Merciless_Killer
Merciless_Killer
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- Merciless_Killer
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The funniest thing to me is that I have yet to actually go against a Skull Merchant who was trying to hold the closest 3 gens the entire game. They have all played pretty much normally. Yet I see people complaining about her even then. Even if people play her like a normal killer they get butt hurt. So maybe just maybe it isn't about 3 gens at all. Maybe just maybe the community is a bunch of whiny little kids lol
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PWYF no longer loses tokens
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The tail attack has a shorter range than a normal lunge. Why would it need wind up time?
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534030#Comment_3534030
Well yes. That's fun for killer. But also the killer is designed to have super oppresive power for the price of it having a turn off button - except that button does not ever work against better killer.
It's like survivors having DH, but without exhaustion or any limit - just internal cooldown of say 10s and it's fair, because you need skill to apply it and hit that 0.5s window. See the problem?
Not really. Survivors have to be tactical about where they place turrets so the xeno is as distracted as possible against it. The goal isn't necessarily to knock it out of its power although that is a nice bonus. The goal is to slow it down enough to make a bit of distance which they do.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533865#Comment_3533865
They don't get him faster, but heat dissipation takes time. If you double-up on turrets, 2nd one will get xeno out of power in time.
Good placement of turrets works only on less experienced Xeno players (or Xeno players that don't use 1 of anti-turret addons), because you can very easily destroy them on reaction even if they surprise you from angle you didn't expect. Sure - if the Xeno is less experienced, he will get surprised, look for turret and then try to walk to the turret to M1 it so it will get him from power. But more experienced one will just M2 while turning to destroy it without ever being in danger of getting out of power.
Yeah an experienced Xeno who is observant can react in time to take out a turret before they get knocked out of their power but that is a good thing imo. We don't need a repeat of singularity where a killer has built in counterplay that they are pretty much powerless against. And there is skill involved in it so that makes it more fun for the xeno player to be taking out turrets.
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You don't need to double turrets as that doesn't even break xeno out of their power faster anymore. You just shouldn't place turrets out in the open where the xenomorph can see them otherwise they will get taken out for sure. They sill might get taken out before they can knock them out of their power either way but you have no chance of doing it if the xeno can see the turret just in the open.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533431#Comment_3533431
I don't understand why it's so difficult for people to read on these forums. It's CD and slowdown do not match its difficulty to use.
Yeah and I said that it isn't as easy to use as you are making it out to be. It is a shorter ranged attack than most other ranged attacks, it has a pretty small hitbox(I have seen it touch a survivor's model without hitting them), it can't be faked like a lot of other m2s(once you push the button you commit to the attack), etc.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533389#Comment_3533389
I didn't say it was the easiest to aim/hit, I said it was the most forgiving when it comes to how easy it is to land a hit. It's cooldown/slowdown does not warrant how easy it is to use.
I am a big fan of nemesis, he is probably my favorite killer. But, idk why you would want to play him over Xeno right now. He is just a far weaker version of her. I am not playing her because I am not a huge fan of doing things that are broken. I avoided using Dead hard when it was strong. I don't even currently use MFT.
You are still saying it is easy to hit with and that just isn't the case. The hitbox on it isn't that big and it has probably the shortest range of any ranged attack in the game. I do not get the issue.
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The tail isn't as easy to hit as people complaining about it make it out to be and if it was more punishing for a miss then it would need to be easier to hit with it which you would certainly hate more.
Yeah alien can go into a burrow to recharge the tail whip faster, but it has to go to a burrow to do that and actually move inside the tunnels to recharge. There aren't burrows everywhere. It would have to leave chase to go and do that.
Turrets are actually very effective if you use them effectively. i.e not just right next to a gen where the alien will surely expect it to be. Place them where you plan to run to if the alien comes.
The time it takes to exit a burrow is insanely slow near a hooked survivor.
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If you think that is oppressive wait until you go up against Ghost Face or Wraith lol
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532155#Comment_3532155
Okay, explain to me how instead of just saying they are fine. You simply cannot answer the question so you just say blank statements like that.
You simply react to disagreement with aggressive statements like that.
Damn near everything people have been saying in regards to the power not being balanced is wrong. There is in fact an audio cue, the tail attack can be dodged(I have seen it and I have done it), the turrets can be effectively used to couter the xeno's power even by solo queue survivors(I have seen it and I have done it). The only thing that might need to be changed is the xeno's movement speed in miss cooldown but that is it.
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Xenomorph is fine other than turrets being hard to place where you want on some maps.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531181#Comment_3531181
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531387#Comment_3531387
So having 1 Survivor permanently on turret duty on the off chance that you can knock Xeno out of power (as it isn't like there is a brown add-on that tells you where all turrets are located) isn't enough slowdown and free pressure? I'm sorry that you two are so out of touch with the soloq experience, but at the same time I'm glad you are so sheltered and don't know that same pain. I play both Surv and Killer to learn the strengths and weaknesses to win future matches (as both roles), but mostly play Killer overall. The best time to play Survivor is the opening week of the Killer, so you can learn the mechanics while everyone is playing the Killer, whereas you can play the new Killer whenever. In that regard it is better to play the new Killer the 2nd week, or when the incentive is 100% Killer at odd hours.
I got my tomes done, so I'm not touching Survivor unless playing with friends (but since Deceive just got a fun update we likely won't touch DBD for a while either). It'll be my main man Ghosty for the next month or so, maybe some Xeno if I want to win while barely trying without picking Blight or Nurse for a truly free win. I might try out Clown with STBFL+Rapid Brutality for the '11 STBFL stack' meme build.
But to mirror your complaints "You just want another free win Killer without reasonable counterplay", there I can make inflammatory and false statements too! M1 Killers are a true expression of skill because you can't crutch. Legion, Clown, and Ghosty (which to be fair, Ghosty is a setup Killer like Trapper/Hag, but you set up traps/99'd stalks on the Survivors instead) are my go to Killers, because they are simple, fun, and any Victory was mine to be earned, rather than gifted to me on a silver platter.
Lol I mostly play survivor and only play solo queue. I understand the solo queue experience very well.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531051#Comment_3531051
Because it takes a Survivor 15s to set them up in a position worth mentioning, they each have a minute cooldown, and the power only takes 5s of tunnel crawling to get back. Plus it isn't like Xeno is 4.4, Xeno is 4.6, and plenty capable to down Survivors with M1.
If xeno players wanted to play an m1 killer they would pick an m1 killer.
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Yeah they really need to rethink the placement radius. It is so restrictive that maps like rpd feel awful to play on against Xeno
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@Slackrimosa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530876#Comment_3530876
Turrets don't do anything except force an M2. You center it and click, and get right back to chase. Where's the counterplay? You have to literally face tank one to empty to lose crawler mode.
And where is the counterplay in your suggestion exactly? Cause it just sounds to me like you want to just be able to deny the xenomorph their power the entire game with nothing they can do about it. How would that be fair or fun for them?
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@Slackrimosa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530814#Comment_3530814
The skill expression of hitting M2 on a stationary object?
as opposed to there literally being nothing the killer can do like in your suggestion? Yes.
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"I am absolutely sick of getting completely destroyed every match as a solo q survivor."
First time?
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No. That removes all skill expression from the killer being able to take out the turret with their tail before they can be knocked out of their power.
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@MadameExotine said:
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.
There are plenty of other ways to play her. Look up redsgaminggears or potato legion's gameplay of her.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526816#Comment_3526816
You clearly didn’t even bother reading the comments where I talk about that survivor strategy so I am not going to bother reading any of your next comments and will ignore your profile. Have a nice day!
Spoken like someone who knows they have been proven wrong
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526762#Comment_3526762
Making one side give up out of boredom and tediousness should never be the fix to anything. You either didn’t face many of these, or you play her like that, but I just hope that you are not unlucky enough to face her as usually as others do. And if you play killer more, I hope you don’t get immersed survivors every other game with solo hatch/gate builds that choose to hide from the get go and there is nothing the killer can do to avoid it (a gameplay that is just as problematic, boring and tedious to go against but not as common, so people don’t call it out as much.) Not everybody has 1 hour to spare for every dbd game they play.
You know what else isn't a fix to anything? Removing something because some people use it in ways you don't like.
I don't see anyone advocating for killswitching hatch and gate perks because some survivors use them to stealth out forever for the end game. And if you aren't going to advocate for that or for killswitching anything else people don't like such as Nurse, Blight, Twins, Pinhead, MFT+Hope, Toolboxes, etc.(the list goes on forever lol) then I see no reason whatsoever to take this suggestion seriously.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526641#Comment_3526641
It's not something people don't like, it's something that makes people have +30 minute games on average. There are plenty of things I don't like from both sides, but that's just my taste. This is not a taste issue.
Nothing makes anyone have long games but themselves. At any point in a match if either side feels like it is taking too long they could let the other side finish their objective. Survivors could give up. The killer could give up. It is when neither side does this that you can have games last that long. It is very much a taste issue.
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No. If they start kill switching everything people don't like they'd have to kill switch everything.
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@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507600#Comment_3507600
Killswitch her 3 gen addons then,please. They arent useful anywhere BUT 3 genning. Nobody will miss them.
You mean the skill check addons? What if I want to run an impossible skill check build? Acting like they are good for nothing but 3 genning is just completely wrong.
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@devotedDBDenjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500300#Comment_3500300
"If they are stating they are then they need to explain why that is an objective fashion"
No, mate. There's no "need" to be objective in expressing dissatisfaction with the recent chapters. That is just... false. You can ASK for an objective perspective, but other people don't NEED to give you one just because they said something you didn't like.
Again nothing they stated as being "bad design" actually are so.
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@devotedDBDenjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500033#Comment_3500033
"I expressed why i think they are badly designed. If you think i am wrong, be free to give arguments to the contrary."
They are clearly stating they're using their opinion here, but instead you're resaying this point as if it's some sort of new found information.
If you disagree with it, like they said, give arguments to the contrary. Why rely on "haha you used your OPINION on a FORUM thread. owned." it's giving big childish vibes.
Something is either badly designed or it isn't. If they are stating they are then they need to explain why that is an objective fashion instead of just saying something like "Dull merchant is mindblowing that the devs wouldn't understand what people would do with this killer and how unfun it would turn out." that says nothing about the killer's design and instead is just a shot at the devs.
They call Sadako bad design because she plays differently than other killers. Since when is variety bad design? If every killer played the exact same I would get pretty bored. I think most people would.
They call Singularity bad design because he is hard to play and has counterplay. Neither of which are actually anything to do with bad design.
Something that was badly designed in this game was old Thanatophobia. Back when it used to slow down healing speeds in addition to the others. Or old Eruption that damaged gens AND incapacitated survivors. Things that literally stacked with themselves to make their effects stronger. That is what bad design is. None of this crap
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499268#Comment_3499268
Then why do you think they are well designed?
I expressed why i think they are badly designed. If you think i am wrong, be free to give arguments to the contrary.
But i will probably keep my stance that this killers promote unfun playstyles and games for both sides. Both sides get to feel useless, it's just a matter of who.
You didn't give any objective reasons that they are bad other than to say you personally don't like how they are designed.
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Dbd players just never seem to learn that not liking something doesn't make it "badly designed" do you?
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That isn't really an issue. Pretty much every radius based effect in the game has no vertical limit.
What they should really do is just get rid of the unhackable state of drones so that survivors can always hack them.
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Very annoying bug