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Phasmamain

Phasmamain

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Phasmamain
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  • Can’t wait to have people DC because they assume I’m gonna do this strat with her

  • @HugTechLover said:

    Against a good team, game start can be rough for oni.

    I wish he still had the bug that dropped more blood orbs. He was so much better.

    More blood orbs didn’t really fix his main issue of struggling to get the first hit. It just helped him snowball more than he needed to if he got multiple injuries

  • I think knight is overall a worse design. Knight literally can’t be looped and is more effective at stalling a game if he wants to

    Skull merchant is similar but at least you can loop her and her power isn’t as buggy as knight’s has been

  • Survivors mass DCing can generally be a good indicator of something unbalanced or unhealthy. The main cases have been old legion, forever Freddy, thana legion and 3 gen knight

    All of which are unhealthy and boring strategies that should be removed if they haven’t been already

  • I’d probably replace enduring for brutal but it depends on the killer you’re using. For someone like clown I’d take brutal but for M1 killers like merchant I’d keep enduring

  • It can be frustrating on pig since it can almost guarantee kills especially against solo queuing players

    Otherwise it’s a mediocre tracking perk

  • Honestly current killer is probably the most fun I’ve had with the role. My only issue is pop being terrible and DH but even then I’d rather the DH meta than the SB meta

  • Fire up because it can mess up flashlight timing if at 4 stacks

  • Assuming you’re already injured there’s not much you can do. Make sure to have a fellow survivor around to kick Victor and pick you back up

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366955#Comment_3366955

    "Every slowdown is a worse version of what it was except for Jolt" is not a healthier regression meta, in my opinion. It edges close to 'nothing is actually any good to run' even being conservative with expectations.

    That’s why I want perks like pop to be buffed since they encourage interactive gameplay and reward hooking multip,e survivors

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366911#Comment_3366911

    If the killer is playing the game at all, they have to get hooks, which can be used to lure them away from the 3-gen. I just got out of a game with Spirit where survivors were competent at this, and the last gen popped just as I was about to hook someone with PR. 2K.

    What PR and Pop do is make it safer to take chases; they don't by themselves necessitate taking chases. That's already necessary.

    If you gave Overchange/CoB a cooldown, they'd be useless. Overcharge is already useless on its own and can even make CoB worse in certain situations. CoB would become completely and entirely useless if it had a cooldown and survivors could just tap it to get rid of it. You'd see it about as much as you see Ruin now.

    Which might be where you're headed with this? Trade you for Dead Hard getting nerfed into the ground the way Ruin was.

    So long as the regression meta becomes more healthy i’m fine with Cob and overcharge getting nerfed. And yes DH needs a nerf but that’s an entirely seperate discussion

  • Yep this game is full of people who want to waste others time for some reason. The amount of times I’ve been slugged for 4 minutes as the last survivor is ridiculous and makes me wonder what people even gain from doing it

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366877#Comment_3366877

    What we want is to make CoB and Overcharge more useful for their info and 'well, I guess I can't find the Survivor over here, I might as well do something to not waste my time' value rather than setting out a 3gen from the start.

    Would probably need to check some other condition than a timer in that case, but at least it wouldn't totally destroy the perks in every situation.

    Yeah you could buff the info gain from both but reduce their regress component. We seen this with PR where the combination of regression and info in 1 perk was deemed too strong

    I don’t think a perk should have both good info and regression really. It can have both but 1 shouldn’t be very strong

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367330/the-problem-isn-t-skull-merchant

    No, no, no.

    1. Where did you get the idea that CoB and Overcharge were "designed around" camping a 3-gen? Was there something in the patch notes that I missed? Because, as a huge fan of camping 3-gens from the start of the game, I find that this combo isn't very good for that at all. Contrary to popular belief, camping a 3-gen is risky, and good survivors are going to stay on gens as much as possible and hit those Overcharge skill checks, so it's worse than CoB on its own. This combo great for general regression during normal gameplay, but it's bad for camping a 3-gen.
    2. You do have to interact with survivors to use perks that are actually good for camping a 3-gen, like Eruption, Pop, and Pain Resonance. If you're just kicking gens with CoB and Overcharge, you're going to lose the match, because it's a bad strategy. If you're losing to such a bad strategy on a regular basis, you might want to try doing gens instead of looting chests and hiding in lockers all game and expecting poor Dwight with his brown toolbox to carry the entire team.

    I say that because the perks have no pre requisite or cooldown so they can be used repeatedly on the same gen without punishment. Pop and PR require you to get hooks which can force you away from the 3 gen if survivors play properly

    When using CoB overcharge you have no incentive to leave because you’re perks will work regardless. This creates passive gameplay since you are not encouraged to actually end chases

  • @IamFran said:

    The problem is mainly the merchant but emphasized by good gen regression perks imo.

    In my opinion they need to change her. Nerfing her 3-gen potential and make her better in chase.

    For making her better in chase:

    • Not making her slower when looking the radar, it remind me the old Doctor at some extent, why did they do something similar with the Merchant?
    • Making Prototype Rotor and/or Randomised Strobes basekit.
    • Increase the area of the drones.
    • Make the drones to be enabled instantly.
    • Make the exposed effect quicker.

    And for nerfing her 3-gen potential:

    • Make the drones dissappear automatically and return to the merchant after some time enabled.
    • Make the drones easier and quicker to disable by survivors.
    • Reduce the number of drones to 2.

    I agree some changes need to be made to her but this would completely destroy her set up and basically make her clown or Freddy where all you can do is put your thing at the loop which forces survivors to leave

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366864#Comment_3366864

    Then you go into the other extreme of 'Survivor taps gen for 1s, your perks are offline for 60s again'. Sure, overcharge has its skill check, but CoB doesn't.

    And it risks turning every gen defence perk into one that's comically useless at the intended goal of buying time to have chases.

    That’s why we make way for more interactive perks like pop or ruin. I don’t think perks like CoB or Over barge should really be meta since they encourage passive and uninteractive gameplay

    Killers should never start the game off planning around a 3 gen and the main reason they do this is because the current regression meta plays so well into it. If pop and ruin were meta I’d say this strategy would be much less common

  • @Bwsted said:

    It's true that you can hold 3 gens fairly well with current perks. Even something as little as CoB+mangled can stall the game a fair amount if the killer doesn't over commit. Perk stacking obviously makes that even worse.

    The problem is compounded by those killers having a territorial, or by those adding a second objective (Pinhead box, for example), or by those that spread injury fast. That's a god chunk of the roster.

    Yeah having slowdown perks stack is a huge issue and stifles build variety since 3 slowdown is basically always the best choice

    Yeah both plague and pinhead can hold a 3 gen better than merchant ever could tbh

  • @Xernoton said:

    If SM was any good outside of holding 3 gens that would as much of an issue. Wesker was released into this meta as well and people don't camp 3 gens with him over anything else.

    Though CoB + Overcharge are a problem. The 2 strongest regression perks only work to their full potential when the killer camps a 3 gen. With Pop you would regress bunch of progress at once and had no need to stay in the area so that survivors can't touch the gen to stop the regression and you needed a hook to activate the perk. Ruin only worked when you could pressure people away from gens. Both of these perks forced the killer to chase and down survivors and would reward them in return.

    CoB + Overcharge do the exact opposite. They force the killer to not commit to chases outside of the selected 3 gen. I don't think simply nerfing these perks is the way to go though. Without them the only 2 options left are Pain Res (not as reliable) and Surge / Jolt (isn't good on all killers). I would like to see them reworked to incentivise chasing and hooking.

    I think the solution isn't to only bring back old Ruin and Pop but instead creating more perks like these and limitting their synergy. For example a gen could not lose more than ~31% in 10 seconds (old Pop + gen kick + 10s regression).

    Agreed on the overall point. Perks shouldn’t incentivise unhealthy strategies and it’s why old pop and ruin were fine perks

    Just giving overcharge and CoB a cooldown might suffice

  • Pig needs a buff to everything but her traps. Her ambush and crouch are both weak and need to be more fluid to make her feel better

  • As per usual they played it safe with the new survivor perks because they are scared of making another COH or DH. Seriously even with no Cooldown these perks would be mediocre at best

  • @Brokenbones said:

    Strong Disagree, it's not just the perks.

    I've seen Skull Merchants with no gen perks hold a 3 gen for quite a long time. The perks just make it even easier

    There's a few reasons why:

    • Her power heavily rewards you for using drones near objectives - normally this isn't an issue because she has 4 drones to protect 7 generators and survivors can disable the drones while she's off elsewhere but in a 3 gen that never happens
    • Her power has like 3/4 different types of tracking and in a 3 gen scenario that almost guarantees she knows where everyone is. You ignore the drone to try and push the gen, she knows where you are. You remove the drone to counterplay her power, she knows where you are then comes and puts the drone back up instantly.
    • The main "counterplay" to 3 genning aside from not getting 3 genned in the first place is being healthy, taking a hit and zooming to the opposite end of the map, getting healed and then keeping the pressure going. Her power negates this if you ignore it
    • A lot of maps have built in 3 gen scenarios from minute 1. Examples: Family Residence, Haddonfield, Resting Place; these maps due to their layout and gen spawn encourage 3 genning from the start of the match and Skull Merchant can do that extremely easily

    That's my perspective at least, having watched the playstyle in action from both sides

    Fair points especially in regards to maps. Haddonfield is ridiculously easy to camp a 3 gen on.

    Merchant’s power excels at holding a 3 gen but I’d still argue knight and p,ague are worse offenders if used well

  • @BenOfMilam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366223#Comment_3366223

    "perk is slightly nerfed, therefore it is completely unusable garbage trash"

    Try running Ruin or Pop for a few games. They are still decently strong. Ruin more so, Pop less so.

    I find that Ruin is great since you can be more efficient with your time instead of stopping to kick gens all the time. Lets you tie up more chases earlier in the game, putting exponential pressure on the survivors since you are chaining downs AND the gens are regressing for free.

    Pop is more questionable, but I've seen a lot of the best killers in the game run it in high stakes games and come out on top.

    Pop isn’t necessarily bad but is laughably outclassed by Pain resonance. 15% total is better than 20% current in most cases and you don’t even have to kick the gen (Plus it’s synergy with Dead man’s switch)

  • Potential energy has some use but can’t win the war of attrition against Cob Overcharge reliably

  • @Emeal said:

    This is why I run Deja Vu as Survivor.

    Doesn’t help if the killer camps from the start

  • @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366201#Comment_3366201

    Cool... so we can start asking for reversions???

    Cause I think that if they backtracked on some of the changes it would be better in the long run

    Definitely should. I’d take old ruin and pop over this anyday

  • @indieeden7 said:

    I feel like it's a combination of both though. With the current meta, most of the killer roster is able to patrol a 3 gen quite well, but killers like Knight and Skull Merchant seem to have the best powers in regards to 3 genning. At the minute, the only thing you can do is remove a drone, but by the time you've done that, she's already come back and put another one in the exact same spot. Even without the current meta, that's painfully boring to play against.

    It’s definitely boring no doubt (like literally every other killer camping a 3 gen) but without the insane free consistent regression from CoB and eruption it wouldn’t really be possible (Unless the 3 gen was super tight like haddonfield but again any killer can do that

  • @TigerSnake said:

    So you want every good regression perk to get nerfed and make every killer especially the weak ones suffer immensely? Hell to ######### no! Call of Brine and Overcharge are fine perks which are very much needed for other killers besides Skull Merchant to stand a chance. Take them away, and killer will be in a very abysmal state with no good perks period, for 3 gens or not.

    What killer actually needs either? If anything PR and jolt are better for general gameplay assuming you’re not going in with the intention of camping a 3 gen

  • @RaSavage42 said:

    So if they didn't do the 6.1.0 would it be any different?

    Probably. Pop and ruin were meta and neither of which were particularly good at 3 gens

    We also had perks like BBQ which encouraged constant chases

  • @Entitled_survivor said:

    This killer made me miss playing thanat legions and twins and this speaks volumes,, once again great concept / design horrible execution,, i kid you not EVERY single skunk merchant i meet loves making love to their gens,, if devs want killers to play like this they might as well add killer bots,,

    Just curious but what builds were the merchants running? Again perks like CoB, Overcharge and jolt heavily incentivise just camping a 3 gen since that’s literally what they excel at

    The same kinda applies to merchant but without these perks it would be reasonable to counter her set up. The insane free regression combined with drones is what makes it an issue

  • @False_Hydra said:

    no, it's really a problem of Skull Merchant very much as well, because camping a 3 gen is her only option.

    It doesn't help that this strategy is already very obnoxious and powerful (although I personally don't see an issue with general 3 genning, apart from a few characters doing that like Knight or skull merchant), it's that skull merchant can do only 3 genning if she wants to be at least seemingly effective.

    It's like Pyramid Head's power was nothing but torment + cages and the latter were in their first iteration. Literally the killer only good for tunnelling.

    Or Bubba before rework. Only good at facecamping.

    Although even these killers would at least be powerful, because efficiency of their power isn't fully under survivors' control.

    So yeah, Skull Merchant is a huge problem on her own that just so happens to multiply the severity of the other issue.

    But in that case isn’t knight the way worse offender? Obviously both are effective at it but knight is way worse. Hell even plague is better at it

    Fact is any killer can 3 gen due to the strength of these perks. Killers like trapper and hag also excel at this (Trappers main strategy is either camping the basement or a 3 gen)

  • @itsPina said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366123#Comment_3366123

    Please elaborate why. They only thing they have going for them is their tracker which is pretty cool. Outside of that they're a snoozefest.

    I like set up killers. Setting up drones before hand and activating them to corral survivors into dead zones is fun. Her Add-ons are cool and she can run a variety of perks due to her being an M1 killer

    Having constant info means I’m always in a chase which is where I get the most fun from. I hate stealth survivors since it’s just boring trying to find them and she removes that

    Plus her weapon and audio design is cool (Though I wish she was more cybernetic)

  • @itsPina said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366074#Comment_3366074

    Not every killer has to have no chase power or map mobility. BHVR keeps releasing killers that incentivize the worst aspects of the game such as tunneling and camping a 3 gen.

    I am genuinely convinced that people say they like Skull Merchant are trolling. There's a reason the matchmaking incentive is still 100% killer despite a new chapter dropping...

    Oh and also all of the perks they've released besides 2 are complete garbage. They also completely gutted several other perks along with the patch.

    Well I can assure you I’m not trolling. Skull merchant is the most fun killer to play since pinhead for me

    Not everyone is going to like every killer and that’s fine. I absolutely despise hag but I wouldn’t remove her just because I hate her

    And yes the perks suck but is that a surprise? About 80% of new perks suck because the top 5 perks are just so much better

  • You know some people like knight and merchant right? Fair enough you you don’t but to say there’s been no content is just stupid

    Not every killer has to be a wesker or blight clone

  • Tbh even then it seems pretty useless and heavily outclassed by SB

  • @Canas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364497#Comment_3364497

    So far no attempt was done to bring killers on the same level as swf squads. It's almost like the devs only play one role.

    Being fully serious here why would the devs only play 1 role? They literally need both to sustain the game

  • Even as a Merchant enjoyer the update at best is mediocre. Seriously who actually wanted the scream radius change?

  • Fair enough. I enjoy her personally (But I’m the same cretin who’s mained clown for over 2 years)

    Merchant definitely excels at camping 3 gens but that’s equally a problem with perks like CoB and overcharge which reward the strategy as it is her power itself. I’ve been using brutal and fire up alongside her action speed add-on to have fun tearing through pallets in chase

  • @MrDardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367272/fun-skull-merchant-build

    If Pop went from 20 % current to 20 % total progress, then it would be a good choice yeah.

    True I mostly use pop just because I like it. Overcharge, PR or CoB are better choices

  • @Nos37 said:

    Who's repairing gens inside active drone radii??

    Most of the addons only apply to active drone zones, and most survivors aren't just sitting in these zones repairing unless you're chasing the death-hook survivor and they're baiting you away. They just disable the drone and take the claw trap...

    The effect lingers for 15 seconds afterwards so it does get decent value from my experience.

  • This would make the condemned playstyle much better if anything. Slugging means more M1’s which means more condemned and tapes now have less incentive

  • Yeah like pinhead’s it’s very off putting. At least his makes thematic sense though

  • Because BHVR can’t balance maps properly so they design killers that ignore loops (Artist and Knight for example)

  • I wouldn’t be opposed to this but also I feel like the problem is more so the gen kick 3 gen meta than her power

    Get rid of CoB and overcharge and I don’t think her 3 gen ability would be too strong

  • I’d rather the occasional area denial killer as opposed to “They can move fast and cut off loops” for the 10th time

  • Yeah I seen a clip on the subreddit of some guy putting all 8 traps around a hook. Sure it’s technically counterable but it’s not a good strategy for the game to have.

    He should be able to collect 2 traps from a locker though (Maybe not lockers next to a hooked survivor though)

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364682#Comment_3364682

    I had a match against a 4 DH squad.

    DH is annoying, but not really matter to me.

    But 2 survivors body block, then double DH to force 4 weapon hit cool down when carrying a survivor to hook is another story, when old DH made weapon miss cool down which was shorter. Not that I want the old DH more though.

    Feel like STBFL is a must to counter DH body block.

    Yeah STBFL is a main stay in my builds so it doesn’t affect me. It is better at bodyblocking and altruism but if anything I like that. Those squads are fun to fight to me

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364818#Comment_3364818

    Fair enough, I should also have called your claim untrue instead to distance you from the discussion.

    I think @Phasmamain wants BBQ nerfed tho. so those perks can get nerfed next patch for all we know right now.

    Never said i did. My point was that even when bbq was used nearly every match not many wanted nerfed even though you had to play around it every match

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364682#Comment_3364682

    If you have to counter those perks every game, it indicates they need to be balanced down.

    So you’d agree that BBQ needs a nerf?

  • I enjoy her. Hate how her power is so effective at a 3 gen but I’ve been doing well despite avoiding that strategy

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