Shroompy
Shroompy
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- Shroompy
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I just think its funny the default healing speed is how fast Self Care used to be able to heal yourself
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@TigerSnake said:
It’s like they didn’t notice the nerfs to PR, COB, and OC. Substantial game play changes for both sides.
A good chunk of people only focus on the negative. I guess because they just like bitching and moaning but idk
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378876#Comment_3378876
A minute and a half at base. Account for toolboxes, Brand New Parts, and perks.
Let's say it takes the killer roughly 30 seconds to find a survivor from the start of the match, if they're lucky, or 1 minute if they're not. They then chase that survivor for 2 minutes because there's pallets and loops everywhere ready to go so getting a quick and easy down isn't feasible outside of severe survivor error. 3 generators are lost in this time.
If that's over-committing, then I'll admit I have no idea how killer is supposed to be played. But however it is supposed to be played, it doesn't sound fun to me.
I mean yeah, thats over commiting
Your job at the beginning of the match is to rid as many resources as possible to make the mid and late game more bearable. Sure you can chase 1 Survivor for 2 minutes to have the same effect but you dont have that natural slowdown youd usually get from jumping between them.
To me going from chase to chase is fun, and usually is pretty fun for Survivors as well as they get multiple chances at a chase.
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Finally, Sprint Burst will finally have the spotlight it deserves.
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hugeee
thanks
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bro where are these changes???
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@Chomperka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378935#Comment_3378935
solution to tunneling it's not giving survivors 943141233123 seconds of endurance after unhook, it's just a buff to survivor. Also i will remind you 99% of time this endurance DOES NOT PREVENT TUNNELING, it's used by survivors to BODYBLOCK KILLER. And why not to tunnel survivor who boldly blocks you from giving a hit and chasing another survivor? It's his fault that he blocks you instead of running away, after all.
To reduce tunneling, killer should BENEFIT from not tunneling. Like basekit grim embrace. Right now it's not like killer gets any benefits for not tunneling/camping, except bloodpoints, but who cares.
In the case youre bringing up here, the Survivor bodyblocking should expect nothing other than getting tunneled.
And there isnt an issue with that
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@Chomperka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378927#Comment_3378927
Maybe, not a problem for me to admit it, but why game continue to put me against them? How can you explain that?
Because theres such a thing as inflating your MMR by using tactics and strategies that inexperienced players have a tough time dealing with, but become less and less of an issue the higher up you go
This goes for basically any game, not just DbD
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Wreckers Yard
To me, its almost perfect. Its a decent size with a healthy amount of pallets that arent super strong, but arent weak either. You also have a good amount of cover for stealth killers.
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@Shroompy said:
INTRODUCTION
Hello friends, this is Shroompy (at least according to my username) and today I'm going to ruin yet another killer perfectly in my own image
Now Hillbilly is a tricky one as he's probably a community favorite in terms of playing as and against. I'm normally pretty nuclear when it comes to making changes (in a good way of course!) but Hillbilly is more going to be a few number changes. Now of course its not in Shroom Boom Boom fashion to touch up a killer without changing at least SOMETHING. So, I'm gonna be looking at all his add ons and giving him an add on pass!
Enough with the chit chat lets get that rework goin'
CHAINSAW CHANGES
- Increased Chainsaw sprint speed from 9.2m/s to 10m/s.
- Increased Chainsaw charge time from 2.5 seconds to 2.8 seconds.
- Decreased Chainsaw successful hit cool-down from 3 seconds to 2.5 seconds.
- Decreased Chainsaw missed cool-down from 3 seconds to 2.5 seconds.
- When initiating a Chainsaw sprint, for the first .75 seconds you cannot bump into objects.
- Changed "roar". Only triggers after getting a Successful Chainsaw Hit.
Overheat Changes
Overheating the Chainsaw no longer disables it.
While Overheated:
- Using your Chainsaw will pause heat dissipation.
- Successfully hitting Survivors with the Chainsaw will only damage them for 1 Health State.
- After finishing a Chainsaw Sprint by any means, you suffer a 3.5 seconds cool-down.
These changes aim to make the Hillbilly feel better to play and make one of the more fun aspects of his kit being curving more accessible
Add-on Pass
The Hillbilly has some pretty lack luster add ons, so lets change that!
Some add ons I think are fine and will remain exactly the same, how ever the majority of them I feel are very situational and even then aren't really helpful.
The new/changed add ons will have an asterisk ( * ), those without an asterisk will be add ons that are exactly the same
Common
* Old Chain Brake (Replaces Steel Toe Boots)
A safety mechanism for the Chainsaw. While its seen better days, its still better than most stock ones.
- Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 17%.
Junkyard Air Filter
A cracked and dusty filter which still manages to work better than the stock model.
- Increases Overheat limit of the Chainsaw by 20 charges.
* Heavy Clutch
A well-made clutch that keeps the chain moving smoothly.
- Increases the time you cannot collide with objects when starting a Chainsaw Sprint by 67%.
* Speed Limiter
A mechanical device that limits the amount of fuel small engines can intake at one time, forcing a constant safe speed.
- Grants 100% Bonus Bloodpoints post trial.
- Reduces Chainsaw Sprint movement speed by 17%.
Uncommon
* Spiked Boots (Replaces Dad's Boots)
Boots with strapped-on pieces of metal which burrow into mud for more stability and control with each step.
- Increases Turn Speed during the Chainsaw Sprint by 28%.
Punctured Muffler
A roughly modified muffler that allows for extra air flow.
- Increases Chainsaw cooling speed by 50%.
* Off-brand Motor Oil
Affordable oil, used to reduce friction as well as increasing the longevity of the chainsaw.
- Increases Chainsaw missed cool-down recovery speed by 12%.
* TV Antenna (Replaces Death Engravings)
An old TV Antenna, it reminds Max Jr of the little peace he had. Greatly motivates the user
- Increases Chainsaw Successful Hit recovery speed by 12%.
* Low Kickback Chains (Decreased Rarity from Rare to Uncommon)
A specialized chain that reduces the likelihood of kickback.
- Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 33%.
Rare
* Ma's Tooth (Replaces Mother's Helpers)
A cracked and bloody tooth dropped by Evelyn Thompson during her murder. Fills the user with rage and sorrow
- Decreases Chainsaw Charge Time by 12.5%.
- Does not stack.
* Thompson's Mix (Replaces Leafy Mash)
A special oily substance used in the lubrication of all machinery, concocted by the Thompson's themselves.
- Increases Chainsaw Missed Hit recovery speed by 20%.
* Glass Shard (Replaces Black Grease)
A piece of glass taken from Max Jr's only friend
- Increases Chainsaw Successful Hit recovery speed by 20%.
* Doom Engravings
Engravings found on the Chainsaw body representing the dark beast that lives in the Fog. Fills the user with determination.
- Increases movement speed during a Chainsaw Sprint by 15%.
* Tuned Carburetor
Despite being caked in dirt and oil, this carburetor has been well adjusted.
- Reduces Charge Time of the Chainsaw by 25%.
- Does not stack.
Very Rare
* Thompson's Moonshine
A strong beverage made from corn and a recipe passed down in the Thompson's family.
- Increases Turn Speed during the Chainsaw Sprint by 44%.
- Increases Cool-down time after hitting an obstacle during a Chainsaw Sprint by 28%
* Pa's Hand
The severed hand of Max Thompson Sr, used to endlessly beat and shove Junior around when he wasn't listening . Gives the user a sense of direction.
- After getting a Successful Chainsaw Hit, any Survivor within your Terror Radius is revealed by Killer Instinct for 3 seconds.
- Does not work if Overheated.
"Come on! Show 'em Boy!" -Max Thompson Sr.
* Pighouse Gloves
Rancid smelling gloves, soiled with unknown substances. Despite everything wrong with them, they do have thick fabric.
- Grants the ability to trigger the Dying State on Successful Chainsaw Hits while Overheated.
- Increases Chainsaw Charge Time by 25% while Overheated.
"Ain't no mess can stain a hard-workin' man's soul." -Max Thompson Sr.
Apex Muffler
A masterfully crafted chainsaw muffler that outperforms all others.
- Silences the Chainsaw for all Survivors outside The Hillbilly's Terror Radius.
Ultra Rare
LoPro Chains
Light chains that decrease the weight of the Chainsaw, allowing for greater maneuverability.
- Continue the Chainsaw Sprint after breaking a Pallet or Breakable Wall with the Chainsaw.
- Survivors hit with the Chainsaw within 5 seconds of breaking a Pallet or a Breakable Wall are only damaged for 1 Health State.
* Iridescent Brick
Once representative of Max Jr's confinement, this was the first brick to fall when his room's barricade came crashing down.
- While recovering from a Successful Chainsaw Hit, press the Active Ability button to immediately start another Chainsaw Sprint.
- Survivors hit within 5 seconds of The Hillbilly getting a Successful Chainsaw Hit will only be damaged for 1 Health State.
FINAL NOTES
Well, thats all folks! I really hope you enjoyed reading through this as much I enjoyed writing it! The Hillbilly is a killer that has been wronged in the past and while Overheat is something we wish we could live without, I think its time we embrace it. This was my shot at keeping it while still keeping him enjoyable.
Feedback would be greatly appreciated <3
nah, just these
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378672#Comment_3378672
So when three generators pop in three minutes while the killer chases the first survivor they found in the match, what mistake did the killer make?
over committing the first chase
you are giving 1 survivor the available resources meant to be distributed amongst all 4 of them. These gens dont pop instantly either, theyre a minute and a half
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nah
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378658#Comment_3378658
This is the point i'm making. People don't like getting tunneled (mostly) and killers don't like being forced to tunnel (mostly) so why not remove it and make it no longer required? Would make more people happy.
In like 99% of cases, if you're "forced" to tunnel its because you made mistakes that lead you there
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Shroompy will remember that...
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378651#Comment_3378651
What i'm saying is, this would be "fair" based on what survivors think, right? You chase 1 guy, hook a guy, and leave them alone to get saved.
Also, they didn't officially state it anywhere written, it was said on a dev's twitch stream that they balance the game around 45 second chases.
Survivors who think that way are simply entitled, its as simple as that. Majority of people realize that doing unfun things is necessary in some cases unless you're intentionally throwing the game.
Guy, I've been been playing for 6 years, have watched every single dev stream in between that. Nothing of the sort has ever been said and thats further proven by the fact you're the only person I've ever seen mentioning it
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378493#Comment_3378493
The game, literally mathematically speaking, cannot be won by a killer without tunneling.
Now, i personally would much rather have a game where tunneling (and camping too) is not just discouraged, but literally impossible from a game mechanics perspective, while making it so these things aren't required to win the game (from a math perspective)
BHVR says they balance the game around 45 second chases, which in theory means, if every chase was 45 seconds, it would be a draw. So lets assume that you want to 12 hook all survivors, and not "tunnel" anyone out of the game, and assume those 45 second chases.
Killer and survivors spawn on opposite ends of the map. Most killers will take around 15 seconds to walk to the other part of the map and start a chase.
Generator progress:
1: 15 seconds
2: 15 seconds
3: 15 seconds
4: 15 seconds
5: 0 seconds
Hook Progress:
1: 0 hooks
2: 0 hooks
3: 0 hooks
4: 0 hooks
Now the killer starts a chase that lasts 45 seconds and downs the survivor. Picking them up takes 3 seconds, walking them to a hook takes ~8 seconds (a full wiggle is 16 seconds, so lets assume in the middle) and 1.5 seconds to hook them. This means that first hook took 45 + 3 + 8 + 1.5 = 57.5 seconds
Generator progress:
1: 72.5 seconds
2: 72.5 seconds
3: 72.5 seconds
4: 15 seconds
5: 0 seconds
Hook Progress:
1: 1 hook
2: 0 hooks
3: 0 hooks
4: 0 hooks
Now it probably takes the killer another 10-15 seconds to find the next survivor and start a chase with them, while 1 survivor starts running for the save, and lets say they also heal their friend for the full 16 seconds (meaning lets say it takes 45 seconds to unhook the survivor and heal them). After 45 seconds of the second chase, 1 survivor on hook, 1 survivor saving the hooked one, and 1 on gens you have:
Generator progress:
1: complete
2: complete
3: complete
4: 15 seconds
5: 0 seconds
Hook Progress:
1: 1 hook
2: 1 hook
3: 0 hooks
4: 0 hooks
Now, every chase, hook and down will take 57.5 seconds, and during this time, a single survivor is on a generator. So for the next chase you have:
Generator progress:
1: complete
2: complete
3: complete
4: 72.5 seconds
5: 0 seconds
Hook Progress:
1: 1 hook
2: 1 hook
3: 1 hooks
4: 0 hooks
and then the next
Generator progress:
1: complete
2: complete
3: complete
4: complete
5: 0 seconds
Hook Progress:
1: 1 hook
2: 1 hook
3: 1 hooks
4: 1 hooks
and then you get 2 more hooks before the last gen is completed.
This gives you 6 hooks for the 5 gens done. But you haven't killed anyone because you intentionally didn't tunnel. Yet BHVR themselves have stated the following facts:
- Getting kills is winning, hooks don't matter, if you get 9 hooks killing 1 survivor, you still lose
- 45 second chases is what they balance around, so if every chase lasted 45 seconds, the game should end in a draw: "2 kills, 2 escapes"
This proves that if you don't tunnel, or try to eliminate someone early, by the very state the game is balanced around, then you cannot draw the game.
This is also obviously in a vacuum as not every chase lasts 45 seconds, some last shorter, some are longer. But this is the number the BALANCE the game around. Thus if the game were BALANCED then the goal would be 2 escapes 2 kills being a draw. But if you don't eliminate someone early, you cannot draw the game.
There are so many things wrong with this
First of all, when did they ever say they balance the game around 45 second chases??? Also if you're average chase time is that long, that's an issue.
Second of all, you can't boil things down to math since there are SO many variables. From perks, to add ons, to what killer being played, to maps, to map generation and even more.
And lastly, this is assuming the killer mindlessly chases the Survivor until they get a down and hook. Which doesn't take into consideration a killer intentionally chasing a Survivor off a gen, or just doing the smart thing in the large majority of cases which is dropping chase. Its such an essential part of playing killer yet no one seems to acknowledge it for what ever reason. Splitting pressure between Survivors is one of the best ways to slow the game down, and it enables you to achieve much better snowball potential later in the game
Your last little bit also seems to go off of MMR and I must ask. Why do you care about a number that you can't even see? There is quite literally 0 reason as to why anyone would want to increase it. Even then this whole thing doesn't make sense since Tunneling to turn the game into a 3v1 as fast as possible only works against inexperienced Survivors, which just inflates your MMR and gets you into even more unfavorable matches. The only time it really works against experienced survivors, is if you recognize a Survivor is running into a bad area of the map once they're unhooked or they do a major screw up.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376139#Comment_3376139
You say bug, but they changed how the lullaby worked.
Yes they did, but the change mentioned here was never included in any patch notes. The only thing they ever changed about it (intentionally) was it going from directional to non directional.
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If were nerfing DH, nerf/rework Sprint Burst as well
Because if not itll be the strongest Exhaustion perk BY FAR
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375922#Comment_3375922
its too little duration. sloppy duration is infinity. this perk is 30 seconds. it needs more duration or infinity duration. I'd be fine with just 60 seconds. Obviously infinity duration is better though.
ok but like, you can still run it with sloppy
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@BenOfMilam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377287#Comment_3377287
I think we got off on the wrong foot, here.
You're free to interpret things how you like. I don't think I'm being hateful, but I understand how you can get that impression. I'm just very, very, VERY frustrated with how survivors will call you trash when they line up one by one to get killed by you while you are literally standing still. I see it as I said. The killer makes a dumb decision, and the survivors tumble over themselves and turn it into a game-winning play.
So yeah. It's not the camping killer that is bad, it's the survivors that die to the camping killer that are bad. It's like walking into a room with a sign outside that says: "DANGER: enter and you will die!" Maybe both are bad, and the survivors are just worse. I'm willing to accept that as the truth.
I'm just in a bad mood lately. Sorry if I brought you down.
Edit: If you have plenty to say, then say it. No one has learned anything from a closed mouth.
I appreciate the response, venting out on a post is something many have done including myself so no worries there. I'll also apologize since I feel like I came off as a tad bit aggressive as well.
As for the actual subject, there's not much I can say now that others haven't already covered in this post. Camping is situational and shouldn't be used as a strategy. Killers going in and immediately sticking near the hook on their first down at 3 or more gens are basically throwing the game there's no doubt about that. Unless the Survivors decide to go for the save, in which case they're throwing the game as there is quite literally nothing stopping them from doing gens. So from a balance standpoint, its fine
The problem now, is that the Survivor who is getting camped is just having their time wasted with basically no options other than to hang around. There's nothing fun about sitting on a hook for 2 minutes while a killer is just staring at you. Being that Survivor you do feel as if you're in an unwinnable situation and it just doesn't feel good whatsoever. Survivors aren't just 1 mass, they're 4 individuals attempting to work together to achieve their goal. As a killer its easy to forget that.
Now that's not to say this is the only scenario where some one can feel that way. Things such as a Survivors bringing Boil Over on a favorable map where they can wiggle 100% of the time and just don't budge isn't necessarily oppressive, but it sure feels like it since as a killer your options are very limited. In my opinion the devs should try to minimize if not remove all these situations al together. This would require a heavy overhaul to the games mechanics but it would definitely be in everyone's best interests. Ridding the game of all of these would just make the game just more enjoyable and possibly even reduce toxicity which is always a plus.
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@RavenBirb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369176#Comment_3369176
Realistic expectations would be a Dev being able to expand the game they already created themselves
Which is exactly what they're doing, just not in the way you want it
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377438#Comment_3377438
I always wanted to see a tournament with no restrictions. To show how broken some stuff is.
There was one a little over a year ago when Artist came out, no add on, killer or item restrictions. Only thing that was preset was the map.
average killrate was something like 2.16 I believe. In the majority of cases it was a complete stomp from one side or the other since each team would try to guess what the other side was doing. Youd think all youd see is Nurse, Blight or Spirit but other killers did make appearances, including Artist who was the most recent killer at the time and they did end up getting a 4k
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@BenOfMilam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377257#Comment_3377257
what does this even mean.
I swear to god, the people on these forums just say random bullshit
These posts are basically just used as an echo chamber of hate, there is barely material to be used here to have any meaningful discussion. This is clearly shown in your last comment on the original post: "Git gud or die." which just shows you arent even interested in hearing the other side since to you their just whiney Survivor mains who simply want to win every game.
I have plenty to say on the matter. But there is literally no reason considering people like you just brush it off as if its nothing since your mind is clearly set on one ideal.
So Ill rephrase my initial reponse. People work with what their given. If you dont give them anything meaningful, you really shouldnt act surprised when you get nothing of value. Especially since it wouldnt of been worth anything to you anyway.
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376877#Comment_3376877
Knight’s guards actively patrol an area along a path that can take any shape and form according to the person drawing it, with greater bonuses rewarded to both the Knight and the guards for creating a longer path and making it work. The guards automatically chase survivors they detect independent of the Knight’s control and can also be sent out to smash destructible props at a distance—blocking the prop from use in the process which lends itself to its own special utility beyond the simple act of kicking (for example, using Assassin to block a gen with his extended breaking animation, or using him to kick a pallet and block said pallet while he’s interacting with it, which you can use to trap survivors on the same side of a god loop as you). In addition, each individual guard has their own numbers and characteristics, making any given guard better or worse at specific things than the other two, adding a learning curve to knowing when and where to use which guard.
Skull Merchant’s drones, on the other hand, are simple, stationary traps that, when deployed, do the same two identical, lackluster effects: Reveal survivors, and give you a clunky and inefficient stealth power. They don’t patrol. They don’t chase survivors. They don’t block props. They don’t damage gens or destroy pallets and walls. They have no variance among each other. They just sit there and give you basic information whilst occasionally limiting survivors’ basic information.
In terms of versatility, complexity, and depth, Merchant and Knight aren’t even close to comparable. Knight is in a completely different ballpark. He’s on another planet compared to Skull Merchant.
Skull Merchant’s power is extremely basic. The effects it has on the match are also extremely basic. The only mechanic she has that could give her uniqueness and depth—her stealth—is neutered and nerfed into a hideously clunky state and is an obvious tacked-on afterthought to what is very clearly the main focus of her power, which is surveillance. But her surveillance is about as complex and versatile as, well, Surveillance.
Also, as for zoning—No. Skull Merchant’s zoning is a meme, and an unfunny one at that. Even when you combine all the total effects of her drone’s meager chase tools—killer instinct, exposed, and a hidden red stain—on an M1 killer with no real lethality, that reeaaally doesn’t amount to much. The three effects combined are sort of alright at jungle gyms, but given how many loops are short, open, too strong to be mindgamed by a simple M1 killer, and/or have little LoS blockage, the KI + hidden stain are situational, and the Exposed is hardly scary against the most M1 killer in the entire game—if you can loop her while you’re exposed, you can loop her, period. Not to mention, it’s useless if the survivor is already injured.
The only zoning she’ll really have is after the buffs where she can pop a drone at a loop to gain a worse bloodlust, and even then, applying a bunch of haphazard chase buffs to an killer without an actual, proper chase tool is hardly a threatening zoning tool, especially when compared to real zoners like Nemesis, Demogorgon, Pyramid Head, Artist, Knight, Deathslinger—killers who can shut down entire loops in an instant with a single tap of the power button.
Everything she does, she does excessively poorly, and she does them in such a straightforwards way. The only inventive part of her power is incredibly clunky and is still very basic in practice as a result. She’s a very rigid, bland, shallow killer. I don’t see how you could even begin to put her in the same realm of versatility as Knight.
Im putting them together because they're both just thrown into the same category: Boring 3 gen killers.
Most of what you're saying here about Knight is not even considered by the majority of people. He's also been a strong and complex killer yet many just viewed him as weak and boring. Which tbf, most people don't like playing control killers since the game is more fast paced and they're a bit more strategic, which not many people like
Skull Merchant falls into the exact same boat. Heavily misunderstood and carries a bad reputation because people refuse to learn new things. Is she strong? No, but she is far from the worst killer and far from just some basic M1 killer.
She might not be your taste, and I understand that. She's definitely meant to target a smaller demographic in terms of gameplay. But to me, she's just a few changes off from being perfect and those dev update changes are definitely a step in the right direction
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376742#Comment_3376742
I couldn’t disagree more. Her stealth is incredibly clunky and restrictive, and her drones are the opposite of versatile. They do one thing and one thing only with an even remote semblance of consistency, and that’s tell you when survivors are near them.
The above scenario you described just proves my point; even if you only use two drones to create a “trail” of drones, you’re still dedicating half of your entire drone web to stealthily approaching a generator or a pair of healing survivors—in other words, 3-genning and camping/tunneling slightly better than normal—that, in your words, stops working after just a few attempts. Additionally, this entire play can easily be countered by just turning off one of the drones in your trail, greatly diminishing the reach and duration of your stealth and making it much less feasible to sneak up on them.
That’s not “good” stealth. That’s not “versatile.” That’s dumping at least half of your resource pool into accomplishing an extremely basic stealth play whose effectiveness yields diminishing returns and whose counterplay is easily attainable. Moreover, that whole maneuver is just doubling down on her one good strat of playing extremely defensively, which is what she’s been boiled entirely down to by all of the playerbase. Buffing a one-dimensional killer by reinforcing that one dimension does not add depth to her.
The trail is just one of many drone formations Ive found that worked. None of them work if you do them exclusively, they all have to be used together in order for them to work. Youre also not "wasting" 2 drones, theres quite literally nothing stopping you from recalling those drones at any point to use them for something more worth while.
Also her drones are very versatile. Similar to Knight where all 3 of his Guards should be used in different ways, her drones also have different uses. With Knight, people tend to just drop Guards at loops at then zone a Survivor and sure you can do that, but its far from his best option. (Its the easiest, but not the best)
With Skull Merchant you have information, zoning, and stealth. People are just playing her the easy way which is info, and thats nothing special. Do a 3 gen strat with literally any other killer and youll get the same result but just get it faster since the majority of killers have something to aid them in downing a Survivor. Using her drones simply for information is basically like shocking a Survivor as Doc but only to build their madness and not anti loop.
Its a process of getting the information, utilizing the stealth, and then getting the hit. This can be done either by a trail, a buffer zone, or singular placed drones at strong loops to limit their options and zoning them into an unfavorable spot. After basically ANY of these, you can recall your drones and go on to the next set up, there is literally nothing stopping you.
But hey, if you dont like her thats fine! Youre allowed to! I personally have been having a blast learning new things. I just find it a shame the reputation shes gotten
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Honestly her stealth does work pretty well, and the more I play her the more I realize jsut how versatile this killer is. Her being able to recall her drones with no cooldown is a big contributor to this.
What I like to do is when ever I see 2 Survivors at a gen, or I know some one is going to go to a certain area (such as going for an unhook) I leave a trail of drones while walking away. After getting a notification, I just walk back using the trail
This wont work every time as most people catch on after the first few times, but thats the thing. Her drones provide so much functionality that they arent meant to be used in one specific way. Ive been having so much fun with her, and I wasnt expecting that at all considering at first I just could not grasp how to play her. Knight was the same but I was able to catch on much faster since just a quick look at his wiki page is enough to know that each of his guards should be used differently
Both The Knight and Skull Merchant are such unique killers, its a shame that they have the reputation that they do simply because people want the easy way out
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If the DC happens VERY early on in the game, Id rather just move on to the next
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@HPhoenix said:
I guess you never heard of Beast of Pray AND Buckle-up!
Beast of Prey would at least make sense on Huntress if they fixed a bug thats been in the game for years now. When she was first released her Lullaby worked a bit differently. Firstly it was directional, meaning you could tell which direction she was coming from based on her Lullaby alone. Secondly, she would stop singing her Lullaby if ever she was chasing a Survivor, and would instead start breathing very heavily, similar to what you hear in the lobby.
I think that aspect of her should return, it was thematic and would make her synergize with more obscure perks like Furtive Chase
EDIT: Or her own teachable, Beast of Prey
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@Justa335i said:
*Laughs in Autodidact". There are a lot of horrible perks.
oh there's been even worst
ever heard of pre rework Prove Thyself?
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375525#Comment_3375525
OP did in the 2 phrases i highlighted.
And how would he know? He ain't no dev and as far as I'm aware there are no stats that back this up
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why run it over Sloppy?
When you can run it with Sloppy?
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375514#Comment_3375514
well it's quite simple, i'm good so i would never, ever swing into dead hard (there is no possible way and this is totally not just cope)
since i'm a literal god at the game and infalliable, anyone who outplays... erm, i mean cheats against me must have been using auto DH
All jokes aside, I have recently become somewhat more sympathetic towards killer players who are frustrated by dead hard; after using it a bit, there are a lot more scenarios than I initially imagined where just having low ping virtually guarantees a DH usage if the killer is on autopilot. The killer still has tools to outplay most DH, but it does suck to have to be paying that extra bit of attention every second of the game.
Auto DH complaints are still overblown though. certainly the scripts exist, but i think they're nowhere near as popular as people think they are
preach brother
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updog tier list
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Bruh Ive lost chases to Wesker because I was getting too focused on the absolute banger that follows him
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Autohavens and MacMillans for both (with the exception of Suffo Pit. ######### Suffo Pit)
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@Tsulan said:
You see, those 2 phrase are what keeps me wondering.
I see DH a lot, but I rarely struggle against it. Baiting it out is pretty easy in most situations...
Game balance already tips in the killer's favour, without DH, or if it gets nerfed into the ground that gap will only widen and kill rates will spike.
If its pretty easy to bait out, then it shouldn´t have an impact on the kill rates. Unless, it isn´t easy to bait out and has an impact.
I´m afraid it can´t be both at the same time.
Who says it does have an impact on the killrates? The devs have never shown any stats that specifically show the escape rate of Survivors with DH and without it
Its really not that oppressive of a perk, it can be annoying, but annoying doesnt equal oppressive. I myself dont have an issue with it but I do want it changed just because the majority don't enjoy dealing with it.
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yknow instead of actually conversing with these guys (which wont happen, you wont change their mind) you just gotta say one of 2 things
womp womp, or booboo wa wa
works every time
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I mean you shouldnt really be chasing people as Ghost Face, but I doubt its the build that was the main factor, more the map as the majority of gens are in cover which makes it hard to stalk
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@MrPeanutbutter said:
If you can figure out a way to counter auto DH scripts, let me know
If you can tell me the actual number of times that youve proven you went against a scripter let me know
Ill give you 5$ if theres more than 3
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The Red Forest is new but sounds similar to something we already had. I remember back in the day every map had these screams that could be heard on the edges of the map.
These same screams can still be heard in the basement
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@DemocRat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374012#Comment_3374012
Experienced SWF that memorized map variants do.
Which I'm 100% confident that unless you're a comp player, you've gone against less than 5 times in all of your playtime
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They both arent issues, they just exacerbate an issue that some how no one realizes despite them being the only thing they have in common, and thats healing.
A fix for this that effects normal heals, self heals and most importantly medkits? For everytime you get injured (except for the first) it takes an additional 2 charges to heal with a maximum of 24 charges. This has a big impact on medkits, as already a Green Medkit with Gel Dressings would now only be able to net you 1 heal instead of 2.
With this change they could also return that one thing they tested way back where the more Survivors were hit the more bloody theyd look. This would represent the stage theyre currently in
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@NewPlayer100102 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373888#Comment_3373888
Well, its okay to disagree.
I think the hatch is bad for match to match play and for survivor conditioning. I agree its fine for individual play, its the unintended consequences of its presence that I'm not enjoying, from either side.
As an aside I said 25 seconds unaltered. Perks+items are still available to adjust that number.
I mean when it comes to higher level play, hatch is only seen as a last resort and is only taken in consideration when there really are no other options. Removing the hatch wont remove Blendettes hiding in corners all game.
The Hatch and EGC have one goal: To end a game, thats it. Also if youve brought down Survivors to where the only option the last one has is the hatch, how is that not a win? A 3k is more than enough and its not like youre missing out on much.
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@NewPlayer100102 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373374#Comment_3373374
Yah...
solve one fundamental problem here and create 3 more.
Maybe remove the hatch and reduce generator completion time by 25% for each survivor that is dead.
So last gen takes about 25 seconds(unaltered).
Maybe that would motivate the last survivor to play stealth and try to get it done and out.
I don't want to cripple either group, but I'd like to see a day where relic/annoying mechanics are removed.
The downside to survivors thinking the hatch is a way out in a game that shines when teamwork is at the forefront are too many.
In my opinion.
That would just make Survivors want to actively let the first Survivor die to get the 25%, thats a HUGE bonus right there. Also 25 seconds is still too long for just 1 gen.
The hatch is fine enough as is, doesn't need any changes.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373512#Comment_3373512
3-genning is viable strategy that has a place in this game, just like chase-oriented (anti-loop) and stealth-based killers. Not every killer needs to basically shut survivors down at loops.
Viable doesnt equal healthy
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Yeah lets just forget the 2 pretty big buffs that now incentive to play in new ways
Just makes it easier
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Doesnt matter what youre from, the Double XP event is active.
Basically just find out what time it is in Montreal and find out how far ahead/behind you are from it. Then you got a clearer timeframe
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@NewPlayer100102 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373314#Comment_3373314
How does the hatch accomplish any team game play oriented thing ?
It wastes time in numerous ways.
It encourages players to survive at the expense of their team.
It provides a ######### training experience for new survivors that must be undone later in their lifecycle.
it does make a neat sound when kicked closed. So, that would be sad to see gone.
so, say we were to remove hatch right
what option does that last survivor have other than hiding? its already boring enough having a Survivor hide for 2 minutes after closing the hatch. Now imagine that but without any timer other than the match ending after an hour
This was an issue before End Game Collapse was a thing, and hatch would only spawn if at least 2 gens were repaired. Luckily I never experienced a SUPER long game but 30+ minute games were very common during this time because the last Survivor would simply refuse to do anything, and you cant blame them since attempting to do anything would simply get them killed
@Blueberry this applies to your reply as well
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@Blueberry said:
So are you suggesting we fix the slug for the 4k by removing hatch?
Ah yes, what a perfect idea that certainly cant make situations even worst!
Im surprised you havent sent in your application yet!