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  • It usually comes into argument mainly when we see nerfs on killer side with reasoning of "pick rate". Like we see in this patch…

    I don't really think WoO is just soloQ / new players perk. It's definetly good for them, but WoO is simply really good perk for anyone. Just fact that you are not affected by map RNG and you just know, where to run is really strong effect.

    It just comes to double standards. Either pick rate is valid reason for nerfs, or not.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715930#Comment_3715930

    Anti synergy isn't the same as 'completely disabled'. That's how exhaustion works.

    You don't even have to be exhausted by your own perk, just have the exhausted status.

    Pop and pain res arguably can be better on separate gens, simply because they take a chunk of 'current' progress now.

    If you want to go with anti synergy perks, you'd be talking about something like a no mither/self care combo. Although, again this combo means one perk cannot ever be used at all, not 'I can use both, I just have to walk ten feet to do so'.

    And while adrenaline might be the only exception to this, it was recently heavily nerfed, and the speed boost is generally not the reason people ran it, it's for the health state.

    it was recently heavily nerfed

    Wouldn't call it heavily nerfed. It's still used a lot, so seems like nerf was not so bad unlikely other nerfs we have seen.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716589#Comment_3716589

    you literally just told someone that said it happened to them that it was their fault?? Said person did only tell about one single time it happened without implying it happening regularly for them..

    you literally just told someone that said it happened to them that it was their fault

    I said it doesn't happen accidently. "You" is meant as a prural for the team. It's strange that English doesn't have a different pronoun for singular and plural...

    and I stand behind this. In most cases bleed out doesn't happen without a reason. It's still waste of time for the killer too.
    Of course you can just happen to either be collateral damage, or play against some toxic trash that simply wants to ruin someone's day.

    Probably only exception I would say are slugging for 4k, but that doesn't fit description in that comment. That sometimes lead to bleed out, if second survivor just keeps hiding.

  • @Hex_Ignored said:

    The problem is that anyone can just stack those perks, so if both of them are strong individually, they are very, extremely strong when stacked together.

    Also, buffing the other regression perks won't really diversify the meta. Players will just stack the strongest ones that are available and we will have the same issue as described above.

    not really, if you make them similarly effective, then each killer has better use for one or the other, which is going to lead to diversity.

    Issue was after 3-gen feature, nothing was even close to pop/pain res. Pop is just not valid at 20% in my opinion, pain res will still be used, but it won't be viable as single slowdown.

  • @ays12151 said:

    Yeah. Remove Bubba's Power near the hook and Survivors will just come before last a few seconds to unhook and Bubba won't be able to do anything. We can talk about nerfing his Power near the hooked Survivors, if Bubba would be very strong. Upcoming buffs don't make him very strong, just a little bit stronger. I completely dissagree with your statement.

    They did a great job with Wesker in my opinion. These changes will decrease using his Power for Tunneling. They could give him a small buff in some way though. But, in my opinion it's very good.

    Deathslinger buffs are very minor, but it's a buff and it's nice. He will lose less distance while reloading. It's a chapter, nit Midchapter Update, but still we'll receive many balancing changes.

    Blight Iridescent Add-Ons were making him the best Killer in the game and that's good they will nerf these Add-Ons.

    I think it would be bad idea to completely restrict his power, but some form of slowdown to basically make it impossible to down even against endurance might be enough and not so punishing.

  • I would say both overcharge and CoB can be reverted, when 3-gen feature basically limits their maximum use. They are just useless right now, even with reverted values, I wouldn't consider them good.

  • @Halloulle said:

    The operative word in the dev post being "and".
    PainRes has high usage AND is one of the most effective perks in the game.

    Do you argue that WoO is one of the most effective perks in the game too? If so: what makes you believe that?

    Do you argue that WoO is one of the most effective perks in the game too? If so: what makes you believe that?

    I would say it's best information perk survivor can use right now.
    It easily extends your chases simply because you will never guess incorrectly if pallet/window spawned.

    I personally wouldn't want it to get nerfed, but I agree argument of pick rate is flawed. Pain res was basically replacement for BBQ to make going for fresh hooks wanted choice for killers.
    I have no idea why you would want to decrease pick rate of such perk. Only nerf I would understand is disable it when someone dies, not really %.

  • @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715478#Comment_3715478

    Nah I usually agree with you but I have actually been slugged for 4 minutes when I have done nothing wrong. Once I think it was because someone else was Teabagging the Killer but I didn't do anything and they took it out on me for no reason. It's not as common as Survivor mains try to claim it is, but it does happen quite a bit for no reason other than the Killer wanting to be an #########.

    I am not saying it can never happen, but if someone see it regularly, there is something wrong.

    and of course you don't have to be part of this. It can be someone else in your team annoyed the killer. Well, it's team game and this is just another issues for soloQ.

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715764#Comment_3715764

    surge only hit 8%/gens.

    Even if it hit 3gens (24%) it is still weaker than other meta gen perk in that moment.

    And most of the time it only hit 1 gen sometime 2.

    And because the survivor usually will want to loop the killer away from the working gen so teammate can do the gen ⇒ your surge won't hit the target gen you want.

    ⇒so when the perk come out every body call it a garbage perk and nobody use it for a really long time.

    It's not most effective, but I don't waste time using it.
    That's why my favorite combination is surge and pain res. Decent slowdown and I don't have to kick gens at all.

  • @Clee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716037#Comment_3716037

    What about this behavior are you defending? What point are you making? That this behavior is fun to verse? No one said it was the end of the world, just that it was an example of something less fun than sabos

    That this behavior is fun to verse?

    It's not supposed to be fun.
    If devs want to fix it, they can just give survivors option to give up if they are on ground like 60 seconds in a row.

    Just saying it's unfun thing, which is usually used as retaliation to another unfun thing.

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716028#Comment_3716028

    Having cages working like hooks will just ruin what’s unique about his kit and it won’t compensate having hook related perks work on the cages because all of that just destroys the fun of playing this killer

    Now he’s just another meme killer with a clunky anti loop

    and honorable mention

    ever since DH got nerfed into a hook related perk this killer became the most peaceful to play as

    Alright, but at least basekit BT should be fine, no?

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715478#Comment_3715478

    Tell that to the Nurse with infectious and Lethal slugging everyone about one minute into the match and then just standing in the middle nodding like they won some kind of medal.

    I'm pretty sure spawning into a match doesn't count as annoying the killer, does it?

    ——On topic: The Sabo-TB changes to me seem like an experiment to see where sabo is at. It isn't used much outside of dedicated builds - which probably isn't the intended way. I'm curious to see where tweaking TBs leads. Maybe we learn something interesting that leads to interesting changes - maybe we learn that Sabo should really not be touched. That's what PTB is for.

    Tell that to the Nurse with infectious and Lethal slugging everyone about one minute into the match and then just standing in the middle nodding like they won some kind of medal.

    I am not saying it can never happen. You have people who just want to boost their ego on both sides, but it is rare in my experience at least.

    It still stands that in most cases, you just played around and found out.

    I'm pretty sure spawning into a match doesn't count as annoying the killer, does it?

    Nah, it does. You were supposed to spawn in different game. Killer wanted to just wait in lobby and you ruined it.

    It isn't used much outside of dedicated builds - which probably isn't the intended way.

    Well, it also makes dedicated builds better.

    I have simple rule for this, if group denies me three hooks in a row, I am just not hooking for rest of the game. They clearly don't want me to…

  • @Clee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715478#Comment_3715478

    SSee This is the problem here, blame the victim.

    Actually my solo q teammates Sabo the hook, so my guess is he thought we were in a swf. But sure blame me

    See This is the problem here, blame the victim.

    Why should be that survivor be a victim? You just got bleed out, not end of the world. Kinda funny to try hide behind victim card for this.

    Actually my solo q teammates Sabo the hook, so my guess is he thought we were in a swf. But sure blame me

    I would blame that survivor then. But this is team game and this is risk of playing soloQ, you might get punished for someone else actions.

  • It’s either one or the other

    Both will be overkill for his kit

    What do you mean? It just means that perks on both sides including basekit mechanics are going to work on cage.
    It would be buff for a survivor, but PH would also get access to several perks, which are not optimal right now. Not really that big deal with pop nerf tho…

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715521#Comment_3715521

    no one said it was common or accused you of doing it..

    But it does happen unprovoked.

    Well, he said it happened yesterday. So either they were simply unlucky and doesn't matter, or it happens regularly.

    If it happens regularly to someone, I would like to see gameplay of them and their teammates, because from my experience, it's rare to happen unprovoked.

    It used to be kinda more common with old Pig, but not really after they changed her traps.

    I got bleed out 5 times in my 2k hours. 3 were deserved (we were SWF group builds), 1 was some russian streamer and 1 was random pig.

  • @caligraph said:

    I think artist is fine but pyramid head needs a tunneling nerf

    I would be definetly happy if cage works same as hook → perks of both sides work + basic BT.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715478#Comment_3715478

    🤨

    …or the killer was just being toxic?
    it’s not only survivor players that can be toxic. It’s not one sided at all and people being toxic without a reason happens all the time in this game…

    There are definetly toxic killers, if you said hitting on hook, humping etc. that's not waste of time and easy to do.
    Throwing whole game to bleed out someone? That's not normal situation.

    I have done this only to survivors who abused unhookable situations.

  • Seems like you annoyed the killer, this doesn't happen accidently.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715376#Comment_3715376

    Just gonna answer the stuff that I have something to say about here—

    When you say that you want a chance to win every game, you don't need slowdown for that. You have a reasonable chance to win almost any game as long as you have a solid plan behind your build and as long as you play well. I say almost because there are outliers, but they typically revolve around things that are balance problems in their own right.

    When you say that they weren't considered too strong before the 3-gen feature, uh. They were? I don't know where that comes from, they've been this strong and this oppressive for as long as they've had their current numbers (which I believe was patch 6.7.0 but don't quote me).

    Finally, that build probably isn't viable specifically because of Eruption. Surge and NtH would be viable as a pair, the absolute worst case scenario, the most you could say here, is that you'd have to not spam NtH, that's about it. Eight events per generator is a ton, especially if you aren't trying to overly defend a specific area - which, again, is part of what the system was designed to stop.

    You have a reasonable chance to win almost any game as long as you have a solid plan behind your build and as long as you play well.

    In DBD, it was always true, that side more prepared is more likely to win.

    If I get good team with good builds. Unless I have killer to end chases fast, I am unlikely to win without slowdowns, or tunneling.

    I usually play with two slowdown perks, just so I am not forced to tunnel even if my first chase won't end well, or survivors simply spawn each separated.

    I don't know where that comes from

    They were definetly one of best perks, but complains increased hard after 3-gen feature, because pick rate increased and well, they are going to get nerfed after 3-gen feature… Doesn't seem unreasonable to connect those events.

    Eight events per generator is a ton

    Make it work only for direct kicks and I am fine with it. But eruption + surge counts as 3 events in total. That eats stacks very fast… This combination is just terrible to use after 3-gen feature.

    To be honest, CoB and overcharge were trash even before 3-gen feature, but it definetly didn't help.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715312#Comment_3715312

    In order:

    1: Well, if you're preparing for the lategame, you'd probably be better off bringing endgame perks instead of slowdown. Slowdown kind of inherently is just better at the mid game, when you've had time to get the ball rolling but there's still multiple gens left to repair.

    2: I didn't say good teams. Getting good teams is very likely. I'm talking about the best of the best, which is the only time any player would really need slowdown- and if you're not evenly matched with them in terms of skill even slowdown isn't going to help you very much.

    3: Sure. You don't need them for most of your games, and the games where they'd make the difference are outliers. That just means they're not needed- you aren't meant to win every game you play, after all.

    4: Or, possibly, they're just too strong, especially when paired and especially when used on stronger killers. I don't think this "pickrate means they must get nerfed" thing actually holds water when most of the nerfs we've gotten recently have been to the strongest things available.

    5: To be fair, you did say it was the only option. But sure, maybe tunnelling goes up. Tunnelling needs to be fixed anyway, so that only really makes that more apparent.

    6: It didn't nerf other slowdown perks because regression events aren't a precious resource. They're limited, sure, but not in a way where you're ever in danger of running out unless you're really aggressively damaging specific generators— which was the thing it was designed to stop.

    Though, to be fair, Eruption did suffer a little, I did slightly misspeak. Eruption was veeeeery slightly indirectly nerfed by the new system, that one I'd agree with.

    I'm talking about the best of the best

    Then perks are not going to save it anyway. When we talk about tournament level, you need perks + playstyle.

    Good teams, usually just either perks, killer, or playstyle is enough. Doesn't matter which you choose.

    you aren't meant to win every game you play, after all.

    but I want to have chance to win every game, doesn't matter if I win or not. If you don't use good enough perks, there will be games, where you just lose by default.

    they're just too strong, especially when paired and especially when used on stronger killers

    Interesting how they were not considered too strong before 3-gen feature…

    you did say it was the only option

    I said it is only alternative how to get into end game and be confident to win. Not that it is only playstyle possible overall. Survivors have to really annoy me to go for first hook tunneling…

    Eruption was veeeeery slightly indirectly nerfed by the new system

    You want to tell me, Nowhere to hide, Eruption and Surge is viable combination? I will manage to block gen at 5 gens left with it. How is that not nerfed? If you compare it with current pop / pain res, that is never going to happen.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715322#Comment_3715322

    As mentioned already, this was an attempt to satisfy the people repeating over and over about how DS is busted. Forgot about the campers tho.

    Hey, nice try. I am just saying how I would break it, it's just clear flaw.

    My suggestion some time ago was 3 seconds stun, then 3 seconds power disabled. Basically so all killers are affected same +/-.
    3 seconds against pure M1 killers is more than enough in my opinion.

    When it is only stun, best killers in the game are affected by this way less than worst killers.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413571/decisive-strike-nerfed-again

    My idea of an update to DS that would make (hopefully) most people happy:

    • The stun will be 5 seconds. End. Of. Discussion.

    • DS will disable every killer power for 5/7/10 seconds after the stun ends.

    • Survivors will lose DS if:

    • They touch a generator.
    • They take a protection hit.
    • The endgame starts.

    Thoughts?

    So your idea is to buff it even more?

    They take a protection hit

    This would be really bad. If I am around the hook and hit survivors trying to rescue, if I hit that hooked survivor ASAP, it will always be counted as protection hit. So this would punish completely wrong group. Killers who wanted to tunnel from beginning would ignore it completely.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715283#Comment_3715283

    So do that, prepare for the worst. You still have slowdown perks and other strong perks/addons so you can still absolutely prepare for the worst if you want.

    I'd say that preparing for the likelihood of the matchmaker failing so hard you're matched with literally the highest possible skill players around is a little silly, but it's up to you.

    As for everything else, you're assuming the 3-gen fix did nerf the other slowdown perks, which it didn't. Then you just accept killers using those "instead" when A: They were already being used a ton and B: They're not needed so killers don't have to run them at all.

    Then you act like there's going to be no recourse left but to tunnel, when, y'know, there's still… everything else.

    You still have slowdown perks and other strong perks

    Gen blocking perks are not good for late game.

    Eruption sucks, gen kicking perks are trash (CoB, overcharge).

    So there is like Surge left? Which is M1 only perk.

    failing so hard you're matched with literally the highest possible skill players around is a little silly,

    I don't consider it a fail whenever I get those games. Mainly because I am not lobby shoping whenever I see high prestige, or clear SWF. It's quite normal for me to see good teams. I am not saying it's every other game, but 1 in 4/5 seems realistic.

    They're not needed so killers don't have to run them at all.

    They are not needed to win most of your games, but there are definetly games where you need it.

    They were already being used a ton

    But pick rate clearly increased high enough to get hammered.

    Then you act like there's going to be no recourse left but to tunnel, when, y'know, there's still… everything else.

    I am not saying there is no other way in most games, but I think it's going to increase, again…
    Tunneling was already best way to win. This patch makes it even more true.

    did nerf the other slowdown perks, which it didn't

    This one is really funny to me. Explain how gen kicking perks are not nerfed by it?

    It's not assuming, it's logical outcome. Lower % perks become worse when you make it limited resource. Not dificult to understand.
    I can block gen in three downs with Surge + Eruption. How is that not a nerf?

  • @jesterkind said:

    I've never quite liked the whole "nerfing these very strong options will just incentivise camping and tunnelling" argument.

    It doesn't leave any room for the nuance that comes with basekit slowdown and proper macro play. You already don't really need slowdown perks unless you're playing at the absolute highest level the main queue can offer you, and if you are there, you don't need four ultra strong slowdown perks all stacked together.

    If it does lead to camping and tunnelling more, though, we can always just address those things as well, it's not like they aren't problems. Gen defence really should be de-emphasised as much as possible, any fallout that comes from that can be dealt with as it arises.

    You already don't really need slowdown perks unless you're playing at the absolute highest level the main queue can offer you

    I will rather be prepared for worst and go easy on survivors if needed than be unprepared when it gets difficult. Good perks allow me to adjust playstyle to survivors.

    If I don't have neither killer, or perks to give me some room to breathe, then it comes down to playstyle.

    we can always just address those things as well

    This is how we got to this point and I called it.

    3-gen featured nerfed most slowdown perks except those two. Killers started to use them more and they are going to get nerfed now without any new alternative.
    I was confident going into late game with pop, when killers don't have that, only alternative to make it save is play against three survivors…

  • Kinda funny pop used to be 20% and it wasn't used, so they buffed it to 30% and now just nerf it back? It doesn't make any sense.

    Btw I called this with 3-gen feature and I hate to be right.

  • Well, it's annoying for two reasons. I feel bad for their teammates and I get annoyed by boring chases with bot.
    I don't think that's difficult to understand. At the same time I really don't like when anyone DC even while playing survivor. Doesn't matter if it is my teammate or killer.

    Learn to control your emotions and if you don't like the game, then take a break.
    It's pathetic how many times I have seen survivor DC few seconds before dying on hook. Just why?

  • It's not more efficient, mainly because you cut yourself out of best slow down perks. It's also not time efficient, because survivors can't give up.

    If you happen to face buckle up / MFT, then it will get way harder to do.
    Most killers can't snowball that well to call it even remotely consistent.

    Issue is there are things in DBD, where bleeding out is only answer other than giving up and let survivors leave.

  • @MechWarrior3 said:

    This game isn’t nearly as toxic in my opinion as some other games I’ve seen. The worst you’ll get is tea bagged at the gate or hit on hook 😅🤣


    I just laugh at it while cursing at them and then I get a snack. Life is good 🤣🤣

    I usually just watch something on second monitor and let them wait at exit gate.

  • I kinda like japanese tournament rule, where you simply can't cleanse hex before you finish first gen.

    Alternative would be actually hide totems, so totems are not visible from more than 3+ meters +/-.
    not put them in middle of nowhere, where I can see them from half of the map away, or exactly next to the gen…. Devs are just terrible at hide and seek.

  • The most I would like to see in this aspect is chat wheel. That's simple, effective and many players would use it.

  • @MauricetheHorse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714318#Comment_3714318

    "To gain pressure against Wicked, you either need to slug them, or tunnel them out."

    No you don't. It's lost after their first hook. That would be like saying you need to slug or tunnel anyone with Deliverance. Not to mention sure you can suspect someone has it but you'll never know until they use it.

    That would be like saying you need to slug or tunnel anyone with Deliverance

    That's true, but you can't tell so easily survivor has it.

    Not to mention sure you can suspect someone has it but you'll never know until they use it.

    If I can't see any other reason for the action, I will expect what is left. If survivor runs into the basement on purpose, they have that perk.


    Whenever survivor unhooks themself, whole chase you had with that survivor is kinda pointless unless you have perks to make it otherwise. You didn't get any pressure from it, as long other survivors know about it of course, because everyone else can stay on gens.

    Slugging still let you keep some pressure at least, because unless that survivor has unbreakable, another survivor needs to go into basement to pick them up.

    Alternative is to stay around and just don't let that survivor get out of the basement, down them after BT and try to hook them again to get desired result.

  • Just slug them, if I know there is no chance of hooking anywhere else and survivor clearly wanted to run into the basement, I am fine with slugging.

    To gain pressure against Wicked, you either need to slug them, or tunnel them out. I really don't think this perk should get nerfed, because there is a counterplay to it.

    There is a different combination of perks I would much rather see nerfed…

  • Insta blind is just broken, how the hell is that supposed to be fix for "dull".
    You want more interesting version? Then use flashbang…

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713998#Comment_3713998

    It's weird that UW gets called the best tracking perk when it didn't nearly have the usage to back it up. It was a single time ping if your current location so it wasn't like you couldn't hide or sneak away.

    It was most reliable, but not best. Except few killers.
    Nothing was better for Oni and maybe Blight/Wesker, that was basically only situation that was supposed to get nerfed.

    They handled this perk very poorly, but not really suprising at this point.

    I have tried it on Deathslinger once, that was one of worst games I had in while. It is just bad when every survivor can prerun so much without even paying attention. Scream is simply double edged sword and most killers can't use it.

  • @adam1233467 said:

    Nope, you now have a reason to use another info perk

    Ultimate Weapon was to overpowered to exist

    It was never best information perk for most killers except like Oni.
    Ultimate weapon was bad for any killer who can't deal with just hold W and of course stealth killers.

  • @Onako said:

    In all honesty, it would be easier to list the perks of survivors that do not need a change. Because most of them are just useless, extremely niche or straight up toxic.

    Let's be actually honest, it's true for both sides.

    I would want mainly generic perks to be somewhat decent at least.

  • Legion, Skull merchant, Wraith, Oni

    I just like M1 killers with cool skins.

  • from your core changes, this basically only one I would use:

    *While in Feral Frenzy, The Legion can interact with the environment without losing power gauge. (Vaulting, Kicking, Snuffing Boons, Opening Lockers,Exit Gates, etc)

    Otherwise it's either useless, or overkill.

    Legion is one of my main killers and I don't really want BHVR to touch them in any way other than creating more skins… I am completely fine with their current state, even addons.

    There is several other killers, that need attention more, even at risk of getting screwed.

  • I considered it trash perk as 32 meters around locker, but 15 meters, really? Also what the hell is 3 sec blindness?

    This is beyond useless. Playing without any perk is more effective than this, that won't waste my time looking for locker at least. This is Darkness Revealed from Wish.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710333#Comment_3710333

    Limit recalling drones only push her back to 3-gen, which I really don't think is good idea.

    this is pretty much summary of every change that anyone suggests for skull merchant.

    The goal of disables drones is that killer has to walk to the same location and place the drone. I believe the OP is trying to make killer be rooted into place when placing a drone allowing the survivor to run forward to next loop. This is basically a Trapper/Hag problem where you can't use your ability inside the chase beyond cornering the survivor.

    It is almost like hag and trapper should be getting buffed in this department so that they can use their abilities in the chase…. You know…. like throwing a trapper trap instead bending down to place one.

    I believe the OP is trying to make killer be rooted into place when placing a drone allowing the survivor to run forward to next loop.

    Issue is skull merchant drones are simply trash when you compare them 1 to 1 with Trapper/Hag traps. It's definetly not worth any time investment.

  • @AngryDuodenum said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710405#Comment_3710405

    So you're part of the problem. Slugging, no matter the circumstance, waste everyones time. As I type this, I am slugged on the ground while the last remaining survivor hides in various lockers and interrupts the crows by sprinting or cleansing a nearby totem…..So out of 15ish games, this same scenario has played out no less than 80% of the rounds that I lost.

    ETA: The fact that being "annoyed" by a survivor would cause any killer to act in that way just goes to prove the point…It needs to be fixed because you can't trust people not to ruin the game for everyone else just because they're widdle freelings got hurted by a survivior

    It needs to be fixed because you can't trust people not to ruin the game for everyone else just because they're widdle freelings got hurted by a survivior

    Sounds like your feeling are getting hurted by it, so it works…

    If you want to fix it, just let survivors give up when slugged for minute straight.

    So you're part of the problem

    Not really, It's simple. I don't do things I wouldn't want others to do and when someone does thing I don't like, I am going to something they don't like. Not really difficult concept.

    Don't annoy the killer, when you can't take what comes next.

    It needs to be fixed because you can't trust people

    Exactly why it shouldn't be fixed. You can't trust survivors to behave. I am wasting their time, so other killers don't have to deal with them.

  • @Skitten56 said:

    2 small changes would go a long way towards making her more balanced and fun to play against.

    1.When a survivor disables a drone, they lose 1 stack of Lock On.

    • This change is important because without a way to remove stacks, survivors have no counterplay to try and avoid getting 3 stacks of Lock On in chase. By letting survivors remove it out of chase, they can extend the length of time before Skull Merchant forces them to gain the 3rd stack when she creates lose-lose situations. It would also reward good survivors who manage to lose her in chase by allowing them to reset the progress of Lock On.

    2. When a survivor disables a drone, the drone cannot be recalled until its disable duration is over.

    • This change would reward survivors for engaging in the counterplay, and make it feel meaningful. Currently if a survivors disables a drone near Skull Merchant or an other survivor disables a drone mid-chase to help a chased survivor, Skull Merchant can just immediately recall it and then drop another drone on that same spot. This makes the counterplay to her feel meaningless. By removing her ability to recall a disabled drone, this problem can be abated and make survivors feel like their actions towards her power actually matter.

    These 2 suggested changes would at least allow the survivors some degree of counterplay and limit how oppressive her drones can be on some maps.

    Personally though I feel like these suggestions are just the bare minimum. The main issue with Skull Merchant atm is how much her kit does for such a little amount of effort. For example. there is no reason stacks of Lock On should give Skull Merchant haste when she can also already give survivors hindered in chase by forcing 3 stacks.

    BHVR needs to do something to address this issue because right now her power is just horribly unfun to go against. It also makes playing her not fun for me personally because I feel like using my power properly is just too easy and powerful so I am forced to severely limit myself in how I play her in order to make matches at least somewhat fun for the survivors.

    It doesn't fix any of Skull merchant issues players have. It just makes her worse and even easier for survivors.

    I wouldn't mind your second point, it would make it kinda fun to try disarm mid chase, which is kinda pointless now.

    I already had discussion why losing stacks on disarm would be terrible change and I am too lazy to do it again. That would cripple any other playstyle other than commit to every chase and make it literally brainless for survivors. Guess what, every time you get tagged outside of chase, you have drone it remove that lock on.

    You want to make it less punishing for survivors? Just remove broken and make it always mending. You still get punished for not paying attention, just not so much.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710299#Comment_3710299

    Yeah, Slugging was non-existent before. /s

    EDIT: OP even says Endgame… So trying to justify that slugging with DS is just wrong.

    It's definetly going to get worse with DS (normal slugging).

    I am not really going to care about frequent full bleed outs. Those things are usually done when survivors simply annoyed killer. I have few things on my list, which will get you to bleed out.

    If someone see it regularly, I would question their playstyle, so I definetly want to see those games. But maybe it's region thing and killers just want to be annoying there.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710393#Comment_3710393

    I appreciate this take. I agree that it's unfun to play against, as many things in the game can be, but I don't think that means it's broken or shouldn't be accepted as a valid strat.

    Compare to abusing reworked Boil over and creating impossible to hook scenerios, forcing DS is mostly fine.

    DS into Headon into flashbang is next level annoying thing to do. Issue is you don't really use that to be effective, that's actually done to annoy killer as much as possible.

    Just forcing DS is getting value out of good perk, that's fine. I just see it differently when you create your whole build to annoy other side as much as possible.
    That's like playing full bleed out builds on killers. It's not better / best way to play, you just want to be annoying.

  • Definetly better than aura reading, but I would be fine if it stop working after first survivor / multiple survivors if they happen to be in your TR when you open the locker.
    Just make it most reliable way how to get to chase, that's what it should do. I am fine, if it stops working after you find someone, so it's not really best information perk (it never was).

    But it's just bad as aura reading and what they want to do is even worse.

  • I don't think it's toxic, but it can definetly be annoying. Normally even if they bodyblock I would slug them, if they were just unhooked. If they jump into locker and force it, then I am going to actually tunnel them for it.

    But doing it is not really toxic in my opinion. They just want to use their perk, I am going to kill them for it, but they can try.

  • Slower deployment actually limits her skill expression. Most players don't even know, or use laser tags. It's something you can do basically deploy drone in a way you predict survivor next location for them to get tagged by laser instantly. This would be impossible with your change.

    Limit recalling drones only push her back to 3-gen, which I really don't think is good idea.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709790#Comment_3709790

    maps with unsafe pallets get little value from this mechanic. the feature is rarely going come into play because m1 play will be faster. where this features does come into play are maps with atrocious loop strength.

    Gideon's is example of a small map where there is safe pallet everywhere. This would greatly buff legion on maps that have survivor favoured loop design. Eyrie of crows, Badham preschool, Garden of joy. He'd be able to get downs against every type of safe pallet.

    If you would want to use that feature to down single survivor on strong loop it would take so much time, where it would be faster just get bloodlust III and brute force everything. It would be very inefficient.

    This would come into play only if you just keep using your power and running around the map to get survivors into mending state. Sooner or later you either manage to get 5th hit or get close enough to actually down with this feature.

  • Interesting concept, I think it would be on weaker end, but sounds fun.

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