Skillfulstone
Skillfulstone
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There's two theories I've been hearing these days as to why gen spawns have been particularily disgusting these last couple weeks.
1: Since the snowskulls take up a potential gen/totem spawn point, the game struggles and puts snowskulls before everything else which creates weird gen spawns.
2: The coming "3-gen solution" is already partly implemented in that utter mess of a game code. Said solution, due to making gen placement irrelevant due to how Survivors won't have to think about which gens to do anymore, makes the gen spawns more random. After all, if 3-gens are impossible what's the point of taking the time to code proper gen placement? According to the AMA the "solution" will revolve around limiting or outright removing a Killer's ability to kick gens.
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Apart from voice effect and slight animation differences (between male & female Survivors) Survivors are effectively just skins of varying quality.
None of them have specific interactions with items or perks that the other Survivors don't have.
At worst, a cosmetic could potentially be killswitched if causing issues (I do believe a cosmetic was temporarily removed from the store due to clipping issues years ago).
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619107#Comment_3619107
Most of her addons are connected to her claw trap. Getting claw trap on survivors is way harder than used to, you will usually get claw trap only on chased survivor, who lose it when gets downed, so they get little to no value. Most of her addons are trash.
Otz's word isn't law
When did I mention Otz? I just said video doesn't make it true.
All comparisons in video are made in quite pathetic way to display authors narrative.
stats speaks for themselves
Well, not hard to get high kill rate when survivors give up every other game. They just hate skull merchant in general, doesn't matter what you do it her unless you delete her or make her unplayable.
Current Skull merchant is way more managable compare it old version, even for soloQ.
- haste is worse (harder to get on more than 1 stack)
- information is worse (you get info on survivors mostly in chase only)
- pallet breaking gone
- exposed was just replaced with broken -> worse
- totem defense is gone
- 3-gen holding is mostly gone
- drones working on multiple floors gone
- addons are definetly worse
What exactly improved on her that she is such a big issue? Hindered that takes 12 seconds and survivor needs to stand in a loop?
Only thing that improved is stealth, but it's simply easier to use, not that much better.
The thing that improved is that, despite needing to move a bit more than her previous iteration, she can still do area-denial better than every other trap Killer in the game and at no real cost (every other trap Killer either has to manually replace/move their traps or the Survivors can disable them permanently in some fashion) Skull Merchant has the equivalent of the Trapper's Iri Stone add-on but basekit since her drones will repair themselves after a while even if Survivors take the time to disable them without needing any imput from her. And she can recall and replace disabled drones mid-chase. She got more drones than before and said drones can slightly overlap each other (making guarding exit gates disgustingly easy if close enough, especially on Midwich)
Guarding gens directly is superfluous when you can simply keep every strong loop around the gens impossible to use, every time Survivors leave a gen they will get a stack by going to a strong loop, if they avoid the loop then they will likely be either in a deadzone for an easy hit or will have to quickly use a pallet.
Skull Merchant isn't, and never was, a Killer that gets a 4k at 5 gens. Forcing Survivors to overuse resources early and taking unavoidable damage, especially if the Survivors 3-gen themselves, basically gives free victories if the Survivors aren't equipped with gen-destroying perks and items.
Quite frankly, all she would need to be a tad more bearable (though still annoying due to area-denial in general being annoying to varying extent) is to make it so drones that are disabled cannot be recalled until they repair themselves and to make Hindered/Haste add-on dependant rather than basekit.
Side-note: I'm not sure if it was doable pre-rework but it's sometimes possible to put a drone in the middle of the basement stairs and put another at the top of the stairs. This works especially well on Ironworks of Misery where if a Survivor is put in basement in main it's basically impossible to get them. Happened to me a couple times and it's pretty annoying seeing my teammates just giving up and slamming gens, there's no other choice really since interacting with the drones in any way will bring the Killer right back and running out will net me 2 stacks, speeding her up.
Also you said "just because some small youtuber made a video about it" which implies that notoriety is a factor in validity of opinion and experience.
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While it's true that UW is indeed a bit too good on the top-tier Killers (like most good perks unfortunately, and it's sad that two of the few good perks that M1 Killers can use well but that the powerhouses can't use as well might get killed because people complained after parroting other people's complaining), I'd rather not rush and kill another perk instead of making it healthier without effectively deleting it from the game. We have some great things announced like DS and Grim Embrace updates (likely buffs) but the aim shouldn't be to kill good perks, just bring them in line with other good perks. Too many perks on both sides were killed instead of adjusted.
I honestly think that the uptime is the main issue, it's simply too easy to keep the entire team blind most of the game while interrupting actions. I'm hesitating between maybe a token-based system (like one or more tokens would be given for every hook which would make the first chase a tad harder to start and would keep the game moving) or perhaps an increase in cooldown/reduced uptime. Maybe a bit of both? It's a bit overtuned but it's not too bad outside of the top-tiers and perks should still be viable enough to be used by weaker Killers. If every good perks gets nuked and only top-tiers can compete when climbing the MMR ladder then Killer variety will drop and I do NOT want to only face the same 5 Killers.
Side-sad-note: Calm Spirit actually doesn't do much, whenever I use UW sometimes I just see a bubble/notification show up (similar to the ones that appear when Rancor triggers after a gen is completed and reveal Survivors' locations) but hear no scream and I eventually discovered that those were Calm Spirit users in the post-game screen/chat. It doesn't hide your location, just mutes you, if the Killer is already looking in your direction when you enter his TR then a big bubble will still show up and tell him where you are. It does help if you were out of his FOV/he is mid-chase since without sound it is hard to notice and the bubble doesn't last very long.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614507#Comment_3614507
Doesn't make it true, just because some small youtuber made a video about it...
He ignored quite a lot of things and also incorrect about others. Saying she has good addons made me laugh...
While her add-ons aren't "good" in the sense that they turn her from F-tier to A-tier, she has everything in her add-ons. She has add-ons that gives her claw traps pocket Huntress's Lullaby, pocket Sloppy Butcher, inflicts Oblivious, increased Hindered on Survivor and increased Haste on herself etc.
Her add-ons aren't game-breaking like Blight's or Myers's but some of them are downright bootleg versions of perks by themselves and give her an absurd amount of versatility for the low effort it requires.
Whenever I have to play Dull Merchant (due to daily challenges or customs) I don't have to mindgame or really do anything in chase since even god loops like the infamous GoJ house, Saloon or RPD main Hall (those stairs are annoying for M1 Killers if the Survivor has a decent head-start but the drones invalidate the whole thing) are easily circumvented. All I have to do is press M2 once or twice and the Survivor will eventually be hindered, broken and deep-wounded (and that's without add-ons, not that they are needed) while I get faster which makes the speed gap even wider if they don't immediately leave the loop.
The hardest Skull Merchant games I had were against SWAT teams that always Sprint-Burst away early to use her only flaw: If she can't start a chase then it's tough to win them. And even then I never got anything less than a 2k (and that's because I'm not going for the 4k if someone DCs/dies on first hook, it's just meaningless and demoralizing for everyone involved, bots will die though for the sake of bp but otherwise nobody's going past 2nd hook).
The Survivor can't even hope that I run out of drones mid-chase because I can recall drones from across the map, even if they are disabled, without losing speed and re-use those drones in the current chase. The only possible move to waste as much time as possible is to pre-drop and leave loops as soon as the drone is dropped, they'll still go down eventually and likely either waste a bunch of pallets or accidentally draw the Killer to their teammates but there is no real counterplay outside of holding W.
Furthermore, the drone can be used to make flashlight saves/Decisive Strike almost meaningless. After downing a Survivor and if a wall isn't nearby, just walk a couple steps away, drop a drone so when you pick up you are in the zone but not under the drone. If the Survivor somehow wiggles off they instantly gets scanned (maybe alongside the potential rescuer if they had to get too close) which makes the Killer faster and the recovery almost meaningless unless a god window or pallet was right there.
The only "good" thing about her right now is that she is one of the few Killers that makes people not want to get chased like the old days when most people didn't know how to loop. Most SM games I play, on either side, are among the slowest since Survivors don't want to take risks and are utterly focused on avoiding a potential 3-gen.
Side-note: the fact that your argument for the video's validity is that the Youtuber is "small" isn't exactly reassuring. Otz's word isn't law and stats speaks for themselves: Skull Merchant has the highest killrate in the game despite some Killers having a far higher maximum potential (Nurse, Blight) because she requires almost zero learning curve to use outside of common sense.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618427#Comment_3618427
I would be fine with that but it would weaken the perk significantly. As it is, you barely burn through the stacks even with a complete info build (which I am more or less fine with) but with this rework, that would no longer be the case.
What are you talking about?
Gearhead alone goes through all tokens if you stay on a gen.
Undying alone goes through all tokens if you stay to cleanse a Dull totem (not to mention randomly losing stacks to an unseen nearby Dull totem).
Several add-ons just vaporize Distortion.
Doctor as a whole invalidates Distortion.
Every stealth Killer turn Distortion into a wasted slot.
Just the other day, a Huntress with BBQ and Darkness Revealed burned every token and got a cross-map on me after one hook on someone else, never even saw her. Never managed to get more than one token back before it got deleted again.
Distortion's biggest strength is making some saves easier and making 3-genning situations a tad less impossible alongside giving a sliver of a chance to survive against a half-decent Nurse by doing the only thing possible: hide since you can't loop a Nurse and you can't even lightburn her anymore.
Why are people complaining about Distortion when Buckle Up and FTP, which has no counter except having everyone injured, exists?! Nobody gave a damn about Distortion until MFT got nerfed!
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617495#Comment_3617495
c21 blight is about the only thing that can consistently burn through distortion, don't kid yourself.
It's not op but it's poorly designed. An all encompassing aura reading denier that half the time hurts the teamates of the user. 1 survivor perk should never be countering 2+ killer perks, that's just asinine.
Bringing nurses calling up is dumb because the perk isn't even halfway meta.
I'd rather buff distortion to 10 stacks than ever see IW back to it's old self, no perk has ever given more free value than IW. That perk was peak trash design.
Chase is fun, hide and seek is not. Only the 2016 dbd players disagree with that.
Things that destroy Distortion;
Gearhead (if the Killer can get a hit, Distortion will never be useful if you do gens).
Undying (will take all stacks if the Killer isn't nearby to replenish one stack if attempting to cleanse a Dull totem).
Every perks and add-ons that reveal auras from far away.
Stealth Killers turn the perk into a wasted slot.
If the Killer didn't bring any aura-reading perks then the perk is worthless.
Distortion players aren't rats for using Distortion. Players are rats if never taking chase for teammates or never doing gens/going for rescues. Before Distortion was a thing, rats would just hide in lockers and/or would go edge-map. At least Distortion can make people able to go for saves they wouldn't be able to or help during a 3-gen (Killer kicks the gen with NTH, doesn't see anyone so either they leave and you can go back to repair quickly or stay around out of paranoïa which gives more time to your team to do other gens).
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This sounds frightingly like a common TCM hack. I don't think I've heard of it in DBD due to the anti-cheat existing, but if you can that would be a good thing to report.
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1: If a player disconnects before the game starts, the game will simply never start. Bots only replace players that leave mid-game.
2: Well...that's a loaded question. Depends on a bunch of factors really.
Is the Killer a Dull Merchant, a Tombstone Myers or Nurse? If yes, then the chances of a DC is very high no matter the MMR. The most likely scenario is every Survivor simply kills themselves purposefully on first hook to avoid the DC penalty.
Is the Killer staring at a hooked Survivor from 17 meters away or guarding basement entrance from the top of the stairs? Chances of DC are high but more experienced players will likely slam gens and call the Killer cringe after they escape.
The chance of DC is less reliant on rank and more on if the Survivors are SoloQ or in a SWF, although newer Survivors tend to DC a bit more (later they just die on hook).
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616056#Comment_3616056
Friends till the end doesn't even work on nurse since her blinks are special attacks now, its just a longer read single target bbq at that point 50% of the time
You still get the aura-reading, you don't need 1-shots if you're decent at Nurse.
I'd take being exposed the entire trial and having blindness against a good Nurse if I was immune to all form of aura-reading and scream perks.
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This is honestly one of the fairest of least overkill Ultimate Weapon nerf I've seen on this forum. It's just info and some blindness, a cooldown a tad longer to reduce the uptime a bit is pretty much all it needs to not be worthless but still good.
4 seconds for Friends 'til the End is a bit overkill though, auras can be hidden (lockers, Distortion, hidden behind a gen's aura etc.) and 4 seconds is basically meaningless on anyone else other than the top-tiers (Nurse, Blight) and Dredge (due to him being able to warp cross-map to the obsession if they are close to a locker).
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I'll just leave this here...
https://www.youtube.com/watch?v=vOliDIQxQlE&t=14s&ab_channel=DonutBoyThis guy breaks it down in detail.
Skull Merchant, while not quite as bad as her previous iteration, is still an issue. She has almost everything in her kit and has no meaningful counterplay (holding W does not count as counterplay, that's what bots do and it's the most basic of defense against any M1 Killer).
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Survivors can get items and add-ons (including BNPs) during trials without needing to spend a single bloodpoint (bring Plunderer's and Ace In The Hole and you have a decent chance at getting a good item with good add-ons. Or hell, just bring Dramaturgy and Ace In the Hole to just be able to roll a die and spawn a toolboxe with BNP or Comodeus Toolboxe with full add-ons if you're lucky, you even get to keep them if you leave the trial alive with the item/add-ons).
While Killers, unless they use a Black Ward, cannot keep add-ons even if they 4k with 0 gens done, they are gone for good and must be grinded for again. They also cannot just gain add-ons for free mid-trial. Killer add-ons also tend to be extremely useless or nearly necessary (most Killers have some add-ons that are downright nerfs and others that are almost necessary when climbing the MMR ladder.) And getting the add-ons you want to spawn in the bloodweb can take some time and subsequently cost a lot of bloodpoints.
Franklin's Demise is one perk out of hundreds, not used that often (and more often than not it is used out of spite when seeing 4 beamers or 4 toolboxes) and it doesn't make the Killer any better in chase nor does it provide any info or gen regression.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614842#Comment_3614842
Looping? That's so 2020.
WoO turns many (if not most) survivors into pre drop and Shift + W machines. This makes the game extremely boring. You cannot mind game Shift + W and it reduces the interactivity in chase (arguably the most fun part of DBD). The killer plays more against the map and perk than the survivor themself, while the survivor stops thinking and follows the glowing yellow boxes. Truly riveting gameplay. Zoning doesn't work in this situation either.
If WoO went on a cooldown every X seconds, it would actually encourage looping because that would eliminate its other use. You would still know where to go and buying yourself a bit of time by looping would reward you with more information.
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614861#Comment_3614861
At least they'd run into dead zones without WoO. Eventually every pallet is gone and they won't find any without it. Also, then I'd at least play against survivors that know maps. But as it is, not even that is the case.
Also, I know play time isn't an exact indicator of a player's skill but I'd hardly call someone with more than 1k hours (the least I see in my lobbies) a beginner. Yet they use WoO.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614868#Comment_3614868
Good luck catching up to a survivor that pre drops. They will not stay at an unsafe loop. But pre drop the pallet to Block the killer's path and make more distance. Then they get to the next pallet or the pallet after that and repeat the process.
This has no counterplay. If the killer can't catch up, then they can't mind game to get a hit either.
If it is an experienced player, then I at least play against people that have a bit of knowledge about the game. Someone that would eventually run into dead zones or actually play around pallets, once enough pallets are gone. That is more fun and interactive than playing against people, that die the second their favorite crutch doesn't play the game for them. I mean, just try using UW. How many times do you have survivors that run past whatever pallet they get to because it isn't highlighted in yellow? I assure you, it's a lot. This happens even with people that have thousands of hours. Because crutching on WoO means you forget how to play the game without it.
If a Survivor constantly pre-drops and takes no risk, then ya know what that means?
1: Chances are, they are not that good at looping when they run out of safe/god pallets.
2: For every pallet that's dropped (and that you broke) that's one less loop for him or other Survivors later on.
3: After everything's been pre-dropped, nearly every chases are free unless they find a strong window.
And if worst comes to worst and the Survivor can handle himself even without pre-dropping? There is no shame in dropping chase. In fact if you can't get a hit in around 30 seconds then you should consider leaving the chase anyway since 30 seconds is around 33% of a gen without perks/items/great skill checks.
WoO is the most newcomer-friendly perk and makes the new player experience much more bearable until you know the maps enough to play without it. It's especially good for SoloQ and newcomers since they can't/don't know what has been used and where are the deadzones (while SWF teams and/or experienced players have some of that information).
If you gut Windows it'll hit newcomers/casuals hard. It's not exactly complicated to understand that WoO, just like Distortion, does NOT make a Survivor better at the game. Sure Windows can make a chase a tad more difficult (at least more so than it should be if facing a newcomer or casual player) but all those dropped pallets are gonna be missing later and eventually the Survivors won't have anything and chases will become easy.
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I'll just leave this here....
https://youtu.be/vOliDIQxQlE?si=CwdpCXEEAoCL2MNADull Merchant is still an issue, the crux of the problem has just shifted a bit. This guy breaks it down in detail.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614230#Comment_3614230
The maps are already getting ready for that anti 3-gen mechanic to be implemented regardless of what it is and how it will work. Have you not seen 3 gens literally 10 steps away from each other in Garden of Joy now? ARP can literally spawn 5 gens in one side now. All reworked maps are (rightfully) being tweaked in size to make it easier for killers to find survivors, chase and so on. Now that the size of the maps is being reduced, gens are logically going to be closer to each other, so the 3 gen strat is insanely strong with little to no effort.
It's absolutely fair now that they will tweak how 3 gens will work from now on, especially to not repeat history with future killers that could cause the issues Knight and Skull Merchant caused even though they are no the only ones who excell at this strat, perks are the main problem over any killer power, but this will also make future perks more flexible in design since they won't make games literally impossible to progress. Hit and run and 3genning are playtyles that go hand by hand, and is too rewarding for how easy it is, now it's time to change to another meta with the anti 3-gen mechanic, future mangled and sloppy nerfs, STBFL nerfs and maps being adjusted to make them easier for killers to navigate on them. I thought the whole point of MFT being nerfed also is so killers would chase more now, well... Now it's time to train that!
All that's well in theory, but it doesn't change the fact that it nukes two entire perk categories (gen-kick and remote regression, both of which will become limited if their "solution" is to be believed) and makes life much harder for trap/setup/slow Killers while voiding possible Survivor mistakes if they manage to be in a 3v1 at least in the last gen. Without being able to regress gens it is only a matter of time before Survivors eventually repair the gen percent per percent.
Blight and Nurse don't care if they can't kick gens, they patrol near-instantly and barely leave any repair time not to mention their chases are usually short. Mid/low-tier Killers however will suffer from this because it will mean that Survivors can do every safe gens without fear of a difficult ending.
MFT wasn't nerfed so that Killers "chased more", MFT was nerfed because M1 Killers were pulling their teeth chasing after people running it, Survivors were going just as fast as certain Killers with MFT and Hope together!
I hate Killers playing 3-gen chess from the start as much as anyone, but I'm not ready to approve something that will reduce Killer variety. I have no desire to face Blights and Nurses nearly every games and I don't want to be forced to play top-tier Killers in order to compete against decent Survivors.
Because what do you think will happen if gen defense with regression dies? Killers will slow gens the other way: tunnel aggressively even more than now. And I'm quite sure, at least I hope, that you don't want that to be the result.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614139#Comment_3614139
I am very glad this game is not in your hands.
As extreme as his wording is, there is a kernel of truth to his statement;
If 3-genning, even if by the Survivors's mistake (repairing safe edge-map gens and leaving a middle cluster) and not by the Killer, is made impossible then it is akin to punishing Killers for Survivors's mistake. To some extent it would become desirable since Killers would be limited during the last gen so there is no point in risking early deaths by doing risky gens before the end.
I believe map design and gen spawn are the answer and not some mechanic that will finish off the gen perks and make life very hard for setup Killers and slow Killers (Trapper and Hag in particular are just dead from that).
Side-note: The dreadful basekit Unbreakable PTB was scrapped never to return (probably the first time Killers & Survivors united in their dislike of something), PTB doesn't set anything in stone. If the solution is poison for the game it will get repelled.
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@[Deleted User] said:
I have no faith the solution will be any good and it will be some Band-Aid solution. Here's to hoping BHVR make me eat my words.
Same, I really hope I'm wrong for once.
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Going by what was said in the AMA, it appears as if Killers will have their ability to kick gens nerfed or removed and/or that gens as a whole will have a regression cap, at least during the last gen.
Quite frankly it is a pretty bad solution since it basically punishes Killers that aren't 3-genning on purpose for the Survivors's mistakes.
What this solution means is that if the Killer can't get 2k before the last gen then the game is now unwinnable since between at least 3 Survivors and with no way to regress gens then it's just a matter of time.
This also means that gen-kick perks might as well be dead because they will now have a hard-limit beyond available gens.
This also massively hits setup Killers (Trapper, Hag etc.) That are built around area denial and not chases since they will now have a limit to their ability to slowdown. Poor Trapper got a buff then a big indirect nerf.
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Map RNG was always messed up, and to fix those scenarios BHVR intends to nerf or prevent Killers kicking gens instead of fixing map generation (they said it in the AMA).
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@JudithMorel said:
Thank GOD Save the best for last is getting changed. There is no need for MORE M1 speed increase after the basekit changes.
Well then, get ready to face nothing but Nurses, Blights and Huntresses landing cross-maps the moment you get out of bottom MMR.
STBFL is one of the handful of perks that the powerhouses can't really use (due to 90% of their attacks being special attacks) but that weaker/M1 Killers can actually use to compensate for their overall weaker and harder chases. Sloppy Butcher and Surge are also in that category due to being dependent on Basic attacks.
The ONLY moment where STBFL can be considered problematic is when it's used to camp with max stacks and when used to tunnel and the solution is easy: Deactivate the perk when too close to a hooked Survivor and not give the recovery boost if attacking a Survivor that just got unhooked.
There, problem solved and low/mid-tier Killers get to keep one of the few good perks that aren't made busted by the powerhouses.
I don't know about you, but I don't want to be basically forced to play top-tier Killers to compete because weaker Killers either have to play scummy and/or bring busted add-ons to have a chance.
I also don't want to face the same 5 Killers every game, it would become unbearably stale quickly.
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I can kinda get one of the reasons why the devs are hesitant to make it possible.
The community is notorious for DCing/dying on first hook/going afk the moment things don't go their way/they don't like the Killer/they don't like their teammates etc.
I have NO doubt that if loadouts were visible, lobby dodging would skyrocket since countless people just wouldn't want to play with non-optimal builds or meme builds. Streamers doing various challenges would fight to even play a game, doing random perks challenges (tome or personal) would make queues longer.
People already sometimes lobby dodge when simply seeing people using Anonymous mode, I can barely imagine if people could see each other's loadouts. People would basically be unable to try random builds and newcomers would get dodged due to their lack of options.
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The issue with that is how disproportionately it helps different Killers.
Sure Killers like Trapper and Hag or Myers could really use the early slowdown (Corrupt is almost mandatory when climbing the MMR ladder) but the issue is that for Killers like Nurse & Blight it would basically be giving them a headstart and most likely a down before a gen is halfway done.
Powerhouses don't need a basekit early-game slowdown or advantages that further widen the gap between them and the rest. It's the whole reason why nerfing STBFL and Sloppy is a bad idea: they can barely use those perks but weaker/M1 Killers can use them well.
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For Deliverance to even be useable like this in endgame you need a few specific and absolutely not guaranteed things.
Not being hooked the whole trial until EGC.
(Safe) Unhooking somebody else.
Be close enough to an open door that the Killer can't stop you.
Be against a Killer that can't double-tap quickly (Bubba, Blight, most Killers if they have max STBFL, Chucky etc.)
That's a lot of if's and it's really not a common thing. Deliverance in EGC is basically a reward for helping your teammates and not getting hooked all game while NOED is getting rewarded for losing until that point with no other prerequisite unless the Survivors cleansed EVERY totem beforehand.
FTP+Buckle Up are way more problematic right now.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/399774/forfeit-button-for-survivors-slugged
Slugging is a valid tactics.
- but i guess killers should also have a forefit button if gens fly too fast, or if no one is doing gens at all ?
To be fair, slugging is a valid tactic, when used strategically.
Downing a Survivor under a pallet but knowing another is nearby will of course lead to leaving them on the ground to go after the other to prevent a save and potentially get 2 hooks at once. Or if gens are flying and the Killer needs some slowdown.
However it goes into borderline toxicity and boredom when people are left slugged repeatedly all the time until they bleed out or when there are 2 Survivors left and one is left slugged for 4 minutes while the Killer either camps the downed Survivor or frantically searches for the 4th Survivor in an attempt to make 100% sure he gets the 4k even if nothing happens until the slug dies and Hatch spawns.
The Killer can slug all he wants, it's not forbidden (although no one should be surprised if Survivors aren't exactly happy in the post-game chat if they basically went afk unwillingly for 4 minutes) but Survivors (or at least when there is only 2 Survivors left) should get an "instant bleedout" button to just make the game end already so they can move on.
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I honestly just hope that, like the Chucky cosmetic thing, they retroactively add banners/badges for all legendary cosmetics and licensed characters for those that purchased those things before the player card was a thing.
And yeah, releasing a feature several months in the making with so little is pretty underwhelming.
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The fact that we're reduced to complaining about Distortion of all perks after Made For This is actually a sign that the amount of truly problematic perks is getting smaller and we're slowly approaching something that vaguely ressembles balance (Scott did a recent video on that exact topic).
I'm honestly baffled that people aren't bearing down on FTP+Buckle Up instead (seriously though, just delete the synergy between the two perks at least in endgame) and are instead going after a perk that has a chance of being a wasted slot and that gets obliterated by Gearhead of all perks, not to mention that the perk doesn't give you extra health states nor does it make you better in chase. If a Survivor is bad in chase, Distortion won't help him.
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@Xernoton said:
The only change UW could need is for it to activate exactly the moment the killer opens the locker, so they don't have it as a lingering effect. That would be a considerable nerf and I think it would be fine to turn up the blindness to 45 seconds in that case.
I think this would go beyond "considerable nerf" and go into 'in the Shadow Realm".
The Blindness effect is already semi-useless anyway and to even begin to compensate for effectively gutting the perk the cooldown would need to be extremely small (like 30 seconds tops) to get any consistent value.
The goal shouldn't be to kill perks, it should be to reduce the problematic aspects of it (it's part of the reason why STBFL has no valid reason to be nerfed, just deactivate the perk when too close to a hooked Survivor and make the perk not activate on recently-unhooked Survivors. THAT would be a healthy change).
Ultimate Weapon literally just needs a longer cooldown to make it so it's not almost constantly active. The effects of the perk itself are fine it just needs a shorter uptime (honestly the blindness could go since it serves nothing but to make SoloQ accidentally leave people on hook or on the ground, people with decent memory and SWF don't give a damn about blindness).
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Quite frankly, most of the roadmap is filled with things that are overdue (Twins rework, DS tweaks, hopefully Pig buffs this time etc.) But a few of the things in this roadmap scare me;
I'm very scared about a potential STBFL nerf. The only moment where STBFL can be considered problematic is when it's used to straight up make saves impossible.
STBFL is, in my opinion, one of the most well-designed perks in the game due to how the two powerhouses (Nurse & Blight) can't get much value out of it while weaker/slower Killers (Trapper, Demo, Nemesis, Pig, etc.) can use it efficiently. Most powerful perks are made even stronger when used by the stronger Killers (which creates frustrating situations like when Blight uses Ultimate Weapon and can effectively make it activate on every Survivor every time it's used due to sheer movement speed, or how "I'm All Ears" almost guarantees hits with Nurse) but STBFL is one of the very few that are effectively worse on the stronger Killers than on the weaker ones.
However it's true that STBFL can create situations where hook saves are nearly impossible if the Killer has enough stacks. But that the only problematic part of it.
All you have to do is deactivate the perk when too close to a hooked Survivor and not work on recently unhooked Survivors. There, problem solved and low/mid-tier Killers still have a valid perk that makes them able to be playable in higher MMR without needing to play in a scummy fashion. STBFL is one of the handful of strong perks that Blight & Nurse can hardly use but that weaker Killers can use effectively.
I don't want to be forced to play top-tier Killers at higher MMR to compete and/or play in a way that might be considered scummy and unfun for everyone, including myself.
I also don't want to only face the same 5 Killers every game at higher MMR, it'll make the game unbearably stale.
STBFL doesn't win games on it's own, if the Killer can't get hits then they can't get hits, but it makes weaker (slower, M1) Killers able to compete in higher MMR which is something everyone should want.
The game needs powerful perks that weaker Killers can use but that the powerhouses can't make too strong.
Sloppy Butcher is mostly in the same vein since Nurse & Blight (due to their most common method of attack being a special attack) hardly get as much value from it compared to Trapper, Wraith or Demo. And honestly, the main reason why it has such a high pickrate isn't even because of it's sheer power, it's because it's a universal and free perk that any Killer can use, even the weaker ones, to get some pressure without having to jump through hoops (it's not like good Survivors heal unsafely often anyway).
I'm very interested in the Decisive Strike change since it's been a while since an efficient anti-tunnel perk showed up and it's a welcome sight since tunnelling has been getting worse for a while, especially at a higher level.
I'm also curious about the Doctor and Hag changes as they were not amongst the most obvious choices for changes.
Shadowborn & Monitor and Abuse were destined to be reworked the moment an FOV slider was introduced since they would effectively become (optionally) basekit on people needing it. It's a good change for accessibility purposes though.
Overall some scary and interesting changes, I'm very much hoping to still see a good variety of Killers even on higher MMR and see new Killer players still have access to a decent variety of valid starter perks.
Variety is one of DBD's most interesting and strongest aspects (in what other game can you see Nick Cage being chased by Nemesis in Haddonfield?) and I really hope it doesn't fade away.
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My guess is that the "new" fov is going to be the new default fov for when the fov slider comes out.
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The fact that we're reduced to complaining about Distortion of all perks after Made For This is actually a sign that the amount of truly problematic perks is getting smaller and we're slowly approaching something that vaguely ressembles balance (Scott did a recent video on that exact topic).
I'm honestly baffled that people aren't bearing down on FTP+Buckle Up instead (seriously though, just delete the synergy between the two perks at least in endgame) and are instead going after a perk that has a chance of being a wasted slot and that gets obliterated by Gearhead of all perks, not to mention that the perk doesn't give you extra health states nor does it make you better in chase.
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I honestly wouldn't be surprised if their solution for 3-gen is simply to make it so if nothing gets done within a certain amount of time when 1 gen is left then another random gen becomes undone and one of the 3 gens instantly pops, creating a new gen setup.
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@adaw0ng said:
The zombies were inevitable going to be terrible. AI in this game should have never been a thing. I wish and hope they removed the zombies and made something more appealing around his whip or something new, but the zombies were a terrible idea for gameplay (yet creative).
Dumb as they may be, his zombies are the only reason he's not one of the worst Killer in the game since they provide info and can possibly carry chases and give some gen slowdown with the right perks (Discordance, for example, attracts zombies when triggered). Even if his tentacle was stronger or if the infection had some actual consequences he has no mobility and no built-in slowdown or even area-denial/info without the zombies.
Trapper would arguably be stronger since (now with 10 traps and Haste) he can lock down a ton of loops to make some maps miserable to loop in despite being an M1 Killer.
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You realize that doing this would effectively destroy most of the feedback the devs get after releasing a new Killer?
Everybody wants to play the new Killer so their pickrate would be very high in the first week(s) (depending on the quality of the Killer and if it's a license) but if a Killer repeat prevention mechanic was put in place then people would simply be unable to play the thing they just paid for and queue times would be disgusting.
This in turn would greatly reduce all the community feedback since Killer players want to play the game and waiting 10+ minutes to play the new Killer for more than one game is not good. Even now queue times are pretty bad when a new chapter (that includes a Killer) comes out.
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I'll just leave this here...
https://youtu.be/vOliDIQxQlE?si=CwdpCXEEAoCL2MNAI honestly believe Skull Merchant to still be an issue simply because she still has no meaningful counterplay to her (especially for SoloQ), the guy in the video goes into it in a rather detailed breakdown.
She's less obnoxious than before (although the bar was set incredibly low) but her rework shifted the issue rather than fixing it completely.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601109#Comment_3601109
I don't disagree, but it seems you've hit the nail on the head. If we have a strong info perk, we're damned regardless. Both sets of changes we've put forward hit the same issue, it's better for top tier killers, worse for lower tier killers.
The problem with extending the cooldown is you basically make it a perk that you have to captialise on for the short time you have it available. Low tier killers will struggle to get that value, so it's pointless to run it, they'll benefit more from a more consistent perk rather than a risky perk. High tier killers can capitalise on that window, so they can afford to take the risk for the reward, so they're the ones who will run it.
Removing the blindness is probably the suggestion that makes the perk the most consistently useful across the board. The only thing the perk gives with this change is a scream notification for anyone in range, and nothing more. It's one use would be for making it easier to tunnel a player out of the game if you lose sight of them off hook while doing other things, which is something high mobility killers do more effectively already cause they can get back to hook fast off of applying pressure elsewhere.
Ofc the elephant in the room is by doing this, your slow killers will cause nearer survivors to scream, so the target they are after has a warning UW is up, and so can jump into a locker and hide, whereas your mobile killers will be too fast for them to have a reasonable reaction time... so you still get a divide, and ofc UW has questionable value without the blind as well, making it a big question again whether it is worth running it on low tier killers (probably not).
This is why I lean the uptime nerf route (though personally I'd be aiming for 6-8 seconds). To my mind, UW should be a supporting search tool that doesn't replace your game sense, but allows you to search a locker if you suspect someone is hiding nearby without incurring a heavy search time penalty for doing so.
The blindness is something that benefits intercepting players coming for saves off hooks if you time it smart, however with it being short it's similar value for all killers, something you have to predict and guesstimate, rather that just stick up for 30s and remove all htought of your own.
The shorter uptime of ~7secs to my mind allows for skillful use of the perk, while keeping the obnoxious unga bunga power out of exclusively the high tier hands.
I frankly don't understand how making UW last less than 10 seconds will keep the "unga bunga" power out of the high-tier...it literally does exactly that by making the window too short for almost any Killer except the top-tier ones that can move that fast.
I don't want to have to play top-tier Killers and/or play scummy in order to compete outside of low MMR.
I don't want to face the same 5 Killers when in higher MMR. The game would get boring.
Most of the complaints about the perk is about the fact it's almost constantly in effect due to the relatively short cooldown. Make the cooldown bigger and most of the complaints go away.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600795#Comment_3600795
Problem is, the perk by it's very nature is only gonna be good on strong mobility and snowball killers. Even in it's current form it is only really problematic on killers that have the mobility and the chase power to capitalise quickly on the consistent information it brings. At low tiers this pool of killers increases, but it's still only the killers with good map mobility and/or strong anti loop that really benefit.
Changing it to have a longer cooldown and/or removing the blindness still creates the same issue, with either or both of those things changed, it won't give enough value to worth a damn for anything short of the top tier killers.
If we truly want to make it not a top tier killer perk, the bubble following the killer has to go, as that is the part that gives more value to the mobile killers, however then you have the problem of the perk being kinda trash in general... so short of that, at least hitting the up time means that killers regardless of mobility have to use it when they have a specific area they want to check in mind, rather just throwing it up and sweeping the entire map.
It'll be more valuable on mobile killers sure, but not oppressively so, and will at least still retain it's more niche uses for tactical defence of totems, or cleverly timed defences of 3-gens or unhooks.
Info perks will always be better on mobile Killers due to their ability to capitalize on that info. BBQ and Darkness Revealed have the same "weakness" as only fast/teleporting or ranged Killers can get full value most of the time.
However killing the sheer active window won't change much for the powerhouses since they can traverse most maps (and almost guarantee at least 2 procs) in those 10 seconds while slower Killers can hardly make the distance, for them they would only get value if a Survivor was already in the radius and it immediately started a chase.
Low-tier Killers need good perks to help them without the top-tier making them overkill. Nerfing the perk like that would only do the opposite of what the goal is: have a good perk that all/most Killers can use regardless of strength.
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Mmm...
"Vanilla" is a frankly bad idea due to how it goes against what we all want: Killer variety and validity even at higher MMR.
Making the perk last only 10 seconds would...you guessed it, make the perk effectively worthless on Killers without insane mobility (So most of the cast except Blight, Spirit and Nurse). New perks (and old perks) need/should to be designed around being useful for the low-tier Killers without making the powerhouses even more powerful. It's part of the reason I'm pissed about them killing STBFL next year: STBFL is one of the handful of perks in the game that is good on most low/mid-tier Killers and effectively useless on Nurse & Blight due to their utter reliance on their M2, killing this perk will greatly reduce Killer variety outside of bottom MMR.
"Chocolate" #1 would make it pretty bad as the location reveal is unreliable even now and Survivors have ample time to move/hide before the Killer shows up, making it affect 1 Survivor only might also promote tunnelling to some extent (you lose sight of a recently unhooked Survivor, open a locker so they scream since they are still close, continue tunnelling).
"Chocolate" #2 literally just turns the perk into a tunnelling perk and no ones wants that, there's a reason Dying Light was radically changed from it's release version.
"Cookies and Cream" (debuff) is straight up worthless as Blindness (arguably the least useful status effect) without info is effectively useless, the only reason why Third Seal is even remotely useable (and even that's laughable as a Hex) is because it has no duration and forces Survivors to look for the totem if they want to see hooked/downed teammates.
"Cookies and Cream" (info) is actually a decent idea on paper however we all know it wouldn't work half the time just like Ghosty's reveal mechanic (dude's 10 feet away or even mid-chase and sometimes looking at him won't reveal him). The game's detection of "line of sight" is simply not good enough for perks to work on direct sight alone.
In my opinion it should just be changed to address what 90% of complaints are about: it's almost always active. So just make the cooldown much longer (like 80-120 seconds instead of 30) to give more room for Survivors to hide and keep their aura-reading perks. The Blindness effect could honestly go or be reduced honestly, it doesn't do anything against Survivors that have a little experience and one of the goal is to reduce how much of a noob-stomper the perk is without killing it (frankly a small margin).
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Forgive my manners, but Bubba isn't weaker overall, in fact he was way weaker before (breakdown below)
https://youtu.be/6IfP5tDAGCo?si=QBPbZewEYayUwIGYHe is already very strong in the right hands, with an insta-down basekit (alongside little punishment for missing if not colliding with something and full mobility alongside a generous hitbox that can hit over vaults) and the fastest pallet-break in the game, not to mention the best camper in the game by far (especially for basement since the anti-facecamping system doesn't really function through floors which means Bubba can simply back away just enough to keep the basement entrance in sight but far enough to prevent the AFC from doing it's job, essentially guaranteeing a kill).
It's true that a few of his add-ons are bugged and those would need fixing, but Bubba himself doesn't. He used to be barely able to cross Killer shack with his chainsaw sweep (although even with a harsh distance limit, insta-downs are still very powerful) and now his chainsaw can almost be used as mobility (although not very discreet and not to the extent of Hillbilly).
His pickrate has recently plummeted and that's only because facecamping isn't really possible anymore (the timing for his lower pickrate is too precise with the AFC release to be a coincidence) which means his main playstyle is effectively gone outside of basement (it's still a toxic, boring and unhealthy way to play, in fact it's likely in no small part because of all those players that the AFC even exists).
He doesn't need a buff but he could use a small add-on pass.
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@Devil_hit11 said:
question, why don't you use Decisive strike?
I mean, DS in it's current state is pretty worthless unless you are right next to a god pallet or window.
Even for pure M1 Killers, the minuscule stun doesn't give enough distance to matter for more than a few seconds until you're downed again. And that's not counting ranged/fast Killers that can re-down the Survivor nearly immediately after the stun ends (Nurse, Blight, Slinger, Spirit, Wesker and Huntress to some extent, Chucky etc.).
DS needed to be disabled in endgame (that was just bs), but it's nearly useless after the stun nerf. It's just not worth using. If the Killer doesn't tunnel it's a wasted slot anyway.
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You're tired of seeing the same Killer(s) already?
Imagine if they do nerf STBFL, all you'll see outside of low MMR are Nurses, Blights, Huntresses and Spirits since weaker/average Killers won't be able to compete without sweating bullets and playing scummy.
In all seriousness though, he's been out for mere days and it's a Killer-only chapter, this always happen for the first few weeks.
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While people clamoring to not nerf it aren't "babies", it's refreshing to see someone having a similar idea to mine.
STBFL is, in my opinion, one of the most well-designed perks in the game.
Why? Because weak/average M1 Killers can get a lot of uses out of it and the powerhouses (Nurse & Blight) can hardly use it.
Perks that are powerful but not made busted by stronger Killers are few, and STBFL is one of them.
Except for deactivating when next to a hooked Survivor, STBFL shouldn't be changed.
Sloppy Butcher is arguably along those same lines (it allows weak Killers some amount of slowdown to compensate for harder chases and potentially having to drop chase while strong Killers don't really benefit from it as much).
I honestly think that nerfing STBFL or Sloppy in any way will just kill the variety in Killers even more.
In higher MMR, it's a lot of Blight, Nurses, Huntresses and Spirit already. I don't want to be forced to play top-tier Killers to compete against good Survivors and I don't want to always face the same 4 Killers despite dozens of them existing.
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Please Developers do not nerf those perks as they are arguably among the most well-designed perks in the game for a simple reason: they are good on weaker Killer and the most powerful monsters (Nurse, Blight) can barely get any use out of them.
Those perks are used often because they are good perks that make weaker/average Killers able to compete even outside of low MMR and get some much-needed time.
Killer diversity is already worse than it was in the past despite the number of Killers being higher (in higher MMR it's a lot of Blight, Nurses and Huntresses while in mid-low MMR almost every Killer except Twins and the Nightmare are seen with some regularity).
Sloppy Butcher is used often for a similar reason: It allows Killers not mostly relying on their power (or not being in a position to use their power) to slow down healing and give them a bit more pressure if Survivors take time to heal often to compensate for having an overall harder time during chases. Being a free perk not related to any DLC also heavily contributes to it's high pickrate (as was Jolt/Surge before it recently became a DLC-exclusive perk again) rather than it's sheer power (if the perk was linked to a licensed DLC it's pickrate would be much lower).
If you want people to keep playing anyone else than the powerhouses then please don't nerf Sloppy Butcher and STBFL into a state where they are simply going to be too niche or too inconsequential to be worth using. All it would accomplish is severely reduce Killer variety.
The only "nerf" (that would be more of a health update than a true nerf) that would be good for STBFL would be to deactivate it temporarily when too close to a hooked Survivor and when hitting the post-unhook Endurance (so the perk wouldn't gain stacks when punishing saves next to the hook or attacking the unhooked Survivor and wouldn't downright prevent trades in most instances). It already takes a while to build up and is mostly good on weaker/average Killers which is why it's such a well-designed perk. And maybe the Healing regression speed of Sloppy Butcher could be slightly reduced as it basically neuters perks like Resurgence or Reactive Healing which are already niche perk
Please, for the health of the game and Killer variety (which everybody wants) those perks cannot become weak or hard to use. They are among the only perks keeping weaker Killers playable when going against more experienced Survivors.
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For people on controller, the removal of recoil is definitely an improvement (the recoil was almost inconsequential on M&K anyway after a couple games and the removal of recoil makes little difference when using M&K).
The higher number of knives (only 2 more) needed to injure only really hurts Trickster's lethality until people truly get used to Trickster, two more knives (especially with no recoil which makes it much easier) is not a big difference unless the Survivor has a way to suddenly leave a loop, break line of sight, and get enough distance to get the laceration meter down (something made harder by the movement speed increase.).
The Main Event change (along with the related add-ons) from the PTB was necessary as it was completely overtuned. Despite the number of blades needed not being much higher at least the infinite ammo build is dead and his camping potential went down a bit. However it's still a bit too abundant even if the ability's injury potential itself was nerfed substantially. It honestly felt better on both sides to have Main Event be a rare but very dangerous thing if used correctly. In the previous version, Trickster could potentially down two or three people in seconds if Main Event was used at the right moment and it could all but guarantee a down on a single Survivor when used in the open, but it was a rare thing and the Trickster had to use his power a lot to trigger it. If anything the only change I would've made to Main Event was to be able to use it whenever you wanted after landing the required number of blades without being on a timer before it resets without having gotten the chance to even use it, making the Trickster able to save that Main Event until the right moment (although it should be limited near a hook as it is a very powerful camping tool).
The movement speed increase was quite frankly a bad change as, like all projectile Killers (except Artist for some reason, she should be 4.4 in my opinion), Trickster doesn't need to close distance to injure/down Survivors and making him 4.6 effectively removes the only solid counterplay Survivors had in (certain) loops since the Trickster can now simply brute-force a basic attack much quicker if the loop doesn't allow for easy knives. In most of my chases I end up injuring/downing people more with basic attacks than my power which is odd for a projectile Killer. Even when out of ammo I never really feel the need to drop chase to reload even when in a decent loop like before since without a strong pallet/strong window it's simply more efficient to just swing at the Survivors.
Other than that, most of the changes were good, slower throw rate increases accuracy and makes ammo easier to conserve to compensate for slightly slower injuries and add-ons were reworked pretty well to account for the changes.
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@lifestylee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594766#Comment_3594766
Well the majority of people arent good at killer so that would make sense, noed is a popular pick for better killers too tho.
I dont think its a crutch perk or overpowered, it counters meta survivor perks like adrenaline.
That's the thing: if it was just giving insta-down for losing until this point it would still be dumb but it also gives a slight speed-boost, that speed-boost is enough to turn a 110% Killer into a Killer that's barely slower than the standard speed while making 115% Killers go at almost 120%. While it doesn't sound like much it does make a big difference (just look at what the "measly" 4% given by MFT could achieve on Survivors). It also doesn't notify the Survivors until the Killer hits a Survivor (downing them in one hit).
When you climb the MMR ladder, NOED loses some of it's luster since people know the totem spawns and how to loop (with some teams downright doing every totems to try to prevent a possible NOED or Plaything). However in the mid-low MMR it is absolutely busted and almost turns the endgame into autopilot depending on the Killer (as Nurse can't really get much value out of it thanks to the much needed adjustments she recently got).
Also, you did not just say a perk that gives insta-downs for losing isn't a crutch. NOED is the biggest crutch in the game and, by it's very effect, is there to compensate for failing until that point. Adrenaline is a one-time use (if Terminus isn't in play, which imo is a much better hard-counter to Adrenaline) and unlike the Killer, Survivors are not guaranteed to even still be in the trial until all gens are done, it has the same flaw as Hope.
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@lifestylee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594075#Comment_3594075
Good killers and killers in comp use noed all the time, its not something only newer killers would use.
Example of supaalf playing ghostface in a comp dbd tournament and using noed.
https://m.youtube.com/watch?v=2kigkdZQO8A&t=151s&pp=ygUaR2hvc3RmYWNlIGNvbXAgZGJkIHN1cGFhbGY%3D
I said "basically", which leaves room for a few exceptions (streamers in particular are fond of this perk), also when playing to win in a professional setting, bringing the most busted sh*t is expected (especially on Ghosty, an M1 Killer).
The majority of people using this perk are beginners or pretty bad.
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@nightylion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594075#Comment_3594075
I mean you are basically saying NOED is bad because i gives free kills and denounce nerfing it to 3 totems cleanse(thus, easily countered). Now gap between solo and teams is even bigger since NOED comes in play at the end, where solo survivors just almost always escape when they see NOED. Cleansing 3 totems is a thing that can be done by any survivor beforehand. And implying that PROs aren't able to cleanse 3 totems is... well, it's a bit weird.
And apparently you didn't read the whole thing through so let's clarify;
I said this would widen the gap between SWF and SoloQ because SWF can tell each other totem locations and how many were broken, making the time-loss from the side-objective less effective.
The moment 3 totems are done then SWF would just go on with the game BUT SoloQ would be in the dark and wouldn't know the totem status.
How many totems are broken?
People would see the totem icon on the HUD but not what happened when it goes away; did they get interrupted somehow? Did they simply changed their minds? Where was this totem? Was it a Hex or Dull totem? Was the totem broken when the icon went away?
SWF teams can get rid of this version of NOED easily and efficiently while SoloQ players would waste 10 times the amount of time searching for totems that might even be irrelevant if 3 were cleansed already. The sheer time-loss for SoloQ would likely make Killers not even have to use "basekit" NOED since they would have ample time to get at least 3k in mid/low MMR.
This mechanic would propel mediocre/beginner Killer players's MMR upwards by being carried by NOED (something that already happens) until they end up against SWF teams/good Survivors that just destroys them since they can't reliably count on their crutch to save them and they don't know how to properly play.
I don't know about you but if I was a new Killer player, going from getting 3k-4k nearly every game to getting maybe 1k at the end because the totem spawned close to a hooked Survivor during endgame would be frustrating, especially since the other players would make damn sure you know the only reason you had a modicum of success was because of NOED in the post-game chat/messages.
Even current-day NOED has the same issue: it rewards the Killer for losing and punishes SoloQ way more than SWF (hell, good teams sometimes go out of their way to destroy all totems specifically to avoid NOED or for the points).
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No. And not just because it's a massive crutch.
NOED has the side-effect of single-handedly slowing down people's ability to learn how to play and frequently gives utterly undeserved kills (sometimes even 4ks if the Killer goes on a slugging spree and the Survivors are too altruistic/the Survivors aren't good enough at looping) despite the Killer having been demolished the whole game.
NOED is basically the ultimate crutch and is arguably a source of toxicity (or at least enhances it) and it's bad enough that there's a perk in the game that gives a massive power-up for losing without it being basekit and actively discourage going for endgame saves (not to mention it would make almost every game end roughly the same: Everybody running away and everyone for themselves if someone has the bad luck of being hooked too close to the totem).
And worst of all: SWF teams, if they knew 100% they will have to deal with a busted Killer, will use comms to tell each other totem locations/amount of them destroyed while SoloQ would be left in the dark, further widening the gap between the two, which BHVR is actively trying to avoid.
Nowadays, basically only beginners/bad/toxic Killers use NOED to compensate for their lack of skill (and it's usually pretty easy to tell if they have it depending on how well they play), having every player including pros having NOED basekit would just make the game more miserable.
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I'll just leave this here...
https://youtu.be/vOliDIQxQlE?si=djj9Rfcgx7jtO7xXDetailed breakdown of why Dull Merchant is still an issue.
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Hindered or not, Wesker players that want to tunnel will still excel at it (although Wesker is not the worst tunneller but his high pickrate gives that illusion) purely because of how sprays work.
If sprays didn't trigger Killer Instinct (just gave an auditory notification that someone sprayed) then Wesker would lose most of his ability to tunnel since the Survivors's location wouldn't be revealed.
The Hindered effect takes a long time to kick in, and if the Wesker only gets you because of the Hindered effect then at least 2 gens have popped during that time if your teammates were doing gens (and getting downs only because of Hindered is a good sign that the Survivors are way better than the Killer player).
If the infection only insta-downed (after ages mind you) then decent Survivors would simply never use sprays and stay injured while using Endurance perks/items to take hits anyway since it would simply be more efficient.
The only change Wesker could use is to remove Killer Instinct on spray uses to mitigate his ability to focus down one or two Survivors.