Avatar

Chaogod

Chaogod

About

Username
Chaogod
Joined
Visits
202
Last Active

Comments

  • @UnicornMedal said:

    I feel like Killer Klowns did a good job with it. They made it so when you die, you spectate and play mini games to feed the remaining Survivors items that they can use. Some were very helpful while others were not.

    The only issue there being that you were forced to spectate because of the revival mechanic instead of filtering back into the queue so a significant chunk of players would just DC instead.

    That requires BHVR to put fourth effort

  • @ForumPikmin said:

    People have been begging for literal YEARS for BHVR to take a break from releasing new chapters to fix-up the game's foundation, but BHVR seems insistent on not doing it for whatever reason.

    So now every update we get to deal with stuff life this 💀

    We got to stop spending money and playing it.

    Personally I am done with the game till they decide they respect their players beyond being cash cows to farm because they know if they put in "Thing I like!" They will just print money and all is forgiven.

  • If your losing to Ghostface you really need to go back to square one because that is a major skill issue

  • This is completely overblown. He's really really bad compared to the other killers.

  • Bumping this because months later I still have this issue.

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/0PSLDLA8TOJV/dbd-designpreview-sm-banner-1920x1080.png

    [Reposting the Design Preview here to help centralize feedback and discussion]

    Click here for Português Brasileiro, 简体中文, Français, 日本語, and Español.

    Today, we want to dig into a topic that we know many of you have been yearning to know more about: our vision for the future of The Skull Merchant! 

    REEVALUATING THE SKULL MERCHANT

    We know that Skull Merchant is a divisive Killer who, regardless of her performance in a Trial, carries a lot of history and strong feelings among players. 

    Many players feel she’s not fun to play against and her kit is exceedingly complex. This scares away potential Killers from trying her and makes it difficult for Survivors to consider counterplay without dedicated research. 

    As we look to reworking Skull Merchant, our aim is to: 

    1. Strike a balance between being fun to play as and against 
    2. Preserve the intel focus of her kit, while making it intuitive to understand for both sides 
    3. Move away from a passive power with limited player interactions and embrace a more active playstyle, while ensuring her power is compensated in interesting ways 

    Those last two points may be particularly difficult to hear for long-time Skull Merchant mains, but we feel it’s important to be clear about our intentions here. While the future we envision for Skull Merchant is quite different from her previous iterations, we feel this rework brings some exciting new tools of torment to the table! 

    DRONES 2.0

    Skull Merchant can deploy a Stealth Drone (she carries a total of 5), which scans its immediate vicinity and provides intel back to her. After a short activation period, the Drone gives off subtle audio and visual indications of the area being scanned, revealing any Survivors on the Radar who are caught by its two rotating detection zones. 

     Importantly, we’ve slowed their rotation speed slightly and toned down the visual intensity of these zones, removing the large scan lines to replace them with something more subtle. Namely, you'll see the direction of each detection zone as they rotate, but the detection zone itself is invisible. This gives Survivors an impression of the space that’s being actively scanned but requires them to proceed cautiously. 

    https://us.v-cdn.net/6030815/uploads/C6VWTQBQ1BTU/image-aaf071f6c3346-22ec.png

    While we know they had their supporters, the original scan lines were visually loud and often clashed with the rest of the game’s look and feel. The intent here is to strike a balance between giving Survivors just enough info to assess the threat (a subtle, rotating field of detection) without that threat overwhelming the space and feeling incongruous to Dead by Daylight’s visual identity. 

    DRONE CONTROL

    Once a Stealth Drone has been active for a short period, Skull Merchant can choose to take control of Drones from a distance. During this time, she becomes Undetectable, as her controlled Drone becomes the primary threat. These Stealth Drones move slightly faster than her base movement speed and consume a new resource – Power, unique to each Drone – while being controlled. 

    Power is consumed slowly as the controlled Drone idles and slightly more is consumed while moving. Skull Merchant is also able to use a burst of this Power to activate Drone Propulsion. This charged power sends the Drone flying forward at high speed, relative to how long it was charged. 

    https://us.v-cdn.net/6030815/uploads/IMXNYNDDTZL2/sm-kd-articleasset.gif

    Put simply: Stealth Drone go brr 

    Hitting a Survivor with Drone Propulsion causes them to lose a health state. If you hit a Survivor or collide with an object during this action, the Drone will be destroyed and return control to Skull Merchant. 

    With these new Stealth Drones, we want to give players something that feels familiar (using drones to gather intel) but also opens the door for unique skill expression opportunities (re-positioning Drones and Propulsion skill shots). Using technology to hunt her prey is core to Skull Merchant’s identity and so it’s important that we stay true to that! 

    We have opted to remove many of the background effects – Hindered, Haste, Lock On, Claw Trap – that were previously tied to these Drones, though. Rather than doing a little bit of everything with her Drones under layers of complexity, we want their use cases to be clear to Killers and Survivors alike, on the fly. Basically, if they’re static, they’re likely scanning for Survivors. If they’re moving, they’re a collision hazard. 

    DRONE HACKING

    Like Drones themselves, Drone Hacking returns with a greater degree of risk and reward. Like before, Drones can be disabled by Survivors by inputting a series of button presses while close. If a Drone is disabled, Skull Merchant’s aura is revealed to that Survivor, providing useful intel. If the Hack is failed, they are revealed by Killer Instinct and are prevented from attempting another hack for a short period. 

    The intention here is to introduce a greater degree of tension to hacking, while offering a clear way for Survivors to interact with Skull Merchant’s kit in a meaningful way. The intel reward is greater than before, but the risk of being revealed is more impactful. With intel at the center of this tension on both sides, we hope it makes this interaction easily digestible by players. 

    RED LIGHT, GREEN LIGHT

    In addition to her Drones, Skull Merchant has another power that ties into her Radar. While the name is currently TBD, let’s refer to it as a Global Detection Power. Once this power is charged and activated, a global warning plays for all Survivors. For a short period afterwards, any Survivor who actively sprints is revealed on her Radar. Of course, crouching, standing still, and hiding in lockers all prevent detection. Added to the intel provided by Stealth Drones around the map, this should help ensure Killers are easily able to keep tabs on Survivors’ movements. 

    In line with our rationale above, we want Survivors to have a clear understanding of what’s happening when they face Skull Merchant. Where the overlapping timers and status effects of Skull Merchant’s previous kit often obscured what the expected result of an encounter might be, structuring this power around a well-known game – red light, green light – provides a clear and readable threat, a clear benefit for the Killer, and a clear path for Survivors to try and overcome it. 

    TENTATIVE RELEASE

    We are currently evaluating a timeline for Skull Merchant’s rework but do envision it being quite far out as our primary focus is on driving quality-of-life updates. Once we have a timeline to share, we will be sure to keep you informed via future Design Preview updates. 

    Phew – that was a lot! How do you feel about this rework? We want to hear from you! Jump into our survey and share your thoughts right here: 

    https://forums.bhvr.com/home/leaving?allowTrusted=1&target=https%3A%2F%2Fwww.surveymonkey.com%2Fr%2FDPSM_DF_MAR%3Fvalue%3D%255Bvalue_value%255D

    See you in The Fog!

    The Dead by Daylight Team

    So will you be giving out refunds for the character? Since she's no longer remotely the same character I purchased? Like you took the thing I spent money on and made it something completely different so I'd like my money back.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872802#Comment_3872802

    What about the screenshots would possibly give you that impression?

    All four players have their names hidden? Really?

  • I feel like this is a flase flag situation. Looking at the screenshots it looks like this was done in a custom game. This is not as easy as it looks to acomplish and if it DOES happen then that means yall messed up and were all at the same place.

  • I also been having issues with disconnecting. It happens really really frequently. Would be nice to play the game without a major issue giving it problems.

  • I think WoO should be a perk that is only available to you as a new player for the first few weeks, after that it should be removed from the perk list. You should be forced to learn the game at some point instead of using that is just short of an arrow of telling you exactly where to go in a chase. Thats why I dont get the appeal of it. At that point watch someone else play the game. You are taking away nearly half the thought process out.

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/436513/what-is-the-appeal-of-woo

    Ok and where is the enjoyment using aura perks to find survivors for you? Why cant you find them yourself? same conscept.

    Actually I rarely use aura perks as killer.

  • The reason why there is so much slugging is because the more Survivors that are hooked the faster the gens go. They are punishing Killers for playing well and rewarding survivors playing bad. So the only way around this is to slug.

  • @mecca said:

    Easy solution is to allow survivors to have quick recovery and basekit unbreakable. But, this is DBD where survivors are not supposed to not have anything. Apparently BHVR still hasn't figured out how to make survivor fun and interactive.

    What do you mean? Right now this mode is a borderline free win for survivors.

  • I really hate this mindset of "Punish the killers for playing well" the devs have.

  • The game is EXTREMELY survivor favored right now. There is so many safety nets and the game is is really really forgiving for making mistakes as survivor. It's not that hard to escape even in solo queue. Might be best to look at what you are doing wrong than people saying its the games fault. Which is why I given up playing survivor, theres no challenge anymore, the game practically just hands you a win.

  • @CursedPerson said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787714#Comment_3787714

    I like how you avoided saying sitting on the ground for 4 minutes isnt fun

    No it's not. I think that should be obvious. Neither is being on the hook. Funny thing is that your friends can find you either way.

    If slugging or tunneling is toxic then body blocking in any situation should be as well and should honestly be considered exploitation of game mechanics.

  • Losing is never fun in a video game.

    Being 0-13 in LoL or DOTA is not fun.

    Being on the losing team in a shooter isn't fun.

    Losing matches in street fightert isn't fun.

    Slugging is part of the game and is fine to make use of to win the game. People hate it because it's part of losing and the nature of the game.

    Body blocking isn't Toxic and playing all meta perks isnt toxic. The community shames people for slugging and tunneling because they don't know how to deal with it, play around it or simply not good at the game. Do you ever see people at higher levels complain?

  • @caipt said:

    only thing better would be a map

    Its unfortunate but maybe its something that can be added one day. The Castle being there is good enough for me.

  • Survivor is incredibly easy to play. Is this one of the only video games that you play? I can get why you struggle if so but like… DbD isnt hard lol

  • Like they said during the live stream like 5 times. They need to iterate on it. They cant wave a wand and make it feature complete. They made it very clear the first time around was temporary and that it was mostly to test the waters.

  • I can't help but feel that "testing" is less of your concern and more so of the fact that people get to play the content sooner than you is the main problem.

  • "Now please for the love of god stop spamming us about Fnaf every chapter"

  • Running at full speed isn't stealthy I hate to break it to you homie lmao

  • TBH that mark is very likely part of the deal that Wizards set with them. But Vecna is absurdly powerful and is a literal god who really at his peak could rival the entity.

    Dracula is very powerful but I don't think he would need a mark. He tends to lose to the Belmont's who more often than naught are humans in peak physical condition with a magic whip. So it's not difficult to take him down and his spell kit isn't as wide as Vecnas.

  • They become instantly useless as soon as you move the item. Balance should not be based around how lazy players are. But then again survivors never want to do anything that involves any kind of counter play.

  • @baharuto48 said:

    The devs need to create an easily accessible game for new killer players/ revenue streams.

    This is dumb. Survivors make up the most of the playerbase and spend the most money on the game.

  • @reallyrellish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761089#Comment_3761089

    If you're using his power correctly you don't really need the larger radius as you can just drop the guard at their feet. And he's also not likely to get a hit against a good survivor, he's 4.1 m/s and if the survivor knows how to abuse his pathing he'll never get a hit. And during the time he's hunting you're just an m1. So even if you do waste 20 of their time you're significantly weaker for 30 seconds.

    Even then it takes forever for your gaurd to actually activate and do anything. So by the time even your assassin is up they are already on the otherside of the map. And thats spawing them on top of survivors too.

  • Hes really really bad. None of these changes did anything to help him at all. His dudes are still completely worthless. They take too long to activate, their pathing is awful and never land a hit.

  • Singularity still feels really good and I believe you just need to push a button to auto track but more people hated it.

    Knight is still one of the worst killers in the game. Having several at one time was the only thing making him playable with his brain dead AI knights. Waste of dev time.

  • @sizzlingmario4 said:

    That’s not what the killswitch is for, however, I agree Springwood needs changes.

    Given the bug with Trickster that they havent killswitched yet they may as well use it for other things since they dont use it at all

  • @VomitMommy said:

    Yeah, there is no way this would end well.

    BHVR is not really known for their great balancing. Quite the opposite.

    It would be far easier for them to balance that than a bunch of perks and addons.

  • Its very easy to counter and make it completely useless by moving an item to a corner. That barely takes any of your time to do.

  • @jezebelthenun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747517#Comment_3747517

    Not arguing because I'm genuinely curious if that's been explicitly stated somewhere. I've honestly thought wiggle should be eliminated for a long time regardless of hook respawns, just because it serves no purpose in the game on a fundamental level. A killer would rather slug than carry someone to the basement/indefinitely. I don't see those things ever actually happening anyway, so wiggle is useless either way. More than anything it's just something for a surv to do while they're on the way to die so it's not empty time.

    If you played the game at all beyond 5 matches its pretty clear how often you are supposed to wiggle off.

  • @RedPoncho12 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748188#Comment_3748188

    it’s not that I don’t mind doing it but I’d rather not have my teammates get shafted by it constantly because they don’t know what it is. With the amount of game knowledge you need for this game… it does need a set back for the betterment of solos.

    That's how it is though with ANY team game. Your gonna have people who lack that understanding or just bad. That's just how it is.

  • @RedPoncho12 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747844#Comment_3747844

    which would be a nerf and would be a fine nerf. I don’t think the build needs to get nerfed to the ground but something does have to change. People think because it takes two perk slots doesn’t mean it isn’t too strong (again, mostly against randoms). Just because it has counter play doesn’t mean it isn’t still strong. Yea, I’d say either show the survivor the item when you’re within range and knock it down a few meters. OR perhaps they would make it where the killer can only see you if they are also within range of the item

    Bro really be like "I know there's counter play that makes it completely useless but that requires I do something that's not the norm so it still should be nerfed". Just say you don't want to have to do any counter play.

  • Then learn to improve.

    I don't want to be mean and say skill issue but that's part of what it is. Record your games and see what you are doing wrong in chase. Your complaints are assuming that you did everything perfectly and made 0 mistakes. You don't see high MMR players complain about this for a reason.

  • Literally skill issue. Counter play exists and perks that counter it exist. Once again survivors absolutely refuse to do anything requiring any level of counter play.

  • @jezebelthenun said:

    If this is the change, we may as well get rid of the wiggle mechanic, honestly. It's already almost useless.

    The point of it is so that the killer can't carry you indefinitely or to the basement everytime. What it's not is a 2nd chance mechanic. You are not meant to consistently wiggle out but only in those two circumstances..

  • No and this comes from a complete misunderstanding of why this change is happening. Y'all wanted changes to combat slugging and that's exactly what this change is for. It's not a buff or a nerf for anyone. Let's cover this real fast.

    The fall off mechanic exists so that the killer can't carry you to basement Everytime. You are not intended to seriously be able to escape from being picked up on a regular basis. People seem to be confused about that.

    If you are knocked down and there's no hooks nearby then you are gonna get slugged. Which every survivor absolutely hates. So the alternative is you either are hooked or you lay on the ground until someone gets you or bleed out.

    All hooks respawning will do is just make it so that you don't get slugged and the game can move a little faster. This is no way remotely equivalent to pallets being able to respawn.

    EDIT: To clarify it will not end slugging but you have one less circumstance where it makes total sense to do so

  • I like the threads that are "I dont like change" and then proceed to provide no argument or evidence to their reasoning.

  • @feechima said:

    Hopefully this experiment has resulted in them deciding not to implement a perk that does this. Saves the killer so much time. Negates flashlight saves, pallet stuns, and wiggle. Nullifies breakout and boil over. Sabo is completely useless. No one ability removes so many survivor options. In my opinion this was not very well thought out. And the trade off is a pallet killers just respect until it's dropped and completely useless or a real one that can be broken instantly with an invitation.

    It absolutely does not negate saves. I can assure you even with mashing it I had people blind or stun me plenty of times. You might be missing the chance to do so.

    Either way complaining about an events mechanics is ultimately (I am guilty too) pointless. It's temporary and not worth investing time into adjusting it. If you hate it then the normal game is still there.

  • @CountOfTheFog said:

    I swear these perks on both sides are just getting to be too much.

    My only fear of this game ever dying is it being oversaturated and collapsing under the weight of all the perks.

    Cote mentioned in an interview recently they can't test all combos before release as there are so many perks.

    And they are just going to keep adding 3 per character.

    We need a quality of life update and skip a chapter or two even.

    Honestly I think making Chaos Shuffle the main way and only way outside of other events to play the game might be one way around that. Then balance doesn't matter because it's all whatever. I have a feeling the class thing they are introducing with the new 2v8 mode might be a way for them to test the waters on getting rid of perks for survivors at the very least.

    Id say just do classes for survivors (runner, saver, healer, fixer, etc) then for killers just bake their perks into their main kits or expand on their abilities. Just make their perks work with their general game plan or do a similar approach with them as well.

    As far as gen rushing, the above would solve the problem for the most part if classes are limited to one or there is no fixer. Cuz ultimately I think to really solve the gen rush vs gen slow down is to purge the game of it, rework the affiliated perks and that's it. Might have to scale up kicks and repair speed to accommodate. But perks for both sides just permotes really boring gameplay.

  • Survivors have the best perks in the game, Gens have never been faster and continue to get faster, and you have safety nets on safety nets constantly forgiving you for mistakes. Slugging is a punishment for making mistakes because odds are yall are too close to each other so the killer slugs you. Why do people expect killers to follow a specific flow chart? I am gonna slug you if theres others around, otherwise in most situations slugging is putting you at a disadvantage. It's a skill issue. Stop constantly creating sitatuions where its best for them to slug you.

    Stop running around in front of the killer when hes trying to pick someone up or when they are about to down someone.

    Stop unhooking RIGHT IN FRONT OF THE KILLER.

    STAY hidden if ur gonna go for a save.

    Seriously survivors want to be able to not think and make plays with 0 consequences.

  • @Peanits said:

    Sorry to hear you aren't enjoying the event so far. Is there something in particular that people are doing that is ruining it for you?

    Gens are incredibly fast. Now that all the good gen regression perks are dead. Very frequently I see myself at two gens on the first hook which is insane and its not that long. If you are not playing Blight or Nurse then you may as well concede. It also doesn't help auto heaven (the one where its split between two sides) is in rotation and that is almost an auto win (pun intended) for survivors.

  • Slugging is 90% the result of a survivor playing bad.

    If there's several people who are running around and making their presence extremely obvious then you are going to get slugged till it's safe to picked up.

    If you ran to a side of the map with no hooks, you are going to get slugged.

    Slugging is a punishment for being in a bad position or getting into a bad position. Also, it's no different than being on the hook since either situation you can't play the game. Except with hooks your closer to dying, which there's no real incentive to slug you over just hooking you.

    There has to be consequences for you playing bad. To say otherwise is to assume you played PERFECTLY and made 0 mistakes.

  • @cccharles1126 said:

    Wouldn’t tunneling be the most effective countermeasure against the overall fast rate of repair speed and the nerfs of multiple slowdown perks? In that case wouldn’t killers also want to “play the game” by adopting this boring game strategy rather than getting T-bagging and flashlight flicking simulator at the exit gate 8-10 minutes into the game?

    Survivors want killers to have 0 means to play the game. You take out tunneling then it's nerf camping more. Then it moves on to nerf how fast they die on hooks and etc. It's just gonna move the nerf goal post.

    Honestly, the best solution is to set up a VS AI option where people can MM versus an AI killer because that's how people want killers to play. The game is never gonna be seen as fair for either side really and that's how it is with any game.

    Whats stupid is the focus is that every tool killers have is "toxic" and bad for the game. But anything survivors do like teabagging, body blocking, hook blocking, flash light saves when picking someone up or pallet saves. Is seen as a normal part of the game or totally fine. People seperate these things in their mind as intended and not intented. When both are the mechanics and tools for both sides to legit use to try and win.

    Tunneling is currently the only way for killers to deal with problematic surivors who do things like constantly wait for a save of some sort or with the up coming patch… using a tool box. It's also a punishment for playing the game bad. I rarely tunnel people unless it's one of those situations but like a lot of the time people get "tunneled" is because they do really really stupid stuff.

    Ill see someone who has a hook state left go in for hook saves or body blocks or any save for that matter. Or any situation that would intentionally put them at risk instead of doing gens and staying hidden. Like if there's two people I know about in the area and one has a hook state left to die and the other doesn't then it's pretty clear who I am gonna try to kill.

    Sure tunneling can't be completely avoided but like slugging a lot of the times people have that issue is because they make mistakes or dumb plays.

  • Man D&D being added to the game really broke peoples brains.

  • I think what people forget is that it takes up a valuable resource which is a perk slot. While I do 100% feel it's a crutch perk and hate it as a killer. I think it's fine as it is. The trade off is that you don't get to use that a slot for something much more valuable. Someone who knows the game well isn't gonna need it which is why it's a crutch / training wheels perk.

    So I think it's fine. If you need that guidance on where to go to loop to loop then go for it. But it's always better to just learn the maps or ar least take note of where pallets are in the current map you are on.

    The game has A LOT of safety nets in place. It doesn't need to make a perk that plays part of the game for you as a baseline power. It's so popular because a lot of the player base for the game is very very casual. DbD is likely the only game they play or one of the very few they do play. So most just don't have those skills that others who sink hours into the game or other games.

    It's like modern controls in SF6 in the sense that it lets you completely skip a part of learning the game which in that case is execution and the motions. But the trade off is damage in some situations and you straight up lose some moves.

    WoO let's you skip learning how to connect loops and memorizing where the pallets are or can be in favor of trading a perk slot that can be used for something much better.

  • @AggressiveFTW said:

    I don't know much about Dracula at all, what could his power be?

    There's two things that he almost ALWAYS has in every game he appears.

    Fireballs and turning into his monstrous form.

    Fireball is THE signature spell in D&D so I am shocked they didn't include it with Vecna but possible they didn't want it to overlap with Dracula as they will give it to him. He might be another projectile based killer, with the possibility of being able to set it off as fire pillars or something. If I had to bet it's probably something to do with fireball.

    Or he could possibly teleport around with his power.

    And I am hoping they fit his final form by having him transform when the generators are all fixed. Or maybe a loop centered around transforming into it and out.

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728105#Comment_3728105

    Definitive, I feel like we'll definitely be getting Simon or Alucard then. Maybe even a Soma legendary? Think abouuuuut it.

    Hopefully Netflix throws BHVR a bone with some new content, it'd be neat to get the show Dracula with different voice lines alongside the OG Vamp.

    Judging from the recent other collabs with CV. My guess would be that

    Survivor is likely Maria Renard. A Belmont or Alucard might be a stretch in de powering them because any one of them would be stronger than any survivor. But possibly wrong.

    Dracula's main appearance would definitely be SoTNs version. Legendary skin could be something like from CoD or DXC / PoR.

    Chase music might be Nothing to Lose or Outta time or if god does exist and loves us then it's bloody tears.

    And since Matt gave such a strong reaction about a map for CV makes me feel like we might get either a "reskin" of a map to suit CV, a surprise new map, or maps incorporating the castle in the background or something. Maybe even somehow part of his power kit.

    Other collabs stuck with SoTN and Rondo of Blood stuff. Maria is a skin in Rising V so that's why I think she is a survivor. She's also not nearly as strong as the others (though she's no slouch).

‹ 1 2 3