Xernoton
Xernoton
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367677#Comment_3367677
https://us.v-cdn.net/6030815/uploads/A1OFLD8D1HVE/image.png
I have literally never once seen any variation of RPD that didn't have a gen setup like this, As far as i'm concerned, this is intended, and if the survivors don't complete these gens first, the game is basically a guaranteed loss for them, since the killer can literally just stand on the balcony and have 3 to 4 gens in viewing distance and at arms reach
I remember a short period of time after the rework when there was only 1 gen in the main room.
Why they changed that is beyond me.
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Switch Enduring for Rancor.
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Wait. Did they break Twins again? Last time I checked they were at least playable. The Victor bug is annoying but at least you don't get stuck anymore, do you?
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For the first time ever I can't say I blame anyone that dcs against her. I haven't had the displeasure of playing against her yet and I'm more than happy about it. Hopefully that won't change until her inevitable rework in a few months.
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For me it's Oni, Wesker, Doctor and Billy.
Mostly because all of them have something unique in chase and depending on the person playing them they'll go for different plays around loops. It constantly keeps me on my toes.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368081#Comment_3368081
How do you know it'd be 25 seconds? IIRC, the calculation I ran for the suggestion I originally devised made it barely any faster than 3-manning a gen back when it was 80 seconds.
Without the penalty it's 90 seconds / 3 = 30 seconds. Now put into account that everyone will hit some skill checks and you're down to 25 seconds. You're probably right that I was a bit generous though. It'd likely be more like 22 seconds.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368030#Comment_3368030
The co-op speed penalty is really weird, as it encourages survivors to split up. But that also makes them harder to pressure, meaning the most efficient strategy on gens is also the safest.
It should be reversed, with gens taking longer to complete solo, but the same time to complete with 2. (And a little less with 3)
Then you risk 3 survivors grouping up on a gen while the last is in chase and finishing it in 25 seconds without the need for toolboxes. Not a good idea. This is already a problem with Prove Thyself. It allows survivors to push one gen out so fast the killer cannot defend it.
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Skull Merchant is not even out for a week and she's already a dead killer. She has exactly one strength and that should and hopefully will be removed soon. I hope I'll never have to go against her as a survivor (been lucky so far). 40+ minutes long games should not be a thing but SM can't really do anything else.
However, as op pointed out BHVR are most like going to nerf her. Which is the absolute wrong move, considering that her entire kit leaves her with nothing else. It's like we said from the start. This killer needs a full rework. Her entire power is poorly designed. She combines the most unfun aspects for both sides. No chase power (and therefore no incentive to chase), area denial, zoning, 3 genning, no skill expression.
You can keep the idea of drones that allow her to track survivors but everything else will need to be changed.
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I'm almost affraid of what could happen, if they ever decided to fix hug tech. They might break collisions in ways that make Blight and Billy completely unplayable. There are already enough invisible hitboxes on maps (rip Skybilly).
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@Nihlus said:
I have played survivor almost exclusively for years. Killer is significantly more fun and easier than ever. I'm maining Skull Merchant now and am having a blast. But hey, you feel better after getting that rant out?
Impressive. Meanwhile I continue to lose games in 4 minutes (6 minutes with survivors teabagging me at the exit gates) even when I do decently good in chase and get 3-4 hooks in that time.
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I made a post not too long ago where I asked what I would have to do to not get bad sports on the other side. Playing nice doesn't work, playing mean doesn't work. People will still be jerks.
At some point it started with survivors teabagging and killers smacking survivors on hook. Then they got matched with people that actually played nice again and again and again until they snapped and decided to return the favor. It's a cycle of bming your opponent that will continue until we all hate each other's guts over a video game.
That will not change until BHVR do something about that.
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They didn't even killswitch Twins. And their bug was way worse than Dredge's and Spirit's combined.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367953#Comment_3367953
I never said those were legitimate reasons? I actually said that survs are getting punished the same way which definitely should not change..
I wanted to point out that both sides dc for the most ridiculous reasons. Imo they should change the penalty. One dc should leave you with a 10 minutes penalty, 2 with 15 minutes, 3 with 30 minutes and after that multiple hour / day long penalties.
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@Mooks said:
As killer i get plenty of reasons to rage quit, for example, 2 gens popping right at the start because i didn't bring corrupt, DEAD HARDS, highly coordinated swfs, loading into badly designed maps like Gideon, Garden Of Joy, Coldwind etc.
none of these is a reason to rage quit and you deserve the penalty.
only acceptable reasons are real life issue, being held hostage in-Game (gameplay abuse, cheater, bug/glitches)
Everytime survivors start rage quitting or dcing, behavior has always rewarded them by nerfing the killer or killer perks
do you have any kind of proof for this statement?
edit: survs that are dcing are getting penalized the exact same as killers even though the game might not even be completely lost/over in the former case
You're right that these are no reasons to dc. Neither is a killer you don't like, you getting hooked first with or without Deliverance, you getting outplayed after teabagging, your teammate going down in an attempt to flashlight save, a map you don't like, a killer perk you don't like etc.
People still dc or hook suicide for these reasons. I've seen so many survivors do that even when they were about to win the game. On a good day it's 1 out of 5 games where something like this happens. On a bad day it's more like 1 in 3.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367683#Comment_3367683
You could do several things to make Trapper-kun at least viable and more fun to play.
1) and this is a no-brainer, the thin grass should be replaced with thicc grass on all maps.
2) let him start with 3 traps, but maybe leave the max at 2 once he placed those traps down, ie he starts with 3, but can't pick any traps up unless he is at 0 or 1 trap, up to a max of 2.
3) let all the traps start in rather beneficial spots and already primed, as if Trapper had already stalked out the map. Like around shack corners, under windows or on the tipping point of loops.
4) the traps should automatically match the environment somewhat. Especially on the Eiry the traps stick out so much that Trapper is basically playing without a power.
5) disarming a trap shouldn't be just a couple of seconds timewaster thats for free, it should at least involve a skill check with the possibility of getting wounded and/or trapped.
6) give Trapper-kun some kind of magical retrieval mechanic. I know that he is supposed to be a non-mystical slasher killer, but he has fallen so much behind and in todays day and age he has no time to run around the far corners of the map to pick up a map, so "the Trapper can target any trap and press the second ability button to magically pick that trap up. This ability has a 90s cooldown."
I fully believe that with this changes Trapper would be much more fun to play and would still be far from OP or oppressive, but at least our power boi would see finally some more play. Right now he is so miserable to play on most maps.
Good ideas. The problem I see is that the devs would need to change more than Trapper himself for this. These are some very, very excessive changes to maps you had to make. That would be an insane amount of work needed for one killer to perform better.
I do like your idea for traps on Eyrie though. That's an interesting suggestion, that could actually work (at least better than it does now) without completely changing maps.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367677#Comment_3367677
I guess they were thinking it would be easier to spawn gens closer together than to shrink maps (with the exception of RPD, obviously). Tbf not every killer can hold a 3-Gen and survivors can technically try to prevent them with perks (Deja Vu, etc) and teamwork. So that’s the counter.
I'm not sure I agree that not every killer could hold these 3 gens. You might have some trouble with Michael Myers because his power literally runs out eventually and maybe Freddy Krueger for obvious reasons. But other than them I can guarantee you, if I set my mind on it I could drag my games with every killer out to be 40+ minutes long. I could lose still but I could definitely make this an unfun experience for all 5 of us. Especially when I as a killer would camp my 3 gen from start to finish (this is something that people do).
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I think they can't do another 6.1.0. That would not help with the core issues some of these killers have. Myers for example is simply outdated. He was not designed for this game. He was designed for 2017 DBD, which was a very different game.
More addon passes and also base kit reworks / buffs are probably the way to go for most killers. Though, even then you won't make Trapper an A-tier killer.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367647#Comment_3367647
Not a bug; deliberate, although I believe they stopped RPD from spawning a 4-Gen it still spawns a 3-Gen virtually every game. As maps become smaller gens will naturally spawn closer together. It’s why killers want smaller maps.
Wait, what? They changed that on purpose? I think I'm gonna lose it.
Shortly after the RPD rework there never were 2 gens in the main room. That only appeared some patches later and now it's literally every game. And in Haddonfield only one gen used to spawn in or outside of Myers' House. The gen in Myers' House could spawn on second floor as well. Also I had never seen the notorious 5 gen on Suffocation Pit up until some time last year (can't remember when exactly). I was 100% certain that this must be a bug.
What were they thinking?!
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It got worse. She was a 3 gen holder on the PTB as well. But anything that makes her stronger will automatically strengthen her ability to hold a 3 gen as well. It's how this killer is designed.
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Keep it coming. More complaints about 3 gens. Can't wait for that topic to get the DH treatment and be ignored (or stalled) by the devs.
They created a monster and now it's back to bite them. What I mean is that they had the right idea to shake up the meta but their way of doing it was horrible. With Pop and Ruin holding 3 gens wasn't impossible but you couldn't stall a match for 40+ minutes. CoB and Overcharge on the other hand can do that and funnily enough they underperform, if a killer doesn't use them in that way since faster regression only works as long as no one touches the gen.
Then there are these weird 3 gen spawns. I have no idea what went wrong there but for some reason the spawn logic of gens changed and now we have some 3 gens that are virtually impossible to break.
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@Nazzzak said:
They can't really do anything about the gen spawns though. One of the biggest requests they get is for maps to be smaller. If maps were bigger then gen spawns wouldn't be an issue, but they'd just anger half the playerbase if they did that.
They can, actually. Haddonfield, RPD and Suffocation Pit for example all have some weird kind of bug (I hope it's a bug) that spawns gens much closer than they should. Especially since all of these maps were ok in that regard before.
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For killers: Playing Hillbilly without suffering.
For survivors: Being able to counter every killer as efficient as possible.
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You do know that your suggestion makes deactivating her drones completely pointless and because of that also nerfs her tracking ability, right? Skull Merchant doesn't even work with her kit the way it is. Nerfing it will only make that killer more of a joke than she already is.
What Skull Merchant needs is a complete rework. You can't change one part of her kit and hope that it will solve her issues because her entire kit is the issue.
I don't know what BHVR messed up with the gen spawns but for some reason there are maps where up to 5 gens will always spawn in close proximity. It didn't used to be like that. I hope they'll fix that eventually.
More importantly than gen spawns however are the regression perks for killers. These are the reason why 3 genning has become more prevalent. Because the best gen regression perks (CoB + Overcharge) only work in that set up. Who would have guessed that nerfing perks that encouraged chasing and hooking and replacing them with perks that work best when camping was a bad idea? These perks need changes to encourage healthy gameplay again.
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Lightborn. Especially when I can't be bothered to play around flashlights. It's so funny when you can make a survivor question their sanity after failing to blind you multiple times.
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Glad BHVR are fixing these issues. MYC was so incredibly oppressive and overused. Just like the other scream perks. Good thing they got butchered. Now maybe we'll see some more rare perks like CoB + Overcharge. Gen kick simulator. Truly an engaging experience for both sides.
Dragonsgrip has the same issue as MYC has now. You don't know which survivor got exposed. Face the Darkness seems to be bugged. I tried it a few times on Wraith yesterday and I didn't get any notification for the perk being active, even when it showed me their auras.
Never change, BHVR. Never change.
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I'm not sure. I played her a few days ago and felt the same way but figured it might just be my imagination.
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I'd still be suffering with Billy.
I love this killer but sometimes he's just painful.
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@AIexander said:
you're essentially asking for a perk that already does little to be virtually useless while saying there is not a perk that already nulify boons
do you have 2 digits of play time, just wondering?
If it does so little, why run it, then? If you can't get value out of DH, nothing will change for you either way even if they nerfed it to obscurity. Reworking the perk to do something else entirely would be the better option imo because making a perk useless results in narrowing down the meta and an even more stale game.
You want the killer to give up a perk slot for Shattered Hope? When was the last time you counted how many perk slots each side has? Survivors have a total amount of 16 (technically 20 with base BT) and one single CoH can only be countered by Shattered hope. That leaves survivors with 16 perks still because they can set up CoH anywhere and the killer with 3 because they don't have the time to wander across the map and destroy CoH over and over again. Shattered Hope's only strength is to destroy boons at the most obnoxious places.
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@NerfedFreddy said:
Survivors are weak and need to be buffed further. HUD icons feels like cosmetics change, killers are too much ahead and powercreep every update. A lot of survivors perks should be buffed in the way the did with windows and any means necessary.
How exactly do killers powercreep every update when the last time we got any killer buffs (beside new killers) was in July 2022? It has only been nerfs and survivor buffs since. Survivors got base kit BT, a HUD that brings them closer to SWF level, a buff to AMN (an already good perk) and a nerf to Eruption that got pushed out due to "the amount of feedback it was getting".
What else would you like? Base kit Unbreakable? That's still on the table. More survivor sided maps? Look at the recent changes to the Red Forest and Shelter Woods. They all got stronger for survivors.
Meanwhile they didn't even touch DH again (most talked about perk in the forum) and released a killer that is quite weak and only thrives in defending 3 gens. Can't wait for the inevitable nerfs to CoB and Overcharge as well.
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You should see a Doctor. Dr. Carter might help you.
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The next Trapper, Myers or Clown you go against will thank you greatly.
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Remember guy, Twins were fine.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366856#Comment_3366856
Agreed on the overall point. Perks shouldn’t incentivise unhealthy strategies and it’s why old pop and ruin were fine perks
Just giving overcharge and CoB a cooldown might suffice
That'd make killers way weaker overall, while not really helping with that particular issue. I think it'd be best to change these perk to reward a killer for chasing.
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366840#Comment_3366840
Again shows me you don't know how to play Trapper.
You don't place your traps hoping that survivors won't see it. Instead, you place traps at vaults/pallets to deny the loop. Good survivors will spot the traps, yes, but it doesn't matter, because by the time they spot it, they have already committed to this loop, and they will now take a hit regardless of what their "eyes" can see. In old DBD, survivors could dead hard through traps. Now they can't.
The only counter to this strategy now, is for survivors to disarm your traps in advance. But that counterplay becomes extremely difficult with Iri stone, as not only they'll have to regularly disarm the same traps over and over, but the trap can become active while they are looping.
Otz plays without addon, so for him it's important to hide the traps and reduce the chance of survivors disarming it. But that's not something you care about with Iri Stone, in fact most of the time you'd rather prefer survivors disarm your traps so they're not on gens.
And I'll say it again, this whole strategy only has become possible after July 2022 when survivors could no longer DH through traps. You thinking that Bloody Coil is better than Iri Stone was correct prior to this patch, but it is completely wrong in 2023.
Oh my goodness. Why did I never think of that? Thank you for telling me where to place traps.
Seriously, it's not that hard to figure that part out. Funnily enough survivors will mostly ignore these loops. And as soon as you're a few meters away someone will disarm your traps. Even with the Bloody Coil your traps will get disarmed. The Iri Stone is not gonna stop survivors from doing gens and running away from your traps. If you really think Trapper is anywhere near one of the A-tier killers, I can only assume you mostly go against survivors that play with their feet.
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If SM was any good outside of holding 3 gens that would as much of an issue. Wesker was released into this meta as well and people don't camp 3 gens with him over anything else.
Though CoB + Overcharge are a problem. The 2 strongest regression perks only work to their full potential when the killer camps a 3 gen. With Pop you would regress bunch of progress at once and had no need to stay in the area so that survivors can't touch the gen to stop the regression and you needed a hook to activate the perk. Ruin only worked when you could pressure people away from gens. Both of these perks forced the killer to chase and down survivors and would reward them in return.
CoB + Overcharge do the exact opposite. They force the killer to not commit to chases outside of the selected 3 gen. I don't think simply nerfing these perks is the way to go though. Without them the only 2 options left are Pain Res (not as reliable) and Surge / Jolt (isn't good on all killers). I would like to see them reworked to incentivise chasing and hooking.
I think the solution isn't to only bring back old Ruin and Pop but instead creating more perks like these and limitting their synergy. For example a gen could not lose more than ~31% in 10 seconds (old Pop + gen kick + 10s regression).
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@Saiph said:
Trapper does not need a buff. He's already extremely obnoxious. People are just stuck with this myth that "Trapper is a weak M1 killer" because they blindly quote Otzdarva, but they don't realize that 1) Otz rates killers without add-ons, and 2) DH nerf was massive for Trapper.
Trapper is one of the most addon dependent killers. If you play him without addon he's weak as #########, but with his best add-ons he's an A-tier killer at least. So if they buff him they should nerf his strong add-ons first (iri stone especially), otherwise prepare for a rise in DCs.
Of course. And Myers is the strongest killer in the game with Tombstone Piece.
Over millions of years different species have evolved. Most humans have something called "eyes". These "eyes" can be used to spot and avoid traps. The Iri Stone is worthless against people with the power of these "eyes". The Bloody Coil can help but that's about it. The only thing that makes Trapper shine is Lockdown / Basement Trapper. That is pretty much uncounterable but 2 escapes are definitely possible against it. 3, if you're team is really good and doesn't make stupid mistakes.
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@Desteriaa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366055#Comment_3366055
Yeah maybe it was a but childish of me to say that they were bad but being tunneled every game is annoying.
Now that I have read these comments I’m kinda understand why tunneling and camping are the best strategies right now but it just seems lazy and stale in my opinion because the gen slow down in this meta are really good for slowing the game down…
I just find saying that survivors finishes gens to quickly as justification and is really just an excuse because killers tunnel regardless which is annoying and I have every right to feel that way especially since it’s every game its boring & repetitive.
I understand how you feel. Being tunneled can really feel bad, especially when it happens almost every game.
The problem is that the game is not balanced around fun right now. As a killer I don't want to run gen regress every single game. But I will lose even to survivors that don't play super well because they will play as if I played quadro slow down Nurse. And that's exactly what killers do as well.
The current regression perks work best in a 3 gen because you need to keep the gen regressing to really get value out of them. That is partially why some killers will drag out games for an eternity. Pop was different because it removed a bunch of progress at once and allowed the killer to leave the area immediately.
Sadly the current balancing and decisions by BHVR do not really support the fun aspect of the game.
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"Oh my god all killer players are bad because they play in a way I don't like." That's pretty much what I get here.
Don't blame killers for tunneling and camping. Think about why they do that. It might have something to do with these strategies working better than spreading hooks. A survivor won't stop on a gen that is nearly finished. Why would the killer do that? I personally hate to tunnel and camp. But I'm also done being a plaything to survivors that have no trouble finishing gens in 4 minutes even when I manage to get 3 hooks and another down in that time.
I have no chance to slow down the game without the help of perks. Hooking doesn't slow down survivors that are as efficient as only 5 players could have managed a year ago. And even with slow down perks I can best hold a 3 gen and hope that will help me. BHVR designed these perks in this way and they also reduced prices in the blood web. It used to be a super rare occurence to have 4 strong items with strong addons in one game. Now it's normal.
They made everything other than tunneling, camping and slugging harder.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365922#Comment_3365922
I honestly prefer the new eruption. Fits in my playstyle more. Great change in my eyes.
Good for you. I did not lose anything because I hated Eruption and didn't use it anyway. But they nerfed a perk that in theory did something healthy (incentivise the killer to commit to a chase) to a perk that now helps you slug. Sometimes I really ask myself what the motivation behind these changes is.
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@Nos37 said:
New killer: The Entity
Start the match as a random killer. Hop into a locker to change which killer you're playing as, disarming any traps, portals, powers you had setup prior.
Chainsaw Nurse when?
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364653#Comment_3364653
So you're telling me that the company that makes gameplay updates every 3 months have not made any changes since their last change 1.5 months ago?
Shocker
Oh, but they did make some changes. Remember Eruption? Remember MYC? Remember Red Forest?
All of them got worse.
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The devs did a pretty bad job with this patch. Objectively. Here's why:
- Tunneling and camping aren't exactly what most people want in this game and yet here we are with a patch that incentivises it. Blood Rush is a very strong perk. That would not be a problem. If it didn't punish killers for spreading hooks. This perk literally cannot activate when you're being tunneled! And if the killer doesn't tunnel you get BR and screw them for playing nice. Great.
- MYC, an anti camping and anti tunneling perk, got nerfed with their scream changes. It wasn't super popular anyway but what message does that send? "We have decided that tunneling and camping are so prevalent that we want to buff these strategies while disincentivising any other play style for the killer."
- Eruption got a nerf. Fair enough. It was disgusting to play against so it needed a change. But this change incentivises slugging. The perk activates the moment you down someone. To capitalize on the aura vision you will need to slug. Another strategy that we all agreed wasn't exactly fun. The hypocrisy in their statement that they had to push this out asap because of "popular demand" is almost funny. I guess hundreds of discussions about DH aren't "popular demand".
- A killer that is objectively bad in normal gameplay. Instead Skull Merchant excells in making the game miserable. Her strengths are camping and tunneling. She has a built in tracking ability to always find the survivor she is trying to tunnel and her kit revolves around camping. I don't think you'll have fun playing against a Skull Merchant that holds a 3 gen for 40+ minutes.
- Skull Merchant's perks are so bad you'll never see them on another killer. And Skull Merchants will only bring them for the adept. Game Afoot is a meme fest. Leverage is whole new level of trash. That perk didn't do much to begin with and they decided to screw it all and nerf it anyway. What possible reason could I have to run Leverage? Sloppy does it's job in WAY better. Even Coulrophobia is better. Honestly, this perk might be worse than Furtive Chase. Furtive Chase will at least eventually in enough games confuse a baby survivor. Thwack! is an incredibly underwhelming perk. It might be useful on a killer you'll barely break any pallets with (*Nurse*) but on other killers it's too situational. And even then it's a pretty bad perk. Use any other aura perk and you'll get more out of it. I bet Undying would help you more considering that CoH is in every game.
- The reworked maps all look beautiful. Again. BHVR's design team is really great. However, Mother's Dwelling is still as large as it used to, spawns a ridiculous amount of connecting filler and main structures and still has that disgusting window in the main building. To top it off there are once again invisible walls surrounding the main building to block killers like Blight, Wesker, Demo and Billy to try and use their power to jump over an object. Temple of Purgation has the Borgo syndrome. There are so many pallets everywhere I can't help but wonder how anyone thought that'd be ok. I'd take old ToP over it any day. It's strong loops into strong loops into strong loops. That must be a Shift + W player's wet dream. Shelter woods is another example of what happens when you tell different people to just randomly design parts of a map without knowing what the others are doing. They all come up with a little safe zone. Then everything gets mixed until it fits together so well that Shift + W will allow you to delay the killer for over 3 minutes easily. And that is, if you always pre drop. The main building can be used as an incredible time waster as well. But at least it's not an infinite like GoJ.
A bad chapter indeed. Well done, devs.
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I have had a similar experience. My escape rate is pretty low, mostly because I couldn't care less if I get out myself. So I'll be the person to try and get the unhook in end game against a camping Bubba with NOED. However, to me playing survivor is pretty relaxing. I don't need to worry about something happening on the other side of the map and make decisions to leave a perfectly fine area because my time is limited.
Windows of Opportunity helps me greatly in chase and Bond + Open Handed is enough for me to always know where I need to be. With the new HUD I can easily know when to break a potential 3 gen and when I need to go for an unhook. It's pretty nice. On top of that most of the time my team mates are somewhat competent and bring strong items.
Playing survivor isn't easy but it's definitely less stressful and less frustrating than playing killer sometimes.
Still, I like playing killer more. There are some killers that require a large amount of mechanical skill and that's what I enjoy the most.
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It probably varies between regions. For me the early afternoon (2pm to 3pm) and very, very early mornings (4 am) are the hardest.
In the evenings there are mostly casuals, I think.
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This is pretty much the case for the last 4 maps. Which one are you referring to?
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@Sonzaishinai said:
People just need to give it time and learn to play her. Too soon to say anything.
Can tell already that people who compare her to knight don't know what they are talking about. Putting your drones at loops to force survivors out is a very poor use of a drone.
3 genning seems obvious but i'm starting to think slugging is where her real power is. Being able to keep tabs on a slug while chasing another survivor and being notified when another survivor is coming to get them seems pretty good so far.
And unless the slug moves the lockon is pretty much guarantied on the resquer.
Still need to play more to try stuff but there is more to this killer then meets the eye i think.
Wouldn't be surprised if this is the next m1 killer the entire community thinks is garbage but still is going to end up in the top half of kill count stats later.
Wonder who the streamer is going to be who gets 200 wins in a row with her first
Why would the slug stay in that area?
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For that particular issue I don't know a solution. However, you may try reinstalling the game and updating graphics drivers, if you haven't done that already. That helped when my game wouldn't load properly.
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gg ez baby killer
Good to see that SM has even more weaknesses than we thought.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365246#Comment_3365246
it does counter it and the tools are all there...you dont have to basement bubba though normal bubba works.
i wouldnt fault you after all only kills and escaping the trial affects mmr
Yeah, but why risk it? They could stay injured and DH next time you find them, if you decide against camping. And camping with Bubba... Well, it pretty much always leads to a basement one way or another.
Basement Bubba is a failsafe way in that regard.
Maybe I could also play Billy and tunnel every survivor relentlessly off hook. That should work as well.
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I'd take a movement speed nerf at this point. Just kill DH. No matter what the price, I'll happily pay it.
No more healthy survivor grabs, 30 seconds gens, survivors moving at 110%, 50 pallets per map, weapons for survivors to kill the killer you name it!
Anything is better than sniffing your butt for X amount of time.