NoImportaLaVerdad
NoImportaLaVerdad
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Babysitter might not be related to the bug as I've just encountered the same bug but no one had that perk in the lobby.
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I've also encountered this bug!
The survivor had: Dead Hard, Lithe, Decisive Strike and Windows of Opportunity.
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Why are they removing Ivory and Ebony Moris? Those offerings are fine and a cool way to watch your skin as Killer…
They are also adding the yellow moris basekit… but if they do those changes, the only way to watch the killer moris ingame is to tryhard as hard as you can and slug for the 4k? I don't think thats a good change for the game
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Ebony and Ivory Moris are iconic. Why would you ever remove them for yet another Bloodpoint-related offering? I hope the devs reconsider it and don't change them.
@Skillfulstone said:
This will encourage the Killer even more to slug for the 4k….yipee….
Downs and slugs one Survivor, goes after the other;
If the slug bleeds out before the other Survivor is found then it's a Hatch game and if they get downed there's no hope of wiggling out.
If the other Survivor is found and downed, the Killer simply stands over the Survivor with the most bleedout timer remaining and kills them the moment the other one bleeds out, invalidating Hatch entirely and dragging the game even longer.
At least it's an option I guess so friendly/playful/merciful Killers will still be able to give Hatch (the game really needs wholesome moments to make the rest of the game since 7.5.0 bearable) although I'm surprised that this suggestion (a very popular one that was brought forth mostly during the dreadful Finisher Mori/Basekit Ubreakable PTB) was actually thought about.
However Mori offerings (barring the yellow one of course) should stay and most importantly, perks that grant the ability to Mori shouldn't be touched. We already have so many bp offerings and there's no need to add more to the pile, let the other Mori offerings as they are and let the few perks granting Mori alone, we don't need to do things that will lower perk variety even more than it is (and 7.5.0 arguably started one of the most stale and predictable perk era in years with no sign of changing, in fact it's getting worse every update, the D&D perks will likely change it slightly for a few weeks until all the adepts are done and the hype is gone).
100% Agreed, I'm glad they want to try to reintroduce the finisher mori system, but BHVR doesn't need to touch the other 2 mori offerings at all.
I don't want to feel forced to sweat to watch the amazing moris the devs have created for this game!
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636692#Comment_3636692
her winrate will keep going up and she'll receive harsher nerfs
I really don't think her winrate is from 3/5% haste. That is what makes her more fun to play for sure, but that won't give her high kill rates. Otherwise Clown would be most broken killer in DBD.
There are three issues leading to her kill rate:
- survivors still hate her and give up often
- her stealth is basically noob stomper
- most survivors still don't know how to play against her and get Claw Traps even outside of chase, which should never happen
Indeed, the small difference in Haste isn't what's keeping her winrate high; but against less experience survivors, she has too many weird mechanics that they don't understand and everything adds up. I want to find possible solutions to those, so BHVR doesn't need to nerf her "raw" strengths for higher MMR matches.
- "most survivors still don't know how to play against her and get Claw Traps even outside of chase, which should never happen"
I think this is something that BHVR has also noticed, which is why they are adding the lighter beams when survivors can't be detected in the next patch.
After reading that in the Patch Notes, I kept wondering what other problems less experienced survivors have when going against her and I found 2 possible problems:
- When does she have Haste and how much Haste does she have?
- When can I hide from her after being detected by a drone?
The first one is what I wanted to talk in this thread: "Is there any way to make it clear how much Haste she has so Survivors can understand why they went down against her?"
The second one, which probably only affects low MMR survivors and new players, is something I thought after I saw a streamer trying to hide from her around 8~ seconds after being detected by one of her drones. BHVR could add back the "Eye" on top of survivors when they are detected (from her first PTB):
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@jmwjmw27 said:
Another good discussion killed by the feedback section. RIP.
I agree with this, it is very difficult to know how much haste SM has and when she has it. I don't think we should expect survivors to constantly monitor all three teammate portraits in chase to calculate how much speed she has (factoring in speed from drones you trigger is reasonable). Your eye glow idea is good.
To be honest, the eye glow idea might be a hard idea to implement because she has Cosmetics Options that cover her eyes entirely. But I wanted to kept the example in so it's easier to imagine it!
@VomitMommy said:
It's not really difficult to track it...
You can clearly see whenever you got tagged. You glow red for a while, that's 3% haste.
If someone has claw trap active, it's another stack. In most games, she won't get over 2 stacks, which is 5% speed bonus. If she gets above this, your teammates are bad and you will lose that game.
@MechWarrior3 said:
No, I would say it’s not necessary to display that. I don’t think there’s any issue, either with a killer being able to have haste. Survivors get haste too and there’s no indicator to tell the killer they have it.
The problem is whenever someone else besides you gets tagged, but they don't reach 3 stacks of "Lock On" to receive a Claw Trap. While looping you need to ask yourself: Does she still have 5% Haste, which means I need to predrop this pallet, or is she at 3%, allowing me to make another loop?
And don't misunderstand me, I enjoy playing as her and I don't want to see her nerfed too harshly. But if her counterplay is hard to identify, her winrate will keep going up and she'll receive harsher nerfs.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636240#Comment_3636240
She's hated because she drops a drone while you are looping and you start ramping up "Lock On" stacks.
She is hated for using your power. That is like saying, Tombstone Myer's is not hated because he can instant kill you at tier 3, but because you can ramp up stalking over-time. it is like dude, that is like the ability.
I worded it poorly.
What I mean is that I think people hate Skull Merchants that keep you in a loop (without really trying to hit you) until you get 3 stacks of "Lock On". If BHVR needs to change anything about her, that's what they probably need to look at more so people don't complain as much while keeping her fun to play as.
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@Devil_hit11 said:
you do know when she has haste because your teammate gains a lock-on stack. If they don't get lock-on stack, they have claw trap.
That's true, but I think only a small percent of the playerbase notice the changes in "Lock On" stacks of other Survivors while they are in chase. I've seen several streamers not understand why she's "so fast", which is why I came up with this idea. But you are right, you can accurately guess her Haste if you keep track of the HUD.
@ChaosWam said:
Actually now that I think about it, it'd be the perfect excuse to adjust her movement animations.
Each stack increase could have her hunched over slightly more and more, as if she's more of the prowl the more haste stacks she receives. Both a visual indicator for survivors and more visually appealing for a hunter type killer.
Hindered should also be removed from her kit because I dislike her having both.
That would be SUCH A COOL IDEA! I would love to see this but changes in her animations probably take longer to implement. If BHVR ever does another rework to her, I hope they see this and consider it!
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@HexHuntressThighs said:
Killers dont get any kind of indication that a survivor has haste so I would say no. MFT would have never got nerfed if they just put a little haste trail behind it.
If I had to guess, BHVR doesn't want to add a little Haste trail behind Killers/Survivors because it might ruin the Horror aesthetics of the game (even though the Refined Serum exists, but that's a event addon).
Skull Merchant's Haste grows and decreases in power in ways that are hard to gauge, which is why I think adding a Visual Effect might be good for her kit.
@sizzlingmario4 said:
No, her haste should just be removed completely.
The problem is that her Haste isn't the main reason people hate her power. She's hated because she drops a drone while you are looping and you start ramping up "Lock On" stacks.
If BHVR wants to nerf her, I think a better nerf would be to increase the time Survivors are inmune to her Scan Lasers so you can waste more of her time if she wants to injure you with a Claw Trap. Right now, Survivors are inmune to Scan Lasers for 3 seconds after gaining a "Lock On" stack. I think they could easily double that to 6 seconds IF that's a playstyle that BHVR doesn't want Skull Merchant to overuse.
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@I_CAME said:
She shouldn't get haste at all. The hindered, tracking, and free damage are enough considering none of it requires any effort at all. I've been playing a lot of Skull Merchant over the past few weeks and am just amazed at how easy it is to do well with this killer.
If BHVR has to keep anything, I would prefer for her Haste to stay in her kit. There are already 2 Killers that use Hindered as AntiLoop (Freddy and Clown) so I would prefer if she keeps her "Stealthy, Agile Assassin" vibes.
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@Quizzy said:
It's so ironic. The people I get as teammates still dc or give up the moment they hear her terror radius. I remember the devs said on a discord stream recently that they really try to rework some killers that make ppl dc quickly when talking about sadako's rework. Then ppl in the comments instantly said skull merchant which was funny.
I honestly truly believe they can revert her power back to what it was. The only issue with her original powers was that she was able to hold 3 gens indefinitely with strong gen perks. But now that holding 3 gens forever will be impossible now soon, they can revert her back honestly.
Her old power was even more boring to play against in chase, it was a huge denial zone that couldn't be outplayed in any way and she would get permanent killer instict for as long as you were in it. And if you ever disabled her drone, you would get a Claw Trap that had the effect of the Dissolution perk...
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630442#Comment_3630442
Lack effort??? There’s no effort to show against her. The “counterplay” you suggested is losing distance while SM is still mindlessly walking.
And those other killers you mentioned, at least they all have to aim and have decent timing. SM doesn’t need anything like that.
Removing her from the game is the only solution.
The main problem I see when I play Skull Merchant is that Survivors get detected by my drones even when I'm in chase with someone else far away from them. I think they don't understand that I gain extra Haste per survivor detected, making my chases way easier than they should be.
She can be annoying but, in chase, she is weaker than Clown. I don't know what BHVR can do to fix her, they need to make it clear visually that Survivors can dodge her drones by crouching or standing still. They could also add back the little "Eye" icon on top of the survivors when they are being detected (The one from her PTB)
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@Astel said:
I think the biggest problem with Better than New is that the one who benefits from perk is healed one, not the perk user. I want to see this perk to affect the perk holder.
There are countless perks that can be in much better state like Hex: Ruin and Thanatphobia and etc(too many to say) by number changes, but it takes years for BHVR to buff those perks.
Perks like Hex: Ruin and Thanatophobia are a little harder to buff number wise because they can become problematic if tuned incorrectly. Thanatophobia specifically can go out of hand because it's a perk that's stronger on certain killers (Plague and Legion) while not good enough on everyone else, so the Devs probably need to rework it in the future.
But I agree that it would be interesting if they could buff Hex: Ruin a little bit.
@Mazoobi said:
I agree. A lot of perks would be WAY better if they received a numerical buff which should be easy to do.
I also had a discussion with some perk buff ideas that would make some situational perks significantly better.
https://forums.bhvr.com/dead-by-daylight/discussion/392841/perks-that-could-use-a-buff#latest
In your thread you also add some extra effects (Quick Gambit: The user sees the aura of survivors affected by the perk and vice versa) or remove some negatives (Teamwork: Power of Two AND Teamwork: Collective Stealth: Getting injured no longer deactivates the perk) which might take longer to implement. It's way easier to change numbers than to add or remove effects of a perk.
You have good ideas about some quick number changes that could happen without creating any extra balance problems for the game:
- Lower Cooldown for both of the "Teamwork" perks
- Small increases for Generator perks like "Friendly Competition" and "Quick Gambit"
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450483#Comment_3450483
i think it would be stronger keep hostage perk because old call of brine regress 15% over 60 seconds and this one does same thing in 30 seconds. Its pretty much twice as powerful. these perks by nature need to heavily inconsistent and more of high-risk, high reward perks for pushing survivors away from generators to make any sense. Otherwise, they're just obnoxious hostage perks that provide guaranteed value for almost 0 risk. something that provides guaranteed value for 0 risk cannot have very high reward. A high risk, high reward version of the perk would be something like 80 second to trigger for 40% regression penalty when it elapses though i'd just avoid this type of perk altogether to be honest.
You might be a little confused of how old and current Call Of Brine works so I'm going to compare them with this "reworked" version:
- Old Call Of Brine: Damaged generator regresses at 200% of normal regression speed for 60 seconds. Total regression in those 60 seconds: 30 seconds (15 seconds of normal regression + 15 seconds of Call Of Brine regression)
- Current Call Of Brine: Damaged generator regresses at 125% of normal regression speed for 60 seconds. Total regression in those 60 seconds: 18.75 seconds (15 seconds of normal regression + 3.75 seconds of Call Of Brine regression)
- "Reworked" Call Of Brine: Damaged generator regresses at 50% of normal regression speed for 30 seconds. At the end, it regresses 20% of total progress. Total regression in those 30 seconds: 21.75 seconds (3.75 seconds of reduced regression + 18 of instant regression at the end of it)
The reworked version is "stronger" than current Call Of Brine and it takes half the time, but current Call Of Brine is "constant" regression while the reworked one has an in-build counter: it puts a "time limit" on the survivors to tap the gen and if they do that, the gen doesn't regress at all (between 0 and 3.75 seconds depending when they tap it).
And the good part is that this version should be easier to balance: You can make the generator not regress at all during those 30 seconds, you can increase or decrease the time it takes for the generator to explode and you can increase or decrease the % regression!
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450447#Comment_3450447
old eruption was fine?
Hello?
Killers only get 4 perks, they are SUPOSED to be impactful.
you can't have all killer's perks be weak sauce otherwise what is the point of playing the role in the first place???
Between the janky hitbox on their powers and all the weird geometry issues that the devs keeps adding to the game... how else is the killer suposed to stop a group of gen rushing try hards that do gens under 5 min??
they killers perks needs to be un-nerfed, especially if soon the survivors gets to unhook themselves for free, I mean, wth man?
As long as Call Of Brine is seen as a 3-gen perk, BHVR won't be able to "unnerf" it.
I would love to see it be in a good place again and with this rework it would punish the survivors that leave a generator unattended for too long but won't be able to used as a "keep the game hostage" perk.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450435#Comment_3450435
Brine was considered a mediocre perk on release. It was only problematic when paired with old overcharge.
Literally just revert it. It'll go back to being a merely alright perk.
Call Of Brine was considered a mediocre perk on release because it was competing with old Pop Goes the Weasel and old Ruin.
You are right that, paired with old Overcharge, Call of Brine was problematic; but because of the 3-gen/kick meta, BHVR has decided to nerf it. I'm trying to think of a way to rework Call of Brine into a good regression perk but moving it away from the 3-gen spot it had in the meta alongside Overcharge
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450440#Comment_3450440
Well, wouldn't it be a fair change to just make it so both kinds of skill checks give a notification? A simple small buff that puts it in a clear niche alongside Surveillance. Which one you'd pick depends more on personal preference and a few additional pieces of context, because they'd provide very similar value.
Personally, I find even good survivors hit Good checks more than Greats, but still. It's better to lean into what CoB actually does now, rather than trying to make it a regression perk again.
You might be right, but the perk started as a regression/hybrid perk and BHVR might be looking for a way to buff Call of Brine without making it overpowered in 3-gen situations.
Right now, it's a weak regression perk (4 seconds of extra regression if the survivor doesn't tap the gen for 60 seconds) and a weaker Surveillance.
If they don't buff its regression, I hope they at least buff the information it provides to the killer like you said.
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@Devil_hit11 said:
30 second is well fast to regress gens for 22 seconds. Old pop goes weasel was 25% of total which is 20 seconds. that perk is already beating old pop.
You might be right, I've changed the numbers because the old net positive before the first edit was 12 seconds. These new numbers should be more balanced.
@jesterkind said:
This isn't a terrible idea for a perk at all, but I don't think it's necessary for Call of Brine. I think it's alright that CoB is just a pretty okay information perk now, it doesn't need to keep being a hybrid information/regression perk.
The problem is that Call of Brine without regression is a worse Surveillance (Pig Perk):
It only works for 60 seconds, the killer needs to kick the generator and if the survivor is good enough they will be hitting Great Skill Checks instead of Good Skill Checks so you won't receive any notifications at all.
