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VomitMommy

VomitMommy

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  • Because it works best when survivors don't pay attention, have bad positioning, or just don't know how Vecna works.

    If survivor knows what they are doing, Vecna's 1v1 is quite weak.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734573#Comment_3734573

    Disagree. I would argue Flight of the Damned takes more skill because survivors can crouch under the ability. Because in order to get value from it you have to use it cleverly, timing the ability right. Unlike if you couldn't crouch under the ability, which would just grant you hits often enough simply for aiming it in the general direction of survivors. I think it's good the way it is. If they did remove the crouch counterplay, they would have to reduce the hitbox size of the skeletons a bit as well, to make sure it's still dodgeable even up close.

    I really don't see Vecna becoming the next Singu. Vecna does arguably have a fairly high skill floor and ceiling though, but not as high as Singu.

    I would argue Flight of the Damned takes more skill because survivors can crouch under the ability.

    I would argue the result is more based on survivor's lack of skill rather than killer's skill, which I don't consider good design either.

  • I was testing it yesterday and it's not literal Infinite, but you can easily get 2 minutes chase basically for nothing.

    Main issue is teleporting instantly breaks chase, because of distance, so you will never get bloodlust.

    I have tested it with Huntress.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734461#Comment_3734461

    The most annoying thing about it is you are not able to hit survivors working on gens. That just sucks on so many levels…


    seriously…imagine using a WHOLE ability to do your objective aka get hit but you’re denied, but the survivor can safely do their objective no problem. It doesn’t seem fair to me personally

    Issue is as long survivors can just crouch to dodge, this can't be fixed.

    I really don't think it would be too strong if survivors can only dodge between them...

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734407#Comment_3734407

    Not only on events or blood hunts. But during them. Collecting millions of bloodpoints. The grind is not even a thing anymore.

    How so? Tell me a game where you need to pay hundreds of dollars and thousands of hours just to unlock everything.

    What game has higher grind? Usually it's either time, or money. DBD is both.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734425#Comment_3734425

    yes you can. the cooldown says so. the issue with the perk is that someone maps have crows EVERYWHERE and some maps have like no crows at all. Make every map have 1 crow on every hook to improve consistency then this perk might be useful for like Nurse and Chucky disabling dead hard.

    Cooldown says someone is exhausted, but you don't know location and if there is multiple survivors, you don't know who was it.

    Location of crows is kinda cooldown itself...

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734461#Comment_3734461

    I disagree. I have been able to react to pallet drops with Vecna plenty of times and still get a hit against the survivor, and that's without the addon. The pallet lift animation is slightly too quick. With the nerf, you will be more forced to use Mage Hand while the survivor is dropping the pallet, which is a good thing.

    I'm also not quite sure where the 1.5 seconds are coming from?

    I really doubt Vecna will receive many other impactful nerfs in the future. Mage Hand was complained about a lot, the other 3 abilities not.

    I'm also not quite sure where the 1.5 seconds are coming from?

    typo, was supposed to be 0.5 sec.

    the other 3 abilities not.

    Killers complain on those, because except Fly they are just weak.

    If only change he gets is quite a huge nerf for Mage hand, I am just not interested in him at all. He is going to join Singularity in my opinion.

    They should definetly buff Flight of the Damned. I don't think it should be possible to dodge it by crouch, mainly because it also make it impossible hit survivors on gen, which I find just so annoying…

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734309#Comment_3734309

    At undropped pallets Flight of the Damned is only occasionally good. It's much better against vaults and dropped pallets. In that situation there was nothing else you could have done.

    But it definitely can gain you a bit of distance thanks to the slowdown being much less now.

    Mage Hand at the moment is quite often not a 50/50. Because you can just wait until the survivor dropped the pallet and then use Mage Hand. Increasing the time it takes to lift a pallet should solve this issue. But I would have preferred if they decreased Mage Hand's movement speed a bit instead.

    Mage Hand at the moment is quite often not a 50/50. Because you can just wait until the survivor dropped the pallet and then use Mage Hand. Increasing the time it takes to lift a pallet should solve this issue. But I would have preferred if they decreased Mage Hand's movement speed a bit instead.

    It is not really 50/50 now, because of a bug. When you will be forced to respect a pallet, that is going to be 50/50.

    Lifting pallet is useless unless you cast it at the moment survivor is dropping the pallet, because you lose too much distance otherwise for it to be a hit.

    So you are free to wait, but if survivor keeps running, you don't have time to react and if you guess wrong and don't respect, you can't use mage hand to get a hit anymore (after a nerf).

    As 1.5 seconds and when it stops whenever you get stunned it is going to be way weaker. Blocking pallets work only on god pallets, because on normal loops survivor can just loop again, which is even easier if they have haste boots.


    I have tried around 30 games, where I tried to go for "after nerf version" → not using lifting addon and not using enduring. Yeah, I have already stopped. Whenever I played against somewhat decent survivors, it could get so frustrating.

    I am definetly not interested in Vecna if nerf is the only thing he gets in future.

    If they want to make Mage hand weaker, then they better buff Flight of the Damned. Either don't let survivors crouch, or let Vecna attack way faster, so it can be used on standing pallets and probably reduce spread (if you don't remove crouch).

    The most annoying thing about it is you are not able to hit survivors working on gens. That just sucks on so many levels…

  • @sizzlingmario4 said:

    I feel like that would be a nerf and not a QoL change. Like yeah, you get to know if a survivor is on the same floor as you, but you could also be right by them on the opposite floor only separated by a nearby staircase and never know because the perk didn't turn on with this change.

    You could just have some indication like Skull merchant has. You know if it same floor, lower, or higher… Even then I think it would be fine.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734366#Comment_3734366

    The duration of Exhausted is 10s. The cooldown is 20s.

    The Exhaustion timer might be too long, but I'm honestly not sure. I think it's too early to say and I haven't been seeing it all that much outside of adepts.

    I really don't think that perk is worth it unless you run Spies from the Shadows.

    Issue is without Spies from the Shadows you can't even tell who got exhausted.

  • You can use SB, or find a spot where you can use Lithe at the beginning of your chase.

  • That would be nice for sure. Suddenly decent generic perk

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734239#Comment_3734239

    How's that work when there are events and blood rushes constantly? There's one right now. It's multiplicative with BP offerings. When you get millions of bloodpoints in a play session it alters the math.

    I doubt new player is going to play only during BP events.

    I will make it easier for you.
    There is 42 survivors and 36 killers. So you need to prestige 234 times.
    1 prestige usually takes around 1,1 milion BP, if you use automatic system. That's 257,400,000 BP

    One game (lobby, queue, actual game) would be around 20 minutes on average +/-.
    Let's say every game you use cake, so that would be around 60k per game (less if you are survivor), which is 4,290 games. It would be more as survivor main…
    Even with cakes, BPS, events you are more than thousand of hours. Where you also had to spend a lot of money to get those DLCs on top of it.

    I unlocked everything around 1.5k hours. How is that not an insane grind?

    I don't even want to know how many games you would need, if you wanted to unlock everything possible with shards…

  • @NotJared said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732638#Comment_3732638

    After a few days of versing against Vecna and specifically trying to get this item every match, I can say this item does practically nothing. 7% haste for 3 seconds only grants 0.84 meters of extra distance.

    For comparison, when MFT was an issue, ~1 extra meter every 8 seconds was an issue because it never turned off, so it played out over extended periods of time across entire loops, giving them enough time to reach the next resource. 0.84 meters for a finite 3 seconds does not really make a difference in most loops as most loops take longer than 3 seconds to wrap around. The situations when Mage Hand does make a difference are almost always after the Survivor has reached or crossed the threshold of a pallet, and not usually before, plus it is only a finite speed boost.

    Not to mention, Dispelling Sphere is specifically designed to be used to disable Survivor items entirely, and it's very easy to hit a Survivor with it, even with Archivist Armor. It is also complete RNG on whether the Interloper Armor even spawns in the first place - it could not spawn at all. So the counter to a spell cannot simply be "just pick up Magic Items" because they are designed to be completely unreliable and only occasionally helpful.

    7% haste for 3 seconds only grants 0.84 meters of extra distance.

    that can easily be a difference between reaching a pallet or not (after a loop)

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734082#Comment_3734082

    Flight of the Damned is very good when timed right, because it can stop survivors from dropping a pallet or vaulting. You also gain a bit of distance on survivors that crouch to dodge Flight of the Damned.

    Fly is a fantastic map treversal tool, or an anti-w tool. It lets you catch up to survivors very effectively, and the slowdown at the end isn't that detremental. It's definitely not a time loss that's for sure.

    Dispell Sphere is a good information tool, and it can disable items as well.

    Also, survivors can't drop the pallet immediately after its lifted. Vecna can go through the pallet and get a hit against the survivor.

    Flight of the Damned is very good when timed right, because it can stop survivors from dropping a pallet

    Doesn't really work, because you can't attack immediately, so if they just crouch, they can drop the pallet after it.

    Tell me, how was I supposed to play this differently with Flight of the damned?

    https://www.youtube.com/watch?v=-ztlaFVlPCo

    You also gain a bit of distance on survivors that crouch to dodge Flight of the Damned.

    Yeah, that's the only way except survivor playing bad. Thing is if you get the hit from this, you would hit that survivor anyway in most situations. You still get slowed.

    Fly is a fantastic map treversal tool,

    I really wouldn't call it fantastic, unless survivor is in open you will not usually get a hit, but it is decent enough. I don't really think this one need to change.

    Dispell Sphere

    Issue is it can give you false information, if survivors have item to see it.

    Also, survivors can't drop the pallet immediately after its lifted

    it's 50/50 and even if you guess right, you don't always get hit, if it is short loop. It is going to be weak after their nerf it (twice). If survivor has haste item, you are screwed.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734220#Comment_3734220

    Yeah that's definitely not what I said due to this response. Read the post.

    Also I don't think "the grind" is even that bad. You don't need every character on p100. You don't need every perk in the game considering only a couple dozen are actually good. You don't need thousands of every item and addon.

    Also I don't think "the grind" is even that bad

    Try to use some simple math to calculate how much hours you need to get every perk…

  • Are we playing on same map? I really hate to play the killer on that map…

    There is portal who has window directly in front of it and there is nothing killer can do about it.

  • I would like donations, but mainly because I see chance for more bloodpoints…
    There is never enough bloodpoints!

  • @Peanits said:

    Hey folks, now that we've had some time to see it play out and think it over, I wanted to give a quick update. We'll be making some changes to Mage Hand in one of our upcoming minor patches.

    • We'll be slightly reducing Mage Hand's range to 14m (was 16m)
    • We're reverting the pallet lift time to 0.5s (was 0.35s) - this is the same as the PTB version.

    We'll also be reworking the Ring of Telekenesis add-on (which currently causes Mage Hand to pick up pallets quicker) to have a different effect since this turned out to be a very risky number to mess with.

    And lastly, as a quick reminder, we'll be fixing a bug which caused Mage Hand to continue picking up a pallet after it stuns you (the stun will correctly cancel Mage Hand), so combining it with Enduring will no longer be an issue.

    Yeah, fix (nerf) and nerf in same patch… We have seen this before.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733486#Comment_3733486

    one perk takes away information in the chase(Red stain) while another perk gives information for the survivor. it is just that chase perk have higher value for survivor then they do for killer because 1 chase perk = 3 survivors gaining extra time on gens. For killer, it is not like equipping a chase perk = 2x faster chases. Usually, it is best at mileage of 5-10 second chase time saved.

    I would agree with @Blueberry on the perk being underrated. Right now it is just meme perk.

    neither of those are really chase perks

    insidious is just trash perk with value only for camping against soloQ

    Still Sight is already decent perk if you combine it with open handed. Finding gens can be tricky on indoor maps, or for new players in general and be able to avoid the killer can also come handy. I think this perk can be very good for new players.

    Your version (2 seconds + 6 seconds lingering effect) would be beyond broken for chase. Anyone who ever looped killer under wiretap, or with key know how strong it is. I would make M1 killer's life hell in most main buildings.
    The most broken thing about it would be killer doesn't know you can see him, so any mindgames are huge waste of time.
    Even if you reveal it to the killer, only thing I can do about it is basically hold W for two minutes and down you, then hard tunnel you, so you never get chance to recover. So much fun…

    This would be another perk, where it is somewhat decent against top tier killers, but you are going to destroy any normal killer → MFT situation.

    Not talking about how strong it would be for SWF, if you give them an ability to access the information faster. Right now you use that perk only if you need to, because of the delay.

    The suggestion from someone that it should work while healing / working on gen is most broken thing I have seen in while….

    This perk should never have lingering effect, nor reduced delay. It is already decent perk, any buff is going to lead to overnerf in future, because it will be OP. We have seen this with old Object of Obsession, but players never learn, it seems.

    So just don't touch it…

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733468#Comment_3733468

    the perk is like insidious for killer. it would need 2 second activation+lingering effect of 6-8 seconds to be used. Maybe this is an idea that they buffed insidious to be 2 second of activation+6 second of lingering undetectable while survivor gets this 6 second lingering wall-hack version.

    How is that anywhere near close ot insidious in effect?

    Undetectable has nothing to do with information perk. This perk is not chase, it's information perk. You don't see just killer, you can use it to avoid killer quite easily with open handed, 40 meters is huge range.

  • Just no, you would be getting old OoO level annoying with 2 seconds. Just don't touch it…

  • The new map is great!

    I hate those portal doors so much… I will have to try Hag on that map and put traps there

  • I actually started to play Chucky now…

    I kinda enjoy using his dash more often and you can still get some flicks with it and it is fun to watch survivors in third person. It's kinda like standing Spirit "mindgame"

  • Right now it is kinda unfair only if you use Enduring with it, but that was confirmed to be a bug (sadly) and will be removed. I really don't think there is a reason to do any other nerfs until this is fixed, so we don't have Alien situation again…

    Get the killer into version that is intended, then we can talk about any balancing changes.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732233#Comment_3732233

    do you think Oni flicking for 180 is possible on controller? You need extremely high sensitivity to pull it off. Something that controller doesn't have but you can somewhat cheat the exploit by looking up. For a long time, Blight on controller was also unable flick and i want to argue that controller players probably weren't able to hug tech either. they eventually changed sensitivities for blight specifically for controllers to be able to flick. I remember reading this in one of the patch notes.

    I will definetly prefer to let controllers do it instead… even if it is by looking up

    I don't need to look up at PC with at least 2500 DPI, I don't know how much I would need if I set DBD sensitivity to 100%, currently at 50%.
    You don't need that high DPI to do it…

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731901#Comment_3731901

    I haven’t asked you to try to give feedback to fix it. That’s also not the only way to be constructive. You can be against a suggestion without being disrespectful though, see bjorksnas or sizzling mario‘s comments in this thread. There is also always the option to not answer.

    I haven’t asked you to try to give feedback to fix it.

    So I guess it's good I didn't give proper feedback, right?

     That’s also not the only way to be constructive.

    I didn't try to be constructive, but I am pretty sure my approach displayed, how much I don't like this idea, quite well…

    There is also always the option to not answer.

    That's not fun. I like to write my opinion, why else would I waste my time on forum?

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731892#Comment_3731892

    Maybe try to get some good ideas instead, that might help. I feel like this is more "you" problem.

    I was talking about dev changes and suggestions (PTBs) but holy… you are trying to be very disrespectful towards me, aren’t you?


    people can make suggestions to address problems in a game without it being crying.

    you are trying to be very disrespectful towards me, aren’t you?

    yes

    people can make suggestions to address problems in a game without it being crying.

    Depends on the suggestion. I have seen some valid suggestion about perks/killers etc. and I usually try to give valid feedback there, your suggestion is not one of them.

    It's so bad I am not even bothered to try give feedback how to fix it, because it is worse than Skull merchant or Twins rework idea. That's how bad idea it is.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731872#Comment_3731872

    So you want to reduce good perks and then cry about seeing same builds over and over again… pick one

    I never cried about anything? Doesn’t surprise me that you use that deflection though.

    I also don’t directly want to reduce good perks. Ideally, all perks would be viable and good. But without being unfair or making the game boring for either side.


    Of course it would help, it's not like you need to balance 200 perks, but current state is just pathetic. No new perks worth running and old perks are only getting nerfed

    it wouldn’t help in the long run.
    but also, old perks are not only getting nerfed?? There are changes all the time in both directions..

    What is last time perk was buffed and got into meta? Decisive Strike… what a new perk to bring into meta, right?

    This patch for example is several nerfs and new perks are also terrible. That is really not helping the situation.

    I never cried about anything

    I consider trying to implement such bad features as crying. That's like people trying to "improve" the game with base kit unbreakable → crying on slugging.

    People are already disrespectful and insulting with minor changes or even mere suggestions..

    Maybe try to get some good ideas instead, that might help. I feel like this is more "you" problem.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731824#Comment_3731824

    that wouldn’t help either as you can’t balance over 200 perks to make all viable and some not standing out at all. There will always be a meta and perks that will be considered waste compared to them and not be used at all.

    And ‚valid‘ perks need to be reduced to avoid power creep..

    And ‚valid‘ perks need to be reduced to avoid power creep..

    So you want to reduce good perks and then cry about seeing same builds over and over again… pick one

    that wouldn’t help either as you can’t balance over 200 perks to make all viable and some not standing out at all

    Of course it would help, it's not like you need to balance 200 perks, but current state is just pathetic. No new perks worth running and old perks are only getting nerfed.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731808#Comment_3731808

    Other ways for cooldowns/recharging possible of course as it would be too punishing for new players and add to the BP grind.

    It's still one of worst ideas I have ever seen. Even if it would be just cooldowns for perks.

    It's still terrible for new players, who simply has no choice with perks.

    Overall it is just pathetic bandaid for bad balancing. If you want to see variety of perks, you should ask for perk buffs, so there is more valid options. But valid perks were reduced lately instead.

  • I have feeling, you are not going to enjoy the next patch after sabo buff….

  • And I thought like the grind can't get any worse…
    This is one of the worst ideas I have ever seen. Usually it's bad for specific killer / group, but this is just bad for everyone.

  • @n000b51 said:

    'Why should you get out for free when you failed to do all gens and also did not manage to find the hatch first?'
    The thing is: to stay on the open hatch is probably more like to take a game hostage because the game is locked & no progression can be done from both sides. So I think to do not close the hatch is probably bannable if it persists after 2 minutes because the last survivor can do absolutely nothing except to search a chest and to hope to found a purple key for some reason…
    Anyway, a killer with 'No Way Out' can camp the closed hatch as well.

    to stay on the open hatch is probably more like to take a game hostage because the game is locked & no progression can be done from both sides.

    You can work on gens as survivor.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731392#Comment_3731392

    That part about pallets is incorrect. Depending on how he places himself he can hit you over a pallet. If he tries to hit over the lower side of the pallet, you can't crouch it (unless your far enough to the side). It doesn't matter whether or not he is in tier 1. If he tries to hit you over the higher side and you crouch, he will always hit the pallet (though he won't break it in tier 1).

    It depends where you are, if nemesis is tier I, he will injure you even if you are crouching behind highest part of the pallet, but pallet is going to get destroyed instead as tier II

  • @Crazewtboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731394#Comment_3731394

    I agree that no one really wants just an increased gen time. I think a mandatory second objective would work much better, but not really sure what that could be

    I mean, there are killers with second objectives as power and they are usually not popular. Their kill rates are usually one of highest, because it often makes them noob stompers.

  • I would change only two things right now:

    -make 3-gen feature count only for actual kicks
    -make survivors always spawn together

    just increasing gen time is boring and actually forcing people to run gen perks.

  • Just went to custom and Nemesis can't hit a survivor crouching behind window and most structures (tables / fences). He is going to hit you over pallet if he is tier I, if he is tier II pallet is going to break instead.

  • Now keys are basically worthless

    That's really not true…. You just need to use some addons and key is really strong thing to have.

  • @Yharwick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731091#Comment_3731091

    Agitation literally makes you faster than the survivors while carrying so you can either race the survivor to the hook or just start heading to a hook that's a little further away and both are viable.

    I guess if bodyblockers is the main thing you're worried about iron grasp could potentially be better but personally I'd rather just walk past or away from the survivors and not be bothered.

    People could even bring both if they hate the idea of sabos that much but that's overkill IMO, I really think this change is gonna do way less than people think tbh with how many tools killers have to counter sabos and how weak of a strategy relying on breaking hooks is in general. It's always been annoying but never actually good.

    I don't think it is best way to win, but it is definetly very annoying to deal with. That's why I won't bother actually countering it, I will just do another annoying thing to make it fair… I don't need any perk to bleed someone out.

  • @Uknownenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731086#Comment_3731086

    So your only changes would be just to remove broken and take out hindered for the pallet break on claw trap,m that what i'm getting right?

    No, that was just related to your post. I have stated my changes in other skully post.
    I would love it back, but I don't think it is possible with her current kit to get pallet breaking back, which is sad, because that was one of my main reasons why I have started to play Skully.

    @VomitMommy said:

    Broken is literally first thing I would remove and I am mostly Skull merchant main.

    I will prefer survivors healing over working on gen any day…


    Skull merchant is simply noob stomping killer and broken has part on it. New survivors are not able to play injured.
    So by removing broken, survivors will still get punished, if they don't pay attention outside of chase → get injured, but they have chance to recover from it at least.


    It's some time since I wrote my suggestion, so here we go again:

    • remove broken → always mending
    • disarmed drone aura is diplayed red
    • drone is disarmed for 35 seconds (was 45)
    • drone can't be recalled while disarmed
    • reduce hindered to 5%
    • rework haste

    I would make haste work based on only two stacks, each giving 3%.
    3% is for claw trap duration and 3% is when any survivor got detected by laser. That would make it easier to track for survivors, her average haste will be slightly increased, but maximum decreased → less noob stomping again.

    Disarming drone would become trade off again → completely disable drone in trade for information. It would actually make it viable to disarm mid chase, which is just too funny for me. Right now merchant can just instantly recall her drone, so there is no point in doing it.

    I rarely use Hindered, so I don't care that much about it, but there just should be something, so drones can't be completely ignored by injured survivors.

  • I just change it based on daily / challenges.

  • @Yharwick said:

    Bring Agitation if you're really worried about it, bring Agitation and a rotten oak offering if you're unreasonably worried about it.

    Agitation won't help you against it, when survivor can bodyblock hook, sabo and leave.

    There are other perks that will work against it, but I am usually too lazy to watch lobby and alter my build. I will just bleed them to death whenever someone tries it.

  • Can we over buff Twins again? I enjoyed break from Skull merchant posts…

    First things first I would get rid of the hindered part of the kit, since I feel hindered isn't really to fun to go against

    It's valid to consider hindered not fun, but you simply need to replace it with another effect, so drones affect injured survivors and they can't be just ignored. What other effect is going to do anything in chase other than hindered?
    Only suggestion I have seen was shock (like Doctor → can't vault/drop pallet), which I consider to be way more oppresive than hidnered can ever be.
    You could also bring back pallet breaking she used to have… I would be more than happy to ditch Hindered for pallet breaking claw traps.

    To make up for the lack of hindered though i feel like she should gain an extra drone

    That does absolutely nothing

    In the PTB of the SM rework she had a cooldown to placing drones AND recalling them so she could only do one or the other

    And for those who didn't play it, it was terrible to play SM with that.

    It may seem like a weird nerf

    It doesn't seem, it is a huge nerf, which affect the most important aspect of any killer, how it feels to play the killer.

     I don't think she is OP I just think she does way to much, like does she really need like what 5 status efect to her kit

    Well, she is not broken. She is not ever remotely close to top tier killers, so I either that or bring something else… If your only issue is number of effects, then remove broken… easy fix

  • @quentins_beanie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729299#Comment_3729299

    i'll take it, i shoulda probably said rebalance or something

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729481#Comment_3729481

    i think that's fair changes, i'd be happy with simply not feeling like a turtle when the 4th drone hits. maybe make tags decay over time instead of getting the ability to remove them yourself?

    i'll take it, i shoulda probably said rebalance or something

    Word you are looking for is "nerf". Skull merchant is definetly in need of either rebalance, or rework.
    But you would want to simply nerf her (a lot), just because you don't enjoy playing against her.

  • I don't think current version is bad, nor oppresive.

    But buffing delay would bring it closer to old Object of obsession and that should never happen. Delay should definetly be 4 seconds at least.

    4 seconds make it so value for SWF is not that much bigger compare to soloQ (personal information). This make it viable to check only if you need to / have time for it, but it is going to give you lot of information. There should definetly be some time investment, when there is no cooldown / duration limit.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729954#Comment_3729954

    It was you I remember seeing! I went looking for this rework and lost it. I liked this rework a lot, and personally actually enjoy playing vs. Skull Merchant, mostly cause I find having to careful look around the map to avoid getting scanned while moving engaging and enjoyable. Trying to crouch through scan lines and account for her distance to me feels like a good skill to develop.

    I also don't mind holding W if she slaps a drone over a tile… I know other people hate it, but it's not that different to my mind to what people do against Pig when she crouches. Otherwise is you stay at loop, it's not much difference to Clown, who since he lost his blinding effect I also don't mind at all now.

    • The changes to claw traps to remove broken I feel is much healthier and less noob stompy.
    • Drone disarm and disable is a great change, actually being able to partially deny her power makes doing it worthwhile, especially if she is just throwing drones over tiles and loops without a care.
    • The reduction in downtime is fair given it now removes that drone from her usage completely. 35s feels a little short… though I understand that if everyone does this it can quickly lead to to have no drones available… I'd prefer maybe something where it's 45s, but for each other drone that gets hacked after this one, the drones downtime is reduced by ~5-10s (like a network shutdown failsafe protocol or something), just so disabling one over a gen is not a bit of a waste of time, but I see the argument either way.
    • Hindered change is fine, this always felt obnoxious and this seems much more reasonable as something that denies a fast vault instead of basically breaking the survivors ankles to stop them moving.
    • Haste change is good, not the way I would do it, but I've often lobbied for her haste to be standardised rather than scaling based on number of survivors scanned. This makes her much more consistent and learnable, which I'm all for, regardless of how it's implemented.

    The only thing that I might ask you about is bloodlust. Currently she can check her radar for where you are once scanned, and keep building bloodlust on you while doing it. Combined with her scan speeds basically giving her bloostlust basekit, do you think this is fine, or should bloodlust disable when checking her scanner?

    I don't think checking scanner is really an issue for bloodlust, but I also don't think removal would be big deal for her.

    I probably wouldn't change it, simply because I don't think there is need for that. Only change I missed that might be good to impletement is to give delay / cooldown for rotation changes. Rather cooldown, so you have chance to catch survivor mid chase if they are just running nearby.

  • @ChainsLogic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730636#Comment_3730636

    I'm not really cherry picking things, it's just there are many "techs", that are actually exploits, but there are things that are okay, though they are rare. Like, some people believe orbitals from Huntress are an exploit, but it makes sense that a hatchet if it's not interrupted by any collision can hit a survivor from the sky. On the other hand stuff like Wesker's hug tech, Oni's and Billy's 180 flicks, survivors using heal and point tech should be fixed.

    This and Wesker's hug tech needs to be removed from the game.

    Sounds like cherry picking…

    I think this game would be just boring, if we fixed all techs. There is simple not that much to learn without them in my opinion.

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