bjorksnas
bjorksnas
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850942#Comment_3850942
No, I wouldn't say that either, because the instant regression wasn't a problem before TotH got buffed out the wazoo. Also, the instant regression works way better with the baseline 14 second cleanse time, while slowed regression would be a huge nerf to baseline.
Have it regress at a speed based on how fast a survivor can cleanse it, if it takes 14 seconds to cleanse it takes 7 seconds to regress, if it takes 46 seconds to cleanse it takes 23 seconds to regress.
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@Firellius said:
It is absolutely TotH that's the problem, dear. Face the Darkness is far from the only way to interrupt cleanses.
Would this all be a symptom of the fact that totems instant regress and not that they take too long then?
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@GrimReaperJr1232 said:
Note: Assuming Thrill is at full power.
W/o CS
it's 46.6 to cleanse
W CS
it's 66.67
*Blessing W/o CS
it's 93
Blessing w/ CS
it's 133.34
Also note: Penti can restore a Thrill of the Hunt stack, so cleansing a totem isn't guaranteed to knock a stack off.
*Blessing's 50% penality only applies if one tries to bless the hex totem. Trying to bless a dull will be the same speed as cleansing it.
Old Version
W/o CS
24
W CS
40
Blessing W/o CS
56
Blessing w/ CS
80
Sidenote: I didn't round. All the answers to the bottom were whole numbers. Weird.
the old version section should have 28 seconds to cleanse without CS not 24
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The problem persisted even without the thrill buff its just reached a critical mass that people actually started experimenting and figured it out
Thrill before the update 50% 28s totems
Thrill after 70% 46s totems
Now counterforce would have been able to 1:1 counter it pre-update but also people would 100% just not bring either perk pre update
Its still something you want but its not a 100% counter unless you get the ball rolling, cleansing any first totem before the killer can activate face the darkness will give you another 20% cleansing speed (40% total) but more importantly reduce thrill of the hunts effect by 14%, meaning totems now take 31s to cleanse for all teammates, and you can cleanse the next totem in 22s, if the killer is playing to protect their 3 or 4 totems, (likely thrill, ruin, devour, face the darkness) you can start bypassing the interruption windows or breakpoints like biopods reactivating.
Its not an easy counter but it can set things into motion to tear apart their build. And at the end of the day while it bought them time they now have no perks or ~1 perk
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849962#Comment_3849962
You mind sharing your build? :)
Probably about 5 matches as vecna
Surge, STBFL, Rapid Brutality, Gift of pain, Vorpal sword (only really got value out of it once per match for 1 free hit) and Pearl of power (just consistently good)
About 6 matches as wesker
3 as Pentimento, Plaything, Pain res, Gift of pain, 3 as Pain res, Gift of pain, Unforeseen, Dark devotion, Both with Iridescent Uroboros Vial + Helicopter Stick
And about 4 matches as survivor
Hope, Dramaturgy, Finesse, Ds, Brown medkit
Now for some context on some of the matches
I never went back to hook UNLESS I couldn't find someone before the unhook occurred, i'm not gonna wander mindlessly while I know where 2 survivors are trying to find where 2 survivors might be.
None of the 3 Wesker matches I even activated pentimento because frankly I just didn't need to
One of the survivors who gave up tried their best to sandbag 2 other teammates before doing so in my survivor matches
Only one match that was a real match was against survivors using goober map tailored builds, 4 boon perks + map + hawkins offering + upstairs totem that I would need to go way out of my way destroy that covers half the map in circle of healing, shadowstep, exponential, and Dark theory. And maybe one survivor match was a real match but a jake juiced a spirit for 5 gens so it wasn't that interesting beyond an endgame save
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849666#Comment_3849666
You mean, in addition to being able to already avoid lobbies with flashlights, toolboxes, or nea?
Don't get me wrong, I don't think we should put in a system like this at all. But at the same time, why is it suddenly an instant "give me a compensation buff" literally any time someone recommends any change at all. That's the definition of entitlement.
Reaction based balancing vs. Preemptive based balancing
Some people want to watch the scales tip one way or the other before adding weight to the higher side
Some people want to add a bit of weight to both sides when proposing big changes because they want to hopefully have it balance out or be closer to balanced then you would get by just putting weight on one side
I don't get the hate for people brainstorming what a "compensatory buff" might be especially for hypotheticals that 100% won't and shouldn't happen.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849390#Comment_3849390
Cleansing totem vanilla: 14 secondsThrill increases to max: 70%, making it 23.8 seconds to cleanse.
Face the darkness: scream every 25 seconds.
This was the numbers I found and did myself, but I feel it's probably wrong. I have no idea where 45 second cleansing comes from, but would like to!
Using my numbers, theoretically a survivor can cleanse if timed right after a scream. But then you know they are there, you know to come running back. So defense is all but guaranteed.
If survivors cleanse dull totems they could chew down on that penalty. But this again is assuming the numbers. I need clarification.
If the interaction with H:FtD and TotH is the only real issue, then hopefully BHVR just tweaks that. Butchering seems to be their way.
You have it backwards-ish
Slowdown is a decrease to the value added per second not an increase to the value needed to complete an action
Every action is basically done at 1 charge / second, for however long that takes, slowdown doesn't increase the charged needed to complete an action, aka if a totem is 14 seconds, and you cleanse at 50% slowdown it doesn't take 50% more seconds (21) it takes 28 seconds because the charges per second are decreased
Old thrill 50% slowdown means you cleanse a 14 second totem at 0.5 charges per second which takes 28 seconds
New thrill's 70% slowdown means you cleanse a 14 second totem at 0.3 charges per second which takes 46 seconds
Face the darkness makes them scream every 25 seconds
Either way the interaction forces the survivors to first deal with the face the darkness then deal with the totems and its not really fair to play around if the killer is smart, but you might be able to try and brute force it by having multiple survivors in an area and having the first one hit go around and cleanse the totems (as face the darkness only affects the other 3 survivors after the first one becomes injured).
I do think screaming shouldn't reset interactions like totems and pig boxes for this exact reason where silly interactions like this form, I think its fine with gens but not totems and pig boxes.
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@ForumPikmin said:
Played against a killer with thrill of the hunt and face the darkness, and it was legit impossible to cleanse totems because screaming would just remove all the progress from cleansing the totem.
As Iron_Cutglass said earlier cleansing totems with thrill of the hunt makes them take 45 seconds, and face the darkness causes you to scream every 20 seconds it's basically impossible to cleanse the damn things at that point.
Hex totems needs love but making them this annoying is beyond absurd.It would still be the exact same interaction at 50% speed, its a hex face the darkness problem not a thrill problem
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@Alastortheradiodemon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845772#Comment_3845772
Absolutely amazing ideas and tell me if this perk idea ( Hex bend thy will) this perk will allow you to collect stacks by downing survivors. For each survivor put in the dying state you gain 1 token and upon 6 tokens reached you can break a pallet instantly until your totem is broken
Make it gain tokens from breaking pallets and then make pallet breaking faster ~8% per token gained up to ~48%, its not instant but its so fast and snowballs quickly forcing them to find the totem or drain a ton of resources
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@Alastortheradiodemon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845197#Comment_3845197
That is an incredible idea but the killer uses a knife so out of curiosity how would you account for animations like would he carry the knife in his mouth or would it be similar to like a squirrel running??? I am genuinely grateful for your feedback and your take on the power is absolutely great My personal opinion is the power should last for 6 seconds and maybe in pallet loops the killer can slash over pallets while in power to provide counterplay and reduce the likelihood of pallet camping
Bear crawl knife in the mouth or holding it in his fist while using their knuckles on the ground. And in terms of animation just make sure the knife has a point, and a serrated edge, that way you have a stab, slash, and saw for 3 different animations for how you would damage a survivor.
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I think a killer simply having the ability to go 4.8 for 3 seconds as a power (5% haste basically) is just, not that interesting of a power, then choosing the status effect isn't really much of a choice, as mangled is much more powerful of a status effect than hemorrhage at least in direct effect. Even if you tried to synergize it to make hemorrhage better other killers would then overlap into just doing it better. So they would need to standout if they could deal a status effect of their choice or have balanced choices.
Most tiles and structures can be looped as a 4.8 like its looping a regular killer survivors would just need to use resources faster which isn't that big of a deal when the killer has no other real passive effects or slowdowns other than 4 seconds longer to heal.
I think a better design route you should ask yourself is what kind of movement isn't one that we have seen before, and what kind of numbers should it have / reward. Something like billy has very slow turning so it goes very fast and instant downs. Something like demo goes very fast and winds up very fast, but it has limited distance. Ect. You can very easily make a movement based power with a speedboost as a windup to help position something big, we haven't really seen that done before
So heres an example of something you might make instead along those lines using a power like this
Scurry, upon pressing the right mouse button you lower to the ground and move on all fours, for up to the next 3 seconds you move 5% faster, and after .75 seconds you gain the ability to pounce forward at 230% speed for 0.5 seconds, after you land from a pounce create a shockwave in a 3m radius around you, survivors in this radius are slowed 15% for 3 seconds. if you directly hit a survivor with a pounce you can either choose to claw them, mangle them or wound them, mangled survivors take 25% longer to heal until healed or hooked, clawed survivors suffer from the hemorrhage status effect and have their aura revealed to you when outside your terror radius until healed or hooked, wounded survivors suffer from the deep wound status effect. Scurry has a 15 second cooldown.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845161#Comment_3845161
While I'm not necessarily against hacking drones removing Lock On stacks, in theory - I had a thread about it a while ago - I've come to think that the smarter decision would be to lean in to the stacks being completely avoidable in the first place. Empower that, and keep the potential removal of stacks as a change later on down the line if she needs it after things settle.
As for the drones being unable to be recalled, if you're hacking a drone you want her to recall it. What purpose would making that impossible for a few seconds serve? Genuine question, I'm not sure what the goal there would be.
I think wisely placed ambush drones mid chase are more interesting than trap drones out of chase, that way you can make them harder to avoid by seeing them (especially in chase while you try and look back at the killer occasionally) and then if someone gets spotted by one outside of chase, you still get the info off them but they eat up a bit of time to remove it or rush back to an objective and leave themselves vulnerable with more player agency.
I think just the ability you know you can cleanse it can go a long way.
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@jesterkind said:
I won't sugarcoat it: This will involved undoing almost everything from the last set of changes, because they fundamentally cannot address any of the issues this killer has while they also ended up unfairly harming players attempting to engage with her basic gameplan.
So, we'll start with my goals for this rework, overall. Skull Merchant's power currently shines when everyone involved both understands how it functions, and is attempting to engage with the more interactive and skill-based elements of it, on both sides. Therefore, my changes aim to emphasise this gameplay while weakening any of the edge cases and cheese strategies present in the power. We'll go over changes to the drones themselves, changes to the information gain on the survivor side (as I personally think this is her biggest issue, recent changes notwithstanding), and then a few other miscellaneous changes. For each change, I will give a brief explanation of my reasoning and intended effect.
To reiterate: These changes assume pre-nerfed Skull Merchant as a base, so all of those effects and such are still there unless otherwise stated.
The Drones Themselves
- Drones placed during chase begin in Active Mode.
This change is similar to one that BHVR made recently, but with a more focused aim. The Skull Merchant dropping drones at a loop mid-chase often led to the assumption that the survivor had to run away immediately, but this is often not the case. With the drone's beams more obviously present from the start, players can see if they're actually in danger of being scanned immediately and make the decision to run or stay accordingly.
- Placing a drone incurs a slightly larger speed penalty.
This is the one good change that was made in the most recent update, but it should be more of a noticeable speed penalty.
If a Skull Merchant places a drone sloppily mid-chase just to try and zone survivors away from the loop, a stronger speed penalty would allow survivors to make more distance and punish the poor play, incentivising the Skull Merchant to place drones with more of a plan. Placing drones ahead of time would be offset by this change, and successfully either "laser tagging" to snipe a survivor as soon as the drone initialises or simply placing the drone with the aim of playing the loop/structure well should offset the speed penalty.
Not pitching numbers here, they'd need to be tested, but more of a penalty than exists now.
- Hacking a drone places it on cooldown for longer.
Hacking a drone can often feel underwhelming in terms of result gained. While it's not her main counterplay and shouldn't replace her main counterplay either, the drone being offline for longer stands a better chance of pushing the Skull Merchant to recall it and manually set it down again, rather than just waiting out the timer and having the drone available anyway later.
Not pitching numbers here, they'd need to be tested.
- Claw Traps no longer apply Deep Wound on injured survivors.
I've never understood why Skull Merchant has this. It's a completely arbitrary effect that seemingly only exists to annoy survivors, without really helping the killer's basic gameplan in any meaningful way. Complaints about Merchant's kit being bloated are generally off the mark, but this particular effect doesn't need to exist.
- Increased minimum distance between drones.
Currently, the degree to which drones can overlap can be pretty problematic on certain maps. While some degree of overlap is probably sensible to make the power not too restrictive, especially on the tighter indoor maps that serve as the biggest problems here, decreasing it from where it is now would be completely appropriate.
Not pitching numbers here, they'd need to be tested.
- Claw Traps now last for longer.
As avoiding Claw Traps entirely is Skull Merchant's main counterplay and most changes on this list are aimed at making doing that more consistent, I think it's fair to give her a buff or two to compensate. Claw Traps lasting longer would be a nice reward for the extra effort gaining one might take after these changes go live.
My suggestion for increased duration is increasing from 45 seconds to 60, but this would need to be tested.
Information Gain Fixes
- Lock On stacks cause a survivor's portrait overlay to glow red for as long as that survivor is scanned on Skull Merchant's radar.
This change is geared at situations where survivors are blindsided by Haste they didn't expect because a teammate of theirs tripped a drone out of chase. This also allows players to learn exactly how long the Haste lasts after each scan without having to go to an outside source for the number, if they're paying attention.
- Model change: Drones' white lights in Stealth Mode are replaced with thinner, brighter red lights.
If a survivor is pushed into a situation where a Stealth Mode drone is potentially threatening them, in chase or otherwise, avoiding the beam is still the main form of counterplay. However, the ability for a player to discern just where the beam is pointing in this mode is - while present - often somewhat imprecise. This change would make it more intuitive exactly where the drone is pointing, as the effective variance is smaller from a thinner light, but wouldn't affect any cleverly placed drones meant to ambush survivors who didn't see the model at all.
- Drone rotation causes a sound effect to play.
If a Skull Merchant uses the drone rotation ability, there's often no real indication to the survivor that it happened, especially if they don't already understand that the drone always moves clockwise otherwise. Changes have already been pitched that would make it obvious to observant survivors which direction the drone always moves when deployed, so this would be another layer to make it more obvious to players that this CAN happen, without unduly harming the desired effect of the ability for the killer.
- Disabled drones start to flash prior to reactivating.
Drones that are disabled can spring back to life unexpectedly sometimes. While uncommon, probably even moreso with the increased disable timer further up the list, more information to survivors about how this power functions is welcome. I pitch that the drone flashes once a second for the last five seconds of its disable timer, so it can be predictably observed and decisions can be made around it.
Miscellaneous Changes
- Skull Merchant's footsteps are louder.
While the Skull Merchant's stealth is balanced with a different limiting factor than other stealth killers - the timer on the effect - the end result is still quite good, especially when she's using perks to gain the Undetectable effect. Slightly louder footsteps make her slightly easier to track for observant survivors.
- Radar input is a toggle, not a held button, and the radar comes up faster.
As a bunch of these changes lean towards using all of Skull Merchant's kit to get real value, since countering her power when lower-effort strategies are employed becomes a lot more accessible, I think it's fair to make doing that smoother. Being able to tap a button and have the options come up a little quicker would make her a lot smoother to play, without really changing what options she actually has available.
This could be an option if enough players preferred holding the button, of course.
- Addons changed to promote consistency.
Somewhat similar to Nurse, I believe the Skull Merchant shouldn't have addons that directly increase her numbers when it comes to the Haste and the Hindered. If a survivor has gone to the trouble of learning the ins and outs of how her power works, they should have reasonable certainty that her power actually works that way, so they can make decisions accordingly. Keeping track of things can be a little stressful, so the extra uncertainty of these addons existing can be a little too much.
This doesn't have to be a nerf. Good addon effects could still exist; for instance, perhaps a purple addon that reintroduces Claw Traps breaking pallets. Arguably more useful than just increasing the Hindered, but without changing the consistency of her basic power effects.
—
As of right now, this is my list. There might be something I've forgotten here and there, but by and large, I think this set of changes would be the most healthy things that could change for the Skull Merchant. There's a lot of them, this wouldn't be a small update by any means if it happened, but they're all relatively minor in isolation and shouldn't really affect skilled players for the most part. A few things are slight nerfs to regular gameplay, to be sure, but the Skull Merchant isn't a weak killer, she's pretty good. She can withstand getting slightly weaker in the pursuit of getting her flaws ironed out, if that even happens because of this.
Something I think should be added to this just to make playing against her feel better which while I can't balance out with buffs because I don't know enough about playing as her assume someone else talented at that did. I think making a hacked drone be unable to be recalled for a brief duration lets say ~15s, and it removes 1 stack of lock on would be a good change.
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Thats a big buff for survivors and a bigger buff for grouped survivors, No thanks
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@Dadeordye said:
Hey yal!😁
Would like to discuss this: why years pass and almost every killer receive nerfs and Nurse is basically untouched in all DbD history? We have such nice perks for killers that could be balanced with all of them except Nurse. If she uses these perk they becomes broken, so for the sake of balance they are not good as they could be.
I'm sure this subject was already debated once, but I would like to participate this time.😊I think both sides need something to compete at the highest level, watch any tournament and even if they have a nurse involved there is a high chance they lose. At the highest level nurse its balanced, so you want to balance her around the average level. But as soon as you do that there is now a permanent gap between what the highest level survivors can do that killers can't. It creates a gray area where only one side can compete. If there was a way for nurse to be less competitive at all but the highest level id be all for it but creating a gap like that isn't fine.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/432919/pinhead-chain-hitboxes
i hit the chain like 80% of the time but everyone instant breaks chain at my level of killer. when will pinhead get changes? they can't come soon enough.
I love a killer whos power is based on skill to it but the outcome is based on rng chains that spawn
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Someone had the idea that rift is blue so we should have all the deep rift be blue, and the artists arted their art and then after a few months we started to see it, and now that we don't like it we gotta wait like 9 more months for the pipeline of blue deep rift art to finish arting before we can get some deep rift greens and reds
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@Machiveliancrow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842360#Comment_3842360
Not at all...but sound off I guess
Happens more often then you would think plus what else would wraith do if he couldn't body block, there is almost no other subtlety to his gameplay besides that and would only incentivize the more boring playstyle of hit and run instead of chase oriented
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@Dreamnomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842338#Comment_3842338
Good question. Almost makes me wonder if it is the same person making multiple accounts. This is OP's 3rd post.
Based on how they actually know how to use the forums (unlike many new users) im gonna guess its 1 person who is very upset creating a handful of accounts
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@Boons123 said:
For some reason the developers are tolerant of Hex perks where you have a Hex that can be present once you complete an action or even a Hex that gives another Hex another chance etc.
Even with scourge hooks perks they became tolerant and with the introduction of the new scourge hooks perk where once the survivor unhook a survivor that hook becomes a scourge hooks.
But when it comes to Boon, Teamwork or Invocation perks, they are very strict with numbers and rules and even with benefits.
It doesn't matter if the numbers and rules will kill the perk, the numbers and rules must be exactly the same as the previous perk, no exceptions!!
Literally some perks are not useful no matter how many times you buff perk all it takes is some exceptions for it to be useful don't be too strict.
For those who did not understand what I meant.
Putting the same numbers, rules, and negatives regardless of whether the benefits equal or outweigh the negatives.
Want an example? Look at the new Invocation perk, The benefits are nothing compared to the downside of being injured for the rest of the match plus up to 60 seconds in the basement, this makes the perk really unattractive.
16 survivor perks vs 4 killer perks
SWF capabilitys
Stacking the perk capablities
The synergies of stacking it with other perks you have
The synergies of stacking it with perks OTHER people have
The synergies of stacking it with items you have
The synergies of stacking it with items OTHER people have
Specific killer interactions
Specific playstyle interactions
ect
You can't really 1:1 compare perks in an asymmetrical game, its hard to compare survivor gmo free pesticide free all natural apples to extra asbestos killer oranges when there are so many factors that separate them.
Boons, the potential to place 4 perks down that everyone can use in an aoe in 14s is really strong especially with any form of communication or map offerings to create impossible hook scenarios and scenarios where its really easy to reset, or lose the killer, they are limited to 24m because the individual impact that a single boon on a single totem should have should be centered in one small area and not be wide spread because its effects often mirror strong perk effects permanently in its aoe. The only boon you could even consider increasing its range without making it a problem is boon illumination. But at that point why not just give it a different buff.
The new invocation perk is rough but its a ptb perk. It has time to ferment. Weaving spiders used to be 15 charges on generators (that could be regressed) and took 120s. Wicked used to be whatever this is
Sometimes perks just take time to ferment and clearly the new invocation perk wasn't ready yet.
Frankly its 2 examples of things that 1 of which is going to be changed and 1 of which should just be overhauled
Teamwork perks are fine just underrated, being 105% speed when running away from a killer after a resurgence heal is really good.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840812#Comment_3840812
That is carrying speed. The question was about base speeds in which there were 4: Nurse, Myers, Legion and Trickster
Yes it is, it also was just intended to answer someone elses question that they weren't sure of.
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@RFSa09 said:
1:B
2:D
3:C (? I actually don't even know the current timer lol)
4:D (between spirit and slinger)
5: B? (I only started playing the game when it came to the psplus back in 2018, next to clown chapter, but that's my guess)
6: True
7: C or D, we had 4.4 trickster, 4.0 nurse, I'm almost sure in release pig had a passive (or bug idk) that allowed her to walk faster somehow, and ghost face can walk faster while crouching now (Myers will be 4.4 next patch but we don't consider it)
8: doctor, feng, Bubba, freddy, Quentin, huntress and David for the anniversary (If I'm not mistaken), am i missing someone?
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no way 3v7 mode
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This is just an information battle people can and will adapt because you deal with it in 2 ways
Everyone has basekit unbreakable
AND SURVIVORS ARE HOOKED WHEN PICKED UP (people forget this part)
so how to you abuse this to get back at the sluggers
FORCE grabs out of lockers when about to go down (the more people that learn to do this the weaker the strat will be and the better off survivors will be)
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@TonTon said:
Since Devs are adamant on not making UB basekit to prevent the slugging epidemic i think UB is in need of some buffs
Unbreakable buffs idea
Unbreakable is now infinite however recover speed boost is nerfed by 15%
Potential additional effects:
After UB has already been used and been slugged again after 20 seconds of being slugged you can use UB again.
Token based UB starts at 0 when in chase with a killer it starts charging after 15 seconds in chase gain 1 token for a max of 3.
What do you think they should do?
No changes are needed and all of those numbers would be silly
Infinite pickups every 37.5s
Infinite pickups every 24s (it takes more than 20s of being slugged to even get in unbreakable range so that wouldn't do anything)
Infinite pickups every 24s (but its free in another way)
Either way just can't have infinite pickups with UPSIDES
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@Valuetown said:
Cherry picking one video to match your confirmation bias.
You start with talking about people complaining about killers running four slowdown, then pivot to "good killers don't need gen slowdown." There's a massive leap in argument there.
Unless you're running Myers or Freddy, four slowdown is too much.
People especially in multiplayer games don't usually prep for what happens on average, they prep for the worst case scenario of what might happen. The potential that you might run into something like this is why people play 4 slowdown because its just safer to be over prepped than under prepped. As an example for an argument its fine
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90% of the time when I play soloq survivor i'm mad at my teammates more than the killer
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@TotemsCleanser said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834343#Comment_3834343
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834357#Comment_3834357
I can get that happening once. Hell, even twice, unlikely as it is. But over four times in a month? I'm not joking when I say I haven't seen a Sacrificial Ward do its job in the past 30 days. And both killers and survivors have been running Sacrificial Wards like crazy due to the amount of lunatics who keep sending everyone to RPD. They just do not work from my experience. I'm not saying it's impossible that I'm just MASSIVELY unlucky. But really, what are the odds?
Odds of it happening is roughtly 1/50
Odds of it happening 4 times in a row (1/50)^4 or 1/6250000
Given enough time, enough players, and enough matches magic happens
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I love void as survivor and take some good chases there, but when I play as killer I almost never see a survivor enter the void unless they want to score some points outside of chase after they have done ~3-4 gens
Theres almost no point to go alone there as killer since the power up usually takes more time to get than it saves so its really unfortunate.
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@Pelaan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833471#Comment_3833471
Then we'll make it an endorsement only system
Killers cannot be downvoted only endorsed
Survivors can only be endorsed
Swfs cannot endorse each other
You can also abstain
Incentives increasing BP Shards and XP multipliers, unique banners portraits skins, cosmetics once they reach a certain endorsement rank
Not interesting enough
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@Pelaan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833453#Comment_3833453
I disagree if we provide the proper incentives and adversions it could definitely work
What proper incentive?
Oh the killer won the match, downvote
Oh the survivors won the match, downvote
Oh the survivors lost but they teabagged me once, downvote
Oh the killer lost the match but they were playing X killer I don't like, downvote
Oh the survivors won the match because they brought 4 toolboxes in a swf, downvote
Oh the.
Oh the..
Oh the….
There are too many things in dbd that people like / hate, see, deal with, don't understand, don't care to understand, won't ever understand to possibly expect people to play nice with a system that could do things like force people to have a worse matchmaking experience, no matter what rewards / adversions id expect it to just deteriorate into someone won or did some minor offense to me, im gonna press the curse their bloodline button
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Karma / Endorsement / Reputation / whatever you want to call it systems just don't work in an asym and they won't, players will -rep -karma not endorse, downvote, ect the other side for ANY little reason, and it will mean nothing within a matter of hours for countless reasons, interesting thought but not the genre for it.
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Give him a top hat on top of his hood.
Make his leaning client sided instead of server sided, its not fun to stand at a corner / edge for half a second before you can lean
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Blight : (I discovered this one years ago when blight was short and mclean still was a dev so I get to name it) Slight tech: During the first rush you can hold A or D to strafe in that direction which can give you some extra mobility and paired with turning can let you take wider or shorter corners than other rushes can, if you want to test this ingame open a locker rush in a straight line and hold A or D and you will see after a complete rush you will have moved ~3m in the direction you held. Its not a lot but it can make a different in bumping or sliding during a first rush. It DOESN'T apply to follow up LETHAL rushes, and it NO LONGER applies to the lunge attack out of a lethal rush (it used to)
It even works with the events blighted serum addon on other killers since it uses the same code as the first rush
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event rift
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No
Its basically a free out for at minimum 1 survivor in every scenario
- The one survivor finds it first so they get out and the other one still has a chance at doors
- You find it first and both survivors go on seperate doors
- The survivors find it first and one has a key so both instant escape
- You find it first, one survivor opens a gate while the other buys time then keys out
It almost entirely just asks for a killer to slug all 4 survivors to get consistent 4ks if they ever end up in a winning scenario or else they can 2k ON A WIN
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@Laluzi said:
I truly didn't expect this to happen without a bloodpoint incentive, but here we are. I tracked 22 matches, watching the game play out if I died early. There were 4 where players escaped out the gates, so technically 18 matches with relevant data. 10 of them had the killer slug the second last survivor. In 6 of those matches, they slugged for over 30 seconds in order to wait for the mori to become available. In one instance, I asked the killer not to do this in endgame chat, and they blamed the person on hook for making them wait, as though they didn't have full control over simply hooking everyone.
I've also seen an increase of killers deliberately bleeding everyone out, in that it's gone from a one in a hundred game type thing to maybe one in twenty-five. Still rare, but not nearly as rare as it ought to be. I can't tell if giving hatch has become rarer or not - it feels like it's rarer, but that's because a killer standing on you waiting for someone to die on hook often meant hatch before, where now it's almost always a mori. But it's unlikely the same players who wait to mori would have waited to give hatch before.
I gave it a few weeks to see if the hype over a shiny new feature would die down. Perhaps it did slightly, but the dust has settled in a state of affairs that's noticeably worse than before.
Slugging for the 4k was already very unpopular to face, and dangling another incentive for killers to do it - and keep doing it after they've won - has only made the problem worse. I think BHVR needs to address this and either give survivors a way to leave the match under these circumstances without losing everything they've earned (I've always championed being able to replace yourself with a bot when everyone's incapacitated and it seems more relevant than ever), or redesign this system, before proceeding with more expansions to moris.
I'd like to clarify that this is not an issue with slugging as a strategy. I have zero desire to see basekit Unbreakable in the game and I think the risk-reward of slugging is currently fine (outside of Knock Out, which is just a solo queue griefing perk.) And in the problem situation, the killer has legitimately won the game. The issue is that survivors are regularly being forced to wait in games that the gameplay loop intends for them to be killed in, and that killers are being incentivized to keep players in lost games instead of sending them next. Waiting on the floor is becoming part of the gameplay loop. This is causing a lot of frustration and general dissatisfaction with the game. I know I'm not alone in this. Being completely helpless, having lost, and not being able to go next because the other player wants a power trip is not a good feeling and it's become the spoiled cherry atop my questionable sundae that is solo queue.
Simple solution
Allow the killer to mori the last survivor if all other survivors are on hooks past stage 1
Now you don't have to wait for a killer to let the person die on hook and go through the 10s of sacrifice animation
Also we don't have any actual statistics on how common it was before the changes. Your set of data is purely observational, we can get ideas from it but unless you have a solid control data set to compare it to its worthless to draw actual conclusions from. There is a non 0 chance that its EXACTLY the same as it was before but now that there is a high potential for a bit of waiting to be attached to it the feeling from it is being exaggerated and feels much worse that before thus while not more common feels more impactful every time it happens.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831542#Comment_3831542
Really? It doesn't make him OP? He's clunky as a plain M1, sure, because either you get an early injure or you lose because you have no power. But with a good start and the 180 flick, he becomes better than Blight. You think it's fair he can just break into any angle and get you? Even when experienced players know how to dead angle him? I argue the same against Blight. These killers get nerfed, because of PC exploits breaking their intended turn limit, the nerfs don't address this, and so the killers are broken on PC and near useless on console.
He does not become better than blight, and even if for some reason he did then its a risk reward, you risk snowballing the early game into a loss for the 2nd strongest power in the game.
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@PuddleOfBludd said:
I usually do about a 60/40 maybe 70/30 so I consider myself somewhere in the middle, but if we were gonna go on averages, I would probably be considered a survivor main.
I know my own reasoning for what I’m about to ask, but I want to ask the actual killer mains. In matches where things are being chill and everybody is just farming it is very common for the killer to grab their two hooks on everyone and let everyone go and this I understand. But where my question comes in is when the survivor wants to give back to the killer such as I just had a few matches where I wanted to give the killer the kill. They let me get my challenges they let me farm and get some points and I was very appreciative of this so in return I wanted to give them the final hook or Mori, but they refused. Both times that I tried to do this tonight they refused. And this is not just a tonight thing. It’s almost all the time when a killer does play in a chill way they literally just refused to take the kill. Killer mains why is this?i’m just trying to give back the same respect so I don’t understand why nobody ever wants to take it.
Can't bond with the enemy its too difficult to kill them after
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830559#Comment_3830559
It's all Singularity's got as well. Literally encouraged to do so, because hooking removes the infection for free. Wesker practically shares that weakness. I'm surprised we don't see many of these "punished for hooking" killers slugging.
Well id say hes got a a bit more going on then oni, because he can immediately move to the next camera and infect another survivor but yes they definitely get punished hard for hooking.
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Scampering under pallets and through windows is just boring on both sides it feels like a cheap hit and just doesn't feel like you actually outplayed someone or got outplayed you just got a free win.
However, scampering under pallets mid slice and dice should be more heavily rewarded / incentivized because that is peak gameplay right there, id love to see
- Scampering under a pallet or through a window while slice and dicing happen much faster (currently 1.3s) and it should be ~0.9 or ~0.8s while slice and dicing
- Given a lot more freedom of control after scampering under a window or pallet in slice and dice (currently you get ~90 degrees worth of turning and they can crouch right at the side to dodge), id love to see him given ~180 degrees or more so he can actually play around some loops in this way and hit survivors who just camp the edge of a pallet or window that he scampers through.
- Extend the duration of slice and dices that go through windows or pallets by like 25-50%
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Its ok op, token based bamboozle that also got its vault speed stolen away from it isn't real it can't hurt you
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830651#Comment_3830651
Who said anything about conceding?
Wasn't said but heavily implied especially since thats one of the 2 options in that type of senario, concede or lose more slowly
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830559#Comment_3830559
Genuinely unfun games.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830583#Comment_3830583
Well, I really disliked going against those builds. But it doesn't happen often anymore, in my experience.
Oni is genuinely fun to face its fun games with a moment of unfun that you allow to sour the whole match because thats all he can do once he gets his power unless he wants to throw. And since you don't ask a survivor to not repair gens don't ask a killer to not kill.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830540#Comment_3830540
I think it depends on several aspects of the match.
The map, which killer it is, the perks they have, the survivors, and the list goes on. Some killers will force slug situations simply because they chose to do so (bad memories of Infectious Fright and Oni / Nurse).
But yes, there are situations where the survivors caused the slugging to happen.
Whats wrong with infectious fright oni slugging, its basically all hes got
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830107#Comment_3830107
i think perk is worse than what it pre-buff because only one killer excels at using the perk. that killer was end-game legion. if you equip BFF add-on for 7% haste. Battery included for 5% haste, Noed for 4% haste, Machine learning for 10% haste and No way out to block exit gates. when you kick a gen and final gen is completed, machine learning activates and all these haste bonuses stack to make legion be around 140-150% m/s for 60 seconds. they saw this as too strong so now the perk is worse than what it was when it got buffed.
i think they should make the perk automatically trigger when any gen get completed so killer gets use out of their perk and it is not just a joke 1 time end game perk. At the same time, It is BVHR. BVHR simply isn't serious with improving any of killer perk for reliable daily use in killer gameplay. I want a perk that i can seriously equip in a build and not feel bad about not using meta. Not a perk a buff to laugh for 1 game and never use again.
Agreed
Also that legion build is silly but sounds fun
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@upsideinsanity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830090#Comment_3830090
The killer knows when the survivor goes into the void and gets to see scratch marks. The survivor does not get to know when the killer goes into the void and does not have a terror radius. How is that not killer sided? Yes, they added loops into the void, they had to with these changes but you absolutely have to run balanced to get to any of them with the totem being up the way it is. That vault location on top is only mean if the killer does not know how to get around it, which most of them do.
"Can you recommend any killer streamers that claim that this event favors them?" SpookyLoopz literally has a YT vid titled "The most killer sided Halloween event EVER"
And yes, I know both sides have been having problems; I am not ignorant to that. Thats why I made sure to include the comments like gen slowdowns did not need the nerf they got and listed maps that are way too survivor sided. And yes, I forgot about the +10 seconds on hook stages, that was absolutely not necessary either.
But the problem is the level and frequency of killer toxicity. I love being humped on the ground for 4 minutes and it not being reportable because "game time still progresses." I do not condone being toxic on either side. I do not like watching survivors bully killers (I have actually stopped watching streamers because they chain blinded a killer who already gave up) or teabagging but I also do not like having to run full anti-tunnel then get slugged the whole match or vice versa.
And while I like the idea of incentivizing spreading hooks, I have lost track of how many killers have literally said "I dont care about the points, I care about the kills" such as the nurse after bleeding us all out for 4 minutes so I do not see that changing anything.
And I left out the absolutely stupid implementation of the finisher mori which guarantees if you are the second to last left, you are getting slugged. Every game is slugging for the 4k now.
The killer knows because it was just too easy to juke in an out of the void during the first version of this event (shorter channel time and no cooldown to back out) and its still relatively easy (theres no indicator when a survivor leaves while you are in there unless you stare at the hud) during the first version of this event It was gave a survivor distance every time it was used and if timed right could end a chase. It was silly and was rightfully changed.
Yes you can hear the killer enter the void as a survivor since the terror radius still has to fade out its not instant unless they were already undetectable, theres also a sound that the rift they enter makes, and on top of that a lot of killers are loud / have a lullaby so even if you can't hear the TR you can still know they are there trickster / onion / freddy / trapper / huntress / dredge ect.
Ive spent a good minute looping around in that void i'm gonna say its heavily skill favored more than anything, theres plenty to work with in there but it doesn't play the game for you and requires a lot more attension to loop as a survivor than people are used to because you have to manage a killer with no red stain or TR but it can be done. Ive had solid 1-2 minute chases in there.
I also wouldn't use a youtubers clickbait video title as an example of why its op because its just for views / revenue because its their job, especially since ONLY the survivor can take the chase there or get caught there and leave, the killer has no say in taking a chase there OR keeping the chase there. If its good for killer then DON'T GO THERE IN CHASE, wow its like a magic trick that suddenly makes you better, almost like saying DON'T GO TO A DEADZONE or DON'T RUN DIRECTLY AT THE KILLER. Its something thats obvious if its sided towards killer at that point.
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I wouldn't mind survivors getting a QOL pass with their hud update
Some perks id like to see shown more readily ingame
Deliverance (although I know it doesn't need the buff would be nice in solo queue to see if a survivor has it active while on first hook or within 16m of another survivor going for the rescue so you can let them have it)
Healing speed perks (resilience + botany + desperate measures ect so the survivor you are trying to heal will stop trying to heal you first)
Chest perks (Hardened, plunderers instinct, moment of glory, ace in the hole, specialist)
Totem perks, (Inner strength, counterforce, overzealous, boon perks, hardened)
Perks that activate from being healed or want to heal to work (Solidarity, Second wind, Teamwork perks, made for this)
ect
just a whole pass of things to help teammates know why you want to heal in what order, or why you should open the chest or cleanse the totem (or not cleanse the totem) ect
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830099#Comment_3830099
Ah okey! Well yeah, I guess that could work. I actually only managed to get 3 activations a couple of times, 2 seems to be the norm. And for such a hard activation, I would like to see some more bang for my bucks.
The problem I have is that you have basically no control over when the perk activates: even a 99% gen could be abandoned by survivors if they feel its unsave and they think you might camp it, thus they split up and pressure others. And while the bonus speed and undetectable is really sweet, the unpredictability really hampers its positive impact on the game. I feel that the 60s was a really good spot and that the 45s was an overcorrection that the perk didn't needed. I am on the verge of dropping the perk alltogether, when I just started to like it and I think thats not a good positon for an off-meta perk to be.
Of course, I am just one voice of many, but this perk is rarely incountered in the wild, and the nerf probably didn't help its popularity. While Peanits gave it a good explaination in one of his last posts of CM, ie that with its new easier activation process they wanted to reign in its power a bit, I feel this was a not a direction this perk needed to go.
I feel like it could use a bit more now. Its a bit boring and a bit too niche to really care about any more

