UndeddJester
UndeddJester
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679970#Comment_3679970
Guys, ive been enjoying Elden Ring a bit too much the last couple of weeks. How is the event? Is it good?
Having basekit Coup on killer after using a blood fountain is pretty gnarly... so that's fun.
Survivors kinda got shafted though, only got hide bonuses... and it raises a question of why you would ever give the Killer a Coup lunge by activating your mountain in exchange for basekit Iron Will...
Bloodpoints don't seem to be rolling in like they said... msybe when the bonuses cone in, but not sure the community is gonna hit the targets, cause it looks pretty slow going thus far.
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Gotta admit, it actively costs Survivors to do the blood chalices...
If it gave survivors a 35% bonus to all healing, and the quiet whimpers, then it might be worth the trade off. Killers get more potential down potential, survivors can reset much quicker.
As is, survivors basically want to turn it off, snd Killers want you turn it on.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679773#Comment_3679773
I think people are seeing your use of the word "cheating" and assuming you're trying to imply that the survivors who broke the streak are the only villain in this situation and nothing else can be learned. They're missing how you essentially said "the fact a 4 stack had to do something that basically qualifies as cheating in order to just tie against him says a lot about the imbalance of the game"
@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679796#Comment_3679796
Well its refreshing to know someone has common sense.
"People" understand that.
What the counter point is, the Blight is playing maximum killer sweat every game. The "cheat" is to keep queuing lobbies to get a game against him, bringing maximum survivor sweat to face his maximum killer sweat.
Therefore it's max sweat against max sweat. You think the Blight was taking it easy? Having his foot off the gas while trying to reach 2k? No he wasn't, he was playing just as sweaty and tryhard as he was every game.
The "cheat" can't really be called a cheat, and the game ended in a tie. So the claim the game is imbalanced because is took "cheating" to dethrone the streak is biased and unfounded, because both sides are playing the same way and it ended in a tie.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679306#Comment_3679306
Answer me this did he know he was going up against a competitive team?
Does. Not. Matter.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679286#Comment_3679286
I think your missing the point that it took them cheating to only get a 2k thats what were talking about here.
And you're missing the point that this "cheat" was nothing more than ensuring this competitive Blight went up against a competitive team.
The Blight played competitive every game. The "cheat" was to meet his competitive Killer playstyle with competitive Survivor playstyle. That is not a cheat that you can say "Killers are overpowered vs. Survivors", they met him on a level playing field, where his strongest and most broken stuff, was met with their strongest and most broken stuff.
You're getting too hung up on saying "cheated to win" to push a narrative my guy, and that narrative doesn't hold up.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679273#Comment_3679273
Im pretty sure in a comp setting the killer knows who they are playing also and im pretty sure that's a HUGE advantage.
Undone by the fact the streak was won by a player playing comp strats, against players who were playing public playstyles and had no idea who/what they were against.
So the point is moot. He was playing comp in pub games. The streak means nothing. Taking down a comp players public game winstreak using comp strats shows the game was even.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679266#Comment_3679266
Exactly that's cheating lol thank you for agreeing. Also even if he runs the same build every time you wouldn't know if it was him you are playing unless you stream sniped.
You're overweighing man, dont be a smart ass, you know what I'm saying. They cheated in so far as they had exact knowledge of who they were facing. That was the only advantage they had... and in comp circles that isn't really an advantage.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679260#Comment_3679260
You're forgetting the point where they had to cheat to even tie.
By stream sniping him? They have callouts anyway in their regular comms.
What is watching his stream gonna do? They already know his perks, cause he runs the same things all the time. They already know his position and what he's doing by regular callouts. A comp team does not need to stream snipe to work out where he is. They already know.
The only cheating aspect here really is they built specifically to take him down with teh strongest stuff they possibly good. Once the game was underway they beat him legit to my knowledge.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679248#Comment_3679248
Sure....But what it does do is make people want to quit playing and that's the problem.
Oh sure, but my point is, any attempts to point at these and claim any kind of issues with "balance" is, winstreaks played like this are a useless barometer for balance.
As we saw with the Blight game, a fully coordinated comp team matching him at his own game, tied. Which is why I'm stating, that playing a comp playstyle in a public game lobby is not impressive.
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Personally a near 2000 kill winstreak on one of the strongest killers, using the most busted and powerful perks/add-ons/strategies against public teams, doesn't impress me.
In fact none of these win streaks impress me, and none of you should put any stock in results like this.
I used to go 70 kills to 3 deaths in public games regularly in Call Of Duty 4: Modern Warfare, and I was using competitive restrictions, meaning perks were locked at more ammunition and more damage, no 3rd perk slot, only basic tier guns, only iron sights. I was a "rusher" so would sprint around the map trying to win every exchange I could while running as fast as possible at all times. Each of those deaths were to things like Claymores, Grenade Launchers or random Airstrikes/Helicopters.
Go onto a comp game, and I'd be fighting hard just to go even vs. pre-nades, snipers, and ofc the enemy rusher.
Crushing public players is not impressive if you're playing a game competitively.
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Myers is a bit of a special case, because unlike Iri Head or Pinky Finger, the instant down is a natural part of his power...
Myers needs a lot of work... He has a whole slew of issues that need addressing: -
- Improvements across his basekit to get out of his abysmal slow start state.
- Help once the slow start is over so he's not just a slightly more potent M1 killer.
- His is the only power that completely turns off after enough time in the game if he hasn't been able to convert it.
- He needs something done about his instant kill add-ons, only one of which is artificially propping him up. (That's right, he's that bad, that his JMT add-on allowing him to kill a survivor outright... he's still considered weak).
I love Myers, but on the scale of things that are a problem, trust me, Fragrent Tuff of Hair is pretty low down on his list of to-dos, and tbh, actualyl well balanced in it's current state.
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@GeneralSkien said:
No Mither in its current state is kinda a joke perk, which kinda sucks since it’s such a unique perk. I have an idea to buff it to give it new functionality, while keeping what made it unique
Added functionality:
start the Trial with 1 token.
every 220/200/180 seconds gain 1 token, up to a maximum of 1 token. The next time you would be put into the dying state, consume one token and ignore the damage. (Like MoM)
The timer is paused
• while in chase
• while hooked
• while in the dying state
• while suffering from the Deep Wounds status effect
The problem with this, is it basically functions like a normal 2 health state while like this, and encourages the killer to tunnel while the survivor doesn't have tokens.
It's original purpose was to synergise with Dead Hard, but now that Dead Hard isn't available until unhooked, whatever niche No Mither brought has been totally lost.
@YuffieGreatestWaifu said:
Simple idea new status cannot be healed but you keep your current health state until its gone. No mither and Spiders should cause injury but they should not be allowed to heal back to full.
Actually that's a pretty clever buff. They will always be meme perks, but there are situational builds one can play around with, and this would make it kinda cool to craft builds for.
Doesn't need a new status mechanic, simply make it where once you lose a health state, you are permanently broken. This means you start the trial healthy, but once you are injured, you cannot be healed.
This would have the effect of not giving the No Mither away, and would actually make it useful against the likes of instant down killers or Plague, who may proceed to slug, not realising No Mither is in play.
If it still needs a little more, No Mither could also make it so aura reading perks cannot reveal a survivor in the dying state. This would actually make Tenacity worth a damn on No Mither.
Legit No Mither, Tenacity/MFT, OTR/Dead Hard and Resilience would be kinda decent... 🤔
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678533#Comment_3678533
Even as someone who mains a tp character such as onyro, I get disoriented too
Same here!
She's my most played killer but I still find myself getting caught off-guard sometimes when popping out of a TV.
@MechWarrior3 said:
I totally get it. Even as someone who mains a tp character such as onyro, I get disoriented too. I’m certain they do this on purpose. It’s even done with dredges remnant and you have to use a brown addon to correct it.
Onyro pops out of the tv and if I wasn’t exactly paying attention to the direction of the aura of where the tv is facing and I tp? I need a sec to gain my barrings plus make sure nobody is hiding being the tv lol
Indeed, the one saving grave with Onryō is at least you can't move for a moment before the TP ends, so at least the bearing finding can start as you transition... though would it be such a bad thing to be able to look around maybe 30 degrees as you come out of the TV?
That would be nice... slightly angle yourself as you come out of the TV too... nice QoL change
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With Wicked basically making Breakdown redundant, I still think Breakdown should be made an anti tunnel/camp perk.
Breakdown
Each time you are unhooked or unhook yourself, this perk activates and the aura of the Hook you were saved from is revealed in yellow for you and unhooking survivor for 80 seconds.
- When the Killer hooks either survivor on this hook, the hook is broken and the survivor instead drops back onto the ground into the dying state and gains 30/45/60% wiggle progression (to a maximum of 99%).
- A hook broken by breakout does not respawn for 60 seconds.
I don't think it even needs the long time limit for creating big hook dead zones, the wiggle progress gives plenty of safety to recover and reset.
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@HamsterEnjoyer said:
I had very high hopes for this killer, after seeing the trailers and reading the lore, I was VERY hyped.
But the gameplay against him just feels so miserable and it feels like I can't even play a single match against him without dying.
His ability to make me only play with my left hand is sickening and there needs to be a control scheme for it when facing him. I have this issue with no other killer but Im tired of playing one handed for the past 3 days
God damn it man you actually had me going for the first 2 paragraphs... flipping got nerd rant whiplash when it actually landed... the rest of the thread just makes it worse xD
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Problem with Wraith is the same reason mid-lowbies dislike Legion or Blight. He easily catches up to you and has you any time you're in a minor dead zone; there is absolutely no hold W.
Being OK at looping isn't enough at low level either, you need to actually have good loop and tile connection knowledge to make him work, otherwise he just runs up next to you, comes out of power, and you take a hit, or you just run pallet to pallet and hope there are enough in the map to win. Even if you get a strong and easy to chain set of tiles, there is always the chance you lose the mind game normally.
He's not OP, but he punishes pretty minor positioning mistakes well, and is a pretty harsh skillcheck for low to mid level players... especially when they're tunnelling.
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Two scenarios I get stressed: -
- The rare occasions I somehow manage to loop a killer for 2 minutes and not a single gen pops.
- The common occasions where I respect a pallet, and the air pressure from it being thrown stuns me anyway 😒
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@Ariel_Starshine said:
https://forums.bhvr.com/dead-by-daylight/discussion/407983/sable-mains-show-off-your-outfits
When I saw this in game I was like wth, it's the same thing I'm wearing lol.
I've now seen it a few times... and like any metal/rock/punk/gothic edge lord wannabe, conforming to the rest of non-conformists ruins it for me... so now I've unlocked the white shirt too, not seen anyone use that yet, and I can switch between the 2 as needed 😏
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This thread I feel kinda nailed it
@ays12151 said:
I made some changes to my last post about my Bubba Buff Concept and I want to share it in here.
The Cannibal | Base Kit Changes
On the screen you can see my suggestions to change Bubba at his Base Kit. I nerfed his Chainsaw while being very close to the hooked Survivor. It would be much easier to juke Bubba and make him to trigger a Tantrum. Additionally the penalty for this Tantrum would be tremendously increased from 5 seconds to 8 seconds. Furthermore I would increase time required to charge a Chainsaw while being near the hook by 20%. It would give Survivors a chance to do a trade at least. Time required to trigger a Tantrum with over revving would be 3 seconds instead of 5. I wanted to make it 2.5 seconds, but it wouldn't work with Add-Ons that increase charge time.
Other changes are buffs to his movement speed and Chainsaw Sweep duration. Additionally, according to last Hillbilly Buff I would also increase his movement speed during the Chainsaw's cooldown.
I would add new Score Event for Chainsaw Hits in Brutality Category. Bubba has massive problems to earn Bloodpoints in that category. It's hard to reach even 5 000 Bloodpoints in this category.
https://us.v-cdn.net/6030815/uploads/AHHCDQNWERDD/image.png
The Cannibal | Add-On Changes
I tried to make his Add-Ons very carefully. It's very easy to make Add-Ons too strong while buffing also Base Kit of the Killer Power. According to movement speed buffs I slightly nerfed The Beast's Marks & Knife Scratches.
Note: Chainsaw File Add-On would decrease the Tantrum duration & time required to recharge a Chainsaw Charge only when the Tantrum is triggered by bumping into an object.
Note: The Beast's Marks & Depth Gauge Rake Add-Ons have massive penalties according to the advantages these Add-Ons can provide.
https://us.v-cdn.net/6030815/uploads/1ICRGQCB9UXN/image.png
https://us.v-cdn.net/6030815/uploads/GY1W9CAT2KJP/image.png
Most of his Add-Ons here would be useful and wouldn't be too strong in my opinion. Strong Add-ons would be very good in right hands, but in the same time these Add-Ons can easily provide a high risk for less experienced Cannibal players. On my list I don't see useless Add-On in my opinion. Cannibal has no mobility and that's why he needs to be strong in chase. I don't believe Cannibal with these buffs would be strong. In my opinion his level would reach to B+ - not higher, because lack of mobility give many solutions for Survivors to outplay him.
Let me know your thoughts and maybe some your ideas? Have a great day!
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Had it 3 times myself, unfortunately the third time I got it and unhooked just as I went to second stage, and the game bugged out, on my screen showing I went to second stage, on everyone else's screen I was still first stage, so this led to some weird interactions where when I was caught and hooked again, I couldnt being unhooked, and had no progress bar for anticamp or sacrifice timer.
The other times it procced though it was great, 15s basekit Borrowed Time is jazzy AF. The main advantage I like to the AFC is you can almost always at least trade.
I have never played old DBD before basekit Borrowed Time was added, but I can't help but feel anyone complaining about the AFC, doesn't know what it was like playing DBD without Borrowed Time. The AFC as it sits is certainly not something I complain about existing in modern DBD xD
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I dunno, I feel killers typically speaking are in a pretty good spot right now.
Playing without some form of gen regression is gonna be a rougher ride sure, but there are several good options to pick from that can just slot in a build and be all the regression you need.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677155#Comment_3677155
I suppose my point is short really
Yeah, the wall of text supports this lol.
Thanks for the write up. I'd like to think others often go for x amount of hooks, but given the games I've been getting these last few months... I dunno anymore lol. Seems people are jumpng on the EZ train and just tunneling. And I know I bring it up a lot, but I just keep seeing it most of my games.
Anyway, back to topic! Why are killer perks worse than survivors? Well that's subjective and I honestly don't agree with it. We literally just got a fresh set of perks that makes the killers life more pleasant. The invocation doesn't even work if you finish it while a gen is blocked by something like Grim Embrace. It just becomes 2 minutes of your time wasted, and now you're broken then entire trial. Mind blown.
So no, killer perks aren't worse off. Not saying they are better off, just not worse. Most killer perks work as intended. Less survivor perks work at all.
Yeah it's a sad state of affairs that winning at all costs is how a lot of people play.
I got in a debate the other day that went nowhere, about the objective of the game, and how the theme of DBD by serving the entity is rewarded more than just "winning". More off topic rambling:
I still maintain you can't call your invisible MMR stat your objective, because there is no means of nessured your progress or acknowledgement from the game. Your actual objective is the pips and Grades, because that is all the game itself tells you at end game... and that involves gettibg as many hooks, chases and power uses as possible... not just killing players as fast as you can. It's why Tombstone Myers always scores crap in end game.
Point is playing more fair, and taking the harder route is rewarded more in DBD than tunneling players out and camping out hook stages.... but it became apparent in that conversation, having that mindset is a minority. 😒
In any case, to stay on topic, there are a slew of less useful perks on either side, but I think the main difference is perks for killers get 34 chances to be useful with all the different killer powers. Survivor perks only get 1 chance to be good, and the fact they can get used by all 4 survivors means any overpowered perks get abused ad mauseum, e.g. DS, DH, CoH, BT (more abbreviations please).
So I suppose there may be some credit to saying survivor perks are worse, but it's not really a useful question, as given how the game works it's inevitable, and the only question that actually matters is, is the game balanced? Hard question to answer, but I feel for the most part it is, more than it seems to be in the past at least.
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I'm basic... though I liked the pink hair instead of the purple. 🤔
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677047#Comment_3677047
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677155#Comment_3677155
I know I have nothing to do with this conversation, but just wanted to say I appreciate how well spoken and respectful both of you are. Your replies are always a joy to read :)
🧡
Click to view the GIF -
@Spare_Them_Mori_Me said:
If I may jump in!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676768#Comment_3676768
If you don't have a slowdown perk, you have to really play really serious and dirty to not get completely steam rolled.
This isn't personal, I just see it often and wanted to touch base.
Do you really believe this? If you dont bring a few regression perks, you're screwed unless you play sweaty?
My pool of players who are still left and myself often chat up things from the forums, and this talking point is only spoken of by killers. you do NOT have to play like that to win. I refuse to run slowdown and do fine. With Trapper. So I'd just like clarification why this keeps getting brought up, and I know @UndeddJester is well spoken and can deliver a good synopsis, if you'd be so kind.
I'd likely be your personal view, but thats fine, I'd love to hear it! :)
That's kind of you to say, I genuinely appreciate that. 🙃
I suppose my point is short really, though if I were to say "if I don't take a slowdown perk, things start to get noticably tougher", it wouldn't be useful, so I guess the best thing I can do is give insight into my playstyle, as a player who has only really known modern DBD and it's recent states of balance.
I speak mostly from my own experience as a relatively new 1000 hour player, and as someone with a fairly unhealthy amount of content watching. I have managed to adept every killer/survivor and complete every achievement within that time, and I regularly make attempts to pick a perk and then try to make a build around it. I have also made pretty decent headway on a lot of the tomes/challenges within the game, and I also usually operate with that old school "I might need it later" gamer mentality of rarely using strong add-ons on either side... I'm also cheap 😏
Throughout that time I've always had the same mindset, always play to win for the first 10 hooks... however, try not to tunnel (usually give 1 clear "I will let you run away in the opposite direction if I find you first" chance), try not to camp, usually waiting until hook 6 before I sacrifice anyone. I don't particularly get enjoyment from winning by crushing my opponents, I get far more enjoyment when I feel I've played well and put in a respectable performance, preferably with a close score. Usually I only take a 4k when I feel the 4th player has been egregiously selfish and left their team to die. This is also to say, my favourite killers tend to be the not so strong killers, like Trapper, Myers, Nemesis and of course Pig (I also like how I can be clever and quirky with builds on these characters).
I've of course gone against absolute bambis, both as a bambi, and now as a more experienced player, and I've of course been thrown into the meat grinder and gone against absolute monster survivors who make me look like a total fool at every turn, and been lucky to get out with more than 2 or 3 hooks.
All of this is to say, that in that time of playing the modern game of DBD (I've only been playing less than a year), it is absolutely possible to win while taking absolutely no slowdown perks... however every small mistake, every lost 50/50 against a reasonably good team catches up with you very quickly, and the snowball effect of a single bad chase is very high without some kind of slowdown, to the point you have to switch gear and start viciously defending a 3 gen if you still have one (which ofc is a problem to do now 😅).
When not running any slowdown perks, it is my experience that every game will come down to 1 gen almost every time, almost irrespective of how well you play, unless hou are playing a naturally very strong killer with auras, such as Spirit or Wesker (I suck at Blight and Nurse, but you get the point). Survivors have to be really wasting time in order for this not to be case, and this has also been my perspective as Survivor as well. Many times I've looked at killer builds after they've been smashed, and noted that they've either lacked slowdown, the slowdown doesnt synergise well with their killer, or they didn't actually use their slowdown effectively throughout the game.
We've all seen those games where a killer has had a slightly slow start, goes for their 2nd hook is already down 3 generators with a 4th well underway, and as player who makes a point of not playing nasty, it doesn't take much to get in this situation. As a rule of thumb, to be on good pace for killer you should be aiming for roughly 2 hooks per generator if you don't want to be scrambling at end game.
So I suppose my conclusion is, yes, with enough skill you can play without slowdown perks, but against survivors of equal (or obviously better) skill, you better not make a single mistake or mess around, because it will snowball very quickly out of control, and from my perspective, you should be going into a non slowdown game knowing you're gonna have to step your game up 😁
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676629#Comment_3676629
Is it also intentional that the invocation loses progress like sloppy butcher? The perk is way too weak for this to be intended.
Also, this may be the funniest post I’ve seen on this forum in years.
It does seem like it doesn't even need an injured/broken penalty if this is how it works, or should regress extremely slowly, if at all. Just the fact you sit for 2 minutes leaving your team in a 3vs1, in basement where your progress can be halted for basically a free injury/down/basement hook already seems enough downsides.
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Was anyone other than me unable to resist having a basement party with all the Sables? I dunno why, but I started looking around the new map and just had an urge to go exploring instead of chasing... I just meandered round the map until they started following me.
We shopped the food stand, had slushies, popcorn, watched the movie, even shared a beer at the table. Shpuld have gone to the arcade... that was a missed opportunity... but I gave out hats to everyone and we chilled under the cinema... they even gave me 8 hooks, though 1 let their head pop despite my best efforts to convince them otherwise.
Sadly noone brought Weaving Spiders to make it a true goth sleepover... big disappoint.... so we basically pretended it was there...💧-🐽-
It was weirdly the most wholesome goof around game I've ever had in DBD... but holy crap the boops! I've never been booped so many times in such a short space of time... it was enough to start getting a little self conscious...
A little known about hazard of playing Pig... o🐽O
It's this weird dichotomy where you get the impression some Pigs are absolutely hated... yet for some reason people love to goof off with Pig more than any other killer I've ever played xD
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676640#Comment_3676640
Hmmm not sure about that. How much time does Lithe really saves you? And how often does it trigger? That is a difficult question and even more complex and impossible to answer then Deja Vu vs PR.
We can compare slowdown perks with perks that increases repair speed and maybe chase perks but hardly crossover.
I think we can fully agree that perks are hard to compare. How should we realsticly know the amount of time, Spirit Fury saves on average? Or Sprintburst? None of us can say a number with a straight face.
Where we maybe disagree is who the better perks overall has. And that is fine. For now and for me it is killer. But when i remember back 2018 for example, it was clearly survivor.
Last but not least, it is a meta thing. Right now, Tunneling and proxy camping is the 2go strategy. And the anti tunneling tools for survivor are very limited. A strong buff to DS for example may even swing the tides and suddenly, Survior and Killer are again neck on neck with how powerful perks can be.
That's fair, and I'm happy to agree to disagree.
The one thing I will state, is that there are VERY few builds that a Killer can realistically get away with that don't involve at least 1 slowdown perk, even if they are not playing in a serious and sweaty lobby. If you don't have a slowdown perk, you have to really play really serious and dirty to not get completely steam rolled.
My personal take is if all players take maximum meta, it's pretty even. The problem is, survivors have 4 times the chance to not be playing full meta against a killer who is, and generally I think it's fair to say, the Killer wins when survivors make mistakes, and there are 4 players worth of mistakes that can be made... but a team that is on it, running strong perks, is VERY hard to beat if you aren't (and a lot of the time even if you are) bringing the best perks you can bring.
Y'know... outside of God Nurses and Blights. :D
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676556#Comment_3676556
The value is hard to compare, because Deja can have flat value without getting interrupted at all (no regression), or you have to do the equivalent of 10 generators. Both scenarios are rare, but they are possible. On the other side, PR could possible only have 4% value when every generator is at 1%. Also, extremly rare. It can also have the value of the full 100%, more likely but also not always the case. You get my point.
Lets assume, we get with both perks full value.
Deja Vu cuts off per generator 5 seconds. So we would take the combined value of doing 10 generators (extrem example), which is about 50 seconds in total. This is about the equivalent of 2 PR hooks. Even in extreme example, PR is much superior then Deja Vu.
We would need more data to 100% say what is better, but from my personal feeling, PR value is at about 80-90% and it is rare that survivors have to repair more then 7 or 8 gens in total.
Well I suppose my point really is that trying to compare these perks is a fruitless endeavour.
- You compare Deja Vu to Pain Res in terms of time saved, Deja Vu looks incredibly weak.
- You compare Lithe to Pain Res in terms of time saved, Pain Res looks pretty damned weak.
We know that isn't true, but mathematically we have to drastically simplify the equation to try and establish any objective truth, to the point that it almost becomes pointless to argue.
I would argue that the top 10 perks for survivor are just as good as the top 10 perks for killer. Every 10 seconds you buy as survivor multiplies in value to anywhere between 1 and 3 times, depending on what your team is doing, because that time you saved doesn't just affect your time, it affects your whole team.
E.g. that 25s that Pain Res gets back for the killer on 1 gen is dwarfed by the combined progress made on the 2 other gens by however long that chase smd hook took.
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@sulaiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676556#Comment_3676556
Just out of intrest, how would you weight something like ultimate weapon, which helps you find survivors faster, interrupt them (which can be important sometimes, like cleansing a hex totem), and give blindness. therefore denying common information perks like windows of opportunity?
To date this is my best response to Ultimate Weapon:
Used to be quite vocal on this perk, kinda chilled out about it now, but the primary issue I see with it is purely its availability:
It is a Swiss army knife that allows the killer to find a particular target when they need them... it's not so much that the perk itself is the problem, it's more the nasty play styles it helps support that I think is where it takes the flack, especially on the strongest killers.
- Tunneling is easy because you can always find your target you want to tunnel, and can combine UW with Sloppy Butcher to really make it hard for that person to hide from you and heal. It also bypasses OTR and other methods of blocking aura reading.
- Camping is easier because it reveals anyone coming in to save from afar to help you stall the stage, and blocks survivor aura reading near, so it makes it really hard to coordinate saves without voice comms.
- 3 genning (the normal kind of 3 genning) becomes really strong, because you patrol with significantly less effort, and can make it really rough with perks like Dead Man's Switch.
- Slugging for hatch is basically a guaranteed kill that the survivors cannot prevent in any reasonable fashion (and its already nearly impossible to escape if the killer slugs, UW makes it no point of even trying).
- Other nasty strategies like Head Pop Pig and Devour Hope Demogorgon.
I have over time come to think, the issue isn't so much UW is overpowered... It's more the fact it is especially irritating to play against, as a result of:
- It is more effective vs. Solo players compared to SWF.
- It helps facilitate some particularly nasty methods of play (see above)
- It's disproportionately strong on mobile chase killers compared to less mobile killers, which exacerbates all the above issues even further.
It being very unfun and annoying may not be enough to nerf it... but I don't think its unreasonable to rework it.
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I assume nothing with regards to anything the man, the myth, the legend Mathieu says... nothing he ever says can be trusted; he plays us all like a fiddle and relishes every minute of it xD
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@xEa said:
Both roles have bad perks, but right now, killer at least have the better top 10 perks in general.
PR, Pop, Corrupt, UW, Grim are objectivly speaking better then WoO, Deja, Lithe, Adre or Self Care.
I think that statement is a little misleading, as this game is an asym. Of course the killers perks are stronger than survivor perks on a 1 to 1 ratio, because the killer has 4 perks vs. survivors 16 but this game isn't objectively quantifiable on a 1 to 1 ratio.
The only way of even attempting to compare these perks is weighing up time saved completing gens vs. time bought preventing completing gens. E.g.
- Pain Res for example returns the killer 25s of gen progress instantly, 4 times, which is an overall 100s of gen progress returned at max value (plus regression), but let's assume you get max gen hits and survivors are there to immediately the stop regression with 4.5s repair.
- Deja Vu saves a total 5.4s per 90 gen charges per survivor. If we say all 4 survivors take it, lets say on average they have to complete 150 charges to account for interrupt and regression, which Deja Vu saves 8.5s per gen. Across 5 generators that's (8.5s × 5gens) or 42.5s. Seems a lot worse, but of course, it's value gets lower when the survivors do better, I.e. loop longer and no additional regression. There is also the issue that these bonus can be applied at the same time on different gens, which makes the true value much harder to quantify.
- Compare instead vs. Lithe, Lithe is a 1 to 1 chase, like the 1 instance of Pain res firing off, so a better metric. Lithe should at least be able by raw numbers to extend your distance from the killer by (1.4m/s × 3s) 4.2m in a straight line, but the killer has to traverse to get around the obstacle. Lets guesstimate if played well at a decent tile it takes the killer 2 seconds to clear the obstacle and start chasing you. At 6m/s for 2s, that's 12m + the last second of Lithe vs. the killers speed (1.4m/s ÷ 1s) or 1.4m. So 13.4m distance before the killer even starts to catch up. 0.6 m/s difference over 13.4m is (13.4m ÷ 0.6 m/s) = 22.33s.... oh dear... If every survivor takes Lithe, that actually makes each 25s instance of Pain Res inferior as the survivor even gets the 165% boost from taking 1 hit and the chase keeps going.... all of this potentially while 3 survivors are working on gens... thats 3 times the time value for this survivor on every second they save.
Clearly there is an issue in trying to objectively measure perks this way, and we're simply not comparing oranges and oranges here. So the statement "Killer perks are better than survivor perks" isn't really demonstrably true in any kind of objective measure.
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@[Deleted User] said:
Buff Legion 😩
- Frank's Mix Tape's pause effect base-kit (also now works for searching lockers, and snuffing totems too)
- Blood pools visible during Frenzy
- 2.3m/s cool-down speed (was 2.07m/s)
- Bloodpoints for downing Survivors during Frenzy
- Decreased visual effects when Frenzy ends
This can literally be done within a few days max.
https://forums.bhvr.com/dead-by-daylight/discussion/370508/tatarius-legion-update
What's really nice about these changes is none of them really buff Legion with any crazy gameplay revolutionising affects... they all just make Legion smoother and less clumsy.
Not so hot on the Oblivious Killer Instinct part, only because in SoloQ you can't hide from Legion most of the time, and if you're being tunnelled, he can chain hits to find you, so pre-running to tiles can keep you alive. Being made Oblivious means you can't pre-run, but also at least means he can't track you with FF... and this change removes that...
However wouldn't be a deal breaker really, and all other buffs are an unconditional yes.
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Any survivor booping a Pig's Snoot should know it's a gamble. Maybe it saves your life, maybe it kills you... those are the dice you're rolling.
If you don't have those players that take a boop as a murder switch, the value of a boop no longer exists, and means nothing. So continue murdering in peace friend 😁
P.s. if you're really tired of it, you could always get the black leather Pig jacket, universal Pig symbol of "Boop me and die".
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- Opening the gate as the last survivor and praying to not be found.
- Trying to get a Pig head trap off with little time remaining and hearing her TR briefly.
- Any time I see a Hillbilly race off in the distance one direction, then 10 seconds later I hear his TR, look around confused and crap myself when he appears charging at me from the complete opposite side, with seemingly never having crossed my vision in between.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675497#Comment_3675497
DBD isn't in a vacuum. Trans people have to deal with all the real world ######### and can't even escape to a game without the bigots piling on. I shared the story of my friend a few posts back. She even had one person finding out her address.
I personally don't think they need to change the skins. What BHVR need to be doing is getting tough and stamping these people out.
At the end of the day I'm not trans and I've probably done enough of speaking on their behalf. I should no better than to venture into these posts.
That something I do absolutely agree with. The people being reported for this, should defniitely face strict bans, if not permanent ones.
The goal of my post, is not to say "toughen up and deal with it", what it's purpose is, is to give practical advice against statements like "this toxicity ruins this killer for me". As I've said, I won't dive into my own issues, but the point that you need to ensure that you build the strength to mentally withstand bullying (whether physical or psychological) is a very VERY long and hard earned lesson in my own life, and it is genuinely the ONLY way to overcome it.
I'm not denegrating trans or LGBTQ expereinces, what I am doing is supporting people by saying, you are stronger than that, you've got this. You should never allow anyone to hold the power to upset you, unless you've trusted them enough to give it to them, and some of the lessons I've learned to this effect, came from people in the LGBTQ community. They own their stereotypes, and don't allow anyone to make them feel ashamed for being what they are, and anyone who tries fails miserably, because they can't get a rise out of them. It's a very powerful tool that is important for anyone to learn, and I'd argue, vital for anyone on the internet.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675470#Comment_3675470
"Believe me I'm very well aware of that."
Judging by your response and some other interaction I've had with you I really don't think you are aware of it though. I engage you because I really don't think you come from a bad place. Otherwise I would just ignore.
You seem to act as this is just about some mindless teasing.
Surely I don't need to explain to you what trans people have to go through on a daily bases? Laws against them, constant hate for just existing, even murder. I can go on and on So, no, "just ignoring the bullies and getting therapy" is not going to stop trans people being victims. You can't rise above people who want you eradicated.
We're not talking about people getting attacked in the street and laws across different countries and cultures.
We're talking about DBD in-game skins, and insults in end game chat. DBD is not the battleground for this issue.
The Unknown's skins are exactly what they look like. A hideous monstrosity wearing people's skin as a suit. There is no correlation between that and trans people at all, and anyone trying to upset people by claiming there is (which is all they're doing... they're trying to upset people), should not be given any attention or power whatsoever.
It's the same thing as terrorism. You give attention to it, you fuel the cause and create a divide between people that helps drive the terrorist agenda. If you ignore them, barely give them any attention, their cause doesn't create the hostility it's trying for. I for one have no intention of giving attention to people trying to push an anti-trans agenda by banning skins that some idiot on the Internet is trying to use to push that agenda.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675338#Comment_3675338
It seems you are trying to come from a good place but words can and do cause harm. I'm not the best at expressing myself so I'll just leave this link. https://radicalcopyeditor.com/2022/02/23/the-power-of-everyday-language-to-cause-harm/
Believe me I'm very well aware of that.
I won't go diving into my own issues in life, because comparing challenges is pointless, but the one fact of the matter is, the world is never going to stop punching down on you, no matter who you are.
You can try to silence and subdue all forms of hateful and hurtful things people can say or do all you want, but it will never be eradicated, there will always be more people who do it, there will always be some scenario where its going to sneak through.
The only way you truly beat any form of bullying is to learn how to rise above it. That's a lot harder to do, and it's much easier to call out to social media for validation and protection, but it is the only way to truly end its power over you.
I'm not pretending it's simple or easy to build inner strength and resilience, it damn well isn't, I myself still get it wrong and get in my own head from time to time, but you're only truly a victim if you let yourself be a victim...
To my mind its very important to acknowledge that something that "triggers" you is a weakness that people who intend you harm can exploit. Whether you get therapy for it or however you solve it doesn't matter, but addressing and committing to working on and overcoming that weakness is the first step to removing your enemies power over you. That is how you beat bullies.
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@ResidentLeaf182 said:
As nice as it would be, I feel like it would create lobby dodging amongst survivors, especially if a perk you run is deemed "selfish."
A little message in the bottom right saying "low queue priority" would help mitigate that 😏
Even if it's a lie and just adds a random 1 - 3 minutes where it doesn't add you to the queue at all, it would work 😉
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@Devil_hit11 said:
funny. I was thinking of overcome rework just two days ago.
The rework was following:
Press active ability button when walking to injure yourself and gain a 50% haste effect for 4 seconds. You become injured and suffer from deep wound status effect.
Overcome causes exhaustion for 60/50/40 seconds.
Overcome cannot be used while exhausted.
This is sarcasm right?
I think it is, but I can't quite tell for sure in text... Just for interest sake, why would I ever use this over Sprint Burst or current Overcome?
Maybe some outlandish MFT, Resilience build?
Regarding OP: this hard counters exposed? Kinda seems a bit targetted on Myers and Ghost Face, Bubba and Hillbilly, especially as it takes no activation or input from the user.
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Most advice already hits it, but the other important part missing thus far, is know his cooldown. Once he's shot at you, he doesn't have another shot for 7 seconds, plus a windup of I think .5s.
You want to ensure you're not locked in an animation before that point he gets another shot, so throw pallets or vault windows up to 5 or so seconds after he shoots, otherwise its best to try and greed.
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Doesn't there come a point where someone's actions are so lame/pathetic that it wraps back around to being funny?
That's not me trying to diminish the problem btw, but I have followed you a while friend, and you have experienced quite a lot of people targetting you because of using the pride flag. Those people would do it with or without the Unknown cosmetics, and have done so for a long time....
How exactly is the Unknown different from the harassment in end game chat and the tunneling you've usually experienced? Reporting and action being taken is important sure, but I'm hoping you'll catch I'm more focusing on your own mental health/mindset, which is far more important.
You know these people are pathetic, and have no hold or sway over your value. Don't let them gain power over you by allowing them to upset you. They aren't worth listening to, and if someone is genuinely trying to upset people with this BS, you're a pro at this point, you've seen way worse and should be thinking "Really? That's the best you've got? LoL".
You're not a victim friend. Keep your head held high, own the insults they throw at you, and don't let them gain an inch on you. If they can't intimidate or upset you, they have nothing, and you win.
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I've not had a chance to sink my teeth in yet, but played against a few Pigs. It's great to see her more popular. 😁
Still evidently not too strong with ambush though. While it seems more potent, a lot of the same old moves work, but you definitely have to respect her more than before. If you pre throw a pallet too early and the Pig traps you there, it's a much harder mind game to win.
Great to see 😁🤘
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@LeFennecFox said:
Evil incarnate because survivors will do anything except give u a simple achievement and not much you can do about it
Personally I feel like Mori kills should also count 😒
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£6.49 on UK PlayStation, or $8.30.
Given its the price of 2 cups of coffee either way... not too upset about it... if I was a kid who saw my parents ever buy a Costa or Starbucks, you can bet I'd be using that as ammunition... 😏
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Wow... those eyes on Trickster yo... they're really frigging good... and Oni's are just damn... I must know your artists secrets... 😶😖
I assume they're varnished? If not you may be worth getting a really good matte varnish to protect that beautiful paint job.
Best one I know date is Winsor & Newton Professional Matte Varnish. Awesome work! 🤘
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If you make killer weaker than survivor, noone will want to play killer, and then you don't have a game.
The game already forces you to play pretty hardball on Killer if you don't want 5 gens to pop in 4 minutes, 1 inefficient chase and you're in a desperate scramble from that point on. Literally every killer build, regardless of skill or chill will have AT LEAST 1 slowdown perk, because otherwise you are quite likely to get smashed even if you're super efficient on downs...
I eventually realised playing this game, you can't really enjoy it if you go hard on playing to win. I could take Sprint Burst, WoO, OTR and Distortion with Commodius + BNP + max charges, or I could play Blight with Pop, Pain Res, GE and No Way Out... but why would I?
Neither of these things are fun or interesting, but there are people who run these kind of builds, and you have to accept you'll face them time to time. Taking this game too seriously will kill your enjoyment faster than anything any other player will ever do.
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Alternative to grass, if his traps had a colour pallet that matched the realm he was in, that would help.
On a map like Midwich, where it's small, has nice doorways, a small number of entrances on esch room, dark, and his traps match the colour pallet, Trapper can actually do work, especially if he is running bloody coil.
However fundamentally Trapper's problem is the pace of the game has left him behind. He's a slow start set up killer, but his power is not especially strong to reward that set up, and is too easy to counter either by disabling the trap, or by just running around it. He still relies on very specific survivor mistakes to really do anything, and basement is his only real place where his power truly comes online.
You could load buff after buff after buff on him, like basekit Bloody Coil, Trapper's Bag, Secondary Coil/4 Coil Spring, Serated Jaws, and he'd still come up short, likely become extremely unfun to face.
If we accept he's never gonna be top tier, and focus on just making him as fun to play as possible, 2 changes I would like on him: -
- 3 traps carry capacity basekit. (Starting with 2 is fine).
- Allow him to grab a trap from a locker on a 45s cooldown, which will despawn the furthest unset trap from him in the map.
Would at least make it so you can trap on the go, and still have a trap on hand at all times to lock down a loop when you need to.
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@jesterkind said:
As ever, Adriana is a hot topic on the forum lately, and I figured I'd throw my hat into the ring talking about what I think her problems actually are, and how I'd go about addressing them. There are a number of things in this post that I want to address, but most of them are relatively minor, and I'll be explaining why I think each change would be a good one as we go.
1: Hacking a drone should remove a stack of Lock On. This would be a good idea for a few reasons, in my opinion, but the two biggest ones are the following: It emphasises her current counterplay and makes it feel both more approachable and more impactful, much like the nerf NOED got in 6.1.0., and it also allows us to maintain one of the more interesting bits of skill expression in Skull Merchant's kit - the ability to place semi-hidden drones that can actually surprise survivors with unexpected scans - without rewarding the killer too much for not being there to follow up on it. So, one hack would equal minus one stack, allowing you to correct for a drone you didn't see coming if you go disable it immediately and allowing you to reset properly if you manage to evade the killer.
2: Either add a cooldown to changing rotation direction, or more ideally, add a tell. The ability to change the beam's direction is a welcome addition that adds some complexity and skill expression, but I do feel it's a little on the free side and it can be spammed a little too much until it just takes survivors off guard. A short cooldown in the five-to-ten second range would be one way of addressing this, but making the drone just beep in confirmation so the survivor knows to adjust (if they have room to) would probably be more fair.
3: Overlapping drones should be... adjusted? I don't think drones being able to overlap is itself problematic, and I think a degree of that is probably necessary to ensure the power doesn't feel too clunky to set down, but it's definitely too possible to overlap the radius of multiple drones at the moment. Lessening that is something I could see being a good idea, though to what degree I'm not sure.
4: Remove Deep Wound from her kit. For the most part, complaints about how many status effects Skull Merchant has don't really hold much water, but I do feel like the Deep Wound specifically is kind of unnecessary and tacked-on compared to the rest of her kit. The temptation may be to defend it with the idea that a damaging power should do something if it hits an injured survivor, but the counter to that would be that the claw trap does do something, it applies Broken and allows for the application of Hindered. This particular status effect is arbitrary and unnecessary, so I think it should go.
5: Drones should stay hacked for longer, but should be more easily discernible for the killer. There's a particular criticism that goes around, to the tune of "hacking drones is ineffective because she can just instantly replace it", but that's not really a fair criticism because in a lot of ways, that's the point. Skull Merchant being forced to go out of her way and re-apply a drone, losing out on the ability to gain stacks from it until after it's armed, is a net benefit for the survivor by a fairly noticeable margin.
However, I do think that the current timer means it can feel a little underwhelming even if she doesn't come back to re-apply it. So, I think increasing the timer up to something like 90 seconds, but showing a hacked drone's aura in red (to differentiate between stealth mode's white and scouting mode's yellow), would allow hacking drones to feel (and be!) much more immediately impactful while still enabling and even encouraging the current interaction of forcing the killer to go replace them, as well as allowing the killer to bank on that drone still being there and reactivated much later if they don't feel like it's worth it in the moment.
6: More feedback when you're tracked. I saw this idea elsewhere and I quite like it- if the Skull Merchant can see you on her radar, your Lock On portrait thing should turn red. This will allow players to better gauge whether she has Haste and how safe they should play, without fully removing the benefits of having that Haste to begin with. It'll also clue newer players in not to try and hide while they're scanned...
(Also, to be honest, I think there should be visual tells for every Haste source in the game, but that's a different topic.)
7: Finally, give her a training wheels addon. Nothing major and certainly not something any of her detractors would care about, but it'd be nice to get a bit of a training wheels addon that shows the beams in white for a few seconds after placing down a drone, so you get some immediate feedback on whether you positioned it correctly. Precise aim is pretty important for good drone placement in a lot of scenarios, so something like this would be useful for players trying to learn it. Replace the Adi Valente Issue 1 addon with it, that's a brown and it's kinda worthless.
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My goal with these changes is not to appease Skull Merchant's haters. The degree to which she's hated is irrational and no amount of good-sense changes would address that. My goal is, though, to make her the healthiest and skill expressive as she can be for both sides, and I think these changes would go a long way towards addressing that.
I am curious what others think, but I'm not holding my breath for particularly constructive feedback. Hopefully, this'll reach the devs alongside (or preferably over) some of the more... aggressive and opinionated, shall we say, posts about her.
I actually posted something pretty similar. Though I do want her hindered effect gone in placed of getting her old claw traps back. This was something unique and interesting to SM.
A lot of the same points I tackle in my own thread, but to quickly address your points:
- Agreed - Though you need a mechanic to mitigate people juat running up and eating a scan, and immediately removing the stack they got. Survivors should always be trying to dodge beams.
- Fine, no complaints.
- Also Fine.
- I would opt to remove hindered and add deep wound as the penalty for getting scanned again, along with her old pallet break for a recently scanned survivor.
- I'm fine with this, though I would be more ring favour of a movement penalty recalling a hacked drone and have it take 2 seconds. Make the choice to grab it back meaningful. The fact you can remove a stack hacking a drone is plenty incentive to ha k a drone.
- I totally agree with this. I had the same idea.
- Fine no issues.
I also think SM needs her speed I'm chase relating to the survivor she's chasing, not some random goober stepping in a trap across map. The survivor in chase shouldn't be punished for something another teammate does unchallenged.
If you're interested here is my version:
@UndeddJester said:
I do not have as much hatred for Skull Merchant as others do, and I do think the excessive hatred of this character and insta-quitting against her is unreasonable for sure... but there are objectively problems with her new design that one can't in good faith ignore.
I've argued many times I really like the new scan lines approach to her kit. It isn't binary like the old AoE scan system, and sneaking past the scan lines to head for unhooks, move to gens, etc, is something quite unique to SM. It also offers some skill expression where the SM herself can time direction shifts, which is cool.
I've read many discussions on Skull Merchant, it's usually quite hard to pick out useful feedback from the scores of "just completely rework her" or "just delete her", however there has also been a lot of constructive feedback. Taking the most frequently discussed points, these are the problems with Skull Merchant to my mind: -
- Her kit is overstacked, she pushes 1 button and gets so much for it with basically no thought. There is skill expression in this new set up, but there is no need for it, cause her drone does all the work anyway. Off 1 button she closes loops, goes undetectable, scans get perfect real time mind game info, gets speed boosts, builds up an injury with deep wound and broken, gets hindered after that. It's so stacked up on 1 ability.
- Just like Trapper, some people hit her drones even when not in chase. This would be fine, except this grants SM additional speed against whoever she is chasing, through no fault of their own, punishing a survivor for not making a mistake.
- No means of recovery from gaining a stack. Once it's there it's there for good until you get claw trapped or hooked.
- Taking time shutting down her power doesn't really do anything, because she can recall a drone immediately and just plant it new... in fact it's worse because you basically alert her to your presence.
A lot of people talk about bringing back her old kit now the 3 gen system is in place. I feel like this would be a mistake, but there were some cool things about her old kit that could make a return.
Proposed Rework
- Standardise her speed boosts to be 3% when chasing a scanned survivor, 5% when chasing a claw trapped survivor. Other survivors getting scanned has no effect on her current chase. This keeps a survivor responsible for what happens in their own chase.
- Each time a survivor is scanned, their lock on tracker on HUD turns red to indicate they are on SMs radar. It turns yellow when they are no longer on her radar (12 seconds). This feeds back to the survivor the state of Skull Merchant's power on them to assess the situation accordingly.
- Hacking a drone while on yellow lock on removes a stack. Red lock on will only disable the drone as normal without removing a lock on stack. This ensures a survivor still has to avoid the beams if they want to remove a stack, and can't just yolo up to a trap to eat a stack and instantly remove it. However it does reward them for doing so successfully.
- Remove the deep wound from being claw trapped, and just have the injured and broken state as the penalty for a claw trap. A free injury state is already plenty, and broken means a careless survivor cross map actually gets their penalty even if already injured.
- When scanned again with a claw trap, remove the hindered effect, instead now apply deep wound and the claw trap turns red for the same duration as a scan (12 seconds). Vaulting a pallet with a red claw trap will break the pallet. This will not disable the claw trap, it will instead return to yellow. Her claw traps breaking pallets was a unique part of her old kit. This gives counterplay to survivors via windows but with SM able to read all mind games and moving at 4.8m/s permanently after you, and with bloodlust, you're in trouble.
- IF Skull Merchant is too weak - Apply a 5% hindered effect for 3s to make vaulting windows a slow vault. I don't believe this is necessary, as you can take perks to deal with windows. E.g. Bamboozle, Hex: Crowd Control, etc.
- Recalling a unhacked drone is instantaneous. Recalling a hacked drone requires SM to spend 2 second re-establishing communication with the drone to recall it, her movement is slowed by 85% (1.2m/s) while doing this. This means she can't just keep throwing down drones haphazardly, and a survivor disabling a trap can actually hinder the Skull Merchant. If she runs out she either has to stop to get a broken drone back, or she has to pull a drone from elsewhere that she may want to keep.
Final Thoughts
This probably isn't going to change a lot of the deep rooted opinions of her, but it does at least remove some of the more frustrating and overstacked elements of her new kit, gives her some of the cooler parts of her old kit back, allows good survivors to use their skill against her, and gives a little more information to the survivors to understand what is going on.
Thoughts?
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672640#Comment_3672640
she can keep track of the lines and crouch for a bit to avoid it. she had the distance for it. she can also stand still while it passes, but it's better to crouch there.
also why try to mindgame this pallet at all here? just a bad idea against a good killer.
the other 2 stacks were maybe avoidable too. maybe even more easily.
the killer is using their power, you gotta give something up, be it distance, resources or the hit. it's normal stuff. if trapper or hag had a trap, she would need to go around it. if there were projectiles, she would need to dodge, etc etc...
you can't always just run forward
I mean, I get that, but the precision required from the survivor vs. Skull Merchant is very mismatched. I could explain, but I dont have to, you can see the difference in skill required to win this exchange. We can see this Skull Merchant gets completely outplayed, and yet the Meg has to land pinpoint precision actions to get away clean.
I like playing Skull Merchant, but it does feel very lazy to play her. She has skill expression I'm her kit, but there isn't really a need to use it most of the time, because of the relative difficulty for survivors vs. SM is pretty insane in her favour.
I posted my rework suggestion to offer some alternative methods of mediating the skill difference, and actually allow good survivors to outplay SM a little more, and make her have to actually work for hits and downs.
