Avatar

UndeddJester

UndeddJester

About

Username
UndeddJester
Joined
Visits
0
Last Active
—

Comments

  • @Archael said:

    Successful self unhook attempt could grant broken for 10s +10s for each attempt. Then it would not be free.

    But reducing time of second phase would achieve nothing since this is exactly the point of hook suicide.

    Thats not even really a downside man... Deliverance does that and is consider a really strong perk... I am pretty sure that pretty much any SWF would happily spam 20 unhooks for 200s broken to get off hook unaided.

    A self unhook attempt MUST be: -

    • Very unlikely to work.
    • Highly costly to use.

    If it just is gonna give me broken, I'm spamming that unhook all day to keep 3 players on gens...

    @Neaxolotl said:

    It will still hurts anyone else, it shouldn't cost a hook stage at all

    Shouldn't cost a hook stage to try to unhook? Then why would I not try to unhook every single time?

    Come on ladies and gents, if you don't like my idea that's fine, shoot holes in it all you want, but jeez what are these suggestions? They just flat make self unhooking something you should always roll on... there is literally barely a downside...

    AggressiveFTW proposed removing the self unhook completely, and that's actually far more reasonable 🤨🤨🤨🤨🤨

  • @Nun_So_Vile said:

    I love Amanda

    This whole thread of 13 pages, pefectly summed up in 3 words 🐽🤘

  • I don't like these complicated attempts at fixing this issue that are long lists of things. Just remove self-unhook. There should not be RNG in the game in this form, it's just unhealthy for many different reasons.

    Not that I necessarily disagree, but this would be a very simple fix that BHVR have never taken... so it seems pretty clear they do want to keep self unhooks in thè game.

    It makes sense for the theme, a classic trope of horror is dangling the possibility of escape just out of reach, and the last second desperate reach for freedom. The point I would assume of the 4% is to ensure that Survivors still try to win, even if the game is at its bleakest with all 4 of you on hooks.... it is still possible to survive so long as you can wiggle.

    As such there may be a need to accept its not going anywhere.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758870#Comment_3758870

    I wouldn't exactly call them "free" since someone who uses all 3 attempts (but doesn't succeed in unhooking themselves) won't be able to try more AND will die extremely quickly when hooked the 2nd time due to reduced sacrifice timer.

    All in all, this suggestion doesn't change much, someone that systematically tries to kobe 3 times will still die much quicker than someone who doesn't since the 2nd hook will kill them super quickly (appeasing their need for not wanting to face a certain Killer in most cases, and going next in case of a bming Killer in some cases) but it prevents people from going next on 1st hook non-stop unless their teammates leave them there.

    I honestly think this is a good idea, if BHVR won't remove the DC penalty (and sadly it would create more issues than it solves) then adding an anti-unaliving on 1st hook measure that still punishes overuse would be pretty good.

    Cheers that man, that was precisely my goal... to come up with something that in the grand scheme leaves everything mostly the same, able to kobe, able to die for hatch, but prevents an instant checkout at the start.

    I doesn't fix everything, a tunneled player is liable to still quit... but the relative damage is a lot lower in that case, and is a little more understandable to quit at that point.

    Initially I was toying with 3 unhook attempts gives you another hook stage, but then I thought there was this issue of needing a penalty to not get 2 "free" unhook attempts every hook. Then there was the issue of having 3 attempts lose an extra hook stage somehow... but somehow applying it without yet being in the Struggling phase... Seemed like it would get messy...

    So a penalty where the timer gets reduced seemed the least intrusive and easiest to implement method. It also makes logical sense for the lore... once the Entity is actively trying to sacrifice you, it accelerates the process by drawing its attention...

  • @Archael said:

    So basically make that self unhook attempts no longer progress towards second phase. Got it, and I agree with this.

    But I would not reduce second phase timer, make all times consistent.

    And there is also a problem with failing multiple skill checks on second phase, which also contribute to hook suicides. So maybe each failed skill check increse time to next skill check.

    The problem with making self hook attempts not affect second phase is there is literally no penalty to doing it... you can just try to unhook yourself every time for free.

    The idea is not really meant to completely prevent every method of SoH trial, but it does make it harder, and it means the onus to get out via SoH isnt solely on the SoH player, the other survivors and killer have to let them leave, which should at least reduce the SoH attempts.

    @Ohyakno said:

    So just free unhook attempts is what I'm getting from this. No thank you.

    Think you misunderstood my guy... For free? It basically costs you a whole hook stage for all 3 and makes resetting for heals much tighter

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757336#Comment_3757336

    I am overall not a fan of most of those changes. I think it would make her even more annoying to play against and only buff hold W counterplay which is boring to me.

    Drones in stealth mode do not rotate

    I want that yellow addon to work this way....

    Scan immunity and deployment

    That will let more reliably injure survivors with her drones, which is really not going to make her more popular for survivors....

    Stealth Mode Drones have their yellow marker ring removed

    For this you would need to remove broken, so survivors are not as punished for getting claw trap. It would become even more noob stomping power otherwise.

    Skull Merchant now gains stealth when recalling a non-disabled drone

    It would make it less reliable. Simply because you don't have direct feedback of drone is disabled or not. Yes, you can notice drone getting disarmed and it gets slightly higher, but that's just impossible to track on most maps when you need undetectable fast.

    Undetectable on drone placement is way more reliable in my opinion.

    Remove haste completely

    Remove hindered completely

    When scanned with a claw trap, for 6s SM can pull up her radar and press the attack button to shock the targeted survivor, expending one claw trap charge.

    That's the moment where I think it becomes worse for both sides. Thing is haste makes her gameplay feel way better, but it's not as oppressive and you can definitely play against both haste and hindered.

    Removal will make survivors just holding W better against her and prerun is already very annoying for her.

    Shock on demand without slowdown would become really oppressive. With hindered you can still play the pallet as against Clown quite easily. Shock is going to lead to hits where there is simply nothing survivor can do about it.

    I'm on the train into work and been pondering this more. I cant find your original post which has the rework that interested me the most. I found my own post that referenced the same idea though. For reference:

    • Nerf: Survivor HUD marked red when a survivor is scanned and on her radar to help survivors track her speed boosts easier.
    • Nerf: Broken removed to encourage attempts from survivors to heal. This creates more macro decision making for SM to switch chase to a scanned
      survivor while they are still injured. Also allows survivors to decide to deliberately eat a scan to remove their stacks while SM is occupied
      to try and mend/heal.
    • Nerf: Slow on clawtrap scan reduced to 5% hindered (was 10%) to reduce its obnoxiousness but still cause slow vaults to aid her chase.
    • Buff: Speed standardised. While any survivor is scanned SM gains 3% bonus movement speed. While any survivor is claw trapped SM instead gains 6% movement speed.
    • Nerf: Drones that are disabled cannot be recalled.
    • Buff: Auras of disabled drones marked in red.
    • Buff: Drones recovery reduced to 35s.

    Is there any part of Pixel's rework you'd consider pirating and adding to this?

    Drones in stealth mode do not rotate

    I want that yellow addon to work this way....

    The stealth drone being stationary is interesting for basekit, makes her a more set up and trap killer, but I agree with you this makes sense to be the new way the yellow add-on works,a nd it avoid the lock off a loop at base issue.

    Skull Merchant now gains stealth when recalling a non-disabled drone

    It would make it less reliable. Simply because you don't have direct feedback of drone is disabled or not. Yes, you can notice drone getting disarmed and it gets slightly higher, but that's just impossible to track on most maps when you need undetectable fast.

    Undetectable on drone placement is way more reliable in my opinion.

    I think there is potential in this idea with regards to your rework. It may be that her stealth needs a numbers boost (maybe 10 or 12s?), but this does raise a resources management level of play that makes her more interesting. It increases her skill ceiling, make disabling a drone more profitable for survivors, but allows you to set up long chains of undetectable at a cost... all with a then implied "re-setup" time.

    This also gives her reason to recall the drones she has available on the map beyond wanting one for a loop.

    It would also remove a fair bit of the "Just push the button" stigma around her, as she doesn't get to hide her red light whole plopping a drone at a tile, which would help her image.

    When scanned with a claw trap, <guff>shocks a survivor, expending one claw trap charge.

    If we abandon the shock idea, the part of this that is interesting to me is the claw trap charge... The claw trap lasts for 45s, which means each power circle on the HUD lasts 15s...

    What if each time you are hit by a beam, the claw traps zaps you and you get hindered as per your rework above... in doing so you expend the remainder of your current Clawtrap charge? This basically gives Skull Merchant 3 zaps to capitalise on a clawtrap, or 2 or less if the survivor times their Zap well.

    I'd probably add some idea that the clawtrap will only "Zap" a survivor in chase, but this opens up additional counterplay at tiles, where it might actually be beneficial to stay at certain stronger tiles to get rid of the clawtrap via zaps, giving skilled players more methods of winning the exchange vs. SM.

    I'd also consider a mechanic where if a claw trapped survivor heals in full, getting scanned again reinsurer them with the same Zap, but also uses a charge.

    Any of these idea you'd consider pulling in/tweaking?

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757997#Comment_3757997

    No I genuinely don't think there will be saves of any kind. Pickup mechanic is completely gone so I assume pallets and flashlights will just be used while looping cause I think in testing they had to remove the pickup mechanic and remove saves cause having 8 fly's buzzing for saves would be SO unfun

    I rewatched the trailer killer just does the boon snuff animation on the survivor and blood engulfs them they pop out in a cage.

    Finally I believe that the only anti tunnel will just be a second chance perk in the preset classes

    Maybe people get the basekit DS that they always wanted xD

    EDIT: Obviously not DS, but you get what I mean ;)

    Double EDIT: Maybe Tryks steps in and interrupts the Entity's attempt to hook the Survivor

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757981#Comment_3757981

    Didn't the 2v8 trailer show there wasn't hooks killers just tp survivors to cages like pyramidhead when downed?

    Also camping might be harder cause of the cages and 6 survivors cranking gens who knows survivors could have tied lives for all we know to prevent tunneling

    Yeah, I imagine the hooking takes like 1 seconds or so… I would imagine there are still flashlight and pallet saves? If so, there must still be a "pick-up" mechanic that then throws survivors on hook ala the remote hooks in the event.

    Of course Saboing is not a thing… so maybe flashlights and pallet saves won't be a thing either…. in which case I would probably expect some kind of anti-tunneling mechanism.

  • @sinkra said:

    'll just drop the science right away so you get the idea. Killer is obviously overpowered. Overall, survivors only survive 40-43 percent, and killers kill 57-60 percent. Of course this is bad game balance that should be fixed, but the problem is much, much worse than the stats show. Let me explain...

    The devs have admitted on numerous occasions that the DC matches are excluded from the kill-rate statistics. This is actually very misleading advertising strategy which artificially inflates survival rates heavily.

    Survivors DC on a frequent basis, so this will have a huge impact on survival rates. But why do they DC? Survivors primarily DC because they will most likely lose the match, because the killer is winning, because killer is so overpowered. Most players, including survivors, will finish a match if there is a good chance of winning. This is just human nature.

    This is also the same reason most survivors will suicide on hook - they do so when the probability of winning is slim. So most suicides on hook would be legitimate losses for the survivor team regardless, and do not actually inflate kill rate statistics. The amount of suicide-on-hook matches that would end in survivor's favor is very, very small. Since losing 1 survivor creates a snowball effect, most of the matches where that 1 survivor has slim chance of escaping, are also matches where the entire team would have a bad outcome, and the killer would "win" with a 3-4k.

    Only a tiny minority of survivor DC's and suicide-on-hooks happen when the survivor/survivors actually has/have a good chance of winning the match. Why? Because most players want to finish games they believe they can win and won't DC or suicide-on-hook.

    So what this means is that the game devs are leaving out a massive number of legitimate survivor losses from the statistics, which is actually inflating survival rates dramatically and deflating kill rates immensely. This means kill rates are actually much higher than the public stats above indicate. Of course the devs don't want you to figure this out, because it would spark outrage and protests from the survivor main player base. Of course, I see right through their ploy.

    Public stats have kill rates at about 60 against solo Q. But if we adjust for the excluded DC's it is almost certainly closer to a 70-80 percent kill rate. This means killers are massively overpowered. It is already common knowledge at this point that DBD is killer-sided, but it is important to realize that it is far more killer-sided than the devs and killer mains have the courage to admit.

    Why won't they admit it? Well, killer mains want to win, so they very naturally welcome balance changes in their favor. They also want to feel good about winning, so they will post hoc rationalize that their win is not because killer role is OP, but because they are just so good at DBD and the survivor mains are just so bad. This is called motivated reasoning, which prevents most killer mains from objectively assessing the actual fairness of the gameplay since it favors their preferred role. This is of course not their fault, it is just human nature.

    But the far more interesting question is, why are the game developers hiding the real survival rates, that are far lower than the 40-43 percent above, and closer to a measly 20-30 percent? The answer is very simple: money. Dead by Daylight is first and foremost a business, and the developers have already shown they are willing to implement a pay-to-win model by locking so many essential meta perks behind a pay wall. Of course, for good PR they will give you the opportunity to grind your way to these perks just so they can technically claim it isn't pay-to-win, but they know damn well the average player doesn't have time for this. So the incentive to simply pay up for the competitive advantage in a game with skill-based matchmaking is enormous. You see, it is all part of their carefully crafted marketing scheme orchestrated by top executives.

    Now, the game being so heavily killer-sided makes perfect sense. It is the killer mains that make the devs the most money. Why? Because killer DLC is far more appealing and interesting than survivor DLC. If you buy survivor DLC, all you get is a boring cosmetic change and unlock a few unique perks that you either don't care for or can grind for if a perk is really good. But if you buy killer DLC, you get this overpowered bad-ass new monster with unique abilities that make the actual gameplay itself fresh and interesting again, while allowing you to win more without needing much skill at all. This is basically a pay-to-win model, with some very shady and dishonest advertising PR to pretend that it is not.

    So how do we fix this problem? Unfortunately it cannot be fixed. As a business, the devs primary motivation will always be money. They have to make a living after all, so they can eat at fancy restaurants, go on fancy vacations, and get intoxicated at fun parties while poor survivors are suffering miserably in solo Q. The killers' primary motivation will always be winning and so the devs will always give killer mains a ridiculously unfair advantage to keep them fat and satisfied and buying more DLC for more easy wins. It's a vicious cycle that goes on endlessly until the game itself is dead. I'd love to end this on a positive note but this is a horror game after all. So this story does not have a happy ending, well, not unless you're a killer main or a DBD dev of course.

    Your assertion assumes that there are more games where a survivor quits as a result of the game being lost, over survivors quitting being the cause of losing the game.

    In my experience there are far more games lost as a result of players quitting early over players quitting because the game is lost.

    This tracks, because a quitter forgoes their points, and thus a quit is far more common early on in the match when a survivors isn't really losing anything in regards to points earned.

    When a game is lost, vast majority of players hide and try to get hatch to get more points, this is usually a result of them being there later on in the game where they actually have some points to lose.

    If we really want to argue about what inflates stats, the number of games survivors lose as a result of people suiciding on hooks (or even just attempting to suicide on hook) artificially inflates the kill rates for killers, because those ARE included in the stats. We have evidence of this already in regards to Skull Merchant, as her killrate is massively inflated as a result of SoH.

    So.... your fundamental argument is ignoring quite a lot of considerations that means your point has an unstable foundation at best, and is just plain biased propaganda at worst.

  • @Kjøttkaker said:

    2 killers tunneling 1 survivor.

    Thankfully I doubt that'll work... 7 survivors unaccounted for? Even 20s to down hook and walk anywhere is gonna be a lot of time to waste 😅

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757568#Comment_3757568

    i just assume that you could shock with no claw trap and that claw trap only enables tracking. Didn't watch the video. Only read post. the doctor shock traps is not a good idea. explanation can be found on above post.

    Thats fair enough.

    @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757550#Comment_3757550

    Haste + hindered is simply reliable yet not that oppressive.

    Shocking is either going to be super oppressive or just useless (if you put limitations on it). I don't think there can be anything in between.

    That's probably fair... I can believe the numbers to get something balanced would have to be very precise.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757550#Comment_3757550

    First of all, the time requirement to get claw trap will make skull merchant chases too long because she has m1 killer with no power with that design.

    When she does get her power, there isn't anything that survivor can do to prologue chase in any meaningful way.

    You should likely play doctor for said ability. there is no need to clone doctor where your worse in trap build-up sense and stronger in the chase.

    Skull merchant is fine where she is at. She's stealth clown killer that looks ambush survivors and track survivor like predator. it fits her lore. I believe one of the dev wanted her to play like this. was it Dave? I don't remember. This was like her intended design from the start. the 3 gen for 60 minutes was not an intended design. it just happened to work that way due to BVHR's poor balance of perks & game mechanics. The killer works fine as is and balance is also alright. it is just that them creating that 60 minute merchant gameplay creating a very big D/C stigma problem. hopefully the problem passes over time.

    Weren't we arguing just now that this design makes Skull Merchant too strong and uncounterabke at tiles? I was literally arguing why she wouldn't be too strong with this setup...

    I mean I am a believer that Skull Merchant is in a good place now, and I've said a few times in other threads I dunno why she's still so hated; to my mind she is basically the good trap killer and is reasonably fair.

    One thing I will agree with is the cognitive load playing vs. Skull Merchant is far greater than the Cognative load playing as Skull Merchant. That is a fair criticism.

    I'm mostly playing Devil's Advocate right now and exploring this idea, and ensuring I give it a fair shake. 😅

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757359#Comment_3757359

    the fact you got scanned while claw trapped was the mistake, and where the counterplay lies…

    But in those changes you would make laser tagging way easier (laser doesn't move). I can just put laser into the loop on run to same side survivor is on. Survivor is simply going to be hit by it no matter what. I would argue that this decrease skill ceiling she has now.

    Static laser makes laser tagging super easy to do and it's harder to avoid with crouching, because it's going to take longer when it won't go past you...

    So is it really a mistake when you made it easier and faster to get compare to current version?

    Survivors would also be more likely to run into it with removal of circle.

    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757344#Comment_3757344

    the changes transpose her from clown to doctor killer with traps. doctor and clown have different type of skills required but doctor traps are easier to use then clown one.

    https://us.v-cdn.net/6030815/uploads/RDGST3I1C86H/image.png

    You get this problem where when any pallet is dropped, you just run around loop and survivor is forced to go through the scan which disables their ability to vault the pallet. In other words, there is no decision making between survivor vaulting pallet and running forward. It is just run forward for killer and survivor gets hit after X time.

    With haste and hindered, the survivor can camp pallets and try to bait skull merchant into swing.

    https://us.v-cdn.net/6030815/uploads/G47PB9K6M7AZ/image.png

    On undropped pallet the problem is even worse because…. you put a drone on the pallet and the pallet is effectively blocked as if it was affected by hex:blood favor.

    This doesn't raise skill-floor. it makes skill-floor as low as possible. there is like 0 ways to use drones poorly at loops with this design.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757161#Comment_3757161

    twin is slugging killer. BVHR had no intention to buff slugging so their rework was going fail. In fact they want remove slugging entirely from killer which doesn't make any sense. They didn't even bother to remove 30 second cooldown on Victor hostage exploit on killer itself. This rework isn't any better. it would be just as bad.

    I see what you're both saying, but the shock isn't triggered by the scan immediately, it's triggered by the Skull Merchant using her radar, and can only be triggered within a set time frame.

    In the scenraios you describe, you've got a survivor claw trapped and now you block off a window or pallet with your stationary drone to ensure they hit it. You cannot neuroshock the survivor until they are scanned and when they are scanned you only have a set time frame you can shock them… and you cannot hold up your radar and place a drone at the same time. If their input is buffered as you lazer tag, they pull the pallet or vault anyway before you can shock. Doctor already has trouble with this if he mistimes, and he is in direct control of when he can shock. Pallets are a little easier for Skull Merchant, but vs. Windows you've absolutely got to account for input buffers.

    If you counter rotate to get the survivor scanned and the survivor guesses it while blocking off a route (such as shack), the survivor can guess it and eat the scan deliberately and continue around the loop opposite to your rotation, now with a scouting drone instead of a stationary silent one. The shock is only available for a set duration so if the can now dodge the scout drone for the duration of the shock timer, they can still freely use the resource... again input buffers are gonna matter.

    This whole time you as Skully will still be 4.6, and the survivor has still been 4... no speed up or hindered. Skully also can't attack while holding her radar up, so she has to control her drone rotation in order to get the shock, which if she flubs, the survivor gets the input and makes mad distance.

    I dunno, I just don't see the no option here, a perfectly played SM can likely catch a survivor everytime here, just like Docyor... but there are plenty of places to screw it up... juat like Doctor. That's excluding the idea that there are still mind games available to the survivor where they bait a shock running to window and running to pallet instead...

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757336#Comment_3757336

    I am overall not a fan of most of those changes. I think it would make her even more annoying to play against and only buff hold W counterplay which is boring to me.

    Drones in stealth mode do not rotate

    I want that yellow addon to work this way....

    Scan immunity and deployment

    That will let more reliably injure survivors with her drones, which is really not going to make her more popular for survivors....

    Stealth Mode Drones have their yellow marker ring removed

    For this you would need to remove broken, so survivors are not as punished for getting claw trap. It would become even more noob stomping power otherwise.

    Skull Merchant now gains stealth when recalling a non-disabled drone

    It would make it less reliable. Simply because you don't have direct feedback of drone is disabled or not. Yes, you can notice drone getting disarmed and it gets slightly higher, but that's just impossible to track on most maps when you need undetectable fast.

    Undetectable on drone placement is way more reliable in my opinion.

    Remove haste completely

    Remove hindered completely

    When scanned with a claw trap, for 6s SM can pull up her radar and press the attack button to shock the targeted survivor, expending one claw trap charge.

    That's the moment where I think it becomes worse for both sides. Thing is haste makes her gameplay feel way better, but it's not as oppressive and you can definitely play against both haste and hindered.

    Removal will make survivors just holding W better against her and prerun is already very annoying for her.

    Shock on demand without slowdown would become really oppressive. With hindered you can still play the pallet as against Clown quite easily. Shock is going to lead to hits where there is simply nothing survivor can do about it.

    Removal will make survivors just holding W better against her and prerun is already very annoying for her.

    This was my initial thought, though the changes to improve her lazer tagging, combined with the idea of her being a set up killer with reliably closing off common survivor paths does limit the ability to hold W, as there is risk of another drone lying in wait for you.

    Making it so the drones don't rotate does allow you to pre-emptively close off paths you expect survivors to take, and rewards good early prediction, a bit like Hag. So I'm not convinced the Hold W would be that bad.

    Scan immunity and deployment

    I'm a little more open to this, cause the initial hit of the drone tag is missable… it doesn't become a stealth drone that just lops off the loop… her stealth drone lazer tag becomes jukable…but if you do hit it, there is potential for more reward, and it strikes me as avoid the initial hit makes for a more reward. Without her haste bonus and the incoming hindered, this doesn't appear as frustrating to me, especially as when scouting the drones are slower as easier to track for survivors, which is where a Skull Merchant actually using her rotation change starts to come into play.

    There is the problem ofc that she does close off a loop path though… though Pixel's argument this is effectively 1/3 of an Artist crow is valid.

    Shock on demand without slowdown would become really oppressive. With hindered you can still play the pallet as against Clown quite easily. Shock is going to lead to hits where there is simply nothing survivor can do about it.

    This one is a concern to me however, because as you say, once you have the shocks… there is little you can do… but in the same breathe… the fact you got scanned while claw trapped was the mistake, and where the counterplay lies… the getting shocked itself is merely a formality for SM getting rewarded for lazer tagging you, or controlling you at the loop. Given all of that is harder, it seems like it might work?

    It would make it less reliable. Simply because you don't have direct feedback of drone is disabled or not. Yes, you can notice drone getting disarmed and it gets slightly higher, but that's just impossible to track on most maps when you need undetectable fast.

    This is true, I would add one of your suggestions to mark the drone so its clear it is disabled.

    Not that I'm blindly supporting the idea mind you, but I see potential in this quasi trap/laser sniper focused Skull Merchant

  • @Pulsar Also figure you'd be interested friend as the most vocal SM detractor. 😁

    Given the stacks are permanent, it strikes me that though SM might be mostly just an M1 killer, she comes across as a slow burn trap killer, where the effect isn't immediate, but as players slowly rack up stack through the game, she can suddenly get a big power spike.

    With this rework there is significantly more effort for Skully to get her tags and make good on them, less cognative load on survivors to handle her at loops (especially with haste and hindered no longer there, you only have to account for your own position and the drones scan lines), but across the board there is also a lot more counter play and interactivity for SM here.

  • @VomitMommy

    I remember the discussion regarding @PixelBush's original rework last time. I'm not sure Pixel is too active on the forums, but I'll tag anyway, as I do remember they were here and were quite open to discussion regarding the SM debate.

    I recall when we talked about it before, the main concern regarding the neuroshock was compared the the hindered it could be even more deadly. From my newb perspective at the time I felt the neuroshock was less potent than the hindered, though as we discussed and I've since learned more about positioning, the neuroshock is debatable stronger… but I think in the context of everything Pixel says here… I think the idea is actually bloody good.

    In case you don't wanna watch the summary is: -

    Drones: -

    • Scanline immunity window lowered from 3s → 2.25s
      • Allows for more skillful Skull merchants to go for double tags.
    • Drone Deployment time 1.5s → 0.75s
      • Makes laser tagging quicker and easier (not sure needed, but I'll roll with it)
    • Scout drone rotation lowered from 85 deg/s → 75 deg/s
      • Slower rotation speed to lower the cognitive load for survivor.
    • Drones in stealth mode do not rotate
      • Allows drones to serve as reliable traps to block off paths ahead of time, making her an effective trap killer who is rewarded for predicting survivor paths.
      • Makes them predictable for survivors for drones placed in loops where only a portion of the loop is blocked off, not having to keep mindful of where the stealth drone is at all times without being able to see the lines.
    • Stealth Mode Drones have their yellow marker ring removed
      • Necessary for trap drones to work

    Stealth: -

    • Removed Undetectable when placing a drone.
      • No longer allows Skull Merchant to plonk a drone down to block off a tile AND hide her red light at the same time
    • Skull Merchant now gains stealth when recalling a non-disabled drone
      • Allows Skull Merchant to more directly control her stealth without being tied to a cooldown.
      • Has a cost and a "set up time" for SKull Merchant to use.
      • Has built in counterplay where disabling a drone denies her ability to go undetectable.
      • Her reliable stealth now shores up the weakness of survivors not healing, also an actual reason for Broken to be in her kit.

    Claw Traps: -

    • Remove haste completely
    • Remove hindered completely
    • When scanned with a claw trap, for 6s SM can pull up her radar and press the attack button to shock the targeted survivor, expending one claw trap charge.
      • Doesn't deny survivors movement speed, and means she still has catch them as an m1 killer.
      • Still requires her to push survivors into/laser tag to get the proc.
      • Has timing requirement where the window to shock in limited.

    There are also add-ons changes, that can be discussed later.

    I think with these changes to greatly increase her skill floor, and the restrictions on Neuroshock (which mitigate the fact that unlike Doctor she doesn't slow down when shocking) all makes her far more engaging.

    Quite a different direction to the direction we've discussed, but I think it's very interesting, and was curious of your thoughts :D

  • The concern for Mikey is that despite being one of the weakest killers on the roster, he is very much still a fan favourite, both for playing as and against... it's only the constant looming threat of Tombstone Piece that makes him a problematic and otherwise he falls significantly sub-par.

    His power is very interesting... while basic, it is a power that naturally synergies with a number of perks that makes it suprisingly deadly in certain scenarios, and always makes Mikey fun to build around... including but not limited to: -

    • Coup De Grace
    • Unforseen
    • Enduring/Spirit Fury
    • Bamboozle/Superior Anatomy
    • Monitor & Abuse

    His thematic success and build flexibility are 2 exceptional strengths we really don't want to lose...

    As such, I'd be reluctant to significantly change a lot about him and his identity with a huge and complicated power overall. Instead try to keep him mostly the same but with a slew of buffs to make his power up more potent when he does get it, and also try and do something about his extremely slow early game.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756753#Comment_3756753

    Seems a little too much effort when undying is in the game

    It's not really worse. Kinda more effort for better effect. So alternative to undying.

    Issue would be totems need to be cleansed.

    I can definitely see this perk, undying and devour hope....

    It would be kinda busted with Devour Hope tho.

    I did think tokens wouldn't transfer... however there is of course the fact that if you cleanse Hex: Devour Hope, Undying takes its place... then this perk revives Undying... so yeah that would be a monster

    I didnt think of that...evil build xD

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756741#Comment_3756741

    Don't think it would be too strong with NOED.

    I guess you would need to do some action to restore it, no? So killer wouldn't be able to camping/keep pressuring survivors in endgame at that point.

    To be honest I was imagining just walking up to broken totem, playing the stomp animation like Pentimento, which would activate the perk and show you the auras of dull totems. You then go to any totem and stomp again to get a refreshed version there which then permanently deactivates the perk. Seems a little too much effort when undying is in the game... although it does actually give you control of your hexes.

    Although... kicking the totem back to life amuses me... like banging on a old TV set ot get it to work again xD

    Probably not good enough as a perk since undying is the far easier way to achieve the same thing… although now we're thinking aboutvit... I don't think it would be a bad basekit mechanic where when the Killer equips hexes, and can see all totems at the start of the match. They can remotely then assign their hex totems themselves in the order they equipped them using the interact buttons.

    Totems are killer items (at least according to map red twine), so having proper control over them seems reasonable.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756730#Comment_3756730

    Yeah, and my favorite hex build is not favorite anymore.

    Had three games in one day where survivor spawned next to my ruin.... I really wanted to DC there.

    I refuse to play hexes for month or two.

    Rough xD

    A strong buff on 1 broken hex actually might be decent in that regards... one problem of hexes is you kinda have to all in on hexes a lot of the time to get value...

    Would be nice if you could throw a single hex on a build and be reasonably sure to get value out of it, which something like this might help with 🤔

    I was also toying with the idea initially before posting this thread of a recover mechanic. I ditched this thinking this suggestion was more appropriate, but a new perk that let's you recover a broken hex and the you can see all dull totems and can assign it to that totem (back at zero tokens) might be interesting. Would have to have special interactions for things like Two Can Play or Face The Darkness though…

    NOED might be a problem though... but maybe fine since that's 2 perk slots just for end?

  • @VomitMommy said:

    Hmm, I wonder what other effects we could use.

    You could make 5th stack something limited. Maybe something like screaming 2-3 times in 10 seconds interval?

    You could make killer's attacks enhanced with some status effect, or faster recovery, probably just basic attacks. That would be definitely a valid option too.

    I would rather focus this about boosting M1 killers -> Basic attack. Simply because that would let devs make it stronger than just any attack, where Nurse and Blight join the room....

    If all 5 totems are broken a 60s exposed would be a buff to basic attacks...

    I mean you could do something like Devour Hope (maybe not quite as strong), same design where you grant more effects at each tier... which still bypasses the Pentimento problem...

    The sweet spot would be 3 broken totems. As long as you have a strong buff there, then another strong one at 5, you've got a lot of perk potential 🤔🤔🤔🤔

  • @AbsolutGrndZer0 said:

    I always say GGWP after every match, but this exchange happened before I even got the chance. I was even considering giving her hatch, but it was when I was hooking the BOT Sable for last time and she was trying to save her, I figured okay, normal game then. If she gets hatch, okay. I found it, then just waited to for the EGC countdown, if she got out she got out.

    https://us.v-cdn.net/6030815/uploads/AUKXZ7IC9JRS/salty.jpg

    The bot played well xD

    How did Jake die of a head pop when you have video tape? That's funny 😅

    Gnarly build... from the sounds, I'm not sure why Zarina is mad... she's only got 2 perks to contend with seems like she dithered too much when you closed hatch. Is her own mistake...

    That said.... she's a filthy Boil Over user! Instantly removed any and all sympathy I may have had. 🤣

  • @Nun_So_Vile said:

    My motherboard is cooked ladies and gents.

    Typing this from the shadowrealm.

    F in chat.

    New parts on the way. 📬️

    Motherboard... damn... when that goes, it usually requires a brand new PC... >🐽>

    Hope you're up and running again soon mate!

  • @WolfyWood said:

    Personally I've been opening this forum less and less because it feels so killer sided to the point where no one can voice survivor related problems anymore.

    Seems like unless a post is sanitized to be killer friendly the same people jump in to 'debunk' it.

    It's gotten to the point where it just feels like a giant on-going circular argument and it's gotten so predictable you can basically tell what someone is going to post just by reading the name.

    Haven't been here as long, but I've read and learned a lot in these forums, and one consistent issue I see is when a "Main" talks about an issue, there is a tendency to not acknowledge or account for the other sides perspective. One of the other things I like about this forum is there is much less tolerance for us vs. them argumentation.

    Whether the point is valid or not, the lack of a balanced perspective puts immediate holes in an argument, and what I like about this forum is people check you often. If you can't provide a balanced perspective, that's when the argument gets shut down.

    I've a few times argued a point myself, and those checks have often fed me new information that has meant I need to revise my perspective, or in some cases completely change it.

    A valid issue I see with exploring issues for survivor, is a lot of survivor discussions look at the worst case scenario for survivor against the strongest killers, without looking at the ripple effect it has on weaker killers...but vice versa, the issue of weaker killers do hold back improvements for Survivor.

    The Ultimate Weapon and MFT debates were for their respective sides, and are great examples where defenders of those perks would not acknowledge the gulf in effect where stronger killers got stronger and weaker killers got weaker. The DS buff is another great example, 5s is kinda needed on Nurse/Blight/Wesker/Spirit... but is far too oppressive for the likes of Trapper, Pig or Myers where it can be used to body block and bully them.

    With this in mind, I don't think a post on survivor issues needs to be "Killer sanitizised", there is just a general demand here for stronger argumentation, and a greater consideration for the effects on the game as a whole, rather than hyper focusing on specific scenarios. This has happened for both sides in my time being here... and most people I talk to a generally reasonably receptive to opposing perspectives, even if the conclusion is we disagree.

  • I'm pretty sure the reasons for the remote hooks in the event was to serve as a test run for the 2vs8 game mode.

  • My only advice is to you is dont get mad, and accept this, in the same way you would being tunneled.

    What you have to remember is this is an extremely inefficient means of tunneling a player, so abuse the headtrap timer yourself and punish this Pig as hard as you possibly can.

    How? A Pig doing this is exerting no pressure on the rest of your team. Generators take 90s per player, it take 150s to pop your head, 130s with the Tampered Timer add-on. There is already 1 gen done, so there are 4 left. Your goal now is to make sure you waste as much time as humanly possible.

    When she creeps after you, do run from her, but count 60s and then force her to down you. After you are unhooked, immediately start trying to do boxes and force her to stick on you.

    Would you believe you are actually in control in this situation? Pig cannot leave you, cause your head trap could be a 1 or 2 check headtrap. She must keep following you. You should still have 90s before you die. If you keep trying to get your search off, and running drom her, then hard commit no matter what with 15s left to go. She either has to down you, which wastes more time, or you get a search off and run the risk of getting the hat off anyway.

    Between having to follow you, the time taken to down and hook you, you should easily be able to buy upwards of 2 minutes for your team even if you didn’t do well in chase…

    For 3 players, 2 minutes is more than enough time to get 3 gens done, the Pig will either be on defending exit gates or on 1 gen left.

    If you did well in chase, and your team was good, you may well be alive while the gates are powered, at which point you have to hope they leave to give you a chance to get hatch.

    You will likely still lose to a Pig doing this, but you can take solace in screwing her plan up as much as possible for the rest of the your team.

  • I like Made For This with WGLF.

    It's like the non scummy version of FTP + Buckle Up. You don't get it to come off often... but when you do 😘👌

    Also works nicely with We'll Make It, and will be kinda coated with Iron Will for those sneaky slug saves.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754888#Comment_3754888

    Kate has a couple of bugged outfit pieces that are similar. Her beanie hairstyles are supposed to have blonde hair but it changed to her default ginger color on both the outfit and thumbnail. I reported it as a bug but idk what else to do.

    Y u h8 ginger Kate? 🥺

  • Pro-tip:

    Moris and power/perk executions lower your devout score.

  • To me it comes across as a power/responsibility problem.

    As an exanple of what I mean, The C++ programming language is a very powerful tool, that let's you get VERY close to the hardware if you want to, and also allows you to basically do whatever you want with memory locations and alike... however with the power to do that, there is much more responsibility in a language like C++ compared to Java or Python that abstract things away from you.

    In C++, whatever you tell the compiler to do, it'll do it, no questions asked, and no matter how stupid it is; to point we have a C++ saying "never take take away the users ability to shoot themselves in the foot". Having that power means to get low level means you should be responsible with what you do there.

    DBD is like C++; there is an undeniable personal relationship between killer and survivor, allowing both players to get pretty low level and get a really good look at each other. As such, whichever side loses each exchange, it hits closer to the bone than a lot of other games... and DBD is built in a way where you have a LOT of power and freedom to decide how you play and do whatever you want... which obviously also allows you to be as toxic as you want...

    I don't think DBD iz more toxic than any other online game I've ever played.... but it's definitely a more raw human experience than any other game I've ever played... and I think a responsible player is mindful of just how personal DBD can be.

  • I like playing Twins, but my annoyance and rework hope is they haven't addressed the main issue with their gameplay, which is there is literally no incentive to go for long leaps.

    Long leaps would be fun to use and fun to face, but you can't afford to miss cause you get kicked in the teeth, so you just crawl between survivors ankles and then pounce. I still try for longer leaps, but it's frustrating that it's so much riskier for no reward, and knowing that I should just be an ankle biter.

    This is why slugging on Twins is so irritating, cause there is basically nothing you can do about it against a halfway competant Twins.

    This has been made worse by the changes the recovery from Victor downs from 5s → 2.7s, with no compensation. Twins were never weak, they just slugged like hell using Victor from point blank, so it wasn't fun.

    I made a thread about my suggestion to address this here, but honestly I'd take anything thats attempts to address the above problem:

    @UndeddJester said:

    The classic problem of Twins is slugging. Victor used to have a massive 5s recovery when injuring with pounce to mitigate this, and it felt awful. The 7.7.0 buffs reduced this recovery from 5s to 2.7s. This of course makes Victor a slug God... He can crawl up survivors butt's and just mow them down with little that can be done about it… this feels lame for the survivor, but also for Twins too.

    The problem is there is basically no incentive to try long leaps on Victor....which is where this killer would be the most fun. The further you leap, the more likely you are to miss. If you miss, you increase your chance of getting kicked in the teeth, so we want to encourage long jumps and stop point blank pounces. To remedy this I want to propose the following rework:

    Victor Scramble

    On all collisions with survivors or terrain during pounce:

    • At point black Victor is stunned and will take 5.5s to recover from pounce.
    • On the upward arc of his leap Victor is stunned and will take 3.5s to recover from pounce.
    • On the downwards arc of his leap Victor will scramble and take only 1.5s to recover from pounce.

    Numbers are debatable, but the logic is if Victor slammed himself into Survivors or terrain, he is much less controlled at the start of his leap, whereas at the end of his leap he has time to actually control himself and spring off terrain to recover faster.

    This would encourage Victor to go for longer leaps, which would be much more fun for both sides of the equation. The massive 5.5s stun on a point blank hit is a harsh penalty to make it a... "sure you can do this... but you're eating a harsh stun for it" deal. His regular 3s miss cooldown is unchanged, as often if you miss you're usually off in the middle of nowhere and unlikely to get hit.

    This would also allows him to use his leap to bounce off terrain as a rapid (though loud) mobility tool, and sells the idea of Victor being leaping menace much more. Not much use in confined spaces, but would add an fun extra dimension to his kit.

    EDIT:

    Actually prefer VomitMommy's variant of this after discussion:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749342#Comment_3749342

  • @CountOfTheFog said:

    Another day, Another 🐷

    Everyone dead at 5 gens

    https://us.v-cdn.net/6030815/uploads/563OL4SE7JDY/20240706-175820.jpg

    Hahahaha, I actually had a game today where a Pig made me jump out of my skin xD

    I was chilling on a generator next to Father Crotus Chapel, was looking around me taking stock of where pallets were nearby, and thought huh... bit of a run to get to anything, but if I react to the TR and don't be greedy, should be fine. Hadn't seena Jigsaw box yet to realise it was Pig.

    Literally I had been scanning around and I looked left once more, and like 8m away from me was a Beige Jacket Pig. I see that skin so rarely I thought it was a survivor at first, but she roared just as my brain caught back up, and I absolutely cacked myself xD

    As it happened I literally thought "Oh this is what it's like to be Count" xD

  • For Survivor, I'm hoping for an interesting set of choices between the gen aura perks (Visionary, Deja Vu and Rookie Spirit).

    For Killer, I'd like to see a lot of free perks reworked to something useful (Insidious, Shattered Hope, Unrelenting, etc).

  • @SunaIIanu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755492#Comment_3755492

    I'm not sure how to take your comment but again I'm not saying that there aren't advantages on PC and I'm also not saying that there aren't any advantages to mouse and keyboard, I'm not even saying that console players don't struggle more with skillchecks.

    My only point is, that for skillchecks the crucial factor isn't the mouse but the FPS and FPS aren't automatically good on PC, so giving PC harder skillchecks would be unfair.

    That the console performance should be better and that it is disappointing, that the 60fps goal still hasn't been reached (as far as I know) is a different story.

    I was just goofing man, I was not making a serious or meaningful point at all. 😅

    I was taking a light hearted stab at the zealot like fervour that tends to surround the debate between console/PC, with a friendly jab at the people who buy high end gaming PCs and enjoy all the benefits it offers...

    I've seen people actively complain aboit being paired with console scrubs, so my joke was to say people on high end PCs are playing the easy mode of DBD and aren't true gamers... even though I used to be a PC gamer before a defect in my hand meant I couldn't use a mouse anymore... so I'm only taking the piss 😅

  • My initial thought reading the title was "flashlights aren't a strong item anyway, they don't need this nerf".

    After reading your thread, it's hard to argue with the logic... and as I thought about it more... what could be more conspicuous than shining a flashlight in the killers face to save a teammate? XD

  • 5 game match history, so I can see the perks used against me without having to wait to the end of the game.

  • @SunaIIanu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755283#Comment_3755283

    I'm not saying that there aren't disadvantages on console but with skillchecks the main disadvantage isn't the mouse, it's the FPS. More FPS (and I think the stability of the framerate plays a role aswell) make it easier to hit skillchecks and since console performs overall worse in this aspect (atleast the older console, don't know about the newer ones) console players miss more skillchecks. But not all PCs have a great performance, so it can be a struggle for those on lower end PCs aswell. My bf played on both a Laptop and a PC and mentioned often, that skillchecks are easier on the PC than the Laptop even though both use mouse and keyboard.

    Again, I have friends that play controller and not one of them has complained about hitting skillchecks and I know nobody who has put the skillchecks on the mouse. I've heard that people prefer the mouse for things like the hag teleport and mouse wheel for the old struggle phase, but never for skillchecks.

    About spinning I've heard that you can get tighter/faster spins on PC, but spinning itself is easier on controller, I haven't tried that myself though.

    Console players don't need crutches in DBD like turning up our monitor brightness, spinning with mouse DPS, or being an fps princess.

    We play real DBD, not milktoast DBD 😏😏😏😏

    J/k my PC friends 😉

  • @DragonMasterDarren said:

    Unless BHVR is committed to fully reworking everything about Skull Merchant, a rework is pointless, They will never be able to get the stink of her release out unless they erase everything that makes her her

    As far as I'm concerned, dedicating more time and energy to changing SM again is wasted

    Tbh, I'm not convinced even that's enough.

    If it has a drone in any form, and bears the name Skull Merchant, she'll still be hated.

    If a killer isn't a jukable dash killer like Wesker, Hillbilly, or Oni, or a jukable ranged killer like Huntress, Deathslinger or Pyramind Head, they are hated, unless they are too weak for anyone to care.

  • Definitely a wardrobe faux pas.

    What's the point of facing the suffering and torment of the trial, if you can't look fabulous while doing it?

    +1

  • I'm now just picturing Pyramid Head with the cross map cage:

    Untitled Image

    XD

  • Pyramid Head I think will still have a unique niche of his cages, because I imagine we've still got basekit BT on the remote hooks.

    On Pyramid Head cages, you don't, and now you have 2 killers who can potentially catch an uncaged... 1 of whom wasn't across the other side of the map from where you spawned... could be quite nasty 😅

    Its hard to imagine what form the powers are gonna take.... if they're very strong, we're gonna get power duos meta, something that already is gonna be a thing with certain character combos at base (Plague and Legion will be incredible with almost anyone, but especially Spirit/Oni/Twins).

    If you make them weak, it's like why have them in the game?... *shrug*.

    Thisnleads me to think the powers will be strong, but due to the power of these potential synergies, I wonder if there will be a KWF... or if it'll be random queue only.

    If the intent of the queue is for it to be fun, random queue is the way it'll stay mostly fun... but if we have KWF, it's hard to not see it become a sweat fest 🤔

    But we will also get memes with KWF as well... (Billy/Bubba, Pig/Ghostface, Trapper/Hag)... so worth it?

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754848#Comment_3754848

    That build you suggest works agains't console players so don't suggest it... On pc they will hit all the skill checks no problem. I think the game should have harder skill checks for pc to even this out.

    True, although as a console player myself this can work to your advantage.

    PC players don't care about Huntress Lullaby, so don't bother to cleanse… but console players do, and if you've got 1 or 2 console players in a lobby (which isn't unlikely at low mmr), you only have those players looking for/trying to cleanse it, so it can make the team play horrendously inefficient 😆

    I try to hit skillchecks with Huntress Lullaby... but damn a 4 O'clock skillcheck can catch me even at base… especially vs. Doctor madness with lullaby up, that's a lot of skillcheck trouble 😶

  • The main thing with Doctor is you need to ensure you're abusing his tile capabilities. Popping therapy faster and further is great for his add-ons.

    You keep hitting survivors with your static therapy as they are about to get to a pallet or window, which forces them to run through instead of make safety. It lasts 2.5s, so the effect is suprisingly long.

    This means unlike a lot of killers you don't often mind game as Doctor, as brute forcing a hit is the status quo (since shock therapy slows you a lot, its tough to mind game with it). So using mind games for m1s sparingly can really catch survivors off guard when you condition them with brute forces before you actually use them.

    I imagine this is the reason you are missing often, because you're getting a little over excited to go for a hit early rather than taking the safer play with shocking through an extra loop to make certain and/or trying to mind game too much.

    If you're still learning and in low MMR, Huntress Lullaby is pretty devastating on Doctor. A hex build such as Haunted Ground, Thrill of the Hunt, Huntress Lullaby and Devour Hope, and defending totems with static blast can really put a lot of hurt on a team.

  • I still don't really understand the Skull Merchant hate...

    When I play Skull Merchant, I literally don't put any drones at tiles, I only put drones over generators and otherwise play as a regular m1 killer.

    For giggles I take no slowdown and run: -

    • Bamboozle
    • Dark Arrogance
    • Fire Up
    • Unbound

    I might throw a drone for stealth, but if its just sat over a loop I recall it... it doesn't make sense that I win as often as I do… but I'd like to think people have more fun… but its hard to say her power is oppressive when people can't even play sensible when you're literally not even using it most of the time....

    Whenever I play vs. Skull Merchant I make a solid attempt at looping her... cause I'm still trying to objectively assess her... and tbh... I tend to do quite well.

    Honestly I hear people whine about her so often, but she's honestly not hard to beat... and I can't help wonder why this same hatred isn't there for someone like Trapper... he is basically the worse Skull Merchant, but we constantly ask for buffs for him?

    Trapper like SM just closes off loops... the only difference being he sucks at doing it... I hear people say "it's not that she's hard, it's that she's brain dead and boring"... Well Trapper isn't hard to beat, and he tries to close off loops that forces you to hold W and leave the loop... but people don't mind him doing it...

    Trapper also forces you to look out for traps in the environment... sets them up then tries to push you into them... which are also less obvious than drones, and people are fine with that... but watching out for drones is apparently lame and something people don't want to do?

    People condemn the "free wound" that she gets off her drones, and yet people ask for Bloody Coil to be made basekit? People with a straight face want Trapper's Sack basekit, despite Skully having nowhere near the obnoxious basement Trapper lock down... yet can't be bothered to dodge a few beams towards hooks?

    I dont have anything against buffing Trapper, in fact I love Trapper, hes like my second favourite killer... but I dunno how Skull Merchant being the good version of Trapper makes her so hated....

    Personally I just treat Skull Merchant scans like an exposed effect that I am in control of. I'd almost say at a certain point, standing still and just taking the M1 to make a new tile is the better option... a bit like running to a location with safety where Legion can hit you with his power and just letting him hit you rather than run and get caught in a deadzone... getting wounded doesn't matter, its getting downed that matters, and you can run Skully just as well as anyone else...

    So the hate just doesn't make sense to me... at this point it mostly comes across as asinine.

  • Haddonfield would be nice to get looked at again.

    The idea of giving more to work with in the streets while nerfing the buildings was fine, but the streets didnt get much in terms of pallet count/location, and God damn it every building got gutted so harshly.

    Yes they were strong... but a like hole 2 feet from every window? Jeez... at least let me recover from stagger first before I take a blade up the butt 🥺

  • @Atsuka_Anarchy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753195#Comment_3753195

    You bout to pull a sipz and dedicate if you get a Pig in the game? lol

    Also, how was the Anniversary for everyone? I stopped at 700 cobblers for Mandy to give a little to other characters, it wasn’t sweaty either unless I played Survivor. lol Hope you all got a ton of boops and love from the survivors. 🐷🐽

    It's been fun, I've been tied up with having to travel for family across the UK. Some health related, others for birthdays and alike (one was far more fun than the other)…

    Even so I managed to get 200 cobblers and a fair number of boops.

    I also managed to find this lovely lady.

    https://youtu.be/flrnmgOZMUk?si=6QOET4333-Dz16pw

    Without trust a boop means nothing.

  • @ChaosWam said:

    If they don't go through with the auto-aim, I at least hope they have the camera reset to the center of the camera's viewpoint every time you use one so it isn't just wildly looking at another direction even if you never looked there before.

    This would be what I would want. Having to memorise where I left a PoD that I briefly looked at for 0.5s is rough. At least if it was always forward I would always know what to expect.

  • Indeed... I have a feeling the reason it's so short is that you can use it with Lithe and use it to run to Narnia... and I guess being able to ditch the killer would be an easy thing if DWM is too good...

    Part of me wonders if a better buff would be if you kept its stats the same, but gave it no cooldown... or give it a 7 second window where "rushed vaults" reset its cooldown where you could keep the effect if you keep vaulting, before it then goes on full cooldown… maybe then it'd find use with something like Cut Loose?

  • I think a lot of the issue I have with this perk is you need Light-footed and Q&Q to have a decent chance of getting away with anything with it... and even then you need to have not vaulted throughout the chase prior... it's a damned long cooldown considering how many things need to go right in order to get any value out of it whatsoever...

    With that in mind I can see how it's good with the silent invitation buff 🤔

1 … 41 42 43 44 45 … 88