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VomitMommy

VomitMommy

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  • If you want 50% killrate you also want 5-10 minutes queue times back?

    I guess you forgot this little detail, I don't know about you, but I will rather have to try a little to escape than waiting several minutes just to play the game.

  • I mean, you will probably camp the basement if you want that kill and when you see them unhook, it's not that hard to bodyblock them for 10 seconds, so they won't get out of basement anyway.

    I don't really see an issue with it.

  • I usually let them stay at gate and just watch some anime on second monitor.

    It's funny how they waste their time just waiting for me.

  • It definitely is not better (fun) for a killer, so if survivors can leave, so can killer.

    Have fun in your lobby simulator.

  • @Dream_Whisper said:

    If it was up to me to rework her completely, I would not go for "Just revert her back to her original power" route, as they would make 3 gen defenses more convenient and problematic. I am also pretty sure the Dev do not want to go back thar route either.

    What would I do instead, is make the drones functions similar to Zombies and make them hover and move in a patrol route in the map. Basically, Scrap the Skull Merchant ability to throw out drones and she can used her device to reactivate them when they are down by survivors. The Survivor can have a few methods to take them down, they can get close to a not active drone which isn't scouting and do the hack minigame. They could uses a flashlight to blind a drone scanner, if it hasn't already alert the killer that it found the Survivor already. And they could even destory a drone, and make it respawn in the map, with a cooldown. Destroying or failing to disable a drone, or being caught by the scanner can punished the Survivors with a claw trap and hindered and reveal them with killer instinct and the killer's tracking device.

    Inspiration of the drones moving in a patrol pattern is inspired by the cinematic official trailer for the skull merchant reveal, in which the drones were literally moving and following the Survivors they are have discovered. We need that for the new Skull Merchant 3.0

    I have seen several versions of this idea and it was always terrible.

    It was always just worse version of knight. Knight is really not popular killer for survivors, so if she will be stronger than Knight, then you didn't change a thing and survivors still hate her (also screwed it for players who enjoy playing her), or she will be worse and you just destroyed a killer.

  • @NovaKane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670873#Comment_3670873

    I'd rather actually play the game over being tunneled at 5 gens

    How exactly that would change?

    This feature would simply mean you can't wait until 1-gen left (depends how it's going to work), because survivors will do gens faster, so tunnel at 5 gens left would be best outcome.

    You would be still dead, your teammates would just have little better chance to escape.

    Like optimal outcome would be there is standard speed at 1 gen left and 1 dead survivor. Otherwise it's slower speed if all survivors are alive, or faster if 1 survivor is dead.


    Issue is either 1 survivor dead will give little % boost, or breaking last gen will be hell for survivors, which is also not good...

  • I have played old Skully a lot and I keep playing new one too. (I enjoy M1 killers and her skins are great)

    In my opinion new Skully is way easier to deal with for survivors. She is overall weaker in my opinion and she doesn't have super broken maps like she used to (The Game, Midwitch).

    Old Skully even without 3-gen, her totem builds were insane. Good luck trying to get rid of my Devour Hope before I get 3 downs. Her chase used to be better with exposed and pallet breaking. Her speed was better too, because of claw traps, her addons were better, her slowdown was better.

    Revert would be great for Skully, not really for survivors. I just think survivors crying on current Skully never played against good old Skull merchant player, or they have memory of gold fish.

    She is just soloQ stomper, because of stealth now, but it's possible to win on most maps.

    You healthy -> hold W

    You injured -> predrop pallets

  • @NovaKane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670098#Comment_3670098

    Yes. Sounds good to me. Reward the killer for not tunneling at 5 gens. Perfect.

    I can make survivors suffer a lot with it, unless you want to make it irrelevant % on both.

    It may surprise you, but slow gen speed is really boring and there are things to make it even worse.

    You could easily create Forever Freddy kinda thing, which really wasn't popular to play against.

  • @ChaosWam said:

    1v1 isn't a bad idea honestly, guarantee there's a ton of players who want to 1v1 all the time.

    Only question is what would the goal for the survivor be and what would mesh well with mid-chase?

    I mean, optimal version would be to simply have a chase as survivor against killer player and when you get downed sides switch and you play killer. Then whoever had longer chase wins.

    That's why I think it would screw queue times a lot, because pure survivor mains wouldn't play it, so it would take mainly killer players.

  • I would love to see 1v1 mode, but there is probably not a mode that would screw queue times more than this.

  • So gen speed will also slow down for every gen finished as long all survivors are alive?

  • @nValentine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668230#Comment_3668230

    when did i say it's hard? i said its inconsistent. can you not read? you don't just crouch and be guaranteed to avoid their attack. it may hit and it may not.

    " nah, that would lead to removing other exploits in future, which I would rather avoid, because it's fun. "

    fun to you only and anyone who abuse it. not to others who are facing it. what about old dead hard? i'm pretty sure you like other killer mains who cried about it you wanted it to be nerfed which it did. Dead hard was fun and skillful to use too right? oh no not for you :(

    Dead hard was fun and skillful to use too right

    not really hard to do and not an exploit... Funny to compare perk with something anyone can use (except for console)...

    i said its inconsistent

    no it's not, it just doesn't work in every situation, but when it work, or doesn't is quite consistent.

    That's like saying hitting skill check is inconsistent.

  • Because this would mean it works even when 2 survivors are down and 1/2 alive.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667386#Comment_3667386

    No, the update specifically says excessively long matches. 3gen is just a particular issue in the group of excessively long matches.

    https://us.v-cdn.net/6030815/uploads/H80HGN28AW8M/image.png

    What you are thinking of is probably the second paragraph which says;

    https://us.v-cdn.net/6030815/uploads/XXQSJ0XRAERC/image.png

    A Moderator can comment on if the understanding is in error, but Im pretty confident in it.

    So Nobody is saying you 'strong HAVE' to change your perks and strategy. it just means you are now affected by the new system.

    I never play with more than 1 generator stoppage or regression perk anyway, I am in the unaffected majority.

    the update specifically says excessively long matches

    If I am able to trigger that feature easily on 4 gens left, then that's not excessively long match.

    you 'strong HAVE' to change your perks and strategy. it just means you are now affected by the new system

    It's weird to say affected instead of punished...


    Just saying I don't want to see crying about killers using pop/pain res. This feature is direct reason for this, when most alternatives are just trash, because of it.

  • When at least 2 survivors are down, you are able to pick yourself up

    That's not just 4k slugging....

  • @nValentine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667392#Comment_3667392

    say you heard about avoiding chainsaw with crouching without actually trying to do it....

    oh yeah crouching 100000% avoid a chainsaw hit it's not totally inconsistent yea yea.

    plus you mentioning an exploit. instead of that why don't we remove the exploit and balance this over buffed killer? would be good for both sides right? no one will be frustrated. good idea i assume.

    instead of that why don't we remove the exploit

    nah, that would lead to removing other exploits in future, which I would rather avoid, because it's fun.

    say you heard about avoiding chainsaw with crouching without actually trying to do it....

    Is that supposed to be hard? when you see billy / demo use their power -> crouch. I don't see how is that difficult.

    Just git gud issue.

  • @nValentine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666295#Comment_3666295

    yea right he is popular because you can get free wins playing him.

    you can speed around the map in a matter of a second. you can run pop and pain res to make sure survivors have to do a 6th gen, while also proxy camping/ tunneling your first hook and get your lovely 3v1 at 4 gens left lmao

    you can get free wins playing him.

    Say you never played Billy without saying you never played Billy...

    Learn to crouch, that will help :)

  • @Emeal said:

    If that is the case, buffs can be considered for those Killers instead of implementing special rules regarding regression event limits. Additionally, there are other perks available, some not even related to regression, that could enhance a Killer's performance in specific situations. I understand that the strategy you employ is precisely what this change is meant to counter. However, there's the option to adjust your perks and rebalance your MMR to adapt to the evolving dynamics of the game.

    However, there's the option to adjust your perks and rebalance your MMR to adapt to the evolving dynamics of the game.

    Interesting, I thought this feature was not supposed to affect general gameplay. Weird we have to change our builds and rebalance MMR.

    When feature changes whole meta, it affects general gameplay, so I would say they failed hard in this aspect.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667352#Comment_3667352

    Except you can't possibly know what that is, can you... unless you have some sort of mod or tool that exposes it go you. Having your objective be this unknown intangible that isn't represented to the player in any way shape or form doesn't make sense no?

    We know how it works. MMR is only based on your kills, hat's it.

    DBD created it, so they made this your win condition. 1-2 kills loos, 2 kills draw, 3-4 kills win

    Most information we know about it is from devs. You can't have better information than that unless you are developer yourself, which I doubt.

    That's all what matters to determine "skill" right now and adept achievements are based on kills too (used to be different).


    Trying to torture survivors etc. is simply lore thing, nothing else. It's not a objective for players. If so, slugging would be main objective...

  • I still like to use Surge and it's funny how easy is to block the gen. My record is currently on 4 gens left, but if I used Eruption, I can easily get it on 5 gens left.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666874#Comment_3666874

    OK, if we want to argue without reading anything or engaging with any of the points made:

    To be pedantic, your ACTUAL objective, is not to kill survivors as fast as possible, it is to cause as much pain, fear and lost hope as possible in each trial. This is indicated by the way in which bloodpoints (and thus emblems) are awarded to you in the end game, and why if you kill all 4 survivors by hooking and sacrifcing them all after 1 chase with no unhooks, it is entirely possible you depip in iri rank. Your awards are given for getting as many chases as possible (optimally 4 per survivor), as many hits and wounds with your power as possible, and as many hooks as possible. Your actual points for kills are very low, losing out on approximately 5000 points overall per survivor you immediately kill, demonstrated perfectly by how low scoring Myers games tend to be with his executions.

    Ergo your argument is invalid, because this change would actually encourage your objective.

    There are plenty of people who are extremely biased and blanket ask for buffs and nerfs without any consideration to either side. Please do not insult me by lumping me into that camp. I do try to be unbiased and at the very least provide evidence for my arguments, and would appreciate being respected as such.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666895#Comment_3666895

    Is though really? Both Pain Res and GE only have 4 procs, that requires you to hook all 4 survivors, once you've done that, it's done it's work. If you've been really fast to tunnel someone out however (which lets face it a strong Blight, Nurse, Spirit, Pyramid Head really excel at), you're in a commanding lead already by virtue of a player being dead early. I did say the numbers are up for debate, perks could be buffed a little to compensate, but the overarching point is PR and GE have mechanisms to naturally discourage tunneling, which can be circumvented/undone by mobile killers who can still tunnel effectively, while still getting the full value out of the perks. Should you still be able to use their rewards while still tunneling a player to death?

    If I'm honest Pop I think is fine, it's so popular because its a great perk, that also synergises with any kick perk like Trail of Torment, Nowhere To Hide, Call of Brine, Eruption... it just makes kicks better... I bring it up since it is the most popular perk right now, so it's worth being in the conversation, even if the conclusion is "Leave it alone".

    it is to cause as much pain, fear and lost hope as possible in each trial

    Maybe based on lore, but that's about it.

    MMR is based on kills only...

  • Wet dream of bully squads

  • @Shaddoll_Serpent said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666082#Comment_3666082

    Problem with buffing other slowdowns is that it doesn't create more variety. It just makes the meta builds even stronger since people will just stack all the Pain Res level slowdown together in one package resulting in very oppressive builds that will make gens almost impossible to complete. Doesn't mean I don't think other options shouldn't be introduced, but I think there needs to a bit of both (nerfs to the best perks, buffs to the weaker ones) in order to try to create variety. (But in all honesty, I don't think there'll ever be true variety in this game as long as slowdown perks continue to outclass every other perk available.)

    slowdown perks continue to outclass every other perk available

    They don't outclass, they do something else. What you need changes based on specific killer.

    That's like saying WoO outclass every other perk for survivors. It doesn't make sense.



    Currently most slowdown perks are simply bad. If they introduce buffs to most slowdown perks, then I don't mind nerf to pop / pain res, but I don't think they should be nerfed right now, simply because of lack of alternatives.

    Last good slowdown perk is pain resonance, that's a long time ago...

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666372#Comment_3666372

    I feel having more meaningful healing slowdown that isn't insanely uninteractive is the better solution than applying a blanket debuff which makes so many niche perks further useless (Resurgence and reactive healing).

    By making it more enticing to heal as a meta, you will have people risking less time to be on gens and heal, especially in casual games. It also makes games less snowbally, the likes of Spirit making the perks extremely toxic honestly.

    This perk needs to go to make way for better killer healing slowdown, we still have gift of pain, blood echo, leverage, coulrophobia. None of these perks compare to sloppy, infact so many addons don't even compare to sloppy's value. They even gave that explanation, it's just too good for what it does.

    None of these perks compare to sloppy

    Well, that's because they are trash. There is a reason why almost noone plays them...

    They are not really balancing standard we should aim for.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666344#Comment_3666344

    Adrennaline can go for all I care, I main healer in this game and sloppy has been one of my biggest annoyances since the hemorhage rework for introducing new players to the game, telling them it's best to just stay injured as they are being tunneled out with no way to heal for the better part of the match, even if they do well to elude the killer is just completely unfair.

    You are literally one of the people that makes this game so unapproachable for the casual playerbase, sloppy does nothing but enable what makes this game awful, unfun and uninteractive for people trying to learn.

    Let people heal, engage in more chases, make more mistakes to learn, if you want to punish co-operative play there are perks like forced penance which targets the one trying to help rather than the one you are tunneling.

    Go play plague.

    I don't care about healing.

    I just want killers to have at least some decent generic perks.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666323#Comment_3666323

    Welcome to the stay injured meta... where people just rush out gens. Don't be so ignorant to why its one of the most used perks, it will be just as useful a minute and over is still a long time. I remember last time it was discussed it was "no one uses this perk ever."

    If you want people to not heal, use broken, that's what it is there for.

    why its one of the most used perks

    because it's one of very few decent generic perks any killer can use?

    it will be just as useful a minute

    Well, you talked about injured meta. This change will aim for injured meta more, because staying injured will get rid of it.

    You think staying injured is an issue? So wanna nerf Adrenaline?

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665739#Comment_3665739

    Sloppy isn't even "killed", it's stupid the value it got for such little effort, a blanket debuff which is unremoveable is never good design. Let survivors remove it in some way then defend it. Which it has now, it's still going to be a good perk lmao

    Let survivors remove it in some way

    Healing is how you remove it... Sloppy is useless if you use some healing perk and not just chase only build.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666075#Comment_3666075

    I would agree my friend! What if surge was 10% or 12%

    eruption to 14% no cooldown since there is no incapacitated anyone and it counts for more than 1 regression event I presume right? (Never understood that)

    I’d love to see oppression get some form of buff. Shorter cool down?

    buff CoB and Overcharge to previous values, reduce CD of oppresion

    Eruption and Surge should be fixed by change of that 3-gen feature. Just make it work with one gen left, or make it work only towards kicking -> eruption / surge will not count for it.

  • Replace them with bots when survivor don't hit two skill checks -> would die otherwise.

    You still lose one health state probably, but better than nothing.

  • If it stops being scourge perk, then sure. But the fact that RNG can easily stop your cycle would feel so bad.

    This perk far outclasses every other slowdown perk

    Could be simply fixed by buffing other slowdown perks, because most of them are just trash now, which I see as a bigger issue.

  • What about buffing other regression perks, so there are options?

    3-gen system destroyed most regression perks. There is not much you can do other than Pop/Pain res right now, which is just sad.

    I loved using alternatives and trying to make it work, but you just get punished for it now, so why bother?

  • Notice playing against Trapper -> find basement location -> always run on opposite side of the map in chase.

    Fixed... Just git gud

  • @Cryopier said:

    Doesn't seem like it should be bug. If a killer swings for your upper body and you duck under it, why wouldn't it miss?

    Doesn't matter if it makes sense or not by logic. It matters if it is intended feature by developers or not.

    I don't think it should get removed tho.

  • Why remove it anyway?

    I don't think it's gamebreaking. It's just something extra survivors can learn.

    I wouldn't remove neither this, or killer's techs. It just makes game more interesting in my opinion.


    Rather than trying to nerf survivor's hitbox, they could simply buff Demogorgon's shred...

  • I kinda like the power, I like the look/theme (lunge is really cool), but I agree it doesn't fit together.

    When you see name and overall theme, then grenade launcher is not really power you would guess.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664679#Comment_3664679

    It got buffed actually, it used to have a limited time to activate it after a hook (and it was still one-use). Now it's whenever you next break a pallet.

    It's still a bad perk though.

    It's still connected to two limited resources (hooks and pallets), then they create Ultimate Weapon which has basically only CD...

  • Only thing I want fixed is Adrenaline healing a survivor on hook/carried.

    I don't care that much about that perk otherwise. It's late game perk, it should have strong effect.

  • Wait until you get a job, then you will be happy with less grind each month...

  • and slugging festival can begin

    You would also need to nerf gen speed at 4 survivors alive, which is not going to be that much fun for survivors.

  • Pallets are already a limited resource, I have no idea why you need to hook a survivor too.

    If you are worried about spamming it, then just give it like 30 seconds cooldown and should be fine imo.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658373#Comment_3658373

    Also I was curious to know since you play skull merchant, what build do you like using?

    BBQ, Rapid brutality, STBFL, pop

    Nurse's calling, Gearhead, Surge, Sloppy


    I used to love using Nowhere to hide, Eruption, Surge but that's just useless now.

  • @YamamuraVideoRentals said:

    I think offerings at least help you accomplish certain challenges or get certain achievements if that's what you like to do.

    But otherwise, all offerings should just be hidden until end of the game imo.

    all offerings should just be hidden until end of the game imo.

    nah, players should get a backlash for their actions.

    It's huge difference how I play on bad map if it is RNG, or if someone sent me there.


    I also play differently when I see multiple cakes. I usually try to go for 12 hooks when it happens...

  • You shouldn't be able to wiggle out on your own, otherwise it would be really easy for any player just find spot where they are unhookable.

    When it happens, it should be either by mistake of killer, or team effort.


    If you want to make it easier for survivors, then I guess you like to bleed out often... Whenever survivors try to prevent me from hooking, I gladly fulfill that wish. Probably not in a way they want tho.

  • @codebibi said:

    do you play as survivor ? because it is a nightmare it's really bad. killers is so easy they don't even have to use their brain and try hard to win and they can abuse tunneling camping and slugging all they want without any consequences plus extremely powerfull abilities than can be even stronger with add-ons and can also abuse because of very low cooldown and they run faster and have blood lust that gives a massive speed boost for free.

    then play killers... survivor is clearly not your good side.

  • Basically tunneling first survivor you find every game is gamble. If they are any decent, you are going to lose.

    It's usually better to chase multiple survivors before you decide who will die first.

  • I would like to keep current Twins gameplay, just polish it with fixes and some QoL changes.

    We also definetly need better skins for Twins :D

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661601#Comment_3661601

    It doesn't really matter how good they are, there's always a chance they'll run into something they can't see if they're blind.

    Two Can Play also works on every stun while it's up instead of having to charge after every time it's used, it also works on blinds and Head On.

    I don't really care about blinds. It's not going to stop from flashlight save, stun for you is longer than blind for them anyway.

    Bliding on pallet doesn't matter to me, when I can track survivor blinded, like any other killer main who has some hours on Spirit...


    Your situation basically works only when they are greedy and try to blind you when you kick pallet, which is not smart.

    If they got it on pallet stun, even with enduring that's 1 second for you, so that's only 0.5 extra blind duration for survivor. Usually survivor is going to wait for you reaction anyway in loop, or they need to simply hold W in correct direction, which I don't find that hard.

    This perk is just bad and simply noob / soloQ stomper at best, but those are not really players I need perk against.

  • Well, except fixing their bugs, there is one change I would like to see.

    Currently the most annoying thing playing twins is that fatique after each down with Victor. It just feels really bad. 5 seconds for each down is just a lot... Issue is it kinda force you to slugging.

    I would just let players swap to Charlotte even during fatigue (after 1 second -> same as latching), so you can go pick up survivor without wasting time, or wait that fatique on try to get another down/hit with victor. Both would become valid options.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661056#Comment_3661056

    I run it with Enduring and it's gotten me several downs because people walk into a wall or a tree and lose all of their distance. I wouldn't call it completely useless.

    There is an issue this is outside of your control. You kinda need survivor to not be good enough, otherwise they are able to run blinded.

    Spirit fury will get you mostly same result, it's not hex and outcome is mostly up to you.

  • This is not "small" buff.

    I don't think currently there is need for global killer changes. They just need to focus on specific killers like they are doing now.

    and perk changes.

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