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meant to get in on this discussion sooner but honestly even if all of this has been said a million times it's worth reiterating so the devs have as many data points on feedback as possible:
- As long as Myers has no set turn radius on his dash this is a net positive. I don't see why it's necessary to so harshly limit his stalk range; a lot of this rework feels very clearly geared around sanding down the most frustrating elements of him to both play as and against, and it largely nails it, but the 32m stalk range feels like an overadjustment. Survivors being encouraged to stay aware of their surroundings even at significant distances is not a negative incentive or something that takes overly long for new players to adjust to, and even just doubling that to 64m would remove most zero-visibility, overbearing stalk spots while giving him a generally much more usable ability. I do think that this rework calls the current balance state of ghostface into question, since it draws on a lot of his design, too, but that's moot for this thread.
- I don't think antislugging or any of the other killer changes are necessarily bad. I do think that there will be some other necessary adjustments to further reward killers for keeping up momentum and give them that momentum off of hooking survivors, but it's a good start on achieving a healthier, more enjoyable version of the game. It'd be neat to see another knockout rework (since people don't seem to use its current version)/a new perk to force survivors to stay in place for a brief period, maybe 30 seconds after being downed, just to give killers the chance to safely opt for what used to be relatively low-risk short term slugging plays in a way that trades off a perk slot.
- The changes to hook states are largely in the same boat as the last bullet, with one key issue: Removing the ability of (most) killers to know exactly when an unhook takes place is an extremely unhealthy incentive that does not stand to hamper the gameplay of higher tier killers while heavily incentivizing worse killers/killer players to proxy camp much harder than before to get the trade. While the basekit bbq seems intended to offset this, it isn't a reasonable expectation that it would manage that for killers in tougher matches or against competent teams, when a killer with minimal mobility following that info would have to be choosing to traverse most of the map to start a chase far away from an important objective instead of sticking closer to this critical objective where survivors are guaranteed to send someone out or lose a member. You might cite the mechanical changes for early survivor deaths in response to this, but this is a change that should only exist to help offset difficult games for teams and make them possible, not totally secure them if a killer makes the mistake of… Killing someone. This, in combination with the way these changes work as a disincentive to take hook trades or riskier hooks at all, is a recipe for countless low-mid mmr matches where uncoordinated teammates lose someone within the first few hooks and the game snowballs out of control, or, in the case of more coordinated teams, matches where these weaker killers have a much more strained path towards solid match outcomes as they're missing out on critical game state information and being forced to take significant risks to try to keep up momentum should they choose not to proxy camp. Keeping this change on the high tier killers that already received tweaked versions of this mechanic would be fine, as it would help prevent these strong killers from tunneling people out of the game regardless of these incentives, but knowing when unhooks take place on a weaker killer is, counterintuitively, a really important tool for allowing them to play farther away from hooks and keep matches more exciting.
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I agree with a lot of the sentiment being expressed here— that this could potentially be very fun to play against with some tweaking, that there are good ideas at play— and, most importantly, that this really doesn't feel even remotely like a Skull Merchant rework.
If the goal was to make her simpler in function and counterplay, then this is several steps in the wrong direction. Expecting unfamiliar players to deal with multiple different skillshots and their respective windups and a more specific condition behind the global detection power is a lot, especially when players complained so much about her conceptually much simpler previous iteration. Speaking of that global detection power, I don't see what this is supposed to change. This is still an ability that offers extremely near to nothing to people playing at any skill level past complete beginner. The only real utility it'd have would still be getting vision on survivors mid-chase to avoid being tricked by unique pathing on tall loops/tiles. The real kicker is that all this change does is make it slightly harder for fresh installs to figure out how it works, because unless a big flashing prompt tells you that you need to crouch, it isn't going to be super intuitive to someone new to the game or the matchup that that's the specific thing they need to do.
As for the scan lines… Why? Why reintroduce something that was initially being removed because it was supposedly too visually noisy and clashing? And why do that after every other gameplay change made to the character has made them pointless? I don't think anybody is under the impression that the old scanlines were genuinely impactful information gathering tools, nor is having them back going to change the matchup. This is another instance of something that only affects extremely new players being treated as if it's a consistent factor of her gameplay. It almost feels like it's supposed to be a consolation prize for the fact that her previously pitched ability to down remotely is being removed, which is a massive blow to the core map control, macro-centric core of the character and to the high skill bracket viability of a high setup, zero mobility killer.
I think the best way to summarize the flaws with this pitch are by explaining what this character would actually be able to do:
With the zero risk, obvious reward, and minimal time/opportunity cost of hacking drones, it's almost never the wrong thing to be doing on survivor, so unattended drones are pointless. With a limited range on the drones themselves, how you approach chases would depend a lot on the balancing of the drones, ranging at her strongest to a Twins sort of arrangement where you regularly throw them out to snag injuries on survivors, to a more Artist-like style at their weakest, where drones that are unreliable for direct attacks would be best set up ahead of time and used on cornered or caught-off-guard survivors. From there, you're at best a short-range Deathslinger that can secure the down with a quick projectile, or at worst more of a Xenomorph sort of deal where your power is more about prediction and zoning than a reliable ability to land shots within its range. With one of your two powers being completely reliant on the other to do anything, it would rarely be worth committing to chases with non-claw trapped survivors, and conversely, it usually wouldn't be worth using drones on survivors you don't intend to chase. With strong drones, this and the ability of survivors to remove unattended claw traps would be a major annoyance, enforcing a specific order of operations on her chases and with it, monotonous gameplay. With weak drones, this would be a death sentence for this killer, regularly forcing her players into their own lose-lose of taking the extra time to set up a drone hit or chasing as a powerless M1 killer.Any reasonably powerful combination of these elements would end up playing out somewhat like Clown— a killer with minimal map pressure made up for with strong chase potential. Attaching this kind of playstyle, one where a single survivor is rapidly honed in on with a broad and complicated set of tools and mechanics, to a killer with the Skull Merchant's current reputation would be a massive mistake and would heavily exacerbate the issues the community has with her. Any suggestion I could make towards improving this would be along the lines of shifting away from the chase-focused direction proposed here and back to something with its own macro play, and would be another drop in the bucket of Skull Merchant fan tears hoping that we don't lose one of the game's only trap killers to this rework. I still 100% believe that no changes made to SM can cleanse her of the way a vocal minority of players see her, and that trying to cater to people that hated her before is only going to leave everyone disappointed.
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@lettuchia said:
No. Killers should be encouraged to use their power, stealth killer gameplay is faceroll enough as it is
I feel like "stealth killers are faceroll" is a great example of the general phenomenon where survivor mains don't understand what parts of playing a killer are and aren't skillful play and vice versa. People that don't play both roles end up with some wild misconceptions about how the game actually works that drive a lot of really pointless arguments, and this is how we end up with a million dash killers and second chance perks, because every time a killer or survivor didn't do something right in front of their face it's "unfair."
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@DNet89 said:
A new Killer perk that is reverse Vigil. Survivors affected by New perk recover from Status Effects 20% slower. 40 seconds of exhaustion would take 50 seconds. Sloppy butcher would be 112.5 Mindbreaker would be 6.25 Deliverance would be 75.
It would either be map wide, and effect from a basic attack or Scourge hook, or when your in the killers terror radius.
I really like this, more utility-based perk synergy is always nice.
@OrangeBear said:
Maybe make it a septic touch rework?
Finally giving septic touch an actual use would be perfect; I think this would be the best bet.
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Seconding this, BHVR sorely needs to invest more in their servers. The community deserves better!
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@OsabaSama said:
First of all, I apologize for making English sentences using Google Translate because I can't speak English. I'm sorry.
I am a Japanese Skull Merchant main and I am very against this rework. There are three reasons why I am against it.
First, the Skull Merchant has been fine-tuned and has become quite unique. If the early Skull Merchant, which specialized in defense, is called "SM1," then the next era with stealth lasers and two scan lines is called "SM2," and the Skull Merchant with one scan line and the removal of the stealth laser due to nerf is called "SM2.5." Even in this SM2.5, BHVR made adjustments to make the slap with the scan line easier to handle. (In particular, the update that allowed you to see the laser aura was great.) This SM2.5 tests your ability to see the map from a bird's-eye view, and if you improve, you will have fun playing the survivors in the palm of your hand.This is a fun that you can't experience with other killers. You shouldn't throw away this big personality.
Secondly, there are already a lot of killers that require you to aim and press a button, such as rushing or projectiles. There are too many similar killers, although the degree and feel of the killer are different. Hatchet, chainsaw dash, dream snare, poison bottle, vomit, jump, harpoon, punishment, knife, tentacle, crow, purple rice cake, tail, chucky, strange grenade, fire pillar, dog... Are you going to add more? I don't understand. I don't like these killers, so I prefer to use Skull Merchant, a passive killer.If the Trapper is planned to be a killer who throws traps at survivors' heads instead of setting them in future reworks, and Hug is planned to be a killer who launches traps like a hadouken, then I would have to agree with the Skull Merchant rework as well.
Third. Survivors who hate the Skull Merchant will hate the Skull Merchant no matter what you do. You can see it by looking at the replies on Twitter. They don't say anything about the rework information, they don't think about it, they just shout "Delete the Skull Merchant! We don't need the Skull Merchant!" They don't hate the Skull Merchant's abilities, they hate it "because it's the Skull Merchant." Even if the Skull Merchant's abilities are nerfed or reworked, it won't change the fact that they hate it for no reason. There's no point in being conscious of the fun of being a survivor.
Finally, we propose some adjustments to the Skull Merchant. The Skull Merchant has a special gauge that can be consumed to strengthen the drone.Survivors being pursued by the Skull Merchant cannot avoid the reinforced drone line by crouching, standing, vaulting over pallets and windows. This adjustment allows the Skull Merchant to gain an advantage in the chase without having excessive defensive power, and also requires ingenuity in drone positioning. Survivors will be required to make full use of position changes, like in a chase with an Artist.I also think that killers should be made by fine-tuning the percentages of slow and quick effects. You can see this by looking at the current state of Doctor, who has been steadily strengthened rather than reworked. Fine-tuning is a simple but important method.
I think the character design itself after the rework looks rather fun. However, I think it's inappropriate as a rework of the Skull Merchant. I think it's very exciting as a killer that requires ranged control that will be added in the future.
Sorry for the long and clumsy post. I hope you will reconsider your decision to rework.
Well put and seconded. Time and time again, Skull Merchant players have made it clear that the most important aspects of her kit are a.) the more involved and strategic mechanics in using her drones, and b.) the more macro-oriented playstyle that comes from that gameplay. The community neither needs nor wants every single killer to be a micro-heavy experience, some people just have more fun with the management and planning side of the role, and removing one of the best examples of this experience in favor of a killer that "fits in" with the rest of the roster won't satisfy Skull Merchant players or the survivors that propagate her old reputation. So much of what people disliked about her wasn't an issue with the character herself, it was just a refusal to engage with something that people had already made up their mind about no matter how it was changed. In the rare few instances where I still see Skull Merchant in games in her soft-killswitched state, people still almost always give up on first hook. I get that it's a tricky situation to deal with as developers, but I feel like at some point they'll have to accept that as silly as it may be, most of the people saying "just delete her" really do mean it.
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Throwing my stance on this out there as a huge fan of the skerchant iteration we had before the soft killswitch. I've been extremely onboard with a lot of BHVR's recent balancing changes and reworks, but this one really misses the mark. There are a lot of problems:
Most importantly is that I really just don't believe that there's any balance iteration of these drones that strikes a middle ground both sides can actually enjoy. The core thing a lot of survivors complained about with our last real iteration was that the drones felt like "free hits" on a lot of loops that they expected to be safer against what was primarily an m1 killer. Whether or not you think this was the case, I don't see this power being possible to implement in a way that provides actual consistent use while avoiding that issue. Major restrictions that do things like prevent drones from acting as traps/hazards on loops will obliterate their utility and anything that fails to restrict that utility will just make survivor mains write off this rework as more of the same. I don't particularly like the direction of pov skillshot killer either, but besides my personal preferences on it, it seems like a really inherently unhealthy direction to try to take a killer that is still ultimately based around area control. Setting that core issue aside for a second, the common "twins 3.0" criticism has some real merit here. If some major balancing point does end up preventing the obvious drone placement of "set on loop, wait for free hit or 50/50," then it sounds like the only major point of differentiation here is that there are some additional downsides to offset the fact that you'll more or less have half a dozen victors ready to scurry around the map. Even if that does end up balanced instead of becoming a second Dracula v. Spirit situation, I just don't understand why that's supposed to be a positive outcome for a killer that used to have her own identity. Scanlines and radar are a watered down version of killer instinct for standing near an inactive twin, disarming drones is a slightly different version of kicking victor, and dodging a small player-controlled hazard that charges a leap/dash is… the obvious parallel.
Second, every part of the Global Detection Power concept feels half-baked. What is this supposed to accomplish outside of the two-week span where people are still jumping in and learning what she does now in reasonable MMRs? This is just going to be a button that prevents survivors from pathing uniquely in specific situations, but forcing them to take the safest and most obvious route because you can see them— and they know full well ahead of time that you're going to see them— is already what good survivors do in the overwhelming majority of cases anyway. Banking on survivors regularly failing to stop holding shift after hearing the audio cue specifically set to tell them not to hold shift is at the same level of nonsensical as considering failing drone disarms to be a reasonable and consistent part of her gameplay.
Finally, I think the proposed changes to how drone scanlines are displayed are really indicative of just how little familiarity with skerchant, her previous issues, and her reputation is at play in this rework. I have never aired on the side of hating this killer (having only played as and against the pre-killswitch nerfs), but it doesn't take me any time at all to recognize what a bad idea that is. So much of skerchant's history has been marked with basic misunderstandings about how her kit works and how she interacts with the game at large, even on the side of killers advocating for her as meta-defining before the gen kick changes. The last thing she needs is the removal of one of the few clearly communicated elements of her kit if you're trying to repair this reputation.
tl;dr: I see no upsides to this new direction for Skull Merchant. Removing her current identity for the sake of a rework that still differentiates her from others killers would be one thing, but this is the worst of all worlds. Every major issue with her old kit is still here, with the new problem stapled on top that this would make her extremely similar to an existing, relatively unpopular killer. Behavior was not cooking with this one. -
@Dwight_Fairfield said:
With the latest update, if you manage to run out of stalk and are still losing then that's a skill issue. No offense. I have played him constantly since his buffs and have never once come close to running out of stalk.
I agree that they should add something extra to tier 3. Preferably faster pallet breaking to go with the mega lunge and fast vault speed.
I don't think the sentiment is that having a hard stalk cap makes him specifically underpowered, it's more that it's an unnecessary limitation to a killer that already doesn't bring a lot to the table compared to most other more modern killers. All it stands to do is introduce edge case situations that disadvantage him when they do come up (survivors with remaining stalk hiding to stall out chases against survivors with no stalk left in the late game) without adding much to gameplay on either side, since survivors can only guess at how much stalk they have left.
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Seems like everybody is becoming really disillusioned with BHVR as a whole at this point. If this were an isolated incident then we as a community would have a lot more reason to just wait patiently and see if/how this gets resolved, since large businesses are complicated and it's not the most unreasonable thing in the world for them to take a while on putting out an official stance/solution on this. But this is one of a long line of decisions really testing the good will of their playerbase and now everybody is questioning whether their money is well spent here… I'm kinda worried that the studio/game as a whole will go under if they can't start cleaning up their act, since even really dedicated fanbases won't keep taking excuses forever.
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I don't think survivors disabling TVs is quite as much of a downside as people say. If you're paying attention to your TV spawns to watch which ones are turning off and what direction that's happening in, you can often cut off survivors in the early game before they can return the tape and clear their condemned, giving you an easy avenue to lock in 3 stacks on first hook. In the late game, when survivors have several stacks locked in and are less likely to risk turning off every TV they see, seeing a specific TV turn off across the map still gives you an idea of which direction they'll be headed, since the TV assigned to return a tape to is usually pretty static. That whole aspect of her power is free info. If you're getting too caught up in long chases off gens to notice the state of your TVs, it's pretty easy to get put in a rough spot, which definitely makes her more reliant on keeping momentum than other killers, but that's just the tradeoff she gets. When you're winning effective chases and pressuring survivors you're putting them at significantly more risk than most other killers can manage because basically everything you do pressures that side objective.
It's also worth pointing out that Sadako without any active TVs on the map isn't a hatchetless Huntress. You're still a stealth killer (completely invisible outside of your relatively small lullaby) with the ability to force a lot of early pallet drops through demanifest and mindgame loops that are typically very safe. You're not left with absolutely nothing when a survivor takes a few minutes to run around the map turning every single TV off, even assuming that you choose to ignore them and play the 1v3 for that time.
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I'm in Oregon and I only get matched in west coast servers in at best one out of every ten or more games. I don't know what's been going on with the servers recently but for the past six months or so this kind of thing has been a super consistent problem, it almost seems like the matchmaking algorithm is tuned to ditch every other factor for getting into a match besides how quickly it can match you, and that results in regularly getting matches where everybody has 100+ ping. It's extremely frustrating and I hope they change it soon; it's the sole reason I haven't been playing as often lately.
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I would probably care less about tedious challenge types if they at least paid out significantly more. It'd feel more fair to get a big chunk of iri shards or something out of completing a challenge that requires waiting several games for very specific conditions.
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@fixblitzskin said:
I played almost nothing except myers for like a month after the buff and I never ran out of stalk. I ran out of stalk before the buffs but right know the amount of stalk points survivors have and the stalking from far away buffs make playing him way better. My problem is that they didn’t do anything to make him stronger during tier 3. I hope they come back to him somewhere this year. Maybe add regenerating stalk points or something
I agree on both counts. Just giving tier 3 a little inbuilt pallet kick speed would make a noticeable difference for him, I think. As for stalking regen, I'd suggest making it so that survivors regen on a curve where the longer you go without stalking one, the quicker they regen. That would play nicely with the pacing of his matches and make spreading hook states slightly more reliable for him.
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@CruelLimits1982 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858276#Comment_3858276
Which regions are you referring to? Im curious
As for regions that need their own servers but don't have them to my understanding, I'm aware of south africa and the middle east, but there are probably many more given the current state of BHVR servers. For regions that seem to be facing issues with server capacity, I've lived in several major areas of the united states where matches during busy hours will regularly be sent off to distant servers where everyone has several hundred ping, seemingly because the US servers don't have enough capacity to support the playerbase. No doubt this is also harming the experience of people in the servers being used for overflow.
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100% agree that it seems like public opinion alone is causing BHVR to dumpster killers that are doing more or less fine balance-wise and only see complaints due to either relatively low play rate (and the lack of survivor familiarity with their mechanics that that causes) or a history of less well-liked balance states. A good 90% of the alleged issues with skull merchant prior to her being soft-killswitched were things that she either didn't actually do or used to do in previous iterations while still being cited as if they're current issues with her design. As for Chucky, it seems like all that really went into it is personal preference. Some people just don't like and aren't used to playing against him, and that was all it took for some reason. I may not personally like playing against every killer but balancing off of that kind of feedback and hook suicides is setting a really bad precedent and encouraging poor sportsmanship from survivors while just making the issue worse.
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@SoGo said:
I dislike the fact that they move every time I try to M1 them, so I'll just miss and stand there awkwardly.
The hitboxes for them feel strangely small. You have to press your face against them as killer to actually destroy them with an m1.
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Behaviour really needs to step up their game with dedicated servers in general. There are several regions highly deserving of their own servers that either don't currently have them or had them shut down at some point, and even in many areas that do have dedicated servers, matchmaking will still place people on separate servers they have 100-200+ ping to just because they don't seem to want to spend the money to support their playerbase with enough server capacity and coverage.
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These are some really solid ideas that I would love to see added to the game. I feel like a lot of the issue with hexes at the moment, besides the general inconsistency from the quirks of their spawning, is that they're balanced around the killers that can defend them really easily instead of the general capabilities of killers as a whole, and these changes could stand to balance that out a bit. I have a few minor suggestions to throw into this:
- New spawns should be able to rekindle destroyed totems when there are none left, just to guarantee that even in extreme edge-cases where killers run a full build of hex perks that spawn multiple totems, they can all activate properly. Forcing survivors to deal with totems multiple times over in some games would be balanced out by the fact that in any match where every totem is destroyed, survivors already know where every totem is.
- Totem spawns should have more consistent rules for generation and standardized locations. It shouldn't be possible to roll every totem into slots on one side of the map, and those slots should be consistent in how concealed they are, since improving the early-game longevity of totems won't be super impactful if they can still get dropped out into the open on some maps. This also stands to benefit the consistency of boon perks.
- I have an alternate rework suggestion for thrill of the hunt: Making it work kind of like undying could be interesting, where it spawns its own hexed totem when any other hex is activated but is active as long as you have any hex totem up, if you make it a perk that lowers cleansing/blessing speed on all totems for each hex perk that gets cleansed or blessed away, only counting each perk's totems once (so perks like plaything would only count as one token after all four totems are cleansed). Setting that at something like 16% per token could be a fun dynamic for hex builds, where the totems being cleansed earlier on aren't protected, but as the game goes on it gets increasingly riskier to cleanse what few hex perks the killer might have, so the tension of trying to defend/cleanse one last hex perk could be felt by both sides.
- Finally, I know this is an old one, but giving killers the ability to see which perks are tied to which hexed totems would be a massive QoL improvement. It'd also do a lot to make hex builds feel more interesting for survivors, since killers having their decision making influenced by the location of specific hex perks would give survivors more info on potential locations for totems they haven't found and the value of totems that are being defended.
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This game has been in need of some more robust volume controls for a while for sure. I'd also like to see a slider for in-game chase music.
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I think this is a really solid suggestion, but I want to throw a middle ground out there: Gens should still track number of regression events and give the 4-kick warning at the halfway mark, (maybe even moved to a 6-kick warning, with the hard cutoff remaining at 8) but cap out at that point until one gen needs to be completed. Killers shouldn't be prevented from taking extra time to counter pressure on specific gens in the early game if it can't net them an easy 3-gen, and anything that the extra regression events they get this way in the early to mid game could net them isn't really likely to outweigh survivors properly taking that distraction to pressure other gens. It'd just give killers a little more macro agency in some edge-case scenarios.
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Pretty solid suggestion I'd say, I really like the idea of a boon totem whose main appeal is making boon builds generally more valuable. Could be a neat way of bringing them closer to viability, especially since that seems to be the basis of bhvr's balancing approach nowadays.
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@brewingtea said:
>Deaf people are essentially playing with 5 stacks of Huntress Lullaby at all times
>You can't "abuse" an accessibility feature that doesn't give you new information.
I like how every time someone suggests a change, we have to spend the entire first page correcting people who chime in without understanding the issue.
I figured my intent in saying "new information" would be pretty clear in that it's information that players are supposed to have access to because it's mechanically necessary. The game already has a method of conveying it, but not everybody can receive it that way, so allowing people access to information they're supposed to have is the topic of discussion here. Hope this helps 👍️
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@MechWarrior3 said:
I dont think this is necessary. They're deaf, not blind. You can see when the skillcheck pops up. Its a interesting idea though. I think people would abuse this though, they already abuse the VTR.
You can't "abuse" an accessibility feature that doesn't give you new information. All it does is exactly its job: makes it easier to read differences in terror radius stages for people that struggle to, cannot, or just prefer to have that information conveyed differently. If you think the only reason to add or maintain accessibility features is for people that "need" them by whatever your arbitrary personal definition of that is, then you don't seem to be in favor of accessibility features in general.
Visual skill check notifier is a fantastic idea and I'm in full agreement with OP on this one. As a suggestion for visual representation, maybe having some kind of "spark" effect in the survivor's head, similar to the current VTR, could work thematically.
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I feel like most of the perk changes are really solid. There's a clear trend towards wanting to make games dynamic and active rather than encouraging passive/slow playstyles, and turning around to give killers more tools to begin and effectively engage in chases after making proxy camping less effective feels like a really fair tradeoff, especially with how many more varied tools survivors are getting to play around killers too.
Most of the killer changes are just really nonsensical, though. Skull Merchant is being turned into Freddy 2, they may as well disable her until the rework if they want to discourage playing her so badly — and it isn't just that the changes are bad, they've actively removed the parts of her kit that were dynamic and interesting and shunted her back towards the unhealthy playstyle that everybody hated. Haste for scans was interesting and incentivized gathering good information from around the map by rewarding you with map mobility that was rarely much of a factor in chase outside of the single stack for using drones to effectively zone, and drone disarming was pivotal in making her drones more of an active tool for forcing plays on loops instead of something that you just plop down on a gen you want to hold and walk away, which is basically its only use now. She was the only m1 killer with a really consistent ability to force survivors into lose-lose scenarios in chase by utilizing good macro and map knowledge and required that survivors play tactically and coordinate. What they're proposing is just a basic m1 killer with a free, very weak info perk.
Billy mains are going to be very disappointed and it's bizarre for him to be the only nerf to an S tier killer we've seen in such a long time when he's barely in that bracket to begin with, especially one that just outright dampens all of the best aspects of his power without making it more directly skillful to use — if anything, better overdrive gave Billy a higher skill ceiling, and this is going to flatten out his play and make it more homogenous. And for the Twins… why? Just generally, who thinks they need an outright nerf? -
Yeah, these nerfs are completely unreasonable and I can't see any other intent behind them than to gut her until a hypothetical future rework that'll likely never see the light of day. This is one of the more clear-cut cases of bhvr balancing primarily by overall kill rate really shafting their balance and leaving a previously alright design high and dry, since all they're really doing is removing both the counterplay to her and the need for that counterplay at all (see: any real utility from her power) for the sake of simplifying her kit and making it accessible to lower skill brackets. There's no way anybody at bhvr is under the impression that this is doing anything but utterly dumpstering her.
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That's a really cool idea for a change, since it synergizes well with other anti-healing perks (coulrophobia for extension, nurses calling for initiating chases to take advantage of it, deathbound for similar reasons) and heavily incentivizes group healing among survivors. Solid rework concept!
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I agree that chests could do with a buff. It seems like for quite a while they've been balanced around the potential permanent item gain being seen as really powerful, but with how much easier it is to get bloodpoints nowadays I feel like that should be less of a concern than making the chests themselves worthwhile in game. You could probably cap chest item rarity at yellow (maybe throw purple keys in there for flavor, too) without them being too overbearing at 5 seconds, since the huge opportunity cost of detouring to a chest to sit there and loudly open it without directly progressing the game for that random addon-less item still wouldn't make them all that powerful.
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I like that a lot, the game has needed a change to move past the last few remnants of luck being a hard-coded mechanic and AFC can often feel really underwhelming as a mechanic. Personally, I don't feel like allowing AFC during collapse would be too overbearing if the perk reverted its bonus AFC buildup and range and had the mechanic work as it normally does. Having a tool to discourage endgame facecamping wouldn't be super impactful, since it would really only come into play in situations where a survivor is being left on the hook without any rescue and the killer remains nearby for a really prolonged period. All it would really do is make killers play a little more predictively and try to get trades out of unhooks in endgame which is already their exact goal.
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I've always wondered the same thing, especially when you can spin it all you want in the shop. My only guess is that it might be an IP holder request for some reason or another, since the only killers you can't rotate in the lobby (at least as far as I remember) are licensed.