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Malkhrim

Malkhrim

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Malkhrim
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  • Devour Hope will never be meta unless the whole Hex mechanic gets a mindblowing rework at some point. The majority of hex perks is forgotten and in a really bad spot right now because of bad totem placements and the pretty high chance these perks get removed from the match early, before they do anything significant. If you have seen many uses of Devour recently, it was probably just coincidence, I believe I have only seen this perk once on the whole latest month, and I play a lot.

  • While some things about this rework are interesting, I really don't like the 15 seconds cooldown to her teleport. I get why they did that, since spamming global condemn would be too strong, but I don't like it very much, it makes Sadako less fun. One of the best things about Sadako's power is the freedom and quickness to move around the map, hit-and-run and apply pressure. To compensate for that, each TV has a cooldown of its own.

    But now Sadako has a large cooldown on her power AND the TVs still have a cooldown on top of that. To make it worse, the time they stay disabled after being turned off by survivors is EVEN HIGHER now.

    Seriously, Dredge can teleport around the whole map, with far more spots to go to, 3 times every 12 seconds, with an add-on to reduce it to 8 seconds. During nightfall, the cooldown is just 4 seconds, with an add-on that can reduce it to 1,5 second! Meanwhile, Sadako can teleport only once every 15 seconds and every teleporting destination becomes unusable for a whole minute? That just doesn't sound fair.

    Not to mention that it will be far more punishing now to teleport to the wrong TV (specially when there are 2 of them aligned and you accidentally target the wrong one). Went to the wrong place? Now you will have to wait 15 seconds before going anywhere else. Ironically, a Mint Rag buff was announced for exactly the same reason.

  • I get why they did that, since spamming global condemn would be too strong, but I don't like it very much, it makes Sadako less fun. One of the best things about Sadako's power is the freedom and quickness to move around the map, hit-and-run and apply pressure. To compensate for that, each TV has a cooldown of its own.

    But now Sadako has a large cooldown on her power AND the TVs still have a cooldown on top of that. To make it worse, the time they stay disabled after being turned off by survivors is EVEN HIGHER now.

    Seriously, Dredge can teleport around the whole map, with far more spots to go to, 3 times every 12 seconds, with an add-on to reduce it to 8 seconds. During nightfall, the cooldown is just 4 seconds, with an add-on that can reduce it to 1,5 second! Meanwhile, Sadako can teleport only once every 15 seconds and every teleporting destination becomes unusable for a whole minute? That just doesn't sound fair.

    Not to mention that it will be far more punishing now to teleport to the wrong TV (specially when there are 2 of them aligned and you accidentally target the wrong one). Went to the wrong place? Now you will have to wait 15 seconds before going anywhere else. Ironically, a Mint Rag buff was announced for exactly the same reason.

  • @Malkhrim said:

    Well, the most fun things in the game to me are successfully performing mindgames and using killer powers to catch survivors. That includes things like hitting survivors with damaging powers, teleporting into position for a quick immediate hit, sneaking up on people as stealth killers, instadowning with the Oni's Blood Fury, things like that. That doesn't count, however, for powers that gain value by not taking effect most of the time and having survivors run risks while avoiding them. Example: the Skull Merchant just places her drone in a loop and watches as survivors run away from it, potentially taking a free hit. That means the effect the power is supposed to inflict will rarely happen and you are left with the value gained when they avoid it, I don't like that. The Artist and the Dredge, on the other hand, have powers that will sometimes result in zoning, but you can actually use them to apply pressure and damage survivors most of the time and they are extremely fun at that.

    Mindgames are the reason why I like when tiles are designed in a way you can actually trick survivors during loops. That's why I dislike, for example, Fractured Cowshed, where almost every loop is extremely safe with no room for mindgames. A similar thing happens in Gideon Meat Plant: Survivors reach pallets, you break them, you continue after them, no other choice to be made.

    Stealth killer powers is also the reason I dislike maps that are way too wide open with too much visibility. If you get unlucky enough to end up in one of these maps as, let's say, Ghostface, you'll be unable to sneak up on people in many places. They're not very fun for other killers either, as survivors will just hold W once they see you from afar.

    Continuing from that, I must say I really like variety. Mainly variety of options of ways of playing: different powers, playstiles, strategies, builds. That applies to both killer and survivor. Assembling a new build and then making it work is one of the most fun things in the game. However, I must say that variety on things you play against is also important. I don't want to play against the same survivor perks or the same killers everytime.

    When it comes to the variety of playstiles, I like that are multiple options to choose when playing killer. You can try to mindgame a pallet or you can break it right away, you can hook a survivor immediatly or you can slug to apply pressure, you can chase one survivor at a time or you can hit-and-run. The many playstiles and tactics are among the reasons why I love playing killer so much.

  • Well, the most fun things in the game to me are successfully performing mindgames and using killer powers to catch survivors. That includes things like hitting survivors with damaging powers, teleporting into position for a quick immediate hit, sneaking up on people as stealth killers, instadowning with the Oni's Blood Fury, things like that. That doesn't count, however, for powers that gain value by not taking effect most of the time and having survivors run risks while avoiding them. Example: the Skull Merchant just places her drone in a loop and watches as survivors run away from it, potentially taking a free hit. That means the effect the power is supposed to inflict will rarely happen and you are left with the value gained when they avoid it, I don't like that. The Artist and the Dredge, on the other hand, have powers that will sometimes result in zoning, but you can actually use them to apply pressure and damage survivors most of the time and they are extremely fun at that.

    Mindgames are the reason why I like when tiles are designed in a way you can actually trick survivors during loops. That's why I dislike, for example, Fractured Cowshed, where almost every loop is extremely safe with no room for mindgames. A similar thing happens in Gideon Meat Plant: Survivors reach pallets, you break them, you continue after them, no other choice to be made.

    Stealth killer powers is also the reason I dislike maps that are way too wide open with too much visibility. If you get unlucky enough to end up in one of these maps as, let's say, Ghostface, you'll be unable to sneak up on people in many places. They're not very fun for other killers either, as survivors will just hold W once they see you from afar.

  • That happens to grabs frequently anyway. it's worse this week because of server problems and high ping.

  • Yeah, it's been one year since the Dredge released and I keep waiting for its avatar.

  • It's simply for the sake of consistency. All masks from the Twisted Masquerade Collection follow a pattern: they are the killer's base head cosmetic with a mask added over it. Beside that, nothing is changed. It's the same reason why Ace keeps his cap while wearing his mask.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462629#Comment_3462629

    You have to use the Terrormisu to see the aura. Anyone can collect them however

    Well, you can see the aura without the Terrormisu, but the range is extremely small, like 5 meters or something, only useful when you walk near it but it's behind a wall. The Terrormisu increases it to 32 meters.

  • When I'm trying to listen to anything, like a survivor running behind a tile, the footsteps of someone who just blinded me or a generator that I'm approaching and don't know if it's being worked on or not... but suddenly get a loud audio cue that makes these noises impossible to hear for a brief moment.

  • I got it as the Cenobite, and now it's kinda funny that I have a Singularity achievement even though I don't have the Singularity unlocked as a character.

  • @Chocolate_Cosmos said:

    Nerfing Med-kits and CoH + removing flashlight interactions with traps.

    But also giving her base kit Counter on her traps to everyone.

    Would you say it was overall buff or nerf to her?

    Another point to consider, Sprint Burst usage increased when Dead Hard was nerfed (Hag is one of the few killers who has more trouble against Sprint Burst than Dead Hard), but now it might decrease due to Made for This. However, since CoH is also gone, she is still better against the current survivor meta than she was against the previous one. The only actual nuisance caused by trap wiping is that it gives you no sound or visual warning like the flashlight burning did, but you can sometimes just pay atention to some crucial traps you placed on areas you wanted to protect and check if they disappear. Also, placing traps in unpredictable spots so survivors can't find them and waste them was always part of the Hag's gameplay. It's way better to face trap wiping, which takes time and can't be done mid-chase, than those flashlight users who could instantly eliminate placed traps.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455885#Comment_3455885

    Made for This doesn’t affect Hag traps. You still take the hit.

    I would say the Made For This + Hope combo can probably be insanely strong against a Hag (I say "probably" because I didn't have a lot of time to play this week and haven't faced this combo as the Hag yet) as it makes a survivor run as fast as her. That means that, if a survivor runs to a direction where there are no traps, you can't catch up to them, and even if you place new ones, it will be hard to push the survivor towards them. Don't forget there are some who manage to imediate leave the trap's hit range after triggering them, even with the camera flick. On those cases you usually just walk a little and hit them, since you appeared so close to them, but if they have Hope and Made for This, the distance between you two will not decrease and you won't get a hit from that trap.

    Of course, that only happens if survivors manage to do all the gens, and most survivors rarely get to that point against a good Hag, as she is great at protecting gens and applying pressure. Also, survivors with Made for This don't have Sprint Burst, which is one of the perks that causes the Hag the most trouble when used efficiently. So I think this new perk should not be a problem for her that often.

  • @Dreamnomad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453610#Comment_3453610

    I disagree with the statement that Friday the 13th would be neck and neck with DBD if it wasn't for the lawsuit. I played the game. It was fun and different but it had real issues in terms of balance, replayability and fun. The thing I thought that was particularly cool about it was the environmental kills. I wish DBD would take a page out of their book and introduce environmental kills to DBD.

    Picture the following: map is Lery's Memorial Institute. Killer has a survivor on death hook and the survivor is in the dying state. If that survivor is hooked then they are dead. Why not have a location like the center of the map where the killer can carry the survivor and instead of hooking them the killer gets to do some special kill where they hook the survivor up to a chair and the survivor is simultaneously electrocuted and injected with chemicals. Map specific kills would be so cool.

    Honestly, I enjoyed Friday the 13th for some time, but I think it was the most overrated of all asymetric games. Both sides had broken stuff with no real counter that were extremely frustrating to the other side. If a counselor was alone, Jason could suddenly just appear behind them by phasing and instantly kill them. If at least two or three counselors were together, they could just stun-lock him over and over, and the stun times were painfully long. If they got the mask and the sweater, there was absolutely no reason to keep playing as Jason, as there was no way of approaching a group of them without getting killed, unless they messed up big time.

    When it came to fun, the map was so big it often took a long time until you interacted with someone else as counselor. You could spend a whole game without meeting Jason sometimes. Stealth was almost non-existent: Jason could see anyone's aura. If they were inside a house, hiding under a bed or inside a wardrobe was a death sentence, so people rarely did it and instead just chose to stun Jason and run. Jason himself was too slow to sneak up on anyone even with his stealth ability active, so he would just phase in people's faces instead. The mechanics for fighting were clunky as hell, as it depended on shifting to a "combat state" to even be able to block, but it also locked your camera on a target and made you unable to do other actions, like grabing as Jason.

    Beside all of that, the game was a buggy mess back then. I've seen counselors walking high in the air, Jason becoming completely unable to attack, counselor's combat mode locking on other counselors instead of Jason, commands not working properly and making you do things you wasn't trying to do (like jumping through a closed window when you were trying to open it) and many other stuff that would get in the way of your fun.

    Also, it was more expensive than DbD (unless you bought every chapter DLC, of course. Still, the price to just get the game was higher).

    However, I agree that environmental kills were cool. I also liked that counselors had voice lines that made them look like characters on an horror movie, like when they found someone else's corpse. I'm glad that this intention to build a movie-like atmosphere carried over to Texas Chainsaw Massacre. It's being made by the same devs, but it's better than F13th in every way.

  • I'm having the same issue. I just stopped playing for today because it ended up happening 3 times and making the DC penalty dangerously high. When it happened, every single player had the disconect icon on the endgame screen.

  • @MrMori said:

    I think DBD would be a better game if it had actual competition.

    As for the others, Propnight is still kicking it with a consistent 500ish playerbase, which is honestly not bad. It's a bit stale though, and they're just adding new maps every now and then, but I'm happy it exists. Fills a small niche.

    What happened to VHS is a travesty, it had glaring flaws since beta and they never improved the core gameplay past lame bandaid fixes. It was quite fun, but it both lacked depth, while also being unfriendly to new players, so it couldn't retain an actual playerbase.

    They had over 5000 players at Steam launch, ALL gone in the span of what, a year and a half? It's such a shame because all they had to do was experiment with some huge gameplay changes, dare to shake their game around a bit. The presentation was already there.

    But they didn't even try. Healthbars instead of health states? New monster abilities that take skill to master? A more "shooter" like gameplay loop? Any major changes at all? Nope, why even try. Just shut it down, I guess. What an absolute waste.

    At least the Texas Chainsaw Massacre game looks fun. Made by the F13 devs too. I think it'll stick around.

    But these games aren't an attempt to "overtake" DBD. They're all vastly different gameplay wise and aesthetically, but all of them are assym slasher type games. These games died by their own hand. They just didn't have the staying power needed to thrive.

    Look at Identity V, that's a game you can more directly compare to DBD.

    Isn't Identity V only as it is because it has been authorized by BHVR, tho? I tried it out years ago, and imitated DbD in almost every aspect.

  • @LeFreezy said:

    https://us.v-cdn.net/6030815/uploads/FDJ0TJCLR0AR/image.png

    https://us.v-cdn.net/6030815/uploads/4OCL0SW5SHYD/image.png

    It'd be a shame if double xp loses by several %s just because some ppl voted for fragment frenzy lol

    I don't get why bloodpoint rewards/bonuses win so many of these votes.

    I mean, sure, more bloodpoints means you level up your characters faster, but you get lots of bloodpoints all the time anyway, including due to the grade reward. Bloodrushes and BP codes are also more common than double xp and shard codes. Meanwhile, shards are used to get characters and cosmetics without expending money, which is far more beneficial, and it's really slow to gather.

    One could say it's because a lot of people don't realize more xp means more shards, but when event rewards get voted between "more shards", "more BP" and "more fragments", the option with more BP usually wins.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445152#Comment_3445152

    BHVR needs to make his M2 power have a larger base-kit range, or an add-on pass won't do anything. BHVR could make an add-on that allows Pyramid Head to float in the air, and vomit barbed wire projectiles.... and I'll still pick double M2 range add-ons, because his M2 base-kit range is just that awful.

    While his base-kit Punishment range is indeed quite short, I believe an eventual buff to it would have to come at the same time as a full add-on pass that actually gave him other good add-ons, since the ones that increase his range are the only that let you actually feel a difference while playing (beside his ultra-rares... but even then, one of them is situational and the other one is only useful for having an insidious-like effect while camping). If they became base-kit as PH is today, then it would barely make a difference to play him with or without add-ons.

  • I like that they reversed it, not only because of his tunneling power, but mostly because making that a base-kit feature would have made the add-ons that affect his Torment Trails (the majority of his add-ons, that is) even more useless than they already are. What's the point of bringing add-ons that improve his trail if their main function is also fulfiled by his other, much better ability? Another reason to just bring his range add-ons and forget most of the rest. Just change his weak add-ons, perhaps replace one of them with a new one that makes his punishment inflict torment, but don't make that base-kit.

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424542#Comment_3424542

    I remember when they removed double pallet loops. Now with how close together some of the pallets are, it might as well be double pallet loops. Like, what are these devs thinking lately?

    Yeah, it feels like they are putting on new maps stuff that they removed from the others through the years. Garden of Joy even has a main building with a god-window.

  • Map design.

    What worries me the most is that almost every new map that gets added or reworked comes with issues that should be being fixed instead of increased:

    • Way too many safe loops with no room for mindgames, a lot of them interconected;
    • Pallets way too close to each other and ridiculously well aligned;
    • Lack of grass (why is grass being removed from every reworked map? That's pretty much an indirect nerf to Trapper);
    • Way too small number of lockers and bad distribution across the map (terrrible for Dredge, but also bad for Huntress and Trickster).
  • Well, they did buff a few of them last year. What annoys me is that sometimes they make a bad decision that destroys a perk, sometimes one that wasn't that strong to being with, then the perk dies for good and never receives any changes again.

    Hey devs, remember when you nerfed Hex: Thrill of The Hunt so Boons would release without counters? Well, then CoH became a problem, Hex perks got abandoned and you added Shattered Hope, which is a perk meant to counter boons, so I guess Hex: TOTH's didn't need a nerf and could be buffed again, right? RIGHT?

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396921#Comment_3396921

    Welcome to the life of a huntress lol started with the ghostface patch and has since gotten worse and worse every update lol

    Yeah, Huntress is a killer who got indirectly nerfed a lot of times by map changes. I remember the change that made the sound of her humming non-directional was done to compensate for the many new tiles and objects that blocked her line of sight in maps.

    New objects and line of sight blockers are good for stealth killers, though.

  • @MrPeanutbutter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403558#Comment_3403558

    😂 I wouldn’t count on it. We’ve been asking for basic graphics settings for years and we’ve gotten nothing

    It's always good to remember: they promised us an in-game option to disable anti-aliasing back in May 2020, and they said they were already working on it. Nearly whole 3 years later, we got nothing.

  • Yeah, I liked that they added more lockers to every map when the Dredge released... and I HATE that they seem to disconsider this every time they release a new map or redesign one.

    Dredge is one of my favorite killers, but this just tells me its is going to become worse and less fun everytime a map is released or reworked, since there will be a higher chance his teleports will be messed up by the map. Disappointing, really.

  • One of the things that made me like this game so much on the first night I played was the sound design in general, but the voice acting for survivors had an special appeal. It feels really cool to play a killer and follow the cries of pain of your injured victims... it's a shame the game can be so stressful sometimes.

  • I believe other Dredge skins have the same issue. The outfit "Masquerade Colors" used to make a unique sound during the weapon-wiping animation. Right now it makes the same sound as the base skin.

    EDIT: nevermind. I forgot that sound only plays from the survivors' POV.

  • I believe other Dredge skins have the same issue. The outfit "Masquerade Colors" used to make a unique sound during the weapon-wiping animation. Right now it makes the same sound as the base skin.

    EDIT: nevermind. I forgot that sound only plays from the survivors' POV.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374648#Comment_3374648

    i can understand most of those changes but the dark devotion buff is to much. Last thing i wanna see is legion running around the whole trail with no TR.

    It is not a very good perk for Legion, though, as their killer instinct only tracks people inside their TR. Sure, the survivor will still carry your TR, but you can't really control where they go. If they don't move closer to a survivor, you won't know where they are. If you can see where they are, they will be hearing at least the edge of a TR and will be at least a little more cautious. They will know you're close, just not THAT close. Either way, that's quite situational.

  • @BougieBlackChick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370129#Comment_3370129

    Yes it does. When you’re the one getting tunneled out at 5 gens or face camped to death at 5 gens you don’t get to play the game.

    If you are dying, doesn't matter how, you are getting elimitaned from the game as intended, regardless of how much time you spent playing before you lost and got eliminated. So, if you are getting facecamped or tunneled, that didn't prevent you from playing the game. Dying earlier =/= not being allowed to play.

  • @TigerSnake said:

    Mindlessly chase different survivors and lose.

    Considering a lot of people in this thread are saying why they don't like camping, tunneling and 3-genning but I see no one actually specifying how they wish the killer was playing instead, I guess that's what they actually wanted.

    People in this forums complain about camping (both face and proxy), tunneling a survivor out earlier, slugging, 3 genning, bringing regression perks... at this point, these people seem to want this game to become a boring simulation where the same thing happens every match: killer finds a survivor, chases for some time, hooks them, go look for another survivor, repeat.

    People, if that's your ideal game and every choice that deviates from it is wrong, you might as well play against an AI.

  • @[Deleted User] said:

    Being upset because your expectations that were based in pure speculation weren't met is silly. A robot killer would have been sick but the SM is also pretty dope.

    At no point I said it's bad just because it didn't meet my expectations. All the stuff I pointed out as being bad would still be bad regardless of what I or anyone else would be expecting... but sure, I commented spectations her teaser raised in the community and, yes, I commented how it disappointed me multiple times, so I guess is my fault for not making crystal clear that not meeting spectations wasn't what's bad about her. Still, doesn't change any of the rest: she is bad because everything about her is bad. Her look is quite ordinary, her lore is pretty empty and make no sense with her concept, her powers is ghostface with extra steps plus aura reading, her mori is Freddy with a prop. NONE of that would be any better without expectations.

  • Her lore has lots of problems.

    Being a self-made billionaire means she won't be any relatable, but that alone is not a problem, some characters aren't supposed to be relatable, just perverse (I guess the only positive part about her lore is we finally have a woman with that trait). The Trickster, the Clown, the Doctor and Ghostface are all good examples of that. But you see, every single one of them have better writing, with better explanations to who they are.

    The Clown: always showed signs of psychopathy. As a child he killed birds and colelcted their feathers.

    Doctor: obsessed with experimenting on the human mind, regardless of the damage done to the subjects.

    Ghostface: a psycopath obsessed with murders, who makes killing his art and turns it into thrilling stories.

    Trickster: a psycopath with clear traces of narcisism who started killing after noticing how much he enjoyed watching his bandmates die.


    Skull Merchant: well... at some point, businessmen begun to stand in her way, so she killed them with a drone and a mechanical arm, for some reason, when a gun or knife would have done it just fine and actually have been more discreet. She also doesn't collect skulls. The only explanation given for her mask, claws and skulls was "she got inspiration from her father's manga", but it is that vague, never described beyond that. Even funnier, her father's manga was also inspired by visions of her on the Entity's realm. Her relation to technology is never explained either, barely mentioned. We only know she is smart, but she is never said to have studied engineering, only economics.

    Why is technology barely mentioned in her lore, since it's her main theme? Why does she use a mechanical arm at all? Maybe her inovative technology was what made her company grow so much? Nope, the only explanation given for her fortune is "she had a manga website and studied about investment".

    Her lore, just like her power, emphatizes her ability to lurk stealthily and strike from the shadows, but you see, her outfit doesn't look made for stealth, not in the slightest. She dresses in white and wears a shiny mask. And she is supposed to be a genius apex predator according to the devs.


    Well, she definitively has room for improvement, as some killers have pretty meh bios but outstanding memories in tomes, so maybe a future tome can fill some of these gaps. Still, it would be better if her lore was good from the start. And tomes don't always improve a killer's lore, that's not garanteed: just look at poor Hag. Her bio had some issues, but her tome was far worse.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348338#Comment_3348338

    Those are extremely broad mechanics, the idea that no other killer can do them or they'll be considered unoriginal is ludicrous.

    Other killers can do any specific thing in her kit, sure, but that's not the bar.

    What's the point of a "new mechanic" if it's going to do exactly what was already done before, then? The only difference between what she does and whas Michael and Ghostface do is that her version is far more limited. They do it anywhere, she or the survivor needs to stay on an area she creates, but what they are trying to do is pretty much the same thing.

  • @jesterkind said:

    I don't see how this chapter hints towards that. The core idea of Skull Merchant's power isn't exactly boring or a stale copy of other existing mechanics, it's just... undertuned.

    Weak =/= boring and uninspired, which, typing that out makes me realise I really shouldn't have to say it lol

    Everything she inflicts on survivors is a mechanic that can already be done by other killers, just not by the same exact means. Exposed over time? Ghostface and Myers do it by looking at them, the Skull Merchant needs them to stay in an area, which is actually a worse version of it. Undetectable? Myers, Ghostface, Pig, Wraith, Onryo. Seeing survivor auras? Many perks can do that for any killer, others can already see survivor locations through killer instinct. The difference is that the Skull Merchant also tells the survivors when she sees them, which is bad.

  • I don't think it means they necessarily ARE out of ideas, they probably just couldn't execute a better idea with the time they had for this release. There were quite a few past releases were I feared they were running out of ideas, but then they came up much better ones on the following chapters. After the Legion (who looked like ordinary muggers and their power at the time was pretty much "run faster, vault through things and stab them until they fall") we got the Plague (whose power had its issues in design, but way better than Legion in every way). After Freddy's rework (so he could place traps like Hag, but they only hindered survivors like clown, and he would phase in and out of sight like Spirit but better, or he could trade his power for fake pallets, like Doctor but better?) we got Demogorgon and Oni. After Trickster, who's power originally was really bad (as if feeling like a worse Huntress wasn't bad enough), we got Nemesis and Pinhead, both with their issues in execution, but still far better power concepts.

    I guess that, with the amount of killers with different powers already in a game with such a distinct gameplay, it gets harder to make a power that feels original, good, and fun to play at the same time every time., since they need a release every three months and some take more work and thought than others. But yeah, the Skull Merchant is really boring. All I can hope is that she gets buffs soon to make her power better and more fun too, skins to make her looks cooler and/or scarier and a tome to give her lore the depht it lacks right now.

  • @scenicpickle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348063#Comment_3348063

    True everyone's complain that she wears normal clothes like legion and ghostface aren't just regular people with hoodies, cheap Halloween costumes, plastic masks and knifes

    I complained about the Legion too back when it was released, actually. To be honest, I find her the most disappointing release since Legion, whose teaser showed a hood right after the 2018 Hallowed Blight which presented a hooded alchemist (who later would become playable as the Blight), and ended up being a gang of teenagers that looked more like ordinary muggers with hoodies and knives (and their power was boring and broken at the same time, too). Ghostface , unlike Legion and Skull Merchant, doesn't wear normal, ordinary clothes, doesn't show a third of his face and his visuals actually match the concept of his power.

    And it's quite dishonest to say "like legion and ghostface aren't just regular people" as if nobody complained about them, when Legion, Trickster, Twins and Wesker all had controversal releases due to their looks not being scary enough in the opinion of part of the community.

  • Since comparing it to Eruption is unavoidable, here's something: Eruption used to do two things that combined were really good. It regressed gens and incapacitated survivors. One was removed and the other nerfed.

    Dead Hard also used to do two really annoying things: it gave the survivor free distance and forced the killer to wait before a hit. The first one ceased to be free and gained a condition (good timing before a hit). The second one became worse since the distance is even bigger if you fail to wait it out.

  • There are two things I hate about Dead Hard:

    1. The lose-lose situations on pallets., not to mention the survivor is rewarded with the same distance as any hit, meaning they get more distance they before and don't need to drop the pallet.
    2. The fact that DH exists mean you have to wait and waste a few seconds before every downing hit until the perk is used or you can confirm the survivor you're chasing doesnt'have it. Some skilled survivors can wait for a LONG time before using Dead Hard, and that can be enough for the others to finish a gen before you can proc perks like Jolt or Pain Resonance (Eruption too... but let's be honest, nobody is going to use it anymore). On a game where every second counts and playing killer can feel quite rushed sometimes, this is annoying as hell.
  • @Regulus47 said:

    Good.

    I know it sounds harsh, but there are plenty of other alternatives for slowdown if players feel like they need it. Pain res, DMS, jolt, overcharge, COB, deadlock, pop, merciless, gift of pain, plaything+pentimento, thana+dying light, even ruin is still pretty underrated when mixed with surveillance or undying. The Devs seem to finally be taking the game towards a place where gen slowdown doesn't need to rule the meta anymore, and that should be celebrated.

    Maybe we can consider tweaking E-crutch-on back to being strong in the future, but I don't blame the Devs for taking the nuclear option to ensure eruption was out of the meta, kinda like old Legion. In its place, I'd be happy if Pop was buffed a bit. For the most part, Pop was healthy, it rewarded quick hooks and not camping. Eruption rewarded camping a 3-gen and slowly whittling away at the survivors until the servers shut down.

    Survivors had a bunch of other options too, just like they had really absurd perks like old DS and Dead Hard. Both were nerfed in ways that made so they stayed useful. If a perk is too strong, you don't need to nerf it into nothingness, specially not WEAKER than his original already bad version.

    They didn't nuke Dead Hard, DS or CoH. Eruption is already the second killer perk in less than a year to get gutted in a single patch after a certain time of complaints that was still much shorter than for how long this 3 still strong survivor perks have been compained about.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346942#Comment_3346942

    I'm stating opposite, by having large gap between SWF and solos it will skew data and makes it miserable to match with SWF.

    Yes, but again, Knockout is irrelevant to the general balance of the game. It shouldn't have great impact on kill rates or the game balance. It's a perk you see once in a while at best and, when you do, there's a pretty good chance it won't do much.

  • @KingFieldShipper said:

    The point of the hud was to bring solo closer to swf - if you remove that it just becomes another solo q issue again while not affecting any swf. Tbh knockout itself is one of the few anti-soloq perks in the first place and I think we need less of those/rework them all in the first place to do something completely different, but that's just me.

    But knockout is not like Eruption, as an example. Eruption had a really strong effect that only SWF were able to counter. Knockout, on the other hand, is not really relevant to the game's overall balance. It has an already not that strong effect that works on solo as intended, but can be countered. Still, it doesn't work on SWF. If the perk is weak, make so it's effect doesn't affect anyone instead of just not affecting some doesn't seem a good way to go. So because there is a sinergy between two low tier niche perks (Knockout + Blood Warden) that happens to not work on SWF, than that sinergy shouldn't exist at all?

    Still, I gave some suggestions of other possible buffs that affect SWF and solo alike.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346780#Comment_3346780

    or maybe you weren't saying anything that was meant to be hidden...I really want to know what you were saying now!

    Well, before it often censored words that shouldn't be meant to be hidden, like "Clown", "Slippery", "ping" and a buch of words in other languages.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346753#Comment_3346753

    The chat filter is still on (both on PTB and Live) which is why I'm confused. It's normal for it not to flag things in custom games, but it should most definitely hide things that are meant to be hidden on Live.

    Well, I'm used to it always censoring random stuff I say, specially certain words in portuguese. The portuguese-equivalent of the verb "want" is an example for that. I tested it and it didn't get censored.

  • @Mandy said:

    Were these playing in Live matches on the PTB or in Custom Games?

    Nope. In my case, it was a public match on the live servers.

    Wait, does that mean it's a bug and the filter is coming back?!

    Untitled Image


  • You can say Kate Denson without censorship? You see, that's a huge improvement!

  • @Steakdabait said:

    Eruption was genuinely a problematic perk, it needed to be changed or nerfed to reasonable numbers. BHVR decided on making it more of an info perk like COB is than a hard slowdown.

    Which on it's like older dbd balance not really tbh, Old dbd was a complete mess balance wise for BOTH sides Nurse was (and still is lmao) a problematic killer despite almost 7 years of being in the game, Moris let you kill without hooking for a year (and then 3 more years of being able to kill after 1 hook), etc etc.

    Except that the new info it provides is useless most of the time and we already have perks that do that better, as I stated above. In general, it was reduced from one of the best killer perks to a useless one that isn't even worth bringing.

    Nurse remained the best because her power is better to counter survivors by default, it covers the distance between you and the survivor and it goes right through the objects protecting them from your approach. Still, she was nerfed many times through the years.

    Survivors might not have gotten exactly some perfect attention from the devs in the past, but they still got way faster and better reactions and responses than killers. Every major perk nerf had to go through some careful planning and testing to still be useful after a nerf, and most of them took years to even be changed. Killer perks got nerfed before they even went live (Surge/Jolt is a good example of that) while even Mettle of Man went live untouched for some reason. Killers had requested changes outright denied, like gen speed nerf, while some survivor requested changes were discussed on the streams even if they weren't in the current plan. Hell, even the first reworked map was Badham (sure, it got changes when Freddy got reworked, but later it got a full rework, before any other map), which was one of the statistically worse ones for survivors, and it actually became a greatly survivor-sided map, while Haddonfield wasn't reworked for years, Red Forest STILL didn't have its size reduced, and when Fractured Cowshed, Gas Haven and other survivor-sided maps were finally reworked, they remained good for survivors. Hell, Cowshed is actually worse now than it was before its rework.

  • That are more request for map balance from killers than from survivors because the number of survivor-sided maps is bigger than the one of killer-sided maps... and most killer-sided maps aren't half as insufferable as Badham Preschool, Garden of Joy, Fractured Cowshed, Shattered Square or the old Eyrie of Crows.


    However, I do think Shelter Woods needs a rework. It's bad to play on it as a survivor because it barely has pallets and incredibly boring even for killers, since it's hard to sneak up on survivors due to the high visibility, it's size is quite big and it has barely any pallets. So chases often go like this:

    1. You see a survivor and start approaching them from far away.
    2. They see you from afar and run to the opposite direction.
    3. You chase them in a straight line until you get a hit, than a little more until you get another one.

    In other words, hold W simulator.

  • @JustWhimsical said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345554#Comment_3345554

    Iron will is amazing in no exhaustion builds, countered by certain perks, but the 75% does make you really hidden, what I use is distortion, lightweight, iron will, and clairvoyance so I can window tech. Easily helps me extend chases while being off-meta.

    Honestly, I love Distortion and Lightweight. Their buffs were among the ones I liked the most when playing survivor.

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