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Malkhrim

Malkhrim

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Malkhrim
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  • Remember when they said, back when the Skull Merchant's tome was announced, that Deep Rift cosmetics would stop being just blue versions of skins unlocked earlier in the tome? It was stated in a Developer Update, and it made seem that it would change on that upcoming tome… but it never did.

    Perhaps it's for the best, though, because a version of the skin that looked unequivocacally better than the other already unlocked would lead to FOMO that requires you to go through the whole rift.

  • I know I'm commenting on the thread almost a week later, but I think this is the biggest issue within the game right now. It ruins survivor matches even more than being camped and tunneling, because at least you can attempt to counter those, but you can't do anything if another survivor decides to give up.

    The 4% mechanic has to go, and so has the instant death for failed skillchecks on second stage. Yeah, yeah, it's fun when you manage to escape with it on the last second when all hope seemed lost, but that happens how often, once every hundred games? Most people don't even try escaping the hook unless they want o give up the match anyway, and when they try, the chance of escaping is so low that we almost never see it. And even when they DO escape, it's usually in the end of the game and the survivor ends up dead anyway.

    So, it's a mechanic that leads to one fun play every hundreds of matches, and while it's not doing that, people use it to give up and ruin matches all the time, AND they can do it without taking a penalty or leaving a bot. It ruins hundreds of matches more than it improves. It's not worth it, not even close.

    Unhooking yourself should only be possible with the aid of perks (Slippery Meat, Deliverance, Wicked) and the anti-facecamp mechanic.

  • It's been almost 10 days since this thread was last commented on, but I really hope to hear from the devs about the Ivory and Ebony mori offerings being kept. Being able to mori multiple survivors per game, find other survivors' corpses during game and mori photobombs are a fun part of DbD that I wouldn't want gone. Sure, it would still be possible with Devour Hope or Rancor, but one of these perks rarely lasts before being cleansed and the other one only activate in endgame. Not to mention they have a low pick rate, imagine how rare multiple moris would become.

  • I share your disappointment. The appeal of Chaos Shuffle is that we see many perks we usually don't instead of the same meta builds we see everyday… but add-ons, items and offerings can still be picked normally, so everyone decides to tryhard trough that instead. It kind of contradicts the point. Last time I kept seeing killers with the strongest add-ons and survivors who brought styptics, syringes and BNPs everygame, the same thing is repeating itself now.

    Also, thanks to this, the perks are randomized and the maps aren't always, because people can still bring map offerings. That's silly. Items and add-ons should be randomized, offerings should be randomized between the ones that affect gameplay (survivor spawn, hatch spawn, number of chests, distance between hooks, thickening the dark mist and moris), and everyone should get a bloodpoint bonus between 200-400% while playing this mode to compensate for the lack of bloodpoint offerings, that would fix this mode.

  • @ObsidianButterfly said:

    Seems like a lot of money that could have been better spent overhauling and reworking the things in DbD that need to be updated.

    Unless that is what they bought Red Hook for; to use as a support studio to help with DbD.

    Dude… not everything is about us. A studio has other goals beside the satisfaction of the playerbase of a single game, even though that is extremely important. BHVR aims to improve DBD, sure, but they also aim to grow as a company, specially now they earned so much money with DbD. That's why they've been acquiring smaller developers and starting other projects (even though quite a few already failed, like Project T). That's part of how business works. BHVR is not that small canadian company it was in 2016 anymore.

  • Honestly, I would rather ask why Trickster has a lullaby. Trickster needs to hit people 8 times with his power to affect a single health state, he can't snipe people out of a health state instantly like the Huntress can. So why does he need a lullaby? If he hits one knife outside of his TR, the survivor still has enough time and distance to dodge the others and gain time.

  • I like Chaos Shuffle, I'm just disappointed by the way it was brought back: Lights Out gained new features and a few changes to make the experience a little better, specially for survivors, but also for killers with all the muffled sounds. Chaos Shuffle got no changes, when it could have used ramdomized items and add-ons (that was the worst part the last time it went live: being able to choose add-ons but not perks means everyone played with the strongest add-ons possible, people decided to try-hard through the add-ons instead of the perks, on a mode where the main appeal was to have less repetitive meta builds), no tome of its own, and even came bugged with tier 1 perks instead of tier 3 (a bug so bad that it makes the game mode not worth playing).

  • Well, I'm just not playing this mode anymore until the bug is fixed. What's the point of playing a mode with perks you don't usually play or see if every single one of them will have its weakest version, possibly making it useless? I'll ratter make unusual builds in normal mode instead.

  • @Sandt1985 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426854/so-much-overblown-negative-reaction-for-skull-merchant-just-give-it-some-time

    Remember Mettle of Man, and Made for This? Remember how everyone screamed for the heavens that this should not reach the live game under any circumstance and that doing so would hurt the gameplay experience in the long run? Remember how there were people who literally said to give it a chance and give it some time before we jumped to those conclusions? Remember how everything we said would happen actually happened exactly how we predicted it?

    This is one of those.

    That's literally the opposite of what's going on now. The devs are not introducing a new broken thing into the game, they are nerfing something problematic to make it more healthy. For a comparison, Skull Merchant shouldn't have been released with such a problematic power just as Mettle of Man and Made for This shouldn't have reached the live servers overpowered as they were in PTB. People complaining about her being nerfed now despite how problematic she is are closer to the few people who wanted Mettle of Man to stay as it originally was and insisted it was "balanced" just because of the aura reveal, or who complained about Made for This' nerf. It's something that needs to be done for now in order to fix a problem within the game.

    And seriously, many killers and perks that were nerfed got adjustments before the changes reached the live servers. When the Pig got nerfed during the introduction of Endgame Colapse, her Reverse Bear Trap's timer would stop when inside the killer's TR. That changed was reversed after a backlash, making the nerf less extreme. After her last base-kit nerf, Spirit was intended to leave small puffs of dust where she passed while phasing, and the devs gave up on the idea, making her nerf less extreme to how it was originally intended. Eruption (a perk that was overpowered and problematic for some time) was also going to be completely gutted when it got nerfed, as the 10% regression would be from the gen's current progress and not total progress. That got reversed, and the perk still remained somewhat useful, at least until the 3-gen solution got implemented (Eruption really fell behind after that). Something being nerfed doesn't mean it will go live exactly as it is on the PTB even if it underperforms.

  • @Devil_hit11 said:

    if you understand what elevation hellfire hits, it is extremely predictable for what the attack fly over vs what it does not. it is not inconsistent. I agree that the dracula will be forgotten if dracula does not receive any changes.

    Spoiler Spoiler Warning ▲▼

    the main two forms that need help is

    wolf and bat.

    wolf is suppose to be form that help you track survivors and it is suppose to be form that help you catch-up. it does neither of these job well. scent orb don't spawn outside of chase which is weird design decision because Oni who also has same mechanic does spawn outside of chase and scent orb themselves are super low duration. Just 1-2 extra seconds like 2.5→4.5 second would do masses for wolf catch-up. The sliding tech is only part that makes wolf good. while i use this tech all the time, you have almost no reason to stay in wolf form because passive bonuses of this form are just worthless.

    Bat form has many issues, but among its biggest issue is slowdown when changing forms. This is the form that i am 80% in when playing dracula and it is the form that your suppose transition between for wolf and vampire. the slowdown just feels awful. the other issue is how loud his bat audio is. it makes very hard to track survivors. the undetectable on bat is ineffective due to large loud lullaby the bats emits. TP is super slow for teleport killers and the radius could definitely be increased. just about all bat form add-on should be made partly base-kit.

    examples of base-kit bat add-on that should be base-kit

    →Clock work grey add-on cooldown reduced from 10% →2%

    →Magical ticket reduced from 25%→15%

    →Travelers radius reduced from 8→5 meters.

    -reduced movement speed penalty by 10% when switching forms

    -Increased radius of bat teleport from 32 →40 meters.

    -increased bat teleport speed from 10 meters to 14 meters.

    @Devil_hit11, one more thing to point out:
    I was intrigued by the claim that scent orbs don't spawn outside of chase, because I hadn't realized that, even though I had noticed they weren't good for tracking. So I decided to test this and played a few matches with the brown add-on that doubles the range you can see the orbs (Cerberus Talon). Well, it turns out that they do spawn outside of chase… but the normal range is just so short that it's quite usual that we only noticed them when we're already on the survivor. Without the add-on, the scent orbs are indeed pretty useless for tracking: even if you haven't yet seen the survivor by the time the orb spawns, you will probably have already seen a scratch mark, blood stain or heard the gen they're working on. But if you use the Cerberus Talon, it actually makes the orbs a little useful for tracking. It's still not a huge distance, but enough to frequently locate survivors you otherwise wouldn't, specially considering you can see them through walls. So I was expecting this add-on to be useless, but it actually helped me quite a bit, giving the wolf form something it normally lacks.

  • The Blight

    I had a lot of fun with him when he first released, but then I played him less and less over time, and when I tried to go back to playing him, not only I was out of pratice, but his colision had changed as well AND SBMM had been recently introduced, so it fell awful. His collision is better since hug tech got removed, which made things a little better for me, but still, I'm not very good with him and wish I could have as much fun as I once had.

    There's also Pinhead. I loved him when he got released, his animations, his voicelines, his power that felt fresh and new… but damn, his chains are quite hard to control and sometimes you hit and they still break instantly. I know how threatening a skilled cenobite player is, but everytime I play him, regardless of how many matches I win, I feel I'm just scratching the surface of his potential and missing way more chain atempts that I should, that makes me quite frustrated.

  • When it comes to strenght, he is decent. Still, his abilities feel like clunkier versions of other killers' powers, which hinders the fun of playing him. The fact that he needs so much learning and is so clunky might make him end up as unpopular as Vecna in the future.

  • @Sepex said:

    With Halloween right around the corner a Blighted Dracula would be sick.

    Woah, yeah, I agree with that. I hope we get both a blighted Dracula and a blighted Vecna.

    Still, the wolf and the bat probably won't change regardless of skin, which is kinda sad.

  • @Devil_hit11 said:

    if you understand what elevation hellfire hits, it is extremely predictable for what the attack fly over vs what it does not. it is not inconsistent. I agree that the dracula will be forgotten if dracula does not receive any changes.

    Spoiler Spoiler Warning ▲▼

    the main two forms that need help is

    wolf and bat.

    wolf is suppose to be form that help you track survivors and it is suppose to be form that help you catch-up. it does neither of these job well. scent orb don't spawn outside of chase which is weird design decision because Oni who also has same mechanic does spawn outside of chase and scent orb themselves are super low duration. Just 1-2 extra seconds like 2.5→4.5 second would do masses for wolf catch-up. The sliding tech is only part that makes wolf good. while i use this tech all the time, you have almost no reason to stay in wolf form because passive bonuses of this form are just worthless.

    Bat form has many issues, but among its biggest issue is slowdown when changing forms. This is the form that i am 80% in when playing dracula and it is the form that your suppose transition between for wolf and vampire. the slowdown just feels awful. the other issue is how loud his bat audio is. it makes very hard to track survivors. the undetectable on bat is ineffective due to large loud lullaby the bats emits. TP is super slow for teleport killers and the radius could definitely be increased. just about all bat form add-on should be made partly base-kit.

    examples of base-kit bat add-on that should be base-kit

    →Clock work grey add-on cooldown reduced from 10% →2%

    →Magical ticket reduced from 25%→15%

    →Travelers radius reduced from 8→5 meters.

    -reduced movement speed penalty by 10% when switching forms

    -Increased radius of bat teleport from 32 →40 meters.

    -increased bat teleport speed from 10 meters to 14 meters.

    Well, thanks for the correction then.

    About the scent orbs, I really find weird how useless they are for tracking. The word "scent" it suggests they would be his biggest tracking tool, but they can only do that with the add-on that reveals survivor auras when your pounce recharges.

  • @Sepex said:

    Lol poor Vecna.

    Dracula is pretty solid. He def needs some better skins though. Being average around the board isn't really a bad thing.

    I mean, his skins really don't look as good as his base one, but is there a way to fix this? His base skin is already based on his most iconic Symphony of the Night look anyway, which was the obvious right choice for a base skin, but also happens to be his best looking design too, which makes hard to make appealing skins. One of the ones in the store is already his look from Chronicles, arguably his second best look from the games. What other skins to make? Lords of shadow and Judgement are certainly the most distinct ones (I must say I'm not a fan of either, though). As I see, the only one that could compete with his base skin would be his look from the Netflix animated series, but that would be hard to deliver due to licensing issues.

  • This just happened to me twice, and I wasn't listening to The House of Arkham, it was the first narrated entry from Yui's memories in the current tome.

  • Not that much to launch, but when it reaches the intro screen and I press any key, it actually takes quite longer than usual to load past that and actually get to the main menu.

  • @Noobking3000 said:

    No, that's his terror radius in tier 1. On release he wasn't undetectable in tier 1 and instead had a 6m terror radius. If you could find a way to remove the undetectable in tier 1 today, he would have a 6m terror radius without perks or addons.

    Surprised they never changed it. I guess it's still technically correct though, but that does make me wonder why he has his tier 2 and 3 movement speed but his tier 1 terror radius in his bio. Seems kinda weird to do it that way.

    I don't think it can be called "technically correct" when there is no way to remove his TR in T1 today. It's something that is coded into the game but cannot be experienced by players. In practice, he has no TR in T1. Players only experience him going from no TR to 16m TR in T2, so it would make more sense for it to show his T2 TR.

  • @Neaxolotl said:

    But we have a killer who gets burnt by flamethrower, huh

    Now that you mentioned it… yeah, survivors got a form of fire attack before a killer did, what the hell?

  • I always hated how this thing pretty much makes you unable to see or type in chat for a few seconds after every match. Seriously, some people stick for less time than that.

  • @sizzlingmario4 said:

    Medusa's Hair might legitimately be the worst purple addon in the game. 10 seconds of blindness is worthless

    Which is surprising, considering Pyramid Head's purple add-ons exist. His blindness add-on is bad, but at least it has 60 seconds.

  • Yeah, that was a strange thing that came with the massive perk overhaul. Many perk buffs were awesome (Lightweight being one of my favorites on the survivor side), but others ended up worse than they were before, like Calm Spirit and Pharmacy. It makes no sense to have a downside for a niche effect that only makes a difference when the killer is near while you do actions that aren't even part of the main objective, specially when that downside takes TIME from you, which is one of the most crucial things to have in DbD. The time you take to do something is far more important than the noise you make while doing it, and the LOUDEST part and easier to hear from the killer side (which comes when the action is completed) being kept makes the silencing effect feel almost pointless.

  • It's the oposite. Hooks have gotten further and further away from one another through the years, and are right now possibly on the biggest distance there ever was between hooks across many maps. Many old maps had hooks removed when they were reworked and are still like that, like Thompson's house and Haddonfield. Others can spawn such few hooks sometimes that an entire side after the main building can have only one hook (happens in both Eyrie of Crows and Ironworks of Misery), and hook deadzones are still quite likely to appear in many other areas. Because of that, not only are killers taking a little longer to hook, but sometimes it's impossible to hook someone you've downed. That always existed, but it used to be more rare than it is now.

  • Second match today. RPD AGAIN. East Wing this time. There's gotta be something wrong.

  • By the way, I just played my first match since yesterday and RPD AGAIN. HOW? How does this realm come up so often?

  • Well, I had my most unlucky Shuffle match last night as a survivor. I think this one is hard to beat:

    No Mither to make me always injured.

    Bloodrush (it would never trigger because of No Mither).

    Scene Partner to warn the killer where I am everytime I looked at them.

    And just to make it even worse… the killer was the Unknown, with the Vanishing Box add-on, so I got Weakened after doing the first gen and the only way of getting rid of it was to look at it and trigger Scene Partner. It also had Alien Instinct, and since I was always injured and playing safe far away, it kept revealing my aura over and over and making me oblivious, and I couldn't be sure if the killer was approaching me or not because the map was RPD.

    Father, why have you forsaken me?

    20240522010920_1 crop.jpg

    I had never played so safe in my entire life, which is one of the reasons by bloodpoint count was so low: I kept only doing gens and healing others, and avoiding to meet the killer as much as I could. I still died in the end…

  • Either way, one thing I loved about Renato and Thalita is that they have voice lines spoken by brazilian voice actors. However, what disappointed me about that is that their lines seem to have only a small chance of coming up even when they appear together in a trial. All the other survivors with voicelines speak them all the time, but with the ones with the sibblings can only trigger when both characters are in the same lobby, which is already rare, AND they still don't trigger most of the time even when that happens? Come on…

  • @VolantConch1719 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725266#Comment_3725266

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725322#Comment_3725322

    I could go into a whole separate discussion about why I find Gabriel so disappointing (and believe me, I don't think anyone is more disappointed in me saying this than myself since science fiction is probably my second favorite genre, right behind fantasy), but in short, it boils down to:

    • His base backstory doing very little to build him up (which isn't entirely on him, since they needed to establish his time period). It establishes that he's a clone, but proceeds to do NOTHING with that.
    • His archive had so much potential to be a great story as he realizes that his memories just don't line up with what reality tells him and starts questioning his existence. There was real potential for a deep dive into what really makes us human. Does Gabriel being a clone with fabricated memories make him any less human? I don't think so, but what perspective does he take? We'll never know, because once he obtains his medical records and starts piecing things together, instead of RESOLVING THE CONFLICT, they decide to give us a flashback to one of his fake memories with his "mother"… AND THEN THE ARCHIVE ENDS!!! Instead of finishing the story and showing us how he ultimately processes everything, they waste space with visual memories that add NOTHING to the story and leave the main conflict of it unresolved.

    Maybe I was a little harsh in saying he's worse than the Lyras, but I'm also of the opinion that characters with WASTED potential are worse than characters with NO potential at all. The blueprint for a great character was there, but they decided to completely screw it up instead. THAT is why I dislike him.

    Honestly, I still appreciate Gabriel's tome more than most character's tome lores that had been released at the time since the Knight for the simple fact that it still tells more than just things that are already in his bio anyway. I get that it doesn't go very far off either and is still a little shallow in that matter, so it too suffered by the way tomes were being written at the time. But between the tomes 14 and 16, all the character tome "stories" (most of them didn't even look like stories, just a colection of loosely related entries), except for Gabriel and Vittorio, either told a bunch of stuff that was already in the bio (literally all the killer memories in this tomes), or has a bunch of separate entries with no narrative sequence between them that don't develop the character a lot… or both. Gabriel's at least felt like a story untold by his bio about how he noticed signs that his memories weren't real.

  • @KingFieldShipper said:

    I got rpd 6 times this afternoon in a row. It doesn't differentiate different maps in the realms I don't think so I got east, west, east, west, east, west. I finally just started bringing map offerings because I couldn't take it anymore, which I hate to do, but I just wanted literally anything else.

    I too believe map prevention system is not realm specific, but still, when the system was announced, it was said the chance of the same map coming up twice in a row was near zero, and should still be low in the following games, increasing a little bit after every game. RPD is a realm with only two maps, so it should be highly unlikely for it to appear three or four times in a row.

  • @VolantConch1719 said:

    Look, I love Renato. I called him my spirit animal just from seeing his lobby animations, before I even read his backstory and found him so incredibly relatable that it was honestly kind of scary. It's why I switched my profile picture to him from Oni (who had been my portrait for years due to a running joke with my high school Chemistry teacher) and why he's in serious contention for being my main once I (eventually) get around to P6'ing all Survivors.

    But once I put all of my biases aside, the Lyra siblings are just… incredibly shallow characters. Thalita's characterization in the archive just kind of annoys me, Renato only gets a little development, and the archive in general is quite possibly the worst in the entire catalogue (not to mention how it mispronounces Renato's name EVEN THOUGH THALITA LITERALLY SAYS IT IN TWO VOICELINES! HOW DO YOU SCREW THAT UP?). They're better written than characters like Sable (probably the most shallow character in the roster) and Gabriel (just pure wasted potential), but as a whole they just don't do anything. I genuinely don't have much to say about them because of how empty they are.

    Their perks are also… kind of garbage. I'd argue Cut Loose is a tad underrated, but it's still low-B AT BEST. Friendly Competition is just Prove Thyself: Horrible Edition, the Teamwork perks are in contention for the worst perks in the game, Blood Rush is the ONLY perk in the game that has NO EFFECT WITHOUT ANOTHER PERK (seeing as it can only be used while Exhausted and is completely pointless to use with any of the add-ons that cause it), and Background Player is fun to use but painful to go against (pre-rework, I haven't seen how it is on the D&D PTB).

    Overall, while I will always consider Renato one of my favorites, objectively speaking they just aren't that great.

    I believe the mispronouncing is simply because the person who voiced the narrator isn't brazilian and is not used to pronounce the name, and there is a pretty good chance they recorded it before they could listen to Thalita's voice actress lines (the tome was one of the first ones during the time all the new tomes were about the latest released characters, which means it was probably done at the same time as the chapter, which wasn't common before). It's a similar case to why the coleague Adriana stalks in her lore is called "Juau" by the narrator instead of "João" (of course, the "ão" sound is pretty hard for anyone who isn't brazilian to pronounce).

  • @OneGoodBoyDemo said:

    I think they are a good representation of us despite some stereotypes. E vai respirar um ar puro por favor.

    The stereotype that bothers me is that their tome seems to present Brazil as this beautiful and happy place. It was probably to make an homage to the country, but we who live here know that, while Brazil's nature and culture are beautiful indeed, the reality of living in it is not that pretty…

    20240522030106_1.jpg
  • What I think is that the game could still do something to reduce the gap between SWF and solo. It's not a huge gap anymore, but it still exists, even though mostly on high MMR… and we could at least let solo survivors SEE THEIR TEAMMATE'S PERKS! Even if it doesn't impact the survival rate very much, this would be good to improve the solo survivor experience, and that could also help to balance the game overall. Seriously, some perks are very good in the hands of SWF but hard to make work as a solo because your teammates end up working against them: solo survivors crawl and interrupt your healing when you try to use For the People sometimes, or cleanse totems when someone else has a Boon.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723614#Comment_3723614

    Alex toolbox with sabotage speed addons, will allow survivors to take a hit under a hook, then sabotage a hook AND move out of the way, before the killer can hit them a 2nd time.

    That is totally a massive buff for sabotaging. And if a survivor sabotages a hook directly in front of a killer, there is usually a 0% chance the killer can carry the survivor to a different hook, because the killer already wasted time carrying a survivor all the way to a hook.

    Wait, Alex Toolbox got buffed too?

    And so did the add-ons. Eh.. I hadn't realized that, so I take back what I said. I think the other toolboxes definitively needed a buff for sabotaging, but Alex Toolbox was the one that was fine. Still, it might be solved with a few tweaks on release or on the next patch.

  • I believe the purple sabo toolbox is not getting buffed and will still be the fastest for sabotaging, am I right? If that's the case, this won't increase the potential strenght for sabotaging, but will make good sabotaging more common, since you won't need a very rare toolbox to sabotage fast anymore. I don't think this is bad on its own, but the current state of hook spawns may make it awful from time to time. Just today I had a match in Ormond were there were only TWO hooks on one side of the map, and they were obviously pretty far away from one another. This is getting extremely common now: the distance between hooks is bigger than ever and sometimes there is only one hook in a huge area and, when it's gone, it gets impossible to hook people who get downed there. Survivor hook offerings still exist, and SWFs can bring multiple of them, which is kinda concerning, but it will certainly still be rare after the update.

    Either way, if the base hook spread gets fixed, the new sabo speeds should probably be fine, or maybe they can be toned down a little bit in a near future. The sabo speeds themselves aren't a problem, the current hook spawns can be.

  • I don't think it's off because I'm still facing people as skilled/comitted to winning as ever. They still do gens really efficiently, there is still a styptic agent ALMOST EVERY GAME, they still bring map offerings… in other words, they play efficiently while still bringing the strongest stuff they can, except for the perks that are random.

  • Myers and Trapper are the weakest ones.

    Myers has a slow early game that requires him to stalk before being able to chase. He also has the most limited instadown ability, having to stalk for more time than Ghostface only to get one or two downs unless survivors make a mistake… AND he has a limit to how much he can stalk each person too.

    Trapper has to waste a lot of time walking, picking up and setting traps, only for them to be disarmed by aware survivors. SWFs can also have one person look where he is and tell the others where the traps are.

    Among the two, I believe the worst one is Trapper, because the only situation Trapper is REALLY good at is camping the basement, while Myers is good at camping any hook, as he can 99% his power instadown to interrupt a save and get a snowball.

  • @tenoresax said:

    My guess is Rick Grimes.

    That was my first thought too. One of the guy's main deals is surviving the zombie apocalipse for years.

  • Well, It's really annoying indeed, but among many bad stuff other survivors do, at least this one is done by accident most of the time, which makes it more comprehensible and less infuriating.

    @Aven_Fallen said:

    Bonus Points when it is a Gen they worked on before. Or when they know someone is there.

    But yeah, when they clearly KNOW you're there it's much worse.

  • @sizzlingmario4 said:

    You can have 2. You can't get 3 because the game doesn't let you have Dark Devotion and Unforeseen be active at the same time. If Dark Devotion is active and you kick a gen to activate Unforeseen, Dark Devotion deactivates. If Unforeseen is active and you hit the obsession to activate Dark Devotion, Unforeseen deactivates and goes on cooldown.

    On Unknown's PTB you were able to use these perks together but after the PTB they changed it for some reason.

    You can have the terror radius from the addon + one of the perks active at the same time though.

    They probably changed it to clarify you "transfer" your terror radius to whatever the perk affects instead of removing yours and giving a new one to the survivor/gen. Still, I think it was a bad idea. It's not an exact transfer anyway, since the created TR doesn't necessarily has the same size as the killer's, and effects that create a second TR already exist, like the Hag's traps (she only gets undetectable when using a purple add-on). All this change did was removing sinergy between two perks that aren't very strong.

  • It's hard to pick one, but I get divided between three:

    The Minotaur: it's already really cool that the skin turns the Oni into a different mythical creature, but the design makes it even better. Instead of a generic fantasy minotaur, it's a minotaur made for HORROR, with shining eyes, sharp teeth (which makes sense, since the minotaur ate human flesh), scars (some of them glowing), two-toed feet with nails that resemble cloven hooves and bony spines growing from his body. Then he enters his rage and his horns change shape while the spines grow bigger. It's honestly one of the best minotaur designs I've ever seen in games, and I've seen plently.

    Frosty the Nightmare and Memory of Maurice: the Dredge simply has the best skins in the game. Not only they change its looks but also its animations and sounds. Among these two, one looks insanely unique, having even snow falling around its body and a huge snowball with bloody sharp teeth for a head… and the other one makes the Dredge look like Maurice and neigh all the time. What's not to love?

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699251#Comment_3699251

    Proxy camping is a different matter because survivors are never meant to rescue camped survivors alone

    doesn't matter what killer they use, your team is already doomed, and using kill rates proves nothing because that only shows how flawed those kill rates are

    And realistically she shouldn't even get haste when they are proxy camping, there is no way survivors are "forced" to take claw trap unless they just fail to disable drones

    So you're basically saying that proxy camping is already really bad for the survivors, a killer makes it WORSE and you think it's fine? There wasn't just one person there because of coincidence, there are less survivors rescuing when the survivors have less time to do anything. We were in an indoor map where she was making whole paths hard to cross with her power, one survivor was injured AND WITH DEEP WOUND because of her power, which would make her to easy to down in an atempt to unhook too, the other was the only one doing gens and we were solo. The one that was coming at me should have been able to at least hook trade, but because of SM's power we BOTH took a hook stage and she got a snowball. It DOES matter what killer they use.

    One thing is saying kill rates are flawed or that they don't tell the whole story, the other is invalidating and ignoring them completely, which shouldn't ever be done. If a killer has high kill rates, it has because of a reason. The Dredge has high kill rates because of map travelling and Nightfall mode, the Cenobite has even higher kill rates because he has an extremely strong passive effect that messes up survivors, specially uncoordinated teams, first rework Sadako had it because it was way too easy to get a lot of value from her power and kill people early, and could be quite hard to counter it, average survivors died all the time, and I believe the Skull Merchant has way too high kill rates because of that too.

    If you're saying that "realistically" something shouldn't happen but yet, in reality, it keeps happening all the time, than there is something wrong. Good thing the devs don't say "the problem is on the community, not the killer", because if they thought like that this game wouldn't have survived for so long. This dismissive talk doesn't help at all.

  • @Neaxolotl said:

    Just calmly disable drones, her power is one of weakest of all the killer roster, definitely easier side even as a solo que

    The only problem is people don't even try and immediately giving up

    Oh, now tell me how the survivor who got downed in the first screenshot should "calmly disable the drone" that was in the middle of the room that was the only short path to the hook while Skull Merchant was proxy camping with haste. Please, tell me.

    She is NOT EVEN NEAR the weakest, and if she was "definitively easier side even as solo queue", she wouldn't have the highest kill rate in the game.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698975#Comment_3698975

    I personally believe her kill rate has been artificially inflated by players refusing to face her & immediately giving up in her trials. And this didn’t just begin with her rework. It started when she released & could stall matches with a 3-gen strategy. I’m sure if the devs didn’t consider these games her kill rate would still be high, but I also suspect it would be less anomalous. She’s oppressive yes but she can be overcome.

    I think people overestimate way too much the number of people that would DC just because of her released version. Maybe that could be said in the first month after her rework, but it's been seven months now, it's not like people haven't noticed how much she changed. The Legion used to be a DC magnet too before they got reworked, but people didn't keep DC'ing six months after that. People give up against her because of how she is NOW, because the lack of room for counterplay, because playing against her feels awful and she still wins most of the time even when nobody gives up. Having a very simple power that is just too hard to counter for most people is what makes her stand out in kills.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698983#Comment_3698983

    And here is another match, from earlier today:

    https://us.v-cdn.net/6030815/uploads/LOC8YIFBBW29/image.png

    All Solo as far as I am aware. I know I was.

    Yes, I have been playing DBD since 2018, but that doesn't make me a master of the game. I make mistakes, sometimes my strategies fail. But as you can see, there were escapes on both trials I shared here.

    Maybe the results will be different next time I see Skull Merchant, but I don't think we can dismiss it every time as me and other survivors just happening to have been playing DBD for a while. I think it shows Solo Queue can escape against Skull Merchant, as long as people do not give up.

    For some players, SM might not be fun to go against, and that I can understand. But ever since her rework she no longer causes an actual problem for the game, as her original version did. It is no different than Legion.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699057#Comment_3699057

    In my opinion, there are worse killers in the game to go against. I don't mind this iteration of Skull Merchant that much.

    Dude, that doesn't make you a "master", but still makes you far more experienced than the majority of players one is likely to find while playing the game. This new match results you just showed had a p. 58 Dwight with strong perks and an Iri add-on. That's way above average. I also had a 4-man escape against a Skull Merchant recently, but guess what? Not only there were two P100 survivors in my team who were playing really well and even made a perfect FTP+Buckle Up play once, the killer was playing far more chill than this other two SM matches I showed: not camping, avoiding to tunnel altogether, not 3-genning and only focusing on chases against a different survivor everytime. That is clearly different, and according to unnoficial data (Nightlight), less than 14% of her games end in 4 escapes (That's less 0Ks than Bubba, who can just facecamp at the endgame to garantee at least one kill), while according to OFFICIAL data, she is the only killer in the game who has an average kill rate that is closer to 3K than to 2K.

    But do you think the average survivors can counter these scenarios in my screenshots? The same average survivors who struggle against proxy-camping Ghostfaces vs a proxy camping Skull Merchant with a large drone area occupying the path to the hooked survivor AND who gains haste everytime someone gets scanned? The same who take long to find gens in indoor maps vs a killer who makes entire rooms and corridors hostile to traverse?

  • @Marioneo said:

    Aight then give the same duration add-on boosts with no downsides to Oni, Trickster, legion, singularity you'll change your tune real quick

    Well, the Plague is not the same as Oni, Trickster, Legion, nor Singularity, so I don't see the point.

  • @GeneralV said:

    Now tell me, realistically speaking, how can we expect for the average dbd survivor to counter all of that, specially the solo survivors?

    By not giving up, even if someone else does:

    https://us.v-cdn.net/6030815/uploads/SKKHE93WIQPR/image.png

    Skull Merchant isn't invincible in Solo Queue, far from it. As long as the whole team doesn't give up, there is a chance.

    The problem is that many players give up as soon as they see her, like this Meg did, and they don't even try. That is the only reason why her kill rates are high.

    I never said she is invincible. I said it's unrealistic to expect the average solo survivor to be able to counter her. You are a veteran player yourself and, If I had to guess, some of the other survivors in your match probably were too. Solo survivors struggle to crouch over hag traps, and a single drone has a much bigger area than that. She can make entire rooms and portions of a map hard to traverse just by placing a drone and gainst a lot of time and/or damage by doing that, AND she gets a haste as a bonus that the person in a chase with her can't really predict. One thing are veteran survivors dealing with a killer, the other is to think that same thing won't be problematic for the majority of the community. SM is, and it shows. She has a higher kill rate than FIRST REWORK SADAKO, the one that could condemn people by teleporting randomly around the map.

  • @Ayodam said:

    Look, survivors (especially solo survivors) are struggling against every killer on the roster. There’s nothing especially abnormal about Skull Merchant when you consider that. She has some counter play, to be fair, but the goal is again for survivors to die more often than they escape. The devs want this game killer-sided.

    She has a 70% kill rate, so there IS something abnormal about her. She managed to show a higher kill rate to the previous version of Sadako, which was broken as hell and would often mori people at five gens after teleporting aimlessly around the map.

    Solo survivors struggle against every killer, but she is more troublesome to face than other killers and it shows. Many survivors already have trouble crouching over hag traps and dealing with proxy camping low-tier killers. SM's drone areas are more visible than traps, but they are dozens of times bigger and make entire areas hostile to the survivors and hard to traverse. She also gets haste to be a better m1 killer and is better at proxy-camping because of both things.

    And unlike other killers who are hard to counter, like the Nurse, Blight, or even high B-tier killers like the Cenobite, she is far more simple and forgiving to play as. Setting up drones doesn't need the carefulness of setting traps as Trapper or even Hag, and it's much faster. Mastering her takes some skill and knowledge, yes, but at a basic level and against average survivors, all you need to do is press a button to place a drone and wait for survivors to hurt themselves on it, AND you get haste as a bonus. No other killer gets value so easily and is so hard to counter at the same time. Not even Cenobite.

  • It's because the animation the killer gets locked in after a save is not really a pallet stun, it's the animation for when a survivor escapes the killer's grasp, just like flashlight saves or the Trapper stepping on his own trap (don't ask me why DS is the only exception to the rule). I believe the same applies for when the Wraith is stunned out of cloaking (because it's not the stun recovery time, it's the time it takes to recover from being broken out of cloaking, which could be caused by flashlights too in the past).

    Power Struggle doesn't really need a counter because it's already a niche and mostly weak perk unless used in very specific and extremely rare combos. Still, I do think this could be a nice buff to enduring because it's a pretty weak perk too nowadays, mostly used to strenghten Spirit Fury and some niche builds. Either that or they could make a secondary effect like reducing blinding duration too (so it can have sinergy with the new Shadowborn, something Lightborn doesn't have). Like, give this perk something so we have a reason to use it a little more often.

  • @KerJuice said:

    why would they do that to her but give a top 5 killer like huntress a buff??

    It's probably a bug.

  • Honestly, I think it's kinda weak and unreliable. Yeah, it's one of the most used perks because it's a regression perk, which is the best kinda perk, but it's still much weaker than most other regression perks.

    The value is small, smaller than a missed skillcheck and just slightly bigger than a normal gen-kick, you don't have control over it (which means not only might not affect the gens you wish to affect, but also that you might spend some of the limited 8 regressions without realizing, when you should save those regressions for better perks like Pop and Pain Res), it only applies on basic attack downs, and the worst part of all: it's easy to counter. All the survivors need to do to avoid it is to run away from the gen they want completed when a chase starts.

    In other words, it is better than many because it is still a regression perk, but it's worse than other regression perks and it was made WEAKER by the 3-gen solution.

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