ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511179#Comment_3511179
you are aware that I'm not a programmer or designer etc and that the Community Team does not make decisions for those other departments? My idea is one idea and yes it would actually work in solving the issue that is lobby dodging in general - players have always dodged lobbies it's been something that's happened since the game began, maybe it's time that lobbies were locked when you join them - I don't really see anything bad about that.
I wouldn't like to see that. I don't want to play against people who are livestreaming as it can make me really anxious. I don't dodge lobbies based on the assumed skill of the players, I just don't want to be put in front of an audience.
Locking lobby dodges would really hurt my experience of the game for this exact reason. Work needs to be done when it comes to the backfill system but there are completely legitimate reasons for backing out of a lobby, and preventing it entirely wouldn't be good.
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They're up on the wiki now.
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@Mandy said:
The simple answer is some addons can be reworked quicker than others without factoring programming time, QA time etc. Simple changes can be done by the Design team with little to no resources from other teams. Larger changes made to addons (or anything else), requires substantially more resources which need to be factored in and slot into the production calendar.
Blight has been out for nearly 3 years at this point. Alchemist's Ring shouldn't take this long to rework.
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It doesn't give any explicit notification but you still see a Survivor enter the dying state so it's pretty obvious.
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A few years ago people just DCed instead of giving up on hook.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501338#Comment_3501338
Buckle up was a fine perk, the only reason people think it was "not good" is because theres 5-6 survivor perks that are miles above the other 128 to the point of making them irrelevant , if those were brought down in line, Buckle up's 10% haste would be considered very good.
Theres not a single instance where the WGLF speed boost comes in useful, if a surv goes down and is slugged for more than 20 seconds, you can bet he has the recovery up to 90% , Will the recovery heal boost from WGLF be much of a difference in those 10%? realistically no.
If the killer is far away, the downed surv has 90%d his recovery so WGLF has no effect.
If the killer is close and you try to get WGLF recovery boost value you'll likely go down or trade places with your tm, so you end up getting no value.
BHVR has to learn some day, to stop making perks work as straight upgrades, but instead make perks a sidegrade to basekit. (if you do X side action, you get to use Y benefit, much like WGLF)
I hate to break it to you but Buckle Up was garbage regardless of what other perks exist. Buckle Up was considered to be one of the worst perks in the game for years.
You'd have to nerf a lot more than 5-6 perks to make Buckle Up (before the rework) look good in comparison to the rest of them. Maybe if you said 80-100 you'd be more along the right lines.
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Yeah no thanks. Chases are only punishing for the Killer if you overcommit to a player that's way better than you, or is in a super strong area.
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Pig doesn't need any more slowdown.
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@I_am_Negan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501386#Comment_3501386
We shall see
When is this coming out?
Sometime before next June.
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That's a dope idea actually.
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@I_am_Negan said:
😂 You're getting camped
The bar fills you get yourself off the hook the killer follows hits and downs you again.
Back to getting camped this time the killer is smacking you over and over again.
Anti camp mechanic isn't going to do anything
It's going to buy you some time at the very least. You've got 10 seconds to hopefully get somewhere to loop the Killer for a while, and that's way better than just immediately going to the next stage.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501338#Comment_3501338
Well healing bonus is irrelevant when you can just insta-heal using For the People and Buckle Up instead.
I agree that previous Buckle Up was bad but I don't understand this new trend of slapping endurance and haste to every perk now instead of coming up with something fun.
Not really, Buckle Up + FTP are two perks, WGLF is one.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500537#Comment_3500537
This issue with Buckle up is the fact that its essentially "Previous perk but better"
Why use WGLF when it requires a token + only provides endurance to the picked up , when you have Buckle up doing it to both for the same ammount of time, without requiring a token?
Previous Buckle up was fine ,10% haste after being picked up for both.
Perk effects need to be unique and not fall into "previous perk but better" territory and were seeing this more and more, MFT is a better Dark Theory , BT was made absolete with the basekit BT mechanic, now Buckle up is a better WGLF...
If the goal at BHVR is to diversify the perk usage, yall should start by looking as to why certain perks are used and their effects, not make/turn previous perks into "I Win buttons"
WGLF applies a massive healing speed bonus to Survivors in the Dying State. Buckle Up does no such thing. In terms of applying Endurance, Buckle Up is better, but for actually getting Survivors off the ground, WGLF wins here.
Previous Buckle Up was not fine, it was pretty objectively terrible.
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I can guess it perfectly... but it'll take me about a week.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/385917/why-does-it-have-to-be-alien
You're only person asking BanBan characters.
Nobody wants this.
The Streets aren't demanding this.
It's bad in a bad way.
I think they're joking.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499744#Comment_3499744
How would that buff it?
No one can disarm when you are around
vs
everyone (including you) can disarm.
Seems like big nerf to me.
I mean, think about it. There's not really much difference between leaving a Drone up and letting it Lock On to you and hacking a Drone if it's going to automatically Lock On. In fact, it's worse for you considering you'd have a Claw Trap on, which would allow her to track you outside of the Drone's Radius.
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They're not implementing basekit self-recovery.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499636#Comment_3499636
Small portion of lock on is useless.
If you are injured, then it would better if you disarm it than your teammate, so merchant doesn't have multiple claw traps active.
It would be quite big improvement compare to current situation.
It'd stay until the Claw Trap is dead, but it's not meant to be a massive hinderance. The objective is to make her Area Control weaker, not to buff it.
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@MikaelaWantsYourBoon said:
So from my understanding she will be Clown but better. Honestly i will take this.
She wouldn't have anywhere near the Chase capability of Clown, it's just a little extra something to make her Drones worth more in a Chase.
@GannTM said:
I honestly think survivors should be oblivious inside a drones radius because with the undetectable portion of it, they’ll probably get a warning from the terror radius before she becomes undetectable anyway. Overall though I like this change.
I think Undetectable would be better. She'd generally have more control over when she was stealthy and I think it could open up some creative plays.
@DaddyMyers_Mori said:
Small portion of lock on? That sounds like something to never happen.
Make it so if they can disarm multiple drones, but if they disarm drone while having claw trap, they get locked on.
Still better than current situation where they can't even get nearby.
If you are injured, you don't really care anyway.
That would entirely defeat the point of the change. You may as well just leave the Drone up if it's going to lock on when disarming it.
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@ShinobuSK said:
I am starting to believe they missplaced Rotten fields with Rancid.
Theres no way Rancid was problematic and needed to get rekt like this along with cowshed, while Rotten fields is okay even in the most naive data collection
Rancid could spawn some nasty setups with good RNG but they just needed to tone the best possible spawns down. They didn't need to obliterate the map like this. It was fairly balanced in most matches.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498567#Comment_3498567
That’s exactly what I’m saying. It needs to remain situational.
No, I mean even without this requirement, it would still be situational. It's just an annoying mechanic.
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@DavidHypnos said:
A 10% haste + undetectable is very strong so it needs to be situational.
It's already quite situational, having to kick a gen twice to activate it is just unnecessarily clunky.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498336#Comment_3498336
Do you Alt + F4 when you end up on annoying maps without an offering?
If not, why?
Is it just because of the DC penalty?
Or is it because the map isn't actually that bad? And you're just quitting out of spite, because the act of playing an offering tilted you?
DC penalty, mainly. You can't really quit constantly if you get maps you don't like but I am not playing on Midwich or Lampkin Lane if I can help it.
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Map offerings are just a symptom of the underlying problem unfortunately. Also, with Map-specific achievements, I don't think they could be practically removed.
BHVR should work at rebalancing the problematic maps for both sides. Until then, I guess we just have to Alt + F4 when an annoying map offering shows up.
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Another thing I forgot to add is that it'd be really cool for the Skull Merchant to get voice lines, especially in Portuguese. It's a massive missed opportunity that she didn't get them when she launched, but it isn't too late to add them.
She has a big ego, so she'd certainly be the type to taunt the Survivors, kind of like Trickster does. I think it'd help convey her character a lot more if she talked during the Trials.
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It used to, but not anymore.
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She has a couple of overpowered addons that need tweaks but as a whole I think she's probably fine.
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It's because it's a funny perk, probably. It could do with more benefits but I think losing the permanent injured effect would remove the identity of something that's been kind of a meme for years.
Like, No Mither is iconic, and I don't think reworking it entirely would be good even if the perk does kinda suck.
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She needs changes, but removing multi-floor Drones would make her borderline unplayable on certain maps.
You can deal with multi-floor scanning Drones fine without getting locked on, it's just a little bit more difficult.
I made a thread of the changes I'd like to see made to her here:
@ReverseVelocity said:
The Skull Merchant has been a hot topic for discussions lately, and I'd like to share how I'd change her to hopefully make her more interesting for both sides.
Claw Traps
- Increased the Battery life to 60 seconds.
- Claw Trapped Survivors who enter a Drone's detection zone will still instantly activate a drone, but it will not become Unhackable.
- Claw Trapped Survivors who hack a Drone will have their Claw Trap battery recharged, and the hacked Drone will return to the Skull Merchant after 10 seconds.
- Claw Trapped Survivors who hack a Drone will have a small portion of their Lock On progress filled until the Trap dies or they become fully Locked On.
These Claw Trap changes aim to alleviate her 3 gen strategy, while buffing her chase capabilities slightly. Longer Claw Trap battery life means the Skull Merchant will get Haste for longer, but she'll have access to her Drones a lot less often.
As a compensation for the increased Battery life, Survivors with Claw Traps can now hack Drones again. These Drones will return to the Skull Merchant after 10 seconds (which is how they previously functioned). This will stop the current situation of a Claw Trapped Survivor being completely unable to go near a Generator that's watched by a Drone, and will make her overall area control weaker.
You'll want to be careful as to how many Drones you choose to Hack, though, as one Survivor who takes out a large number of Drones will be easier to Lock On, and will become a valuable target.
Drones
- Survivors within a Drone's active area suffer from a small Hindered Status Effect OR The Skull Merchant gains a small amount of Haste while within a Drone's active area.
- This effect lingers for a short time after leaving the Drone's Area of Effect.
This change aims to make the Drones themselves slightly more useful in a chase. This change would hopefully make it more likely for the Skull Merchant to recall a Drone to use when finding a Survivor to Chase, which means less Drones on generators. Combined with her reduced access to Drones, she'd have to make much more of a tactical decision as how to use them.
Stealth
- Reduced the delay for the Undetectable Status Effect to activate to 1 second.
- Increased the linger duration of the Undetectable Status Effect to 3 seconds.
- Reworked Ultrasonic Trap Speaker and Adaptive Lighting.
Skull Merchant's Stealth is actually a pretty interesting part of her kit, but is seldom useful without committing both of your addon slots to it. These changes are essentially making both of the Stealth addons part of her base kit, and should open up alternative playstyles for her Drones.
Radar
- Increased the Movement Speed while Inspecting the Radar to 4.6m/s.
This is just a general QoL change, and is something that should really be done.
I think these changes would end up greatly weakening her 3 gen strategy, while encouraging her to Chase Survivors a lot more. Instead of spamming Drones on generators constantly, hopefully the gameplay loop would move towards placing Drones down on gens to distribute Claw Traps and then Chasing said Survivors.
I'd like to hear your thoughts on these ideas, and any other potential suggestions you'd make (apart from deleting her, that's cheating).
TL;DR: More Chase Merchant, less Chess Merchant.
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Corrupt Purge is a very dangerous power to be up against. It's far easier to loop an M1 Killer on one health state than a Corrupt Purge Plague on two. Giving her access to more charges of it can be fatal for you or your team.
Cleansing is also not advisable because of how easy it is to get reinfected. She doesn't even need to interact with you at all; all you need to do is touch an infected object and you'll be injured again in no time.
That said, the example of her facecamping is one time you'd want to cleanse. It'd probably end up in a trade due to how quickly she can injure a stationary target with her vomit, but try and cleanse away from the hook if you're going for a rescue against a facecamper.
Gameplay tactics aside, I'm sorry you received abuse like that in the end game chat. Nobody deserves that regardless of how they play, and I hope you reported them for it.
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So make the perk do basically nothing.
Ok.
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I'm just glad it's not awful finally after all these years.
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The Tapes prevent you from building Condemn from teleports, not from Ring Drawing.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495330#Comment_3495330
Meh, as much as I detest her, putting myself in BHVR's shoes for a moment, is fixing her really that important? She's not exactly super popular playwise, and I doubt people are quitting the game a lot over her (at least not more than other stuff.)
Telling their dev teams to stop working on already established projects to suddenly start working on a killer rework, something that I'd imagine takes a lot of money and time, doesn't seem like a smart use of their finite resources. Especially because it would invariably push something they outlined on their Anniversary roadmap off-course.
I'd say her rework will most likely come sometime after the last project they detailed on their roadmap is released or close to that mark.
They have shown before that a large amount of negative feedback can end up having changes expedited. A lot of people universally hate the Skull Merchant's 3 Gen playstyle, and she is so good at it that it's caused BHVR to evaluate options as to how to prevent these excessively long matches with a base mechanic.
I think the whole fiasco with that one game with Eternal, and the wave of feedback that was sparked because of it, might have put her more on their radar too.
There's no way to say for sure though, none of us work there.
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It's an acknowledged bug.
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I think it could be reduced to 45 seconds without any issue. That'd be nice.
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@Sharby said:
They will but this is probably an unforseen development.
I'd imagine they have a ton of stuff with higher priority so I wouldn't expect anything this year since it's not critical enough to disrupt current workflow.
Next year is a lot more likely since there are probably other early-dev projects they can bump down to put an SM rework in.
I'd imagine she's going to get bumped up the priority list due to the number of complaints about her.
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The most consistent way to do it is with a 4 stack and 99ing the last gen, and having the other 3 suicide on hook.
Bring Sole Survivor and Wake Up for the gates.
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I don't think she really needs a Freddy-level rework. She just needs tweaks that encourage her to actually chase and make it harder to set up 3 gens.
I think a good start would be increasing the Claw Trap timer and allowing Survivors with Claw Traps to hack drones again, but hacked drones from a Survivor with a Claw Trap will return to her inventory after 10s.
It'd potentially make her Haste more prevalent while making her 3 Gen setups easier to deal with. Maybe some buffs to her drones to encourage chase usage (like a small Hindered effect like that Purple addon does) would also discourage 3 Gens, I don't know.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495172#Comment_3495172
It seems to have retained a lot of old DBD mechanics and evolved alongside them from my experience so far. If I don't remember wrong shack also has 2 windows and the maps have huge amounts of pallets (although getting from a tile to another sometimes is not as easy since the maps are huge). It feels like the embranced the concept of broken mechanics and kept adding broken survivors/hunters on top of it, so somehow it balanced out. Although I only have the experience of 4 days.
Geisha feels like Nurse but much easier. DH for distance still exists in this game as well. I think the only type of killers missing are stealth killers. Rescuing unless you are that type seems rather difficult for the most part and only seems to buy some time, sabo-ing seems useless as a solo (I played Gardener and I think I've only had one successful sabo so far) and wiggling impossible like 99.9% of the time, since if you're dropped and carried again you make no progress whatsoever. Just some of my thoughts. I feel like with DBD I can be a jack of all trades if I decide so, but not so much on IDV and am very limited by the character. Also NOED cannot be de-activated sooner than 2 mins, so that makes it a lot stronger.
Shack only has 1 window, and while there are a lot of pallets it's more difficult to get a stun, and you get punished with a hit if you drop them wrong.
Geisha is pretty Nurse-like, yeah, but there are a couple of stealth-based Hunters in the game. Photographer and Dream Witch both have mechanics that let them get the drop on Survivors, and Ripper has a passively building cloak that makes him faster and harder to see.
Also fun fact DH for distance was only added like 4 seasons ago I think? It got immediately nerfed like a week after it dropped too.
With Gardener you'll want to pre-sabo as many chairs near the Hunter as possible, as they can't see the Aura of sabotaged chairs while carrying a Survivor, and that gets quite disorientating to find a chair if they've all been sabotaged. She does work best with other Rescue-type characters as she can force a Hunter to drop a Survivor which will open up an opportunity for a character like Forward or Cowboy to rescue from their grasp.
You'll want to avoid rescuing unless while not playing a rescue-based character unless absolutely necessary, and against certain Hunters all you can really do is buy time. Which is fine considering that Ciphers go faster than Gens in DBD (there's a point in the match where they'll speed up).
And yeah NOED (called Detention in IDV) is really strong and pretty much always used. The flip side is that Survivors can essentially 4 stack Adrenaline (called Borrowed Time in IDV which is quite confusing lmao) easily.
I'd suggest watching a couple of beginner guides, especially one about the Persona Web as having the right build for your character is very important. There's a lot of weird mechanics and interactions which can make it a bit hard to learn everything, but if you stick with it you'll generally have a fun time with all of the crazy abilities. It can be frustrating sometimes because camping/tunneling are basically required to do well as a Hunter, but the Survivors have a lot more tools to directly hinder the Hunter unlike in DBD.
Also you should be very aware that Gacha mechanics are pretty heavily pushed in the game. There's nothing really p2w you can get out of them but there are limited time cosmetics that can only be obtained through random chance. Try not to fall for the FOMO tactics otherwise it'll get really expensive quickly. It's a shame but with Netease you can't really expect anything else.
It's a fun game though, and something I like to play when I'm sick of DBD and need something fresh. Would recommend unless you're prone to developing a gambling addiction.
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Ah, IDV. Yeah, the core gameplay feels a bit similar to DBD but it's quite different in a lot of ways. Camping is pretty much essential since chair stages are 30 seconds each, but certain Survivors have really good tools to stun the Hunter/save really effectively. There's also old BT (applies to both people) as an unlockable trait in the Persona Web.
The abilities system gives each Survivor more of a specialized role, which is cool. Survivors who are good at kiting/rescuing will usually have some sort of Cipher repair debuff, while Survivors who specialize in repairing will usually have some kind of chase debuff.
Overall the abilities IDV have are a lot more crazy than the ones in DBD. It's a more fast paced game overall and you kinda have to play ruthlessly against a good team/hunter otherwise you stand no chance. Each side has crazy powerful tools to use against the other and the end result is surprisingly somewhat close to balanced.
As for the currencies I'll give you a quick explaination:
Echoes - The main premium currency, can only be bought. Some cosmetics are Echoes exclusive
Inspiration - Can be bought with Echoes, or rarely found on the Logic Path. Used to buy Gacha pulls
Fragments - Awarded when getting duplicate items from Gacha pulls, can be used to buy some cosmetics
Clues - The main currency you get from playing the game, can be used to buy Characters, some Cosmetics and Gacha pulls but generally take a while to earn
For Survivor I mainly play Professor, Forward and Cowboy. For Hunter I mainly play Breaking Wheel, Percy and Bonbon. They're all really fun characters but quite hard.
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I think her basekit is pretty much fine but these addons are not ok in any regard. Iridescent Videotape especially needs a nerf ASAP.
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@Peanits said:
There's currently a crash that can happen when he hooks a Survivor. We're working on getting it fixed, but he needed to be disabled for the time being.
The box. You opened it. I crashed the game.
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@Blueberry said:
No, if anything it should’ve been built into her base kit.
The only way it’s easier to apply condemn now is if the survivors are playing against her incorrectly. If you all take a tape and hold it she is overall applying much less condemn to people than before.
You can in fact go hit the people with the Tapes.
In fact, it's even easier with this addon considering they usually have to run across the map to get rid of them. God forbid you throw in Mother's Comb as well, which lets you know exactly where and when people grab a Tape.
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I don't think Bubba's addons have ever been nerfed.
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@C3Tooth said:
Honestly I like Penti Plaything alot as survivor, a slowdown thats not extending Gen time. Which I also use it as killer as my only ‘Gen slowdown’ perks
Not extending gen time? Pentimento slows down generators by 30%.
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By actually doing the tapes so she can't mori you?
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493994#Comment_3493994
Yeah, I remember that too, that’s what I was referring to. I don’t think they could make this change without it affecting Pain Res one way or the other though. If they leave it like this, it’s a buff, if they delay it to trigger when it used to, it’s a nerf with the earlier scream + HUD updating the hook count.
If they really want to prevent it from being a straight buff I think they’d just have to reduce it to 20% or something to make up for it, or delay DMS by a couple seconds which would remove the combo entirely.
It's kind of wack that they decided to buff an infamously annoying combo to the point where there's not really a counter anymore instead of making one of the best killer perks in the game very marginally worse.
Delaying DMS slightly could be a good idea though, it prevents the PR + DMS combo while giving killers time to leave the hook to pressure gens before it activates. It could also possibly open up the potential for a timer buff because PR was the whole reason DMS got nerfed in the first place.
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The reason why MFT wasn't supposed to work with FTP is because the heal went through while Healthy, which wouldn't satisfy the requirements for MFT endurance. Buckle Up just needs you to heal someone from the Dying State.
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@sizzlingmario4 said:
I think it is intentional actually, because Pain Resonance was stated as one of the reasons why the hook scream change didn’t happen sooner a few months ago (it got tested on Skull Merchant PTB and ended up being reverted). The original version of the change acted as an indirect nerf to Pain Res because the earlier scream alerted survivors and acted as an additional warning. (This was when it was still 15% and didn’t have tokens.) So to prevent that, their solution was making the hook register sooner.
In this update, BHVR also buffed the aura reveal durations of BBQ and Grim Embrace by 1 second each, which I believe they did to prevent this hook change from indirectly nerfing those perks as well since the aura reading begins sooner now.
It's kind of wack because I remember Mandy saying that they didn't want the Hook Screams to accidentally create any balance changes but this is very much a balance change.