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MadameExotine

MadameExotine

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MadameExotine
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  • I used not to tunnel. But recently my MMR got to a point where 8/10 of my games are 3-4 person escapes (mostly against decked out, SWFs, P100). All gens get done by 3rd hook. So I started tunnelling out of necessity, and actually started to have a chance again.

    I am convinced that tunnelling is required at higher MMR to put pressure on surv to blodyblock, not do gens,.. otherwise it's a loss on killer.

    OR maybe my skill level is way below the surv I am going up against,.. which is an MMR problem.


    I've play more surv than kiler, it wasn't until I started playing killer when I noticed how bad it is for them once a certain MMR is hit.

  • I agree her rework seems rushed,.. however I think it's a step in the right direction. So hopefully more changes to come.

    With my experience, her best plays are with stealth to get close enough too pounce. and her chase tho good only if surv stay at loops. At higher MMR, surv just keep running when in chase, which can make her feel like an M1 killer in chase.

    So any perk that helps with stealth, closing gaps work well with her. I'd recommend the exact same perks as @VomitMommy!

    Just to elaborate a little more,.. Monitor and Abuse + Surveillance is especially good with Skull Merchant, 'cause of the numbers. You'll be able to hear gens being worked on 28 meters away (with surveillance), and your terror radius will be at 24 meters (with monitor and abuse). Which means you'll hear gens being worked on 4 meters BEFORE surv can hear your terror radius. Perfect opportunity to drop a drone for stealth and ambush.

    Also a little tech,.. if you drop a drone and immediately recall it, you'll still keep the 8 second stealth duration, with a 2 second cool down before you can do it again 😉

  • This happens for going up against any killer with an "interaction" option for survivors (ie. trapper's/hag's traps, cenobite's chains, Skull Merchant's drones). Sometimes it can even happen when trying to heal someone under palette. This is because on console the default button for "interaction" and "actions" are set to be the same.

    "Actions" = things like vaulting, dropping palettes and entering exiting lockers.

    "Interactions" = things like interacting with hexes/totems, killer powers, healing others etc.


    You can go to key bindings in option menu and separate your key bindings from "actions" and "interactions" (I would suggest to keep "action" the same, and a new key binding for "interaction"). It'll get a few games to get used to it, but once you do, this will not be an issue anymore.

  • Love this!!

    BHVR please implement!

  • I am not even a killer main (I wish I was, my friends are usually on so I often SWF).

    And to lobby dodging comments, it's already addressed in post. Number indicator shows after everyone is locked in/or at the loading screen.

  • Asked a reputable streamer. Seems like Hex: Ruin doesn't count as a "regression event", there needs to be "pop" (with an at least a -5% insta-regression) for it to count.

  • BEETLEJUICE,

    ..

    ..

    ..

    ..

    BEETLEJUICE, BEETLEJUICE!

  • As a Skull Merchant main I can say she seems easy to master when starting out only because surv don't know how to go up against her so at causal MMR SM players will think they've already hit the ceiling. Place a drones at loops or high traffic areas and go.

    However once a certain MMR is reached, most surv will know her counterplay,.. at which the real mastery ceiling shows itself (Hardish) as she needs to multitask plenty of things (ie keeping track of when drones are hacked, understanding placement/rotation for structures, how to zone/herd, managing undetectable distances, knowing how to sett up temp and perma territory, etc). Without mastering these things, high MMR surv have an easy time with her.

    Likewise with Trapper. Placing traps seems simple enough, but alot goes into knowing trap placement for different maps.

  • @MrDardon said:

    Any Mean's necessary.

    Picking up a pallet takes 0.5 seconds. Holding the Killer hostage the whole game 😁

    haha, that would be so annoying,. Then Nurse becomes 90% of all matches.

  • It was a fun event altogether.

    My only complaint is whenever I played on Hawkin's (Stranger Things) map, the snowpiles would consistently spawn to block one side of routes with a palette on the other side (in outer halls). Surv/Killers usually do a little loop mindgame here only to find out they ran into a completely blocked corner.

    Screenshot 2024-01-05 at 3.21.50 AM copy.jpg


  • Beast of Prey - Grants the Undetectable Status Effect for as long as Bloodlust is NOT active!

  • Going by DbD youtube videos, you'd never know killer is suppose to be in the power role.

    Most killer videos are usually "going against bully squads" or some title like that. And you'd usually see them sweat to clutch it in the end.

    Whereas Survivor videos are usually "watch me dunk on this killer/loop killer forever", with wacky sound effect and poking fun at how clumsy the killers are, while having alot of fun with it.


  • @Pulsar said:

    You are exercising your right to play SM.

    I am going to exercise my right to never play against SM again.

    That's a not an issue, I don't take it personally since we'll never get to play against each other. I usually leave the bot alone on d/cs and use the game as practice 😘

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620946#Comment_3620946

    weird build. my build with stealth merchant is monitor&abuse, bbq, sloppy butcher and stbfl with adaptive lightning. I have tried running the build with Gearhead to try get information on gens so you can place a drone before going to gen but it just ended up being that bbq gave me more direct info then Gearhead... the perk designed to show aura on people on gens. I wonder if they'll ever buff Gearhead to show yellow gens again.

    I've had some luck with Monitor&Abuse with Surveillance, jolt and pain res. Surveillance makes it so that you can hear a gen being worked on at 28meters, Monitor&Abuse makes terror radius 24 😉 so you can hear who is on a gen, before they can hear you, then drop a drone and go for them. Also pairs well with pain res and jolt, 'cause you'll see what gen got popped and track when surv go back on them.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620933#Comment_3620933

    Good idea, but actually no. My go-to build is Adaptive/Brown Noise with Surge/Game Afoot/Dark Devotion/Furtive Chase. Really fun to me because I can constantly confuse survivors with TR. I am debating swapping Brown Noise for something though.

    nice, my stealth build for her is for gen grabs. It's hard to pull off, but such a rush when it works!!!!

    Machine Learning, Tinkerer, Deadlock and Discordance(or Rancor). Basically, whenever a gen pops there is 30 second of gen grabbing potential. The rancor is to show where to go once a gen pop, and since I am undetectable (from machine learning) obsession won't know I have it.

  • Is this what they mean by "P measuring contest" 😏😏😏😏

  • If Deadhard was available anytime you were injured and un-exhausted, and instead of giving you endurance, it gave you invisibility frames with a little hop forward 😛

    Or if Pain Res activated everytime killer hooked on a scourge (instead of once per surv) 😛

    There is already plenty examples of these as pre-reworked perks

  • Maybe they can do something like a mixed tape addon (for legion) where if she brings certain add-ons it also switches to her drum chase music 🤔

  • @appleas said:

    Lots of people have ptsd from pre rework SM and make assumptions about her gameplay the moment they hear the TR.

    I went against a SM in Ormond who dropped drones around chokepoints, making it harder to navigate along with the constant undetectable confusing everyone.

    I wouldn’t call that “brainless” gameplay.

    Absolutely! Pre-rework PTSD is to blame for this kind of mindset I think.

  • Some DbD Streamers make free content on learning killer specifics and survivor specific tips and trick, often more in-depth and nuanced than what an in-game tutorial could be (Otzdarva being the biggest one imo, beginner to advanced friendly)

  • I am really excited about the FOV slider! I m on PS5 . On Console you only get one look around speed (compared to mouse which is much more responsive/customizable). I play at 70~75% sensitivity, and even at that speed sometimes PC players can do POV techs that need a quick snap to see what they're doing which is harder to do on sticks. With FOV, I feel like it'll even the playing field a bit.

    I donnu why 3-gen solution is a thing. I don't think there is a 3-gen problem in the current state of the game. Additionally a "natural" flow in the game is for survivors to move around after doing a gen as to NOT 3-gen themselves. A 3-gen solution might just bring about a gen hopping play-style which survivors finish nearest gens faster without worrying about consequences.

    Looking forward to Perk reworks (specially Grim Embrace). Hopefully, they'l be viable and add variety to the meta abit.

  • @[Deleted User] said:

    I play a ton of SM. Think of her less as Clown and more as Trapper/Hag. The drones are her traps. She's a hybrid stealth+set up killer.

    The drones aren't great when they're placed mid-chase, so don't do it unless you're trying to push someone off of a strong tile, then recall the drone immediately.

    Place the drones at choke points, main building entrances, inside shack, basically anywhere survivors are going to commonly path. I get multiple passive claw trap injuries every game this way. Sanctum of Wrath is a perfect example. One drone on each staircase, and one drone on each side of the shrine. Anyone who crosses the map is taking a stack, and you have tracking on them.

    You have some built-in game delay from the survivors playing around your drones. Corrupt is necessary on any set up killer at a high level. You need to set up her drones at the start and only carry 1 or 2 max. My preferred build is Corrupt/Pain Res/PGTW/Brutal

    <3 So happy to hear this. I agree 100%!!

    One of my builds is Pain Red+Corrupt+Brutal . Instead of PGTW I had more success with monstrous shrine. Survivers I go up against tend to stay on gens 'till last possible minute, and it really throws them off (or I get two hook states)

  • @CorvusCorax86 said:

    I understand the number comparison between SM and Clown but they work slightly differently. With Clown you always have the TR. SM can be quite surprising during chases when suddenly she becomes undetectable. It gives a completely new idea of mindgaming and not everybody can cope with that.

    I have more successes with the reworked SM. I think she can be more aggressive. Of course, you are probably right when saying at high MMRs she is inadequate.

    Absolutely, but at my MMR becoming undetectable during chase means very little to survivors. They know which corners to wait for visual confirmation and play very safe. Plus losing TR during chase does the same thing as just moon walking, since the only benefit during chase is hiding red stain 😉

  • @[Deleted User] said:

    I don't argue with SM players. I play her quite often and really like her new kit. Very solid killer for sure but agree she can struggle a bit in the higher spectrum of play.

    How do you play her? (build)

  • As killer I go up against P100s alot. Sometimes a surv will switch between their characters in lobby to show me they got two p100s on their account (my highest is P34 skull merchant)!! I am not even that good a killer (casual-ish). Today I played 10 matches, won 2 and only because I tunnelled a surv out. I went against sane sets of swf twice in a row at some point even.

    I think I've hit an MMR ceiling line, but at my level of skill it's ridiculous to cap out so soon.

    I hope they make it so that SWF's MMR counts exponentially higher. Feels like playing at a tourney level, this game's meant to be causal. Can't even experiment with none meta perks without getting stumped.

    (My surv experience seems more balanced though, both as swf and soloQ)


  • @leviivel said:

    Been maining her since day one and i was thrilled for the rework.

    i went through her add-ons and did the math for everything, this what i ended up with for my opinions on everything. Would like to hear everyone else’s opinions though.

    https://us.v-cdn.net/6030815/uploads/DSW76JKCY6BR/img-1403.jpeg

    Context on S: Low-Power mode can give you infinite undetectable by making the cooldown shorter than the undetectable duration. ultra sonic speaker makes your chase much stronger and can make her extremely opressive. Geographical readout is probably still her best chasing tool, a constant faster break and vault speed is ridiculously strong.

    context on bottom tier: Advanced movement predictions is pointless now because you don’t lose speed anymore while using the radar. The other 2 are absolute trash because they’ll rarely be in effect (and sometimes actively encourages you to play worse).

    I am a Skull Merchant main also. My MMR has gotten to a point that I've been going up against survs who get all the gens done in about 3.5 mins on average, with strategy of when in chase leave all the loops I drop a drone at. which buys them alot of time (and I can't do anything about it). I don't understand how some put her above Clown or Trapper even in tier-lists. (clown slows/hastes better in chase, Trapper traps are more lethal in comparison).

    There aren't many skull merchants out there for me to learn/exchange strats (maybe I am missing something important). I have no idea how to play against my current MMR survs (usually P100s). Feels like there is no counterplay on my end.

    Any thoughts? Looking for base kit tips.

    (btw, I can understand most your tier list choices, here is mine)

    Screen Shot 2024-01-02 at 5.17.04 AM.png



  • @MarbleThrone said:

    My guess is that the Zarina didn't mend in time and that her Deep Wound bar was already neary depleted. It does not run out when you're running, but her slowing down/dropping the pallet here may have caused the timer to run out, putting her in the dying state.

    You might be right!! She could've been a just tick away from a deep wound down and the pallet drop made up that split second difference.

    Tho I got the "Lock, Stalk, Imperil" bonus (+1000 points) when she went down, which is "Awarded for downing a Claw-Trapped Survivor." I am not sure if this would include getting passively downed from deep wound.

  • I run a Hex:Plaything + Pentimento build, and wondered why no one would cleanse their Playthings. Thought survivors were doing it intentionally to bypass Pentimento plays. Until I went up against the same build as survivor and found out about this bug.

    It's particularly unfair when played with Hex: Devour Hope, 'cause all totems light up, and survivors won't know which is which, nor have a need to cleanse before it's too late.

  • Best work around with the current bug is to bring Stake-Out (with Technician of-course), and a toolbox with the Instruction add-on (suppresses skill checks) and extra charges.

    Play the game as you usually would. Build at least 3 stacks on Stake-Out (if you lose a stack, make sure to build it back up to 3). Once you're on last gen (or second last gen), spend the 3 stake outs on gen. As soon as you do the 3rd great skill check, switch to your toolbox (which suppresses skill checks). If you run out of charges, then find killer and get in chase while others do gens.

    As long as the LAST 3 skill checks you do on a gen are Great you'll get this challenge. Otherwise, If you hit a good skill check or fail one after the 3, it resets back to 0, and you have to get another 3 consecutive greats again (even if challenge progress bar shows it to have been completed)

  • Having to wait for weeks for Queue to normalize just proves my point. Also the same is true for survivor only releases, but less noticeable cause of 4:1

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/397491/player-pool-loss-in-2024

    Warframe is getting it in December, and I remember a community rep saying at one point that it was Sony that was holding back the deal and they mentioned Warframe had a similliar roadblock, so maybe it's a sign? Either that or Warframe payed a lot to get it...

    Who knows, but if Warframe can get it surely DBD can

    I sure hope so.

    Maybe DbD analytic staff can crunch the numbers and do a buyout from sony if their projected number of non returning DbD players (as a result of Sony's price hike) makes the deal worth it.

  • The problem with it is that It's literally Two perks in One!

    Either have it activate on hooking the obsession (like Furtive Chase) OR on hooking a non obsession.

  • Chucky definitely feels top 3 in terms of power (might even be better than blight) but in an unfair way. A third of games I play against him, survivors DC in first 5 min! Here are the main issues:

    -Even though he's 110 speed and suppose to be slower than average killer, at loops he feels faster. Possibly due to his hit box being tiny, so he can hug loops better than average killer. Hidey Hoe is already a great loop mindgame mechanic, but with him being able to hug loops better it feels too powerful at loops. And if you opt to leave loop, he has Slice & Dice to catch up in the open. His hit box needs to be more like average killer to make counter-play balanced.

    -Illusionary Foot Falls should be proximity activated (ie. if he is X amount of feet away from you in Hidey Hoe). Having it map wide seems like punishing Solo Que survivors in particular.

    -The perk: Friends 'Till The End, has the power of 2 perks! It should Either activate on Obsession getting hooked, OR on a non obsession getting hooked (like Furtive Chase). Not both.

  • I don't understand why it would be up to sony/microsoft to have cross progression.

    Is it a part of their contract with Behaviour?

    If it's a technical problem to have progress simultaneously over two systems, I wouldn't mind if there'd be a one time "progress transfer" option, where I could entirely transfer all my progress over to PC (and not have it available on my console anymore)

  • It's not just for normal 0.5skull outposts. I think the bug happens all over, coding 4~5 skull brutals as much lower. I just played this 1.5 skull supposedly "dangerous" outpost which is clearly a 4.5~5 skull brutal in disguise:

    I've heard there was a back-end fix for this yesterday, but I got this base just now, November 5th, 2023

    (I am 30 sec afk at beginning of map)

    https://www.youtube.com/watch?v=xhZrzxvgx10


  • Happened again, this time game just flat out refuses to give reward for completing a daily! Its not even close to reset time.

    https://www.youtube.com/watch?v=GNTh0Hib_lM&ab_channel=MadameExotine


  • Wow, that was an entertaining watch! Whole different level of skill game wasn't ready for! 😛

  • Support fixed the problem. Got my Rank points/level back 💕

  • A little more information about this bug:

    I played about 10 raids just now. Bug still persists (ie I am still back at Bronze I, with no progress ever being awarded)

    I tried dying a bunch of times in an outpost to see if that changes anything. It does not.

    I also noticed the bases I raided were also at Bronze I Rank (made by experience 70+ players), so either I am also seeing other player's rank as bronze I,.. or others are also experiencing the same bug as me.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/390224/nostromo-wreckage-exit-gates-are-true-50-50s

    Blight might make it, prolly not Wesker.

    Reminds me of the gates on Hawkins, and a little of Midwich. But depending on the rng of the gates, their spawns on most maps can favor one role or the other, which is about as fair as we can expect.

    I don't think Blight can. Too many obstacles/walls inside the ship, and going around ship takes significantly longer.

    However, if any Blight mains are up for the challenge, pls give it try and let me know. I am not too good on Blight to test it myself.

  • @G_Hunters said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532040#Comment_3532040

    I completely missed this change then,another add-on to add to the memes list just like all the duration ones.

    Charge+recharge+speed etc add-ons is the way now I guess.

    I'm not a big fan of what they did to this character,I could swear something changed on the audio side too,as,many times it happened,that when you are phasing towards an hurt survivor for example,the noises of pain are not correctly played or intermittent (you could hear the noises near you,but the survivor is much way ahead of you),or the footseps sounds could not happen at all.

    I understand what you mean about surv noise distance not being consistent to Spirit. Like sometimes I am pretty sure they're right next to me, and I phase out to find out they're actually a few meters away. But because I am still new to Spirit, I am not sure if it's just from my lack of experience on her or if it's a bug.

  • Honestly, I was expecting the Queen skin to have a unique mori; her face gets close to you like in "Alien 3" then she leaves, 'cause she senses surv got an egg in them, then a Chest Burster pops out surv's chest! 🤗

  • @G_Hunters said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531463#Comment_3531463

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531485#Comment_3531485

    Wait,was it really changed? There is no point in using it now then,I wonder if it is intended or a bug.

    Was it changed in the recent duration add ons patch?

    Yes, it is intended and was changed in a patch in February apparently.

    So pretty much current Furin is functionally a meme add-on, that potentially helps survivors more than killer.

  • Aliens and Alien.

    After Alien 3 they stopped paying/crediting HR Giger (the artist who Xenomorphs/Alien Planets were based on/designed by). Alien Resurrection just ignored him by saying it's based on the designs in previous films, and since they owned the rights they don't need to pay/credit him again.

    He sadly passed away with grievances about it.

    https://news.artnet.com/art-world/h-r-giger-2039120

  • @G_Hunters said:

    The furin add-on makes it so,that every player out of the spirit terror radius (24 metres) gets to hear the phasing sound (not directional),but if you start phasing while a player is in the terror radius,that player will hear everything normal (directional sound cue etc).

    The trick about this add on,is that the directional phase sound muffle can be used to mind game survivors and take them by surprise,because,while it's true,that a player in the spirit terror radius gets still to hear the direction where she is coming from, a player wich is outside of it,will no be able to discern it still.

    I hope I explained it correctly,because english is not my first language,so forgive me if it looked too complex.

    So,basically,in a few words,if you,as a spirit,know that a survivor player is in a certain spot far from you (maybe working on a generator outside of your 24 m terror radius),if you start phasing and go near the player, that survivor will still not be able to hear the direction where you are coming from and you will scare the soul out of him/her ahahahahaha.

    Edit:

    Further notes,I don't know if the add-on can be used in sinergy with perks that restricts the terror radius or if it is just a fixed value of 24 metres no matter how.

    Thanks. I think they changed it.

    I tested it with my friends. It definitely does not work with terror radius perks (undetectable/oblivious). They could hear the direction. I think we also tried phasing outside 24 meters and getting close, and they could still hear direction when I get close.

    I'll do more tests about outside 24meters to inside while phasing to make sure.

  • @Aven_Fallen said:

    Did you hide the detail that you were playing Skull Merchant?

    In over 8600 hours I have never seen someone give up because of Franklins.

    haha, nope. I don't think I've ever ran it with Skull Merchant.

  • @Xyvielia said:

    Yeah, ppl can get miffed over absolutely anything, anymore, so much that they often don’t see (or care to see) how it affects others.

    I feel like you posed this with some good encouragement vibes, and it’s really a refreshing feel from some of the usual angry/frustrated vents that come off as immediate post match attacks, on here.

    Feels Awesome, tbh… Like a positive bonfire☺️

    If I was a Franklin’s DCer and read your post, I’d absolutely make the effort to be chill, understanding, and play thru, while appreciating the fun both sides get to have.

    DBD was meant to be played in uplifted spirits and community fun as the primary focus.

    Wish ppl wouldn’t’ve lost sight of that.

    absolutely <3

  • I think it would be best for game to have an MMR ceiling for killers based on hours used on that specific killer taken into account. Learning new killer needs some buffer time to get the fundamentals down before matching with high MMR survivers who already know all the counters. As the players stacks more hours on a specific killer, the ceiling raises, and higher MMR survivers get matched.

    It would also improve game health, in that killers will feel less helpless and won't resort as much to camping/tunnelling (as often it would feel to be the only liable solution).

  • Two things most players don't know about Skull Merchant that could help with counter play:

    → drones can be held hostage (ie. hack a drone, but don't enter last promt): this disables drone in all aspects, and doesn't count as an arm trap yet. You can hold it until you see skull merchant approach, then enter last prompt, turn it to arm trap and run away. Other surv can work on a gen under a drone held hostage without detection/expose/addon effect.

    → survivers doesn't need to wait until drones go into scan mode to hack them. 10 seconds after skull merchant deploys/activates drone, it become hackable while in expose mode. I see alot of survs wait around for scan mode. When the "woosh effect" aroud a drone dissapears, even if it's active you can run in and hack. The moment you start hacking,, expose meter and killer instincts stop.

    I know it's not much, but in some games it can make a difference.


    ps> I am a Skull Merchant main, but I stopped playing her until her rework. Wins don't feel earned with 3 gen strat, and other ways of playing her isn't viable.

  • Yes. After the decal bug fix today, I went in to touch up a "dangerous" base. Removed 3 guards and 6 traps; and re-added 1 of said traps and my base suddenly became "brutal"! I removed the trap, it's still "brutal". Removed more and more traps, until it got back to "Dangerous" again,.. but at this point I've removed so much that it felt like this new "dangerous" rating is at what an outpost's normal rating would usually have been.

    So I stripped ALL the traps, and ALL the guards. And started putting in traps to see when it trips over to "normal" minimal defence base. It took ONLY 3 traps!!!!

    Here is the video (I go over all the traps/guards icons to show there are 0 in the base):

    https://www.youtube.com/watch?v=JZczml90DAM&ab_channel=MadameExotine

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