deckyr
deckyr
About
- Username
- deckyr
- Joined
- Visits
- 452
- Last Active
Comments
-
chaos shuffle in my experience has had a little more tunnelling.
i've also noticed that the pre-game and end-game chats are in significantly higher spirits. back to back lobbies all night of people making jokes, laughing at some of these godawful builds, expressing our condolences to our opponents for getting meme addons or no mither (shout outs to the nurse who got BOTH of her meme addons, i'm so sorry bestie), and doing bits in the middle of the match. honestly i feel like this mode brings out a seperate dbd community that actually wants to play the game itself and maybe doesn't care so much about winning, and the vibes are intoxicatingly good. i wish i could choose to play only with players like this from now on.
it just so happens that chaos shuffle seems to be a mode that filters out the toxic sweats from both sides.
it makes me wish they would do something about toxicity, nasty behaviour, and people being rude in endgame chat. bhvr likes to say the dbd community is good but i think it's drowning in bad actors that spoil things for others. i wish that they would moderate it better, and that means doing something about tbagging, humping, hook farming, endgame chat toxicity, etc.
loved the clip, it's super funny lmao. all of my favourite moments are when someone embarasses themself and then runs away.
-
@Arcturus said:
honestly really like it, it feels like it would be much easier to understand and would be really fun to run with a duo. obviously like you said the teamwork perks would need to change, although they already do, with the only decent ones really being Power of Two (which is basically just a more flexible but weaker Blood Pact) and Throwdown (I've seen an Otz video where this could be abused by a duo in the right hands). at the very least though this change would actually make it clear what the heck a Teamwork perk actually is
Teamwork: Power of Two is exactly the one that i was thinking of when i wrote that some of them would need to change. getting that much haste just for being near someone (and, presumably, the distance no longer breaking the effect, only breaking the haste) would immediately make it a meta perk haha
it's also part of what inspired the idea. Teamwork: Power of Two requires you to heal someone, and Teamwork: Collective Stealth requires you to be healed by someone else. i think that's just too cumbersome.
since the introduction of Teamwork perks, we've got Teamwork: Full Circuit and Teamwork: Soft Spoken, both are teamwork perks that activate depending on how many other survivors are repairing the same gen as you, which is just like Prove Thyself except Prove Thyself isn't a Teamwork perk.
we've also gotten Teamwork: Throw Down and Teamwork: Toughen Up, which similarly also feel like regular perks and don't actually seem to have a teammate component to them? what makes these teamwork perks, but then Duty of Care isn't a teamwork perk?
the silliest thing is that thalita has a perk called Friendly Competition, which is a perk that gives you and other survivors that finish a gen with you a buff… but this, also, isn't a Teamwork perk?
Full Circuit, Soft Spoken. Throw Down and Toughen Up just confuse me as to why they're even teamwork perks. but at least, in this system, Throw Down and Toughen Up could become two-way perks that apply to both of you whenever one of you triggers the condition. imagine unhooking someone who's getting tunneled, then making that person your teammate just to use these perks and being able to keep them in the game longer! you take a hit to stun the killer to share Throw Down and Toughen Up, and then the killer has to go through your endurance while the tunnelled survivor can flee with elusive.
Teamwork would also be a really interesting way to nerf perks that are too strong. let's pretend, for a moment, that We'll Make It is suddenly overpowered in the current meta. well, it could be nerfed by changing it to being a Teamwork perk, and then it could become a perk that only affects you and your teammate, excluding everybody else.
i love the idea of teamwork perks but i wish that they were purpose built for actively teaming up with someone and saying "we're gonna be partners for this trial". i think it's a real missed opportunity and i think there's so much potential!
-
did everybody forget that undying has another effect that is always active?
-
i've long since been a believer that if there are 2 dead survivors, the instant the 3rd survivor enters the dying state, if it was from an m1 they are immediately mori'd and if it was a ranged attack they just drop dead on the spot. regardless of hook states or perks, they Just Die and the match moves to hatch phase.
people have criticised me for this change being "killer sided", but genuinely it's a change in favour of the survivors. the hatch would instantly spawn, and then the game can conclude with no slugging, and we can all move on with our lives and go next.
in addition, the hatch now gets "anti-camp", so if someone remains too close to the hatch for too long without it being closed or used, it snaps shut on its own. whoever finds it first is forced to interact with it or else they lose it. don't waste precious time.
of course, killer adepts would need to change to 3 kills, but they should just be that way anyway. i'm just sick of my time being wasted.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978072#Comment_3978072
On the topic of the expectations of the killswitch being different - you later in the post say the purpose is to protect the integrity of matches.
IF, hypothetically, BHVR's intention with the killswitch is to protect the game from bugs that affect the game's stability - IE, stuff like release Circle of Healing crashing the game to the desktop when used - would that not be covered by different expectations?
I would agree that it should also cover bugs like this Streetwise one where a competitive advantage can be unfairly obtained, but that seems to me to be the literal definition of a differing expectation.
I expect - or at least think, and would argue in favour of - competitive integrity being important enough to warrant the killswitch in addition to its original purpose.
BHVR expected, past tense, to use the killswitch to protect the game from crashing or trials to become unplayable (literally, not because the opposing team has an unfair advantage).Hearing that BHVR are willing to revisit their initial expectation - if I'm understanding what it was correctly, at least - and bring the killswitch more in line with what I and many others believed it should be used for is a pretty good answer to the community's position and outrage here, in my opinion.
I'm all for criticising BHVR's missteps but what they're doing here is a step in the right direction.this is a fun hypothetical but unfortunately in the official kill switch post, they say this:
"The Kill Switch is a recent feature added to Dead by Daylight. It gives us the ability to temporarily switch off any items/offerings/maps/cosmetics/characters that are causing game breaking issues in the game, to ensure continued enjoyment."
'continued enjoyment' implies that it's not just about things that make the game technically unresponsive; it is also about ensuring that the game remains enjoyable.
my expectations are that they killswitch perks that aren't performing as intended if these perks make the game less fun, as bhvr themselves outlined.
so, it's kind of their fault that they forgot what the killswitch was for.
-
@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978072#Comment_3978072
Did you read entire patch notes?
There is way more than just fog vial, and killswitch in the tomorrows update.
i'm not talking about fog vials. did you read the entire post?
-
this doesn't feel like a response to our feedback. this feels like damage control after you ignored us for an extended period of time.
i understand sometimes this community will exaggerate a minor issue and that ignoring things will make them go away in a lot of cases. but YOU need to understand that sometimes, we actually are on to something. you need to develop the skills necessary to look at the problems that are occuring and make an objective decision about how impactful these problems are.
i'm sorry that the streetwise bug isn't something glaringly obvious like "this killer is accidentally giving people seisures" and required game knowledge to figure out the impact of. however, you should have that requisite game knowledge. you should be able to look at issues from the inside, where we are, and examine the projected impact that a bug like this can cause, using your own experiences of dead by daylight.
and if anyone, for some reason, felt like this would not become an issue for any number of reasons, then their game knowledge is lacking, and they need to care more.
dead by daylight IS a video game. it's also the livelihood of you and your streamers. people depend on the quality of dbd matches to be consistent without allowing broken perks to create outlier games that give people advantages they shouldn't have. and you, community managers and developers, need to understand that there IS a huge portion of people who take this game personally, and who will take advantage of broken and rogue elements specifically to try to ruin the other side's day.
i don't want you to tell me that this is a response to our feedback. i want the case where the next time something like this happens (because it almost certainly will happen again), you listen the FIRST time you are told and you DO SOMETHING about it.
also, don't give me that about "your expectations of the killswitch are different than ours". our expectation of the killswitch is that you use it to protect the integrity of the game, and you chose repeatedly not to protect the integrity of everyone's dbd matches (which, need i remind you, now use mmr).
what was the point of not using it? because the game would technically function, so it was ok to have none of the matches be worth playing? these bugged perks are making the game unfun, unenjoyable, and unplayable. all of my friends decided to spend the week (the LAUNCH WEEK OF THE WALKING DEAD CROSSOVER, btw) playing marvel rivals because you would not make the obvious move of killswitching it. and to be honest, i might not even pick dbd back up right away after this.
i'm seriously scorned by how the community managers have behaved during this. if you don't have the requisite game knowledge to know when to take us seriously, then boot up the video game and find out for yourself. hell, just boot it up anyway and look at how bad the problem is yourself. exploit the bugged perks. dbd games are so short, you literally could have had the first hand experience required to say "oh, yeah this is ruining the game" in one hour per perk. this is your job. even if you don't want to do it, can't you at least listen to your fog whisperers and twitch partners to inform your opinions? it's just negligent, and makes me feel like you're phoning it in. you are paid to be our liaisons, you should NEVER be dismissing us without investigating.
do better.
-
@nikodemo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952681#Comment_3952681
close your eyes if it bothers you so much :P you don't HAVE to read it XD
you're sooooo in favour of peoples' freedoms except when it's mine. "let people have fun" turns into "don't like? don't look" when i want to turn it off.
this game got so much more annoying when it started trying to be funny everywhere. funny quippy oneliners on the loading screen into funny quippy oneliners being delivered by the funny quippy killers. and then we have funny quippy survivors saying iconic funny moment quips like "stupid hook". and now the funny quippy event with the funny quippy character that pops up to quip funnily at you during the match.
truly and completely irony poisoned, and i want to turn it all off! i don't want to see it any more. i don't want to hear it. i don't want it in my matches. this is beyond "you don't have to read it", because i also have to hear it, even when i'm not playing the characters that do it.
give me a "funny" setting so i can turn all of this off and eliminate all the superfluous voice lines.
-
@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952711#Comment_3952711
Because slugging affects gameplay and autonomy. Are the survivors at the gates preventing you from playing or are they hurting your feelings? It's an important distinction to make.
the entire point of the killer's existence is to affect the survivor's gameplay and autonomy. if we removed everything that affected their autonomy, we'd remove hook states.
-
@nikodemo said:
omg let ppl have fun XD
ok, then let me turn it off 👍
-
@NanaSynn said:
I think the entire timer needs tweaking. I posted this reply in another suggestion post. I am not a looper. I am a 60 year who enjoys the game and agreed it needed something done about afk'er especially the locker hopper. However because I cannot loop and if I get found or chased by the killer I am usually going dowm, I tend to stick to generator, unhooks and heals..
I was in match that one was hooked in basement clear on other side of map, another was downed and being carried to basement (I was heading to a new gen) I decided to book it to the basement to try and save.. came across someone else heading there to but kept going since two were hooked and someone may need a protection hit.. with just 1 crouch on the way when I was in terror radius.. I got there and the other person got both unhooks (second one barely before me) so leave, one crouch as I leave killer shack.. and then a crow.. start running for gen.. start working on gen and actually got a second crow while working on gen..I was actively participating the entire match.. distance to point A & point B with staying out of killers view by crouching a couple times took too long.. I was penalized for not playing recklessly. I have video of this whole thing but can't post here.
hi NanaSynn
first of all, it's actually really heartwarming to hear that you're enjoying DBD in your 60's. thank you for brightening my day just a little bit <3
my suggestion, "remove all crow progress from all survivors when a survivor is hooked", would have come in clutch in the situation you're describing!
one of the most common things i've seen in the videos that people have shown is that, most of the time, these crows are popping up when there's a survivor on the hook, and thus the person playing has left their generator. from the situation you're describing, your video sounds like it goes about the same way, and that the reason you got the crow is because your teammate got the unhook before you did.
i don't think that this is "afk" gameplay by any means. i think that you were doing the best you could, and the decisions you made sound like they were made to benefit your teammates above all else.
i think that the crows, as they are, are a great help for a killer who's struggling to find survivors that are spending too much time away from generators. but once someone goes on a hook, i'd like it if the developers would consider that this killer - at least for the time being - no longer needs the extra help.
thanks for telling me your story, it's a real help and describes exactly the kind of situation that my suggestion would have helped with.
-
@Grigerbest said:
Ahh… I don't know what's the issue, tbf… The skin icons looks cool as heck, perk and addon icons are whatever…
I think we can live through it and get used to it, right? RIGHT?!
literally why though? they could have just done nothing and it would have been fine? its not just colours its also lexicon, people have been saying 'green addon' for years and now all the green addons are different. why confuse everything?
-
my number one fear about the rift rework making it more like other more exploitative games that don't respect your time, and lo and behold, it's now just like every other exploitative game that doesn't respect my time!
no doubt if i quit playing, bhvr will see it as "we're losing players because the new survivor is trans! well, we'll just never add another trans survivor".
-
she just needs to stay as a trap killer. she's the only modern trap killer in the game. trapper and hag are both super outdated and rely on camping and basement to succeed. skull merchant was a trap killer that departed from that in a way that was actually interesting and fun.
dbd won't be good if the only friction the killers provide is projectiles and the only skills survivors need to develop is "juking".
-
stop working on this immediately. this is a completely different killer.
we are honest to god at the point where you're talking about "juking". juking skull merchant? literally who is this? what killer is this turning into?
it is so frustrating watching you ignore the skull merchant players who actually enjoy her in favour of a bunch of people who either don't play her but "this looks fun" ("this" being literally houndmaster who already exists), or are survivors that want her to be deleted because of ptsd and not understanding that she doesn't 3 gen any more.
-
the point is that he's got the same kill rate as skull merchant had and she got destroyed for being this strong. and the only recompense is that she's getting a rework "someday", and the rework they showed us looked terrible.
if they let freddy sit there or give him nuanced and thoughtful numbers tweaks to bring his kill rate slightly down, then the skull merchant dumpstering was unnecessary and absolutely unfair.
if they dumpster freddy, then they're at least consistent, even if it's a terrible thing to do and makes the game worse.
-
you have every right to not enjoy going up against a killer, but you have no right to demand that the killer be changed to make playing against it more fun.
as a survivor, it's your job to survive, whatever gets thrown at you. if you queue up, you do it knowing that whatever is about to happen is going to try to kill you.
since everyone is correct in that there is no universally enjoyed killer, why does it make sense to see bhvr trying to create a universally enjoyed killer? if there's always going to be someone who doesn't like playing against a killer no matter what, then why bother trying to make skull merchant more liked?
and even besides all of THAT, her pickrate was not big enough for anyone to have been concerned about seeing her more than once a month. so literally why does it matter how much you like playing against her when she was already a niche pick in the first place?
the comparison to food is being made in this thread where not everyone likes pineapple on pizza. and somehow, we understand this better than not everyone likes skull merchant. so if we're sticking to the food analogy, let this be the point: im not saying you have to like vegetables, but you do have to eat them.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900737#Comment_3900737
I mean, she had a 70% Kill Rate. That's overpowered by the definition.
Making a Killer that is near universally reviled is generally considered a failure of design. I am really not sure what else you'd call it.
someone is going to have the highest kill rate, and the developers want it to sit around 65%. last i checked, when you are dealing with 'how many survivors are killed, 0-4', 65% and 70% are pretty dang similar in terms of result.
65% of 4 is 2.6
70% of 4 is 2.8
wow, skull merchant is killing an entire .2 survivors above average. clearly overpowered. nothing at all to do with people going next at the first inconvenience.
quick question - what does .2 survivors actually mean? is that like, dwight crawled out the gate instead of walking out injured? or is it actually as whollely irrelevant as it appears?
-
@ChuckingWong said:
Her first iteration was unfair as hell, undetectable nearly perma. Expose, nearly perma, killer instinct nearly perma.
Theres no way anyone thought it was just people giving up attributing to it.
And 30-40 minute matches, anyone downvoting this is just pure cope at this point. Everyone knows this was unbalanced. The fact that a coordinated team got to this amount of time on several occasions.
Tournament level players were held hostage in maps by this AFTER the 8 regress limit change. So you're just not accepting facts at this point.that version is long dead. she's actually been the new version for longer than she was that version. why are we still talking about chess merchant?
-
@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900683#Comment_3900683
Choose to, not have to.
Please. Read. The. Notes.
IN ADDITION, to the CHOOSE TO, take control of the drones.but you can't claw trap any more. so scanning the survivors does nothing except tell you where they are. and then you have no stealth to sneak up on them. wouldn't it be so much easier to just pilot the drone and crash it into them? it would. because she's a dash killer now.
oh and if you don't, then the survivors will hack your drone, and then they can see your aura. in addition to you not being able to hit them.
"you can choose to"… lmao.
-
@I_LOVE_TUNNELING said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900675#Comment_3900675
Don't worry, we'll get another trap killer. It's called the arachnid chapter.
oh man don't tease me. i would love a spider themed killer that leaves a big web in its wake, and gets killer instinct on survivors that trip the web, and maybe it can cocoon survivors instead of hooking them.
absolutely horrifying, would be such a treat. hey developers, if you need an idea to do something that isn't reworking skull merchant…
-
@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900670#Comment_3900670
- Yea I mean there is no single killer in this game, balanced around the lowest tier or "bottom of the barrel" survivor.
I refuted what you said with possibly the most unnecessary example above, p100s arent present in "bottom of the barell". So you need to change the definition of low tier or bottom of the barrel, because the opponents I have in this screenshots aint it.
I get the cope about p100 not meaning everything but bottom of the barrell and low tier survivors dont even have p10s, much less p100s.
Again you are just digging this hole deeper than it needs to go. Pig is not balanced around those survivors, and she is on the weaker end of things for sure. But you are dead wrong in this case.
2. Its not in the notes, I could easily say something just as silly as she is going to get expose back to drones. Stick with what you know please.
The amount of undetectable with what we know, is going to make this aura read a non issue.https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900668#Comment_3900668
No thats not my opinion.
Thats my opinion on one of the changes and interactions of aura read happening, not her entire kit.
I have to restate this as there are two people in here which are confused by this. To the point they are making up changes that arent even listed to happen.
Id like work on her for sure, and any change, especially the ones listed, are better than what she currently is. The drones should be bidirectional for a start and not this one scan line BS they have going. (Which its getting back read the notes)
Shes still a trap killer based on the notes. So I don't know what the whole thing about dash killers you have going on at the bottom is. You still have drones, they still have scan and reveal, you still have all that system.
(Which it still has read the notes)https://us.v-cdn.net/6030815/uploads/NCRV5SM399VU/image.png
She is still a trap killer.
Read. The. Notes. Pleaseshe can take control of the drones, and use them to
and here's the fun part
DASH INTO SURVIVORS
where the drones explode, and injure the survivor.
just like viktor, a dash killer. or like wesker, a dash killer. or like blight, a dash killer. or like billy, a dash killer. she just briefly takes control of a drone, and then plays viktor wesker billy blight, and dashes into the survivors. like a dash killer would.
don't condescend to me about reading the notes. why don't you try comprehending them first?
- Yea I mean there is no single killer in this game, balanced around the lowest tier or "bottom of the barrel" survivor.
-
there are only 3 trap killers in the game.
there is only 1 trap + stealth killer in the game.
this rework will remove one trap killer, and the only trap+stealth killer, from the game.
to put this into perspective, there are 38 killers in the game right now. the 39th killer is going to be a dash killer. the 38th killer is a projectile killer. the 37th killer is a dash + projectile killer. the 36th killer is a projectile killer. the 35th killer is a projectile killer. the 34th killer is a dash killer. the 33rd killer is a projectile killer. the 32nd killer is a projectile killer. the 31st killer is skull merchant.
the previous trap killer before skull merchant was hag. hag was 24 killers before skull merchant.
let that sink in. 39 killers, and 3 of them are trap killers. of those 3 killers, skull merchant is the only one that doesn't need to camp basement or hooked survivors or generators. she is the only modern, successful trap killer in the entire roster.
the problem is that the dbd developers don't make trap killers, and when they do, the survivors are too out of practice to handle a modern trap killer.
no matter how you slice it, that's a bonafide BHVR Design L.
it is the developers' faults that survivors are so out of practice against slower, methodical killers. it is the developers' fault for not including more slow, methodical killers. it is the developers' fault for pivoting away from trap killers and towards constant chase and twitch reflexes and dash/projectile killers.
skull merchant deserves to exist. i don't care if you hate her sexy walk or whatever. she is totally unique. and she demands you change your strategy to suit her counterplay. skill issue and Ls around if you can't, but that should not be her problem, and she does not deserve to die because the developers refuse to add more trap killers, or because the survivors refuse to crouch and turn off her drones.
you know what would be a great skull merchant rework? if the next 4 killers were all trap killers, and survivors had to slow down and think about their gameplay, and everyone had to learn how to deal with trap killers again. and then she wouldn't NEED a rework.
funniest thing imaginable is if the fnaf chapter comes out and they invent a dash power for that killer. instead of the killer being a stealh trapper with a jumpscare the way a fnaf killer should be.
-
@ChuckingWong you are being disagreed with. you have stated your opinion, "we should wait until the PTB". this is your opinion. you do not have to re-state your opinion every time someone disagrees with you, it has been stated and it is on the record. please have the decorum required to allow the thread to be about something other than your sole opinion, which lots of people disagree with, including myself. you do not need to make extremely large posts reiterating your opinion every time someone doesn't agree with it.
i personally would rather the developers not waste their time on this rework. i don't want it to go as far as a PTB, because once this reaches PTB stage, it's going to be irreversible. we were lucky that the twins rework happened to be absolutely ridiculously insanely overpowered in a way that is fully game-breaking so that PTB got reversed. skull merchant won't be so lucky.
skull merchant is, at time of posting:
the only killer that is both trap killer and stealth killer
the only trap killer that doesn't need to camp basement or hooked survivors to be strong
the only trap killer who can use her power mid-chase without the survivor just leaving immediately
she is, for all intents and purposes, the only successfully implemented trap killer.
let's not delete that because she doesn't have mass appeal, ok? it's not fair to the people who love her just because survivors refuse to learn or adapt.
take her back to her first rework, but keep the scan lines as permanently visible, and then see how things go from there.
maybe survivors would be more equipped to deal with trap killers if there were more than three of them? maybe survivors would be more equipped to deal with trap killers if trapper and hag were modernised to actually be good in current DbD? let's not turn skull merchant into a dash killer because some survivors are bad at the game, it would be a huge loss to remove the ONLY stealth+trap killer in the entire roster to make her a worse pinhead.
-
just seems like a terrible idea.
"now she's more like artist!" "now she's more like pinhead!" "now she's more like twins" we already have artist, pinhead, and twins. the whole point of reworks is to make killers that ended up playing all exactly the same (artist, knight, and skull merchant) distinct somehow through emphasising different elements of their kit (like the knight rework, which removed him from that trifecta).
first of all:
"we removed the scan lines because they're ugly". this is terrible. she's a killer with a power, and her power has a distinct appearance and makes you feel suffocated when the horizon is covered in scanners. her presence in the game is huge and minimising that because of aesthetics is just really terrible. like i can't think of anything less interesting than making a killer's power smaller because it's oppressing the game's art - it SHOULD be oppressing the game's art. YOU ARE BEING MURDERED. THIS IS WHAT'S MURDERING YOU. this should be a big deal. she deserves to dominate the horizon and drown out the map because she is trying to KILL ME.
now on to the actual design decisions behind her power:
skull merchant 2.0 was fine. skull merchant 2.0 was unique - literally the only combination of stealth killer + trap killer in the entire game - and she worked well. her kill rate was a little high maybe, but that can be toned down through numbers tweaks, of which she has a huge quantity of numbers to tweak. in fact, you DID tone her down with numbers tweaks, in the very famous skull merchant dumpstering.
prior to her dumpstering, which i will call skull merchant 3.0, skull merchant 2.0 was fun to play as. she was. i do not understand the take of "she isn't fun to play as or play against". i don't have fun playing as nurse, are you going to destroy her for me next? no, i'm going to pick a killer that isn't nurse. and i do pick killers that aren't nurse. the statement "she isn't fun to play as" is untenable - i am friends with a skull merchant main who thought she was the most fun killer in the game and everybody knows about pixelbush already.
why does skull merchant need to appeal to wesker players when she already appeals to skull merchant players?
this is a nonsense argument. stop saying she's "not fun to play as". if you personally don't have fun playing her, fine. don't play her. this is why there's 30+ killers, most of which have a dash, with another dash killer in development.
this brings me into my next point: why is she being given a dash power?
she's a trap killer. the game has THREE (and a half) trap killers, now that knight has been reworked away from being a trap killer.
trapper, hag, skull merchant, and the last half trap killer is artist.
this is a vanishingly small amount of the roster. not to mention, trapper and hag have been untouched and unmodernised for so long that these killers have fallen off tremendously. hag still hasn't recovered from boon meta and trapper is still basement or bust in 2025. but the trap killer you decided to rework is skull merchant, and in doing so, remove her from the trap killer archetype? she's the only one left! i don't know how to communicate this more emphatically, she is the last viable trap killer that doesn't rely on basement or hook camping and you're removing her?
to make her more like artist, more like pinhead, more like twins - killers that are fully formed in their own ways and skull merchant can't compete with them?
just take her back to 2.0 and consult directly with pixelbush.
you did this with trickster where you heard the community feedback and decided to go in an entirely new direction that noone was asking for. why? trickster didn't need to be an m1 killer and skull merchant doesn't need to be an m2 killer.
as an aside, thanks for the very funny gif of the drone flying directly into dwight's brain, i hope it becomes a player banner ingame.
-
he got smerchanted to prevent him being fun over the xmas holidays while the devs aren't in office. same with that houndma addon. that's my opinion of the chucky changes. common killer player L these days, sadly.
-
@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856179#Comment_3856179
You can just ignore the drones entirely. When she comes you can just eat the scan, she has to do this three times in order for it to have any effect and since she has 0 ability to catch up shes kinda screwed. Then in 45 seconds she again has to chase you off 3 times in order to just get one claw trap back (assuming you even get hit by a scan every time she shows up). In any scenario where old skull merchant would've been effective at 3 genning so would Blight, Doctor, Clown, Nurse, Billy, Chucky, even Wesker. Her drones were incredibly non lethal when used in this manner and its why SMs who tried to do this post her rework pretty much always were curb stomped with ease. It didn't actually prevent gen rushing nor did it prevent gens from being done and even if you constantly commit and need to chase people off and make it your entire goal to never let anyone touch a gen, she's outclassed by killers who can move between generators quicker and secure an injure every time they do.
I mean hell clown could just throw a pink bottle at a gen and then if a survivor comes in contact the speed difference is greater than that of a skull merchant hinder + haste.the guy's doomsaying about skull merchant being op because she might get "a scan" if you don't disarm the drone. there's no convincing these people, they just believed she was still ridiculous and never learned to play against her.
she's an m1 killer that can't down over pallets with her power and has no mobility. how does she do literally anything better than anyone else? the answer is that she doesn't, people just give up on first hook and then her kill rate skyrockets artificially.
despite her pickrate being low (because she was weak, actually. like, play her?) they nerfed her to the point of making noone willing to play her because they looked at a spreadsheet and saw a nail sticking out.
i am so tired of this game's balance being determined entirely by spreadsheets. i wish the developers had booted up the game and played skull merchant to see that the reality is that survivors are babies and kill themselves for nothing and when they actually play the round against her she probably loses.
-
@Pulsar said:
The difference is that one deserved it and one did not.
One had MASSIVE community outcry, the likes of which we have never seen, and the other just released.
Either way, BHVR needs to move faster when changing things.
smerchant didn't deserve nerfs, people were just too lazy to learn how to play against her. her pickrate was so poor that you never saw her. she wasn't causing any problems and people were complaining just for the sake of complaining - the same people who complain about every killer buff and complain that the game is killer sided. the same people that give up on first hook because a teammate opened a chest or cleansed a totem.
pandering to these crybabies is going to ruin the game. it's already ruining it for anyone who liked playing smerchant.
to put it bluntly, making a bunch of changes with the intention to revisit those changes is a complete waste of developer time. the smerchant nerfs could have been freddy tweaks, but they weren't. someone had to go through and spend time working on smerchant for the purpose of ruining her. the next time they have to change her, they have to waste a bunch of time undoing that.
there's fewer sins greater than wasted dev time. smerchant and houndma's addons are the latest in a long string of examples of dbd developers wasting dev time. they nerf things for the sole purpose of buying time to change them later, and in the meantime, we're just out 1 killer and 1 addon.
there's a killer people have paid for that cannot be played right now to prevent her from winning games, despite the fact noone played her in the first place.
nothing justifies this. there's nothing "deserved" about it. i deserve to play a killer that i own. i do not deserve to feel like any killer i enjoy might get destroyed pending a rework with no defined date.
-
@[Deleted User] said:
You want a cross map spear shot?
did you read half of a line of this post and then just make a guess about what the rest of it said?
-
i would rather ban perks than maps.
if each survivor could ban one killer perk and the killer gets to ban four survivor perks, my games of dbd would suddenly be much more fun. no more pain res or distortion ever again, yippee.
-
freddy and nemesis aren't the killers that come to mind when i think about "actually good at tunnelling", so it's interesting they're namedropped here.
when bhvr removed the extra bloodpoints from bbq, killers stopped caring about spreading hooks. removing bonus bloodpoints from healthy perks that encouraged playing nice and fair was a decision that i still don't agree with.
now the bloodpoints are tied to whichever role needs more players, but honestly, it doesn't matter if survivor has a 200% bonus if the killers don't have any incentive to let survivors earn any points.
bhvr should just take a bunch of weak-but-healthy perks that encourage killers to play fair (or encourage altruism, if you're a survivor) and add bonus bloodpoints to those perks.
-
i don't understand why half of this thread is talking about "removing the hatch". who even suggested that? is the "removing the hatch" suggestion in the thread with us now?
what i suggested was, when there are two alive survivors remaining and one survivor goes down, the survivor that got downed gets instantly mori'd, preventing slugging for the 4k and instantly moving the game toward hatch phase.
my suggestion is for more hatch, in fact. not less hatch. it's to make killers unable to slug for the 4k, and the crows are to make survivors unable to hide and wait for the other to die, so that everyone gets to move on to the next game of dbd as soon as possible.
because you know what? the match in this case is over. if it's not over, then you can fix the gen and escape normally. but if it's over? then let it be over.
and enough with the "killer main wants to destroy our pure and just survivor gameplay" stuff. i'm a bp incentive main and both sides are equally capable of making the game miserable. don't make the forums miserable too.
-
@Sngfun said:
You know how I deal with it?
I choose to be the bigger survivor and I simply make a loud noise notification so the killer chases me.
I will die and the other survivor gets to attempt to escape, and I get what I play survivor for: chases.
Try it next time, it will be way more exiting that waiting for the other guy to die
i wish you were in all my lobbies, but alas, i have been held hostage by survivors several times because neither one wants to die.
-
@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776889#Comment_3776889
The topic discussed is about Nvidia filters making scratch marks even brighter than b4.
What's more annoying than intermittent scratch marks are the bugged fast vault notifications.
Best this thread is closed as my main point is being ignored.
having more vibrant scratch marks means you can turn your filters down and still see them. like, this will lead to a decrease in filters, not an increase.
also, what other people do with their screens is not bhvr's concern, and is completely unenforceable. filters are a basic feature of nvidia geforce experience, which is a basic feature of owning an nvidia graphics card.
just like with crosshairs, all you can do is ask bhvr to inplement filters as a vanilla feature of the game. because at least then the playing field is level for all.
-
lights out had a big balance problem, especially with certain killers like huntress, who had no footsteps in addition to no lullaby making her have basically no interactivity whatsoever and killing everyone uncontested.
honestly, i think the whole mode needs a complete re-imagining. make it something like, the killer is super slow when the lights are on, and then when a gen is completed, the lights go out and the killer gets super fast and insta downs for a period of time. i dont know, im just spitballing. but lights out definitely doesn't need to come back as it was, it needs a big rethink.
-
@MrPenguin said:
Getting? it always has been. It sucks for both sides.
Trying to change it though has players (survivor mains) clamoring that "you just want a 4K" or some such nonsense. So you need to be careful with how you do it and make sure they get something from it as well.
The previous suggestion about the 3rd survivor just getting moried coupled with a detection system after a long period of no chase happening could work imo.
The problem with tying the detection to gens is survivors will just wait until you check a gen and leave, work on it for 2 seconds then hide again to refresh their timer. Tying it to chase ensures that something happens to move the game forward.
Ensuring hatch will spawn and the survivors get found. Survivors can't whine about their pity escape being taken, slugging for the 4K is addressed, and the match doesn't take ages just because 2 survivors died.
being someone who plays both killer and survivor on this forum can be so annoying, because you always have people who only play one side insisting and demanding that you're from the other side trying to destroy the game, when really you just want the match to finish so you can play another one.
-
@TieBreaker said:
New Basekit Survivor Perk: Rock, Paper, Dead.
When only two survivors are left, Rock, Paper, Dead activates. Each survivor chooses an option, after a best of three, the loser drops dead on the spot.
Problem solved.
i'd take it tbh.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776965#Comment_3776965
My statement wasn’t rude at all. You just didn’t like it. You want killers to receive notifications when there are two survivors remaining facing insurmountable odds (multiple gens left to complete) who don’t reveal themselves. Instead of sleuthing them out. Your argument isn’t a rubik’s cube.
so if you understand my post, why did you then sensationalise that the game would automatically end in a 4k every single time, and then say that killers deserved to suffer?
once one of the two survivors is downed, they get automatically mori'd, and then the hatch opens. you're right, it's not complicated - so why be so intense in your response? especially when what you're saying wouldn't happen?
my entire suggestion boils down to: once the 2v1 ends with a last man standing, just kill one of the survivors. force the game to move to hatch stage, so that people don't get held hostage any more by well-meaning players that are just doing their best.
do you enjoy being held hostage?
do you enjoy holding other players hostage?
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776955#Comment_3776955
Your response was uncharacteristically rude.
you were rude to me. people who live in glass houses shouldn't throw stones.
-
@HaunterofShadows said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776899#Comment_3776899
An idea I saw proposed a while back is dredge can also teleport to chests, which would give the dredge player more places to teleport without necessarily HAVING to increase the amount of anything in the trial, because I'm pretty sure more lockers spawn when dredge is the killer anyway
that could be really fun, but would need a lot of animation work from bhvr to implement. i support the idea though.
-
@GoodBoyKaru said:
No, they aren't removed from the web once you hit 10k.
I do not believe anyone will be compensated, but Mandy has confirmed the team are planning on increasing it to 20k on live so nobody is actually affected.
The running theory is that it was done for server space. With high player turnover, particularly veterans who had the most items, server space is becoming more limited. It's likely a precautionary measure, just in case. Of course that's entirely speculation, we don't know lol.
the server space theory doesn't make any sense. dbd items aren't unique. they aren't crafted, they don't consume resources, there's essentially no tracking data involved. the only thing the server should be keeping track of is that you have ## of TRAPPER_ADD_ON_0, ## of TRAPPER_ADD_ON_1, etc. which should be done in a text file.
this text file already has addon information for every single thing in the game, whether you own it or not, because the game needs to know that you have 0 of it. adding more numbers to the text file is not going to substantially bloat the size of the text file.
the only reason the server space thing makes sense is if each addon is a unique object that logs the time you get it. which wouldn't be the funniest dbd programming moment, but it would be up there.
-
mmr's objective seems to be to seperate the absolute newest players from everyone else. anything else doesn't seem to matter or be important.
-
@Ayodam said:
It seems you want the game to end with a 4K once 2 survivors are dead if there is more than 1 gen left to complete.
I hoped those long killer queue times were a wake up call for what happens if you continuously repel from playing survivor. But nope. Some gotta learn the hard way.do you even play this game? did you even understand my post at all?
-
@mizark3 said:
66% of .75/s (per Surv) bumps to 1.25/s (per Surv).
25% of 1.0/s (per Surv) bumps to 1.25/s (per Surv).
It is a buff without the addon, and the same as before, with the addon.
The TP speed is a MASSIVE buff, and will be very helpful.
Overall though, Dredge's current greatest weakness is the lack of lockers. More maps need to be fixed and have lockers actually placed throughout them. (Also Temple of Purgation needs the lockers behind the main gen gate to be removed/moved.) Someone else mentioned a good idea that Sadako TV/Xeno Tunnel locations could be Killer specific locker locations (like for Huntress/Trickster/Dredge), or just universal lockers in the absence of those Killers. I think that would be better change that helps more Killers, and also gives Surv Locker perks more value.
yes, i've always felt like dredge's problem isn't necessarily his power but the fact that lockers can be so scarce on some maps. i always have a terrible time on swamp for this reason. if lockers just spawned with generators, it could help.
-
why is this still being argued?
running = not stealthy = scratch marks.
the purpose of scratch marks is TO BE SEEN. that is WHY they exist and the entire justification for their existence is to tell the killer that a survivor has been running in this area in the last 10 seconds. therefore, the scratch marks should be blaringly visible.
you are not supposed to be stealthy while running, unless you have a perk that specifically enables you to do so. if you don't, then the very notion of stealth is directly in opposition to the very notion of running.
taking advantage of bugged, bad scratch marks for months does not mean that your playstyle was valid or that the game should remain in that state. it is FRUSTRATING to have a game that is designed around scratch marks suddenly not have scratch marks in it any more. it does not make you good at the game when the killer loses you due to a bug, and it does not make you good at the game to be able to break away from a tile and leave no tracks, for free, without a perk to do so. actually, this crutch has made you actively worse at the game, because you now think scratch marks being made visible is "a nerf". that, frankly, is worth mockery.
this is not an opinion. this is a fact. this is developer intended. they have come into this thread to explain the purpose and function of scratch marks. you may not like it, but you CAN NOT under any means argue that scratch marks were intended to blend in or intended to be subtle, because that is directly opposite to what we have been very kindly told by peanits.
FACT: scratch marks are designed to be seen
FACT: running produces scratch marks
FACT: running is designed to not be a stealthy action
if scratch marks being fixed genuinely takes away from your ability to be stealthy, equip a perk to deal with it or get better at stealth.
-
@100PercentBPMain said:
These equivalent exchange balance changes with add-ons is getting a tad stale
what's stale is having to run the same addons every game for your power to work. incorporating necessary addons into the base kit helps alleviate that. although some addons really deserve to go all the way into the base kit (map of the realm…)
-
@VantablackPharaoh91 said:
As stated the mods don't have a choice in this and can't do anything about this decision, if you're upset about this (I am too, trust me, I don't like it either as a queer gamer myself), bring it to BHVR. Politically charged discussions like this, and yes it IS Political despite being about human rights, don't belong here. It's too easy to cause severe ragebaiting, trolling, and even could attract bigots looking to hurt people to the forums to mess with others. It's just not a good idea and creates more arguments than needed.
Thread about to get locked in three, two…
the problem is that when you say "if you're upset, bring it to BHVR". but like, how? if not here?
obviously we want to bring this to bhvr's forums, so that they'll see it. but then, doing so breaks the forum rules. not only are the moderator's hands tied, so are ours, to an extent. and until there's an official and public response saying that they've heard us, neither side gets to stop.
it sucks.
and in the meantime, there's bigots taking shots at queer people all the while, all over the forum.
-
@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775994#Comment_3775994
Oh they're real. The amount of reposts and replies to that announcement is reflective of the stats viral posts like this get. Everyone is talking about this right now, and likely still will all the way up to the release.
no, they're not. twitter views are estimated. people immediately tested to see if they were real by making posts on brand new protected accounts with no followers - posts that were essentially completely unviewable - and those posts were accumulating views.
-
@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775902#Comment_3775902
This is a hype thread for DBD's biggest collaboration announcement ever. If you're not interested in that, you can go make your own post talking about how much you don't like it instead of coming into other people's threads and being a killjoy.
it's actually just easier for you to make sure that your threads that you want to be about fnaf hype actually manage to continue to be about fnaf hype by doing your due diligence, instead of making threads that end up accumulating inflammatory responses that you support.
supporting those responses makes you look like you want to be inflammatory. how can you then act surprised when you start to catch flames?
-
@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775887#Comment_3775887
I've been waiting for FNAF to come to DBD for a long time. I am super excited about this and clearly a LOT of other people are too. Sorry you feel this way but you seem to be only interested in being a killjoy to everyone happy about this.
it would go a long way if you showed any sensitivity on the subject. people are clearly upset and for very valid reasons, and this is an extremely tense subject. for me to stop reminding you that this is an extremely tragic thing to happen for a lot of people, you need to show that you don't need the reminder.
the very first response says "despite the naysayers" and you had nothing to say about that. actually, you kind of completely agreed without criticising the fact that he brought us up just to comment on how small we must be. hmm.