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  • @HeyItsQuiet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379152#Comment_3379152

    Maybe we get it from the fact that now the Wraith has no counter whatsoever, as does the ability to interrupt a nurse's blink. Flashlights are all but useless now, as is dead hard and med kits. Almost every tool at the survivor's disposal has now been hulk smashed into the ground while killers got minor nerfs to their metas and buffs to some of their rarest add-ons.

    And y'all still want to call this game survivor sided? Clinically insane at this point.

    Normal people do not call this game survivor or killer sided. Because it is neither.

    To be fair, I thought only medkits got nerfed, and not healing in general. But we'll see how that plays out. After the hud icon buffs that survivors got, killers needed a bit of something. Not sure if this is the right way to do things though.

    Still, survivors have more than enough to work with. They still have a lot of good perks, clearly, so again, I do not understand how one would assume that killer queue times would go up to 20 minutes. Probably won't lol.

    Also, Wraith has more counter besides lightburn? Like what the hell? And Nurse is op, with or without Lightburn. That shouldn't be the only counterplay a killer has. Nurse needs to be further looked into.

  • I thought they just nerfed medkits to 24 seconds healing and that's it. All healing taking 24 seconds might be a bit crazy.

    But to be fair, at least this will be a meta shake up. Stealth killers in particular might flourish now. I just won't ever want to play against a Legion again.

    But maybe it would have been wiser to only nerf medkits first, and then see how things go. With the 3 strongest gen regression perks now nerfed really hard, it seems BHVR really wants killers themselves to slow down the game, rather than perks doing that for them. But this really might cause the problem that survivors just won't heal at all anymore.

  • @HeyItsQuiet said:

    Can't wait to have 20 minute queues when I want to play killer because nobody wants to play survivor anymore. Just another example of coddling baby killers who can't secure a W without camping and tunneling feeling entitled to remove survivors' ability to heal.

    Lmao meanwhile the 3 strongest slowdown perks on killer side all got nerfed hard as well. Where do you people get this crap from?

    Not to mention that right now survivors are the ones with longer queue times.

  • @Dinan said:

    game is boring asf as survivor now, im quitting.

    That's fine, the game as of now has an overload on survivor players anyways.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378674#Comment_3378674

    I can't see any reason why they'd nerf those perks. On most killers they're fine. I'm sure they've learned from Nurse that bottlenecking perks because of *one* killer (in this case, a 3 genning SM) is not the way to go. IF they really want to address these issues, they need to go to the source (killer) and not the perks.

    It really isn't only Skull Merchant though. Killers like Nurse, Blight or Spirit can arguably 3 gen with Overcharge and Call Of Brine just as well, only they feel less forced to do so. Knight is another killer that can hold 3 gens for an eternity with those 2 perks.

    I hope we'll see buffs to healthier slowdown perks, and nerfs to Call of Brine and Overcharge. At the very least, those two perks should not stack.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378717#Comment_3378717

    Putting a hole in the car wall is definitely a good change, but agreed. I hope they don’t completely ruin other parts of the map and make it worse than before. That front window in the main building is a bit rough if the garage is open (aka when the generator is completed) since then you can loop back around to it, but other than that it’s not a terrible map apart from the car walls.

    Still amazed that they somehow managed to make Red Forest worse than the old one, but I guess I shouldn’t be surprised at this point.

    Gas Heaven is awful in my opinion. The car walls are a huge pain in the ass, but in addition to that I would argue it is a bit too big and has too many safe pallet loops.

  • @GoodBoyKaru said:

    Can we as a community strike a deal with BHVR that they take OverBrine away from us and we get un-unnerfed PGTW back

    I would love that.

    20% of total gen progress would be 18 seconds, so still 2 seconds less than what POP used to be. So i feel like just changing the current progress to total progress would be a great thing.

  • @AGM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378305#Comment_3378305

    As much as I would like to go back to a meta that requires interaction with survivors in order for killers to benefit from regression perks, the fact of the matter is that with the meta we have now, Skull Merchant can obviously still pick a 3 gen, slap on CoB and Overcharge, and drag out games for ages. They either need to change the perks sooner rather that later or change the killer sooner rather than later, again.

    Pretty much. Which is why i am hoping that the mid chapter patch will indirectly fix skull merchant.

    Otherwise, trapped survivors will have to also be able to hack drones, with the caveot that it recharges their claw trap battery and sends the drone back to skull merchant after 10 seconds.

  • @Nos37 said:

    Yes, longer.

    Currently, I have 30 seconds to get the down or the haste is gone. Then I have to either drop the chase to go reset the drone, or leave the gen and commit to the chase at a slow speed and no power.

    That, or buff the movespeed % from claw traps on survivors. 30 seconds is not enough to do anything (the very reason Ghostface mark duration was buffed to 60 seconds).

    It's 45 seconds actually. But 60 seconds might be better.

    One other thing I do wonder about however is if trapped survivors should be able to still hack drones, and instead the devs buff Skull Merchant further in other ways. Her stealth potential for example could still be buffed big time.

    Of course if trapped survivors could hack a drone, that would have to then refill their batteries, and those drones should be returned to the Skull Merchant after 10 seconds again.

  • @AnchorTea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377761#Comment_3377761

    It still wouldnt work out. You will inevitably face SWFs or smart players who will take advantage of that to prevent killer progress. If it's at a specific ratio from killer to hooked surv then there'd be specifics to consider.

    For example, if it's a small distance such as 4m to 8m then the killer can just stand at a distance. Setting it to be longer would be problematic for other structures surrounding the hook. You could sincerely not want to facecamp or proxy camp but chasing a surv in a nearby loop would make the timer paused. That seriously puts you at a disadvantage as killer. There's many more situations to consider and "fixing maps" won't make them all equally balanced.

    There's better ways of discouraging facecamping. This idea sounds good on paper but it would be a travesty.

    No it wouldn't? OP added as a seperate condition that the hook timer shouldn't pause when a survivor is also within the range of the hooked survivor.

  • @martinj97 said:

    @NerdyK

    What about the edge case where the killer camps the survivor for 5 gens, until the other survivors leave, to get the kill? The survivor player is even more miserable because his gameplay was destroyed and he was camped even longer than before. If anything your proposal is guaranteed to increase DCs and SoHs, and it destroys gameplay for the hooked survivor. Your proposal solves nothing and in fact creates more problems.

    That is not true. If anything, the survivor on the hook would need some way to accelerate the hook phase timer, but that's it. They already can in phase 1.

    But these changes would help survivor teams win much more easily against camping killers.

  • No, he proposed a bunch of additional conditions that would prevent survivors from abusing this mechanic, the exact reason why the system that was once tested wasn't added to the game.

    So OP pretty much suggested a bunch of additional conditions that could very well fix the problems the old system had, and yet you are saying there is no need to test it because it's pretty much the same?

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378288#Comment_3378288

    It was essentially survivor and killer near hook it pauses, generally speaking.

    When either a survivor or killer is near a hook it pauses?

    But then how is that even remotely the same as the suggestions made in this post? In that case, what OP suggested has not been tested yet, and it would be smart to actually test this type of system. Why claim something has already been tested if it hasn't?

  • @AGM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378008#Comment_3378008

    It really doesn't take a genius to immediately spot something problematic. This idea that "you just haven't waited long enough to be sure" needs to stop being an excuse for the developers' utter lack of competence, especially when it comes to this abomination of a killer.

    These changes did next to nothing to stop her 3 gen camp strat. Back to the drawing board I guess.

    Well I disagree, and no it's not an excuse. I for one think these changes helped. Her 3 gen is of course still strong, but in a healthier way, because now it makes her downing power stronger, as opposed to her defending power allowing her to make matches last 60 minutes. That has at least been my experience. Things and changes aren't always as obvious as they might seem at times. Sometimes yes, sometimes no.

    Also, you can "demand" the devs to go back to the drawing board as many times as you want, doesn't mean they're going to do so, lol. Many people agree that 3 gen is not necessarily a problem of Merchant herself, but of the state that the game is in right now. I had a match on RPD against Nurse with 3 blinks, who could easily just blink to 3 seperate gens at once. 3 gen is not only a Skull Merchant problem, that's for sure.

    So I am positive they will want to monitor Skull Merchant a bit after the meta shake up we are probably getting in a few weeks before making any more changes to Skull Merchant. So probably no Skull Merchant drawing board for a bit.

    That is of course provided that the meta shake up actually addresses the 3 gen meta in some way or form.

  • @Blueberry said:

    We get people posting this exact solution every few months for the past 6 years.

    It was tested long ago and was a total failure as survivor abused it. That's why it hasn't been implemented.

    It was tested? As far as I know, the only solution that was tested was for the hook timer being paused and that's it. Where all other additional conditions for the hook timer to be paused a part of that test as well? Or not?

  • As far as I can tell, she will still be very strong at 3 genning, but in a generally healthier way, because now she can go for chases more often, downing survivors, and actually ending the game, as opposed to just defending gens forever.

    I would argue that she is slightly weaker at 3 genning now however, and slightly stronger in general. But her 3 gen strat still has potential, it's just not quite as oppressive, and can't force matches to go an eternity as much anymore. At least that's my early impression.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378010#Comment_3378010

    The chase thing did nothing. It will take half the time of the claw trap for skull merchant to even start a chase if the survivor chooses to hold W when she approaches.

    Definitely not my experience. Of course she isn't suddenly amazing in chases, but she definitely has more potential at loops now.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377727#Comment_3377727

    Means she won't hold games hostage, so that's already an improvement.

    Also means she might get a rework that might actually salvage her.

    Nice complete avoidance of my question by the way, very telling.

    Personally I hope they don't rework her, because I really like her design. I just hope they tweak her until she is in a good spot, and the changes she received today definitely helped, as far as I can tell.

  • @woundcowboy said:

    She is one of the worst killers in the game. Once again, survivor fun has been prioritized.

    She is still strong at defending gens after the changes, just not quite as oppressive as before arguably, which is a good thing.

    But on the other hand she is definitely more capable in chases now.

  • Do you know this from your matches? Because one day isn't that much to know for sure how problematic something is.

    Personally, her 3 gen seems weaker to me now. But of course trapped survivors not being able to hack drones may still be too much for her 3 gen, hard to say at the moment. On the other hand, getting rid of that would mean she would need major buffs in other areas.

    Personally I do not hope that they completely rework her. I for one very much like her design, I just hope that the devs continue to keep an eye on her, and if she really does turn out to still be a problem, that they add further changes to her, to really fix her.

    It needs to be said however that she might be fixed automatically with the meta shake up we will hopefully see right now. Skull Merchant being a problem with 3 genning isn't just a problem of her, but the state of the game she released in. In a different version of DBD, she might have never been a problem in the first place. So I could see the devs wanting to wait and see how the meta shake up affects her before she receives more changes.

  • @Davenport916 said:

    Agreed, the game is probably one of the worst for God pallets. In no situation should there be such safe pallets and the game has at least 5 that can't be mindgamed. Terrible design team

    A few safe pallets are totally fine in my opinion. But the Game has like 15 pallets that can't be mindgamed, not just five.

  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377491#Comment_3377491

    I'll roll my eyes when a killer does it cause it's a cheesy ass way to play the game (like spawn camping in a FPS) but I'm not gonna get mad and shout at the killer for doing it. BHVR has let it be a very effective strategy so I just deal with it and move on with my life.

    But others will and the killer player just has to be prepared for that, whether it's fair to blame them or not.

    Well sure yeah, killer players shouldn't be surprised when they get unfriendly comments. I just think it's a bit ridiculous when people go crazy on someone because they tunneled. Sadly, maps still exist where this is the only real, viable strategy.

  • Design is always subjective though. I for one love Skull Merchant's Design, I just think her balance is screwed up, and her design doesn't fit the current 3 gen meta all too well either, but that will hopefully improve with another meta shake up. And Skull Merchant is getting a nice amount of changes that will hopefully improve her for both sides noticeably.

    Knight I kind of agree with, though even his design I kind of like. The problem is that his loop trap playstyle is still quite often the best playstyle, which is extremely boring to face and even play as. If you use him the way he was intended to be used, he is much more fun to play as and against.

  • @MerleDixon said:

    She's alright to play as but a snoozefest for survivors.

    Hopefully that will change with the update today. It will most definitely become more sufferable at the very least.

  • I love her design, the concept of a surveillance killer. Her gameplay is fun, but her balance is bad. Her optimal playstyle, 3 genning, is insanely boring to me. I have tried playing her without 3 gennnig, but that is most times sadly not viable against good survivors.

    Which is why I am looking forward to her upcoming changes so much. I hope it will make her normal playstyle noticeably more viable, but I am optimistic for now.

  • @tippy2k2 said:

    You can do whatever you want

    Just don't be shocked when people get irked at you in the chat or whatever

    Getting frustrated over tunneling and camping is completely normal, I do it all the time. But I don't get why people would immediately blame the killer player for using a good strategy. It's on the devs to finally nerf tunneling and camping enough, and buff the fair play of killers more, so that tunneling and camping don't really have reasons to be used anymore.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376956#Comment_3376956

    While this is true, it's also the sort of 'very small buff' that killers are probably due, now that solo survivor has been brought closer to SWF level via HUD action icons.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376969#Comment_3376969

    We already have a range of FoV's due to the existence of Shadowborn. And using Shadowborn also comes with it's own downsides, as the wider FoV it gives you also comes with a wider angle to be blinded from, which is part of the reason why it doesn't really deserve to take up a perk slot.

    It's a weak perk, it doesn't actually help you out all that much as a killer, and that's why the only killers who run it are those who are more adversely affected by getting disoriented, such as Blight, Billy and Oni.

    So I see no reason why a reasonable FoV slider shouldn't be valid, say a choice between 90, 95 and 100 degrees, complete with the blinding angle trade-off.

    After all, the whole reason for making FoV an accessibility option, is that some players are sensitive to FoV's that are either too big OR too small, and get motion sickness from it.

    That's also a fair point. I would definitely love to see a field of view slider, so I don't have to use Shadowborn on killers like Wesker anymore.

  • Excuse me what? Buff t-bags? That's what you understand from me suggesting to buff survivors stealth just a tiny bit?

    Or is this a joke that I am not getting? In that case I apologize.

  • @TeabaggingGhostface said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376956#Comment_3376956

    Visual hearbeat helps vs certain killers that have a faint terror radius at the start

    Good point. Might actually be a very small buff in that case.

  • I would argue that giving killers a bigger field of view is also a very small buff to them. It can help find survivors more easily, for example.

    Meanwhile the visual heartbeat will not buff survivors in any way, at least if implemented properly. That's why I would argue the devs are a bit hesitant with adding a field of view slider.

    But I do hope that they add this to killer at some point, it would be very nice. As compensation, they could increase survivors crouch speed slightly.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376863#Comment_3376863

    Dont think that this will really work.

    E.g. they increased the Gen Time by 10 seconds. While you still dont see any more Trappers or Clowns, you see that Nurse and Blights have it even easier than before.

    If they would size down some Maps this would also benefit all Killers, but again, some already strong Killers might just become even stronger.

    Map balance would help weaker killers much more than stronger killers though. Especially making more loops fairer. Blight or Nurse do not care about loops, or at least not a lot, but weaker M1 killers do, and we still have way too many maps with too many strong pallets that leave very little to none mindgame potential for M1 killers.

    When it comes to map size, this would also help the strong killers, but again I would argue that it would help weaker killers the most. I think what they did with Eyrie of Crows was generally great. That map is neither too big nor too small. Might still have a few too many safe pallets, but in general that map seems pretty balanced, and I hope they do this with more maps.

    Blight and Nurse will probably need nerfs in addition though, to be fair, both killers are already in need of nerfs, especially Blight.

  • They said this week, which generally means either tuesday or wednesday. The update wouldn't come out for another hour or so though, so it's still possible it will release today. I am personally very much hoping for that, because I really want to play Skull Merchant with those upcoming changes.

  • @mr_Beast_Artist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368220/question-for-devs-how-can-you-win-againts-the-skull-merchant-that-camp-the-3-gens-since-the-start

    Dear developers, you haven't fixed the main problem of Skull Trader. She selects 3 generators from the start of the game and patrols them, and this wins her 100% of the time. She has 4 drones and doesn't care if 1-2 of them don't come back because you have now made a system (drone = survivor) to win somehow, everyone has to unlock the drones, which is unrealistic. I think that at least 1 drone should be removed for her, and then I'm not sure that there is a chance.

    Of course she wouldn't have a chance, because removing a drone from her would make her completely useless. They are never going to do that.

    The changes that are coming will make her more manageable in a 3 gen, but she'll still be strong at defending 3 gens. Meanwhile, she will now have more incentive to go for chases.

    Now its on bhvr to try and fix 3 genning jn general, by changing certain perks and maps, and buffing slowdown perks that aren't oppressive in a 3 gen scenario, like PGTW.

  • I love playing her because of he design, but her balance is screwed up. Luckily the upcoming update seems to be fixing that.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374958#Comment_3374958

    They can't really buff killers much if tunneling remain as the best strat. It's even more common now so that might even keep kill rates high as before. The survivor effiency now mostly hurt killers who don't play optimally and play for fun.

    This is absolutely true. They need to find ways to buff killers in general, but nerf tunneling and camping at the same time.

    I still think the main changes this game needs is fairer map balance for killers in exchange of nerfing tunneling and camping. And then of course killers, addons and items need to be looked at as well. Medkits for example are simply too strong at the moment.

  • @dollidahlia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375040#Comment_3375040

    She needs a rework, not a nerf/buff. Her power will never be viable in a chase. Back to holding W

    Disagree. With enough changes she can be perfectly fine. It's also the state of the game in which she released into that makes her a bit problematic, because right now it is very 3 gen centric. She and Knight aren't the only killers that can become oppressive in 3 gen scenarios.

    I am very positive about the upcoming changes, but if she needs more, she will surely get more. They could look into buffing her undetectable effect a bit next for example.

  • @kill4escape4win said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374975#Comment_3374975

    would be nice buffs, again the value is gain only if the killer is camping, if they don't camp there's no real reason to leave that survivor on the hook. only punishes campers

    Exactly, the whole point of the perk. And right now the values just don't feel high enough. A perk as healthy as Reassurance should be strong. Right now I would argue it's decent, but not good enough.

  • It should have a range of 10-12 meters, the duration should be increased from 30 to 40 seconds, and it should work once per hook phase, not hook instance.

    I still cant believe they nerfed the perk so hard from the ptb.

  • I really like the way they are buffing SM with an haste effect as a reward for keeping as many survivors as possible detected, but i dont think BHVR should start using haste effects on all kinds of killers that are struggling. Probably better to keep this unique to Skull Merchant.

  • I personally love her design and general concept. I just think the execution is subpar, and she doesn't fit into the current version of DBD that well, with 3 genning already being such a valid strategy.

    Her 3 gen power needs to be reduced a bit, and her general viability needs to be increased. Then people would be much happier with her. I really hope BHVR takes their time to actually fix her, because in my opinion her design in general is great.

  • 3 drones would just encourage her more to 3 gen. She just won't use a drone for chase in that case, I can promise you that. Actually, she should have 5 drones, so she can cover more of the map, and is therefore encouraged to not just lock down a 3 gen.

    Instead, they should use the range restrictions of drones to help reduce her 3 gen problem. A drone can't be placed within 22 meters range of another drone. This should have a 15 seconds lingering effect after a drone is disabled. This way she can't just place a drone a few seconds after a drone was hacked in the same spot.

    Then they should also buff her undetectable lingering duration after she leaves a drone's radius, to 4 or 5 seconds, and she would be generally more viable, but her 3 gen would be a bit weaker. Making her generally more fun.

  • It is not like an infinite medkit at all. I think they should reduce the healing speed increase to 40%, or maybe 33%. And that's it. I really, really hope they don't make the perk useless. If they change it so you can only heal yourself with the same speed as old Self Care for example, the perk will be completely useless.

    Medkits are actually the bigger problem. Because they let survivors heal themsleves way too quickly, taking away too much pressure of the killer.

  • I think having the drone not return to the Skull Merchant after being hacked for a longer time won't work. To really affect a 3 gen, it would have to take like 30 seconds or so, and I think that would generally just nerf her too much.

    Drones have range restrictions, right? Like, a drone can not be placed within 22 meters of another drone. That should have a lingering effect after a drone is disabled. It's the easiest way I can think off for BHVR to implement such a nerf. 15 or 20 seconds probably. That way, when you disable a drone, she can't just place a new drone at that spot a few seconds later. Personally, I think even just 15 seconds would be enough. It shouldn't become frustrating for the Skull Merchant, but it should nerf her ability to lock down areas too effectively.

    They could even add a visual indicator that shows you that you can't place a drone yet where a drones used to be just a few seconds ago.

    And then, I would personally give her two buffs. The one is to increase the amount of drones she can place to 5. This way she can cover more of the map, which already would encourage her to spread out more.

    The other buff is to increase the lingering duration of her undetectable status effect after she leaves a drones radius. I think her undetectable is key to making her a more viable killer. But right now, 2 seconds of undetectable is pretty damn weak, and doesn't allow you to sneak up to people most of the time. If this was increased to 4 or 5 seconds, she'd be in a much better spot.

    I don't think making some of her addons basekit is needed. She already has a lot of aspects built into her basekit, and those need to be enhanced. And the undetectable effect is definitely the one I would buff.

    I really do hope BHVR finds solutions for her. Because unlike many, I really love her design, and find her generally fun to play as and go against, without the 3 gen lock down playstyle. I guess you could also argue that the 3 gen problem is a problem of the game itself, and not hers specifically. But it would still be nice if BHVR could find a way to weaken her 3 gen a bit but increase her overall effectiveness.

  • I think the problem with these type of perks is that BHVR is afraid what will happen when they are stacked together. In this case Sloppy Butcher with Leverage.

    They really need to work on a system of diminishing returns for such effects. Or just not have these perks stack with each other. Until then, I fear Leverage will remain weak.

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364399#Comment_3364399

    No, we don't need to buff reg any more. If survivors are too efficient, you don't nerf it by making the killer able to hold a 3 gen indefinitely; you nerf it by reducing efficiency. Basekit 60s corrupt would be much better than bringing back old pop.

    While I agree that basekit Corrupt would probably be the best solution, wouldn't buffing Pop and then maybe nerfing Call of Brine and Overcharge, at least their synergy, not be good to lessen 3 genning? Because with Pop you actually need to down and hook a survivor, and then you get to regress a gen.

    i feel like PGTW is one of the healthiest slowdown perks in the game. Certainly more healthy than the Call of Brine and Overcharge combo.

  • @jinx3d said:

    cob, overcharge, nowhere to hide is a strong combo on any killer but it feels especially strong on her because of her drones, she can contest a 3 gen and even a 4 gen stronger than any other killer in the game imo

    I still think that Knight is even better at that, but she sure is strong playing like that. I still hate how Call of Brine and Overcharge stack. These new killers really make me wish we still had the PGTW meta, which seemed much healthier for the game.

  • @EvilSerje said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364422#Comment_3364422

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364513#Comment_3364513

    I'll give her another go (well, I have to, achievements won't do themselves).

    I think my main issue were being unable to place the drone or placed drone end up in completely different spot (for example, I launched a drone on a gen, but it flew to the side so it's scan area don't even cover that gen). So I spent lots of time to either find a spot or replace the drone few times.

    Oh yeah that's something you need to get used to for sure. It tripped me up during the ptb quite often.

    Her drones get placed in the exact positition that you are when you press the power button. So if you are moving forward while doing so, the drones will just fly back to where you were the moment you used the power. It looks a bit weird, which is why you need to get used to a bt.

    The more I play with her, the more I even think she might be viable. I think she is a fun and strong killer personally. That's at least my early impressions.

  • I really like her. A lot of fun to play, and even verse in my opinion.

    Her 3 gen might still be a problem though, but thank god they nerfed eruption. Now they still need to make overcharge and call of brine not stack, and buff perks like PGTW, which are healthier slowdown perks.

  • It needed changing because it was a farmers wet dream. One could just farm the survivor off hook, and then sprint away. It would encourage tunneling like barely any other perk.

  • I agree. I played her a lot last night and really enjoyed my time.

    Of course it is too early to tell, but at least so far to me she also seems stronger than many people seem to think. Her 3 genning might still be a problem but that is arguably more an issue of the game itself.

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