MrRetsej
MrRetsej
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Skull Merchant's Undetectable being activated on Drone recall rather than deployment. Gives her more control of her stealth and creates actual skill expression with her.
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Skull Merchant's Undetectable being activated on Drone recall rather than deployment. Gives her more control of her stealth and creates actual skill expression with her.
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Skull Merchant's Undetectable being activated on Drone recall rather than deployment. Gives her more control of her stealth and creates actual skill expression with her.
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I love her visual design and lore, but since her nerfs she feels so clunky to play its no longer fun. The wind up of her power is easy to dodge, she gets caught on any bit of random geometry like she was Bubba circa 2020, and she is hard-countered by the second most obnoxious and boring survivor strat behind shift-W, body blocking.
When a killer is required to run Forced Penance and Dissolution to just barely scrape by, and has a power that just feels unfun to play, she's naturally going to get shelved. I wish that weren't the case because there's an awesome killer hiding in there somewhere, but at this point I think she's going to need a Knight or Freddy level rework to make her both fun to play and not oppressive to play against, the way she was when she released. -
Hands down, Skull Merchant.
Most of her addons no longer synergize with her power since shes gone through the last 3-4 reworks/nerfs. -
@jedimaster505 said:
Honestly its a joke cause its even rarer now to get a med kit which is the best item from a chest. So the fog vial nerf also was a nerf to chests. So they gave survivors a nerf in the name of giving us a new item…that no one uses because killer mains cried too hard.
If you really want that medkit from opening a chest, run Pharmacy. Problem solved.
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-Pyramid Head finally got a good add-on pass.
-Skull Merchant got her Undetectable triggered on drone recall, leading to better skill expression and macro play.
-The Freddy Rework. chef's kiss
-Orela and Vee
-The key rework. Being able to near-instantly open chests and guarantee two items out of it from the rummage action is awesome, but giving you free Bond along with it is just amazing. -
@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039440#Comment_4039440
Adjusted? That's how she was before…
I highly doubt drone recycle was intended way of playing her, but hey maybe I am wrong about that.
Standard gameplay loop for her is simply worse now and doesn't matter which playstyle you prefered, because of this change and it forces you into single weird way of playing.Calling undetectable on deploy "free win" is hilarious…
Whole nerf of undetectable was because they didn't want her to have infinite undetectable with her cooldown decrease, just to give her patch later way of gettting infinite undetectable? That just doesn't make sense.
And you too, do not know what you're talking about, as random1543 points out the difference in playstyle between v1 Release Skull Merchant and whatever you think you're describing.
If you don't actually understand the history of how this killer has worked, her many changes since release, and how that has impacted her perception and position in the game, then arguing with you is pointless since you're arguing from both a place of ignorance and bad faith. -
@skwillexy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039450#Comment_4039450
Im talking about chase merchant, not chess merchant. Im talking about her version after she first got reworked.
Then you're arguing in bad faith by taking my comment intentionally out of context because I clearly stated "Release Ghoul/Krasue/Skull Merchant."
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We already saw what it was like at 5 seconds and at 3 seconds. Neither one was fair. 4 seconds seems to be the sweet spot.
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I think Items and Add-Ons should not be shareable among Survivors/Killers. However, I see a solid argument in favor of making Offerings being shareable among your unlocked Survivors and Killers.
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@PetTheDoggo said:
I really don't like undetectable on recall. It's just nerf for normal playstyles and it's good only if you are willing to recycle one drone for infinite undetectable. I am just too lazy for that.
I used to enjoy her ambush playstyle with undetectable and mostly ignored drones overall, but that's just more work for same result now and result is not even good.I don't think a killer should be adjusted to make them convenient for players that are lazy and want free wins. That's how you end up with Release Ghoul/Krasue/Skull Merchant.
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Personally, I'm really enjoying Undetectable on drone recall. My games have been a lot more fun, require more strategizing, and feel a lot less brain dead than the "drop-a-drone/shut-down-loop" play style.
I've been playing Skull Merchant since her release, and right now I feel like my matches have felt a lot more fair, while I still can comfortably manage a consistent 3k. They don't feel too hard like they were before 9.3.2, or too easy like she was during the Chess Merchant days.
Frankly, I strongly believe the people trying to claim she got nerfed with the 9.3.2 patch have never actually played Skull Merchant. Or if they have, not more than a dozen matches. -
Are you seriously complaining that a killer might actually require planning and thought?
If so, there are 39 other killers on the roster to chose from. For a large portion of the Skull Merchant player base like myself who have actually stuck with her from release to now, we want a killer that requires planning, and adding another layer to that is a massive boon. That was why the proposed rework that turned her into a ranged/dash killer was so vocally panned and railed against and why a great deal of the conversation regarding any rework or buff to her has revolved around her not losing her identity as a trap-stealth killer.
If you want a casual experience, 2v8 is always around the corner, and Bone Chill is currently available. For my own part, I am absolutely loving the 9.3.2 changes because they're allowing me to live out the power fantasy of being a methodical villain that benefits from plans I put into motion finally coming to fruition. -
An addendum to my previous points, and another challenge to the OP's 4th point regarding "The moment survivors see your drone disappear (recall), they instantly know you’re coming toward them," you do realize you can recall a drone from anywhere on the map, right? If you utilize UoR correctly, the survivors are given no indication that you've activated your Undetectable provided you are pulling from drones you placed in advance across the map.
UoR promotes actual planning on the killer's part, rather than the mindless "drop a drone at a pallet/generator; expect results" playstyle that resulted in Skull Merchant's second backlash. -
I absolutely disagree with the OP on their points, especially regarding the change to how Skull Merchant gets her Undetectable since 9.3.2, and question their opinion's value since it seems to be coming from a place of misinformation or misunderstanding of how her power worked previously.
The below is my thoughts from another thread, but they are equally relevant here, so I'm sharing them again.
Undetectable-on-Recall (UoR) is a flat out buff so long as you can adapt to a new playstyle. That said, I'm absolutely happy to see it and have been utilizing it to great extent in my Skull Merchant games since the update.I suspect the criticism of UoR stems from players who are either unwilling to adapt or those that fundamentally did not understand how ineffectual the Undetectable-On-Deployment (UoD) actually was, even when using the Adaptive Lighting add-on.
The tl:dr problem with UoD was that you never benefited from the entire duration of Undetectable. A common misconception is that the moment you activate any ability that grants Undetectable is that you are instantly left with 0 terror radius and no red stain. Although it is true you immediately lose the red stain, your terror radius actually gradually shrinks until it's no longer present. This is important to understand when you consider that Skull Merchant only gets 8 seconds of Undetectable and the timer for that begins the moment you press the M2 button. Factor in the 1.5 seconds in which you are animation-locked deploying a drone, your move speed reducing to 4.4m/s while deploying a drone, and the previously mentioned time it takes for your terror radius to fully dissipate, your actual effective time being undetectable is closer to only 3 seconds.
Even worse, specifically in regards to UoD, because the aura of drones is clearly visible to all survivors within 16 meters, they are more likely to see the drone's aura suddenly appear even if you manage to get up on them during that brief window where you have no terror radius. It doesn't take Sherlock Holmes to realize they need to be vigilant when a drone suddenly appears, terror radius or not since they were also getting a massive visual cue of Skully's presence. Worse still, trying to benefit from using the drones for Undetectable ambushes often left you with leaving drones in awkward locations.
With UoR, though you're still subject to the shrinking terror radius mechanic of Undetectable eating up your effective time in that state, you;
A) Do not lose any speed since using the Radar keeps you at 4.6m/s
B) Have a shorter animation lock of 1 second, and most importantly
C) No longer provide a visual cue of your presence by a Drone aura suddenly appearing nearby.Moreover, and this is probably where everyone is missing how powerful UoR is, you can chain the Undetectable more effectively than you could with UoD at the cost of weakening or completely wiping your drone web. Let me explain.
Whereas previously, you could only activate the Undetectable every 7 seconds while you waited for the Drone deployment cooldown to cycle, because there is no cool down on recalling drones, you can repeatedly remove drones to keep refreshing your Undetectable status. And if you're already Undetectable while this happens, you don't suffer from the shrinking Terror Radius mechanic that occurs when you first go Undetectable. So, if you know where a survivor is, you can guarantee an ambush from anywhere on the map so long as you're willing to weaken your web.
Ultimately, this provides SM with an alternate playstyle of heavy ambushing to her current methods of area control by building a web, laser-tagging in chase, or anti-loop with the "crap-a-drone" at pallet style.
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I strongly, Strongly, disagree with the OP's assertion that this is a nerf. If anything, Undetectable-on-Recall (UoR) is a flat out buff so long as you can adapt to a new playstyle. That said, I'm absolutely happy to see it and have been utilizing it to great extent in my Skull Merchant games since the update.
I suspect the criticism of UoR stems from players who are either unwilling to adapt or those that fundamentally did not understand how ineffectual the Undetectable-On-Deployment (UoD) actually was, even when using the Adaptive Lighting add-on.
The tl:dr problem with UoD was that you never benefited from the entire duration of Undetectable. A common misconception is that the moment you activate any ability that grants Undetectable is that you are instantly left with 0 terror radius and no red stain. Although it is true you immediately lose the red stain, your terror radius actually gradually shrinks until it's no longer present. This is important to understand when you consider that Skull Merchant only gets 8 seconds of Undetectable and the timer for that begins the moment you press the M2 button. Factor in the 1.5 seconds in which you are animation-locked deploying a drone, your move speed reducing to 4.4m/s while deploying a drone, and the previously mentioned time it takes for your terror radius to fully dissipate, your actual effective time being undetectable is closer to only 3 seconds.
Even worse, specifically in regards to UoD, because the aura of drones is clearly visible to all survivors within 16 meters, they are more likely to see the drone's aura suddenly appear even if you manage to get up on them during that brief window where you have no terror radius. It doesn't take Sherlock Holmes to realize they need to be vigilant when a drone suddenly appears, terror radius or not since they were also getting a massive visual cue of Skully's presence. Worse still, trying to benefit from using the drones for Undetectable ambushes often left you with leaving drones in awkward locations.
With UoR, though you're still subject to the shrinking terror radius mechanic of Undetectable eating up your effective time in that state, you;
A) Do not lose any speed since using the Radar keeps you at 4.6m/s
B) Have a shorter animation lock of 1 second, and most importantly
C) No longer provide a visual cue of your presence by a Drone aura suddenly appearing nearby.
Moreover, and this is probably where everyone is missing how powerful UoR is, you can chain the Undetectable more effectively than you could with UoD at the cost of weakening or completely wiping your drone web. Let me explain.
Whereas previously, you could only activate the Undetectable every 7 seconds while you waited for the Drone deployment cooldown to cycle, because there is no cool down on recalling drones, you can repeatedly remove drones to keep refreshing your Undetectable status. And if you're already Undetectable while this happens, you don't suffer from the shrinking Terror Radius mechanic that occurs when you first go Undetectable. So, if you know where a survivor is, you can guarantee an ambush from anywhere on the map so long as you're willing to weaken your web.
Ultimately, this provides SM with an alternate playstyle of heavy ambushing to her current methods of area control by building a web, or chase/anti-loop with the "crap-a-drone" at pallet style.
She didn't get nerfed. Folks just need to broaden their perspective. -
On paper, the anti-collision thing sounded good, and I was a proponent of the idea, but seeing how it was implemented in the 9.2.0 PTB rapidly changed my opinion to a negative one. The only way anti-collision could work without allowing the survivor to abuse it the way they did on that krasue PTB would be if any action immediately counted as a conspicuous action, killer attacks could not auto-aim to a survivor with anti-collision, and the survivor with anti-collision could not interact with pallets.
That last part would absolutely be required to prevent unhooked survivors from doing exactly what they did on that PTB by running through and ahead of the killer to drop pallets for their teammates. -
Considering the amount of abuse that's thrown in end game chat, I don't see this working out in a way that doesn't result in an even greater degree of toxicity.
Also, it would be another nerf to all stealth killers. So no. Do not add this. -
I think a lot of survivor players are under the mistaken assumption that the point of looping is a guaranteed escape from the chase/trial, when the point is to buy the team more time to work on the generators and open the gates.
You're not playing an action adventure game. You aren't the invincible hero.
So yeah.
Learn to loop. -
Well, the extension of this mode just means I will take a break from Dead by Daylight for the next week since I won't be able to get a decent 1v4 match during that time.
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I only chose Jason because Nancy from the OG Nightmare on Elm Street and Dream Warriors will always be the best protagonist of the series. Also, I think you may mean Kristen, because there is no Kirsty in the Nightmare series. Kirsty Cotton, however, was the protagonist of Hellraiser 1 & II.
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Agreed. I have spent money on every Castlevania cosmetic because I am a huge fan of the series, but Richter…? Hell no.
It's so disappointing, too. I was incredibly excited at the prospect of them adding him as a cosmetic, and the outfit looks fantastic! But his face is just cringe inducing. -
If they remove any need to play killer, that would be the tipping point for me uninstalling the game.
I bought this game to play killer. I stay in this game to play killer. If I'm instead discouraged to play the game I invested money and time in because I can be replaced with a bot, DbD gets shelved for good in my steam library. -
I think most people don't actually get tunneled, but hype themselves up to think they are because they can't accept their own mistakes.
In my experience, I get tunneled maybe once every 15-20 games, so it's incredibly rare. And when i say tunneled, I mean the killer manages to find me first at the start of the match, likely due to Lethal Pursuer, downs and hooks me, then hard patrols my hook to scare off any rescue. If a rescue does happen, they ensure I go back on the hook, ignoring all other survivors. Again, this is incredibly rare.
And you know what? I don't actually feel salty toward the killer. I actually blame myself for not lasting longer in chase, and my team for ditzing around and not slamming gens once they see what's going on. And at the end of it, there's this magical little button at the bottom right corner of my screen that lets me play. another. match. Or, if I'm just not feeling like it, I can queue up as killer.
Crazy, right? -
I'll be saying the same message in each of the pallet forums, especially MacMillan, because it has universally applied to my matches since the update.
Unless I'm playing a killer with a dedicated pallet shredding build with Brutal and Fire Up, ala Shadow Dance Wraith, Iri Button Legion, Nemesis or Hair Brush Myers, the experience of playing the killers I enjoy (M1) has been miserable. Even when I do play a pallet shredding build, I still find I lose more of my matches because I can't dedicate enough of my perk load out to gen slowdown.
All in all, the pallet density update has felt like an excessive punishment to players who like to use M1 killers.
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I'll be saying the same message in each of the pallet forums including Forgotten Borgo, because it has universally applied to my matches since the update.
Unless I'm playing a killer with a dedicated pallet shredding build with Brutal and Fire Up, ala Shadow Dance Wraith, Iri Button Legion, Nemesis or Hair Brush Myers, the experience of playing the killers I enjoy (M1) has been miserable. Even when I do play a pallet shredding build, I still find I lose more of my matches because I can't dedicate enough of my perk load out to gen slowdown.
All in all, the pallet density update has felt like an excessive punishment to players who like to use M1 killers.
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I'll be saying the same message in each of the pallet forums, because it has universally applied to my matches since the update.
Unless I'm playing a killer with a dedicated pallet shredding build with Brutal and Fire Up, ala Shadow Dance Wraith, Iri Button Legion, Nemesis or Hair Brush Myers, the experience of playing the killers I enjoy (M1) has been miserable. Even when I do play a pallet shredding build, I still find I lose more of my matches because I can't dedicate enough of my perk load out to gen slowdown.
All in all, the pallet density update has felt like an excessive punishment to players who like to use M1 killers.
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I'll be saying the same message in each of the pallet forums, because it has universally applied to my matches since the update.
Unless I'm playing a killer with a dedicated pallet shredding build with Brutal and Fire Up, ala Shadow Dance Wraith, Iri Button Legion, Nemesis or Hair Brush Myers, the experience of playing the killers I enjoy (M1) has been miserable. Even when I do play a pallet shredding build, I still find I lose more of my matches because I can't dedicate enough of my perk load out to gen slowdown.
All in all, the pallet density update has felt like an excessive punishment to players who like to use M1 killers. -
No. Not only no, but hell no.
If you stop and think about it, it's actually kind of an insult. 9 times out of 10, the item they're dropping at your feet, begging to be allowed to escape, is empty. So what? You think giving me your trash and denying me my rightly earned bloodpoints is a fair trade? Alex must have left some super strong "medicine" in that toolbox that you smoked to think that makes any amount of sense. -
I'm not enjoying this rework, and that's coming from someone who's mainly played Myers over the years. Slaughtering Strike sounded interesting on paper but in practice it just feels miserable to use and is a joke with how easily it's countered.
The only things I find tolerable are the stance switching between Stalker and Pursuer, but it's absurd that Memorial Flowers is now a mandatory addon, just to get stalker mode back up to Tier I speed. I had so much hope for this rework and instead we just got… worse Chucky.
😥 -
Just adding my voice to those that are not happy with the Myers rework. For context, Myers is what got me to buy DbD and play it, and at present he is my most logged and picked killer since buying DbD in 2019.
On one hand, I very much appreciate the stance switch between Stalker mode and Pursuer mode. That is a welcome change. And as a fan of the franchise, adding in The Hedge audio cue is also appreciated even though it nerfs Myers' ability to ambush survivors.
I do not, however, appreciate Slaughtering Strike. It feels clunky to use, thematically has nothing to do with The Shape which is the greatest insult to the character, and has so many telegraphs to the survivor, that I've given up on using it. At this point, I've just been running Fragrant Tuft of Hair even though it doesn't really bring back true OG Myers.
Additionally, I question the decision regarding the changes made to stalking as a whole. Why reduce its range to 32m? Why remove the distance multiplier that encouraged thematic distant stalking? Now you've just brought back the most complained about playstyle of Myers where he would just stand in your face and tier up. Worse, you chose to encourage this playstyle by altering the Jewelry Box addon to support it. Why on earth was this done? It's as antithetical to the character as adding in a dash attack.
This rework could have been so good, but instead we just get… worse Chucky? I'm just saddened by all of this. -
A follow up observation;
I also saw survivor players have already figured out how to abuse the "no-collision-after-unhook mechanic." Before the PTB, I believe it was Scott Jund that suggested it might be possible for the survivor with no collision to try and force the protection hit against their basekit unhook-endurance be getting "pixel perfect" inside the unhooker's hit box. It turns out, it's actually really easy for them to do.
The way it worked was, I hooked a survivor, and a second survivor runs in to farm them in my face. So, trying to avoid any tunneling mechanics, I choose to chase the unhooker as I should, even going so far as to walk through the no-collision survivor since they can't body block me (finally and thankfully) and I can chase the person I'm supposed to.
Instead, the unhooked survivor uses their unhook-Haste effect to outpace me, and run in the other survivor, forcing me into a situation where I have to either hit the one with no collision and both survivors run off while I'm stuck in the wipe animation, wait 30 seconds for their new basekit haste and endurance to go away just so I can hit the unhooker, or drop chase and try to find someone else.
This team repeated this about three times through the match, and on the second and third time even as I tried to outjuke them to get the hit on the unhooker, my attacks seemed to default to the one with no collision. I do not know if that was some sort of auto-aim mechanic, something to do with the overlapping hit boxes, or what have you. -
My impressions after playing on the PTB yesterday;
The Tunneling-reduction and Slugging-reduction mechanics, as currently implemented are A) too punishing to the killer for merely doing their objective, even when not tunneling, and B) easily exploitable by the survivor players.
One of the most notable experiences I had on yesterday's PTB was the following.
This team's strat was, after the first person got hooked (well call them Surv. A), while I was chasing a different injured survivor (Surv. B), they'd run Surv. A in to follow us, wait for me to down Surv. B, then the previously hooked Surv A. would dive in and start the pick up action in my face. If I downed Surv. A, as I should, they'd both immediately try to crawl on top of each other, trying to force me to pick up Surv. A. Meanwhile, a third survivor (Surv. C) would wait nearby to sabo while I assume the fourth was banging out gens (given how fast the gens were flying).
Why you ask?
--If I hook the previously hooked Surv. A, the team leaves Surv. A on hook to die, and I can't regress gens because they died and were the last one hooked.
--If I do nothing, Surv. A picks up Surv. B literally in my face.
--If I manage to pick up Surv. B, Surv. C is ready to sabo while Surv. A crawls away where I can't find them and gets up.
So far I've seen some iteration of this kind of strat, whether through sabo or flashlight teams, in the majority of the killer games I played yesterday, and it was only day one of the PTB. Folks downplaying the severity of these changes are doing themselves and others a disservice. These changes force killers into lose/lose situations even when playing fairly, and arguably especially when they are playing fairly.
Hell, Otz posted a clip where he had 7 total hooks at 1 gen left. He stumbles on the survivor who had just been hooked working on a gen with a lot of progress, downs them, hooks them, and boom. The gens block and he can't regress them. He had been playing fairly and spreading hooks throughout the match, too.
Do not implement these changes BHVR. -
The problems with the vials are;
-They have unlimited charges. No other item in the game has unlimited uses during a match. In a worst case scenario, a coordinated team bent on trolling the killer could stagger the use of four blue fog vials with the recharge reduction add on to keep these up for 44 seconds with an 11 second window before the next barrage.
-They create accessibility issues. Even post-PTB nerf, the iridescent add on makes the fog vials opacity dense enough, and the sound muted enough, to cause players with vision and hearing problems to experience issues. This, coupled with the duration of the fog vials and the constant use throughout a trial due to unlimited charges has lead to miserable play experiences for players. After BHVR's big push towards adding improved accessibility features to the game in the last few years, the inclusion of the fog vials seems incredibly tone deaf, even after these issues were brought to their attention during the PTB.
-They are causing game breaking bugs. It is strongly suspected that the current Chase bug that is plaguing killers is tied to the Fog Vials effect. If you are not aware, after a Fog Vial is used, Killers can lose the ability to begin a Chase, which prevent the gaining of Bloodlust, and worse, never triggers the 3x window blocker mechanic. This makes several main building tiles infinites. Without the ability to start a chase, the Pig can run a survivor with an active head trap down, chasing them from Jigsaw boxes until their head pops. The fog vials completely negate the Singularities ability to use their power. They may be leading to weird effects like allowing Sprint Burst to refresh mid-chase while exhausted, or breaking the Knight's Guard's ability to continue an active Hunt. The fog vials are tied to game breaking bugs in the most bizarre ways, and really need to be killswitched until it all gets sorted out. -
A fog vial was used by your teammates just before each of those sprint burst refreshes, and you ran through the effect each time.
The fog vials are beyond broken. -
Verify that both the Killer and Survivor y-axis inversion options are checked. They are separate sections of the Controls menu.
I experienced this same bug and went to the Settings menu mid-match to fix it, noticed it hadn't changed, then returned to the menu to see that there are separate options for setting Killer and Survivor y-axis inversion. -
Meg with flashlight: Tries to loop the same tile with you, desperate to get a flashlight blind, inadvertently body blocking you and leading to you getting injured/downed.
Vanilla Leon: Rushes in to unhook you while they're injured, proceeds to try to loop the killer around your hook for the next several seconds, guarantees you go to second state, then gets dropped in front of your hook.
Claudette with toolbox: Never actually finishes a gen, is never seen the entire match, but then their aura reveals them crouch walking during end game around shack, waiting for hatch while the rest of the team is dead or on hook. -
Agreed, they need to implement some version of Franklin's that removes charges and/or percentages from an item.
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These changes need to be reverted immediately. Players provided countless reasons why implementing these changes were a terrible idea, yet they went ahead with it anyway.
Seems like it's a time to be extremely vocal regarding this until the Devs actually listen. -
Myers was the character I bought the game for and started playing with. I still enjoy him, but when Skull Merchant came out, she was my absolute favorite, especially when she got her first major rework (rotating, double beams). Since they nuk-I mean nerfed her from orbit, I haven't really felt like maining anyone any more. I don't feel I can fully trust BHVR to not just obliterate a killer I enjoy and put time into, so why bother with the effort.
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My opinion on this one is complicated. On one hand, I do not like rats. However, I also acknowledge that sometimes a player has it coming.
When I'm playing killer and I'm presented with a player ratting on another player — not just taking chase past where someone happens to be hiding or working on a gen, because mistakes happen — but rather tries to lead me to them, do the whole point and teabag nonsense, etc., my reaction is to injure the person hiding to ensure some pressure, then immediately down the rat. If I can also down and hook the one that was hiding, better still. Like, I'm not going to let the person hiding get away Scott free, but I also don't like promoting ratting.
However, I play enough survivor to also recognize that some players are just sandbagging jerks. Intentionally blowing up gens or failing heal checks to give away your position, watching you slowly die on hook in your face while bagging, double-fast vaulting next to you while you're working on an objective, then hiding to make sure you're the one found by the killer. As to their motivations for behaving this way, who can say. But the result is to make the game an unpleasant experience while also trying to be the last person to escape. So I can understand why a survivor, when presented with a player acting in this manner, would feel compelled to try and turn the tables and rat their position out to the killer.
The problem is that there is no way to clearly communicate any of the context to the killer, and no guarantee on how they'll react. The best solution I can come up with is that if I'm playing survivor and the behavior of a troll survivor has become so egregious throughout the match, the best I can do is just offer them no aid. I won't go to unhook them, I won't offer to heal them, I won't work on a gen with them, and if I see them in the match, I leave the area. I effectively leave them to their fate and do my best to avoid them like the plague.
If I'm playing killer and confronted with a rat and their fall guy, given what I've previously stated, the most fair thing I can do is put both of them in the dying state and hook them both. As the killer, I've got a job to do and that job is sacrificing survivors, so I'm going to try to be as impartial as possible. However, if I actually do witness someone intentionally trying to sandbag their teammates at the start of the trial, I'm not opposed to making them a priority to remove from the match early.
The only thing I dislike more than a rat is a troll. -
As PixelBush pointed out in their video today, the rework is not coming any time soon. BHVR has too much on their plate at the moment that is higher priority. So, given that being the case and her having been intentionally put into a near-unplayable state by the devs, buffing her in the interim is not an unreasonable request. Moreover, if they could give Chucky weekly tweaks last year, they can adjust a few numbers for Skully now.
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I've played against and as every killer. Some more than others, to be sure. The only exception would be original "manually-put-them-to-sleep" Freddy, because although I've owned DbD since 2019, it sat in my steam library untouched until 2022.
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@Haildamage93 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954341#Comment_3954341
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954347#Comment_3954347
What is the counter play to the fast one? The one with the brand I think it is? Is it just vaulting? I understand if you grab the flag they go away, but I can never seem to make it anywhere without that one catching me.
I'm not saying they are OP, it just seems inconsistent to me that they are the only thing in the game immune to pallet stuns (outside of suped up Singularity), and I'm trying to figure out the counterplay.
The guard with the brand is the Jailer. He's only the second fastest, but he chases you the longest. As XtremeDBD said, the Assassin is fastest and is, in general, guaranteed a hit if you don't stall him long enough to grab the banner.
The most effective way to stall the guards is to abuse a bug in their code. The devs ultimately couldn't solve the bug, so they instead decided to rebrand it as "counterplay" for the survivors. Basically, if you run up to and touch a window, but DO NOT VAULT the window, then continue running away, the guard will be forced to run to the window, pause, then continue after you. You can use this to briefly delay them and buy you some distance to try to circle back to the banner. -
I hope they have her show back up for the Winter or Halloween events. She's been one of the most enjoyable additions to the annual event.
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If you have such an issue with the way this match went, then run a Luck offering, Slippery Meat, or play in a SWF. Whinging about it accomplishes nothing.
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Just adding one more voice to the argument that the reported stats seem… "off." Even factoring in menu/lobby times, these seem weird.
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No mmr, as others have said, and most players actual skill is revealed when they can't rely on crutch perks like any of the exhaustion or aura-read perks.
Personally, I love Chaos Shuffle since it takes you out of your comfort zone, rewards extensive knowledge of the game's perks, and wipes away any illusion players have of their over-inflated abilities.
Tl:dr, players think they're better than they actually are and Chaos Shuffle destroys that self image. -
@UndeddJester said:
Indeed, I've got similar complaints for Rookie Spirit too, and feel while Deja Vu is how it is, these perks have no purpose.
For Rookie Spirit, I liked the idea of repairing a regressing generator would stop regression after 1s instead of 5s. (I used to suggest 400% faster repair speed while a gen is regressing for the same effect and a small repair bonus... but sadly that breaks with Hex: Ruin). As such it's activation condition could be considered for removal.
For Visionary I've seen a number of cool suggestions. First and foremost it's cooldown needs to be removed, but after that I liked one of:
- Add gate auras as well. Would be a nice niche of helping you find gate handles earlier in the trial.
- Give a colour gradient based on the progress of the generator similar to Legion's add-on. (Overridden by yellow auras obviously, such as Blast Mine, Better Together, Trail of Torment, etc).
The second one could also be a consideration for Rookie Spirit as well.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938872#Comment_3938872
This is a pretty cool suggestion, my only dislike of it is we're in an era of DBD where haste is the go to "make it viable" change for everything.
Personally I think we should be doing our best to avoid adding more haste effects in the game whenever possible, especially given that the haste stacking change has been scrapped.
Rookie Spirit could use some love, but under NO circumstance should it, or any perk reduce the time to stop a regressing generator. Otherwise, we go back to the gen-tap meta which was untenable and will not be missed.

