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MrPsych

MrPsych

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MrPsych
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  • SURVIVOR

    Hoarder: Survivor can carry two items at once. Press the Active Ability button to switch items. Carrying two items do slightly lower your agility; medium and fast vault speed is reduced by 10%.

    Relentless: The killer's mistakes motivate you to stay focused. When the killer misses a basic attack against you, gain 5% haste for 5 seconds.

    Boon: Escaping Death: Your totem manipulation allows you to leave part of your vital strength in a boon, which empowers your skills. Gain 9% speed to repairing, sabotaging, healing, unhooking, vaulting, cleansing, opening exit gates, and unlocking as long as your totem is standing. If the killer snuffs out the boon, you scream and reveal your location to the killer and the perk disables for the rest of the trial.

    Spirit Fury: Having managed to stun the killer once, you feel more than ready to strike again with all your might. If you stun the killer with a pallet, the perk activates. Next time you stun the killer, the pallet breaks on contact and the killer is stunned for 4 seconds. The perk deactivates.

    KILLER

    Meddling of Man: You're not gonna let the bravery of a few interfere with the Entity's plans. When a survivor takes a protection hit, that survivor becomes the obsession and the perk gains 1 token. When the perk reaches 3 tokens, the obsession can be killed by your hand. Any time the obsession switches, the perk loses all tokens.

    Hopeless: The survivors might have repaired the generators, but the trial is far from over yet. The exit gates take 8 extra seconds to open and any survivor who interacted with an exit gate lever suffers from a 10% Hindered penalty that persists 30 seconds after a gate has been opened.

    Built for Cheap: The shoddy goods circulating in the Entity's grounds have quirks you are familiar with, which helps you find whoever use them better. Whenever a survivor fully deplete the charges of an item or use an action which consumes the item, the survivor's aura is revealed to you for 5 seconds.

    Hex: Circle of Pain: Any injured survivor who stands within 64 meters of the Hex totem is Broken. The effect lasts until the survivor leaves the totem's radius or until it's cleansed.

  • I don`t face Wesker that much on a regular basis but I like seeing him every time.

    Sadly this game community is full of sour grapes who have to tell everyone they hate everything and everyone.

  • @adsads123123123123 said:

    What was stronger about old Clown?

    Nothing.

    I genuinely don't understand this thread at all. Heck, Clown used to have slowdown when he threw bottles! Clown's had nothing but buffs ever since he came out and he's not in a bad place right now.

  • I don't miss Dead Hard in the slightest. Give me Sprint Burst and Lithe any time of the day. Having to bait out Dead Hard for every survivor was a drag, especially when the whole team would have Dead Hard equipped.

  • Prestiging didn't cost BP by itself, but that would make you lose every perk and item the character had.

    Getting all that stuff back, especially with the higher BP prices, would cost way more than 20k BP. I will happily stick with the new system, thank you.

  • @killeriseasy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442733#Comment_3442733

    I'm sorry but I shouldn't be punished if somebody else is too good at the game. That's ignorance

    That's a quote for the ages if I've seen one.

    In all seriousness, I don't think multiplayer games are for you? Between your posts and your username, it really doesn't look like you've played for long. Or maybe you're a weird gimmick account, judging by your username.

    Have you even played killer? You should try it out, it's fun and it's harder than one would think.

  • I don't know the guy but I heard nothing but good things about him. What a tragedy.

  • @RoastedGarlic said:

    Scavenger + hyperfocus + built to last + new De Ja Vu + purple tool box with brand new part. Nope that isn't a huge problem.

    Still feel like this would be better suited for hook sabotage gameplay than repairing gens. BNPs are a one time use only item and perks don't bring them back. Engineer's Toolbox may give a big speed boost but is limited to only 16 charges. Otherwise you get Alex's Tools, which suck at repairing gens but wreck hooks super fast. If I go with the mindset to repair gens, I usually bring the Commodious Toolkit since it comes with 32 charges and it can be used to sabotage hooks without a penalty on a whim.

    Deja Vu is only a problem if you lean on 3-genning to win. Even then, the boost is not as important as it seems.

    Hyperfocus could maybe be a problem, but then again you're relying on RNG to give you the skill checks you need.

    Not to mention that with a build like this, you get no perk dedicated to either stealth, healing or chase. The moment things go south, your all gen build becomes suddenly useless.

  • I still think Built to Last will be a stronger perk on the grounds that you can reuse it multiple times per trial and also works on medkits.

    /me thinks you're overexaggerating a bit.

  • The thought actually just hit me. The Entity's realm is clearly supernatural and outworldly things are happening during the trials. So here I am wondering, what if the Entity just teleports away unhooked survivors to a safe space?

    When the survivor is freed up, they get brought back to a spawn point which is the furthest away from the killer. If that doesn't stop tunneling I don't know what will.

  • I'd say him losing Lightburn moved him up to B-tier. But he kinda has the same problem as Legion; he gets the first hit on survivors effortlessly, but will typically struggle to finish the job and get downs due to a poor chase power.

    He's definitely a solo queue killer right now, but the moment survivors work together, he loses a lot of his power and becomes somewhat predictable.

    in Wraith Comment by MrPsych
  • People say Blight is super loved and everything, but it still took the developers a few years to just get his POV correct.

    Remember when Blight was only 4 feet tall when you played as him?

  • Off The Record shouldn't be left off the table either. It makes survivors' aura unreadable for a reasonable amount of time.

  • Okay, next patch will have the survivors stare at a wall for a full minute before being able to play. Problem solved.

  • Buff: Trapper. His whole kit is about waiting for survivors to do mistakes and he takes waaaaaaaay too long to setup. He should just start with all traps in his bag, as going out of the action's way to fetch traps can't be part of his gameplay in 2023.

    Rework: Myers. Sure, permadeath Tier 3 Myers is strong and all, but you shouldn't need add-ons to be strong as him. He should have Tombstone Piece removed and make Tier 3 Evil Within more explosive. Don't just boost his vault speed, give a speed boost to all his actions. Make him faster. Discourage slugging during Tier 3 by making his timer tick slower when he carries a survivor.

    Also Tier 1 Myers should not have lesser lunge. And dare I say... make him move at 110% speed.

    Nerf: Blight. This is an easy pick, but dear lord his addons need cleaning up. A killer this powerful does not need Alchemist's Ring or Compound 33 to thrive. Make Alchemist's Ring regenerate tokens only when you put a survivor in the Dying state with a lethal rush. Compound 33 should only inflict Hindered to survivors when you destroy a pallette/door with it.

    Remove: Skull Merchant. Her power just puts into light the failings of DBD's core design. Defending a 3-gen setup is boring for survivors? Let's make a power that makes it super easy to do it! I'm just not seeing any kind of rework that would stop players from using her to defend a 3-gen setup without her becoming super weak in the process. A surveillance killer could be good, but this is the wrong way to do it.

  • @coolgue1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430434#Comment_3430434

    if people didn't abuse the knight's mechanics they wouldn't get so much hate but 99% of knight player station an ai around hooked survivors to guarantee death hook so yes he going to a lot of hate until behavior decides to not let the ai be stationed when people are hooked next to it it should be the same a SM her drones go away instantly if she tries to put them on a hooked survivor

    This is the least practical and most useless guard use and can very easily be defeated. Get noticed by the guard and then go for the rescue. If you unhook a survivor while being hunted, the hunt stops.

    At most this lets the killer know 1-2 seconds ahead of time an unhooking will take place. But the guards themselves in this situation are completely harmless.

  • I accidently was toxic to a player in the EGC. Closed the hatch, downed the last survivor and then let them wiggle free. Unfortunately, survivor freaks out and doesn't understand I'm letting them out and runs erratically everywhere. They eventually go for the exit gates.

    Except I had No Way Out with 4 stacks. Damn it.

    Survivor didn't make it. While not everything was my fault, I felt really bad about it. They probably thought I was a huge jerk but it was all an accident. I forgot I had No Way Out equipped.

    But yeah, intentionally making survivors believe you're letting them go only to murder them later is cold and classless.

  • I got nothing to ask you but I'm happy to finally see Knight getting some love. Poor guy doesn't deserve half of the hate he gets.

  • To the OP, gg and I hope you're having a great day :)

    But yeah, I play on PC and I always leave the chat off. Sometimes I will get a GG, most of the time I just get survivors whining about being tunneled out (despite me usually getting my first kill around 7-8 hooks) and once in a blue moon, I will get people that seemed happy to have played with me.

    The worst is when you play survivor and other survivors just say you suck and were a hindrance. Thanks for making me feel like playing the game was a mistake, always appreciate it. This will make me want to play survivor more for sure!

  • Maybe their confidence has been shook a bit because of the latest chapter, which would be understandable.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/375601/one-of-my-biggest-pet-peeves-w-the-community

    Killers camp and tunnel because survivors tunnel out generators. Removing gen defense perks made it worse because killers lost a huge amount of control in the game.

    You cant ask for killers to not tunnel until survivors cant either.

    Can you please stop using the term "tunnelling generators" because it's utterly ridiculous and entitled. What do you want the survivors to do instead, loiter in the killer basement and admire the hooks?

    Until something changes with the game design, the goal of the survivors is to repair gens. Likewise, the goal of the killer is to kill survivors. The only reason why survivors would make a deal out of this is that being on the receiving end of tunnelling feels bad, especially when you did nothing to deserve it.

    But sadly, so is the ruthless nature of the game. Nice killers may find friends, but they won't find wins. Meanwhile, if you take the role of the ruthless killer, don't expect survivors to play nice either.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/375601/one-of-my-biggest-pet-peeves-w-the-community

    Killers camp and tunnel because survivors tunnel out generators. Removing gen defense perks made it worse because killers lost a huge amount of control in the game.

    You cant ask for killers to not tunnel until survivors cant either.

    "Survivors tunnel out generators"? What the heck do you want survivors to do instead? Loiter in the killer basement and admire the hooks?!?

    Until something drastic changes somewhere, the survivors' objective is to do gens. Meanwhile, killer has to kill survivors. I"d say the reason why survivors make a fuss of this immediacy to do the objectives is that getting hard tunnelled make for a really lousy round as a survivor, especially if they didn't do anything to deserve being taken out first.

    But sadly, this is how the core of the game design goes. Being fair as a killer will get you friends, but not wins. Being a harsh killer also means the survivors shouldn't go easy on you.

  • @RoastedGarlic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425347#Comment_3425347

    Ive already said they need to fix 3 genning. Make it so gens are further apart and when 3 gens are completed 1-2 breakdown and can be repaired again. Doing this when you're at 1 gen left instead of 3 gens being able to be repaired there are now 4-5 gens available and now 3 gen strats are completely annihilated for all killers. Not just SM but the Knight aswell.

    but everyone just ignores that is the real problem here. Like you have done in your post. I absolutely want 3 gens gone. Because yes i hate facing skull merchants because of the default 3 gen mode.

    I failed to address 3-gen mainly because I feel it's a flaw that's inherent to the game concept and I'm not certain myself as to how to fix it. I toyed with the idea of having an extra generator but then I feel that would make the role of killer even harder since you'd have more to patrol. Ideally, a solution to 3-genning should ideally be organic and not create hassles for either the survivor or killer. You could change some maps to help in that regard by tweaking the generator spawning a bit but I feel it won't always be possible without making some maps bigger.

    @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425347#Comment_3425347

    Those killers all could routinely stretch games to the 30 minute mark by obsessively holding a 3-gen, yes. Why would Skull Merchant be able to do that, and not those killers?

    You don't even need a power at all to hold 3-gens, really, though not having a power at all is technically weaker than SM so I'll grant that. Legion can patrol the generators faster and keep people injured, Doctor has comparable information to SM and interacts with gens directly, Plague can infect both generators and survivors + has a ranged attack to pressure with too... Oni, maybe not, since he's more of a burst-threat, but the other three absolutely can.

    I still don't know why Skull Merchant is seen as the issue over 3-genning in general. Is it just that people only see proper 3-gen strats from her, or something?

    Okay, saying that only the SM can 3-gen was incorrect. The problem is that people quickly found that holding a 3-gen was the easiest way to win with the way the Skull Merchant works. Powers in the game usually are usually designed in a way that you'll want to be on the warpath and seek and destroy the survivors. Even more passive killers like Hag or Trapper typically require you to move out of your way away from the gens in order to prepare the battlefield to catch survivors off guard. But SM has no incentive to go out and prepare traps, you could just find the 3-gen setup the map has and just hold it down until survivors die of boredom. Why try to do any better if this bare minimum effort is enough to win?

    Either the game finds a way to break out 3 gen setups altogether or her kit must be retooled so that doing the bare minimum will not get you a win.

  • @RoastedGarlic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425308#Comment_3425308

    I could say that about killers I dislike too. Legion, Plague, Oni, doctor etc. But I don't despite how boring they're to me and disappointing they're I don't demand reworks because a killer wasn't designed to my particular tastes.

    I like her, I like her power. I think for the most part she is fine. A lot of her issues can be fixed by fixing gen placement and removing the ability to 3 gen.

    I don't really think the problem is about tastes, it's that none of these killers have the ability to routinely stretch games to the 30 minute mark. Can the Skull Merchant be successful without 3-genning? Yes. But will the playerbase do that? Hell no. If people can win with little effort, they will 100% do that, even if it means the game will take forever and be taken hostage by the killer. Not to mention that because of the us vs them mentality with this game, some people will revel in their ability to waste 30 minutes of the survivors' time, thinking they are doing the world a great service (pfffff).

    The current problem with the SM 3-gen strategy is it has no worthwhile counter if the killer will not commit to a chase. With 4 drones in hand, you'll always have spare drones to replace a hacked drone. If the survivors have a claw, they likely will not be able to work on a gen since they will easily be found and brought down. It's a poor interaction between the survivors and the killer power, especially compared to say Plague's, which have a much more interesting dynamic. You full heal, but on the flip side you give the killer a means to get an incredibly deadly attack for a few seconds.

  • Give it a try. Maybe the Nurse will be like me and whiff a lot!

  • Dunno what's with my MMR but I tend to see Trapper a fair amount. I typically stop being happy to see them when they go into Killer Shack siege mode and drag people into the Killer Basement, never to return. I typically play Solo Queue so that strategy usually works wonder.

  • Person figures out how cause and effect are a concept, makes post.

  • Color saturation and all on your camera let me to believe for a second there was a new jungle map or something. That could be a cool concept for a map I guess.

    @RoastedGarlic said:

    pfft first game I went to play as Skull Merchant to complete her new archive challenge, entire team dc's. Second game same damn thing. I hate the archives. I really do. Can we please for the love of god get rid of "complete in a single challenge" crap.

    Noooo why did you have to remind me that Skull Merchant had new challenges. I thought I was done!

  • @Jace233 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417731#Comment_3417731

    You cant be serious when you say use the guards to patrol totems. I know you do not play him when you say that. They last for no time at all. It's not even worth the time to set them up to guard a totem for 20 seconds.

    The patrol part of his power makes absolutely no sense, and it's only real use is dropping it at pallets on on surviviors you are already chasing, or yes like you said, ambush survivors healing/on gens occasionally. But its too weak of a power to be fun to use/go against. Guards being no threat on their own is kinda pointless.

    With addons, jailor lasts for 30 seconds. That's a lot of time in killer land. Not to mention that survivors always get cocky and will end up triggering them anyway.

    Looking at what you want the guards to do, why even play the game if you're gonna let the AI do it all for you? The guards are supposed to be a means to an end and not the tool which will make all of your work for you. This would absolutely bore the killer and survivor to tears and limit further their involvement with the game and each other.

    As for the flag... I've only seen a survivor evade a chase by grabbing the standard once in hundreds of knight games. There's no need to hide it, survivors don't even know it's a mechanic.

  • Knight is fine as he is, blame the player base for only doing boring stuff with him. He doesn't need to camp a 3 gen to be fierce and dangerous.

    The only thing I would change on him would be the detection range of the guards in order for The Map Of The Realm to not feel like a must equip add-on. Otherwise, he's a blast.

    He has a lot of potential as a killer and it's so sad to see that people just use him to camp (which he's terrible at doing by the way). The guards can be used in many creative ways. Set ambushes. Break palettes midchase to limit survivors' options. Use the jailor to patrol totem spawns. At worst, guards can chase survivors away from objectives and make them waste time while you're busy doing something else.

  • @LiveBritishReaction said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417646#Comment_3417646

    "is generally unique and engaging."

    Shred is a generic mid-range zoning tool that bucketloads of other killers have done before. Matter of fact, most killers who do the same thing have some kind of gimmick that makes them more unique than Demo. Pyramid Head does the same thing but goes through walls. Nemesis does the same thing but goes over short loops. Trickster does the same thing but fast. Victor does the same thing but plays with the Z-axis a lot more creatively. Deathslinger does the same thing but can get you through tiny holes.

    I bet you wouldn't call any of those killers "unique and engaging."

    "That mobility can be completely eliminated by survivors at any time, and if he TPs while sealing then he had to stop what he was doing."

    That mobility takes a good while to be disabled, can be replaced at the tap of a button, and in a 3-gen scenario "stopping what he's doing" is hardly an issue when what he's doing is kicking a gen and then leaving to kick another one.

    "Unlike the mid merchant, he doesnt expose or track survivors."

    Portals can literally track survivors. Read the addon description for lifeguard whistle, and then understand that such a feature is in his base kit only he has to tap M2 to activate it without using the addon.

    "His "insanely good zoning" has a visual and audio cue, along with a charge up."

    The charge up is barely faster than a Deathslinger ADS, and having a reactable cue doesn't matter when how you react is null and void. It especially doesn't matter when it's easy for Demogorgon to just not commit to the Shred and M1 you. That's what zoning is, and he is, indeed, insanely good at it.

    "no way you out here complaining about the demopupper"

    If you unironically say the word "demopupper" I lose all ability to take your opinion on balance seriously. It's that stupid neckbeard Redditor boop the snoot-esque attitude that lets this killer get away with being so poorly designed and getting praised for it.

    First of all, every comparison you have brought up are for killers that were released after Demogorgon. So yes, back in the time Shred was a one of a kind mechanic. To this day it remains the most fair of the bunch for survivors.

    It is far easier to dodge a Demogorgon shred than about any of the other examples you have brought up because Shred is slower and you can't steer while shredding. For a while, Deathslinger was super oppressive because it took zero time to aim and shoot so you could quickscope anyone out of usefulness. If you have aura reading on survivors, Pyramid Head's Punishment of the Damned can go through a wall and unless the survivor's psychic, they will get hit. Don't get me started on Victor, who "shreds" infinitely faster with much less counters possible. One of his addons even muffle his grunts when he charges a pounce so you could literally pounce on someone with no terror radius and no audio/visual warning.

    Quick Shreds from the Demogorgon can be dodged, just pay attention to where they are facing. Not to mention a missed Shred will cost a lot of time and leave the killer unable to even look at the survivor he missed. The only way you should be hit by him is if it caught you off guard and you didn't leave a tile or your location in time. A lunge attack can be adjusted to deal with a survivor moving erratically. A shred, no.

    Portals can be created quickly. But even then, 2 seconds can be a lot when you go head first in a huge crowd of survivors repairing a gen. By the time your portal is done, everyone will have scurried away to safety. The easiest way to limit a Demo's movement is to cripple his portal network early and never give him the chance to build a fully fledged network. 12 seconds for a survivor is nothing compared to 2 seconds for a killer.

    If you think the Deathslinger and Demogorgon zoning work out the same I don't know what to tell you. In half a second Deathslinger can shoot 18 meters away from his location, at 40 meters/second, stopping a survivor from being able to do anything. It takes more time for a Demogorgon to charge, he won't cover such a distance with his move and will do so slower.

    Me thinks you've had one bad experience with a demogorgon and like everyone who has something mildly inconvenient happening to them, will exaggerate their tales to an extent where everything they say sound ridiculous.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374328/survivors-do-you-enjoy-the-hit-run-playstyle

    I'm gonna repost something i posted before

    1. Camping is the most boring thing

    2. Ruin+Undying is the most boring thing

    3. Slugging is the most boring

    4. Anti-loop killers are the most boring

    5. Tunneling is the most boring thing

    6. 3-gens are the most boring

    7. Hit and run is the most boring <----------------- you are here.

    8. Killers Pressuring gens is boring

    9. Anti-Healing is boring

    10. Killers even playing the game is boring

    Meanwhile:

    JUST PRESSURE GENS KILLERS.

    Exactly what kind of "play style" should killers do, that is a viable way to win, that isn't boring to you? Because at this point, it seems the only acceptable way to play as killer is to:

    • Play a standard m1 killer
    • Pick a single survivor, and chase only them, making sure to never use your power.
    • Don't use any perks
    • Once you down and hook that survivor, you need to immediately start running to the survivor that is the absolute furthest away from the hooked survivor.
    • Then you repeat.
    • But make sure after you hook the second survivor, that the 3rd survivor you chase, is not the one that saved the unhooked person (they might still be healing) but the 4th guy who has only been on gens.
    • Repeat, making sure you do them in order, so nobody is eliminated from the game. Then if you actually make it to endgame, you can't camp the hook during endgame, you have to open the exit gates
    • Then you have to let the other survivors save and body block, so all 4 escape, and then you have to let them teabbag you at the gate, you can't just run to the other end of the map and stare at a wall. You have to make sure you specifically WATCH them teabag.
    • Also don't hit them to force them out, you need to let them teabag you for the full 2 minute timer.
    • Also make sure you say: "man i suck really bad" and agree with them when they say "gg baby killer ez"

    At some point, i think you need to examine yourself, and decide what it is you really want out of this game. Because there i so much conflicting information about what survivors want from:

    • You need to chase more people
    • You need to chase less
    • Let us do gens
    • Stop camping hooks
    • Stop camping gens
    • Stop proxy camping
    • Don't defend hex totems (yes i heard this once)
    • Pressure gens better
    • Don't tunnel
    • Camping in endgame is boring
    • GG EZ killer couldn't get kills

    Like for real, what the actual ######### do you want?

    You also forgot "commit to any chase you have started until you knock the survivor down or until the match ends". Because apparently that's what some survivors want.

    To survivors asking that killers commit to chases wholly... hahaha good luck winning any games doing this as killer. This is a rather disadventageous stance for the killer to adopt because while 1 person is busy being chased, the other 3 are doing gens. When you're the killer, you usually will want every survivor doing anything but gens. Long chases do not accomplish that. They might be fun, but they're a prime invite for killer to lose because they're spending time they don't have.

  • Dropping an item is a friendship offering. Unless I have an achievement that requires me to kill everyone, I will spare about everyone who provides an offering.

    Likewise, as a survivor I will drop my item to killers who played well or acted nicely to me.

  • My only expectation is for the next killer to be better than Skull Merchant. That should hopefully be a low enough bar.

  • Delete her. I dislike her looks, her gameplay, her lore, her perks and so on. Apologies to the developers, this killer could have been made by an AI, without any human interaction behind it to look at the results and ponder "hmmm, would that work on a practical level?".

    Skull Merchant just takes DBD's flaws and brings them into the daylight because she needs the flaws of the core design to win. Being 3-genned sucks? Too bad, that's her only battle plan! Tunneling is bad for the player being taken out? Too bad, she needs to take people early, otherwise she'll never have the time to win. Camping's boring? Gotta stay close to the generators!

    The huge problem with her power is that unless you use it to control 3 generators, the drones by themselves so nothing. A survivor running quickly through a drone zone will give SM a small speed boost but that's it. Meanwhile you could be Clown, who's already considered a weak character, throw a bottle as a reaction move, without planning anything, and get better results.

    A millionaire mogul could be an interesting killer concept but SM didn't pull it off. Or go with the concept of a crazed engineer who grifts new body parts into himself to become a better killing machine. Who knows.

  • I'll keep the streak alive, why not.

    I did not enjoy going against her as a survivor one bit. To be fair, that was before the hotfix rework but I hardly believe that matches are that much more fun today. The killer's oppressive, but not in a way that's fun for the survivor to go against. It's just inconvenient to park your butt on a generator to hold a button.

    As a killer, things are really not more fun at all. I tried it out of curiosity, spending the 9000 shards to get her. And yeah, I'd say the big con of her power is it's way too passive. All you do is put drones down near gens, hope that survivors will somehow not bother hacking them and become exposed so that you have a chase that might actually yield a reward. Even then, the survivor will have an advantage because they're the one who has willingly chosen to get involved in a chase and they will expect you. The claw trap only feels like it'd be a threat if everyone was tracked so that you'd get the maximum speed boost, but even then, winning chases with her feel like a hollow victory. You don't feel as if you used your power in a skillful way when things go your way.

    I got Skull Merchant adept and did all challenges regarding her and her perks in the tome (the perks also are bad) and until there are more, I'll never play this killer again.

  • @Dbdfan398 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406123#Comment_3406123

    What are you talking about?

    You go near them, they sprint away. How do you counter that?

    AMAZING PLAYSSS!!!

    I'm starting to understand why survivors do gens quickly with you as a killer. You should maybe try committing to chases you know you will win instead of chasing whoever. If you initiate the chase while the survivor is far away, moving at 150% speed, of course you will not catch them.

    Good killers know when to chase and when to not do it.

  • As a killer I'm so happy to see people run Lithe and Sprint Burst.

    At least when survivors use these perks I'm annoyed, but at least I feel I got outplayed. You feel as if these perks have counters, unlike DH which is a fricking slot machine.

  • @smartemarte said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406100#Comment_3406100

    that's it , make a statement with no actual facts LOL tell me how you play around sprint burst then ? i've just made a wraith quit because i just hid until it was ready, went back to gen then sprint burst away as soon as he came anywhere near me .... there's nothing you can do about it.

    how can you not play around dead hard? what is it about BAIT IT OUT do you not understand? it's half a second.... i'm so confused at how people can't grasp this LOL

    How to tell the world you have never played killer without saying "I don't play killer."

    Sorry your crutch perk got nerfed. Better luck next time.

  • @smartemarte said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406069#Comment_3406069

    I didn't even come up against DH much and when I do I just bait it out ... it was one of the most fun mechanics in the game to time and bait out but instead they've made it almost useless just to force the last few people using it to use the other boring exhausts like lithe, balanced landing ... Too busy listening to beginner killers that can't bait a 0.5 second ability out.

    I too enjoy slot machines.

    Honestly, about everyone saying what you're saying are people who abused the perk and wished it never was nerfed. But it feels more convenient to dress up some fantastic tale about killers liking to go against really obnoxious situations which exceed all of their control, right?

    I have never met a killer main who enjoyed going against Dead Hard and I have high trouble believing such people exist. Or maybe we'll hear tales from a killer main from 2016 who enjoyed having all their hooks permanently broken and thought this added spice to the gameplay.

  • There's one easy and accurate answer.

    The majority of the player base is whiny and entitled as all hell and like to overexagerate things to try and make the facts correlate to their version of reality while overestimating their own abilities.

    People need to get some chill playing this. Maybe they'd actually like the game.

  • Played a few games and honestly, didn't notice much difference. First chases just feel so much more smooth without having to worry about an early DH.

    Results have been all over the board, 4Ks, 2Ks, and the occasional group which is too strong so I get no kills but at least 5-6 hooks... I was doing okay last versions without stacking slowdown perks so things have continued according to plan.

  • Personally I think they should bring back the closed hatch, but have it appear only if survivors complete all 5 gens. People hated keys and hatch because it provided to multiple survivors a way to excape the trial without completing the objective, which are the gens. But with 5 gens done, I'd argue the survivors did their job?

    If you're concerned about there being no possible counterplay, have a loud noise notification when a hatch interaction is done and make it so that it takes a few seconds to unlock the hatch.

  • The only change I'd do to boons would be that if a survivor's boon is snuffed out, either have the entity block the totem for 30 seconds or prevent the survivor from blessing a totem for 30 seconds when their totem is reverted.

  • If you buy the rift with your own money and then redeem the free code, this will advance you 10 levels into the Rift.

    In the end, it all boils down to how fast or slow you think you'll unlock your way through it.

  • Hard disagree on spirit. I can't track survivors worth a damn with sound and I'll only play her if there are dailies to do. Even then, no guarantee I'll pull it off in one single game.

  • THEY KEEP BUFFING SURVIVOR EVERY PATCH

    UNFAIR DUDE

    I KNOW IT'S UNRELATED TO THIS THREAD AND ALL BUT IM' PISSED OFF

  • @fearsxoxo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398763#Comment_3398763

    i cant agree on that. ive started playing killer getting destroyed by extremely good survivors i was basicly getting bullied. since they buffed gens speed, it has completly changed not the mention the coh meta. over the years ive became better , not the other way around ? and it has became harder and harder to win games. the maps has changed , the perks has changed favoring survivors way too much. to an extent where even players holding W can destroy you in a 4min match ! yes you heard it complete 4 gens in 4 mins

    If you think killer is weak now, you're welcome to go back to launch day DBD, where hook sabotages were permanent and trapper could have his traps disabled forever. Not to mention that survivors could infinitely loop you in about any map.

    Compared to many, I don't miss old DBD. Maybe I miss the looks, but the gameplay? Absolutely not.

  • @Canas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398536#Comment_3398536

    Yes, CoH got buffed. They doubled the healing speed within its aura at the cost of removing selfheals. It used to be 50%, now it'll be 100%. Premades can meet up at the boon and heal up twice as fast now.

    That still requires someone else to not do anything to go and heal them. Totems are not always easily accessible, nor will they allow survivors to heal in front of the killer like COH used to do in its early days. You seriously think survivors will perform altruistic healing right in front of a killer?

    And if you think this is unfair, then surely We'll Make It is also an unfair overpowered healing perk. 8 second heals for 90 seconds after an unhook! Inconceivable!

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397892#Comment_3397892

    Overcharge and CoB were weak?

    That's why they were used to hold games hostage, right?

    Killer and survivor mains love to downplay their favorite perks to make them seem as if they actually are totally terrible and not worth running. Because then the devs will not actually nerf them, right?

    COB was overpowered as all heck but was nerfed a bit too hard. At this point I'd rather run Surveillance since it'll offer better info than COB does. Overcharge... I might have kept the regression numbers but increased the time it takes for full regression to occur, but the perk was not hit as hard, since the extra regression can still hurt a lot if you get survivors to never return to the affected generators.

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