scan a small area. Survivor can temporarily deactivate the drone by approaching it and hacking it.
Skull Merchant today (Survivor P.O.V.): Killer places stationary drones around the map which scan a small area. Survivor can temporarily deactivate the drone by approaching it and hacking it.
Small visual changes and minor number adjustments are not going to reassure players who HATE Skull Merchant to the point of disconnecting that she is worth playing against. If it walks and talks like a duck, people are going to think its a duck! -
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879998#Comment_3879998
Just read the power description or search up gameplay, bro. That is available to literally everyone. There's tons of info that isn't immediately obvious to a brand new player either, like Alien's turrets, Singularity's cameras, Chucky's stealth, Myers' stalking. Are they unexplainably unfair as well? So I think that's a really bad and selective argument to make.
"It felt like OG 3-gen Skull Merchant." Except it couldn't be. The gen kick limit is there. 3-gens are over. How can you even compare her 3-gen potential now to what it was then?
The fact that there is an in-game enclyopedia for me to teach myself how a killer's power works does not make up for poor game design. bro. It is a convenient response, that ignores the real issue with Skull Merchant.
Players learn a game through experience, and their understanding of the game comes from playing it, not reading about it. More invested players, like those who spend time on the forums, will supplement their in-game learning with reading wikis or watching youtube videos. But your casual player who hops on Friday and Saturday night to SWF with friends isn't going to read every killer description just so they can enjoy the game. -
@Daniel_Silva04 said:
Yes, even though she is the worst killer in the game currently, they will still disconnect. This just proves that the problem was never the killer, but the survivors who are spoiled.
This is incredibly short-sighted.
—
@jasonq500 I stopped playing DBD around the release of Nicolas Cage - Alien, and started playing again this month. I've run into 3 Skull Merchants in the past 2 weeks and I have to say…I have absolutely no idea how she is different than she was on release.
I am a veteran player who nows comes into the game with a casual lens. If I cannot identify the changes, I do not trust that the average player will feel confident SM has 'watered down' or 'redesigned' to provide a more enjoyable experience for all.
I can describe how every single killer in the game works to any player looking to learn the game.
For the life of me, I could not tell you how Skull Merchant works, and I see that as a massive design flaw.
There is simply not enough context clues in the game to tell me why I should hack drones, what the drones do to help the Skull Merchant, and what benefits and/or risk rewards there are for choosing to hack/not hack at any given time. I imagine add-ons go a long way to adding to that confusion.
Last night I played against a SM on Lery's who ran Surge & Sloppy—maybe even Pop—with an add-on I think made you hear her terror radius whenever you hacked a drone. We didn't get a single gen done. It felt like OG 3-gen lockdown Skull Merchant to me. -
+1 I do not have logs to share, but issue was occuring on Xbox Cloud Gaming (does not appear to be a platform-specific bug).
I never run this perk, so thought it was a change in perk design, almost like Self-Preservation. -
@Shroompy said:
What I can recommend is creating her a steam account (if she doesnt have one already) and family sharing. That way she can play the game on her account which would be brand new as long as you arent playing anything
If it interest you to know how this story ended…we went in a completely different direction.
I started an Xbox Game Pass Ultimate Subscription, and joined their group as a 3rd brand new account. The games are slowly starting to fall closer to what I would have expected, with the occassional beat down…which is inevitable for anyone playing a few games a night.
As an added fun fact, I am not playing DBD on Xbox, nor am I playing on PC. …I'm playing via Cloud Gaming in VR on the Oculus. -
@Shroompy said:
What I can recommend is creating her a steam account (if she doesnt have one already) and family sharing. That way she can play the game on her account which would be brand new as long as you arent playing anything
This is a really great suggestion, thank you. I completely forgot about family sharing—this never would have crossed my mind.

