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Phasmamain

Phasmamain

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Phasmamain
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  • Dedicated stealth killers are a bit of a mess at the moment. Most are on the weaker side highest being considered around B tier) and the general concensus is that they are not fun to face for both players of low and high skill level

    Low level players will struggle to understaands the sound cues and clues in place and end up getting destroyed while good players will which forces the stealth killer player to rely on hit and run taactics which lead to slow uneventful games

    With springtrap they gave him enough stealth for it to be a sizeable part of his kit without making it his entire power which would've rendered him at most B tier

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849834#Comment_3849834

    Phasmamain?!?

    I haven't seen ya in ages, my dear friend! How are you?

    I never knew you played Singularity. Though honestly I am not sure if I would call his kit satisfying. More like an extreme duality, I would say. Either extremely fun or not fun at all.

    Good to see you are still here too :)

    And I'd agree his kit is very polarising. Some games you feel unstoppable and others you struggle to consitently even keep survivors infected. I think he's in a good place though besides the obnoxious slugging playstyle with his blindness add-on.

  • Before I took a break singularity was my go to killer. His kit is satisfying but after about 3 games or so i'm kinda done with hi

    I usually go back to playing on autopilot with clown but houndmaster has been quite a lot of fun tbh

  • It’s a good idea on paper just so long as the devs don’t only rely on these people in the program

    But I think most people can agree overall balance has been better recently and I feel we have this to thank for it. Even things like the upcoming Chucky changes feel like something that this program directly affected in a good way

  • @[Deleted User] said:

    Cleanse the Totem.

    Tbf then you have to deal with the inevitable pentimento so cleansing isn’t always the best idea

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726844#Comment_3726844

    Huntress add-on change was mistake because ammo capacity did not need changing. The other perks are fine and do not need to be reconsidered.

    My main issue with this is that most of the haste effects just aren’t readable in normal gameplay and can stack to create pretty inconsistent chases.

    One of the most defining skills for survivor is the ability to calculate distance between killer and the survivor. Haste effects are readable in normal gameplay. Bloodlust is probably most common haste effect in the game and it virtually happens every single match.

    Bloodlust is expected though and has very clear intervals when it happens. Most haste perks aren’t like this however

  • @AmpersandUnderscore said:

    You're kidding right?

    Killers complained for like 6 months that haste was the most broken, overpowered buff ever created. All while screaming for more killer buffs.

    So it should be no surprise that after a 3% haste perk gets deleted, that people are acting like 'what, is a permanent 5% speed increase for trickster supposed to do something? This is useless garbage.'

    Apparently 3% is still somehow a bigger buff than 5%, which pretty much sums up most of the haste discussions over the past year.

    I will say in general hast is more volatile for survivors just due to how looping works with their smaller hitboxes and how there can be 4 of them on a team.

    But yeah things like huntress’ haste add-ons and perks like batteries included should be reconsidered imo as all they do is make chases more inconsistent in an annoying way survivors can’t really account for

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725618#Comment_3725618

    except VHS failed because the monster role was unrewarding and felt underpowered, add to that the "yes men" bubble the devs of that game have built and you have a perfect recipe for its failure.

    VHS was exactly what would happen to games like this. You have to give monsters abilities to counter weapons which they did, so you had to use those abilities for every single hit which were on 30 second cooldowns because if it was shorter it would be too strong

    That led to passive gameplay in which the monster hid from the teens, got 1 hit using their abilities and went straight back to hiding as without abilities they were dead weight and could only snowball if the teens messed up multiple times.

    As for F13th they needed to add a rage mode for Jason if the counselor’s decided to make the entire game about stunlocking him. That should tell you all you need to know

  • @Dlcollett22 said:

    Texas is better though in every way so I don’t really care those numbers can always change btw they aren’t set in stone especially as the game advances overtime

    With all due respect it’s been proved time and time again that dbd will not be beaten In it’s own category and TCM especially never stood a chance.

    Between high priced dlc, Stale meta and lack of meaningful content TCM sealed it’s fate and might as well be in maintenance mode right now

  • Jane’s lore covers the stress of being a celebrity and the effects of divorce and envy on a young person very well imo

  • Using it as a deterrent to breaking pallets is extremely useful. Put it on a safe pallet and it’s a lose/lose for the killer since you either get to play the safe pallet or gain a lot of distance

  • @ImWinston said:

    I would like to remind you that BHVR is not a charity, but a normal company.

    Haddie, despite the good number of skins, continues to not be used by anyone... and the few haddies I see in game are always with the default skin or the old rift skin or the Christmas sweater. Many Vittorios in my lobbies have skins from the shop... in short, the sales of "shirtless vittorio" pay the developers to make skins that are not purchased by anyone. If you want to support a character... buy his skins!!!

    There's only so many haddie skins i can buy before i run out lmao :(

  • @fulltonon said:

    I feel the fact other survivors can help with invocation is unhealthy and should be removed, and then effect can be fairly stronger.

    Maybe but that also leads to more risk for the survivors especially against certain killers like bubba. It adds to the teamwork element of the survivor role which is severely lacking imo

  • He's cool though his animation on the survivor end aren't great. Maybe i'm just blind but it's very hard to see when he's preppjng for a grenade.

  • It's obvious Sable is their money maker for the year. Nothing wrong with that though

    But we'll se how cosmetic distribution is this year. I'd imagine sable will beat haddie by the end of the year :(

  • It shouldn't wake you up on principle alone since a perk should never DIRECTLY affect a killers unique mechanic. Other than that maybe it not working off of hook (Speed can but heal no)

  • @Paternalpark said:

    Yeah I'm not sitting in basement for 2 mins just to get tunneled once I leave.

    I absolutely love the concept but god being broken for the whole trial is a ridiculous downside to give. It's just not worth the hassle in any situation especially now that 3 genning has been heavily nerfed

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674187#Comment_3674187

    I really like that idea. Giving him Haste when a Survivor is trapped would be nice. The only thing that would be really annoying is if you get chased by a Trapper and a teammate steps into a Trap. Then you are basically dead because your teammate was dumb.

    But the general concept is great and it would help him to actually get to the trapped Survivor before they can escape.

    And I am also all for removing Basement-Trapper. This is just annoying and should not be in the game.

    Yeah almost making trapper into a power burst killer where if someone steps into a trap he can either quickly run over to get the trapped survivor or finish off his current chase much easier.

    Maybe slap on some action speed too to give him the power to rip through pallets and windows

  • I like him a lot so far. My only worry is with aura reading and indoor maps like Lery's he might become overbearing with the splash going through walls and being unable to cleanse weakness as easily

  • As others have said traps need to match the map they are in

    And he needs something to stop basement trapper being so prevalent. Maybe making recently unhooked survivors step over traps? If that is done we can easily buff him further with stuff like haste when a survivor is trapped

  • I suppose it's to make him different from other ranged killers. You have to aim at the survivors feet and use the bounce to secure the hit.

    I've had no real issue with it tbh

  • @Aven_Fallen said:

    The usual. Killers get a lot of nice stuff, Survivors get thrown a bone with an attractive Survivor.

    But at least there is something to do in the game again for me, even if it is only P9ing Unknown and Sable.

    Tbh the 2 basement perks are actually pretty alright. Weaving spiders is laughable though

  • Clown buffs are great and thank god pinky finger is gutted that add-on sucks to play against.

    Chapter itself is great. Invocation is way too weak for the fully broken condition though. Unknown is cool and i love hiss power design. Greenville look run of the mill in terms of maps

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673115#Comment_3673115

    I still think it was all because of the hate train around Skull Merchant. If that RPD clip had any other killer it wouldn't have caused such outrage.

    I understand not liking her power, but I dislike when people DC only because they dislike the killer. I think Wesker's power is horribly designed, but it isn't fair for me to abandon my teammates. It is not their fault I don't like the killer.

    Yeah i get that point. Like i've never DCed on principal against a killer (Old spirit was a close one though ngl) as i think doing so kinda dumb when you are queuing into the game knowing you can face any killer. Might as well just play it out for your teammates

    People seem to want skull merchant to be the 'hated by everyone' killer so they have a punching bag tbh. Absolutely fair in her old form but now i don't get it.

  • @alpha5 said:

    What does she do? SM gets every tool and status effect under the sun including hindered and haste. The haste part btw is especially egregious when a mate screws you over from across the map. Thing is with Artist someone can step into the bird(/lightburn them, does that still work?), Knight someone can take aggro of the guard. Artist and Knight also slow themselves down when using power while SM continues to run at you with full speed possibly more. You cannot disarm the drone standing right next to SM and the drone sits there until called back unlike crows or guards. She effortlessly sets up her map while denying loops, getting free hits while pallet stunned and being really ######### annoying.

    "M1 killer should get a free hit there assuming they don't massively misplay". She took the pallet to the face AND got the hit. Is getting getting pallet stunned at this pallet not a "[massive] misplay"?

    The whole "avoid drone beams" git gud thing is also completely out in the window when the SM figures out she can overlap drones by 40% or so and gets a good map for it. Nevermind avoiding beams in chase.

    As for the M1 point Skull merchant can afford to get stunned there which doesn't necessarily mean she got outplayed because the drone is there.

    Lightburning doesn't work on artist anymore making her anti loop have no actual counterplay assuming the artist is halfway decent. Taking aggro still gives the knight pressure with 2 survivors off gens so It's not a huge loss for him time wise

    The thing with merchant is she can't down with her power becoming a worse clown afterwards. So long as you play safe and predrop she still has a struggle in finishing off the kill which is something knight and artist don't share. At the RPD loop SM can get a free injury but if you are already it's played normally. Fr knight and artist it's just a free down

  • @GeneralV said:

    Hello, my dear friend! Always good to see ya here :)

    I still think the RPD clip isn't really proof of anything. As you've said, any killer could have gotten an easy hit there. The recent thread about it had this same discussion, but it got out of control.

    I've been playing a lot of Skull Merchant myself and I've played against survivors who knew what to do against her. Vastly different than playing against people who give up immediately, of course.

    Yeah there's many clips of SM getting injuries in strong loops pretty much for free (Which again other killers can do) but having the RPD clip take over discussion is hilarious since it's literally means nothing when every single other killer can get a free hit there

    Like i totally understand not liking her power but surely if they hate SM knight and artist should be DC worthy too since they are essentially the same gameplay loop with even stronger antiloop

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673104#Comment_3673104

    Admittedly, I haven't been on the forums much lately so I don't exactly know how the current discourse. - But at least from my live matches I can tell that a number of people do know what to do about her but really don't want to do it. In vc it's easy enough to identify by the deep sigh and the "let's just go next". But even in SoloQ people do the pointing at the questionable area, looking in the sky and shaking their head to indicate that they really don't want to deal with the bs. And other SoloQs tend to agree by doing the same.

    Honestly that's where my confusion kinda comes from. Like yeah she's a bit boring but people aren't dcing on mass vs knight or artist who in my opinion have even less actual gameplay involved

    A lot of it comes from the old merchant who didn't do anything besides 3 gen. Many people just assume she's still the same and just ignore trying to learn the new one and leave the game

  • @MaTtRoSiTy said:

    One of the big problems with SM, at least in my region, is that the immature troll type players gravitate to her as they know she is already hated. They play her in the most toxic and unfun ways intentionally and almost every match I have played has been like this.

    Do I understand her power? Honestly... no, not really. Do I want to? Also, no not really.

    I mean i'd rather a toxic SM instead of a toxic nurse or blight tbh. And again unwillingness to learn her power is what is leading to her high kill rate which is leading to a lot of the hatred against her as people see her as too strong when she really isn't

  • @Halloulle said:

    While there are some common ways to counter SM/"rules" to follow in a match against her, I don't blame anyone who considers doing so and then decides they rather nope out of the match.

    And that being said; depending on how the stack situation looks, there are quite a number of bs hits (also due to ping, I understand that, but at least for me, that doesn't change how I feel about bs hits.)

    Personally i don't care if people DC against her but the problem i have is people Dcing because they think she's too strong while literally not understanding what she does

  • @Pulsar said:

    If people wanna play the most miserable Killer ever released, then they are free to do so.

    If other people in the match would rather find something slightly more enjoyable; they are free to do so.

    She's so poorly designed that it's painful. Hopefully after Twins, they'll give her a proper rework, new power and everything.

    She's definitely not the most fun but how is she any worse than knight or artist? Her power get her a free injure and a potentially easier second down alongside some info. You can play around her power at loops more so than a knight or artist.

    Reworking her again would honestly be a waste off time and take away from killers like freddy who need it more

  • The trickster can be summed up pretty easily

    At low wall loop you get a free injure/down

    At high wall you m1 or get 2/3 knives per rotation until you get a guarnteed hit

    It's huntress without any of the things that make huntress interesting to fight. You don't dodge knives as you'll only lose distance and his 115% speed means even running out of knives doesn't matter too much and makes him play like an M1 at many tiles which is

  • Seriously doubt it especially since i'd imagine twins are getting the focus at the moment. Skull merchant currently is a bit boring but she's fine. No different than artist or knight really

  • @mikewelk said:

    https://twitter.com/g0rejira/status/1766161396339786066?t=nQ6glDsmHuQXifofkip-DA&s=19

    I just don't understand how people enjoy facing Skull Merchant when stuff like this happens so often. They got outplayed at the most unsafe loop on RPD and got rewarded for it??? Yes, the survivor could've crouched, but they would have got M1'd anyways since you need to compensate for server lag and crouch for longer than necessary due to it. Can you even argue that it's avoidable?

    What killer with a chase power can't get a free injure here? Knight, Clown, Plague, Nurse, Blight, Artist and Chucky are all examples of killers who could get free hits at this pallet

    And not to Mention EVERY M1 KILLER WITH EVEN A MOODICUM OF SKILL COULD GET AN EASY HIT HERE

  • @Bloodwebs said:

    There's literally none in some circumstances

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670391#Comment_3670391

    There's literally none in many circumstances. You're forced to be injured. It's hideous

    Plague and legion exist lmao being 'Forced to be injured' is a very common part of certain killer powers. Merchant actually has more counterplay than these 2 with plague only needing a few vomit projectiles and legion only needed essentially a free hit if he's any good

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665211#Comment_3665211

    No, her lore is actually horrible, I don't know if any Tomes have made it better, but her release lore is something I could do better.

    She needs more attention, preferably having her current ability nuked and giving her a better and healthier power.

    It's not amazing but it's nothing stand out bad by DBD standards. The tome has definitely improved her but a lot of people just hated her for her visuals (Which for her default fair enough) and her power which again is totally fair

    But when killers like Hag exist i'm a bit nicer to merchant lore wise

  • I’ll use kerosene on clown if I have nothing better. Blindness is pretty good but most killers have more useful add-ons (Not to mention ultimate weapon exists and is used often)

  • Suffocation pit's main issue is just the actual shape of the map istelf. The centre area between the 2 sides can cause loop with windows especially to chain together making it difficult for killer to chase survivors and the central location means that a survior getting hit can reach it from anywhere on the map

    Gen spawns can also encourage 3 gen strategies by having 3 gens in close proximity on 1 side of the map. The main building needs no changes but the general layout and loop spawns in the middle should be changed

  • I'm glad pinky finger sucks but at this point just rework it. 1 bottle clown is a joke especially since it means you can't use yellow bottles anymore

    Pig change we'll have to see. I was fine with the RBT nerf as it still served its function as slowdown while not being as easy to cheese kills.

    The invocation is still pretty bad. with the 3 gen meta gone it's effective is more or less useless for the time invested and the penalty

    Huntress change is good though tbh she doesn't need a buff in the first place

  • I mean there’s gonna be DC’s on every killer tbh. Billy is still fun now and seeing him more prevalent has been a breath of fresh air

  • She’s in a fine state at the moment tbh. Survivors will always DC/Suicide against her due to the trauma of old skull merchant and being too stubborn to learn how to play against her

    From a gameplay perspective she’s basically knight/clown who trades a bit of anti loop for a potential injury and tracking.

  • For her to be buffed properly traps need to be nerfed in some way. As an actual slowdown tool traps weren’t nerfed really only people trying to exploit traps to secure kills with big maps and screaming perks.

    And now her ambush and crouch are better. Maybe not by enough but it’s still an overall good change imo

  • Feng has a more dedicated playerbase and will always have much more cosmetics. Sable will be popular but nobody is dethroning feng

  • Billy is great though I’m not sure how hard it’ll be to achieve overdrive. Currently overheat is a non factor with how hard it is to get so they might have changed the numbers

    The base speed increase is crazy though meaning curving around loops will be much stronger now

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623697#Comment_3623697

    the bigger problem with 3 gens is they spawn close and in a very unsafe area with no window set ups nearby. dead dawg has 2 potential 3 gens for example 1 is around main and the other is the infamous gallows 3 gen. gallows 3 gen isn't unbreakable because they are closer but because they are in the dead corner of the map with pallets only. once those are gone survivors have nothing. so fixing it doesn't necessarily mean seperating evenly or anything like that.

    That’s fair. A lot of 3 gens spawn in areas which just have no resources making it dangerous to even attempt to repair them especially against certain killers who can quickly down an out of position survivor.

  • Hawkins exists so no.

    There is not a single good element to Hawkins as a map. Literally everything about it is bad from the loops, the claustrophobic hallways, the terrible gen spawns.

    Killers like billy and huntress just don’t get to play Hawkins basically

  • @Gabe_Soma said:

    They should have just addressed the gens spawn location instead of fixing the problem by creating another one.

    I agree to an extent but if we want smaller maps for more balanced gameplay gens will inevitably spawn closer.

  • @[Deleted User] said:

    Any plans to let us decrease our FOV lower than 87? I want to have true tunnel vision when I tunnel

    Permanent ADS deathslinger has entered the chat

  • Billy changes are definitely interesting. Considering how hard it is to actually reach the overheat threshold this will encourage billy players to go for curves and the like with less punishment. Also please consider being his cooldown add-ons back to some extent (Huntress and blight both get them so why not him?)

    STBFL change is decent but I always felt like tunnelling was the issue with it. Making it not work on endurance hits seems like an easy solution without nerfing it too much

    New shadowborn sounds decent but I think we are getting a bit too many haste perks recently. They should be heavily considering dest we have another Made for This situation

    Blight changes are good but Alch ring still seems crazy good just in a different way. You should be able to easily cover any map fully now.

    Good stuff overall though I have to admit

  • Either that or they're not happy with what they currently have. These trickster changes were left field though especially considering his low pick rate

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574949#Comment_3574949

    It really promotes the most boring gameplay possible on survivor. Run ridiculously early to maintain range and pre-drop when he's 16 meters away.

    Exactly. They want trickster identity to be the machine gun ranged killer but that design is fundamentally flawed to a point where any buff like this will cause issues.

    Huntress had a lot of thought put into her as the first ranged killer with wind up, charged hatchets, long cooldown, slow movement and a large lullaby to counteract the ability to injured and down at range.

    Trickster just wasn’t given this same design philosophy. He has a short windup, Next to no cooldown in between shots, is now super accurate with no recoil, can move at 115% to close the gap on survivor who move to avoid his shots which costs them distance and has main event every 6 knives to get a guaranteed injure/down at any low walled loop

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