LordGlint
LordGlint
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654021#Comment_3654021
You don’t have time to get a trap on everyone, if they know what they’re doing. BHVR added that, and things like new grim to try and encourage spreading pressure, when in reality you’re better off hard focusing on one.
You're claiming that all the gens are done before you can use the traps? I feel like you should be CELEBRATING that they're buffing the chase part of her power then. You'll be able to get 4 downs now before 5 gens are done on a killer with built in slowdown...
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Just erase the trap... It's not a big deal. You should always assume there's a trap near a hook and keep your eyes peeled when going for unhook, just like with Trapper.
Was kinda disappointed they didn't do a LITTLE bit more with Demo... Currently he has TONS of addons for portals, but his shred barely has any. Was hoping for actual noticeable changes to his shred/more shred related addons.
Other than that though... I'm excited. The news made me dust off my Doctor today and play some games as him. Between him and Pig, I'm excited.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653795#Comment_3653795
There’s no strategy or consistency to that playstyle though. You’re basically just hoping that they don’t get the RBT off early on. It’s better to have control of a zone of the map.
You're wrong... The RBTs are consistent. Your 4 traps are guaranteed to require exactly 12 searches total. Each individual one is different, but the total slowdown provided from 1 game to another is consistent. The days where you could have 4 headtraps come off fast are over. When's the last time you've so much as LOOKED at this killer, lol? This happened a WHILE back.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653566#Comment_3653566
It's the only conclusion to saying that the timer nerf in any way affects the viability or strength of her head traps. An increase of the timer on RBTs doesn't change the fact that you're dragging survivors off generators to go search jigsaw boxes, and that's what her power is for.
So, the effective playstyle of Pig - trapping survivors so they're off generators then occupying other survivors with chases, hooks, and their own traps - hasn't changed. Her ability to use stealth and Ambush is getting at least a little bit better. And finally, specifically harassing one guy off a box until they get a head pop got slightly weaker.
This is somehow an overall nerf to Pig? Her main thing doesn't change, her weakest elements get better, and a suboptimal playstyle gets very slightly weaker?
Agreed 100%. I'm looking forward to these Pig changes. I've been asking for ambush buffs FOREVER.
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@monochromeworld said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653465#Comment_3653465
So how is it possible that i playing Freddy (one of the weakest killer in the game) can get 3-4k but for Sadako or Nemeis even 1k is good (mayber because this 2 killers are complete garbage)
Because they are different killers? Just because you can effectively use Freddy's power to get downs, doesn't mean you'll have the same thing happen with every other Killer. Sadako has more in common with Pig that with Freddy, so that was just a weird comparison.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653207#Comment_3653207
If the amount of time doesn't matter then why don't we give all the traps 10 minute timers?
So survivors would choose to do the boxes over doing everything else on the map. You'd have survivors doing gens with headtraps on. It would also restrict survivors getting a 2nd headtrap since they wouldn't bother removing them til endgame.
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@Cypherius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653101#Comment_3653101
its true that Huntress's killrate is bellow the devs intended 60%. And pig is slightly above it. So you are probably right.
But stats don't tell the whole story, and the devs know this. Huntress is very strong in the hands of a skilled player.
I'll gladly take the changes. This'll move power from tunneling ppl at boxes to chase power.
You do make a good point. This will make her more fun to play against for the average player.
But she is still on the weaker side. I don't like that a weak killer is getting sidegraded while an A tier killer is getting significant buffs.
It always irked me how much of her addons were centered around the boxes rather than boosting her chase ability.
I agree about her addons. They don't offer much variety in game play.
The nerfs to the boxes don't really affect her though unless you were trying to force head pops. Those headtraps were intended to slow the game down. That's why they've made the various changes throughout the years like making the headtraps require a total of 12 searches for time consistently and making the boxes require at most 4 searches with 5 boxes so no one can troll by bodyblocking a box.
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@Cypherius said:
Why is Huntress being buffed again? She is an A tier Killer. Even on her "bad" maps she is still strong. Adding more lockers to these maps would be better while also helping Dredge.
On the other hand Pig gets small buffs to her Dash/Crouch at the cost of her traps being nerfed. That is just not fair.
Huntress buffs are probably due to the stats. Huntress had the lowest killrate. As for Pig... I'll gladly take the changes. This'll move power from tunneling ppl at boxes to chase power. That's great. It always irked me how much of her addons were centered around the boxes rather than boosting her chase ability.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652887#Comment_3652887
The crouch is still going to be extremely slow. I'd be an idiot if I tip-toed my way across all of Ormond. And the Ambush is still going to suck at pallet loops. The buffs are negligible and the nerfs are massive.
You don't tip toe across the map, you tip toe when you get close. Use a tracking tool to let you know where someone is, then crouch to approach. Whispers use to be a go to perk on Pig for this reason because it would tell you when you don't need to be crouching.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652870#Comment_3652870
I mean that's fair but increasing timer was very unnecessary
I'm not worried about that because to me the headtraps were always just to waste survivor time rather than something I'd try to actually kill ppl with. A head pop was just a bonus. I'm looking forward to hopping on Pig when this update goes live.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652870#Comment_3652870
It's still not going to be that useful though. It still has a telegraphed wind-up that gives survivors warning to run away. It might last slightly longer but that won't matter at pallets and windows. Pig still has a 32m terror radius so survivors will still often notice she's coming before she gets there, unless she's crouching everywhere which slows her down too much to be practical. It's still going to be mostly useless. Meanwhile the traps, the part of her kit that actually work, are being defanged.
They boosted her crouch movement speed so... crouching everywhere ain't that bad. Ambush can also be used mid chase and not just for stealth hits. That's the part I'm looking forward to... being able to use it at pallet loops.
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@sizzlingmario4 said:
Doctor, Hag, Clown, and Demo changes are alright imo, though I agree with your sentiment regarding Pinky Finger. I wish they'd just rework it already instead of continuing to nerf it.
Pig I'm not sure about, her ambush and stealth are better (1 second crouch time is exactly what I wanted so I'm happy about that) but I'm not sure it's a net buff overall because of the nerfs to traps.
Huntress is going to be obnoxious if those changes go through, she doesn't need buffs.
Bloodweb improvement is good.
I'm not a fan of timed Mangled and 60 seconds is very likely going to be too short. By the time you hook someone and they get rescued it's probably going to have expired already and you'll get no value from it. I still think the combo of Hemorrhage + Mangled is the problem and not Mangled itself.
I feel like the mangled thing would work if the timer doesn't progress while on hook. As for Pig, I see this as a win. Hopefully this change will make ambush more useful because atm... most ppl forget that's even a thing.
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@Astel said:
No, Pig actually got nerfed on her trap, which is not fine at all.
Disappointed at Demo buff. Is that all? I expected some kind of Portal buffs.
Pig not seeing the boxes is a trade ill happily take for making ambush more useful.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652554#Comment_3652554
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652556#Comment_3652556
True, the small hurtbox does let Slinger get those threading-the-needle shots. But I play on console so I'll never make those shots in the first place, so that does nothing to help me at all. Meanwhile I'm seeing the spear fly through survivors without a hit, and it's miserable.
Those shots are more about knowing what you can get away with rather than flicking accuracy though. You'll notice when Slingers go for those hole in the wall shots, they often will pause and wait for the survivor to move into it, or just hit a survivor camping a pallet that expect you to have to do normal pathing before you shoot.
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@ChuckingWong said:
Seems like they are popping up more now that Hens put a video out on it.
Its getting tiresome. Not sure what BHVR is thinking.
The changes should help promote more skilled gameplay rather than just cheesing fast cooldowns. I feel like that would be more fun for both sides.
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@FiveGensatFreddys said:
I spent all day doing those Slinger and Billy challenges, and I have to say all my Billy games on Hawkins went way better than all my Slinger matches.
To be a really good Slinger I feel comes down to knowing what all he can shoot through. There's so many gaps that his gun can go through. Perks like Coup de grace works well on him too for making spots where you wouldn't down a person even if you shoot em, turn into a down.
https://youtu.be/RQ1zgSiazT4?si=v0d3f1HINxPYvtw8 -
https://youtu.be/APOyYH1jnUo?si=aPIdAmoJbnZFahaf@BlightedDolphin said:
He could use some buffs, especially since Huntress is receiving some changes soon. He's already weaker than her and depending on how they changes Huntress there might be no reason to even bother playing him over her soon. He is punished way too much for missing, especially when landing the shot isn't even a guaranteed hit either.
Increasing his reload speed again and reworking all of his add ons would be a good start (and maybe all he would need)
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652544#Comment_3652544
That can be a good thing sometimes. You can get some shots through little gaps you couldn't reach with Huntress. Only thing Slinger really has over her.
Ran across this earlier showcasing how crazy he can thread the needle. Shooting through the fencing is nuts.
As far as Huntress vs Deathslinger comparisons... Deathslinger DOES have advantages when it comes with perks. Perks that proc from M1s are typically met for Huntress, but not so for Deathslinger. This let's him benefit from perks like sloppy butcher and surge, as well as exposed perks like starstruck.
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@Caiman said:
Sometimes it feels like the hitbox of his spear is the size of a needle. Meanwhile Huntress's hatchets hit like they're trucks.
The needle spear DOES come with upsides. The amount of holes that you wouldn't think were programmed to be holes hitbox wise is nuts.
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@Akumakaji said:
I feel ya! Just earlier tonight I curved around a rock. A ROCK on Ormont. And some bushes on Garden of Joy. Felt so unreal, in the past Garden of Joy was a surefire way to have an aweful match, especially with Billy bumping into everything, but this match was such a down fest and after the DC within 2min I made friends with the other survivors and farmed a bit and hitting them with a couple more sick curves, but only 2 hooking everyone ^^ Once in a while this is a fun diversion from the normal gameplay loop.
Right? I'm left looking at WAY too many loops going "...I can curve that". No more Milly for ME, lol.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652064#Comment_3652064
They can't be considered the worst survivor if they managed to use stealth to escape via hatch. When ur down 2 ppl with several gens left, I never blame players, especially solo q players, to resort to stealth to outlast the other. Cause it doesn't matter how godlike you are in chase, you will eventually go down and the other survivor may not even finish or attempt the gens at all.
You can definitely be the worst survivor and outlive your teammates. I've had the joy of having PLENTY of teammates that are allergic to gens. If you spend the whole game hiding behind a rock 5 miles from the closest gen... The killer probably isn't going to check that area to chase you. They're gonna chase the survivors that are progressing objectives.
I had a Nea last night bring a hatch offering, toss all the pallets nearby to waste them including shack pallet, then hide. I'm guessing they were trying for some challenge and wanted her teammates dead. That Nea... definitely isn't a good survivor just because she gets hatch at 5 gens (she died on the way to hatch, point stands though).
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If no sound is easy mode, I guess you could REALLY make this game easy by turning off your monitor too.
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I welcome ppl trying her out for themselves so they can make an informed opinion. You have too many ppl talking about how easy something is without ever playing it. This is just in general, not necessarily about SM.
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@humanbeing1704 said:
The ability to choose any aura colour
there’s been a lot of them throughout the years and with boon Illumination it makes me wish I could have every aura blue
Yeah... it gets pretty bad with different perks reusing the same color. When they did the event gen's aura colors different, I had to avoid using surveillance in my builds.
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@Moz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651368#Comment_3651368
It's not just newbies. I smash through almost every team save for those 1% comp teams, but that would be with any killer. Here's a game from last night from a survivor who claims to be a 10k hour player. https://twitch.tv/videos/2065170580?t=00h03m51s
That's not exactly a cracked team, lol. I didn't watch the whole thing, just up to back to back fast downs of survivors who weren't even affected by her power at all. Trapless Trapper would look OP from that. The 2nd chase lasted like 5 seconds, which is impressive to drop THAT fast without being affected by her power and the 3rd down was roughly the same.
Sidenote... At the time you see the killer get the 3rd down, you ALSO see the streamer who was not in chase gain a drone stack. It was right about here that I turned it off. This was a team getting decimated by basic M1s.
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I feel like more people should try playing her before drawing conclusions. She works great against newbies who run through 6 drones on the way to a generator. Against teams who DONT do that and only get scanned when SM forces it, her power starts feeling pretty modest. You typically never get more than a 3% haste at any given time.
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New characters and shrine of secrets. I usually just rock rift/event skins.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651097#Comment_3651097
I didn't have BK equipped. Maybe I was in the furthest edge of the killer's TR so I couldn't hear it, but the heal only fell short by maybe a second or two.
Medkit's base charges are setup to be JUST enough, so if anything so much as sneezes in the direction of your medkit, you better hit a great skillcheck or you'll fall short, lol. Overwhelming presence comes near for half a second? Now you don't have enough...
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651085#Comment_3651085
Cheers for the info. No idea how I've fallen short of a full heal without missing skillchecks or stopping the heal part way through. Maybe it was just the game being janky.
We're you using botany knowledge or the killer using Overwhelming presence? Both perks would lower the efficiency of a medkit.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651075#Comment_3651075
Even with mangled? I can't remember the last time I missed a healing skillcheck but I've still failed to get a full self-heal from a brown medkit.
Mangled doesn't increase the amount of charges required to heal, it increases time. Basically while NORMALLY 1 charge=1 second, when something affects speed either positively or negatively, you'll still use the same number of charges. Same goes for toolboxes.
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650943#Comment_3650943
Oh you bet! If they use any kind of machine learning to code the A.I. to learn what successful human players do in any given situation, Killer bots will be utterly ruthless.
Imagine seeing your entire team slugged and bled out by an OniBot. A BillyBot that always returns to the hook to hard tunnel. Or a PigBot body blocking her Jigsaw boxes to secure a crucial head pop. Killer bots could play a nasty game.
There's really no "crucial pig boxes" anymore, so THAT one at least won't happen.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650057#Comment_3650057
They said it quite some time ago that Killer Bots are planned, but it will take time to implement. I cannot find the statement tho.
@Topic:
I hope it is scrapped. When a Killer DCs the match ends and I would rather queue for a new match than being stuck with a Killer Bot. Given how the Survivor Bots play, you cannot really expect much from a Killer Bot and it will probably an easy win at this point without any real challenge.
Because of what I've seen survivor bots do... I kinda wanna see a killer Bot. I've seen survivor bots T bag and such... Can you IMAGINE seeing forum posts complaining about being proxy camped by an iri head huntress Bot? Maybe getting facecamped by a tombstone piece Myers Bot.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650886#Comment_3650886
With you 100% on removing depips. - Though, ever since the grade is hidden behind the badge the whole "out of sight out of mind" thing has become much easier ^^
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650885#Comment_3650885
Thought about that too and also agree - but then thought about some fast moving killers that might actually decide which side of something they pick for their M2 based on noise notifications and then figured by the time a surv has vaulted three times they're probably there as well 😅Not that I play the high mobility killers myself, so I wouldn't know - but that was the thought behind it. As far as I'm concerned one notification per pallet/window every... 5-10 seonds or so would absolutely suffice.
Even with fast killers, that's just a hindrance. The sound effect also comes with that bubble that obscures my view of the survivor. I'm finding no real positive situation where I'm going "Thank God for that SEVENTH explosion".
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That's quite the bold take. Let's ignore collected data from millions of matches, surely this 1 guy's personal survival is reflective of the survival of all players of all skill levels.
My own survival isn't that great either, but I'll openly admit I suck at chases. I'm not going to pretend I represent EVERYONE.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650885#Comment_3650885
Who knows why survivors do the things they do sometimes, wild majestic creatures truly.
I just did a spit take with "wild majestic creatures", congrats.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650583#Comment_3650583
iirc shift-jumping out of a locker in TR also gives you points for boldness. But yes, spammed notifications shouldn't be a thing. Yes, sometimes you want to know if someone fast-vaulted three times - but any more than that every five seconds (or even less) def are enough.
The thing is, the only time it's important to know if someone vaulted 3 times... is if your chasing them in which case it's not explosion sounds anyway. It's the sound of the locker, or pallet, or window.
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@I_CAME said:
They had the right idea the first item they reworked her. Then the three people who play skull merchant whined that she wouldn't be strong enough. This is why sometimes you should stick to your guns and not listen to the community. If she was still too weak then you could have incrementally buffed her. It would be far better than this monstrosity we have now. The reason her kill rate is so high is because no one has any idea how to play against her. She has easily the most confusing kit in the entire game.
She gets haste but only sometimes
She gets stealth but only sometimes
She has tracking but only sometimes
She will damage you randomly but only sometimes
She hinders you but only sometimes
There's just way too much going on for a typical survivor to keep up with. You load into an average match and it's likely that at least one person will have no idea what's going on or how any of this works. Compare her power to something like Demogorgon. He lunges and can teleport with his portals. Very clear and easy to understand regardless of your experience level. I do not buy the theory that her kill rate is so high solely because of people giving up against her.
How much have you actually played AS her?
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650682#Comment_3650682
Not exactly, both are strong enough on their own. Lots of other M1 killers don't rely on haste/hindered outside god pallet loops, SM having one of the two should be enough to retain her chase and could even be adjusted to compensate for the loss of one if needed.
Not to mention you can build her to be even better at chase with some of her addons. Personally I build her as a stealth killer, since she's pretty much the best at it by making no noise in undetectable.
While it's true other Killers don't have haste/Hindered specifically, they usually have some sort of ability that aids in chase. Very few killers expect you to JUST hold W and try to M1. I agree she could use tweeks (being able to gain BL while her drones are scanning ppl is dumb), but she still needs an ability to aid in chase.
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@ChaosWam said:
Honestly, I don't know.
Personally I just want the haste or hindered removed from her kit, I find her tolerable to go against with her current power. That said, so many survivors don't know how to deal with her.
But that leads to a slippery slope too. Survivors didn't know how to manage Sadako, still kind of don't in a lot of cases in my own matches. Future killer designs would have to worry about that too. For that reason I suggested a compendium of sorts in-game: https://forums.bhvr.com/dead-by-daylight/discussion/405391/in-game-compendium-information-for-players-inside-the-game#latest
But as far as Skull Merchant goes, unless they revamp her completely and give a notice to as many players as possible, she'll still get the same stigma from her release. I know people who play the game occasionally and still think she plays just like release to this day. I once thought she could have a mobile drone to control like Singularity biopods, but then I thought that's way too similar to victor for The Twins. I'm honestly stumped.
Removing the haste/Hindered would kinda remove her chase power. She would end up feeling like a worse Legion where you can use your power in chase to injure...and that's it.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650491#Comment_3650491
Nerfing her isn't the solution though, she isn't a good killer. When played against properly, she loses most of the time. Probably a low C killer at best. People just don't want to play against her. There is a difference there.
I'm pretty sure I DIDNT say "Nerf her". The ideas listed were side grades that would relieve survivor grievances that DO have a point while also helping SM herself in ways.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650610#Comment_3650610
Which is also nothing I said. I said that Skull Merchant is a strong Killer. Which cannot be denied. But that her Killrate is mainly paired with Survivors giving up against her.
But even without that she would be in the Top 10, I am very sure about that.
Unfortunately we can't showcase that in statistics because while hook suicides contaminate data for EVERY killer to a degree, it has made SM's stats completely pointless. These stats don't indicate if the killer needs nerfs or buffs like other stats do.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650542#Comment_3650542
Never said something different. And your build is irrelevant, you are still playing Skull Merchant. Your Build does not make the Killer less miserable to go against.
Your right... my build is completely irrelevant when it plays 0 part in a survivor pointing to a hook the moment they see my character. My point was that the killrate does not accurately indicate this killer's strength like it was intended to.
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@Halloulle said:
thing is, if a killer is afk like that you will depip. If you're at a point where you don't want to depip you do some stuff that will help you pip; cleanse the totems, open chests, hope for a toolbox to sabo a hook, so stuff that gives you points in boldness. Takes about 4-5 minutes.
@ImWinston said:
Because survivors try not to lose pips because you have to talk on the phone... that's why.🤣
in games like this even survivors lose pips (not just killers)
Stuff like searching chests and cleansing totems for points/pips I fully get. Locker/vault noise pollution though should probably be tweaked in general though. There's 0 reason a killer needs 10 explosions to let him know about a locker on the other side of the map. Putting a cooldown period on explosions from the same source would probably be a smart move.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650410#Comment_3650410
Devs wrote:
"Kill rates do not include matches where a disconnect takes place."
So once there is a DC in the game, the match is not counted. I dont know if people want to downplay how miserable Skull Merchant is, but the 70% are only matches were people dont DC. Her Killrate would probably be higher if they would include those matches as well, because a 3v1 is a 3v1, a Bot does not really change that.
And while she is a strong Killer, it is also clear that her high Killrate is also due to the fact that she is horrible to go against. But this is not the only point, it is not like Legion back then who was a bad Killer, but made people give up, she is also strong and even if people would not give up against her, she would probably rock one of the higher Kill Rates.
But the fact that Survivors still just go to the next game against her is just alarming. And there is no sugarcoating around it, because it does not happen against any other Killer that people give up that often.
Hook suicides ARE counted though. The amount of ppl who will point to a hook ASAP when they see a SM is staggering, so her killrate numbers should be taken with a pound of salt.
I play a pretty chill chase build and still... it's about 1/3 of my games give or take that immediately becomes a 1 v 3 no bot teammate. Survivors will immediately run up to you, no chase required, to quickly die. It only takes 1 survivor to ruin a match like that. Those games still count towards her killrate.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650504#Comment_3650504
Definitely workable. Fits her theme, allows it to be consistent for both killer and survivor, adds something interesting and unique to the game.
Could have the same interaction as hacking a drone, on the survivor side? I like that little minigame, I'd like to see it used here too.
It also wouldn't be hard to implement. MANY killers have items that spawn in those same spots. Freddy's alarm clocks, Plague's fountains, onryo' TVs, Pig's boxes, Nemi and Wesker's chests, Singularity's EMP printers...
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650491#Comment_3650491
I definitely like the stack-removing suggestion, that's a pretty genius idea so credit to whoever was patient zero for it catching on. Hacking drones removing stacks increases power interaction and decreases how much a killer player can autopilot into winning a war of attrition, it's a win/win for the game's health overall.
Messing with how she gets drones wouldn't be the worst idea, honestly. I don't love how quickly a lot of people jump to locker-reloads, but something along those lines could be workable for sure. Even just forcing her to go to a certain radius of the drone to recall it could increase the worth of hacking drones.
It doesn't even have to be lockers. We could borrow off of Xeno for this one. Xenos tunnels act 2 fold as both the entrance/exit of tunnels, and also where survivors get flame throwers. What if SM had similar structures? Reloads drones at computers spread around the map, and survivors could interact with the computer to get rid of stacks. This would avoid the annoying locker spawn problem Huntress has.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650461#Comment_3650461
This is a fair point, and I wouldn't mind that change either. I was more trying to highlight that the spammy, force-them-to-leave-loop playstyle is incompatible with Bloodlust, but you do raise a good point about other issues.
I feel like there's room for compromise with this killer, although I'm sure ppl will still instantly give up. Currently there's no way to remove stacks for example. If they introduced a way to remove stacks while out of chase similar to Wesker's vacines... it would provide both consistency in chases for the survivors and a reason to get off gens.
Also... just spit balling here but... What if they change how she gets her drones? Currently she has 6 drones which has a 10 second cooldown once placed resulting in 8 seconds of undetectable. Survivors MOSTLY don't bother disarming them since they repair themselves anyway, and the SM can just call it back to quickly replace it.
What if... recalled drones don't go to SM but instead have to be reloaded similar to Huntress hatchets? Would take care of the complaint of "she just tosses down a drone at EVERY loop" since you don't seemingly have infinite drones to work with. Could do something like remove her cooldown to compensate. This would give more incentive to disarm the drones.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650427#Comment_3650427
Why shouldn't she get Haste? At that point, she only gets any chase power if survivors are gracious enough to let themselves get scanned 4+ times, that makes her substantially weaker for no reason at all. If we were to get rid of any element of her chase power - which people wanted her to have! - wouldn't it make more sense to replace the Hindered with something else? And if we're at that level, shouldn't we ask... why is it a problem for Skull Merchant to get Haste + Hindered, but not Clown, who gets a higher number for both on top of them being much, much easier + more consistent to apply?
Worth mentioning that if she's placing down drones she's resetting Bloodlust progress, also. She only gets Bloodlust if she already has the drones up in smart locations and chases survivors towards them, but at that point... isn't that just a killer playing well and being rewarded for their skill? Also, at that point, isn't that much more counterable, since the drones have to be left alone for a bit?
I do agree with hacking drones removing Lock On stacks, that's a good idea. That's one of the changes I think would be good to implement.
Overall, I agree with you... except for the bloodlust part. It's fairly easy to cover a decent chunk of the map in drones and then just mostly ignore them. Unlike Clown that is constantly resetting BL to apply hindred/haste, SM only has to make adjustments here and there. This means that while Clown isn't going to be able to have haste/hindred trigger at the same time as BL, it can happen pretty easily with SM.
Coming from someone who actually PLAYS this killer, tweeking BL on her wouldn't be the worst idea in the world. BL is meant to break godloops in situations where they would otherwise be uncounterable, not become a tool to cheese loops where you are insistant on not breaking a pallet. In that regard, if they made BL reset if the drone scans a survivor... I feel like that would be healthy. Potential godloops would still be countered by the power which removes the need for BL to do that.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650423#Comment_3650423
For me, few changes will make her fine.
First, she should not get haste. That's so stupid, especially while she can also build bloodlust.
Second, there should be way to remove stacks if SM is not chasing you. There was idea to hacking drones will remove one stack, that's not bad idea actually.
I think i will be fine with her after few changes like that. Even she is another leave the loop killer.
The Haste part isn't typically an issue unless you have people who aren't being chased getting tagged. If it's JUST the person in chase, it's 3% for afew seconds.
As for providing ways to remove stacks, I feel like that would be healthy for both sides. Would provide a side objective to slow the game abit while also providing counterplay in avoiding INSTANTLY being broken once chase starts.
Currently there's not much reason to disable drones since they auto-repair, but also since they don't hamper non-moving targets. The only GOOD time to disable really is when you know the killer is about to chase someone to that area. This change idea would provide a decent reason to bother with disabling drones.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650400#Comment_3650400
If BHVR did not change their data-system, they never included dcs in kill-rates. So let's say, 2 survivors dc'ed and bots replaced them. Killing them will not be in kill-rates.
Also source:
It still includes hook suicides though. I can't tell you how many times survivors will run up to me as soon as they see what killer I picked so they can show me their favorite hook... At that point, it's a given that the game is over.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650023#Comment_3650023
Why feel bad? Just because your solo doesn't mean you are the weak link. Often I find it's the trio that lets the solo down.
SWF typically tend to be more altruistic, which can lead to snowballs from the killer. Better hit those great skillchecks SoloQ teammate, because you're the only one on gens.
