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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • I think there’s 2 ways they can fix this with minimal impact on using either of the perks by themselves:

    1) FTP no longer counts as a healing action, which removes the synergy completely.

    or

    2) The idea in the OP that Buckle Up’s Endurance only triggers on the healer if they were injured. Since you have to be healthy to use FTP, this would partially prevent them from working together (the healed survivor would still get Endurance but the FTP user would be vulnerable). This would technically nerf Buckle Up standalone against instadown killers though, so I think I would prefer the first option.

  • I wish they would add this back. It was nice being able to tab out and do other stuff until the game started and then know as soon as it started without having to check constantly.

  • It won’t need any changes, it still does exactly what it’s supposed to do.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/392428/make-flashlight-saves-count-as-a-conspicuous-action

    Agreed here. Being fully healed should also be considered it. If you were in a position to be fully healed, you clearly weren't getting tunneled, lol.

    Being healed by someone else shouldn’t count, it’s an action THEY are taking, not you. Conspicuous actions should involve what you do, not what your teammates are doing.

    I do agree flashlight saves should count.

  • While I agree that there isn’t enough difference between the different medkit rarities, I think your buff suggestions make them too powerful again, especially the green medkits.

    I think I’ve posted this in another thread before but this is how I would change them:

    Brown medkits: Altruistic healing speed bonus reduced from 35% to 30% and self-heal speed penalty increased from -33% to -40% (self-heal efficiency is still -33%).

    Yellow medkits stay the same (40% altruistic bonus, -33% self-heal speed and efficiency).

    Green medkits: To be more in line with the “Emergency Medkit” name, its altruistic healing efficiency is now reduced by 33%, but the altruistic heal speed bonus is increased to 100% (was 45%). So you either get one slow self-heal, or one very fast heal on a teammate (same speed as WMI).

    Purple medkits: Add back the bonuses to skill checks that they used to have, maybe a slight efficiency boost for healing others (perhaps 25%), altruistic healing boost stays at 50%.

  • Were you using the Prayer Tablet Fragment addon? This removes her ability to infect survivors directly and makes it so the infection can only be spread through objects

  • It was changed slightly, you have to stop repairing the generator and stand next to it, then the installation prompt will appear.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547787#Comment_3547787

    The counter is that most players who use MFT will play worse with it.

    Relying on your opponent to make a mistake is not a counter.

  • Not even close. It’s still going to be a very strong perk.

  • That’s normal. Generally, while deep wound doesn’t count as a health state for purposes of damaging a survivor who was already injured (eg. perks like Dissolution wouldn’t trigger from it), it usually does count as a health state for perks like Renewal that automatically heal a health state after certain conditions are met. Renewal’s healing effect is only canceled if you’re downed, not when deep wounded. So when Renewal’s Broken status effect expires, it removes the deep wound but doesn’t heal the survivor to healthy since that would technically be 2 health states for this purpose.

    The same thing will happen if Adrenaline triggers while in deep wound or if you try to use Inner Healing while in deep wound - in each case the deep wound gets removed but you won’t be fully healed. Also works like this with the syringe addon.

  • The only issue with it is it stacking with other haste perks. On its own it's fine.

  • I agree they were a little too safe with Deathslinger. If they pushed it down just a tiny bit more it would be better but at 2.6 seconds I’m pretty sure most players are still going to run reload addons every game. I know I will.

  • Guards need line of sight to detect survivors, just being in the radius is not enough. The only exception is if they do something that triggers a loud noise notification inside the radius, then they will be detected regardless of LOS. Make sure you’re using Map of the Realm, it’s pretty much required.

    As for the guards not catching up to survivors, Carnifex and Jailer move at 4.1m/s during the hunt meaning survivors with MFT running in a straight line can just outrun them (and usually survivors don’t get caught by them even without MFT).

  • I don’t think so, it takes much longer to kill someone that way and Buckle Up can shut it down quickly. I think killers are just going to start proxy camping from 16 meters away and/or resort to more tunneling than camping.

  • One other relevant thing I'll add to this post, I just did some testing with the new Expired Batteries and it is NOT 25% Haste, it's 25% of the normal values, so instead of 3/5/6/7% you get 3.75/6.25/7.5/8.75. So it's not nearly as strong as it looks (and tbf 25% Haste would be broken) and probably not worth the downside it has. To check whether this was the case I put on MFT + Hope and had a friend chase me while I had a claw trap and they weren't much faster than me, if it was really 25% they would've still caught up to me faster than normal.

  • EDIT: PTB is up now so here are the addons:

    Common:

    Ultrasonic Trap Speaker: Decreases Survivors' scan line immunity duration after being scanned by 25%.

    High-Power Floodlight: Survivors with a claw trap suffer from Blindness.

    High-Current Upgrade: Increases the amount of time Survivors appear on the radar when scanned by 1 second.

    Adi Valente Issue 1: Survivors with a claw trap have their skill check success zones reduced by 20%.

    Uncommon:

    Stereo Remote Mic: Decreases the amount of time a drone remains disabled after being hacked by a Survivor by 15%.

    Shotgun Speakers: Survivors with a claw trap have no skill check warnings.

    Supercharge: Increases claw trap battery life by 15%.

    Low-Power Mode: Decreases power cooldown by 25%.

    Adaptive Lighting: Increases the duration of Undetectable by 20%.

    Rare:

    Vital Targeting Processor: Increases the strength of Hindered when a Survivor with a claw trap gets scanned by 3%.

    Powdered Glass: When hitting a Survivor with a claw trap with a basic attack, they suffer from Hemorrhage and Mangled.

    Loose Screw: When a Survivor receives a claw trap, they suffer from Exhausted for 6 seconds.

    Infrared Upgrade: When a claw trap is removed from a Survivor, that Survivor's aura is revealed for 4 seconds.

    Brown Noise Generator: Survivors with a claw trap suffer from Oblivious.

    Very Rare:

    Randomized Strobes: Increases the duration of Hindered when a Survivor with a claw trap gets scanned by 1 second.

    Geographical Readout: Grants a 20% action speed bonus to breaking pallets and walls, damaging generators, and vaulting for 8 seconds after deploying a drone.

    Prototype Rotor: Increases the rotation speed of drone scan lines by 10%.

    Advanced Movement Prediction: When a Survivor receives a claw trap, their aura is revealed for 6 seconds.

    Ultra Rare:

    Expired Batteries: Increases the Haste effect gained from Survivors being detected on the radar by 25%. Decreases claw trap battery life by 50%.

    Iridescent Unpublished Manuscript: When a drone is disabled, it will emit a 32 meter terror radius for the next 15 seconds and the Skull Merchant gains Undetectable for the same duration.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545690#Comment_3545690

    Nope. I'm using Resilience, We'll Make It, Kindred and Prove Thyself

    Hmm, as long as you’re sure the killer didn’t use Overwhelming Presence, then I’m not sure what the issue is then, that’s weird.

    You should be able to get 2 self heals using Gel Dressings + any other charge addon.

  • @FrenchBagels said:

    The one thing they didn’t say is if the Claw Traps still provided haste. Which to be fair, I don’t think was a good design decision to begin with. I do hope that pallets breaking on Claw Traps stay though. Seemed like the only redeeming quality of her current kit.

    @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545615#Comment_3545615

    I presume that the Haste status effect is being replaced by afflicting Survivors with the Hindered status effect, otherwise the speed difference (without Survivors having modified speeds) would be 10%-20% which I dont think BHVR would do. Also this isnt even considering how the Claw Traps can damage Survivors for a health state anyways.

    Simply put, I dont think BHVR is keeping the Haste status effect on her, which is why I never mentioned it.

    I don’t know about the pallet breaking, but the Haste effect is still there, this was confirmed in another thread. It will trigger for a few seconds when a survivor gets scanned (even if they don’t have a claw trap) and will also be triggered if any survivor gets a claw trap (lasting for the entire duration of that trap).

  • No, there will always be 4 scourge hooks and all of the effects of your perks are applied to those 4 hooks (plus the basement if Monstrous Shrine is in play).

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545409#Comment_3545409

    the concern part is last sentence of the post where is "We have reviewed The Skull Merchant’s Add-ons, adjusting some and giving new effects to others.". that will somewhat decide if she is worth playing or not.

    Yeah we’ll find out tomorrow. A lot of her addons are going to be completely different I’d imagine, several relied on active zones which are gone, they essentially made a stronger version of Randomized Strobes basekit for survivors with claw traps, they definitely wouldn’t keep Expired Batteries the same anymore since claw traps injure now, and the addon that reduced the time for her stealth to trigger wouldn’t be relevant anymore since they changed how that works. I also doubt they would keep the skill check addons since they want to make her power much more chase-oriented.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545455#Comment_3545455

    i see changes as more. "do you want to us buff furtive chase?". it is like they're teasing. I just wonder what tease for background player is. maybe the tease is not being an exhaustion perk and just being a haste perk? Like it has 40 second cooldown instead of applies exhaustion? I am not sure. either way, both perk are pointless changes.

    But then why not just skip the middle step and give it a real buff? There’s no point in wasting development time on perk changes this tiny that won’t do anything. I’m not as concerned about Background Player since it was already fine before imo and the extra 1 second doesn’t make it overpowered or anything, but I’m concerned that BHVR actually thinks Furtive going from 4 to 5 meters is a meaningful buff (it’s not).

  • Yep. Background Player didn’t even really need any changes at all, the 1 extra second is ok if you’re using it to get away from the killer but it won’t make any difference for flashlight or pallet saves; it’s not going to let you get any save it wouldn’t before.

    Furtive Chase is a bad perk and will still be bad after the buff, the extra 1 meter per token won’t change a thing. It’s bad because it only works in chase, yet at the same time it can’t be changed to work outside of chase because then stacking it with Monitor would be too strong probably. So it’s a hard one to adjust in a meaningful way, but a simple numbers change definitely isn’t going to do the job for this one.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545365#Comment_3545365

    "Just worse" is quite important part.

    Her rework is missing either part that makes those two strong.

    I can imagine her being strong on indoor maps, but she will be really bad on open maps.

    From what I get, she lost movement speed bonus, which is kinda big deal imo.

    She is not losing the movement speed buffs, Peanits confirmed this in another thread.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545252#Comment_3545252

    I did not say she should be useless. I said i thought gutting her was justified. As you said, we don't know yet.

    Her new design is almost guaranteed to be less problematic though, which is a good thing.

    Fair enough, I guess I interpreted gutting her as making her useless. Which, the 3-gen aspect of her definitely deserved.

  • @Peanits said:

    It lasts for 5 seconds, fortunately, not permanently (but I would welcome our Lightspeed Trapper main overlords if that were the case).

    Will Coffee Grounds get a rework then? Seems redundant now since it’s the same thing but only 5%

  • I guess the nerf wasn’t ready in time for the midchapter since they did say it was getting changed (but tbf they didn’t say when other than it would be soon).

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545028#Comment_3545028

    My take is that SM is literally the most problematic design they've ever released and that there was little salvageable from her kit.

    So yes, I'm glad everyone knows my take.

    Just because she was problematic before doesn’t mean she should be made useless.

    Not saying she is useless though, I don’t know how strong she is yet. The only thing that needed to be gutted was the 3 gen Merchant and they did that. Now we should be focusing on making her a decent killer that is both fun to play and fun to face.

  • Skull Merchant was even more of a problem than him.

  • @HamsterEnjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545145#Comment_3545145

    I've addressed why playing her like a setup killer with the reworked version hurts her HORRIBLY and is extremely unviable.

    Well I guess we'll find out tomorrow. If it turns out she sucks now then I'll stand corrected. And to be clear I don't want her to be completely gutted, I want her to be fun for both sides.

  • @Steakdabait said:

    Why are you complaining about getting more good maps?

    There's no guarantee yet that they will be good. We haven't even seen them yet.

  • @HamsterEnjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545136#Comment_3545136

    The biggest thing that cant be denyed is she takes MUCH less skill now no matter what and has lost almost all agency when it comes to actual chase

    Playing new Skull Merchant in a chase-oriented way would be far more skillful than old 3-gen Merchant was.

    I think really she benefits more from playing like a setup killer now, not on generators but at strong loops or strategic chokepoints. Kinda like Trapper except she doesn't have to go collect her power first. I suppose a lot of it will depend on her new addons too though, the old chase addons definitely won't be a thing anymore or at least won't work the same way since active zones are gone.

  • This is a case where I really can’t tell yet if she will be good or not. The only thing that’s for certain is 3-gen Merchant is dead which is good. But even for those who played her in a chase-oriented way (myself included) she’s still going to be very different.

    We do know from another thread that getting scanned does still grant the SM Haste for a few seconds, so even for injured survivors the drones are not a complete non-threat without a claw trap. But overall I think it’s far too early to assess her rework without having seen it in action.

  • @Chocolate_Cosmos said:

    It's gone to my understanding. Since active zone is no longer there and Trap doesn't give you Haste (at least I think it doesn't anymore because the Lock On now works very differently).

    Peanits said in another thread the Haste hasn’t been changed. It will be active for a few seconds whenever a survivor gets scanned and for the entire claw trap duration.

  • It’ll still be useful. If a survivor with a claw trap gets locked on and gets slowed down, since they have a claw trap the Skull Merchant will also be 3% faster at the same time. It’s like a longer-lasting clown bottle at that point.

  • Idk. As long as the alternate versions are balanced I don’t really mind.

    I still say Suffo Pit needs a rework though (along with Azarov’s Resting Place), it’s not a good map since it heavily encourages 3 gens with having the map naturally split in half and having a bunch of connected tiles in the center.

  • Also curious if claw traps still break pallets or not.

  • Xeno needed the nerf and also you agreed to the EULA before playing so good luck with suing or getting a refund lol.

  • Why would the killer ever break that wall though? It would just open up another escape route for survivors.

  • As much as 3-gen Merchant is a problem and is unhealthy, the killswitch is meant for bugs and exploits. While I understand it's tempting to break the normal rules here and killswitch Skull Merchant because of how problematic she is and I completely empathize with you on how miserable 3-gen Merchant is to face, killswitching her would set a very bad precedent going forward and it's one that's not worth exploring especially when her rework is only a few weeks away now.

    That said, I genuinely hope her rework makes her fun to both play and play against and isn't just a band-aid fix that still leaves her in a bad spot minus the 3-genning.

  • It's fine, Endurance only lasts 10 seconds so it's not a completely free escape as long as the killer doesn't hook you right by an open exit gate.

  • It's a decent perk. Best paired with WMI but not required to make it work.

    (Also as others have said already - it should be working perfectly fine with WMI, if they're not working together it would be a bug)

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544244#Comment_3544244

    Did they say that they will nerf him tho? Because "changes" does not mean "nerfs". I remember the last time Blight got changes and everyone was running Alchemist Ring (because everyone knows that it is busted) and it turns out they just buffed his worst Add On to one of his best Add Ons.

    @Topic:

    I am not 100% sure if Blight only needs Add On-Nerfs, but personally I think this should be the first step, because it is an obvious one. Then we can see how he will perform with nerfed Add Ons. And if then changes are needed, they should be done (but faster, please). Other than that, it is a joke to think about any Killer Nerf while Blight stays untouched.

    I just hope they make interesting Add Ons when reworking them. They dont even have to be strong, just fun. I would rather have Alchemist Ring turning into something gimmicky and fun which is not strong than it simply becoming an Add On which inflicts Mangled.

    While I suppose you are technically correct, the question they responded to in regards to Blight specifically mentioned his addons and them being too strong. Given that, I doubt BHVR would have answered that question in the way they did if they planned to buff him overall.

  • This can happen if the Pig uses an addon to give an extra trap. The number of searches is 3 times the number of traps (which is normally 12 but changes accordingly with addons that modify the trap count).

    So, this scenario would be impossible with 4 traps, since 1 + 2 + 4 + 4 = 11, which is 1 short of the required 12 searches for 4 traps.

    But it is possible with 5 traps, because 1 + 2 + 4 + 4 + 4 = 15, which is the correct number of searches for 5 traps.

  • At least we know now he’s getting nerfed eventually since they said so in the AMA. I’m still wondering why it took this long though.

  • Yeah. I can tolerate one bot. Anything more than that and I just want the game to end regardless of which side I’m on.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534944#Comment_3534944

    And why not use Calm Spirit? This is exactly what a living (not set in stone) meta is: new stuff becomes strong and gets regularly encountered, thus customising options that were subpar before become a counter and edge into the meta. Its a give and take that should keep things theoretically moving, but in DBD a lot of players seem to be adverse to the idea of not using the strongest possible build and hate the idea to divert one spot on the perk loadout to counter or deal with a meta choice that the other side most likely will employ... maybe not every match, but he majority. I think its this "I want value each match from mu perks, otherwise its subpar/uncool/unfun" thinking, that drives a lot of push towards nerfs instead of adapting the loadout.

    Of course, some perks are indeed busted and in need of a change, and Ultimate Weapon is really, really strong, but it also gets 100% countered by a perk that's not meta right now.

    When survivors started playing a lot of Adrenalin after the medkit nerf I started to make room for Terminus, a subpar perk in most cases, but in the Adrenalin meta it saved the day and pulled its weight exceptionally. During the DH meta there were all kind of builds that tried to counter it, it was just that oppressive (Septic Touch to Hysteria and Blood Echos ... here were all kind of builds just to counter DH). And now with MFT to prevalent I see myself using that +5% speed perk from the Alien more and more. I just wished that it got a bit more uptime, 10s is really a very short window, BUT it's often enough to punish cheeky MFT users and I have it equipped on a lot of killers.

    Terminus, Repid Brutality, Ultimate Weapon and STBFL or DMS seems to be rather meta on my side, a far cry from the PainRes/Eruption/Pop/NowhereToHide kick meta.

    Because being forced to use a perk as the only counter to a perk on the other side that may not even be in play is bad design.

    Also, Calm Spirit is bugged and is occasionally not blocking scream location bubbles anyway (even though it still correctly blocks the screams).

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543676#Comment_3543676

    We have no idea if the nerf was needed because of the bug. Nerfing things due to a bug state is a bad way to make balance decisions. It really wouldn't have hurt to have kept the 2.0m/s cooldown considering that placing turrets was also buffed.

    It would be like saying that nurse blink distance needs to be buffed if she had a bug that was halving how far her blinks go.

    If the bug had been a consistent issue that happened every single time then I would agree. But it wasn’t.

  • Blast Mine and Wiretap are not inconsistent with Renewal - they follow the same rules as Renewal, only your personal contribution is taken into account. If you begin repairing a generator at the exact same time as a teammate, Blast Mine won’t be active until you finish the entire generator (assuming your repair speed is the same as your teammate - if it’s greater, you will get the perk active sooner, if it’s lower, it won’t activate from that gen at all).

    Renewal works the same way. It’s debatable whether this might be a good buff for Renewal or not, but it isn’t a bug.

  • I’m pretty sure the tail hitbox is bugged now after the nerf and that’s why it feels bad right now. It’s literally going through survivors now sometimes and not hitting them.

    The nerf to the cooldown movement speed was 100% needed, even when the previous movement speed bug didn’t occur there wasn’t enough punishment for missing.

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