Xendritch
Xendritch
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- Xendritch
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It's an above average perk that acts as a catch up mechanic for weaker killers. You'll never see it on the best killers like Blight, Nurse, Spirit, Artist, Plague, Wesker and mostly on lower tier killers like Clown, Trapper and Pig. In this sense I think it's one of the healthier perks in the game to keep lower tier killer competitive.
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Depends if you play both roles or not.
For killer Nemmy is a solid B tier killer that's good at at antiloop with his tentacle whip and pretty good 1v1 but mediocre 1v4 due to how unreliable his zombies are. His perks are solid too with Lethal Pursuer being one of the best killer perks in the game, eruption is a decent gen regression perk and hysteria is his only bad perk.
For survivors it's a different story, Blast Mine from Jill is the only perk that's actually good. Her other perks Counterforce and Resurgence are both very mediocre we're not in a hex meta for counterforce to be worth it (and even if we were detective's hunch is generally better) and Resurgences doesn't create enough value to be worth running. As for Leon flashbang is fun but almost never works unless you run it with Head On. Bite the Bullet can be good when it works but is very situational and Rookie Spirit....is a perk that exists I guess. I suppose it's alright for soloQ but even then it's very meh.
So overall you're getting a decent killer with one great perk one good perk and a bad perk. Along with 6 survivor perks only 1 of which is good along with one meme perk, one kind of okay sometimes perk and three bad perks. I'll let you evaluate on your own if that sounds worth it to you or not.
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499262#Comment_3499262
Not to change the topic of the thread, but Knight and Skull Merchant are extremely similar in design. They both place things that can guard locations. The Knight can place guards that patrol and the Skull Merchant can place....Drones that patrol.. The Knight has different guards that move more than the SM drones, but that's still far too similar. These characters are like copy/paste of each other damn near. I can see that the idea to make them seem more unique was there, but it didn't really work out.
Knight is at his strongest splitting pressure between survivors or double teaming one survivor, SM is at her strongest contesting gens and making them impossible to complete.
If you're only making stationary guards to guard hooks and gens then that's a bad knight players not using him anywhere near his full potential. Knight is disgusting in chase where SM is mediocre at it.
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/385553/chapter-29-guesses
It's going to be "Skull Merchant" 4.0.
- Knight - Skull Merchant 1.0
- Skull Merchant - Skull Merchant 2.0
- Sadako - Skull Merchant 3.0
- Chapter 29 - Skull Merchant 4.0
None of those killers are remotely similar lol.
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This why Sloppy is a must run perk for me right now. Keeping everyone injured beats out anyone trying to be cute with FTP or Dramaturgy atm.
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I don't think FTP should work with Buckle Up just because it should be consistent and FTP doesn't work with other pick up perks like MfT.
That being said usually people using that combo have tended do...let's say not great from what I've noticed in my games.
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Pig is fine powerwise they just need to buff her crouch movement speed and the charge time of her ambush and she's in an okay spot. We do absolutely need a rendition of Hello Zepp combined with the DBD theme though.
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Is there where we pretend killers haven't been 3 genning since 2018?
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It's an optical illusion, most people are bad at DBD and then when most people are playing Nicholas Cage it gives the effect all Nicholas Cage players are bad but if you rip off the mask scooby doo style you'll see all the Meg and Mikaela players cosplaying Nicholas Cage.
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For the longest time BHVR seemed completely averse to anything nonhuman for some reason. We are slowly getting away from that with Dredge and Singularity so there's hope but it would be next year at the earliest and even then I'm skeptical. It's a shame cuz a werewolf is probably my dream killer and I do think there's creative ways to do it that isn't just a demo rehash but BHVR tends to skew heavily towards slashers over creatures so I think it's overall unlikely we'll ever get one.
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@Chaotic_Wretch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498356#Comment_3498356
What if they had a leap similar to Victor? Or could temporarily hover above the ground at Average height? Perhaps they could be a stance killer, hovering around to find survivors, then dropping to the floor to chase and use their real power? The possibilities are endless. The reason Blight felt so bad is because you really need to see what is happening all around you while pinballing around. If the short killer had a power that compensated for this, I think it would be a fun and unique addition to the roster.
Victor only works because he's 150% movement speed, if he wasn't he'd be miserable to play. With sight lines being such an important part of the game with everyone begging with basekit shadowborn until BHVR actually decided to add it and with Twins being the least played killer in the game I don't see BHVR revisiting the concept anytime soon.
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Considering how comically bad Blight felt on the release my guess is probably not.
For context on release Blight's FoV was on par or a little shorter than Hag's, this wasn't intentional and actually made Blight significantly worse because you struggled to see around objects like cars when rushing.
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The rule in most games makes sense but in DBD in particular this is incredibly dumb.
Like suggesting someone playing Nicholas Cage has any effect on the game whatsoever is goofy af, that being said I'm surprised Eternal got into this situation in the first place they're experienced enough to know better.
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Wesker
His perks suck and he's literally just a gigabuffed Demo while not that interesting and I'd rather just have Demo back.
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Give Ace a Celeste skin and I'm listening.
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@Sonzaishinai said:
I don't think any killer is a good representative of any country.
What killer makes you say "the way they viciously slaughter people is such a good representation of my culture". That doesn't sound like representation you want.
Skull merchant has a lot of issues. Her nationality is by far one of the least of it
I don't think this is entirely true, obviously being a mass murderer is not good representation but stories like those of Deathslinger and Artist highlight very real problems of their time that make them a product of their environment.
In this way just as survivors have the capability to highlight good things from their country the killers offer a chance to deliver well deserved critiques which is equally important.
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The funny thing about it being nerfed from the ptb is that this version is most likely stronger than the original version.
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496271#Comment_3496271
Good players yes, not players that have an unfair advantage, like SWFs. Which, I need remind you, is something Killer mains have said for ages, should no exist in the game because the game was designed around it. Yet, the game is being balanced around something that most killer-mains have also said was cheating on these forums.
Having friends = Cheating is in contention for the most online thing I have ever read.
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Everyone knew this from the moment they came out but because they're a strong killer it's probably the lowest of priorities although what confuses me is BHVR looked at them recently a couple times and neither time were add-ons looked at and that's a bit puzzling to me.
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They've confirmed they have something planned the question is what and when will we get it. It would be hilarious if this was yet another thing that get slotted ahead the twins rework.
I honestly think it could considering nobody really talks about Twins much. My guess is next midchapter and if not probably won't happen until early next year considering chapter 30 midchapter is gonna be around the holidays and they probably won't wanna do so much for that since if something breaks they won't be able to do anything about it until after the break.
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I mean Chris is a skin and you can argue he has more reach throughout the series than any other protagonist considering Chris has made it into the new era of RE and Leon seemingly hasn't.
They had to pick and choose because not everyone was gonna make it in so I'd be happy Sheva made it at all because afaik RE5 was one people were kinda mixed on it's just been looked on better because RE6 was a dumpster fire.
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She's very beatable you just need to take a tape early and you're fine, it will take time for people to adjust but she's not A tier or anything it's just a killer that punishes you focusing only on gens and ignoring her power.
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I've played against her a couple times and honestly people struggling against her is a huge skill issue.
She is literally dealt with by playing efficiently. Because tvs spawn next to gens as long as you're working on the current 3 gen you're always near two tvs not far from one another so getting rid of condemn is not difficult at all. If you're not managing your condemn well that's on you.
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Then just buy it with auric cells?
I don't understand the issue.
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/384589/anyone-else-excited-for-todays-update
Nic Cage's perks are not useful if you want to win games. Since DBD is pretty much a competitive game, why would I bring in perks that are a detriment to me winning.
I'll give it to BHVR, It's a bold move to introduce Nic Cage as a survivor DLC, then hamper the sells of the DLC with non-competitive perks.
If this was League of Legends, the developers would have made sure the DLC perks were slightly overpowered to get sells, then nerf them to more reasonable levels after sells taper.
BHVR is counting on the fact that the Nic Cage "skin" will drive the sells, we'll see...
Dramaturgy is a contender for best exhaustion perk in the game and Plot Twist has some applications with Lucky Break which is already a good perk.
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@SAF3TYRA1LS said:
Ok but repressed blocks pain res and jolt so point disregarded
Yeah but a chase is usually around 30 seconds or more lol.
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@SAF3TYRA1LS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491353#Comment_3491353
Your happy you can't damage the gen they were 10 seconds away from finishing? Don't talk if you haven't used it as survivor, ty next.
Yes I'm extremely happy if I see RA used because in situations they activate it's right before I'm chasing them so I know for the next 30 seconds nobody is working on that gen while I do and the only regression I use is jolt and pain res so realistically all they're doing is buying me time to use those perks more than I could ever get from kicking the gen myself.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492098#Comment_3492098
I don't think they could lower her chase potential, so that's something for you at least.
I mean they could take away her haste effect from tracking or base kit old ultrasonic trap speaker, I mean I don't know why on earth they would considering that's the direction she needs to go in but technically speaking they could.
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I only consider it genrushing when people actively let people go extra hook stages or even die just to do gens. Otherwise it's just doing the objective.
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Dredge: Fright Night by Stradivarius
Singularity: Suffer by Mechina
Knight: Dark Souls 3 main menu lol
Hag: Rose Red by Woodland
Wraith: Hunter's Moon by Ghost
Skull Merchant: R.I.P. by Coldrain
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They made it sound like it was a system change rather than a perk change. My guess is something like at 1 gen left you get a bonus speed action on repairing if the gens are a certain distance apart.
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Merchant and Twins players should be very scared seeing these results.
It seems like it's a total toss up on if a rework will be good or not sometimes you get ones that are what those mains asked for like Legion and Doctor that are huge Ws and sometimes they get utterly destroyed like Freddy and Deathslinger. I get sometimes the community doesn't give the best suggestions in terms of balance but I don't get these decisions BHVR makes to consciously make a killer feel worse to play.
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Survivor: Deja Vu feels almost necessary is soloQ and spending like 15 seconds less on gens over the course of a game feels good.
Killer: Pain Res, gens feel like they fly without it. Not as much but i also love Nowhere to Hide it gets me so many hits that have probably turned a number of games to my favor.
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I always thought calling sadako a bad dredge was incorrect due to the condemned build being better than anything dredge could do.
With these changes I think that comparison is way more accurate, she's pretty bad now.
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If when I'm playing killer and I see a survivor use a perk and my reaction to it is "I'm happy they did that" the perk is probably not very good.
It kinda had a place during gen kick meta but now it's just terrible.
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@CatnipLove said:
Every time I play against Singularity they play like Hag. Is that what his power is designed around? I genuinely know nothing about him other than the basics.
I been putting a lot of time into him recently and been seeing some success especially today starting to get more and more 4k's. Playing him like hag is a total trap and you'll probably lose more often than not playing them like that. When trying to play a killer I try to figure out what they're built to counter because generally BHVR has a tendency of going "players are complaining about X let's make a killer that beats survivors doing X".
For Singularity I think they were built to counter holding W. His greatest strength is the ability to hit a survivor and then totally negate any distance they make by instantly teleporting to them. The basic flowchart for singularity is just space your pods out shooting wherever you just want wide map coverage then when you find a survivor you want to put a pod down in chase and tag them. From there you literally just teleport to them over and over until they go down and pallets can't stop you. From there is where the Singularity's other strength comes in and that's map presence because after the hook you just check your pods for someone else and you can get in another chase instantly.
This is why people struggle so much trying to play Singularity, he is the most always be doing stuff killer in the game and if you're playing him well you basically should have close to zero down time. You should always be placing pods, replacing damaged pods, tagging survivors with your pods or in chase. He's also a very snowball-y killer I find myself slugging with him more than any other killer I've ever played because if you have the chance to infect somebody or teleport to another survivor to get another down you should probably take it because that's when he's at his strongest when everyone is infected and you're just getting constant downs and instantly teleporting to the next survivor giving them no room to breath.
I don't know that I can really compare them to anyone in the game cuz they are very unique but if I had to stretch it I'd say they're like what everyone thought Dredge was going to be like with constantly cutting survivors off by teleporting to lockers and having amazing map mobility before we realized the teleport was insanely slow and locking lockers actually destroyed any chance of a fast paced chase style.
But if you want the tl;dr he's built around countering holding w and having map wide presence.
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I got accused of being sweaty when I 2 hooked everyone before anyone died as a conscious decision in a game I 4k'd as singularity on Lery's, I literally couldn't have been any nicer in a difficult map for the killer I was playing.
For some people if they don't escape you're sweating you're never gonna please the otherside unless you let them win so honestly play how you want and don't mind them much.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490902#Comment_3490902
Uhm, did we watch the same game? That guy got like 4 downs the entire match. 2 of them before the 3 genning really started. So Eruption didn't do much here. It was mostly Overcharge + Oppression + Shotgun Speakers.
I don't know how this game would have gone against a normal public team without Shotgun Speakers (though I have a pretty good idea given how most survivors react to SM). Maybe this would have made all the difference, maybe it would have ended the same way (assuming nobody disconnected).
He got about 4-5 downs but eruption procced and except for maybe one of the times it was about a full gen of progress worth of progress that got erased. The only reason it didn't procc more was because team eternal started going into lockers to avoid it.
Otz interviewed team eternal after the game and they said without a doubt the skill checks were what made the game so difficult so there's no doubt in my mind it's SM's current synergy with gen regression perks that makes her 3 gen game so strong.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490784#Comment_3490784
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490807#Comment_3490807
It seems I was wrong. Thanks for correcting me on that.
With this in mind, your rework might actually improve her after all. Still, I worry that she will be almost as oppressive in 3 gens as she is now. We have all seen the game against Team Eternal.
The SM didn't need any hooks to delay the survivors because they could hardly work on gens for longer than 5 seconds before they would need to leave again. Otherwise they would get hit and go down. So they had to leave way in advance every time.
With a high mobility killer there is always a short break before they can come back or attack you. With SM that isn't really the case. And that is only if the team can ignore the drones, which isn't the case for every team.
The SM could only stall that long for a couple specific reasons.
- Shotgun Speakers for silent skill checks which should be changed and is in this version. This makes oppression much less likely to gain value with overcharge
- The value of eruption was underappreciated in the team eternal game, they could get it consistently due to the lock on exposed mechanic so everyone was always one shot. This again would not be possible in this version due to that being scrapped in this version because could gens be camped yeah sure but as long as people are healing up that isn't gonna lead to much.
Yes the SM player will always know how where people are but that's literally her power, she's a tracking killer and it's not any worse than what a plague or artist could do.
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I guess you're gonna go play civ V now.
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@BlueHorkew said:
Feels like a mixture of clown and wraith.
Question, do the drones still give KI, or not? Since you don't build up the exposed?
Also, wouldn't these numbers be a bit concerned when comboed with her haste effects?
Like, she whould be basically in Bloodlust 2 all the time, wouldn't that be problematic?
Anythig is better then what she is now.
Maybe with some number tweaks, cooldown number of drones or area size. Maybe that is a way to fix her.
But i think is kinda worryig when the only thing we can do to fix badly design killers is giving them haste or hindered to survivors.
No the killer instinct would no longer be a part of her kit
I would expect her to be BL2 a decent amount of the time but so is effectively clown so I don't see it as an issue.
The idea is to have her have phases she starts as a hit and run stealth killer and then as survivors disarm drones she becomes speedy in chase and survivors will have to decide when they wanna deal with each mode.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490751#Comment_3490751
Actually, that is not right. This is a down grade of her chase potential. Right now, she has an inbuilt haste effect. By removing the lock on from her drones, you automatically remove that as well.
The main problem with SM is, that she forces survivors to leave gens way earlier than they normally would. If they don't do that, then they get hit / downed. This is what makes her 3 gen strategy so oppressive. Apart from always knowing when what gen is being worked on.
The haste isn't attached to her lock on it's attached to how many survivors are trackable so it's not going anywhere.
As far as 3 genning every mobility killer can check every gen in a 3 gen as much as they want and Artist can send crows and all the gens like saying only SM can 3 gen well is goofy.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490713#Comment_3490713
Clown's power is almost ENTIRELY only useful in chase, making that kind of an odd example.
That's literally my point? The point of these changes is to make her a wraith/clown hybrid with tracking capabilities.
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@Xernoton said:
And what exactly is this supposed to fix? Her chase potential would still be weak, so 3 gens would remain the way to go. Even if survivors are no longer exposed, the hindered effect still forces them to run out of that drone's range as soon as she comes near. That basically makes her the same as she is now.
Smaller tweaks will not redeem this killer. She is irredeemable with her current gimmick. They need to change completely how the drones work.
This is where I think the community gets a little bit hysterical over SM and loses perspective. SM is not the only killer that can 3 gen literally every killer can 3 gen this just makes it so that she can't make the game last 50 minutes. Also her chase potential would not be that bad with these changes it would basically make her 8-10% faster than survivors and undetectable which is a massive deal in chase. It also gives her the ability to hit and run like wraith so no it would not force her toplay like she does now.
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@Steel_Eyed said:
Still not useable in chase so fundamentally flawed.
That's like saying Wraith and Clown arn't usable in chase. I don't think these changes will make her A tier but not every killer has to be.
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I've seen them quite a bit lately but the only mildly annoying one is shadowstep.
CoH would actually be a good info perk to let people know where people are running the killer but it's reliant on a totem being in the middle of the map so it's difficult to get value.
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That's a terrible idea the ptb buff made her actually bearable to play there being a cooldown on placing a drone basically means you can't use your power in chase. They just need to get rid of shotgun speakers and the adi valente add-ons and make the drones give hindered instead of exposed and then she's not making games last 50 minutes with impossible skill checks while exposing them for free.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490281#Comment_3490281
But that isn't the content I paid for. I paid for Skull Merchant not whatever the hell they're gonna rework her power into. When shes just another generic chase power killer then that isn't what I paid for.
Ftr I'm sympathetic to this because I do actually like SM but hard stonewalling the idea of her being reworked is not the way after what was seen in that vod. This is where those of us that actually like the character need give feedback on how that should possibly be done because the people that don't like her don't really have anything past "just delete this thing you worked on for a year that a bunch of people bought".
I personally think making strobes basekit , making claw traps last 60 seconds, making the drones activate instantly and make the stealth linger for 10 seconds in exchange for scrapping the lock on exposed mechanic would be a good trade and actually make her a more dynamic killer and make her more the stealthy techno-huntress they kinda billed her as and make her a good chase killer.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490086#Comment_3490086
Ah but when does the focus fatigue set in at the start or at the end of the game?
Their skill check success got progressively worse as time wore on.
Giving some early hooks to break the 3 gen earlier probably would have made the later game a cake walk for the team. That would be the sensible play to avoid the protracted 3 gen scenario but they didn't do that.
You're not understanding the problem.
The SM player wasn't going for hooks they didn't care about hooking people they only wanted to make the game last an hour and make the server close so "just give up some hook states early game" is not an option.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489594#Comment_3489594
Basically yeah.
People are placing too much emphasis on the survivor team being “the best team in the world.”
basically yes SK needs some changes but the survivor team screwed up letting the killer get a solid 3 gen in the first place.
She more less spawned in the 3 gen what did you want them to do? They can do the 3 gen first but it'd still last just as long the order doesn't really matter that much.