Avatar

uganda_calm

uganda_calm

About

Username
uganda_calm
Joined
Visits
0
Last Active
—

Comments

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457568#Comment_3457568

    Placing two pod makes no difference because EMP is AoE and disables both of them.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457563#Comment_3457563

    I am not heavily convinced. current auto-emp recharge is 90/5. You have to infect survivors every 18 seconds to outpace the EMP boxes. In the hotfix, auto-emp recharge will be 100/4. You need infect survivors every 25 second to outpace automatic EMP's.

    Placing two pod makes no difference because EMP is AoE and disables both of them.

    thats why i wrote the edit, you can just shoot a second one after they use the emp.

    And of course the 2 pods are placed a bit apart

  • At first i need to state that i am a killer main, because if i dont i sound like a survivor player.

    The map:

    I LOVE the new map, it is beautiful designed and all details are so fleshed out. There are many structures on it but they are mostly just for design and not for use. Most structures feel pretty balanced (just a few are a bit too high) and the pallet placements a split 50/50 into save and unsave loops. The high position on the Ship (or what ever this is) helps the killer to find a way through the jungle. For me personally it feels pretty evenly balanced.


    The Killer:

    I enjoy playing with him. He alone is pretty strong but he gets a bit weaker through the EMPs. It just feels right to teleport and just walk straight through pallets, hitting the survivor. In the matches i played the EMPs not really bothered me. But sadly he is very much relying on the Map he gets. He needs maps with high structures and a lot of vision.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457597#Comment_3457597

    Oh, I've never claimed to be great at this game. Don't know who you're mistaking me for. Considering I still manage to get enough 4k matches I think that tells you enough.

    getting many kills does not mean you are very good at the game

    but getting no kills does mean you are bad at the game

    thats my opinion on this in a nutshell

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457581#Comment_3457581

    1. If nurse is a problem, nerf the nurse.
    2. I didn't ignore the label system. The label system just didn't say you are going to lose 20 matches. How's that my fault?

    https://us.v-cdn.net/6030815/uploads/C5K1Q7CQBOLO/image.png

    Some people might suggest that playing the Killer who is weak after every Survivor already learned how to play against them is not a good idea for invoking a feeling of good gameplay. Does that suggestion not at all seem somewhat reasonable to you?

    or are you just blank on this and will prefer to blame me for not playing the Killer correctly? I know you like doing that.

    Also, look up game design for what player onboarding means if you don't get the point of the last one.

    will prefer to blame me for not playing the Killer correctly? I know you like doing that.

    you read me like a book


    If nurse is a problem, nerf the nurse.

    my point was to say that just because A gets nerfed and B benefits from that, does not mean that B gets buffed.


    I didn't ignore the label system. The label system just didn't say you are going to lose 20 matches. How's that my fault?

    i already said it, if you read the label and did not ignore it, its not you fault. I just think you dont have the right to complain about a killer being hard to learn, when you knew this killer is hard to learn.


    Some people might suggest that playing the Killer who is weak after every Survivor already learned how to play against them is not a good idea for invoking a feeling of good gameplay.

    i think 12 hours is enough time for over 50% of survivors to learn how to use the EMP some what effectively


    Also, look up game design for what player onboarding means if you don't get the point of the last one.

    i will just not do that and pretend it was never even broth up, because i strongly believe that this i highly based in subjective opinions

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457587#Comment_3457587

    I never said the perk isn’t strong alone but just because a perk is strong doesn’t make it op and again I just feel haste perks in general just shouldn’t stack is all and everyone on here is complaining about how the perk is the new dead hard ffs this perk is nothing like old dead hard and how broken it was a 3% haste doesn’t always guarantee you will make it to a loop or not unlike how old dh was

    i agree with your point about stacking haste

    and i also never called MfT op, i only think it is unreasonable strong for the little you have to do for it. Which is nothing. You just equip it and instantly have a better match-up against every M1 killer or every slow killer, you dont have to do anything.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457496#Comment_3457496

    No, the claim that skill actually take precedence if you "win or lose" in this game.

    it does and if you dont notice that, it should tell you on which end of the scale you are

  • @jeffkillsyou96 said:

    Again MFT alone without other haste perks stacking is only op against bad killers if you’re able to predict survivors and counter loops then the perk wouldn’t be an issue especially bloodlust being basekit and ya I agree that the new map is too strong for survivors

    "the perk is not strong when used alone" is not an argument, it is not used alone.


    • Escaping is easy when the gates are open.
    • Getting 4 kills is easy when all survivors are downed.
    • Looping is easy when you know how its done.
  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457549#Comment_3457549

    not everything has to be fair right away, the killer gets buffed, the perks get nerfed

    I'm sorry? we need to hold bHVR accountable for their balance decisions. maybe they could learn from the way they treat Killers right now, but releasing them weak and then buffing them.

    if you ignore those labels thats your problem.

    And when I trust the label system but its still unreliable Im guessing that's my fault too.

    + Nerfing EMP is a buff to Singluarity. No other Killer is using EMPs. Think about it.

    if you need this many games thats your problem. I made three 4ks in a row after my first game with him. I learned him in two matches.

    Did you play Singularity on release date or soon after? I just started playing him last night.

    But thats my fault because I have a job, I know your logic now.

    because holding down a button is easier to learn than a whole new killer.

    Wrong, bHVR's systems for onboarding new Killers is just atrocious. Simple as.

    Nerfing EMP is a buff to Singluarity. No other Killer is using EMPs. Think about it.

    nerfing made for this is a nurse buff. No other killer is this slow. Think about it.


    And when I trust the label system but its still unreliable Im guessing that's my fault too.

    if you follow the label and its not true, thats not your fault

    but if you ignore the lable and then complain then its your fault, is that so hard to understand?


    Did you play Singularity on release date or soon after? I just started playing him last night.

    does that make a difference? i played him for 5 matches and got only 4ks after the first mach.

    but ok, just for your information i played him ca 12 hours after release.


    But thats my fault because I have a job

    glad for you, i have a job too


    Wrong, bHVR's systems for onboarding new Killers is just atrocious. Simple as.

    i dont get this point at all, please elaborate

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457552#Comment_3457552

    um no? you can only teleport without the cam when the survivor is infected. You must use camera to infect the survivor but as I explained, you can look at green lock-on and preemptively hold EMP fully charged so as soon as you shoot and infect the survivor. the infection is instantly disabled. you cannot teleport with his arm when survivor is cleansed from infection.

    sorry, i miss read your first post, i thought you meant the teleport.

    But still, as a good Singularity you have 2 biopods aiming in from 2 different angels, so if they use a EMP to get rid of the slipstream i just infect them again within 10 seconds.

    Edit: you dont even need to HAVE two, you can just shoot a second one

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457534#Comment_3457534

    Did you know the killer is also just pushing buttons. I guess there's no learning curves for anything.

    Singularity is the least threatening killer to face right now because emps are such a huge hard counter to his power than any Singularity that tries to use their power will just lose.

    Did you know the killer is also just pushing buttons. I guess there's no learning curves for anything.

    i just will pretend that this is not meant for real and hope i am right with my believe


    Singularity is the least threatening killer to face right now because emps are such a huge hard counter to his power than any Singularity that tries to use their power will just lose.

    yes, but this does not mean the killer is bad, his counter is just to strong. Thats a huge difference.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457423#Comment_3457423

    i think you are misunderstanding seraphor's post. when you hover over a survivor with camera and lock on. the survivor gains a green marker indicating that singularity is firing at you. Seraphor's is saying that the survivor can pre-charge the EMP and disable it as soon as it hits you. you can remove his infection in 0.1 second on application. It does not matter how fast you apply it.

    when you hover over a survivor with camera and lock on. the survivor gains a green marker indicating that singularity is firing at you.

    yes, but singularity can also teleport without the cam, so you get no warning before he teleports.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457534#Comment_3457534

    i meant just because survivors get strong perks, does not mean that you get a strong killer

    That's a good idea, but it isn't fair Survivors have broken perks and I have to start from scratch on a Killer.

    new player experience? there are labels showing you how hard it is to play the killer. If a killer is hard to play, "new player" is not an argument. It takes time to learn the killer and play him properly.

    Those labels are beyond meaningless, not a proper estimation of the experience playing them and they don't get you an indication anyway, because as we can see Singularity is already getting buffed. How can it take time to learn and play the killer properly when the decide that is the wrong way to do it 3 days after release.?

    the survivors are literally just pushing a button, there is no learning curve. As the killer you can get better over time.

    The Killer specific mmr does not change fast enough, that is the issue. If you tell me in order to get a good experience playing the killer I have to lose 20 games. That would be insanity.

    Did you just say for real that bhvr should buff there killer just because you dont know how to play him?

    No, why am I going up against Survivors who know how to EMP anything and everything I do in my third game of Singularity.

    That's a good idea, but it isn't fair Survivors have broken perks and I have to start from scratch on a Killer.

    not everything has to be fair right away, the killer gets buffed, the perks get nerfed


    Those labels are beyond meaningless, not a proper estimation of the experience playing them and they don't get you an indication anyway, because as we can see Singularity is already getting buffed. How can it take time to learn and play the killer properly when the decide that is the wrong way to do it 3 days after release.?

    if you ignore those labels thats your problem.

    and he does not get buffed, the EMP gets nerfed. This does not change his playstyle it just makes it more viable. So if you cant play him now, you will not be able to play him after his "buff".


    The Killer specific mmr does not change fast enough, that is the issue. If you tell me in order to get a good experience playing the killer I have to lose 20 games. That would be insanity.

    if you need this many games thats your problem. I made three 4ks in a row after my first game with him. I learned him in two matches.


    No, why am I going up against Survivors who know how to EMP anything and everything I do in my third game of Singularity.

    because holding down a button is easier to learn than a whole new killer.

  • bro, i made a joke. When it causes exhaustion right away but cant activate when you are exhausted, you cant use it

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457518#Comment_3457518

    For you and me as killer, but not for survivors

    Not always, cause I would have to learn the Killer anyway.

    did your parents never taught you that you dont get something just because everyone else has it?

    I paid for this Killer what the F do you mean.

    thats not an argument, survivors play the same, only slightly different play-styles with perks. With a new killer you have a complete overhaul of the gameplay, expecting the same learning curve for both is just naive.

    Correct, its not an argument its an expectation. I expect bHVR to have some sensitivity to me as I learn the new Killer, it certainly isnt fun to play against the best anti-singularity players and as a game it certainly should try to provide a good time.

    As of right now, every Survivor team I went up against had multiple EMPs seemingly always ready.

    That is just a bad game experience and bHVR really needs to take care of their new player Experience.

    I paid for this Killer what the F do you mean.

    i meant just because survivors get strong perks, does not mean that you get a strong killer


    That is just a bad game experience and bHVR really needs to take care of their new player Experience.

    new player experience? there are labels showing you how hard it is to play the killer. If a killer is hard to play, "new player" is not an argument. It takes time to learn the killer and play him properly.


     I expect bHVR to have some sensitivity to me as I learn the new Killer, it certainly isnt fun to play against the best anti-singularity players and as a game it certainly should try to provide a good time.

    the survivors are literally just pushing a button, there is no learning curve. As the killer you can get better over time.


     I expect bHVR to have some sensitivity to me as I learn the new Killer

    Did you just say for real that bhvr should buff there killer just because you dont know how to play him?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457507#Comment_3457507

    I understand that completely, and that is literally why I am speaking up to contest it. There is a difference between those two things, and it is meaningful, because Singularity doesn't need giant overhauls. He just needs the EMPs tuned down, because he isn't completely unplayable.

    yes, there is a big difference between being unplayable and being not good.

    A killer who is just a bit weak can still be played strong.

    Singularitys ability is strong, the EMPs are there to counter it and they need to be balanced carefully.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457505#Comment_3457505

    ..., do you think it would be better if he started super strong?

    That would be preferable to the current experience.

    Slowly building a killer up from the bottom is way better than starting with a broken killer, in my opinion.

    Interestingly this argument is very unconvincing when Survivors have broken perks too.

    How can you expect to have full control and mastery over a killer that is not even a month old?

    I dont expect this, but I do expect proper matching of skill to survivors as I build up my skill.

    That would be preferable to the current experience.

    For you and me as killer, but not for survivors


    Interestingly this argument is very unconvincing when Survivors have broken perks too.

    did your parents never taught you that you dont get something just because everyone else has it?


    I dont expect this, but I do expect proper matching of skill to survivors as I build up my skill.

    thats not an argument, survivors play the same, only slightly different play-styles with perks. With a new killer you have a complete overhaul of the gameplay, expecting the same learning curve for both is just naive.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457505#Comment_3457505

    1. I don't see anyone playing him.
    2. Everywhere I look online people are having the same opinion: he's not good.

    I think you're the minority here

    So your arguments are, "i never play against him" and "people say so"?

    1. just because a killer is not "good" does not mean he cant be played good
    2. just because a lot of people say that something is not good those not mean that its true, just makes me think u are biased
    3. being in the minority does not make your opinion better or worse
  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457492#Comment_3457492

    Being in "too weak" to "unplayable" isn't a good middle ground to be in, your nuance does not matter even in the slightest, the result is loads of bad games. Sadako is a weak Killer but even her you can play and have fun. I'm not having fun at all with Singularity.

    I'm not having fun at all with Singularity.

    sound like a you problem and not like a singularity problem. I had a lot of fun while playing him.


    Being in "too weak" to "unplayable" isn't a good middle ground to be in, your nuance does not matter even in the slightest, the result is loads of bad games.

    I think it is, do you think it would be better if he started super strong?

    Slowly building a killer up from the bottom is way better than starting with a broken killer, in my opinion.

    How can you expect to have full control and mastery over a killer that is not even a month old?

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457242#Comment_3457242

    In a match were the killer and the survivors a on the approximately same skill level, there is no "breaking out of a 3-gen".

    That's not true. Thanks to your wording I can use tournaments. They break 3-gen easily.

    Any decent SWF is going to break 3-gen.

    Issue is soloQ unless you got lucky on at least two other survivors know what to do. Well, for that you need to know what to do.

    Since CoB nerfs I have yet to see any killer going full 3-gen without any commiting to chase.

    Most killers try to hold 3-gen, when 3 gens are finished. Alternative is to tunnel someone out.

    Most survivors just finish first gens they see and then cry on forum about 3-gen.

    If you see killer that is good at 3-gen you better try to break it fast and don't chase killer around that area.

    i assumed soloq for my argument, forgot to specefy that. But this argument does not really work with my headcannon.

    If you have one killer with a power level of 10 and a squad of 4 survivors with a power level of 10 each, this is not balanced because 4 coordinated players that are each as good as the killer are better than the killer. Thats what i meant.


    Most survivors just finish first gens they see and then cry on forum about 3-gen.

    but yes, thats true. many survivors will just get as far away from the killer as possible and make the gens furthest away from him.


    Since CoB nerfs I have yet to see any killer going full 3-gen without any commiting to chase.

    i did (again not proud of it) and it worked in 9/10 cases.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457463#Comment_3457463

    That was the whole point of what I wrote. It's a absurd claim.

    What is an absurd claim?

    That you are bad when you dont get kills? for me that seems pretty reasonable.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457485#Comment_3457485

    Your mileage may vary, but I've found that I do get to use his power somewhat reliably. EMPs are definitely obnoxious, but because you can replace your biopod way faster than they can remove it, if you play aggressive you can generally get results.

    It is possible for a killer to be too weak without being unplayable. That's where Singularity is: he's not hot trash, he's not unplayable, but he is too weak in ways that are annoying to deal with.

    i agree

    for me hes somewhere between low or high average.

    He is not super strong, but deffanetly has potential to be deadly.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457483#Comment_3457483

    His power serves both scenarios. One which is completely redundant now, the other only slightly viable.

    i had absolutely no problems while playing him, thats all i can say about this. Even feeling it might be a bit to strong while playing it. So i think the problem can only be in the user, not the killer.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457480#Comment_3457480

    Then why have I done it successfully every time? As soon as he can teleport you should throw it down, not the moment he actually teleports.

    this wont work when the killer knows what he does, and more will learn to use him correctly over time.

  • @mca240 said:

    The whole purpose of this killer is to have eyes everywhere, infect and teleport to whom you see running around. The fact that you can only semi reliable use his power when in chase defeats the purpose of his design.

    you just dont understand his power, it is supposed to be used in chases to counter pallets and vaults, not just to get around the map faster.

    There biopods are manly for applying the slipstream and for in-tell. Thats why they give a warning before you teleport with them, because thats not there purposes.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457466#Comment_3457466

    Yes, that's why you predrop. Problem solved. With the amount of safe pallets on every map these days, you can easily do so.

    pre dropping does not work. if he teleports while you are near the pallet or still in the animation, he still destroys it and hits you.

  • @Seraphor said:

    Overclock should be what you get when a survivor uses an EMP. Not when you successfully manage to use your power 1 time out of 100 because survivors always use EMP.

    Every other killer power item has a cost-benefit to it. Pinhead's box makes you oblivious and gives you the chain hunt, making you a target to save your team mates. Sadako's tapes increase your condemned until you deposit it. Nemesis/Wesker's highlight you with killer instinct.

    EMP's should be the trade off. You either allow the killer to teleport on top of you like Freddy, or you deny them the teleport, but grant them a boost instead, so that as the killer, if you don't succeed in teleporting, you get the opportunity to catch up instead.

    Instead, the power is useless as a set up power, despite being a set up power, the power whiffs 99% of the time because EMPs are pocket Dead Hard, and it can only be used as a Nurse-level chase power, with markedly less impact than Nurse.

    for real man, i played the singularity and i teleported all the time. If anything, EMPs got less use than i expected.

    I really start to think that you just dont know how to play the killer and now think hes bad just because you dont know better.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457459#Comment_3457459

    Spirit Fury with extra steps.

    Teleportation doesn't work, it's just a means to unlock a mid-tier Perk.

    with spirit fury, you will still get stunned. Overclocked only slows you down a bit. If the survivor hits you with a pallet during overclocked, thats a guaranteed hit for you. And with addons you even get faster while overclocked.

    Singularity is basically immune to pallets when played correctly.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457410#Comment_3457410

    This "It's a skill issue" is a boring as face camping. If the killer is so trash maybe it's a skill issue on the survivors part they they got hooked in the first place.

    getting hooked once or even twice is not a skill issue. The survivors are only dead on the third hook for a reason. They are balanced this way because that you get hooked at least once is almost inevitable.

    And i think you missread my post there, maybe read it again.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457417#Comment_3457417

    Unfortunately these changes won't change the way EMPs are played.

    Reducing printers from five to four changes nothing, there will still be 8 EMPs available at any given time, reduced from 10.

    10 seconds of additional printing time doesn't make much of a difference, 90 seconds was never a problem anyway.

    Movement speed, you generally don't use them in a chase, but this IS the best change they're making, as it will punish those who DO use them in a chase.

    2 seconds to 2.5 seconds, is still less than the 3.5 seconds it takes to teleport. So there will still be ample window between Slipstream and teleportation in which to use the EMP.

    thats all true and if you allow me to quote myself here

    i think the increased charge time is unnecessary but the rest is strong.


    I would suggestion to make it so if all survivors hold a EMP that the crates should stop to produce and start to regress. This way the EMPs need to be used more tactically and survivors are motivated to use them faster.

    with this it should be a bit better.

    And the point with the teleporting, you dont need the cams to teleport to the survivor. So if you just use your ability to teleport, there is no warning and no time to start the emp.

  • @mca240 said:

    I wondered why I did not come across the Singularity more even though he has just been released. As a survivor I already noticed he was easily outplayed. So I decided to play him for the past day or so. Well, I understand why. My God this killer is trash.

    Main problems:

    • Most maps are severely cluttered consistently breaking line of sight from pods
    • EMPs everywhere, meaning when you do infect them...they'll just get rid of it

    You're basically reduced to a killer without power. Add in the new meta with Made for This and well....

    This killer is going back in the freezer.

    Well, cant say any thing about the maps. he is very relying on getting the right maps.

    But the EMPs, well i got news for you. The devs are already working on that.

    Here is the post with the planned details:

    Thanks for the suggestions here, we do have a few changes for the EMP's in particular ready for an upcoming hotfix. We'll be looking at reducing the EMP crates themselves to 4 per map, the generation time increased to 100s (currently 90s), and Survivors will also be slowed whilst charging an EMP by 10% as well as increasing the EMP charge time itself to 2.5s from the current 2s.

    Duration of the pod disabling from an EMP will also be decreased down to 45s. There's also some score changes as we noticed Devious points were a little on the low side.

  • @Milo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457363#Comment_3457363

    I dont get why so many people are so winy about face camping. Sure, its a boring tactic for killers who are to trash to chase but its a free escape for 3/4 survivors. When you see some one camping just do gens and escape.

    And if YOU get face camped, just hang in there and laugh, laugh about the guy who is to bad to play the game properly.

    Because it's not fun. The same way not getting downs as killer and survs completing gens quickly isn't fun.

    Playing another game after getting camped doesn't sound like a fun idea either.

    In my opinion this is a mental problem and not a game problem for the devs to solve. There will always be some mechanics on both sides that take the fun from players from the other camp, its inevitable.

    And honestly, not getting at least 2 kills, even while survivors are gen-rushing, is a skill issue. And if some one is bad at the game they cant blame the devs, or for that matter anyone/anything else for it.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457394#Comment_3457394

    That could be true in normal games, but in endgame if you managed to survive till gates get opened, it's pretty much guaranteed escape because with 107% speed any windows are god windows, and also you can run killers from corner of the map into another corner of maps just from those distance, making being as fast or almost as fast not so different.

    I can see hope being in the radar and people gonna say something about it and ultimately nerfing it because it IS strong, but I just don't think it's necessary.

    i dont think a nerf is necessary, hope and MfT take up 2 perk slots, thats not a small price for more speed, while injured, while in the endgame.

    Overall i dont think Hope or MfT will make a big impact in a long term.

    But i still think that there is a enormous difference between 107% and 110%, just mentally. Seeing survivors run from you, in a straight line and you are not getting closer to them could be a big breaking point for the game and the killer.

    So i think MfT should have some sort of limitation.

  • I love the idea, more customization and more money for the devs (when buying with auric cells), its a win, win.

    It also would make the gameplay around moris a bit more fun, watching the same animation over and over again gets a bit tiring.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457277#Comment_3457277

    I know the strength of 3%, I've complained about it countless times, just that hope is already really big deal and makes then uncatchable as long as they are in tiles so there isn't much difference, and then it only activates on end game which forces survivors to play with 3 perks, the fact no one ever complained about it pretty much tells no one really cared when survivors becoming almost uncatchable in endgame, and so do I.

    I'm not stating hope is not strong, nor MfT is not strong, I'm just telling them hope is already EXTREMELY strong as is, to the point MfT is the redundant at that point of stage, and saying "MfT is only problematic with hope" is plain false because actually MfT alone is ridiculously overpowered and extremely problematic.

    i agree, MfT is also very strong when used alone.

    But my point is that there is a really big difference between being ALMOST as fast as the killer and BEING as fast as the killer.

    I think the thing about hope is that it not comes to use very often and so it was not really on peoples radar. But by adding new haste perks, the devs shine more light on other haste perks. So a lot of people just now realize what an impact hope and other perks like it can have if they come to use. And by adding new stack-able haste perks, hope gets buffed, indirectly.

  • @fulltonon said:

    This seems quite interesting tbh but I don't see the point in making it legion.

    just what i said, better of as new killer

  • @sickdeathfiend said:

    Since nurse, blight etc won't ever be balanced to be playable against in soloq etc, can we please have an option for our character to instant kill themselves on hook or whatever and save some time? thanks.

    Bonus points for a suicide hotkey so we don't have to be hooked to save from bleed out trolls. have a nice day ;)

    what you suggest is just to get rid of the time-outs when disconnecting.

    But i am highly interested, how exactly is nurse and blight less balanced for soloq and how would you balance them?

  • @k3ijus said:

    i feel like for me to individually express every flaw of the legion would be to time consuming ,so ill just break it down the issue with legion then show my rework.I strongly suggest you read my bottom paragraph before looking at these issues & fixes though.

    Issue;Legion while in frenzy is almost promised a injure with deep wound applied,Not only does this take no skill but it also nullifies perks like dead hard and arguably theres no counter to a legion in a frenzy to avoid this

    FIX; Legion in frenzy does not have a knife-But a harpoon type-weapon; Where he has to lose the ability to stab players and must aim to earn it.(just to give some counter)

    Issue:Legions power ultimately becomes either way to overpowered or useless if everyone is soloq or swf, either everyone sticks together which gets a survivor downed without any counter-play or the swf splits up and its impossible for legion to get any value from his only power

    FIX;Legions harpoon gun works differently from his main power. For each harpoon hit gives the legion a power up, up to 5. He cannot hit the same survivor with his harpoon gun two times in a row. Exponentially increases frenzy time

    ISSUE:legion is a mending simulator

    FIX:legions new power doesnt inflict deep wound/any health state until it grows in power when it gets hits with its harpoon

    ISSUE:legion doesnt even chase me!

    FIX:Although it wont directly fix it,Legion will have exponentially decreased speed-Or at least until he grows in power. This forces him to at least aim and try to hit you before he leaves.And if he fails he will have to chase you.

    THE LEGIONS POWER BASICALLY EXPLAINED

    Legion may enter frenzy; During this time he will switch to a harpoon gun and may aim to hit survivors with it;He has 60 seconds before frenzy runs out.When legion hits a survivor with his harpoon this timer resets and he gains 1 soul fragment. He must then collect soul fragments from other survivors and it stops once he receives 5;

    SOUL FRAGMENTS PIECES AND POWER UP THEY GIVE(this can be changed im just giving basics to the rework)

    0:(when power is activated)No speed boost ,no health state for hitting a survivor with harpoon gun,No buffs.

    1- any survivor within terror radius gives killer instinct,frenzy timer resets

    2:Any survivor within terror radius gives killer instinct,Gain haste,frenzy timer resets

    3;Any survuvor within terror radius gives killer instinct,Gain haste,hitting survivor with harpoon guns takes a health state,frenzy timer resets

    4:Any survivor within terror radius gives killer instinct,gain haste, hitting survivor with harpoon gun takes health state, grants undectable,frenzy timer resets

    5:Hitting a survivor with your harpoon gun takes a health state,frenzy timer is tripled.Cannot gain anymore soul fragments(stacks)

    These are just hypotheticals power ups legion could have;could easily be changed,what do you guys think?

    i really like how creative this idea is but this would not be a rework for legion, this would be a whole new killer.

    But i really dont think legion needs a rework, just because a killer takes no skill does not mean he needs a rework. Legion is a killer who is specifically made to keep survivors from grouping up.


    He cant knock down survivors in his frenzy.

    He gets instantly stunned when he misses one attack.

    He cant hit survivors that heve deep wound status.


    Outside of his frenzy, the legion has no chase power. And his frenzy is only strong if all 4 survivors are grouped up in one area. Splitting into two teams already counters him pretty good.

    If he hits 2 survivors with his frenzy, he still can only chase 1 of them afterwards. In this chase time the second survivor is already mended and sitting on the gen again. Because as long as legion is in frenzy, he cant even take an injured survivor down. And because of this you dont even need to heal against legion if you are good at looping. Again, no chase power against injured survivors.


    So hes definitely not to strong, but is he weak?


    In his frenzy, the legion can vault over windows and pallets almost as fast as survivors. Rendering them useless in looping.

    The deep wound takes 12 seconds to mend, thats 12 seconds a survivor cant repair gens.

    In frenzy, the legion can still grab survivors. Using this on vaulting survivors is a valid tactic.

    If the survivors still group up mend while you are in frenzy, you can get a knock down with almost no effort

    The legion forces survivors to heal and mend, winning time for himself to chase down injured survivors as M1 killer. He splits survivors up, so perks like prove they self are rendered useless and forcing survivors to quickly use up their medkits. He scares survivors away from gens, getting great value from perks like hex: ruin or merciless storm.


    With all this in mind i dont think the legion needs a rework. He works as he is intended to do. Working hard against groups of survivors but under performing a bit when they are splitting up (now even riskier because of the self-heal nerfs).


    But i still love your idea of a killer, building up stacks to strengthen his ability. A wild mixture of Deathslinger/Huntress, Nemesis and myers. Maybe you could flesh out this idea a bit and make a new post, suggesting your base kit for a new killer.

    Something like, The ferryman, ripping the souls out of survivors to strengthen his attaks.

  • @k3ijus said:

    For the upcoming patch where survivors will be able to unhook themselves if a killer is proxy camping- these unhooked survivors should indefinitely keep the endurance effect if within killers terror radius. Let me give some examples why.

    EX:1- a huntress is proxy camping basement,you unhook yourself and are presented 2 options;

    1- Try to run out of basement (huntress throw hatchet then m1’s you)

    2- hide (huntress then just rehooks you because endurance runs out)

    Another example;

    Bubba is facecanping you, You unhook yourself and bubba simply waits for endurance to run out so they can unhook.

    Just implemenung a way to stip face camping will just make tunneling much more common as youll eliminate players from the game even faster.At least with endurance killers are forced to take chase and you have a chance of escape.

    so when 2 survivors unhook in the basement and the killer happens to be there (not camping, necessarily), the survivors can lock him in there for the rest of all eternity?

    Or the survivors, after unhooking, just follow the killer and he can no longer hook anybody because they all have infinite endurance?


    Ever thought about how a bubba with insidious counters your idea? or blight with his addon? or wraith? or onryo? or pig? or ghost face?


    And how about, in your first example, just dodging the hatchet? you know? gettin gud?


    You can not build a mechanic around indefinite endurance like this without some way to abuse it. Time based endurance is enough to counter this.


    @k3ijus said:

    @JackOfTrades this endurance effect is only lasting under the impress the killer is face-camping;Which the developers are obviously against as their implementing this feature.And while killers should feel free to tunnel- survivors deserve a chance to retaliate against the unfair playstyle.

    this endurance effect is only lasting under the impress the killer is face-camping;Which the developers are obviously against as their implementing this feature

    not the devs are against face camping, survivors who get face camped are.

    I dont get why so many people are so winy about face camping. Sure, its a boring tactic for killers who are to trash to chase but its a free escape for 3/4 survivors. When you see some one camping just do gens and escape.

    And if YOU get face camped, just hang in there and laugh, laugh about the guy who is to bad to play the game properly.


    Keep calm and Live, Laugh, Report.

  • @k3ijus said:

    With the implementation of secondary items, i have came up with the idea of voodoo dolls

    As a killer main- the power of killers is undeniably strong and in some cases have no arguable counter, Which is why ive come up with the grasp of voodoo dolls.

    Voodoo dolls are secondary items that are only activated once survivors are within range of a boon totem. If a survivor is inside boon totems range- Any hit with a special attack is null- and the voodoo doll is consumed with a animation

    I feel like this offers a counter between some killers that are really overpowered with their abilitys and special attacks, And they can actively stop survivors from even using voodoo dolls by making sure dull totems arent blessed… so fair counterplay for them

    Overall this was just a function i think could be added to make more diverse plays in my opinion.

    NOTES

    -a voodoo doll that blocks a special attack completely takes the hit, so does not take ANY health state from survivor

    -voodoo doll upon used does not grant speed burst as you would normally get when a killer hits you,

    -voodoo doll wont activate until within a booms range

    -I dont know how survivors should obtain voodoo dolls- But i like the generic idea that they could craft them throughout the trial or use builds to summon them.

    i think this is a good concept but it would need a few tweaks here and there.

    I think a special boon totem for this voodoo doll would be more balanced. Some thing like this:

    Boon: Voodoo Doll

    When you cleanse a hex totem this perk activates.

    Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a boon totem.

    • If you or an other survivor cleanses a totem you/they get a token (only 1 token/survivor max)
    • If you have a token and stand in the radius of the boon totem you get Endurance, if you get hit your token is consumed

    If 4 tokens get consumed in the boons radius, it gets destroyed. And this perk deactivates.

    Only one Totem can be blessed by your Boon Perks at a time and all of their effects are active on the same Boon Totem.


    I think this looks balanced.

    @DaddyMyers_Mori said:

    Damn this so broken...

    @Raconteurminator said:

    Even if there's no speed burst, it's still a free health state, which is the real issue.

    What do you guys think?

  • @Hernancito said:

    Good day, i am writing you this message to share my comments about playing as a killer on Dead By Daylight Game, I need to add, DEVS and people that appears on live transmissions when an update is going to be announced (Owners I asume) are playing 100% as a survivor and thats why they have not detected all killer´s issues.

    As you may know, people stoped to play as a killer due to all improvements were made during all past updates only for survivors, and I BET FOR SURE that the intention of DEVS and OWNERS of this game is to ridicule all movies killers by allowing survivors escape 100% of the time and to allow survivors performs dancing butt movement as a bulling with no any punishment on every game party , but, let me number all injustice movements below that needs to be reviewed on next updates on case DEVS and Owners wants to improve this game: (survivor´s techniques)

    1. Pallets are located in strategic locations to allow survivors complete at least 4 gens on the first chase, i need to say, at least 4 GENS are completed by chasing the first survivor due to all time they are running in circles inside a pallet area. Some times, all gens are completed on the first chase.
    2. TODAY (And this is NOT ACCEPTABLE) survivors are having the ability to carry flashbangs and other items at the same time! - Killers are not able to carry any survivor and DEVS are pushing in purpose to force all killers to use as a default perk LIGHTBORN. NOT ACEPTABLE.
    3. HATCH all time appears 1 meter of all survivors. (What else i could add). This is happening 100% of the time.
    4. IMPOSSIBLE to win a match when all GENS are completed, ITS NOT ACCEPTABLE all doors could be powered by a specific % that allow survivors to keep doors with .5 sec left to be opened. I think the correct way that doors needs to be programed it´s by loosing all progression after a survivor stops to power doors. NOT ACEPTABLE and this allows users to win all matches 100% of the time, even when a killer is having a survivor hooked then its 100% sure that survivor will win the match due to killer will not protect that objective agains 3 OTHER SURVIVORS. NOT ACCEPTABLE.
    5. Body protection, Please just remember, 4 against 1. NOT ACCEPTABLE and killer will not win a match 100% sure when all gens are completed.
    6. NOED visible 100% of the time, another example of Dev´s Sourvivor´s Help. (Another clear example of injustice, in fact, when this ability was announced (On live transmission) a girl who said this update started to laugh by performing a bulling sensation to all killers players.
    7. 100% of the time, all survivors needs to receive more than 2 hits, with this it´s 100% sure that GEN RUSH is going to be allowed.
    8. Survivors with RUNNING PERKS. Incredible!

    And, the most important new update to be announced and the update that will RUIN this game: SURVIVORS WILL BE ALLOWED TO UNHOOK THEIRSELVES if killer is doing "CAMPING". I need to say, was a very SAD INJUSTICE when DBD DEVS punished "CAMPING" but that is the ONLY technique that killer is having to stop GEN RUSH, actually, survivors are having a LOT OF TECHNIQUES (Gen Rush, Pallets, Now 2 ITEMS, Body Blocking, PERKS that allow them to receive a lot of hits, Power Doors at any %, Windows, TEAM ASSISTANCE, ETC.) Killer is only having ONE technique that helps to stop GEN RUSH and to make all survivors works as a team.

    I am looking with the future ability the whole game will be RUINED because now all players will stop to play as a team and when a survivor unhook theirselves then they will have the ability to receive 3 HITS in order to be downed, this will allow to improve in a maximum all GEN RUSH and to include the MAXIMUM INJUSTICE ALL TIME in to this game. I remember then this update was announced and the announcer said "we are thinking on all new survivors" , i am looking DEVS are only "thinking" on survivors because they LIKE TO PLAY as a survivor but... THEY ARE NOT THINKING AS A NEW KILLER!

    As i said, THE ONLY TECHNIQUE all killers are having to stop GEN RUSH and to make all survivors works as a teams is called CAMPING, but as i said, survivors wants so stops works as a team and to only complete GENS and run away with no any difficult.

    Please keep this post as a prophecy, all game will be ruined if "CAMPING" is "REMOVED" , in fact : CAMPING SHOULD NEVER HAVE BEEN PUNISHED due to this is the only tech for Killers.

    I hope one day survivors will be affected on points by doing Gen Rush, by running around pallets, by doing body protections, by powering doors in certain %, by moving their BUTTS at the end of every game in order to perform bulling to another players.

    Best Regards.

    PS. Please stop ridicule all movie killers. Please name a movie in where some one show a butt to a killer.


    bro... ,chill

    I am a killer main too and i have no issue with any of these points. In fact i will go point by point through your comment.

    1. get gud, dont get looped
    2. ???????? look away ?????????
    3. found 4/10 hatches before the survivor, found 3/10 survivors before they found hatch (you are faster and can look at more map/second)
    4. literally did this twice in the last 24 hours (from 0k to 4k while gates are powered), but just try to dont get down to 0 gens if you cant play that phase????
    5. Walk around the body blocker, they are slower than you
    6. sorry that your "i-am-to-trash-to-hit-a-survivor-twice"-totem is badly placed, but ever tried to protect it??? ever tried hex: undying??? or punishing with hex: pentimento???? (or just play a killer that can one-hit)
    7. just hit them 3 times???? i have tried it myself, it works! (btw almost only happens if you tunnel, sooooo... your fault?????)
    8. they just can sprint ones every minute or so, just catch them faster


    For me your entire post just sounds like a guy who is to trash to down survivors in a chase (which is ok and no one would blame you for this). And because of that you face camp and tunnel (this is the part were you get cringe) but then get mad when survivors do gens instead of trying to unhook and then use anti-tunnel perks and flashlights/firecracker to counter you, blasting your tunneling ass through the high silver gates of heaven.


    The game as it is now is a bit killer sided in my opinion.

    Dont blame the game if you are just to bad to 4k but cant accept that.

  • @THE_Crazy_Hyena said:

    Since the healing nerfs went live, it is hard seeing anyone running Circle of Healing or med kits for that matter. What was even the point of making self-healing with medkits 35% slower than having someone else heal you. I think the efficiency nerfs were enough.

    It had a huge and negative impact on solo players especially, if you could not find anyone who could heal you, you'd be a massive liability to the rest of the players on the team, due to how slow self-healing is (in fairness, Self-care should be reverted to 50%, now that Circle of Healing does not work on self healing anymore)

    With Sloppy Butcher being an over-used perk at the moment, healing others, or yourself takes so long, when you are not bringing We'll make it. And self-healing against Sloppy is just a waste of time in its current state.

    Also, with a self-healing efficiency penalty now being in place on medkits, I think it would be good to lower or remove the penalty on Botany Knowledge. No one runs this perk nowadays. Hell, ever since the efficiency penalty got added, I have not seen a SINGLE person run this perk. That was one year ago. In its current form, it is just a waste of a slot.

    I think healing is in a good state right now.

    I myself as a killer main can not really speak from a survivor stand point but for me it seems pretty balanced.

    Healing before was wild, 4 survivors sitting alone in the corner and healing them self within 5 seconds and this only with one medkit. Survivor side is a team game and if your mates not want to heal you, they are just trash. And if you loose because of this its not fair and not your fault but just bad luck.

    Survivors that dont try to play as team should not get to escape. Thats just a fact.

  • @Mandy said:

    Thanks for the suggestions here, we do have a few changes for the EMP's in particular ready for an upcoming hotfix. We'll be looking at reducing the EMP crates themselves to 4 per map, the generation time increased to 100s (currently 90s), and Survivors will also be slowed whilst charging an EMP by 10% as well as increasing the EMP charge time itself to 2.5s from the current 2s.

    Duration of the pod disabling from an EMP will also be decreased down to 45s. There's also some score changes as we noticed Devious points were a little on the low side.

    How do those sound?

    i think the increased charge time is unnecessary but the rest is strong.

    I would suggestion to make it so if all survivors hold a EMP that the crates should stop to produce and start to regress. This way the EMPs need to be used more tactically and survivors are motivated to use them faster.

  • @Science_Guy said:

    I'm not sure I understand the purpose behind the speed penalty while charging the EMP. I guess it comes down to a basic question: Are you or aren't you expected to use them during a chase? If so, then what's the point of trying to deny overdrive if you're just going to get hit regardless because of how much slower you're moving? If not, then why be able to move at all?

    you are not supposed to use them in a chase. Thats why you get a warning when Singularity aims at you through his cams but not when he aims with his arm.

    You are supposed to use it the deactivate the cams or to get rid of the slipstream when not in a chase.

  • My personal problem with Made for This is that it is just to versatile and has no drawback at all. It is good against every killer and only gets stronger with different maps. There is no reason to not take it. It makes already strong loops, unplayable for killers. Obstacles that are already almost impossible to work around as a killer get unbeatable for real. And this all just because the survivor is injured. They suffer no drawback at all and can even clear gens faster indirectly because they can get faster from gen to gen.

    And this is only talking about the Haste it gives, not even mentioning the fact you become invincible for 10 seconds when healing some one.


    My idea for a rework for Made for This:

    Activates when injured.

    -haste of 5% (maybe even 7%)

    -10 seconds of endurance after healing another survivor

    -Made for This causes exhaustion and can not activate when exhausted


    With those changes you get a permanent haste when injured but got the drawback of not being able to use exhaustion perks like lithe or sprint burst


    Exhaustion changes:

    this also ties nicely into this topic but maybe is a little controversial.

    But i think you should not get haste from anything if you are exhausted. Why can you run 7% faster with hope or break out when you are exhausted but not run 3% faster with made for this? It just makes no sense. Either all of them work when exhausted or non of them.

    Just an example: If you run Made for This and hope and get unhooked with guardian, you are faster than every killer for 8 seconds (movement speed of 117%) and can still use sprint burst or lithe after this.

    This is just dumb.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457133#Comment_3457133

    Hope was never been a problem despite being 7% which is extremely big, why do you think it will be problematic when adding MfT?

    110% movement speed is ridiculous yes, but so is 107%, "it's only problematic with hope" is plain false because in that situation game is basically over and doesn't really have impact in outcome, and people played almost a game with just 3 perks.

    True problem with this perk is having haste in half of the basically every chase no matter what, 2% or 1% doesn't fix that problem even though it could be weaker.

    those 3 percent add more than you think.

    Yes, Made for this becomes a problem with hope because with 110% you are faster than 25% of the killers. You can literally just run in a straight line from the killer and get away with it.

    If you think the game is over if all gens are repaired, you really have no idea how the game works. When the exit gates are powered begins the most intense part of the game. The survivors only have two options to go and the killer knows them both. Its the most claustrophobic the survivors can get. And perks like hope are a big power up for survivors in this stage.

    And if hope then gets combined with MfT, the killer just becomes laughable in this part of the game. Combined withe the boost you get when you get hit, the killer becomes no longer a threat in the endgame.

    In my opinion, such a big speed boost as hope should not be stackable with other speed boosts.

  • @YOURFRIEND said:

    Won't someone think of the ten thousand Weskers?

    millions wear the sunglasses.

    #freewesker

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379555/thoughts-on-trapper-from-a-p33-trapper-main

    There is a part of me that wants to see Basekit Buff to traps, in which the traps hide from a distance when placed. And that survivors need to walk and move closer to reveal the trap up-close. And maybe the Tar bottle addons can be buffed so that it takes longer, a second or two for survivors to reveal the trap. Just so that Survivors don't always call out traps with maps and they need to personally see the killer deploying them or even risk getting close to a trap location to find it and disarm.

    Another buff change to make Trapper bit stronger is give him a limited time movement speed increase for everytime a Trapper successful catches a Survivor in a trap. He could used the speed to either make it toward the trap Survivor location faster or while in chase and make quick play to catch the Survivor off guard in movement speed increase and get a possible hit/down on them.

    That and fix that nasty Disarm bug that SWFs can abuse; the one in which a Survivors can do the Disarming process and not finished the complete action, yet if the position themselves right, a teammate can walk through the trap while they are Disarming and get away without being caught. It like... Survivors are literally dropping a coat on a puddle for their fellow survivor buddy so they do not get wet, expect in this case; they can avoid be caught all together. Make it so survivors need to commit to disarm the trap and the other Survivors cannot walk through it; or make it impossible to go through the trap when another survivor is disarming and you get caught while.they are disarming it.

    Also I like your spawning traps in center treatment. It is a nice quality of life improvement.

    great idea, but i think that traps are not visible from a far just should be the new tar addon.


    @mca240 said:

    Trapper main here as well. I would go even further. I feel Trapper should just spawn in with all traps in hand. I also feel iri stone in some form should be basekit.

    spawning with all traps is a good idea but not the best way to change this i think.

    A better change in my opinion would be to have all the traps across the map activated from the beginning and then trapper is able to pick up and carry as many traps as he wants. This would give him a stronger start into the game.


    @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457115#Comment_3457115

    That would be too strong in my opinion, if anything thou... I do feel that maybe... Injured Survivors getting trapped by the traps and not getting any punish for it is bad, in my opinion. A healthy Survivors Falling for a trap gets injured, yes; but injured survivors don't get mended or even go down, like that honing stone effect which automatically puts survivors into the dying state regardless of the states.

    If they could Buff traps to inflicted some sort of penalty to injured Survivors, it would make them more mindful of stepping into traps in the first place and stay healthy. I would lean towards applying a mending status effect just to make it difficult to heal, but that it for a trap buff.

    Yes, that injured survivors are not punished by stepping into traps is so frustrating. And hear are some changes i would like to have for this scenario:

    1. Just downing injured survivors if they get out of it.
    2. Decreasing the chances for a injured survivor to escape the trap.
    3. The injured survivor gets 5% hindered until healed.
    4. The Trapper gets 5% haste when a injured survivor steps into a trap.

    I think all of these would be a great thing for his base kit.

  • @k3ijus said:

    playing trapper is extremely strategic and i love how he can quickly turn the games around- but this rarely ever gets me a 2K let alone a 4k with how weak he is. So id like to allow 3 buffs to him.

    1-Start with all traps; Its completely annoying having to chase and replace all the traps around the map while im trying to actively play with the survivors, its like i have to sacrifice 2 gens(4 at worst) To set up my traps. And by then its gg.Starting with all traps would be just way more efficient and wouldnt make me waste so much time.

    2-Make escaping traps 5%;At first i wanted the ability to even escape traps to be gone but i realized it would make soloq heavily harder, so im suggesting this so that survivors are more incentivized to try to save their teammates from traps rather than relying on a 1/5 chance which i find incredibly broken.

    3-Add haste when a survivor is in a bear trap; I cant count hoe many times a survivor is caught in my bear trap yet im halfway across the map,its like i played excellently but get no reward. If i had haste i would have a chance to catch up,and this haste could be gone if i hit a survivor.

    I also think the Trapper really needs some love. He is the face of DbD after all.

    And i think you are on to something here.


    1-Start with all traps; Its completely annoying having to chase and replace all the traps around the map while im trying to actively play with the survivors, its like i have to sacrifice 2 gens(4 at worst) To set up my traps. And by then its gg.Starting with all traps would be just way more efficient and wouldnt make me waste so much time.

    YES, YES, YES, he is THE TRAPPER, why does he not start with all the traps? There is even an addon for this but i think this should go into his base kit asap. Every killer with consumables starts with them, except for the trapper who starts with 2 traps. Its just laughable that you need to put on a addon to carry ONE more trap.

    But in my opinion a better way to make him stronger in this point would be to have all the randomly placed traps on the map activated from the beginning. This would give him an, a bit stronger, start into the game.


    2-Make escaping traps 5%;At first i wanted the ability to even escape traps to be gone but i realized it would make soloq heavily harder, so im suggesting this so that survivors are more incentivized to try to save their teammates from traps rather than relying on a 1/5 chance which i find incredibly broken.

    This would be very much to strong. I think 20% is a good chance. No matter if you get to the trapped survivor or not, he is injured. And this is already a big thing. With your changes, stepping in a trap would be a down, 100% of the time. But hitting a survivor across the map already puts you into a bit better position. Even improving with addons for mangled, hemorrhage or deep wound.


    3-Add haste when a survivor is in a bear trap; I cant count hoe many times a survivor is caught in my bear trap yet im halfway across the map,its like i played excellently but get no reward. If i had haste i would have a chance to catch up,and this haste could be gone if i hit a survivor.

    This is a really good idea, i never thought of something like this. I think a 5% haste when a survivor steps in a trap would be a good way to buff the Trapper. That it ends on a hit is also a grate idea.

    But i think to balance it they should make it so that you only get the haste when you are not in a chase. This way you are more tended to finish a chase instead of breaking it. And if the survivor steps into a trap while in a chase with you, you wont need the haste anyway.

  • If you dont want to read the whole post you can just jump to the section were a answered your comment.


    @Havocus :

    @Havocus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456205#Comment_3456205

    I've yet to play a skull merchant that "want's to play fairly". I know they exist, but it is a tiny, tiny population. Other killers can't hold a 3 gen even remotely as well as SM can. You actually have a chance vs a knight, doctor, artist--as they do not have drones capable of watching all 3 gens for them, that also give them haste/stealth/exhaustion/exposure. You have zero chance against a skull merchant unless your team happened to be prepared and are in comms with brand new parts etc to bust the 3 gen.


    Other killers can't hold a 3 gen even remotely as well as SM can. You actually have a chance vs a knight, doctor, artist--as they do not have drones capable of watching all 3 gens for them, that also give them haste/stealth/exhaustion/exposure.

    i just want to tell you that this statement is just wrong. I myself as killer main played 3-gen for a bit (not proud of it and there is no excuse for this) and with the build i used, every killer can hold a 3-gen.

    Call of Brine - Overcharge - Merciless Storm - Jolt/Eruption

    With this build and by just patrolling the gens and not committing to chases, every killer can hold a 3-gen without breaking a sweat. So 3-genning is not a Skull Merchant problem its a mentality problem. If a killer wants to 3-gen, they can, no matter what killer they can or want to play. (and yes, SM is the "best" for this, but not by much)

    Either they change something in general about how gens work in late game or it will be a problem forever. Just reworking Skull Merchant wont get rid of this.


    But the problem is not just with the killers but the survivors too (not every one of course). In the current toolbox meta, many killers feel like they have no chance outside of 3-genning. If 4 gens pop within the first 1-minute-chase, you have to understand that this is really frustrating for a killer. And if this happens 3 or 4 times in a row, you have to think of a way to work around this. And 3-genning is the easiest solution for this.

    So gen-rushing and 3-genning are just two sides of the same coin, you cant have one and then expect to get rid of the other one.


    @Havocus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457111#Comment_3457111

    Yes I've faced a 3 gen Wesker, once, at the peak of eruption gameplay (and when I say 3 gen in this context I mean the full sweat lords that go into the game with the intent to hold a 3 gen for an hour and a half if they have to). You know how many 3 gen skull merchants I've faced? All of them. Literally every single one. There is a fundamental flaw with the killer that you can pretend isn't there all you like. And to reference what I've already commented: You actually have a chance vs a knight, doctor, artist--as they do not have drones capable of watching all 3 gens for them, that also give them haste/stealth/exhaustion/exposure.

    "Issue got way better for survivors with how much CoB build got nerfed. Skull merchant is nowhere near as good as she was at 3-gen. She is holding 3-gen using passive regression, but those perks got nerfed hard. They are trash." Blatantly false. They were just so strong you now think they're trash. In what world is 100% + regression trash, when you can just set up a drone to watch the gen regress for you? OH someone tried to get rid of the drone, let me drop this chase and head back real quick to reapply the regression and drone. Oh look at that they got exposed and I'm faster, well I guess I'll down them rq because all of the pallets in this area have been used--or they're a good survivor so I'll just return to my gens and watch.

    Yes I've faced a 3 gen Wesker, once, at the peak of eruption gameplay (and when I say 3 gen in this context I mean the full sweat lords that go into the game with the intent to hold a 3 gen for an hour and a half if they have to).

    Btw, it is highly possible that this wesker was me, so sorry for that if this was the case.


    @Havocus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456525#Comment_3456525

    Oh I'm dead serious, when something is so broken it requires fixing rather than excuses.

    Cant fix something if you take it out as soon as there is a problem with it. You need a lot of player data to re-balance a killer.


    @DaddyMyers_Mori :

    @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456215#Comment_3456215

    I play mainly skull merchant since last month and I prefer playing totem builds with her.

    But you are wrong if you think noone has equal or better 3-gen. There are many killers I can hold 3-gen with and most survivors won't break it.

    Issue got way better for survivors with how much CoB build got nerfed. Skull merchant is nowhere near as good as she was at 3-gen. She is holding 3-gen using passive regression, but those perks got nerfed hard. They are trash.

    Her changes made her 3-gen worse (for her) while buffing her overall chase potencial, which is good.

    What killer can I hold 3-gen with to win most of my games?

    Wraith, Hag, Legion, Demogorgon, Blight, Nurse, Artist, Knight, Wesker

    Currently best killer for 3-gen is Wesker. (you can't play him right now, but otherwise)

    When you use Iridescent Uroboros Vial to waste spray on start and just focus on using your power on survivors while defending gens, they will run out of Spray sooner or later, then everyone is slow and you can insta down them.

    Skull merchant is better only on some maps, not overall. Midwitch and The Game are kinda end for survivors, unless it's some really good squad. Thing she doesn't have high lethality, she is similar to Legion in this aspect.

    It is possible to break her 3-gen. It used to be near impossible, but that was nerfed. If you had 1 hour long game, then it simply means you didn't even try to break her 3-gen and were hiding in corner of the map, which I consider another issue.

    3-gen is more of a map issue, Saloon and RPD can be defended with most killers.

    But then you have maps like Groaning Storehouse where are two gens impossible to defend for most killers.

    That's just overall map design.

    Issue got way better for survivors with how much CoB build got nerfed. Skull merchant is nowhere near as good as she was at 3-gen. She is holding 3-gen using passive regression, but those perks got nerfed hard. They are trash.

    This is just wrong. regression perks were not nerfed from balanced into thrash, they were nerfed from op to balanced. CoB is still a good perk for regression and also for in-tell. And overcharge, too.


    It is possible to break her 3-gen. It used to be near impossible, but that was nerfed.

    In my opinion a 3-gen is not breakable for casual survivors. If a killer is intending on a 3-gen from the beginning there is no way to work around it. 3-gen is only breakable if the killer is highly incompetent or the survivors are experts in the game.

    In a match were the killer and the survivors a on the approximately same skill level, there is no "breaking out of a 3-gen".


     If you had 1 hour long game, then it simply means you didn't even try to break her 3-gen and were hiding in corner of the map, which I consider another issue.

    If you dont want to die and also want to repair the gen, what else can you do except sitting on the gen and hide as soon as the killer comes near you, repeating until they get you/until the gen is repaired? For real, tell me what a survivor is supposed to do in your opinion to speed this up and escape?

    In a lot of answers, people like you always say that it s possible to break a 3-gen but no one ever writes HOW to do it.

    (I am a killer main, never playing survivor and have for real no idea how this should work)


    @tubalcane :

    @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379440/bhvr-what-exactly-is-it-about-skull-merchant-holding-a-3-gen-for-an-hour-that-you-think-is-ok

    You put yourself in that position. Stop trying to make the game easier for survivors all the time when you make mistakes.

    Wahhhh camping: Go do gens.

    Wahhhh tunneling: Learn to evade.

    Wahhhh 3-gen: Don't leave the last 3 gens close to each other.

    Wahhhh 3-gen: Don't leave the last 3 gens close to each other.

    Same as i said previously, if a killer is intended on 3-genning from the beginning, this does not work. If a killer WANTS to 3-gen, he can and will do it.

    (but you first 2 points a true)

    i also think survivor mains complain a bit to much. Some killers are just extremely weak and this since there release (myers, Freddy, Trapper, Pyramid Head, clown). And none of them got changed a lot. Just recently seen with the planned pyramid head buff. While survivors get a new anti-(insert problem)-mechanic/perk almost every season.


    @YOURFRIEND :

    @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456169#Comment_3456169

    There is no "3 gen problem". The problem is skull merchant being able to camp and hold one from the very beginning. Not every killer can do that, and none of them can do it like she can.

    Nothing in this comment is true, not one single point, bro. Activate your second braincell for just one second, please. You would do every one a big favor. The way you wrote your comment, you never got 3-genned for real in you entire life.

1 2 3