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WolfyWood

WolfyWood

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WolfyWood
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  • @MikaelaWantsYourBoon said:

    Well, probably.

    Survivors are getting garbage perks with chapters. Gabriel was the last survivor with decent perks. And old survivors perks are getting nerfs if they are useful. And then we are getting some joke buffs like Quick Gambit which is still garbage perk btw.

    After Adrenaline, FTP + BU and Background Player nerfed, probably WoO will be next. I am already seeing people are complaining about it.

    Don't forget that by that time, several maps not terrible for survivors will also be heavily nerfed and they will also remove the ability to 99% heal yourself too! 🤣🤣🤣🤣

  • Taking a break won't change much.


    Just need to accept the vision you have for the game isn't the vision the devs and community at large have for it.


    I'm slowly coping with this truth myself and haven't been playing much.

    in Yo Comment by WolfyWood
  • Who is this thread addressed to?


    Or is it just a vent?

  • Out of all the stealth killers he's easily the most fun to play against.

    I just wish reveal mechanic was less janky. But that might be a huge nerf.

  • Your bias is showing.


    You should know that items are quintessential to survivor gameplay. A survivor without an item is a lot weaker than one with an item.


    Survivors have no way of knowing the killer will equip Lightborn and it makes their entire item useless for the entire game.


    Not saying Lightborn should be nerfed, but to pretend like the hate it gets isn't justified is odd.

  • Were they supposed to give you a free kill?

    What's the problem here?

  • @TwitchVO said:

    People are trying way too hard to make a game that isn't supposed to be fair, fair. The same crap people do with TCM, except that game was made by a bunch of manchildren with not enough common sense to realize the simplest, strongest strategies.

    The literal tagline of this game is 'sacrifice', and if I want to kill someone, I do it my way. I'm not competing in some tournament. I'm going to murder these four people exactly how I want to and if it sucks for you, damn I didn't realize dying is supposed to be fun! Poor gamers looking for a fun time.

    Tunneling is a thing in every single multiplayer game like this, no matter what restrictions you place. Someone is going to do it.

    Dead by Daylight. Not Mildly Inconvenienced by Daylight. Agreed with OP.

    Exactly so let's undo every survivor nerf in the last two years so both sides can be unfair. 👍

  • Why is your kindness dependent on others though?

    I've been playing chill on killer ever since becoming a survivor main because I see how tiring it can be.

    I get bm'd in exit gates.

    I get bagged and clicked.

    I get trash talked in end game chat.


    But I also have a lot of positive experiences and I have fun whenever I play killer. Regardless of how the survivors treat me I play how I want because its fun to me. And this would be true even if I enjoyed being sweaty.


    Other people should be considerations, not the sole dictator of your actions and feelings.

  • @Sava18 said:

    Not op but one survivor perk shouldn't counter an entire class of killer perks so easily. I think it's pretty fair to think that. As of now you have to run all aura reading, use bad aura reading perks or have add-ons like c21 that can burn through it instantly but by then your already in chase with that survivor.

    It was one of my problems with old IW as well, even if the killer ran the equivalent stridor it didn't do anything.

    Imagine if killers had a good perk the consistently turned off exhaustion for survivors.

    Lightborn??

  • Any killer strategy can be toxic depending on the way the killer does it.


    Killers that tunnel but don't add any pomp and just hook everyone and leave are no problem.


    But then you have killers that tunnel and slug all the while head shaking and humping + bleedout.

  • It's boring but I don't feel like it's that effective. I wouldn't mind it leaving the meta. I dislike gen perks in general.

  • You're going to be told you should just throw yourself at the killer because the killer should have full control over your gameplay experience.


    In reality you are correct that 4k slugging needs to be addressed but don't hold your breath for support from this forum or the devs.

  • It's better but still not where it needs to be and won't be until they enforce team play on the survivor side.


    You should not be able to have a loadout dedicated to stealth and hatch escapes. Survivor chances of winning if even one person is doing this drops too dramatically.

  • @Gabe_Soma said:

    I don't like any of the reworked maps.

    This.

    Ideally killers want maps to be flat fields with little to no pallets or windows.

    As a result, balancing maps for killers involves removing any flavor or substance to maps. And it makes the game feel even more samey and boring.

    The only good rework they've done is Azarov's.

  • The Huge Problem In Question:


    The Game isn't bad for killers, it's bad for killers that rely on bloodlusting and actually requires good macro.


    Nurse, Blight, Ghostface, Spirit, Wesker are all decent on this map.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660473#Comment_3660473

    And when i ask how, nobody is answering. How we will balance game around hooks

    Pips, achievements, blood points all should be given for multiple hooks across multiple survivors. Two hooking two different survivors should give the same rewards that a 4k does. Eight hooks should give double.

    Kills should just be bonuses and a natural way to keep the game from going on forever.


    Conversely,

    Getting chased and escaping chase as well as completing generators/unhooks/heals should give survivors the bulk of their points/pips/achievements as well.

    Hatch and Exit Gates should be a bonus and a limiter on how long a trial can be.


    Once killers and survivors are not absolutely wrecked for not hyperfocusing on escaping/killing then BHVR can start balancing a lot more aggressively.

  • Only if we can also get a perk that applies the same effects to survivors that refuse to touch generators until every totem and chest has been messed with.

  • aaaa.jpg

    Funny enough moments after posting in this thread, got this entirely coincidental lobby, we had four killers dodge before we finally got into game.

    Load into a killer who was obviously VPN'ing (200+ ping for all survivors.) Who was hitting people on hook.

    Killers (and survivors too tbh) need to be unable to look at steam profile/prestige in the pre-game lobby. It doesn't contribute anything positive to the game.

  • The BM is whatever, its the lobby dodging that's annoying and the biggest reason why they should be hidden.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659998#Comment_3659998

    If you are bad at M2 killers, than you only play M1 killer with BL. Is that really an issue? You'll still perform pretty bad. I don't consider something that makes you weaker than normal a crutch.

    You don't argue against M1 killers with BL being too strong, so how exactly would a M2 killer, that actively nerfs themself because they don't use their power, be a problem? They only get the same result as a M1 killer would, which is widely considered as pretty bad. If you could explain this to me in more detail, I would very much appreciate that but so far it seems like a straw man to me, similar to STBFL on M2 killers. Why would it be too strong for a M2 killer to nerf themself and perform worse than normal?

    Because its a crutch for M1 killers too, though I use 'crutch' lightly because there's nothing wrong with utilizing something to win if its in the game.

    And to re-clarify, I'm specifically talking about BL1, the rest of the mechanic, while a band-aid, is fair enough to not be a problem, especially since its the only way for killers to combat strong loops/buildings.

    I dislike the fact that killers get Bloodlust even on unsafe loops because the timer is so short for it, so I think BL1 should get removed entirely and the rest of the mechanic should stay as is, the biggest problem is that BL1 makes 50/50 loops 80/20. Most killers refuse to even play those pallets, which is reasonable since they wouldn't want to risk a stun and can take a few extra seconds to guarantee a hit instead. I just think the cost is too light for that gameplay and I'd like for it to be more punishing to ignore pallets/windows in unsafe loops.

    I personally think bad killers have too many buffers to make up for their lack of skill at the moment, these buffers were necessary in the past as I stated earlier, but now its overkill and definitely contributing to most matches feeling miserable. BL1 is definitely one of these.

  • With how much killers complain about it I doubt BHVR even wants it in the game anymore.


    Not happening.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659975#Comment_3659975

    With the difference that killers, who don't need BL, don't get BL.

    A Blight that is going for BL is playing less effective than, if they played normally and it is reset every time he uses his power. The same applies to Nurse and other M2 killers. So I really do not see the issue.

    M1 killers easily get BL 1 just from survivors holding Shift + W because it already takes them so long to catch up. It's only natural that they would get extra help in chase after that. There is no mind game against Shift + W and M1 killers have no way to counter it other than STBFL, which takes a lot of time to build up and was recently nerfed.

    BL is mechanic that doesn't affect the strongest killers in the game because they constantly use their powers. And if they aren't, then they're only playing M1 killer, which even with BL is not great. All you need to do, to get rid of BL is either to bait them into using their power or to drop a pallet and have them break it.

    Yes, if you are bad at M2 killers then this nerf will affect you.


    But that is the point. This should be a nerf to bad players because it is an unnecessary crutch.


    It was justified with pre-nerfed maps and old chase perks like DH and MFT. But in the current state of the game there's no reason for BL1 to exist and it just minimizes skill expression and makes every unsafe loop a free hit.


    M1 killers being bad should not be a justification to leave badly designed gameplay elements untouched. And based off of recent stats it doesn't even look like M1 killers are doing that bad overall on top of the fact that a lot of killers have been receiving buffs.

  • @fussy said:

    I mostly play m2 killers and BL almost doesn't exist in my games. It exists when I play pig, Freddy or trapper and I have 0 issues to help these killers.

    By that logic Eruption/Overbrine should've never gotten nerfed because Trapper and Pig rely on slowdown more than Blight and Nurse.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659792#Comment_3659792

    So you aren’t really looking for answers; you’re seeking validation. Why not phrase the topic as such? “I’m not looking for answers or discussion, I want an echo chamber where what I think is right is validated by others.” You could have saved a lot of people’s keystrokes here.

    The 4% exists to twist up the knickers of people who despise any sort of survivor agency.

    They didn't even take the easy route of pretending to care about the survivor experience that most killers do when asking for self unhooking to be removed.

  • I don't know why it even has a cool down.


    Should be a token based system from being in chase or getting pallet stuns.

  • As long as survivor continues to be weak in the 1v1 the game will stay like this. Nobody wants to interact with the killer anymore because they keep buffing killers to be oppressive in chase and nerfing maps and perks.


    If they want people to get off gens then people need to feel like it'd worth healing up to take chase because they won't get right clicked at every loop.


    But the whole game needs to shift focus for thay to not feel awful for killer which is something BHVR isn't willing to do.


    So we're stuck with a crappy limbo that's killer favored because it's better to cater to the less popular role as a way to keep the game stable.

  • Your first mistake is assuming it was ever meant to be useful.


    It's simply another low-effort inclusion so they can tell people they try new things. That's all.

  • @joel84 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655713#Comment_3655713

    Yes, that's exactly how I see it. Here's an example: you have a bad map. 4 generators are already activated and you decide to camp or tunnel your next target to apply pressure. This could work in theory and maybe in some games, but in principle most survivors think the killer has to reach 12 hooks. You notice this in the endgame chat at the latest. That's when people start complaining about the way the game is played.

    So in other words this is just another thinly veiled Us Vs Them thread.


    If you're in 'high mmr' nobody complains about people playing efficiently outside of a comment or two in passing.

  • My David and Vittorio are P100.


    The amount of times I got trash talked on streams for being too sweaty or too bad makes it annoying enough to where I had to turn on anon mode.


    Now I get lobby dodger 4-5 times before I can actually play. My Jonah is p55 now and I'm already experiencing the same thing.


    Can only imagine how much worse it is for players thay don't have anon mode on.


    But hey killers will still say they deserve to be able to lobby dodge while also saying survivors shouldn't be allowed to go next on hook. BHVR has been catering to these players and agreeing with them lately so don't expect any meaningful changes to happen soon if ever.

  • @Paternalpark said:

    You can look forward to going against revamped killers. That's new content.

    Can't wait to auto lose in chase to Huntress every match.

  • @RhysVMT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653352#Comment_3653352

    You mean 3 perks that are borderline useless or extremely niche kek, all of Alan Wake's perks are completely Mikey Mouse tier, Gabriels only redeeming perk is now only useful in extremely niche situations (RIP Legion), I don't even remember what Ripleys perks are I see them that little. Meanwhile, Ultimate Weapon, Friends Till The End....

    Somehow it's even worse than anticipated.


    The perks literally read like they're just using ChatGPT to make perks now.

  • There's someone that posts here that I've played against multiple times and it's usually a stomp in mh favor and based on their playstyle of choice I definitely see why they make the posts they do.

  • @DBD78 said:

    Limited gen regressions for killers and mangled you don't have to care about it goes away after a minute or 90 seconds. So nerfs to killer slowdowns. In return a few weak killers gets buffed to mediocre tier, except Huntress but them buffs won't go live anyway.

    Sounds pretty good for survivor mains, like myself.

    Idk who paid you to say all of that but Gen Regresssion has been consistently powerful even after Eruption nerfs.

  • @xEa said:

    Man i just checked the roadmap up to june, and i can not lie - it is really depressing. All impactful we will get or already got are killer buffs

    Basekit Shadowborn

    Hillbilly buff

    Grim Embrace buff

    Hag buff

    Huntress buff

    Clown buff

    Demogorgon buff

    Doctor buff

    Generator buff for killer

    The rest: Blight addons are maybe a little nerf, but barely. Onryo is still the same in terms of power. Quick gambit, Shadowborn Monitor and Mengled Status are irrelevant.

    The only 2 things survivors get instead are a possible UW nerf and a possible DS buff, but even that is questionable. Cool! 2 perks that may or may not be good for survivors for a trillion killer buffs, and i bet Twins will be buff aswell.

    Funny how killer buffs are usually basekit too. So they get value out of it every match.


    Nerfing perks or buffing survivor perks is so irrelevant in the grand scheme of things because perks aren't omnipresent.

  • @idefinitelyloveDBD said:

    yeah idk. like the killer buffs are interesting and all but it doesn't seem like a super fun patch for survivors. when was that crow event coming again? during the live release of the ptb??? oh boy... multiple weeks off... i'm losing it .... :)

    as someone who plays solo surv because even my friends are bored of survivor this patch is going to be rough. :/

    Mind you the last four patches were like this. And that's the problem.

    I'd also add that killer nerfs are rarely ever basekit. Whereas survivor nerfs are almost always basekit.


    Guess which is way more impactful?


    Who cares about mangled getting a timer when maps are constantly shrinking and being made weaker, and things like gen-tapping being removed?

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653263#Comment_3653263

    So what you want is for BHVR telling people how to play correct? If so we're in disagreement. We like the freedom to an extent and player agency is something that's been in the game for as long as we can remember.

    In addition, currently it's still the players making solo miserable for players. Whether the killer or other survivors, their behavior is not to be laid at the devs feet, that's lazy. Sure the devs can and should curb the extreme ends, but their job isn't too babysit the players.

    To cut into that comparison to league, league actually has 2 teams, you all win or sink together. DBD is technically a 1 vs (1 v 1 v 1 v 1). Survivors are technically working towards a common goal but only needs to focus on them. They don't win or sink together.

    And maybe that feng is in a corner for a good reason of "stay the f away from the (insert killer description) trying to kill her".


    If survivor is going to be a free for all then why are teammates required to escape? Why do the altruistic players have to lose because of selfish players who sandbag?

    This is not a fair system and creates toxicity and overall displeasure with game quality.

    The devs are also explicitly responsible for this environment for not enforcing gameplay and intentionally not creating a ranked mode (which mobile dbd has) and matching everyone together.

    If the game is going to be 1v1v1v1 then you be able to escape as the one without anyone else being involved.

    Texas Chainsaw Massacre did this perfectly with how survivors work in that game. Working with teammates should always be the best option, but in that game if you play well you can escape by yourself without having to wait for the other players to die.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653246#Comment_3653246

    We really gotta ask how BHVR is at fault for the BHVR of the players?

    They're the ones that set the standards for player behavior. They make the rules and put in the incentives/punishments to playing in certain ways.


    The solo-queue Feng is not crouched in the corner for no reason. She's crouched in the corner because the game allows her to and does nothing to prevent her from doing so aside from maybe dying more than normal.

    League of Legends and Dota 2 have way bigger playerbases which are more toxic yet they've managed to mostly reign in people who don't cooperate with their teams. There is no secret. Direct statements and punishments do far more than slaps on the wrists and "carrot on a stick" based rule systems.

  • Well first they can start by picking a side. Lots of the frustration in this game is that the devs are so indecisive on committing to making this game competitive or casual. It truly cannot be both.


    If the game is casual:

    1v1 should be the focus of Balance and game should revolve around hooks and chases. There should also be alternate ways of escape that reward survivors for good solo play and killers should be more rewarded for spreading pressure.


    If the game is competitive:

    Then BHVR needs to enforce teamplay and selfish survivor gameplay needs to be removed from perks and items and punished heavily. Pipping needs to be reworked entirely and MMR should be based on grades. There should also be a ranked game mode with more restrictions to make it more fair for both sides (SWF being regulated comes to mind.) You cannot keep throwing players of all skill brackets into the same queue and expecting it to work out.


    Anyone saying that it's the player's fault that solo-queue sucks is just being lazy and refusing to hold BHVR accountable. It's entirely their fault solo queue is in such a state and they definitely could fix it with proper financial incentive.


    Again this is the problem with having no competition in the industry. There's no where else to go for a DBD fix so most players are willing to deal with the negligence.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652693#Comment_3652693

    "If they remove this then they need to remove killer ability to dodge lobby or see pre game informafion." I agree, but have no idea how the 2 correlate here.

    Also the game would be MUCH better off if you didnt have somebody spoil the game for the rest. Most games out there punishes people for leaving or throwing, why make DbD an exception?

    League of Legends - Has bans and is 5v5, also has ranked modes and is built to be competitive with a much healthier and consistent balancing cycle. Has a surrender feature. Strict DC and queue dodge penalties.

    Dota 2 - Similar to above but also has a pause feature to accommodate long game times and also has comeback features and a ton of ways to play from behind. Strict DC penalty but allows other players to leave if someone else does for no penalty.

    Fortnite - Can queue up for squads to do challenges then leave whenever you want. No dc penalty of any kind. May have some in ranked modes but I don't mess with that.

    Overwatch - Compeititve team based shooter, no DC penalty outside of ranked.



    DBD - Abysmal balancing team, no competitive identity. Constant tug of war between being a casual party game and a competitive horror game. Tons of ways to BM or make games a slog for both sides. No ranked mode. No way to reconnect to a game.


    I bring up killer because everyone seems to be obsessed with forcing survivors to have to be bled out and humped by a tunneling spirit with NOED or a four slowdown Skull Merchant or teammates that crouch in a corner all game. But nobody wants to address the reasons for hook suicides

    I bring up killer because I don't see why they're permitted to lobby shop but survivors are being told to take what they get and deal with it. These two things are definitely related.


    But I am of the opinions that DC penalties are terrible design outside of ranked or competitive game modes/games. DBD is too amateur to be a competitive game so I'm not sure why it has a DC penalty. It's quite refreshing playing other games that don't have one and I don't even notice a decrease in match quality.

  • The game would be so awful if they did remove the ability to do so sorry.


    As killer it means a free win so I don't care.


    As survivor it means a quick match. If someone is going next it probably means the killer is playing something annoying. So I don't really care either.


    If they remove this then they need to remove killer ability to dodge lobby or see pre game information.

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650444#Comment_3650444

    I feel like if you want the name, aesthetics, music, power, lore, and animations tossed out and remade then you're kinda just asking for SM to be deleted and a new character take her place. Which to be fair I get it, but that doesn't really seem like the best result.

    Regardless of how dirt it is to play against her, there are people who play as her, and I'd venture to say most of them paid for her. I get making changes/reworks when they change the killer into something healthier for the game, but this proposal sounds like it's pulling a bait and switch on my wallet.

    No hate towards you btw, just want to make that clear

    I mean League of Legends has done it to tons of characters. They just have to retain the core of the character. And give everyone that owned her previously a 'classic' skin that has the look of the current one.


    Not saying they will or should do this. But it's possible.

  • @KA149108 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405385/eta-on-killer-bots

    I would LOVE to plat against killer bots, much rather do that then play solo q, 100%

    I agree.

  • @Nebula said:

    In all honesty, I have no idea why Legion is quoted as one of the least favorite killers to play against so often. He actually lets you play the game as survivor and have chases. Literally the only thing you have to know as survivor playing against them is to not group and bunch up, that’s it. He just becomes a normal M1 killer with a high chance of a first hit after that.

    Most survivors are obsessed with healing. So they really struggle against Legion and Plague.

    I always laugh when they run Legion pin against my SWF and I considering one of us runs No Mither and the rest of us never heal to keep up gen pressure. But I'd imagine it's really strong against solos.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650474#Comment_3650474

    Sure, but why wouldn't the next target get a high killrate if it becomes the norm to give up against them the way it is against Skull Merchant?

    She doesn't have a high killrate because she's actually that good. People just refuse to play against her.

    I don't believe the opposition is that unified to where we would see a repeat of SM situation.


    There are three benchmarks that would warrant a complete rework.


    -High killrate

    -Community feedback

    -Already received changes from devs several times

    If this cannot be applied to another killer than I don't think it warrants a rework, just changes like you suggested. Which is why no other killer is in the same position she is.


    She would be a first if they reworked her entirely. But hopefully she would be the last and they would learn their lesson. If not then yes they'd have to rework that next killer too.


    But hopefully it stays exceptional.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650454#Comment_3650454

    My problem with that is, where's the line?

    A lot of killers have general negative receptions depending on where you look. If we demonstrate that killers can just be removed from the game if people are whiny enough, won't that same thing be repeated for the next ones on the list that ""people"" (read: a vocal percentage it's hard to quantify) don't like?

    Even if BHVR don't listen to them, it'll irrevocably harm the state of discourse and conversation in the community.

    What I think is more reasonable is to make small changes that actually matter for how her kit works, and just wait. Starve the outrage fire of oxygen and it should eventually die down, even if the whiny babies make things annoying in the meantime.

    (Also, Artist just needs to have static birds not swarm people and her problematic nature disappears.)

    Sorry for quick replies. Really bored at work.


    But I would say the line is drawn in the stats. People Also really hate Wesker and Nurse but neither have egregious kill rates to my knowledge and neither have gotten significant nerfs or reworks.


    For SM to get several reworks, be very vocally disliked even by people who don't frequent fansites, and have a very high killrate makes her exceptional and needing of changes imo.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650448#Comment_3650448

    Artist is one of the best designed killers in the game, except for her ability to force survivors away from loops repeatedly. It's not even that hard to fix for her, I just don't know how you'd buff her to counteract the nerf since I don't play her as much. Clown's... fine, but the visual sway from his power is kinda problematic. In terms of what his power does in raw effect, it's simple but reasonably effective and has clear counterplay, so there's nothing wrong with it.

    Skull Merchant is singled out due to bias AND the only thing you could reasonably call a problem (which isn't always what gets complained about) isn't that big of a deal. Both sides of that are important.

    Well I feel like you're approaching it from the perspective of objectivity being greater than community perception. But you have to realize that her reputation is so bad due to her terrible release state, nothing short of changing her drones entirely or removing them will change it.


    Nobody is willing to give her drones another chance, even if in actuality it's not so bad, every difficulty or negative associated with the killer will be amplified due to the bias against her.

    That's why she needs to be reworked. There will always be a killer that is overhated. But one with stats such as SM warrants placating the masses. Even if people more educated on balance don't agree. I personally don't find her to be too horrible. But I dislike anti-loop zoning killers and I hate her visual design so I wouldn't be against a bigger rework.


    Artist and Clown just need to lose their ability to spam in favor of getting stronger hits when they do land. Something like Clown getting basekit sloppy when he lands the M1 in a slow bottle at the cost of having less bottles to throw over and over would be a start.

    I'm far from a game dev, but I dislike the spammy nature of most zoning killers in this game.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650438#Comment_3650438

    I'm not sure I agree with this, the two killers have the same outcome if you stay in the loop: you get slowed down, and they get sped up.

    This is especially true if you're already injured, because at that point the drone only gives Merchant a small Haste boost, and you a moderate Hindered penalty (eventually). It's still probably a good idea to leave the loop, but if you can loop Clown (which you can), you can loop Merchant long enough to drop the pallet/hit the window and leave even once you're claw trapped.

    Clown and Artist also do what they do immediately. Clown slows you straight away, and you know that, so you act accordingly. Artist forces you to leave the loop immediately because otherwise you'll get swarmed and risk an injury. Knight, too, forces you to leave immediately because being put into the... Hunt? is that what his mechanic is called? Whatever, being chased by guards is almost immediate and has a much more potent risk than Artist, those things can even down you. The threat is there straight away for all these killers.

    Merchant, on the other hand, has to wait. Wait for the drone to fly up into position, wait for it to activate into recon mode, wait for the survivor to trip it and activate it, wait for the looping beams to actually scan them... and that's just to get the Haste, she has to wait even longer for the injury, then wait again for any Hindered. While it's still a good idea to leave the loop, you don't have to straight away, you have time to position yourself right and maybe use the pallet.

    I do sympathise with the whole "drop thing at loop, force survivor to run away" thing being boring, and SM can do it, but she's also the least objectionable version of it because of how delayed the threat actually is. It's also her only flaw right now and removing the Haste from her kit won't really fix it, that'll just screw over any Merchant trying to play her more skilfully.

    Artist and Clown are also poorly designed. And ideally all three should be changed.


    It is true that SM is singled out due to bias. But it's better to prioritize fixing the crappy thing people are complaining about than the crappy things that people aren't complaining about.

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