UndeddJester
UndeddJester
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542607#Comment_3542607
I want to correct something with this (which is why I always advise players use the patch notes that we put out). This is part of an AB Test - it's not something that all players will experience (am referring to the Prestige Levels being shown in the lobby). It's also not confirmed that it will be implemented as it's currently in the testing stage.
Oh my bad! Thanks for the clarification @Mandy
If feedback is useful, I think this is a really good change myself. The benefits for not targetting p100's and making lobby shopping harder are good ofc for survivors, however...
From Killer side the main difference is you just go, you don't even think about the lobby beyond items. Even as someone who doesn't lobby shop, one can't help but be intimidated when one sees a high level lobby, whereas now, instead of having to deliberately remind myself to not pay any mind to it, I just go with my own game plan, and thus far seems to work out fine...
My experience is it's a great help to preserving my own mental, and focus more on what I am doing rather than thinking about survivor levels. I've been surprised to have done pretty well against some quite high level lobbies. This was true before, but it doesn't even enter head in game, you just get on with it...
So for what it's worth, that's one thumbs up from a low level scrub!
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@Pulsar said:
I actually don't think that Judith's Tombstone is OP.
It's such an interesting relic DBD history.
With all the other Moris changed from this, the 0 hook mori IS very unique... and is very on brand for Myers. As you say is not really overpowered... as it has soooo much charge... its kinda an obnoxious newbie stomping add-on and nothing more really...
I personally think Myers execution needs to be balanced into his basekit somehow.... like when on Death Hook, a survivor has infinite stalk and Myers can Mori them from EW3... but still not found a clean way of doing it that im fully happy with...
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I'm in 2 minds about this... a closed hatch with 2 players left does help mitigate the "3 gens left, 3rd player slugged, you're postponing the inevitable problem".
This is a problem to solve, but I think you get bigger issues that comes from it.
For the positive side:
Keys are not commonly brought, so something to encourage more item diversity is not a bad thing... and getting a broken key in a chest is just funny, no matter how you slice it. So I don't think it'd change the game drastically...
If added that a closed hatch could be revealed at 2 players, and opened automatically at 1... that does give 2 survivor teams an objective to play around when the game is lost...
For the negatives:
However... there are Adepts... and these are already sometimes really tough to get, and there are a lot of tome entries that are also really tough to get.
The hatch is a 50/50 spawn, the Killer's managed to get where they are winning (hopefully without tunneling and camping).... only so hatch can snatch it away. Allowing Survivors to get pit sooner is a plain slap in the face.
The only way I can see this being fair is if the Killer has basekit Left Behind. That gives the killer can find it easier, and has multiple objectives to defend and play around if he knows the survivor brought a key. Then make it so 1 and ONLY 1 survivor can escape through hatch...
However now you have problem do you trigger EGC or not? If not the last survivor can hide and not try to escape. If you do, you make this really unfair as the killer vs. SWF bevause they can hide at a gate, open the hatch and escape, and the Killer now has to 50/50 guess the gate.
So I think this is likely to cause way more issues than it solves.
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542600#Comment_3542600
So did they fix that, when?
Yeah you can't see people's prestige in lobbies anymore. You could maaaaybe go through player profiles, but that is platform dependant, and if everyone is in the lobby and someone readys you've only got 45 seconds before you're locked in.
So it's not impossible, but it takes much more effort. Its early days yet, but thus far, I've had fewer games where I've roflstomped or been absolutely juiced.
EDIT: Apologies I only half answered.
Patch 7.2.0
- Quality of Life: Survivor Prestiges are no longer displayed in the pre-game Lobby.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542590#Comment_3542590
Pfffff, that's would require a working matchmaking 🤣
I knew that was coming xD
It seems better now though that people can't lobby shop anymore. I'm now pretty convinced a lot of the MMR issues were the result of backfilling. 🤔
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@Piruluk said:
Simple lesson that no other killers can be viable in dbd. Everyone else is meant to be a plaything for survivor mains
I mean... you could... just play who you want?
Your killer MMR is per killer... soooo... if you lose a lot you fall into the correct range for that killer yeah?
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Passionate post, but I don't think DBD is dying at all. They've recently landed massive licenses with Nick Cage and Alien, which are not backlog B movie licenses, they are serious licenses, and you don't get that if you're dying.
I do get a little weary of people saying "devs only care about survivors" or "devs only care about killers". Look I get it, your favourite toy just got taken off you, but in most cases that's because you and many others were using it to beat other kids over the head with.
It is pretty evident to me BHVR does care about its player base. They are constantly trying to bring new and exciting content to their players, despite a large percentage of them spitting through their teeth at them constantly. The complexity of the game causes this to backfire sometimes, and yet there are always people passionate about it.
They have a huge number of people that play the game and tens of thousands of voices screaming for buffs and nerfs and reworks. This is all a natural part of having a successful game... people want more from you and they react much harsher to losing something than gaining something. LoL has been using this strategy for years. Releasing a character OP to sell, then dial it back, because first impressions matter.
TCM is fresh and new, hasn't been mastered yet, and people are having fun. However it's big problem that I can see is that it has a strong potential to be highly optimised. It has skill trees not limited perks, and it has very detailed set map configurations not standardised tiles. This game will be optimised and become a lot more competitive with organised teams. Hell Otz and Hens did a collab released today demonstrating their strategies winning 90% of their games with a 4k.
TCM is gonna struggle for new content to keep it fresh and interesting, so I do worry about its long term prospects once the hype has died down. Only time will tell if the dev team can find a strategy to keep the games playerbase as that playerbase matures.
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@Hanuka5 said:
Yes but Kindred reveals the killer aura when near the hook, that survivors can potentially play around if they want to get the survivor free. UW revealing and blinding survivors means, not only does the amper know when and where survivors are coming, they are Blinded too, so can't even have a decent chance of outplayed the killer.
I get the point, but this "hiding in locker" is not helping with this issue, why do you still want it for the active killer who runs around?
Yeah global notification, so people not immediately in the terror radius have a chance to hide.
Totaly disagree with this. In my opinion there should be no way to hide. In my opinion "off the record" and "distortion" are harming this game. Because they make "finding" perks, counterable. And do you know whats not counterable? Slowdown perks. We allready had the meta where killers played with 3 slowdown perks and took the game until forever and i did not like it.
Its very easy as worser "finding" perks are, as lesser people are gonna play em.
Well its an attempt to not completely remove all uniqueness from the perk, and the scream TR effect is pretty unique... but full disclosure I still think it's too strong.
Regarding stealth, I dunno I think it's a perfectly viable strategy. If the game is totally chase oriented that seems pretty boring. Just follow teh scratchies until you catch up.
Have you ever played Amnesia and Outlast? Amnesia is all about hiding and remaining undetected, whereas as Outlast is more about jump scares and chase. Amnesia in my opinion is the far more tense and immersive experience, and trying to play stealth DBD is similar. Now DBD isn't in the same league as a fully immersive out and out horror game, but is noticeably more tense when you're trying to hide vs. running loops trying to juice the killer... and just saying "no you can't do that cause the killer can always see you with aura perks" feels like a dumbing down to me. Also lockers... why have them if you can't hide?
From the opposing point of view, having aura perks always work reduces the engagement from the killer. I have managed to sherlock my way to finding a Distortion survivor a number of times, and using your game sense to guess and outplay a survivor is really satisfying... like when you have zero clues where a survivor is, and you ask yourself "did they hop in a locker?" And you're right... its a great feeling.
So while this is totally a subjective opinion, I can't say I'm at all against having things like Distortion in the game.
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One thing that might help is this challenge counts if the flashbang goes off as the killer is hooking as well, so even if you don't get the actual save, you can still get the challenge done if you hail mary throw at hooks often.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541921#Comment_3541921
This perk is NOWHERE near as bad as old DH. And I never complained about MFT or DS in the first place. The latter never bothered me as I never tunneled. Problem solved.
Legion is a whole radar. Nobody complains. NtH is also a radar with auras on high mobility killers. Nobody complains either.
This game should be about teamwork, not about "how can we do all 5 gens in 3min". And this perk promotes teamwork.
I am completely fine with that.
And before you say that I am a killer main, I am not. I play both sides.
I play both as well, though I tend to lean killer side... You have a lot more experience me, I can't claim that I know better... however...
Dead Hard was a problem because it was an extremely strong perk that bought a lot of time for survivors, that was very popular and so prevelant that it forced Killers to play in an inefficient way (faking swings, and taking gambles on whether they could swing or not in close chases) just because of the threat that it might be in the Survivors loadout.
Ultimate Weapon is also an extremely strong perk that cuts down a lot of time for killers, that a not insignificant number of people ( who are better informed than me), would say is stronger than any other tracking perk in the game. I have no doubt it will become very prevelant on killers, and as such will force survivors to play in an inefficient way (stacking up on Calm Spirit and possibly even Counterforce to deal with hex perks) just because of the threat that it might be in the Killers loadout.
Even people defending it say it's a strong perk that Killers need with the upcoming anti-camp and anti-3-gen mechanisms coming to the game... You yourself said in order to to deal with it, just take Calm Spirit so it's fine... I don't think the comparison to Dead Hard is completely unjusitified.
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@Hanuka5 said:
Ultimate Weapon gives a loud noise notification to Survivors focused on the kicked generator.
I dont understand, the guys who are on the Gen knows when its beeing kicked or not? Or do you mean a global warning so everyone can hide in a locker for the next 15sec?
The Survivors are allready warned that they are spottet and they are in the outer range of the terrorradius. A normal Terrorradius is 32m A killer movespeed is 4,6 a survivor 4,0. To cap a distance of 32m if you just press W needs 53sec.
"It's literally anti-Kindred"
What do you mean by this? If you are beeing camped, by far your team still knows that you are beeing camped, from close they hear the terrorradius and know it too
Sure!
Or do you mean a global warning so everyone can hide in a locker for the next 15sec?
Yeah global notification, so people not immediately in the terror radius have a chance to hide.
What do you mean by this? If you are beeing camped, by far your team still knows that you are being camped, from close they hear the terrorradius and know it too
Yes but Kindred reveals the killer aura when near the hook, that survivors can potentially play around if they want to get the survivor free. UW revealing and blinding survivors means, not only does the camper know when and where survivors are coming from, they are Blinded too, so can't even have a decent chance of outplaying the killer.
Hope that clears things up! 🤘
EDIT: although tbh, this change is probably still too strong... is still much better than than Nowhere to Hide
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Another potential change might be it only remains active until a survivor screams.
You open a locker and anyone in your terror radius will get hit and then the perk deactivates... but if not it follows you until it hits the first survivor who screams, then deactivates.
Does it cause survivors that are on hook to scream? I think it does, but not paid enough attention because I've been focusing on finding others. If it does, that actually solves a lot of the perks problems.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541915#Comment_3541915
Then the killer chases that person. I do not have seen this perk for camping so far. It is a new, decent killer perk in a while now. If you are so bothered by it then equip Calm Spirit.
Yes ofc the killer chases, but it's a proximity radar my guy, they don't have to catch to be getting value. Usually 1 person goes for the unhook while others stay on gens, and getting found as you come in for the unhook is really bad as you either lose a hook stage on the hooked player, or you have to trade. However you are guaranteed found vs. UW... so you have to send 2, which is a big deal already.
Thing is if the Killer has one affected with UW, pushes them away, the other tries to move around for the unhook, but they can't see the TR... they can't even hear the TR before they get hit... and then they get found too, so they can't go for the unhook without at least a trade either.... and I stress... AT LEAST a trade. That's fine once... but you can do it repeatedly cause its so easy to use UW. There is no limiting condition.
This is one scenario... I'm a killer sided player man... and Calm Mind is not a good perk to be forced to take to deal with UW. This perk is extremely verstaile and is useful in so many scenarios. It's not a decent perk, it's extremely strong... and if you value any other detection perk over it, then you're just objectively wrong.
It's bad for the game dude... if you have ever compained about Dead Hard or Decisive Strike or MFT, you don't get to say this perk is fine without your bias clearly on display.
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@LapisInfernalis said:
The perk actually shows you to when camping is valid and when not, which BBQ cannot do reliably as Distortion is very popular nowadays.
So if the killer sees nobody with UW they know it is safe to leave, but if there are multiple screams right after a hook, it would be dumb for the killer to go and let them get free unhooks.
See that would be true if the effect didn't linger on the killer, but since it does, the Killer can also know that noone is nearby, and for the next 30s they can find anyone coming in, push them off coming for the unhook and blind them as well, so you can't even use Kindred to try and play around the camp.
So for the 60s of the survivor dying on hook 30s of those are basically defended for free... and tbh anyone with a brain will use a locker after a few seconds, not immediately, so that number is realistically more like 45 seconds.
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@Venusa said:
UW makes any other aura/info perk obsolete. No reason to use any other tracking perk when I can just open lockers and know where everyone is immediately. Idk how they didn't see the problem LOL. So I'm open to any change, it doesn't mean the perk needs to be gutted but anything to make it less BS.
TBH I think even with these changes, the lingering bubble is still too strong... xD
- Current UW off locker is better than everything, but especially Darkness Revealed.
- Off generator even with this limitation is still far better than Nowhere To Hide.
- Off hook makes it better than BBQ and Chilli.
- Off down makes it better than Infectious Fright.
- Off pallet makes it better than THWACK!
Perhaps may be better to have to build it up to use it... like keep it as it is, but instead of a cooldown, it only becomes usuable after building 45s of total chase time or something.
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The Addict... Bit of art imitating life there eh? 😏 J/K 🙃
Sounds a bit like its somewhere between Blight, Legion, and the Clown.
I'm not against the idea of a killer having dynamic "modes" they can switch into at will. Most killers currently have 1 powered up mode they are forced into and/or out of, or can only use once conditions are met (like Xeno, Plague, Oni etc). It'd be cool to have one with upsides and downsides to various "modes" that they switch between based on the situation... as long as both (/all) modes were equally viable... we'd likely see perk builds that go hard on one mode 🤔
I think you'd need to wrap some strong lore on this to get traction on it, preferably without stepping on the toes of the Clown or the Blight. How does the Addict have this power? Is this their own design? Something they stole? Are these injections making them effectively a super soldier?
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@SirCracken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541839#Comment_3541839
Thanks for reading my post!
I'm happy that out of all the changes I listed you only had an issue with 3. That's a pretty solid good-to-bad-idea ratio.
Although I'm certain that being able to block the exits during nightfall would be fine. Most games are already over by the time survivors reach the gates.
So having more opportunities to the killer to catch people can only make the end-game more engaging.
I did think about that, and add-on no way our seems pretty busted at a glance... but a lot of things have to go your way at the right time to get value from it, ot can just as easily do nothing for you... so I'd say it has that risk/reward iri add-on thing just fine. 😁
Keep looking at the scream and reveal though... maybe have it the first time they enter your terror radius (im assuming UW will chamge)? Since survivors are Oblivious in NF, them screaming suddenly warns them you're close, but can just as easily send them running right into you... again... iri risk/reward.
And I'm all I'm favour of removing exposed from iri add-ons. It's not very interesting
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Been argued to death elsewhere so won't kick up another debate, but yeah, I saw this perk and immediately recognised the power of a 30s scream bubble on basically a 1 minute cd.
Really nasty build potential, and just straight up better than any detection perk. My easiest comparison is Whispers with a visual marker, that interrupts actions for DMS and totem control. It even causes blindness, to screw with survivors coming in to unhook teammates, so it's Godly for camping. It's busted on paper.
I'm not convinced allowing lockers to stop it is enough, cause you'd have to sit in the lockets for the entire duration.
The way I'd nerf it is to make it a reverse BBQ and Chilli. When you hook a survivor for the next 15s any survivor that enters your terror radius screams.
Can't have it up all the time and use it for camping/tunneling, you have to make use of it fast, and synergies well with BBQ and chilli so you have most info covered.
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I agree with a fair majority of these... though... that is a lot of buffs with no compromises :D
- 2s to lock a locker might be overkill imo, not sure needed along with all the other changes?
- Wooden Plank add-on at 60 is a hefty buff, might be a little too far?
- Mortar and Pestle making channeling at 4m/s is pretty damned strong... I'd be tempted reign that in a tad to say 3.8 or 3.85.
Pretty solid set of suggestions though.
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@tjt85 said:
It does feel very much improved. It's definitely smoother. I'd say the Survivor experience doesn't feel a million miles away from playing on my PC now. I hope BHVR can keep up the good work for future patches.
I still whiff about 5 times before hitting anyone when I'm playing killer, though. But I guess we can't have everything!
By the way, does anyone have any killer recommendations for playing on Switch? My Legion games are feeling pretty rough compared to when I play on my PC. Which ones would you say are the most viable? I'm thinking maybe set up killers like Trapper or Hag could be good (she's a killer I've not tried out yet).
With Trapper, it can be difficult to know where best to place traps though, because the grass is kinda sparse on the Switch maps.
Whiffing is a constant problem I find on console, especially if survivors work out you're on console, they'll start heavy juking and trying to spin you constantly.
As we can't turn as easily as PC, a tip I find helps on any killer, is if someone spins you, the next time you get into attack range, quickly tip your aim up like you're baiting dead hard, and ease off your stick so you walk instead. If they start to spin, stop in place and as they run back into you, turn and hit.
They stop doing it pretty fast once you tag em a few times. GL brother! 😉
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Seems you just need to be more deliberate with it rather than spamming it whenever. The threat of it is still very strong, and the mind games around windows and pallets are still fine.
Skill ceiling of dropping it over walls is absolutely still there, and actually is a genuinely representation of skill instead of just throwing it whenever you feel like it.
"Can't have strong killers" seems a little melodramatic, the change definitely won't stop me playing her.
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@Gandor said:
Thank you. It finally feels like there are things to be done. Turrets are finally meaningful and do at least something + Xeno can no longer mindlessly M2. Very good change and I think this is enough at this point (I want no further buffs or nerfs to the killer)
Ehhhhhh! Thats a beautiful patch note list:
Content The Xenomorph: Reviewed the Remote Flame Turret placement logic to allow for more flexibility when deploying them Decrease the Tail Attack cooldown movement speed from 2 to 1.2 m/s when missing or when it is obstructed Perks: Adjusted the descriptions of Blast Mine, Chemical Trap, and Wiretap for consistency Added…The Xenomorph:
- Reviewed the Remote Flame Turret placement logic to allow for more flexibility when deploying them
- Decrease the Tail Attack cooldown movement speed from 2 to 1.2 m/s when missing or when it is obstructed
- Fixed an issue where The Xenomorph's regular movement speed could remain after downing a Survivor with the Tail Attack
- The Xenomorph is now correctly able to destroy turrets in the malfunctioned state
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It's pretty immersive tbf. On comms with players you tend to goof off, but solo... it feels much more like:
I still have my heart pounding whenever I'm the last survivor holding onto the switch to open the gate...
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https://youtu.be/WcJMdis7_BU?si=CReqmlKPXmDgyrvx@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539527#Comment_3539527
Worth it if you ruined a cheater's day.
My reaction when the killer nails the S.O.B
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It does massively help reduce queue dodging....so that's a win in of itself...
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There are a number of strangely locked cosmetics.... I'm similarly confused as to why all Ripley's head cosmetics are linked to the body and legs...
l can't see how: -
- Ellen Ripley basic cpnflicts with her Out of Uniform or DNA Reflex costumes.
- Chopped locks conflicts with Officer's Jumpsuit of DNA Reflex
- Ripley 8 conflicts with Officer's Jumpsuit or Out of Uniform.
I'm assuming it's for a reason I'm not aware of... maybe its as simple as each costume requires it's own license which has kick bcaks to the original content creators... so it means you have to buy the whole cosmetic for it to be viable for BHVR to get rights to...
The game therefore has the items linked in the store so you have to buy the whole cosmetic, but then there is no separation between store-link and equip-link...
That is my guess anyway... 🤔🤔🤔
EDIT: Also wouldn't be surprised if BHVR keep them linked, as you can imagine the misguided/uninformed mob that would form if they allowed you to equip the individual parts, but "forced" you to buy the whole cosmetic...
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TLDR: neither Distortion or Calm Mind are overpowered or problem perks. They are a gamble that might give survivor a useless perk for the benefit of really not wanting to deal with a certain effect.
Long form version:
The problem with this suggestion/argument is that is it assuming that survivors will run Calm Mind to counter screams, but doesn't take stock of the fact survivors do not know for sure they are going up against screams.
Doctor isn't really countered by Calm Spirit because noone gets to go "Oh its Doctor, I'll take Calm Spirit". If the killer doesn't run a scream perk, this perk is a dead slot that literally does nothing. That's why the versatile exhaustion perks are more common, because they are ALWAYS useful.
You are however correct that having overtuned screams perks like Ultimate Weapon, DOES hurt Doctor, because the power of this perk makes it more commonly picked, and thus Calm Spirit becomes more of a requirement/common addition to builds... but Calm Spirit is not the problem perk in this example, UW is, since its a way better tracking perk than any other option available.
It's the same thing with Distortion, if the killer has no aura read, the perk does literally nothing, and the Killer has access to uncounterable tracking perks like Discordance, Surveillance, Call of Brine and Tinkerer, not to mention other pseudo tracking perks like Deadlock and Pain Res that point you where survivors likely are based on the gens that are getting hit by your perks. I do agree Distortion probably shouldn't charge in chase, as surely staying undetected is the point of the perk, so it shouldn't be benefitting from failing to do that... but I digress.
My point is, you don't need aura perks or scream perks to find survivors, you have plenty of options to find them with uncounterable detection perks, and in a lot of killer cases, basekit Killer Instinct is also there to help you. Even without that you can still fall back on general game sense. A Generator you know kicked that has stopped regressing tells you someone is close.
Your perks are there to help you out on killer, and yes with these perks can be countered by these survivkr perks, but as I've stated before in other threads, you never see these perks used in every survivor build, even in SWFs. Your perk will never be 100% countered in any game.
In some ways, this actually helps you, because you can find the same survivors that aren't running Calm Spirit or Distortion and keep pressure on those survivors, without getting distracted pursuing the one survivor you haven't hooked yet.
So at the risk of sounding a a-hole, I have to say if you can't find survivors, get good.
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I hate trophies/achievements that make you play in a weird way... I like most DBD trophies cause they are typically quite reasonable... but some of them... Jesus...
The 100 hatchets for Skilled Huntress on PlayStation is unfortunately a PS4 limitation, that carries over to PS5 because the PS5 and PS4 versions are a free upgrade/same version of the game deal... even though the trophy could be updated on PS5, it can't be updated on PS4 sadly so we're stuck with it... and that is the case for a lot of DBD achievements unfortunately.
I got that achievement much easier with only about 10 hatchets in the end thanks to the trophy bug a while back... I had to stop playing DBD a while so I could actually score the last few and get the trophy vid...
That bug also completely bypassed the 20 RPD gate and escapes... I've had about 8 legit, and I'm not too upset by the 250 protection hits after unhooking another player also getting glitched, as that trophy/achievement made 0 sense after basekit BT but before hook grabs were disabled... you only get that if you exchange now... but it's still a lot xD
Hemophobia is a total crap shoot... the killer DCed on me twice when I was on pace to get it... normally I hang at gates and try to be helpful getting my team out, but when I finally had the real chance to get out, I totally sold out and dipped on my Cheryl with an active Reverse Bear Trap on her head.... I wasn't waiting for nothing... 🤣🤣🤣
Evil Incarnate I got really lucky, I went against a baby survivor team and got it first try... counted my lucky stars on that one 😶
Left 4 Dead is just plain evil to get... I only got it cause the Demodoggy let me get it when I finished working on the gen as my final teammate died. Maybe some Adrenaline, Sole Survivor, Wake Up, Spine Chill build might let you get it legit... but the stars really need to align...
I've actually got most of the nasty ones done... only problem one I see left really is 10 slam survivors into another survivor on Wesker... I've only ever seen it once, and that was me being a dumbass crossing the streams. Maybe won't be too bad though if I wait for unhooks.... though if all else fails can always go friendly with 2 players left and get some cheeky hits...
But yeah, overall achievements good, you can get most them with normal play... but God damn a select few are plain nasty xD
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These kinda Hillbillys are rarer than Demodoggies... they must be protected and cherished at all costs!
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540514#Comment_3540514
3-genning is a strategy available for every killer in the game granted they bring specific perks and it has been meta in the past and can still be. Skull Merchant simply takes that strategy and specializes in it the same way Sadako specializes in slugging (or at least used to more) and Bubba in camping. Those killers have a clear identity and concept in them, just cause they're adding anti-facecamping mechanic doesn't suddenly mean Bubba's camping ability got nerfed, it didn't. He can still camp just fine, he'll just be a bit more far away. I don't think Bubba (face)camping will be solved with this change.
Should we punish people who play him and shame them when they go for this intended style, despite BHVR attempting to address this part of the game but not touching the worst offender of all? It's the same argument for Skull Merchant, I don't think they wanna remove this part of her gameplay they just want to probably tune her. She'll still be a boring killer to face because that will most likely remain her core identity/playstyle. Isn't it funny how after Hens made a video about an hour long Knight game back in the Eruption meta BHVR saw that and created a killer who's ability is just that? It's not an accident, even when she's addressed she'll still be here to stay. Maybe they intend her to be on the same level as Blight and Nurse strength wise but with a low skill floor for whatever reason. That's basically someone updating the ruleset, it's an official source. You cannot arbitrarily claim she's not intended by game design, it's exactly the argument many killers make about SWF and discord. Maybe she was not intended a year ago, but BHRV added her and now she's intended. And again, you can see that from her prototype Knight. It wasn't a lab freak accident, it was a pretty calculated design. They're just trying to ironing her wrinkles. When they completely rework her and she's not a 3-genner anymore I'll be able to accept your point more easily.
There's just no point in going into the thread and trying to make an argument that a person who plays Skull Merchant is immoral. First of all reacting in such a manner over a game is too dramatic and second they're basically not breaking any rules, nor has BHVR ever made a statement regarding players who main SM are exploiting her and should be ashamed or something.
I'm not trying to penalise anyone for anything, or saying we should.
This whole thread is trying to explain/justify why the OP is using this much loathed playstyle...
I'd think explaining why the argument "I find it relaxing and fun" when the OP themselves knows its a universally hated playstyle doesn't justify it, and stating its selfish to do so anyway is a perfectly reasonable response.
Just like I think it is a perfectly reasonable response to yourself to say that just because it's an gameplay effect that exists, but is only enabled by a developer oversight, also doesn't justify it either...
But anyway, agree to disagree I guess.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540464#Comment_3540464
I guess then you're in favor of what was happening back in the arcade days where people who would find a new strategy in fighting games and used it (usually teens) and people bigger than them who probably would agree with you would bully them and threaten them with violence and have tantrums over someone not following their made up rules or something. And now after all those years those people look remember them as complete clowns and mentally unstable individuals for reacting that way over the game.
Your example has no basis in reality because the rules are made by BHVR themself, except for cheating and exploits of course. They designed and added SM in the game in her current state and are not doing anything to address her nor even acting like there's anything wrong with her. If they allow you to put your imaginary ball under your shirt then is it really unintended when they (BHVR) acting like the referee do nothing to actually address it and say "X this is not allowed and will be considered cheating from now on". Currently they are not, you should be mad at them not at players who are not cheating or using well defined exploits in the game (no, your personal definition of an exploit doesn't count)
Your post is on the same level as the killers who claim "this game was never intended to be played with friends and using discord in pubs is actually cheating/exploit".
I would hardly say "we're aware of the problems with Skull Merchant and 3-genning, and are working towards addressing the issues with both in the near future" as not doing anything to address her or act like there is nothing wrong.
To address your other point, no of course I don't advocate for violence, what meatheaded idiot would say thats ok? However because apparantly I have to explain my point a little clearer:
In life we have disagreements all the time, and ultimately in real life a heavy disagreement can end in violence. Both people in an argument understand that, and it actually helps keep things civil to a degree. If know you're antagonising your opposition, you're much more likely to try and calm the situation instead of continuing to antagonise.
Online however, there is no threat of things escalating to violence, and there is no accountability. That's why cheating is a problem online, but is much less so in real life, because when cheating in real life, the threat of violence is there. Think of poker games in the old West... people actually died because of just the suspicion of cheating.
Now you tell me, do you think, in real life, playing something like Skull Merchant in this style, a style not intended by the games design, knowing full well it antagonises and annoys everyone else in the game, and doing it anyway would not be heavily challenged irl? Do you think people would still do it if they knew they were actually going meet the person they were doing it to that same evening? I do not think so.
EDIT: Now of course, just the fact it might piss people off and cause arguments is not a strong reason to say playing Skull Merchant like this is wrong. However a commonly praised trait in people is sportsmanship.
Lord knows there are plenty of people here, who don't bother to play with sportsmanship, but there are people do... and if you can continue do so, even when everyone else around you is being toxic, unfair, exploitative and antagonistic, then more power to you. However you don't get to complain about others doing these negative behaviours, if you do them yourself.
That's why I make the point the community won't respect you if you do these kind of things, and IRL would turn a blind eye to someone knocking you on your backside.
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Pig, because success in every chase on her is all 100% mind games, and requires very deliberate fakes to catch smart survivors more often than not. Also Amanda is a damned cool character from the flims.
Also Trapper because the devilish smile that creeps on my face whenever a survivor steps in a trap placed ages back is unparalleled 😏
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540307#Comment_3540307
What is this? A moral lesson?
Frankly he's not in the playground nor is he playing in a team. Killer is a solo activity. It's not his job to play in a way you like and vice versa, it's BHVR's job to ensure both parties are having fun. They created Skull Merchant and are currently doing nothing to address her. They're also doing nothing to address the frustration casual players experince being forced to play with sweaty Nurses, Blights, Skull Merchants and etc. instead of making two modes to pander to both crowds that have conflicting interest (one crowd wanting to chill and another to sweat).
Trying to undermine the point by picking apart a hypothetical example isnt very genuine if you, but eh, alright I'll provide better example.
For all intents and purposes our game platform here is a playground, as we're all playing a game here, so that part of your argument is weak.
Let's say you put the ball under your shirt, and use your shirt to hold the ball without touching it with your hands. There is no rule against it, so that is the "developers" fault for allowing it. You use this to run through the opposing team, who can't take the ball off you without fouling you. You get away with it once, and decide to keep doing it.
However you're in real life now, not safe behind your computer screen. The opposing team will get tired of your BS pretty fast. Next time you try it, 2 players "accidentally" trip, as one falls behind your feet, the other slams shoulder first into you and knocks you hard on your ass.
What do you learn here? Perhaps nothing and history repeats itself, or maybe you learn to consider others experiences in the game, and instead of being a smart ass, hold some self accountability and start to play in the spirit of game.
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"Yeah, but I'm having fun... " is an attitude that hurts a lot of online games. It's a selfish mindset that people only get away with through the anonymity of the Internet.
On the playground, if you were to say... try and keep hold of the ball and never pass to your team with the same mindset of "Yeah, but I'm having fun...", you'd get reality checked pretty damned fast.
You learn in real life to be selfless and considerate, or at least you learn to pretend to be, because there are actual consequences to getting caught being selfish. Sadly not an option here, so enjoy it, because you can do so without penalty, but the community will never respect you for it, and creating a post that explains your point of view, begs the question "why?".
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540216#Comment_3540216
I saw a Freddy running Lightborn this morning. There was still Flashbang or Blast Mine, so it can still make sense to run the perk even when flashlights are killswitched.
I find that hilarious xD
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The real question is... how many people are still running Lightborn?
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- Tail miss slowdown not applying should hopefully get fixed.
- Disabled/Spent turrets not breaking on first attack should also get fixed.
I've been finding turrets do better if you basically place them roughly opposite the station, so the gen is in between, and preferably off to the side of where you intend to run behind a LOS blocker. That way the Xeno has to look away from you in order to deal with it, or get knocked out of its power.
This is ofc not always possible, especially in a lot of indoor maps, so I'd expect:
- Some kind of change to help with turret placement in general.
- I also keep getting this annoying cancel when I finish placing the turret if I hold the sprint button (which I usually am to walk faster)... which I hope is fixed, but not likely cause I've not seen anyone else mention it.
Other than that I wouldn't expect/ask for any other changes to Xeno.
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Credit where credit is due, they have acted very fast on limiting this problem as soon as it was discovered.
BHVR generally speaking seem to be addressing a lot of issues with their game and community feedback now in a timely manner compared to how they did in the past, likely a result of greatly expanding their workforce.
I think they've done a pretty good job thus far in 2023.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532567#Comment_3532567
There are 12 hook stages in a game. If you land a hit with each stack of Coup, that's 5 hooks. If you are playing a killer like Myer's who can take advantage of 1 shots with it, you will get even more out of it. The perk was weak with only 5 tokens, but 10 is a bit much. I think it should grant 1 for each gen like before, but give 2 more once all the gens are powered, getting you a total of 7.
I feel a better change is give it a maximum of 2 stacks at any one time. Basically make it a "use it or lose it" perk, instead of one you can just hold indefinitely for when you need it.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539875#Comment_3539875
There were people on these forums, that were recently shaming someone for wanting calm spirit to be nerfed. So allegedly it's a weak perk, but it's a big deal if someone wants it to be nerfed? Just saying.
It's a principle of game design my guy.
In an ideal world, there should never be a 'meta'. Every single perk, killer, add-on, item should viable and of equal value to each other. This gives us maximum build variety, which at least in theory, gives us the most interesting game possible.
Ofc reality doesnt work that way, but its still something that should be encouraged and strived for. If you nerf a perk that is already weak, you reinforce the meta.
That's why people shame others for asking for Calm Spirit to be nerfed, doing so is making an already niche perk even less viable, and reinforcing the same bland generic builds and gameplay that comes from having a set meta.
EDIT: I think I'll stop here, as clearly we have a fundamental disagreement on core game design principles. I don't like UW, because I see it as a perk that is far stronger than most other perks I would take. I can easily see it becoming a meta perk, which I never want to encourage.
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Generally as Pig you want a couple of info perks and a couple of perks to help you in chase. A decent starter build while learning that you can get for free on Pig is: -
- Brutal Strength (Trapper)
- Enduring (Hillbilly)
- Monitor & Abuse (Doctor)
- Whispers (General)
- Combat Straps and John's Medical File add-on.
Whenever Whispers lights up at 32m, M&A will keep you TR hidden as you can hit your crouch and approach nearby gens and using your low profile. As you get about 2 seconds from the gen, stand back up and try for a grab, if survivors react, you get the stab, but if they're slow, you get a grab.
Brutal Strength and Enduring helps you chase survivors that hold W and run for pallets, you can greed and sometimes score aggressive hits without much penalty. You typically want to use your ambush when a Survivor tries to loop at a pallet, sit on the pallet itself and face one way, then dash the other. Experienced survivors will leave, so the faster stealth movement and standup speed can even bait that too.
Put your traps on early as possible, if your doing really well and no gens pop after 2 bear traps it might be worth holding, otherwise get themout when you can. You generally want to chase survivors not trapped, but ofc if they give you a free hit, take it.
As you get more experience and comfort in chase, start looking at using Ruleset Number 2/Jigsaw Annotated Plans/Gear Boxes to mess with your RBT timers. With basic push off and chase manipulation you can catch a few kills. You can also get creative and nasty with certain perks on Pig... particularly with things like Hex: Face the Darkness and Tampered Timer 😏
I still like this chase Pig though. I use Surveillance and Nowhere to Hide instead of Whispers and M&A, to catch sneaky survivors who spot me coming and ninja away.
Booping the snoot is always on the table when crouching... and something survivors do at their own risk. You can accept boops, you can spam ambush roar at boops, or you can murder boops. There is no wrong answer.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539415#Comment_3539415
Or it means that other tracking perks need to be buffed to be more useful. It’s a major game problem, that many of the aura tracking perks just get hard countered by distortion, every screaming perk is hard countered by calm spirit, and most of the tracking perks get hard countered by lockers.
Also, Ultimate weapon isn’t even the “best choice for everyone”, as I’m still seeing a bunch of streamers that would rather use aura reading perks, since they reveal the survivor for a longer period of time, and they don’t alert the survivor that they’ve been revealed.
Yes, but now we're arguing if the game is killer sided or survivor sided, and the general opinion is SoloQ < Killer < SWF. Although @dbdthegame recently posted a experiment that placed a hole in that theory, and myself having watched a lot of high skilled players hold the opinion, the game isn't really survivor or killer sided. If either side takes the strongest perks and uses every resource and advantage they have at their disposal, it's not particularly fun, but both sides have equal chances to win. At maximum sweat, both sides are pretty obnoxious.
@dbdthegame said:
So I'm part of quite a few Discord servers where I play with a few different people of differing skill levels. Some of them being very new and inexperienced, others being casuals, and others being sweatlords like myself. I decided to do an experiment recently.
First off, I would SWF up with randoms on the Discord servers, whose skill levels I wasn't aware of, and we would be on voice comms. My main takeaway from this part of the experiment is this: voice comms will never make up for a lack of game sense or skill. One thing still holds true: one weak link can cause the entire team to crumble.
For the second part of the experiment, I played with my usual sweaty SWF, but we played with no voice comms whatsoever. Our performance was near flawless, with us 4-outing nearly every game (except one where we got sent to Midwich by a full aura Nurse, where we 3-outed). While there were definitely a few fumbles, and a lack of coordination on movement where someone may have ran killer into someone else's gen accidentally, for the most part, our gameplay was clean.
But of course, we were accustomed to playing with each other. So voice comms may have not made as much of a difference because we were used to each other's styles. So I decided to take it one step further. I played a few more games with some of THEIR friends, who I had either never - or rarely - played with, and we, again, played without comms. All of them were relatively proficient at the game and we were mostly on the same page. Again, our performance was stellar.
So I realized what the real "problem" with solo queue is. It's a problem that voice comms wouldn't solve. The biggest contributor to a team's success or failure is the lowest common denominator. It only takes one player who's not on the same page as the rest to land the team in an unwinnable situation (getting slugged near a hook at 5 gens, for example). Outside of the MMR soft cap, it's a jungle. You could be getting paired with near-fresh installs, or god-tier loopers. Matching these two groups into a game and giving them voice comms with each other would, in my opinion, do much more harm than good.
Think back to your own experience as a solo queue survivor. Have you ever had one of those games where you matched with a 3-man, and the game felt like it ran so smoothly, despite the fact you were alone? Or even a time where you may have been playing as a 3-man, and queued up with a solo who could hold their own. Ironically, MMR's biggest failing is its lack of actual matchmaking outside the soft cap.
I believe that even without comms, MOST competent players have the tools at their disposal to win most of their games. Between the HUD changes and good game sense, there is very little information that can't be ascertained organically through gameplay without comms. Don't get me wrong, comms will ALWAYS be superior. But I don't believe the gap is nearly as large as many people make it seem to be.
I still think the HUD changes could benefit from an overhaul. Something that gives information to the team about which perks are active (Deliverance, Distortion, Reassurance, Kinship, We'll Make It, etc). Perks that would situationally display if they are relevant (for example, Distortion lighting up next to a survivor's portrait when they lose a stack). But honestly, solo queue isn't as bad as most people make it seem to be. If your experience with it has been consistently negative and you NEVER escape, consider that YOU may be the weak link, and perhaps take a step back and find ways to improve.
I also don't buy the hard counter argument, because there are 4 survivors, and you will never, even in a SWF, get a whole Calm Mind team, or a whole Distortion team. Chances are 1 will have it at most... which lets be real, actually helps you, cause it means you can effectively hunt 3 players for the kill, instead of ending up chasing the 4th you havne't even hooked yet.
My personal opinion on UW is it's pretty braindead. I'm not skilled enough to say for sure it's OP, but like MFT: it takes basically no effort activate, is very versatile and affects a lot of scenarios in your typical game, and has value all the way throughout the entire match. In the hands of a scrub, it won't suddenly make them god tier... but in the hands of a really good player e.g. your top level Blights, Nurses, and Weskers, it appears to be very oppresive... and I've stated before, this perk effectively shuts down whatever zone you want as a killer with virtually no counterplay than taking a hard counter... I'm hard pressed to think of a perk that is more effective at shutting down/guarding an area than this one.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539356#Comment_3539356
Do you think BHVR should implement a future anti camping mechanic, and a future anti 3 gen mechanic, and not give killers any help with their problems? Do you think these future mechanics should just be 100% killer nerfs?
So we should punish killers if they aren’t committing to chases with other survivors…. but survivors should be able to do whatever they want, and have zero expectations?
Not at all, I'm a killer leaning player myself.
You may be right that with the appropriate anti-tunnel, anti-camp, and anti 3 gen changes, Killer may well need strong perks and abilities to compensate. However, this perk compared to other perks, is overtuned. Maybe other perks will need to be brought up to it's level, but right now, this perk outshines pretty much every other scream and tracking option Killer has, and without these features in place, is currently overpowered.
EDIT: I also take issue with any feature of any game that is a clear "Best Choice" for me. I like finding those abilities and options in games that are slept on/off meta, that are actually perfectly viable and good... however when something is so blatantly strong compared to everything else that it makes all decision making pointless.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539262#Comment_3539262
BHVR recently implemented an anti camping mechanic (removed hook grabs), and plan on releasing another anti camping mechanic, as well as planning on releasing an anti 3 gen mechanic? BHVR is absolutely planning on punishing killers for not interacting with the survivors.
Half of the camping and 3 gen problems are absolutely the fault of survivors excessively hiding. Why should a killer leave a hooked survivor to look for another target to chase, if all the survivors are hiding? Why should a killer leave a 3 gen, if the survivors are pre-leaving generators when their visual terror radius shows something? Why is camping a “low effort strategy”, but excessively hiding isn’t low effort?
The maps have way more line of sight blockers than they used to have. Expecting killers to search every object on the map, for survivors that are randomly hiding in random places, is unrealistic, when the survivors are allowed to dodge tracking perks. If survivors want to hide, then fine, but they shouldn’t be able to dodge the tracking perks to get easy mode hiding.
Survivors excessively hiding also causes a tunneling problem. If two people are excessively hiding, and two people aren’t excessively hiding, then guess what, I’m tunneling the two people I can find. It’s a bad solo q problem, where survivors are punished for actually trying to repair generators, because their teammates are excessively hiding.
I've absolutely been on the receiving end of a survivor team hiding and not doing anything to complete gens where I'm the only one doing gens, so I understand your argument... but you're treating this like its a "I use UW to find the survivors who are hiding... if I can find the hiding survivors, I will ignore the ones on gens..."
No... you won't, don't pretend that's what you need the perk for. To give you the benefit of the doubt, even if it's what YOU would use the perk for, that isn't what most people will use it for. Given the choice, killers will pursue the ones on gens, not the ones that are hiding, because the ones on gens are actively pursuing your lose condition. Someone hiding, is not gonna win the game.
If you want UW to be a genuine catch hiding survivors perk, you'd accept it ONLY working when survivors aren't doing a conspicuous action. I'm gonna guess, you don't want that.
Even if we make that change, guess what? This perk is still good at camping and 3 genning... because you open a locker and anyone who tries to come for the unhook or enters the 3 gen area, screams, so you can find them coming in and go for them... Regarding tunneling, you get the notification of the unhook, you open a locker and walk that way, now you get to see which way to unhooked survivor is going and tunnel them even easier than you could before. I dunno what vision you have of this perk, but it's not solving the problems you're describing.
UW gives you all the information you could ever want, whenever you want it, and you are free to do whatever you want with that information. Maybe you'll use it to find people who hide, maybe you'll use it to stop people getting your 3 gen, maybe you'll use it camp and push away any attempt to unhook, or maybe you'll use it to tunnel the player who was unhooked, maybe you'll use it to cover your devour hope totem. The perk doesn't "encourage" anything. It gives you a bubble for 30 seconds whenever you want it to reveal where survivors are in a particular area, and you can use that power to reveal them for whatever purpose you have in mind.
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I wanna see more done with Boon perks in general. A common boon for survivors is something I can definitely get behind.
This is the boon version of Wiretap. Has the benefit its easier to place, and slightly longer range, but with the caveat it gives off the loud boon sound the killer can easily find, has fewer places you can put it and get value, and you're sat on totems instead of getting it placed as a byproduct of being on gens.
Not a bad idea tbh, wouldn't be strong, but could be fun in the right build.
Boon: Not Alone is a good name with the right spiritual presense type description. I'd also consider names like Boon: Spectral Whispers, Boon: Second Sight, Boon: Shadow Omen, Boon: Scry Darkness. Some variant of fortune teller hocus pocus. 🤘
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Sadly you can't fix Trapper's core issues, because Trapper is fundamentally incompatible with modern DBD, thats why there are no more trap killers than him and Hag. Closest is Skull Merchant.... so no amount of buffs are gonna make him viable, while also being a fair and balanced killer.
Trapper's Sack is a very specific play style that encourages hard-core 3 gen and or basement camp. Trapper kinda needs this power as a potential threat, but it shouldn't be his core playstyle.
I made a similar argument here:
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529845#Comment_3529845
Agreed, and I am completely with you that I want Trapper buffed. He's a really cool character, and him being as weak as he is, just ain't right... even if BHVR want him to be the "simple starter" Killer character, he should remain somewhat viable at the high tiers.
Sadly the reality is, with how the game has changed over the years, Trapper's power is never gonna be top tier because fundamentally it requires players to step on the trap to do anything... and the game just isn't built this way, pushing survivors off gens and downing them fast in chase is what rules the roost here.
The only way to bring Trapper's power in line with everything else is to overload his kit to an absurd degree, which then always comes with the caveat that we have to consider Basement Trapper... and Basement, is where Trapper becomes really nasty, and kinda busted. If you have an ally trapped in basement, and Trapper has it locked down... you are very unlikely to get that guy out.
@thisislastyearsmodels post would make Trapper viable in normal play... but it would also make him pretty damned oppressive at basement camping and at low MMR, as the wounds and downs from Bloody Coil and Honing Stone at base is a big deal, and should require add-on commitment to attain.
So... if we accept that he's never gonna be top tier, what I'd like him to have is general quality of life improvements that at least keep him more fun to play and somewhat consistent. My changes personally would be: -
- Green Trapper Bag basekit. (1 extra trap off spawn and 1 additional carry capacity).
- Lengthened Jaws basekit (Deep Wound when escaping from traps).
- Allow Trapper to open a locker and grab a trap out of a locker on a 60 second cooldown. The furthest unset trap from him demanifests.
So the extra trap and trap space gives you some wiggle room for what add-ons you want to take, because I think pretty much everyone takes one of the add-ons that makes collecting and/or disarming of traps not a factor (the Iri's, the Trapper Bag/Trapper Sack). I keep toying with the idea of starting with 2 traps and having capacity for 3, so we can still have the Trapper bag as a viable add-on. Coupled with the locker addition, this would probably be fine?
The Deep Wound means you have an additional slow down on people caught on traps when you are too far away to capitalise. It also takes longer to heal so if you do want to pursue, you have more time of blood trails and whimpering to catch them.
The trap out of locker is a relatively easy to implement change that should work on any map (as opposed to managing all map spawns for current and future maps).
At High MMR we can expect Bloody Coil is then something you take often, lock down key paths, and punish anyone who tries to prevent it. With your accelerated early game set up time and improved trap acquisition through the whole game, you actually have the capacity to get traps down fast and actually start patrolling gens. This all ofc is still a problem for basement Trapper... but that will always be a thing no matter what we do.
So if we accept he cant be meta, make him at base fun to play. Give him:
- Trappers Bag basekit.
- Lengthened Jaws basekit.
- Grab the furthest unopened trap out of a locker on 45 sec CD.
More detail in my post, but in short, this keeps patrol Trapper as an option with some much needed smoothing out of that style of gameplay.
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I would disagree, because you almost never see a full team running either Distortion or Calm Spirit.
It will disable your killer perk vs. the 1 survivor who takes it, but you still have the 3 others that you will be finding and pressuring, which does certainly not make it a waste of a perk slot. If a full team does run it, that's a huge gamble that more than likely will not encounter a scream killer, so 4/16 perks are worthless for survivors here.
In fact you could argue it helps you as the killer, cause your detection perks keep you seeing/applying pressure to the same 3 survivors, and more likely to find a survivor you need to kill, instead of getting distracted by the one survivor you haven't hooked all game.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536614#Comment_3536614
The problem is that half of the camping problem and half of the 3 gen problem, is caused by survivors excessively hiding. Fixing those problems with 100% punishments for the killer side, will just reward survivors that want to excessively hide.
BOTH sides of the game should be pushed into interacting with each other.
Excessive hiding? Both should be pushed into interacting with each other?
You do know DBD was designed for survivors to hide/remain undetected, and the looping thing was a happy accident created by the fact survivors have a smaller hitbox than killers? Survivors aren't meant to interact with the killer, they are meant to avoid the killer at all costs, whether that is hiding, looping or whatever.
You can't attribute camping and 3 genning to hiding. Camping is a low effort strategy employed in any objective based game. 3 genning is a logical strategy for the killer to use and survivors to prevent that makes sense whether hiding or not.
We've debated before, so I won't beat a dead horse, but all I'll say is you like the chase gameplay, that's great, but not everyone should be forced to play this way by a perk that is overtuned as a detection perk.
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@KingDeathly said:
I really love the look of this skin. In fact it's my favorite in DBD,but I hear the skin is pay 2 lose. That it takes away the stealth aspect of the killer. What does everyone think?
If you won, but didn't look fly when you did it, did you actually win?
Red Ghostface and Queenie FTW!
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@Avo said:
I love how killer mains are whining everything about survivor perks while they are playing with most op perk and addons. Imagine saying MfT is broken while getting bloodlust free.
There is a reason why broken Survivor perks are more problematic, all survivors are the same (or should be outside of vault bugs)... whereas all killers are not the same.
Sure, there are certain killer perks, certain add-ons, certain killer powers that are problematic, however it only affects games with that killer, not every single game, unless the killer perk is REALLY busted. If survivors on the otherhand have a consistent best choice, then everyone runs the same build, which is exactly what is happening right now, and has happened in the past with similar broken perks.
MFT being overtuned is overtuned for every survivor that runs it, but Bloodlust does not affect every single killer, as a lot of killers will use their power or break a pallet, and disable bloodlust often.
Killers who you will typically see with bloodlust are, Trapper, Wraith, Pig, Shape, Legion and Ghost Face to name few... conveniently the ones who hate MFT.

