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Laluzi

Laluzi

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Laluzi
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  • @Unimatrix00 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367207#Comment_3367207

    One way to know what killer you're going to get, and this doesn't work all the time, but if you read the tips on the loading screen, you'll sometimes see a tip about facing a killer; if you see a tip about a specific killer, then you'll be facing that killer in the game.

    IIRC, that only happens if you've faced that killer less than two times. It's meant for newbies.

  • I'd be sad about losing Mr. Complete Global Saturation, but my main killer roster is Whiskers, Plague, Pig, Artist, Sadako, Ghostface, and Nemesis, so it doesn't change much for me.

  • @VonCrow said:

    They just need to work on 2 gens at the same time. She cannot pressure both, if she injures you and goes to the other one that is being done, the injured can comeback to the gen.

    Maybe I'm asking too much for the average survivor.

    The thing that makes it self-sustaining is how CoB/Overcharge interacts with her power. She kicks the gen and sets up a drone. Normally, you counter CoB/Overcharge by returning to the gen ASAP. But with her, if you immediately dive in to tap the gen or disable the drone, she's right there and her power tells you you're there, so she comes back instantly, hits you, and kicks it again. If you wait a few seconds and then ignore the drone, she will come back, Undetectable, and oneshot you. So you're forced to wait, disable the drone, and get maybe ten seconds of repair on the gen before she comes back and repeats the whole process. And in that waiting, the jacked-up regression from those perks deletes a greater or equal amount of gen progress than what you just put into it. Hence, stalemate. It's probably easier if you coordinate, but I'm a solo and I can't make my teammates even stay in the game, much less handle things effectively.

    What also hurts is that she can easily stake out a tight 3-gen from the start of the game (especially in solo, where people will just do whatever gens look easiest, but she can force the issue pretty hard even when survivors are trying to crack it early) where the travel time between gens is so short that pulling her around between gens isn't enough to get significant repair time in. If she refuses to chase anyone, you're stuck.

  • You're expecting more coordination than solos have, especially when Skull Merchant's power combines gloriously with CoB/Overcharge because you can't immediately go back and tap the gen - she knows about it and you'll get oneshot. So she constantly eats chunks off gens, making divide and conquer that much more difficult.

    I disapprove of survivors giving up, but I absolutely understand why they're doing it. Cracking her 3-gen is miserable. It's like the old Thana Legion and Forever Freddy - you can win, but you won't have any fun doing it and all you want is for the match to be over.

  • @Mandy said:

    What platform are you on please?

    Steam. First noticed the issue about an hour ago. Like @sizzlingmario4 said, it first kicked me out of a lobby with matchmaking failed message, and then when I restarted (twice with about a 30 minute gap between them), it's the RTM error.

  • Hm, glad to know it's not just me. I took it as a good excuse to stop playing DBD for the day, because I was having an exceptionally bad time of it anyway.

  • @ProfessorDunwich said:

    You’re getting Skully matches? Faced her twice since release.

    Lucky you. I'm seeing her about once every three survivor matches. Which is low for a killer that was just released, but still way too often given how she plays. I've faced two of them that didn't hard gen camp and they both did really badly. The rest? Utterly miserable games.

    That said, bringing BNPs isn't a solution because it punishes every killer who isn't humping gens, which just pushes more people to go "screw it, I'm bringing Overcharge/CoB/Face the Darkness to deal with this crap." Though I totally understand feeling driven to it. Was actually contemplating suiciding on hook today, and I never do that. Lucky me the SM decided to tunnel me out anyway.


  • @Tsulan said:

    @Laluzi now that i thought a little longer about it. Maybe they really want to incentivise survivors to use Potential Energy and Deja Vu.

    I think that's giving them too much credit. This is the same team that didn't see anything wrong with a perk that caused the unhooker to run off at light speed for six seconds, or OG Circle of Healing, and the one that thought making Calm Spirit slow down actions and Pharmacy only work when injured were somehow buffs to the perks. I think they're just severely out of touch with average gameplay and don't have a good sense for how things interact with each other, so they frequently make changes or new introductions that everyone knows will be awful, but rarely heed the playerbase's warnings until they're backed up by three months of data.

    And I think that when they release killers like this, they get so caught up in 'think of all the cool, creative ways people could use this power!' that they get blindsided by the dominant strategy when it comes - mass camping and slugging with Twins, aggressive 3-genning with Knight and Bone Zone. Simple and effective will always triumph over risky and flashy.

  • @Tsulan said:

    They will probably not nerf her. Since the 3 genning must have been a design choice.

    Now what to do against her? Well, if she becomes popular, Deja Vu might also become popular.

    Deja Vu is useless. Knowing where the 3-gen is doesn't help because she can and will just pick it and hard defend it from the start of the game. Had that happen in my last game, where I tried to bust the center gen by slipping behind a badly placed drone. Once she figured out I was there, she went ham on patrolling and eventually trapped me in the temple basement for an easy tunnel out. Potential Energy would be more helpful, but without a coordinated team, you're still going to get your ass handed to you by the combination of drones, CoB, and Overcharge.

  • @Devilishly_Rowdy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367168#Comment_3367168

    Knowing Behavior it will probably just be a nerf and not a rework, because reworks have always taken years if it happens at all. Too much work.

    You're almost certainly right - it's the same reason they keep dropping horrible maps despite player feedback being very clear about them being too strong. I have very little faith they'll rework her, and I'm just as certain they don't want to rework her. But that doesn't make this an us vs them issues where survivors are just complaining because they don't like things that are strong. There is very clearly something wrong here.

  • You're completely missing the point. Skull Merchant needs to be changed, not nerfed, because her power is only good for a crappy stall gameplay that's fun for absolutely nobody. She completely sucks otherwise - that's why everyone is doing it. And it's disingenuous to think that people only ask for one of these things to be changed and not the others, tbh. People have been complaining about pallet density and crappy map design since the game launched. One issue does not invalidate the other.

    30-minute stalemate games are not healthy for DBD.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367042#Comment_3367042

    So punish the killer because the survivors refuse to try and do their objective? Sounds fair. How about for every percent of gen speed boost the killer also gets that as haste.

    Okay, pretending a 3-genning Skull Merchant is just 'survivors refusing to try and do their objective' is patently ridiculous. They said right in their post that there'd need to be strictures in there to prevent survivors from hiding and getting benefits from it.

  • @HastuneMiku said:

    While I think three-gen is a legit strategy, it shouldn't be as strong as it is. Killers need to be pressured to go for downs. Some sort of bloodlust, but for generators, would be a good solution IMO. i'm not sure exactly how it'd work (especially with stealth killers) because you'd also have to make sure survivors couldn't just hide to get 'genlust'. But when a game goes on into a stalemate without the killer hooking anyone, survivors should repair at a faster speed until someone has been hooked. That's the general idea, anyway. It would only work when there's only one gen, remaining, though.

    You could probably avoid the hiding issue by making that 'genlust' build up by survivors doing repair actions, but no generators being completed for a long period of time, possibly in conjunction with a lack of hooks or injuries on survivors. It'd need a pretty generous timer on it to prevent it from activating in games where the killer is just getting looped to death, though.

    Personally I would rather just see Knight and Skull Merchant get some limits to their ability to camp gens and buffs elsewhere, though. 3-genning wasn't an issue before we got killers that could lock gens down so effectively that even four living survivors will get stalemated.

  • The amount of masochism on display here is terrifying. I wish your retinas safe passage through the corn...

  • @C3Tooth said:

    I had a Freddy downed me as the last survivor, carried me to hatch, dropped me like 4m away. I crawled to hatch. Freddy closed the hatch.

    Then I just tab out to draw (I turn off mute focus so I still hear in-game sounds), and I heard he kept picking and drop me until I escape the grab, but I just kept drawing, and he kept hitting on the Gate.

    He kept hitting on the Gate until the EGC downed to 25%, I tab in to open Gate, then downed me when the switch had 3 lights, then process me to hook.

    Post chat: Sorry, its for content.

    I mean, I would question the watchers who watch such the content more than the killers to do this. So much waste of time.

    Baffling. Like, ignoring the kind of cretins who'd actually lap this stuff up, I can't imagine tormenting a player who's clearly AFK makes for good content.

    But yeah, that's really the only thing you can do when you run into one of these sad individuals - go limp and wait for them to get bored. This is the main reason I think a voluntary suicide button at a certain point of the bleedout bar would be a good addition to the game.

    And for anyone defending this behavior, it's deliberate time-wasting for the sake of griefing. There's no gameplay merit to it at all.

  • @Chocolate_Cosmos said:

    Autodidact. I like this perk, sometimes I use it but its very rare to see it shine when you allready have 4+ tokens. I usualy get the tokens right after I finish healing someone and then it doesn't get use or you not get any skill checks lol.

    So much this. I run Autodidact a lot, and it's like - 70% nothing at all, 15% completely clutches the match, and 15% directly screws over your team by giving the first skillcheck at the worst time. But at the same time, you have no better friend against Sloppy, Thana Legion, or Coulrophobia.

    I also really like Iron Maiden on Artist because no, it's not reliable in the slightest, but the neuron activation when someone's clever enough to jump into a locker only to realize it was all according to keikaku is sublime.

  • @Nazzzak said:

    I can deal with 3 gen situations, it's just the length of time that these games get dragged out for that makes it frustrating. It used to be a mistake survivors would make that would benefit killers with extra hooks and a kill or two. But you could still slowly make progress back then. Now it's become more like a stalemate.

    I can't speak for the devs but I imagine they'd be okay with the 3 gen situation as a strategy, as it is of course a strategy, whichever way we wanna look at it. It's just this strategy is going to end up more and more with survivors just handing themselves up to killers because it's been 45 min and they have real life to get back to. And I'm seeing this more and more. People get home from work and want a few games and some decent bp, not one long a** game that isn't worth it bp wise. Maybe for every 5 min your game goes past 25 min or something, you get extra bp and xp? I dunno. But people aren't sticking around for these games anymore.

    That's a take that really resonates with me. I had no issues with 3-gens when they were a result of survivor mistakes, and a killer's lategame plan to recover a match if the survivors weren't smart about how they spread out. If a killer hard camped 3 gens from the start of the game, then all 4 survivors would still be alive and they'd usually fail at protecting the 3-gen unless there were massive survivor mistakes.

    But I have an issue with 3-gens reinforced by killer powers that even 4 survivors will struggle to break, where killers can obsessively defend them from the start of the game and lose nothing for it, because at that point? It's an issue of game design encouraging incredibly unfun, time-waster gameplay. It's the issue of Forever Legion and Forever Freddy all over again - stalemate games are profoundly unenjoyable. And the latest two killers we've got not only incentivize this really crappy gameplay, but have virtually nothing else going for them, power-wise. So it's not just a matter of 'this gets kills', it's a matter of '...and nothing else does.'

    I think this also speaks to problems with the current meta - Pop, Pain Res, and Ruin were objectively healthier gen regression perks than CoB/Overcharge due to how they could be countered or what they required from the killer in order to do anything. Before anyone quotes me, I'm not saying CoB/Overcharge needs to be nerfed - rather, unnerfing Ruin and Pop would be an excellent start. CoB + Overcharge synergizes insanely well with Knight and Skull Merchant because their powers prevent survivors from returning to the gen immediately, which lets the supercharged regression eat the gen's progress without much counterplay, but that's not an inherent problem with the perks - it's a problem with those killers. They need to lose some camp power in exchange for better chase power.

    I think, instead of offering bonus BP/XP, the game would better benefit from changes to speed the match up if it goes too long - like repair times get shorter, or the killer moves faster. But I'm not sure how to implement that in a way that doesn't punish or benefit players incorrectly - ideally you don't want to reward the side that's forcing the stall, but I can't imagine how the game can recognize this given how many factors are involved. Like, if no gen's been done in 10 minutes, is that because the killer is obsessively 3-genning, or is it because the survivors are all trolling the killer with unhookable builds and bodyblocks? Might not be doable, but I think we all want the game to be over with more than we want some compensation points for it.

  • Kill rates certainly matter, and they're important data - they're just sometimes obfuscated by different factors.

    So you need to stratify them with MMR, perks, and addons, and account for certain game trends like, say, a popularized strat most players don't know how to counter like Condemn slugging Sadako or 3-genning Knight, or an abnormal number of hook suicides against the unpopular killer of the month (Freddy, Legion, Knight, and Skull Merchant to name a few.) You also have to consider that certain killers have a high learning curve, like Nurse or Twins, because those kill rates will be skewed even in mid MMR by average/experienced killer players trying to pick them up.

    But once that's accounted for, it's about the best data you'll get. Twins are in a very weird zone where a few highly dedicated players actually can skew their numbers because virtually nobody plays them (and virtually nobody knows how to play against them, either.)

  • No, the problem is with the killers, because both of them have abilities that prevent a survivor from returning to the gen immediately. This in turn means that the supercharged regression is basically guaranteed to eat a chunk off the gen.

    You can counter COB + Overcharge by being quick to run back and tap the gen. It's not nearly as much a problem on other killers, and going after those perks would be a terrible idea given the general lack of viable alternatives at the moment.

  • @AJStyIez said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363231#Comment_3363231

    It boils my blood when I lock one and a teammate that literally watched me lock it will go do the second one right after.....

    I think they sometimes assume people are trying to “share” them or something but that doesn’t even make sense, just don’t lock both lol

    Oh god, yes, this. Drives me insane. While newbies probably don't know about the single lock technique and are like "you missed a spot!", I think a lot of them are just bloodpoint goblins that don't care and are just farming score events.

  • @Canas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365397#Comment_3365397

    Survivors immediately received compensation buffs in ther form of basekit BT and the completely broken hud rework which gives them the same level of information as a fullblown SWF squad. Killers are struggling to even get kills now since everyone is bringing Dead Hard and Adrenaline on top of that. It's absolutely revolting.

    I mean, are you seriously going to claim that basekit endurance off hook isn't healthy for the game? Or that 'immediate' is eight months later?

    Claiming the HUD is the same level of information as a SWF is dishonest. It constitutes a chunk of it, and the gen information is probably overkill, but SWFs know much more than solos. SWFs know where (and who) the killer is as long as one person has sight on them, they know where every survivor is, they communicate their and the killer's perks, they tell each other where the killer is going and what habits they have in chase/pickup, they know what pallets are gone, and they can communicate directly, which increases their ability to perform clutch plays (whether that's saves or smashing 3-gens.) SWF still > solo, but now it's more like SWF >>> solo than SWF >>>>> solo. And I'm still dying more than I'm escaping as a solo survivor, so, shrug. Not sure about killers struggling to get kills. Adrenaline is much stronger with the gen info, and I really hate that the new Blood Rush punishes killers for not tunneling, but Dead Hard genuinely doesn't bug me anymore. It's only an issue at pallets.

    Don't mistake me, I'm not opposed to killers getting further buffs - I hope for it, really. But buffing solo to close the gap between solo and SWF was both healthy and utterly necessary. For everyone that's pissed about it, what did you expect? How can you complain about SWFs when you don't want the game to be balanced around their level of performance?

  • I've only played it on survivor, but it's much better than before and I'm glad it was changed. The main building is neat, though the art style feels distinctly different from anything else we have in DBD. I adore the mannequins, they're great for cheeky plays.

    I'm a little less keen on Red Forest. It looks amazing, and I appreciate how it's darker on top of getting a massive glow-up, but the new hitboxes on the bushes are driving me insane.

  • @Brightened said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365405#Comment_3365405

    That just means that the survivors were good runners, which should be rewarded. Not punished.

    Your reward for running well is to buy time for your teammates to do gens and heal up while the killer's occupied. It's a direct transaction - the benefit you get is proportional to your skill and game knowledge versus the killer's skill and game knowledge, give or take the map and how your teammates have used its resources. It's one of the fairest and most dynamic parts of the game. "I ran well so the killer shouldn't be able to hook me when they finally down me" makes no sense, especially when the killer being unable to hook you on its own is a result of either terrible hook gen, dead zones, or survivors deliberately running to unhookable spots (usually with perks, though Midwich sometimes spawns them.)

    It sounds like you have unrealistic expectations for what's fair for survivors to achieve. If having one guy nearby was reliably enough to stop a hook, killers would end up four-man slugging just to be able to play.

  • It's only hypocrisy if you assume it's the same people complaining. I'm sure some of them are, but the community's not a monolith. You'll find many people who think one's fine but the other is the Worst Thing Ever, and plenty more who just don't care.

  • @Mandy said:

    Hi, I just want to pop in real quick and thank you all for the discussion around this, the effect on the perks is something that's being discussed and we're looking into a solution. As soon as we have more information we'll let you know.

    I'm very glad to hear this. I was pretty dismayed to hear about this change, because I use Iron Maiden on a couple of weird builds and I would be near-unable to tell if the perk had had any effect if the notification was changed to a generic loud noise bubble (not to mention I just find it charming when survivors get cheeky with the perk and start creating choirs with spam locker hopping.) There's a big difference on my decisionmaking on "someone did a fast action in that random, non-gen spot" and "someone is Exposed over there." And as a survivor, hearing long-distance screams helped me identify the killer's perks, or who the killer was if it was early in the match. Screams really do help differentiate information from the generic pool, both in identifying individual survivors and how many people were affected by a perk. A killer only has time to turn around and look at loud noise notifications if they're not in chase or carrying someone, but you'll never mistake the audio cue of a scream (unless you're running my joke Doctor build... Infectious, Iron Maiden, Deathbound, and Face the Darkness. Say "Aaah.")

  • @Unimatrix00 said:

    What's wrong with hook grabs? If you're "intelligent" enough to try to rescue a survivor on hook in front of the killer, well... isn't the grab deserved? I think so.

    If you're a moron who thinks the killer doesn't hear you running behind them on the way to the hook, yeah, you deserve to get yoinked.

    But mostly it's just something that habitual campers rely on when they sit around waiting for rescuers to show up. Camping would be much weaker if it wasn't a near-guaranteed down from healthy, either from grabs or from the wait-for-them-to-hit-you -> unhook -> get-hit-again chain that grabbing forces.

  • I use it whenever I had a particularly good or bad match, but I figure it can only give so much data. If I rate a match one out of five and the killer is Bubba with Insidious, Iron Grasp, Deadlock, and NOED, sure, you can use that data to infer what it means. If I rate a match one out of five because the Nea ran around dropping all the pallets on the map before killing herself on the first hook, the Claudette hid in a bush and never touched a generator, and the killer slugged me to death for no reason I could discern, that feedback isn't going to reflect on the match's perks, killer, and map. Same if I rate five stars because we memed, another survivor became my Temporary Best Friend For Life, or I just had a really fun, tight match with a killer that was playing dynamically and switched targets often. That killer might be a Knight running Overcharge/Call of Brine/Nowhere to Hide/NOED, but if I thought the way they played was fun - that's not data that's being saved in any way. Same on the other side - I've rated plenty of full survivor meta lobbies or even wannabe sabo squads five stars because we ended up memeing.

  • @TragicSolitude said:

    Her power is so boring. It's passive, you put up a drone and then... wait.

    I've only played against one Skull Merchant as survivor, and she was friendly, so I can't make a real comment, but the drones are at least a bit interactive for survivors. I'm sure they become boring as hell if she sets up a 3-gen, though.

    It's not interactive from the survivor side, trust me. You run in and disable the drone, she immediately shows up and either chases or hits you off, she drops chase to set up another drone and bother someone else, you wait for it to become interactable so you can disable it. Repeat until either attrition or voluntary suicide.

    I've versed a single Skull Merchant who didn't camp the hell out of gens, and she was the only one that got a 4E.

  • ...Has anyone besides sabo squads ever raised an issue with hook closeness? Besides issues like Midwich where the algorithm doesn't spawn enough of them. The basic assumption is that when you go down, the killer should be able to hook you.

    If you want to bug a killer with a bunch of Alex's Toolboxes and petrified oak, you bring an indoor map offering. Problem immediately solved. I'm not going to say that this is necessarily the way things should be, but it's an unfortunate side effect of how BHVR's hook generator works. It errs on the side of generosity because it... basically doesn't account for walls and other obstacles that affect real distance, so open outdoor maps like MacMillan and Eyrie are saturated while indoor maps like Lery's often only have one or two reachable hooks from any given point. Asking for this to be changed without getting BHVR to rebuild the way they spawn hooks would make those indoor maps unplayable - again, see Midwich. The screenshot you have is a fairly outlier situation where two hooks on adjacent tiles spawned close to the same midpoint, but you're almost never going to pull a solo sabo play on an outdoor map anyway. A lone saboteur usually doesn't get the save on their own, the same way a lone bodyblocker usually doesn't.

    You're acting like you should be rewarded for the act of sabotaging in and of itself. Why? If you're not doing it intelligently, it doesn't matter, and that includes identifying whether the killer will be able to reach another hook with the absence of yours - something you may be able to control with risky timing, and something that may be out of your hands completely. Undoing the killer's down is very powerful and is not something that should be easy or reliable for survivors to do.

    Pallet closeness is much more important because it's the number of resources the survivors can play around and the killer has to work through before they're able to get downs.

  • @Canas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364497#Comment_3364497

    So far no attempt was done to bring killers on the same level as swf squads. It's almost like the devs only play one role.

    We literally had a series of killer buffs last summer that brought killer into a better state than it had ever been, and solo was a complete nightmare for a while as a result.

    From where I'm standing, things are looking pretty good now. Solo's still weaker than SWF, and you can't fix potatoes, but knowing what your teammates are doing improves coordination and leads to less obnoxious frustration like everyone independently assuming someone else will go for the save or the box - or a teammate deciding to pick a vendetta against you because they haven't seen you all match and erroneously believe you haven't been doing anything.

    I think seeing the percentages on the gens might be overkill, but the icons themselves are a fantastic addition for game health.

  • Yeah, big thumbs up to the music team! I'm really enjoying the new beach theme and the subtle Dies Irae threaded in there - and the Attack on Titan and Resident Evil survivor lobbies are both gorgeous. I can listen to those all day. Makes me wonder if we'll eventually see more tracks for original survivors, both in the future and backfilled on the characters we already have. Though I'd like to see the remaining default killers tackled first.

  • @Phantom_ said:

    I do when their names are just numbers or random characters, and their profile is set to private. From experience I've learned that those are often cheaters.

    People who have been banned from other games.

    I also dodge lobbies with multiple ttv-ers.

    Oh yeah, that's a good point. I don't usually check people's profiles in the lobby, but if I do and I see a VAC ban, I'm outta there.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365342#Comment_3365342

    Damn I did use it could be reason why. Just disapointing because I tried this adept 4 games and then it does not even work when I did everything right... Before also hillbilly adept didn't work for me first try and that was just painful.

    Because I haven't got the shards for Skull Merchant yet - does she have anything that detaches her point of view from the usual first person killer? Like being able to see directly out of her drones when she sets them up or something? The killers I've witnessed this issue on - Dredge, Twins, and Knight - all shared this feature, and I was doing something not attached to the killer when the match ended. If so, that's probably the issue.

    That's brutal, though. Billy used to be one of the killers who got screwed by the emblem system (personally I had a bunch of issues getting Myers'), but the new adept's not without its pitfalls either. Best of luck in getting another match that works out.

  • By any chance, were you doing things with the killer's power when the match ended? I've had multiple issues with adepts not proccing because I was messing around for last minute points. This isn't an issue on every killer, only some of them, but I haven't even played Skull Merchant yet, so I don't know if that's the case.

    Survivors DCing on hook will also kill the adept, unfortunately.

  • I'd have less issue with the horny if the Drone Bone Zone had more merit as a killer.

    Like, the Trickster's lore was good. He had an identity that made sense, an easy to follow path to madness and murder, and the things he wore made sense - he's a flamboyant narcissist showing off for his fans. When he's shirtless and decked out in glitter and mascara, I get it. For the Skull Merchant, who's a dissonant mishmash of cutthroat corporate exec, tech fanatic, and LARPer of her inexplicably-gone-for-milk dad's manga, I don't have that clear sense of identity and I can't actually figure out why she's wearing this cyberpunk playboy garb. Which is what makes it feel like a sex grab - there's no in-universe justification, so all that's left is the Doylist one.

    Granted, there are some very horny bait skins already out there - we just got the Hooked On You collection, lmao - but those at least weren't the character's only launch cosmetic. Maybe I'd feel differently if there was anything I liked about this chapter.

  • I'd be totally happy to lose hook grabs. It incentivizes camping and mostly just results in stupid spammy standoffs. Win-win for me.

  • The only time I bail as survivor is if I've got three p0 Clauds/Megs/Dwights/Davids/etc. They might not be complete newbies, but I'm not risking it.

    As killer, I'll dodge lobbies if the survivors have more than one item that directly counters my killer - mainly flashlights on Hag and maps on Trapper. Imo, that's just outdated game design.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364441#Comment_3364441

    Gen regression is the dominant killer strat because, contrary to popular belief, killers don't LIKE to tunnel and camp, but it is necessary in the base game because the gens go too fast for how long it takes to down a survivor.

    Try playing without ANY gen regression perk for a day while making sure to never tunnel or camp, and i guarantee you will lose nearly every match unless you are playing nurse/alch ring blight.

    Oh, I'm not contesting that at all - I was agreeing with you. Game extension is meta because the game will end before the killer has time to do anything against a decent team (though it's also meta because even if the survivors aren't good, it gives the killer the longest grace period to complete their objective, which is why it's dominant at all levels.) That issue is more rooted in map design than anything else, but the most recent maps we've gotten show that that's not going anywhere.

  • @stonedcandle said:

    The bigger problem is using the perk midchase. If the killer moves even a few feet from a pallet after the drop you've got enough time to pick it up, for most of them.

    An entire removal of a cooldown was called a "slight buff" that's all that needs to be said at this point.

    But assuming an M1 killer that can't ignore pallets, the killer only leaves the pallet intact when the survivor is leaving the loop. If the survivor's still hanging around, you'd probably break it ASAP anyway. And AMN takes four seconds to work - you're not going to pull a fast one on a killer that's trying to do a fake break or a moonwalk mindgame on you.

    It's not an easy perk to use in chase. It's more effective when teammates are running in to clean up after someone holding W, and that's at least a person off gens.

  • That's a really good point. Usually killer queues are nuts for a few days after a new chapter drops. I never get killer games in on chapter release days, but I played some today with instant queues (Pig; I haven't bought The Skeleton Seller.)

    Though the bloodpoint incentive system is still relatively new, and it's done an admirable job keeping people chasing the 100%, so my model for how releases look is probably outdated at this point.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364281#Comment_3364281

    Its almost like the game was in a much healthier state when ruin+undying/Pop was the meta and the killer had to defend gens actively by chasing and downing survivors instead of just camping a 3gen. But we had to nerf those because they were "high use"

    Seriously this. Those perks were far healthier for the game than the current gen regression meta. Well, OG Undying was a mess and I'm not defending that, but Ruin and Pop got gutted for no other purpose than to replace them with different perks. Seriously, did anyone think there was something wrong with Pop? Anyone?

    Gen regression is the dominant killer strat because regression equals game extension, and that's never going to change. And this lot of gen regression perks is way less dependent on the killer having to maintain any game pressure than the old bunch. Combo in that the last two killers they've released excel at virtually nothing except gen defense and it's not pushing dynamic gameplay. At least Pain Res still exists.

  • I played one Skull Merchant today who actually did interesting things with her power - threw up a lot of drones in chase to try and expose, liberally used Undetectable for a spooky pseudo-stealth approach.

    The rest of them just hard 3-genned. And they did far better than the Skull Merchant who was trying to have fun. They were pretty unfailingly frustrating games of attrition that just involved the same loop of hack a drone, touch the gen for eight seconds, she comes back, chases you off, sets another drone.

    She'd be a bad addition to the roster even if her visual design was more fitting and her lore wasn't a colossal mess.

  • Utterly ridiculous change that wasn't well thought out at all. I don't need to explain how this is a massive nerf to MYC when everyone else has already done it, or how Face the Darkness is now straight-up self-contradictory, but that's only the beginning of the perks that this change wrecks. Like, if I have Iron Maiden on Huntress or Artist, I'm going to have no idea the perk went off - I'm just going to hear a loud noise notification in some non-gen spot. Same with Deathbound. That doesn't tell me anything other than 'a survivor is there.' If I'm chasing someone, I'm not going to drop them to switch targets at a distance, but I might if I know there's an Exposed guy. Dragon's Grip? For all you know, someone blew a skill check. Screams didn't just triangulate which survivor(s, and knowing there were multiple was vital info, especially when you couldn't turn to look) had an effect applied to them, they also differentiated this information from the fairly overused pool of loud noise notifications.

    And I hate this change on the survivor end of things, too, because hearing screams across the map helped me identify who the killer was and what perks they were running.

    There was zero reason to make this change. All it does is decrease the attractiveness of several perks that range from semi-meta to already unpopular.

  • Speak for yourself. I play killer to play tag on the internet. I'd like to hope more people are here for the gameplay than to grief randos, at least.

  • I hate it. Destroys any chance of a fair game and usually just guilts me into taking it easy on everyone else.

    I don't have an issue with people who dip out because something IRL came up, but let's be real, that's not usually the case.

    @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346453#Comment_3346453

    it is possible to punish without identifying a reason for the punishment.

    I mean, sure, but that's just being a dick for no reason.

  • I don't mind Dead Hard in its current state. Maybe that there's nothing the killer can do if the survivor uses it at a pallet, but hey, that's the play. And the waiting game is stupid, but I don't see a way to change that.

    It's funny, because Dead Hard used to make me pull my hair out and now, for the most part, I just find myself going "nice, good play" when I get Dead Harded. Mostly I find that once I've identified the perk on a survivor, I can no-sell it for the rest of the match, which was assuredly not the case with old Dead Hard.

  • I don't think they can, realistically. The community overwhelmingly dislikes her appearance and lore and thinks the power and perks are pointless. We're basically asking them to go back to the drawing board and give us an entirely new killer.

    That said, would I personally like them to? Yes, absolutely. I'm not that hung up on her appearance, but her backstory is hilariously awful and her power is a downgrade to several other killers we already have, to say nothing of the perils of having no chase power.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347036#Comment_3347036

    Let’s be honest: Killers don’t need incentives to tunnel. They’ll do that regardless. Yes, this perk might well be throwing a teammate under the bus on its own but if it is used with other perks that help with hook saves (meaning survivors make a full build around it), it might be okay. I guess if they have to build around it they can’t deal with Gen slowdown, slugging, or tunneling but at least they can sorta help with camping.

    I mean, just because some killers will tunnel doesn't mean we should create perks that incentivize the unhooker to take off and leave the killer no choice in the matter. And yeah, it could be decent with Guardian and BT, but realistically, who's going to run a build like that? You're using most of your perk slots, Exhaustion included, for a situation you may or may not face in any given game. And it's not going to help against oneshot campers, so this won't even work against the most common camper of all.

    The way I see it, it's like how original WGLF encouraged hook farming, or original Dying Light encouraged tunneling the obsession out of the game. Those problems already existed and still do, but the perks made them much worse. You don't want to make perks that encourage people to play in a way that is not fun. In this case, I think the only saving grace is that this perk isn't very helpful and I don't expect it to take off.

  • Horrible idea for a perk. It along with Blood Rush are huge incentives for tunneling. I can only pray that it doesn't catch on and people won't use it - which is likely, because as an exhaustion perk, it's pretty unreliable and un-useful.

    But seriously, it's just 'throw your teammate under the bus: the perk.' It's not even great against facecamping because the killer will assuredly get a smack on you anyways while locked in the animation. Whoever thought this was a good idea should feel ashamed.

  • That flash of fleeting joy, only to realize this is certainly a bug and all my random friendly conversations will be peppered with inexplicable ####s once more...

    Seriously, the censor's needed to go from the moment they implemented it. Just add a flat censor for slurs. The one we have is simultaneously easily circumvented by anyone who wants to offend, which I have witnessed on numerous occasions, and a bane on anyone who just wants to discuss the match - especially since they added highly match-relevant terms like teabagging, facecamping, and killing to whatever algorithm it uses. What kind of censor blocks character names or GG?

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