VomitMommy
VomitMommy
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@Alcuin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688717#Comment_3688717
Nurse and Hillbilly are free and more difficult than Huntress. Trapper is free but doesn't get results. She gets results and she's easy.
There are way easier killers, but if your standard is Billy and Nurse, then sure…
Trapper is fun until you play against decent survivors, then not so much. I don't think Huntress is too strong, she didn't need a buff tho.
If you think only hard killers should be decent, then there will never be any killer variety.
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Well, she is free killer…
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They will be kinda boring to play in my opinion.
I don't think they will be that good hit&run killer for lack of information.
But they will be really annoying 1v1. I don't think those changes are good for either side.
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@GeneralSkien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687687#Comment_3687687
I guess… I am sorry but I have nothing more to add to this specific topic, do you have any OTHER ideas to remove lines/make skull merchant less of a noob stomp machine
As I said before, in another comment. I would change:
- haste system around two stacks → you will get less screwed by noob teammates
- remove broken → less punished
- make it impossible to recall a drone for 15-20 seconds, but show aura in red (it would become valid to disarm in chase, which sounds funny)
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@GeneralSkien said:
true, however it only effects already injured survivors if I am not mistaken. ( Not trying to argue just discuss)
True, but it wouldn't change that much.
It's not bringing anything new, just removing annoying aspect for survivors.
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@GeneralSkien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687648#Comment_3687648
Maybe I am being stubborn but maybe you are right, forcing mending on a survivor gets rid of endurance effects, and you still get tracking and speed with the claw trap. I am stubbornish so although I perfer broken, I kinda understand and am fine with mending for all, I just feared it would make skully even more annoying to play against
She already has mending, you know that, right?
So it wouldn't change much.
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@GeneralSkien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687635#Comment_3687635
I wasn't suggesting any buff for skull merchant in compensation… I just kinda considered the idea so small of a nerf it is more a gameplay health change…
Mending is strong, but I personally feel the broken status effect fits better theme wise, and gameplay wise, less mending and more pressure (Although its funny that there is an addon that gives you mangled while you have a claw trap, but I digress)
I wasn't suggesting any buff for skull merchant in compensation
I did, because if you bring multiple ways how to remove lock on, actual effect should be worth it. Issue is it would be possible to get it only in chase.
considered the idea so small of a nerf
It's not a small nerf in my opinion. For me, removing broken is smaller than letting survivors remove lock on for disarming drones.
I personally feel the broken status effect fits better theme wise
But broken is one of things that make her such a noob stomping killer.
- new survivors don't know how to play injured
- broken in chase is useless (unless you count instaheal, or agent)
- your change would make it impossible to get claw trap outside of chase
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I think bHVR should give her a secondary running animation for when she is buffed with haste.
That's an interesting idea, I would also rework how it works. Token system 1-4 doesn't really make sense with current version, because it's just noob stomping system right now. You will not get above two against decent survivivors.
I would have kinda two stacks that works independently.
3% for tagging a survivor
3% for claw trap on a survivor
That would make it way easier to track her haste for survivor. If noone has claw trap, she can't have more than 3% and if someone has claw trap, she can't get above 3% (you need someone with claw trap and tagged).
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@GeneralSkien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687593#Comment_3687593
The idea around it was to make lock on something that you could get rid of, without a claw trap. I thought hacking a drone would cause the skull merchant to be more careful with drone placement, and use it for chase more. I am open to ideas to remove lock on.
I half agree. The broken is VERY strong but always mending is kinda too weak? especially for a claw trap with is the point of the skull merchant ultimately, it shouldn't end with mass mending
The broken is VERY strong but always mending is kinda too weak?
thing is, broken is useless in chase anyway. So why bother? Mending is at least little slowdown and you still injured that survivor.
If you want to remove lock on from drones, then survivors shouldn't lose lock on when getting downed, or hooked. There shouldn't be multiple ways how to remove lock on.
Issue is you can't really buff drones to compensate, because it would become more oppresive in chase.
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It makes sense balance wise as it offers a risk reward for getting rid of scan lines
What exactly is a risk there?
Every time you get scanned, because you were not paying attention, you have a drone to disarm and remove that stack.
Only thing I would do is remove broken → make it always mending. You will still get punished for not paying attention, but it will not be so bad for survivors.
If survivors could remove lock on on disarm, skull merchant gets punished for setting drones ahead, which shouldn't be a thing.
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@nicetunnel said:
so much for changing the meta lol
There is no point in changing meta when it means simply replacing few good perks.
You need more alternatives, not just different same build over and over again..
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@SilverCrane4643 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687476#Comment_3687476
That is just an unecessary and meticulous response. You know perfectly what I meant.
But you did a mistake here…
You were saying? You tried to call me out on a mistake about power, while being wrong…
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@SilverCrane4643 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687401#Comment_3687401
I think most people like Blight base kit. People have an issue with his red add ons.
Yes, you can the foot prints, but lets be real… They are not that reliable and responsive all the time.
But you did a mistake here… You can see the foot prints only when he is NOT using his power. Our debate was about his flicks which you can only do it while in power and I said that it is less enjoyable if you don't see the killer easily. Like I said before, he can ignore god pallets, while Blight can't and he's also visible.
You can see the foot prints only when he is NOT using his power
That's not true, his power just creates more foot prints around, but you can still see his foot prints when you would see other killers.
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@SilverCrane4643 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687328#Comment_3687328
These aditional aspects are not small at all and give a huge advantage. It is true that Chucky is a bit weaker than Blight if you look the whole package, but if we look only base kits I would argue that they are almost the same. In this case we have to consider the survivor perspective. It is more entertaining to play against a killer that is visible and has a terror radius. When you get outplayed by something that you barely see is not the best thing in the world. That's partially why I don't find other killers techs problematic, bbecause you can see them do it and you can act on it.
It is more entertaining to play against a killer that is visible and has a terror radius.
Because survivors like Blight so much, right?
that you barely see is not the best thing in the world
if you would be able to see the killer, you can see chucky foot prints through wall
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@SilverCrane4643 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687308#Comment_3687308
He does, but at least you can clearly see Blight and he plays like a normal M1 without his power. Chucky is able negate god pallets it even has third person which allows him to have a better view in chase and it makes the window tech useless.
so just because he has additional aspects of his power, it's fine to have tech removed even tho he is overall weaker as a killer? I find some holes in that logic.
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@SilverCrane4643 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687248#Comment_3687248
Chucky flicks were interesting, but he has a really strong base kit already, so I'm fine about bringing it back, but they should nerf a little bit his base kit.
with this argument, how it works for Blight? He doesn't have strong basekit?
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Maybe they want to remove it too? Would kinda suck tho.
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@SilverCrane4643 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687149#Comment_3687149
Or keep both of them, more instening gameplay overwhole.
I would rather keep all techs and bring back Chuckie flick… It's more interesting for me.
But if they want to remove techs, then I would start with crouch tech.
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Time to start calling for removing crouch tech…
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@ReverseVelocity said:
What did you like that's gone now? It's not really great feedback if you're not specific.
slugging
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This effect won't make any difference to weaker killers
110% killers will love to be without power for 10 seconds for sure…
If they do it, it will be simply more of a reason for me to tunnel that person just out of spite.
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@BluSaph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685816#Comment_3685816
He can consistently get hits through pallets, that's an EXTREMELY strong ability that people seem to overlook. And tier 3 doesn't take long at all with the right add-ons, you can get there in just a few chases.
Except on many loops he can't hit you, because crouch is enough to dodge. Cars, tables, random trash, windows... If you crouch, he can't hit you.
If you manage to stun him during his special attack, it stops unlike Pyramid head.
Nemesis is not terrible killer, but definetly not good. Without zombies, he would get closer to terrible pool.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685553#Comment_3685553
Didnt old clawtraps just mark you on her radar not injure or hinder you? If so shes probably worse rn then before
You didn't play against old Skully, did you?
- she had more haste, because it was more likely to have multiple survivors with claw trap.
- her drones were working through floors, so good luck on Midwitch / The Game
- if you vaulted a pallet while having claw trap, that pallet got destroyed
- if you stayed in her drone, you got exposed -> no speed boost and it was like 60 seconds
- you couldn't hack a drone in first 10 seconds -> so if you want to work on gen, either wait or take exposed
- if there was a survivor with Claw trap nearby, you couldn't hack a drone.
- it was near impossible to cleanse her totem, because she can see you, if you ignore the drone and she can see you, if you hack it -> claw trap
Even her chase was better, because of pallet breaking, haste and use of totems. Devour hope, or Blood favor are really strong, when it's so hard to get rid of it.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685525#Comment_3685525
still goes without saying how ridiculous SM is cause of it making 70% wanna hook suicide against her
I don't really get why, she is way easier to play against compare to her OG version.
Everything other than stealth is worse. 3-gen feature made it even easier for survivors.
Issue is many survivors still don't understand how she works and what to do. She is also quite big soloQ stomper, because of her stealth.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685494#Comment_3685494
Idk i think devs will just heavy nerf her only real way to stop people from complaining
I think she gets too many skins for that.
Hopefully they learned a thing since Freddy...
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@Bradcore said:
I don't know whether to agree or disagree with this one. I've had a blast playing as the Skull Merchant and won many games as her. As I'm not great with killers, I'm inclined to agree.
On the flip side, however, I've never had a difficult time against her as a Survivor. She has been one of the easier killers for me to go against.
It's almost as if it helps, when you understand, how the killer works.
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It's funny to take kill rates seriously, when one of worst killers in dbd right now (Freddy) has 4th highest kill rate (63%).
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It doesn't have to be really toxic (often is), there are survivors who scream a lot when getting hooked. Hitting them, stop them from screaming.
maybe do something about the like hinder the killer or make there recovory longer for hitting spmone already hooked
So survivors will get Hindered if they crouch more than once in one second?
It doesn't make any sense, DBD is not kindergarten...
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I don't really have that many survivors DC against me. It's funny I manage to make survivors DC more with Legion than Skully...
You can try chase build skully:
STBFL, Rapid brutality, Jolt, BBQ
Because if gutting Sloppy I had to change my hit&run build:
A Nurse's Calling, Surveillance, Jolt, Pain res
It's quite rare for me to see instant DC, but it happens. If you won't go for tunnel on 5-gens, you should be fine in most games.
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@Emeal said:
I have seen Sloppy Butcher and Gift of Pain quite a few times still.
- You want Sloppy Butcher if you play a hit and run strategy or lose survivors easily.
- You want Gift of Pain if you wish to make sure Survivors get penalized on healing from unhooking, and -16% action decrease.
I think it was a pretty good change, despite that Survivors usually want to play safe. If they want to do that, then you can wrack up a modest accumulating reward or they can put themselves in danger, that's the choice. But it might be better to look at how busted Sloppy Butcher was before this change. Before it always accumulated reward since it was able to last forever.
I think it made sense to address it as bHVR worked on the game's healing since end of last year, forever value and perks being super reliable is probably something we can expect bHVR to take a look at.
I expect perks like Scourge Hook: Pain Resonance and Pop to get some counter play eventually.
Killer playing with sloppy is like survivors playing with MFT for few weeks after nerf.
With Sloppy either that killer didn't notice, or has no other options -> generic perk.
Sloppy is just trash now. Not only they reverted Haemorrhage, but also made it with time limit. It's so bad....
I could understand one or the other, but double nerf for sloppy?
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@SolidRazo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681952#Comment_3681952
With that logic why doesn’t ghostface, legion, or dredge have haste? All 3 of those killers don’t have anything significant for chase but they don’t need haste?
trapper has haste but his requires you to use a trap and has a fundamental and strategic reason to help him
Skull merchant doesn’t, theres no skill in it no depth to it, someone gets scanned and now she moves 3% faster all the time since the scan doesn’t go away untill you’re completely scanned.
There’s something fundamentally wrong with that wouldn’t you think? It’s similar to a certain survivor perk that everyone hated what was it again? Oh yeah Made for this.
she doesn’t need haste, it’s quite literally unfair that she just gets haste just cause you walked into her unavoidable scanners, it’s unnecessary especially when you become broken after being scanned 3x she’s similar to legion and Plague in the sense that she can injure survivors very quickly and almost passively and that should be her power but the fact you say she “needs” haste tells me there’s a fundamental problem with her power if most of the strength comes from unfair status effects.
With that logic why doesn’t ghostface, legion, or dredge have haste?
Legion is quite speedy, which is why he is one of my mains.
I hate ghostface, exactly for this. It's so annoying to get into situation when there is nothing you can do other than slowly walk behind a survivor, it's annoying.
Dredge has mobility... Teleport is best haste you can have.
You are also talking about adding something not removing. How would Legion feel without any haste? Answer is garbage.
trapper has haste but his requires you to use a trap and has a fundamental and strategic reason to help him
Here is example of haste. You had underpowering killer and haste was easiest and probably best fix.
Skull merchant doesn’t, theres no skill in it no depth to it
Just because you don't know any depth, it doesn't mean it's not there. You don't seem to understand difference between skill floor and skill ceiling.
Skill floor is not high for sure, like many other M1 killers, but skill ceiling is definitely higher than most M1 killers.
someone gets scanned and now she moves 3% faster all the time since the scan doesn’t go away untill you’re completely scanned.
You don't even know how she works.... When you get scanned, she is faster for 12 seconds. How do you want to argue without any knowledge?
It’s similar to a certain survivor perk that everyone hated what was it again?
So now comparing power with perk? That's not how it works. Killer power > perk
she doesn’t need haste
she does
it’s quite literally unfair that she just gets haste just cause you walked into her unavoidable scanners
unavoidable? Crouch, stand still, or just hold W away.... Doesn't seem unavoidable
she’s similar to legion and Plague
Legion is faster (if you are healthy), can easily injure multiple survivors and there is very little you can do about it. That's not true for Skull merchant, you can quite easily deny it for a long time and it doesn't have to get active at all.
Plague? I will take ranged projectile that can hit multiple survivors over 3% haste... just saying
Btw in changes I suggested in other thread, I would remove broken from her... That's not needed unlike haste.
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@SolidRazo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681870#Comment_3681870
Why does she “need” haste though? Most killers don’t have haste and do just fine. Never understood why this killer has both haste AND hinder in her kit at the same time if anything the fact her scans injure and track and give stealth should be good enough if not then her whole kit needs a overhaul cause how it works currently is just not good if she relies on haste to even be remotely good in chase (which she doesn’t she just doesn’t have any chase potential so they slapped on haste to give her chase potential)
She needs to be even remotely viable and fun. She would have nothing for chase without it.
Hindered is not that good, but there needs to be something in my opinion.
When I try to make nerfs, I try to make it easier for survivors, or nerf other aspects of killer. It's bad to get nerfs that will impact how that killer feels to play, if it makes sense.
Without haste she has nothing for chase and hold W would become ultimate counter, which I find rather boring for both sides.
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@ChaosWam said:
I have such a weird mixed feeling on this.
On one hand, survivors still sometimes think drones have the 1HKO effect and don't know you can avoid the beams by crouch walking/standing still.
On the other hand, she does not need haste AND hindered in her kit, and her stealth potential is crazy since she makes pretty much no noise while undetectable.
Also in terms of killrates, I think people giving up against her inflate it like crazy.
She definetly needs haste.
Hindered is not really needed, but there should be something so drones can't be simply ignored when injured.
EDIT: lol, didn't notice it's old post. It makes sense why I was having a Déjà vu moment :D
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681385#Comment_3681385
opinion= wow terrible idea you should feel bad lol forum stain fr
I told you why it is bad idea and rated your idea. What more you want?
You consider it an issue, feel free to find a way how to fix it, but I am going to tell you why it is bad idea....
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680041#Comment_3680041
And yet not bringing any real solutions to the table either just here to complain
if we don't consider it to be issue, why should we bring an idea to fix it?
We will just tell you our opinion on your idea, which you posted on forum...
So many killers nerfed into ground and Legion doesn't need rework. Also fact that survivors can create situations to get into deep wound makes this even more broken.
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stun the killer for 5s and block his power for 10s.
if they make this, I am going to bleed out every survivor who will try to force me opening a locker. Otherwise slugging festival can begin.
You realize it will only shift the complain topic, right?
DS was respected, not feared.
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680629#Comment_3680629
I honestly kinda like the idea of limiting the Haste to two "stages" (3% and 6% max) to reduce confusion and overkill potential against inexperienced Survivors (the majority of the playerbase). Although quite frankly I still believe that Haste can stay if Hindered goes or vice-versa.
Although I'm iffy about the drone broadcasting it's been disarmed through aura change, trading removing info from the Killer for giving info to the Killer is counter-productive, unless the Killer tries to recalI it or sees the drone then a deactivated drone shouldn't show it's been hacked, I hardly ever saw anyone manage a hack mid-chase unless they had a massive headstart.
hack mid-chase unless they had a massive headstart
Issue is there is no point in even trying it, so why would anyone bother other than flex.
Although quite frankly I still believe that Haste can stay if Hindered goes or vice-versa.
Haste is way more important to Skull merchant than Hindered will ever be. It's quite rare for me to get to Hindered.
I think there should be something, so drones can't be ignored when injured, but I wouldn't mind nerfing hindered to like 5%.
trading removing info from the Killer for giving info to the Killer is counter-productive
Well, that's how it used to be. You denied her drones, which is not only information, but got claw trap -> mostly information. Currently disarm is kinda boring and I definetly prefered when it was more of an trade off. Disarmed had more impact, but it had draw back.
Good merchants know you disarmed anyway. Drone aura is not visible when you are disarming and aura is then higher than other drones -> but that is hard to tell on some maps...
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Surprisingly I am not fully against most of it (as for most Skull merchant posts I read), but I don't think Neuroshock idea is way to go. It's definetly not more fun to play against than Hindered. As long survivor has pallet, Hindered is not that good.
I am definetly fine with nerfing drone rotation switching. It should be used only as a tool for drone to adapt for specific loop direction, not spam it so it's impossible to dodge.
Rotation speed and immunity is fine too.
I definetly agree with addon changes, those are just bad... I would change Low-Power Mode so rotational speed is reduced only in scouting mode.
I don't think it is good idea to add more effects to her kit -> Neuroshock. Hindered works and you can play against it. It's not something you get that often anyway. So I wouldn't focus that much on it.
I think there should be changes to make it easier for new players and more interesting for experience survivors and probably rework her haste.
For new players:
- remove broken
- survivors always get in deep wound when claw trap triggers
Let's be honest, it should rarely happen to get claw trap outside of chase, but it happens (mainly to new players). You don't need broken in chase and this would give survivors chance to recover, but they are still visible on radar, so good luck with that.
For veterans:
- Disarmed drone can't be recalled first 15 seconds and aura is displayed red
After it disarmed duration is same, but drone can be recalled and aura changes back.
This will make it kinda trade off drone denial with information as it used to be and funny thing would be disarming drone in chase, so skull merchant is not able to recall and replace it asap. It is possible to do it on safer loops and should be rewarded in my opinion. Helldivers would have fun with this one, when we have so much practice with this right now...
It's just another thing that would become valid as counterplay against her.
Haste
- remove system of stacks
- whenever there is survivor displayed on radar, Skull merchant gets 3% haste
- whenever there is an active claw trap, Skull merchant gets 6% haste (total)
This should make it kinda easier for survivors to know how fast she actually is. Her stack system is kinda relic of her first version and should be changed.
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@Skillfulstone said:
I'll just leave this here...
https://youtu.be/vOliDIQxQlE?si=CwdpCXEEAoCL2MNA
I honestly believe Skull Merchant to still be an issue simply because she still has no meaningful counterplay to her (especially for SoloQ), the guy in the video goes into it in a rather detailed breakdown.
She's less obnoxious than before (although the bar was set incredibly low) but her rework shifted the issue rather than fixing it completely.
Still using this flawed video? That guy is just biased and sets lot of things just to push his agenda...
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@Moman624 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671045#Comment_3671045
her only problem was 3 gen, she was never a strong killer. Unless you'd prefer to be injured by claw traps instead, be my guest. I like playing her every now and then and shes wonderful (Its not bad to play her, shes fine)
her only problem was 3 gen
That's not true. Her chase was actually better than it is now. 3-gen was just easy way to annoy survivors.
You had better movement speed, you had better passive slowdown, you had pallet breaking, exposed and more information.
She was best killer for hex builds. Chase merchant with Blood favor, or Devour hope was really good and it was kinda hard to get rid of her totems.
EDIT: I have feeling you didn't even read who I was responding to.
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@Ariel_Starshine said:
How can you see your MMR?
You can only guess based on playtime of players against you.
How many cheaters you play against is a good guess too.
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That would definetly help, it would still be worse pop in my opinion, but better than nothing.
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To be honest, as soon there are at least two bots, then I would let all other players leave. Survivors are kinda screwed at that point unless gens are really low, it's boring to chase bots...
If you want to try to win / get some challenge, then feel free to finish the game, or just for BP, but I would let players leave, if they want at that point.
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That's a massive buff, so definetly not for all survivors and definetly not current version of bond.
I use bond regularly and it's really strong. You never bring killer to survivors working on gens, body blocks are really easy to do, easy to find survivors to heal...
It might be interesting to try that it works basically only on survivors you are not in group with. So as solo you see everyone. Trio would see only that one survivors left etc.
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@lukeneves said:
You need to reduce its action radius to 30 meters from the closet and not let accompany the terror radius. Fast or teleporting killers become EXTREMELY stronger (including Blight, THE BEST killer in the game).
Then it's useless. Basically worse Whispers.
I would simply stop the effect few seconds after first scream. It will do the job and get you into next chase fast, but won't allow you to run around whole map and find every survivor.
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@HypersKng said:
https://forums.bhvr.com/dead-by-daylight/discussion/408230/i-quit
Very accurate. Something needs to done.
Easy to say, but this is kinda complicated issue. I think it is BHVR at fault for most parts by basically limiting options, but players on both side are not innocent either.
You have this annoying cycle, where one side get stomped, get annoyed and bring it for next game. Then the other side get stomped and repeat.
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I joined the Helldivers
Time to spread some democracy, brother!
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@SAIKURON said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677871#Comment_3677871
I've mentioned Spirit Fury and Enduring in my post. I agree that this combination goes hard, but it's not enough if you're going against decent survivors, not noobs or low mmr players.
I also agree that the Legion don't need any fundamental changes, they just need some tweaks of their add-ons and power, something that will just make them better, while keeping their performance bearable for noobies who don't know how to counter them.
it's not enough if you're going against decent survivors, not noobs or low mmr players.
You can defeat most survivors even on high MMR, unless it's terrible map like The Game, or Garden of Joy. But that's true for most killers.
It starts to be bad only when you meet tournament level squads, who will bodyblock you while in mending state. If you meet that good survivors, you are going to lose with most killers anyway. Even more so after gen changes.
I just think there are killers that need changes way more than Legion. I am quite happy with their current state. There is few addons that could be changed, but there are killers who need it way more.
Sadly then you see buff to Huntress instead, for some reason....
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677859#Comment_3677859
You could go that route, but I was considering making his strengths even better and keeping his weaknesses apparent, as I stated previously.
I don't think it would really make that killer more popular, when you keep that frustrating aspect.
RIght now he is very punishing to play with room for almost no mistakes and very map dependant. I think he is going to join Singularity with low pick rate.
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I play Legion a lot and he is not really that weak... You simply need to use some chase perks (I really like Enduring, Spirit Fury).
Overall Enduring is really strong perk for him, because you can leap under a pallet and often end on same side as survivor and just turn around and basically instadown them.
I don't think Legion need major changes, otherwise he would become massive noob stomper -> even more than now.