Ohyakno
Ohyakno
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This is just basekit unbreakable and yet another thing killers have to worry about
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It's whatever his terror radius is. Use distressing, monitor and iri queen and shock during chase.
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You don't see totem perks because hexes unpopular. When ruin/undying was meta I ran small game every game.
Small game has been powercrept by still sight and counterforce, but if hexes become meta you'll see them again
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It's ok, they're gonna butcher it soon enough.
That being said I've only ever seen it twice. A sadako on the game who got stomped and a vecna doing adept. Ran it the first time this last weekend and didn't find it terribly useful.
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This is a pretty clean idea, but they're not going to provide global statistics at will.
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@AlwxysKim_ said:
With these kind of comments just talking and talking about how the game is based of stats, comp gameplay, etc. It's making me feel hopeless on ANYTHING about this game, yesterday i was feeling so bad just bcs of these ONLY TWO matches. Yes, i won't be touching the game anymore but that shouldn't be the answer, i just want to play with my fav character, feel like I'm in a slasher movie, feel like i have the power in chase bcs im "surviving" the killer, and feel like im in a casual game, where it doesn't matter if im not in a gen for x sec, where i can just walk around the map, feeling the atmosphere of a horror game with nostalgic maps like midwich or rpd. And listen, these should be also the focus of all killers, whats the point of me having a casual match if you aren't having a casual match, make both roles casual and appealing to a slasher movie, thats the whole point of the game.
https://us.v-cdn.net/6030815/uploads/S4QRQ0D4HA9T/dbc5507693c6e26eb89384ee7808ce4d-281-29.jpg
This has gotta be the only community I've ever seen that expects their opponents to just not try to win. It's nuts.
Sure, you can come in with a casual mindset. Are your three teammates? If three gens pop in the first chase are you gonna lay off the gas and goof around and let the killer catch up? Of course not. No group of survivors has ever done that for me.
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@aravis said:
DOn't worry. They are making it worse by nerfing Distortion to death. Killers will be able to tell where you are 90% of the match so 4K slugging will happen even faster.
Which perk reveals you for the entire match again? I seem to have forgotten
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One side of desperate for a win? You're desperate for hatch. An RNG pity escape.
Hatch doesn't feel like a win for me. Everyone else dead or slugged? I've lost. Go find the killer and see if I can have a good chase at the end. I have no clue how anyone enjoys crouching around trying to find the hatch.
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They're achievements. They're supposed to be achievements.
If it helps, they don't matter or do anything. You can pretend you have it with the exact same effect as actually having it.
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@WitchWalpurga said:
Thread No 599579347593 regarding windows.
if something is overpowered because people use it often, then we have to nerf Pain-res, pop and corrupt as well, because 95% of games contain at least one or two of those.
WoO is a tool to adjust for a lack of information. Learning every map-tile with every possible pallet spawn AND then not knowing if a teammate dropped it would be overkill for a game, where fun shuld be central and not everyone whants to play comp where i would argue that yu can expext that. As always: main argument is that you could still do that and thus, you are wasting a perkslot.Those.... All have been nerfed. Two of them several times.
I think the range on Windows could use a slight nerf.
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Yeah, that's why tokens should be tied to gen progress.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795364#Comment_3795364
True, but Jeff is also a free to play character that can be bought with shards.
The other perks are licensed and only available via real money directly or real money through cells.
And I wouldn't call them equivalent either, but more "in response to" killer aura reading. Distortion is currently the only way to outright prevent auras from being shown to the killer.
Maybe 3 years ago we could've included lockers in that list, when basically BBQ, nurse's, and I'm all ears were about the only things you had to worry about, and BBQ allowed for counter play with lockers. You can't use that same argument now that aura reading can be triggered by just about anything, and most things have zero telegraph to avoid them. Shoot, most aura reading these days you only find out about because distortion lost a token.
What? We have more aura reading today that tells you when it's in play than we ever have had before.
Like it doesn't matter how much aura reading is in the game if most of it sucks. When's the last time you saw call of brine? Realistically you only have to worry about three aura perks and you know what they are. Lethal, nowhere to hide and BBQ. You're only gonna see the other ones on huntress.
OP: three aura perks is awful on most killers. Namely because distortion exists and you cannot burn through tokens faster than they can regenerate with standard TR killers. You're much better off running game stall because it's reliable.
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Ok.
Nobody runs awakened awareness. I've never seen it. It's a terrible perk.
Darkness revealed: huntress and trickster run it almost exclusively. Even then it's hampered by the same RNG that harms dredge. Awful perk on every other killer.
Eruption: not really ran due to it hitting the gen regression limit easily. Even then I don't think I've ever actually seen an aura from it.
Friends till the end: pretty good, but you know when your aura is getting read. If you are the obsession get in a locker and count till then. Same as BBQ.
Gearhead: alright but only really useful for mobility killers. For most of the cast seeing a dude on a green halfway across the map isn't really actionable information.
Human greed: tells you when your aura is being read at two random spots on the map. Again it's not useful in addition to being able to be disabled by opening a chest.
I'm all ears: completely fine and again only good on like two killers.
Lethal: one of the most fair perks in the game. Lets you get into an early chase once and needs to be paired with another aura perk. I'd prefer lethal over a stall perk, wouldn't you?
Nowhere to hide is probably the best aura perk in the game. Still, you know when it's in play after the killer zoomin in on your location after kicking a gen
Predator hasn't come off the ptb yet. Even if it does I guarantee you will never see it. 95% of the time if you lose someone in chase you'll just see them again because chase breaks at arbitrary times.
Ultimate weapon is one of the worst perks in the game. Have you seen it since the rework? I haven't.
Weave had it's time in the sun. I have not seen it for weeks. Only works with Franklin's and is easily scoped out by dropping your item at the beginning of the game then shoving it in a corner when it's done.
I don't think Zanshin will come off the ptb unscathed but it'll be pretty good. But do you really want to run it over nowhere to hide?
Survivor aura reading: frankly I don't care. The game is asymmetrical and different perks are strong for different reasons and circumstances on each side. Not really interested in getting into that but asking for equality between the two sides when they're completely different is absurd.
Ah, the inevitable appeal to solo bad. Love it. Everything in the game is stronger vs no good bad solo queue. There's nothing anybody can do about that. If something as inoffensive as an aura perk is making you give up then anything will make you give up. The killer still has to chase you and catch you and you have a lot of potential agency in that part of the game.
Finally it doesn't matter how many aura perks there are in the game. There could be 500 aura perks. It doesn't matter because the killer can only take four. Most killers are hard throwing by taking four aura perks anyway so realistically you're only give have to worry about one or two.
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800474#Comment_3800474
I am not attacking novice players I am talking players who intentional grief the game to mess it up.
How do you differentiate between the two?
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Calm spirit does not disable doctors' power. It turns it into ersatz Whispers because you still get the score notification. Is that weaker? Sure. Is it still useful? Yes. I'm probably going to be able to figure it where a calm spirit survivor is.
My issue with distortion is not that it encourages hiding. People can hide if they want. They can play selfishly. I'm not here to police behavior and tell people they can only play one way
My issue is that it completely nullifies an entire suite of killer perks and add-ons through no fault of the killer and with no input from the survivor. Exist on the map. Congratulations, you are immune to every aura perk in the game.
I saw someone with a post tying tokens to gen progress. I like that a great deal more than forcing stealthy survivors to take chase which they may not be great at.
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@Garboface said:
saying this game needs no more anti-tunnel perks is like saying liquids need no container.
Nobody said this?
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@Skillfulstone said:
Honestly, if number tweaks were too much to ask, all they had to do was tie token recharge with gen repair.
This would fix the main issue people complain about: Survivors hiding and not helping.
It would be much harder to hide in endgame/in a 2v1 since to keep hiding they would need to come out and do gens (and if a Killer finds a partially repaired gen then they know that someone is around even without needing aura).
But well, rip Distortion I guess if the Devs don't change their mind. For the vast majority of Survivors they will get 3 uses per match tops since all their chases will end on a hook. Complainers won.
Goodbye altruist-stealth build, hello yet another gen perk or Sprint Burst.
Good ol' perk variety getting lowered again...
I also think think is a better idea than the chase ones floating around. Not everyone can be productive during chase. Everybody can do a gen though.
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@TheRealConsent said:
I like how everyone in this game is high MMR
It is absolutely trivial to reach the soft MMR cap on killer.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799272#Comment_3799272
When you run through a loop, you get scanned every rotation (sometimes twice), and if you leave the loop, you give her a free M1. So how again does she have counterplay?
You can disable the drones. Vaults exist. Pallets exist. She's a mid B tier killer.
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@ppmd said:
Isn't the counterplay to flashbangs when looking against the wall to simply find the saver or scan the area where they could come from? That seems reasonable to me. Locker flashbangs don't have counterplay because two people could jump into a locker then guaranteed get a save because you can't change your direction or anything. So those need to go for sure.
Ah yes. Painstakingly searching the entire area while they crawl under a pallet. Seems like good counterplay when for every other blind good positioning is rewarded.
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@Crowman said:
BHVR refuses to address the fact that survivors can hook suicide and the Skull Merchant nerfs basically show if survivors hook suicide against a killer, BHVR will destroy that killer.
Expect to see more survivors killing themselves on first hook.
I think this is the biggest issue. BHVR has shown their hand and said "yeah, you can tacitly get killers removed if you hook suicide against them enough".
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It doesn't affect solos more than swf. Hell, distortion is better in a group; you can tell your friends which aura perks are in play.
This is the same convoluted logic used when people tried to equate the MFT nerf as a nerf for solo survivors.
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You were not regularly losing all of your tokens. It's impossible against a standard terror radius killer. The only time I've ever ran out of tokens is vs a full aura huntress.
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I wish I could donate my BP or if there were an offering that distributes my earnings amongst everyone else in the match that'd be cool. I don't care about BP. It doesn't matter to me. But it feels wasteful to not spend it.
Ideally we'd get less BP and it would matter like it used to, but people lose their minds when I suggest that.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799001#Comment_3799001
Isn't the only perk that can technically get you 'infinite wallhacks' Weave Attunement? And didn't that just devour stacks anyway?
Heck I can get near infinite aura read on survivor with perks like Fogwise+Stakeout. Or Key+Amber+Additional time addons, Alert, Troubleshooter and Streetwise.
Even trying to think of it, killer gets a few seconds of aura read at a time. And unless a survivor is sitting inside a Weave Attunement spot, the other aura reading perks/addons don't give you infinite wallhacks even with the strongest ones combined, aside WA.I love fogwise. Super underrated perk. Rewards hitting greats which feels good and helps you pre run vs strong chase killers.
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I've posted about this before but apparently it's not a big enough issue to garnet attention. People are getting better at clipping into the killer for an unavoidable blind. It's only going to get worse
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798698#Comment_3798698
I dont think you can prove or demonstrate this. Only bHVR can.
..... What? BHVR can't prove popular consensus any more than I can. Skull merchant bad is a meme. It makes people inclined to not like her. That's factual. The reality is that she's no worse to play vs than most killers. Turn off drones. It's not hard.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798659#Comment_3798659
On the other end, though, why even release this change now? If she's getting reworked, why are we messing with a power that will soon be irrelevant?
Two points on this.
I dont speak for bHVR but I can think of a few reasons, the critique, pain-points and disruptions this Killer causes to the general game is so far out of control and disruptive to normal gameplay that something has to be done now.And the fact that the changes coming are relatively simplistic.
We can argue if it is right or wrong to gut a Killer like this but it seems clear to me that Skull Merchant MUST have severe problems.
I take that on faith because I trust bHVR to not be an irrational actor and that is why I try to read between lines.What kind of rationale would you look for to justify changes like this? She's got like 15% more killrate than others right?
The killer doesn't cause these disruptions, a petulant playerbase does. Skill merchant is not that egregious to play vs; there's a dozen killers less fun to play against. It's not inherently her fault or the fault of her design.
The real issue is the "skull merchant bad" meme. It's never going away. People have a very very hard time changing their minds and ideas have inertia.
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Recently I read someone positing that this change is meant to go hand in hand with selling Moris. They aren't used all that often and making them more frequent justifies the time spent making new ones.
That being said this is not the way to do it. Give green Mori base or something to encourage at least one Mori per game.
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@SurvivorMentality said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798668#Comment_3798668
Perhaps you could try to imagine how it could feel to someone with sexual trauma in their history. Understand that, just because something is not a problem for you (and I am very happy that it isn't), that not everyone has the luxury of feeling as you do. Failing that, perhaps you could imagine what it looks like if the killer can crouch, like Ghostface, or is already very close to the ground, like the Vampire's wolf-form. And if that doesn't work either, perhaps your time would be better spent engaging with other posts.
I'm sorry that people in a video game are rude sometimes. There's never a time when I'm not going to engage with a post trying to police cringe but ultimately harmless behavior.
Seems to me that you're angling for basekit unbreakable with this as an excuse anyway.
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It doesn't look anything like humping. It looks like the dude is walking on your character. It's dumb as hell but I had to be told that's what it was to even figure it out. It's happened like twice to me.
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@brokedownpalace said:
they’ve completely destroyed Distortion and buffed/added more killer aura perks. Awesome!
Yeah, mediocre aura perks you're never gonna see.
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797837#Comment_3797837
My apologies XD It's nice to see a like-minded individual who thinks beyond simple nuking and tries to think of healthy changes however.
That's because it's objectively a good idea. Forcing survivors to take chase for their tokens is unfair because they may be poor loopers. It might not be productive to encourage that.
However doing gens is also important and anybody can hold m1. Rewarding that is generally a good idea.
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Why would they have buffed distortion? It's a single perk that counters an entire suite of killer perks and add-ons by itself. Vs anything but a full aura huntress you're not running out of tokens.
A full aura build as 95% of the killers in the game is a game losing proposition. So is that the problem or is it quad slowdown? Is this Schrodinger's complaint?
Finally I find it odd that you have an AI summarize these changes. You can't read and condense changes on your own?
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797745#Comment_3797745
good luck getting 3 randoms to do gens consistently to take advantage of your perk
Apparently I have good luck then, because my spooky no good solo teammates tend to do gens.
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@dwight444 said:
ppl really complaining about quick gambit's 5% that turns off when injured and does not activate if you take chase while injured?
5% man, it's 5%. You're better off bringing deja or resi. The single guy bringing quick gambit better be looping 5 gens so we get some serious value from his perk (we know he's going to get hit in chase and this perk won't be as op as it sounds like on paper)
you need all 3 survivors on gens and survivor with perk needs to be good at chase to delay a hit for good value. On occasion you might run into full swf bringing this perk and juicing but probably not very often because there are better builds if your goal is to knock out gens that don't require a teammate to force chase for value
5% is a lot because every survivor is a force multiplier. It's 5% times three survivors on gens.
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@radiantHero23 said:
Is it just me or why should i use a mori over pudding or bloody streamers? The bp gain must be extremely high to justify the usage over those two offerings. Using the offering is a lot more risky compared to those two as well…
That way you can justify sweating out the 4k, I guess.
Horrible change that encourages unfun gameplay. I'm all for people playing how they want, but incentivizing is a different thing entirely.
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Add stuff fully base and just rework those add-ons.
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@Valimure said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797365#Comment_3797365
I've run out of tokens plenty of times myself, but yes two tokens would have been fine. Lethal and BBQ is a combo designed to quickly snowball a match, it needs to have some counters.
Yeah, you get in lockers when you know BBQ is in play. Crouch behind your gen and count to six. I cannot be the only person that ran distortion when the tokens didn't regenerate, right? Knowing how to avoid BBQ was a big part of conserving tokens.
I have no clue how you ran out of tokens vs most killers. Are you not taking chase? Even not being chased you can't run out.
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Yeah, and one perk counters all of those perks, disincentivizing running them. Killers could have 500 ways to read auras, but if all of them are shut down by a single perk then the quantity does not matter.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/426730/how-does-new-poised-work
With the current wording in the dev notes it's every time you touch a gen. You can theoretically keep tapping the same gen unless their wording is off.
Edit: accidentally hit post
There's no way because that makes fogwise absolutely pointless.
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I definitely like this better than regenerating during chase
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@Valimure said:
I'm really just scratching my head at most of this update.
I had the same thought with the Moris… it's just promoting a terrible playstyle and encouraging even more toxicity in the games as killers are basically never going to want to let the last survivor go now.
Corrective Action is going to lead to even faster gen rushing.
Distortion is being absolutely gutted and is nearly useless now. Let's think about this in terms of numbers: even if a killer ONLY has BBQ and Chili, in most matches you'd get 3 aura reading blocks vs their possible 11 aura reads. It's horribly unbalanced. Even lowering the charges to 2 would have been a better compromise, but as it stands now everyone is better off just removing Distortion and putting on either another gen rush perk or Off the Record. Just can't believe they're nerfing Distortion with no mention of any changes to Weave Attunement still.
Leverage rework is another great perk to incentivize tunneling, though maybe it'll have the added benefit of at least making people stop healing right under the hook.
Glad for the Skull Merchant nerfs though. Not sure how much they'll do to actually make people want to play against her, but it's good to see things at least being tried.
Distortion tokens regenerate. If the killer does not have stealth and only BBQ and lethal you are never going to run out of tokens. The only time I've ever, ever ran out tokens is vs full aura reading huntress. That's it. It's infinite aura denial vs most killers. That's problematic.
Now is this change too far? Yeah probably. It could start with 2 tokens that replenish when you enter chase and still be very good.
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This is actually really cool. Like killers have a spooky flashlight searching around.
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@caipt said:
I like the general direction of the perk, however I feel it should be allowed to stack twice since you need 2 separate chases as opposed to current distortion allowing you to stack from one. Like you said the upcoming changes would make the perk ineffective at its job, serving largely as a lethal counter that will help you a bit throughout the match. If the perk could hold 2 tokens while the change to how it gets them is in place, then it would counter lethal pursuer while still having 1 token for a NTH, BBQ, etc. And then you would need to get more tokens for later. But one stack is simply too little.
This is my thought exactly. Give it two tokens instead of one.
People go on about how distortion gets their teammates killed. But I don't see that as the problem. People should be allowed to play stealth if they want.
My issue is that it shuts down Aura reading on everything but all aura perks. I'm discouraged from running lethal and alien instinct on non-stealth killers because current distortion is infinite aura denial.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797281#Comment_3797281
Genuine question, I'm asking this in good faith: If the skill expression of actively dodging drone beams isn't engaging, what exactly could be for her?
And if dodging drone beams isn't engaging, but dodging other killer powers is, what's the difference?
It is engaging and fun. I don't mind playing against SM and find the green light red light enjoyable. There's tons of stuff in the game that's less engaging. Some people want every killer to throw themselves or something at the survivor so they can dodge and throw a tantrum when they do something else.
However people are obdurate. They have a hard time changing their opinions and speaking out against the meme tide of skull merchant bad is futile.
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I don't care about yet more bloodpoints. I never slug for the 4k and I don't want to in order to see my Mori. Awful change.
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@IlliterateGenocide said:
i think straight up giving a bloodpoint multiplier for a thumbs up at the end of a game would be nice, like +50% bloodpoints for each thumbs' received
So only killer players that let survivors live get the bonus? Players in a group can just pat each other on the back for a bonus?
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@CrypticGirl said:
I would definitely prefer the third option, too. There are just as many valid reasons for giving up as there are petty ones. I believe BHVR should put out one of those Player Satisfaction surveys with specific questions as to why there's so much giving up going on. At least there people can be honest without worrying about getting lashed at by the community. And then the devs can see where the real issues are.
Ah, game design by committee. Nothing can go wrong with that.
People are always going to come up with reasons to be unhappy with any given match. A world where people don't give up and play a game out is a nice fantasy, but still a fantasy.
Look at all the stuff that's been added in recent years. Basekit BT. Activity HUD. Hook grabs removed. 3 gen system. Face camping meter. Mori nerf. Regression nerfs. None of it matters, people still get upset and leave matches.
You're positing these changes like killers are the bad guys here and survivor players are the victims. Of course they give up versus unpopular killer, unpopular perk. It's valid, right? Not a peep about the people that play that killer and don't deserve to have their favorite character changed or that perk that fits into their favorite build. It's their fault that survivors decide to give up, apparently.
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Doing gens is not the only thing that makes you a good teammate. Knowing when and how to take aggro, buying space for your team with perks and looping ability are arguably just as, or more important.
Your perspective is so strange to me. I'll 1 for 1 in the endgame to give someone else the opportunity to escape. It's baffling to me that crouching around the edge of the map waiting for your pity escape is somehow more fun than engaging with the killer or helping your teammates, but you do you.