notJustDante
notJustDante
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@littlehoot said:
I'm not a Myers main, or even a killer main—though I do play killer—and it's great that you're enjoying playing him, really. But from the perspective of a survivor? I…hate almost everything about new Myers. Not because he's "too OP" or anything like that, but just because the changes kind of stripped away all of his identity as a character and killer, and took away all the suspense or fear of a Myers match.
I just find him really profoundly boring to face now, whether I die or not. Before the rework, he was my favourite killer to play against, even though my escape rate against him was pretty terrible. Now? I mean…I like playing against him more than Legion or Plague I suppose, but that's pretty 'the bar is on the floor' standards.
I play both sides. I find Myers very fun to play against, just a matter of perspective.
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023217#Comment_4023217
He's absolutely top of the A tier, borderline S.
bro is onto nothing
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@UndeddJester said:
As a preface, I am quite upset with the way Myers was reworked... stronger yes... but soulless. However since that ship has sailed, I will attempt to put away my bias, and be as objective as I can be with the suggestions made here.
Change the stalking sound to be played when Evil Incarnate is fully charged instead of when it is halfway.
I don't really see much point to this, since Myers identity has significantly shifted away from his old "find angle and stalk from afar" gameplay. The shorter 32m stalk range combined with there being no benefit to long range stalk beyond the measly 25% faster while stood still (from any range), makes that gameplay pretty moot. The focus for Myers now isn't to stealth stalk, it is to chase stalk, and the mid stalk warning is very much intended to push Myers into that chase stalk gameplay.
Stalker mode speed should be 4.4m/s basekit. There was no point with it being 4.2 with the old Myers, there is no point in it now either.
Similarly I don't see much point to this either, Myers can switch as he pleases, and Pursuer mode is largely pointless already, given you want to stalk and get T3 so you can start burning pallets and charging Survivors down. It's one saving grace is Pursuer mode does let you traverse the map faster at 4.6, with the trade off of a 16m TR, which is certainly managable... this does give a functional reason to use Pursuer mode more. Being 4.4m/s with pure Undetectable, with the ability to swing instantly for a hit would make Pursuer mode pretty much completely pointless, and Myers one of the stronger stealth killers in the game.
Though admittedly it would give Survivors a much stronger reason to heal (which is a point you also do raise), since any LOS blocking maps would be very much death... though I would argue Nurses Calling is already a great perk for new Myers, and would be obnoxiously good with a 4.4 Stalker mode. The point of Myers new identity is, Stalker mode is for stalking to get Slaughtering Strike, Pursuer mode is for m1 hits. Myers isn't really meant to be a stealthy m1 killer any more.
Slaughtering Strike consumes 5 seconds from your power (number could be changed later if it's too much or too little);
Not a bad idea tbh, a Blight-esk pallet break was what I wanted him to have, just without the Slaughtering Strike, but I won't start the debate on the Slaughtering Strike. Having this seems a fair trade off....though it does raise the question why Blight himself doesn't have a penalty like this and Mikey does.
Add-ons
There should be a charge speed increase add-on, it is weird that there is no option for that;
His stalk speed is stupid fast now tbh, I don't really see any reason to add this. To answer your later point of how stalk works, stalk require 5 points of stalk to charge. Standing still is 1 stalk per second (5s), moving is 0.75 stalk per second (6.66s). Any charge speed add-ons would affect both of these, and actually make the already pretty small difference between them even smaller.
Mirror Shard has a really poor design. //..// My suggestion here, connecting with the previous point, is to make it so this add-on DECREASES duration by 0.25 seconds and increase charge speed something like 10~20%
Will have to trust you here, you are probably right. Normally I would do the math, but as I say, I very much dislike the slaughtering strike and this rework, so I struggle to mount the motivation to bother.
Scratched Mirror should make Stalker Mode be 4.6, no one is playing this add-on because we don't have map offerings anymore, so at least make it a bit better;
I will agree to 4.4 m/s. You're right the loss of map offerings kill this add on, but the free mind games this brings should have a trade off.
Vanity Mirror is way too good, give it a range limit;
How so? It's just an aura reveal, and you can‘t instant down anymore... nor sure what makes this overpowered enough to warrant a nerf when you need to restalk up to use the info it gives you. If it's cause Survivors stay injured... doesn't this satisfy your "should heal" requirement?
Jewelry Box: 30% is a lot and the range decrease is not even that bad. Maybe tone it down a little bit, 20% maybe woud be fine;
Probably right given the above chase stalking point
Reflective Fragment should give an additional buff to Slaughtering Strike, I love the add-on idea but reality is that if survivors do the usual counterplay of pre-dropping every pallet you will not get good value from the add-on and it will only be a nerf to your kit;
Hahaha, you become like a better version of Pig with this add on... Good luck with that, I have no ideas 😅
Hair Brush is a weird add-on. Although it seems crazy to break a pallet at 70% extra speed (50 from the add-on, 20 basekit), it is still better to break it with your power, since it is better for zoning and catching up
Isn't this intended for helping the Fragrant Tuft and Scratched Mirror add-ons, since they don't have the Slaughtering Strike? That's my understanding of why the add-on has this effect.
Judith's Tombstone: I agree it shouldn't have the same duration as normal Evil Incarnate so it better rewards good players, but my experience with this add-on is that with 40 seconds you always hook just a bit after your power ends. I think 45 seconds would be fine, not more than that.
Fair. Nothing to add.
For the charge speed I was referring to the Slaughtering Strike. Honestly like your points here in general, I agree that Slaughtering Strike changes Myers a bit too much from his original idea but it is what we have now and, still, the new Myers is fun for a lot of players that wouldn't even touch the killer before. It is a good thing you do putting away your taste for the purpose of finding balance, and I wish more people would do that when giving suggestions in this forum.
I don't find the Pursuer mode useless, I was thinking just like you in the beginning but after getting a bit more experienced I find myself changing constantly between Stalk and Pursuer modes. My point to make the 4.4 Stalker Mode basekit is that it is extremely hard to stalk survivors while around a loop to the point where it becomes frustrating, there is no real argument for why he should still be 4.2 in terms of balance.
The stalking sound change would really be pointless if you only stalked while chasing, but if you want to get to your power quickly, the correct play is still to stalk from afar while standing still. I often try to stalk survivors that I have no intent in chasing from as far as possible to then leave and go for someone else, this method is a lot more efficient than trying to stalk during chase, the annoying thing being that sometimes you don't have that choice and you need to stalk in chase, and that's when that 4.2 really becomes a problem. Myers is still supposed to be a stealth killer and it would be better if that aspect was better, and that's why the stalking sound point would be valid.
Vanity's Mirror is way too good because it is the most free information you can get. Most aura add-ons and perks have either a range limit or a weird condition for balancing purposes, Vanity's will trigger every game and always be extremely useful, and honestly you can play it with it being the only information aspect of your build and get great value. This is why I think it is a bit overtuned.
And for the pallet break punishment... Yeah I have no idea why Blight shouldn't receive some lol
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@Xord said:
I fail to see how the basekit changes address Myers problems right now, he needed buffs after the rework but now he's just way overpowered, probably in the top tier killers, he definitely is in need of nerfs, not just buffs/nerfs.
His M2 shouldn't break pallets and his stalking should take at least 50% longer.He is most definitely NOT among the top tier killers
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@Nazzzak said:
Shame it's considered a bug, i didn't realize. I thought it was similar to just dodging an attack. It's handy against Hillbilly atm with his buff.
Well, since it's not bannable I don't think anyone can judge you for using it. It's not the players' fault that this is in the game
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@Skitten56 said:
I feel like it would still be a functional nerf. The killers could chase survivors away and then kick it with pop or something once it wears off due to the shorter time.
I feel like it is okay in its current form when it can block killers regression perks or kicking from hitting the gen. If I was going to give it a buff, I would make it so the survivor who actives it can interact with the gen to remove the blockage at will.
If BHVR wants to use something similar to your idea, I think the best way to change it would be to make it so the perk blocks all or partial damage from the next regression event for 30/40/50 seconds, but critically does not block the gen.
If it didn't have some sort of counterplay it would also be op. The short duration is there specifically so that the survivor has to use it at a crucial time. Either way, if a killer did as you said, they would still have to go where the generator is, see that the perk is in use, leave the area, and come back before Pop runs out to kick it. That's a lot of time invested and is definitely giving the perk some value.
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@MarbleThrone said:
It's known that MMR tends to be all over the place and not always seems to accurately reflect your skill level. Every killer has their own MMR so changing from your main to a killer you barely play as can give you different results in terms of opponents. I am not sure if MMR 'resets' after a period of inactivity, this is a mechanic which can put you against lower tier survivors in the first match or few matches before it balances out again.
It's good to know that there is also a fill-up mechanic so to speak. The game will start by trying to find survivors within your (supposed) MMR range, but if those are not present at the moment it will broaden its search and pull in survivors from a larger pool. This is done in order to reduce queue times. Of course, MMR does not factor in SWF so a high skilled 4-digit hour survivor can bring in a friend who just bought the game and end up in your lobby.
Well, the thing is that I never stopped playing Legion. I do understand that every killer has separate MMRs and that you won't always be paired with players of the same level, but I'm always playing Legion and even against good players I can have great results. Before this weird experience that has been happening for the past week, matchmaking seemed close to perfect. I would even play against old-school players, players that have been in the game for so long that I even have added them on Steam. It was rare to be paired with a player with less than 3k hours, and yes hours don't really point towards skill but it's a good basis to know how much that person has experienced the game.
When I say that I'm being paired with new players over and over for the past week I'm not talking about 2 or 3 matches, I'm talking about at least 50. It's extremely weird.
This is not the first instance of someone saying they had a weird experience with their MMR btw. A content creator named TricksterShadow recently had his entire MMR reset just because he connected his Steam account to his Epic Games account. He even made a video about it, you can search it and watch it. If MMR can break because of something like this, I don't think it's impossible for it to break in other ways.
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@Boons123 said:
Why don't we make it so that it can't put Drones 16 meters away from generators.
Because then her power becomes useless. BHVR intended her power to be used for gen defense, that's her whole idea, the drones monitor the areas that the killer cares about.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410814#Comment_3410814
Yes,
I don't mind changes to help soloQ, if there are buffs to help killer in other aspects. So we can actually call it balancing.
But if we straight used what you proposed, I think it would end bad for her.
I love chasing playstyle with her, mainly because noone expects it.
So for me that range is main issue and I don't think that nerf is focused for soloQ. That is simply basekit nerf, nothing to do with soloQ experience, not even 3-gen playstyle fix.
Those add-ons can be nerfed, but those numbers are massive nerf, kinda too much imo.
As I said I am fine with claw trap limiting only that survivor. That would help soloQ for sure.
That time limit on disarm is bad change. Wouldn't help merchant, decent survivors can do it easily. I am pretty confident to do it under 3 seconds without an issue. Even if you lower time, it would just be noob stomp feature and noone wants that.
If it was simply that claw trap change, so other survivors can disarm, I don't think there would be need to have immediate buff. That could be simply based on results later.
Okay, I had an issue understanding your other messages then. I'm sorry for saying that your opinion was biased, it's clear to me now that it isn't.
Still, I don't think the nerfs are going the wrong way, but if you could make some suggestions for other buffs to compensate for what I'm taking away from her, I'd be glad to read it. Remember that BHVR does read those posts and even if they don't take notes on everything it's not completely impossible to see those changes implemented.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410703#Comment_3410703
Yeah, forever Freddy was annoying.
And he got overnerfed for it imo. His basekit got nerfed, add-ons gutted. He is really bad now imo.
I wouldn't want to see merchant get same treatment.
My point is your changes are straight nerf and I don't believe she deserves it. It's not really balancing.
Same thing happened to Deathslinger. He got nerfed a lot, and playing him was painful after it. Same for Twins, but that's different topic.
Your buffs would be either useless, or create different issues.
Some of your nerfs are not even for soloQ experience. That range nerf has nothing to do with SoloQ, that's simply overall nerf.
Only change that matters to soloQ is claw trap nerf. Rest would affect her core gameplay against everyone.
Ok, I'm starting to understand more about what you are trying to say.
Basically, there aren't enough buffs to compensate for what I'm taking away from her, is that correct? And there should be buffs that make other playstyles more viable, is that it?
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@killersRlul said:
How about make it so she can kick gens all she wants but they don't regress at a ridiculous rate if she's not willing to chase anyone outside of her camped 3 gen.
Literally only way to combat this stupid ######### is for all the survivors to bring brand new parts and save them for the last gen.
Uhhh... I don't think it's like that anymore. You don't need BNP to break her tri-gen
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@FFirebrandd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410692#Comment_3410692
I did contribute.
If you allow SM's drones to instantly activate, somebody will 100% use her to just drop them on a survivor's head over and over and over again, which she'll be able to do because 1 stack of haste + geographical readout gives +5% haste. Eventually the survivor will get exposed and get insta downed and there's next to nothing the survivor can do about it.
That'll probably be more unhealthy than her 3 genning.
A few things...
-This is already something that she can do;
-She is still an M1 killer at the end of the day and pre-dropping just ruins this playstyle, for the killer to do this and still get the down they would have to lose all gens in the process;
-Simply getting someone exposed with this playstyle, even with this change, would take longer than old Legion would take to down someone with their power.
Making the drone activate immediately doesn't make this strategy any more viable, just makes zoning a little bit more viable. Either way, with or without this change, what's going to happen is probably the survivor will hold W, and the killer will catch up before they get to another loop, this change does not affect this situation at all.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410685#Comment_3410685
You are doing opposite... So much better
You said she is not S tier killer, she is far from that. Then nerf her anyway where buffs are nowhere near enough. Forcing boring playstyle instead.
You take into account only soloW experience. Ignore killer and gameplay of SWF.
It's not like I turn down all your ideas, one is decent.
Your time limit disarm is funny, because it will either be useless, or noob stomp feature.
A killer not being S-tier does not mean they can escape from buffs or nerfs. She is not low-tier either.
Remember old Freddy? With slowdown addons, etc? He was not strong, but the "forever" builds were so boring to play against that he needed a nerf. BHVR, unfortunately, over-nerfed him to the point that he is the 2nd weakest killer in the game, and I don't want to do that.
It took me a long time to decide on those changes before making a post, took a lot of playing both as her and against her to understand the issues. If I was being biased towards the survivor side, I'd suggest removing the Exposed from her kit, which is a common suggestion I have been seeing on Twitter but it would make her drones completely useless.
If you have any other suggestions to make her less annoying to verse without ruining her kit, I'd be glad to read them.
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@FFirebrandd said:
So... let me get this straight.
Your title says fix without ruin...
Then you proceed to throw a kitchen sink worth of nerfs at her. With only 2 buffs.
One of said buffs is nearly irrelevant. The other will probably turn her into the equivalent of 120% movespeed Ghostface who can't get broken out of shroud and basically doesn't slow down to stalk. Which will be incredibly obnoxious to play against for an entirely different reason.
Well. Done.
So all you do is say my update is bad because more nerfs than buffs then don't say anything about why these changes are bad in your opinion. Not only that but you put a hostile tone in your text.
We are trying to find solutions here, not fight. DaddyMyers_Mori is having a really healthy discussion with me, pointing at what they think are the issues with my update, presenting arguments, etc.
Please if you are going to say my ideas are bad at least add something to the discussion.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410645#Comment_3410645
So what?
Pinhead is same for this. Hag to some extent too.
Does your changes help merchant with SWF, not at all.
You said she is possible to beat with SWF. So what do you think will happen if you nerf her this much.
SWF will have an easy time with this.
SoloQ will have chance, cute. She will be screwed.
I can agree about claw trap, but that's about it.
Honestly, I'm sorry, but you are being extremely biased. Ain't no way SWF would have an "easy time" with those changes. Right now the situation is that soloq stands no chance, and SWF has A chance. The ideal spot, while we don't have more solo queue direct general buffs, is to make soloq have A chance, and SWF have the same chance as a normal average game.
SWF does not equal extremely easy games, this is an extremely absurd idea that many players insist is real, but if a fully stacked SWF has a single bad survivor on it, even an okay killer can find a way to beat the team. That was not true a few years ago, for sure, but a lot of balancing changes were made over the years, SWF is not an easy win anymore, this stopped being true ever since the update that added Conspicuous actions to deactivate DS.
All of your answers look only at the killer's point of view and ignore the problem that survivors are dealing with. I'm trying to find a solution for the issue without ruining the killer's experience. As someone who has played a fair bit of SM ever since release, I don't see how any of those changes would ruin her gameplay.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410642#Comment_3410642
Still. the 40-meter change does not impact AT ALL the hard tri-gen playstyle
That's the issue. 3-gen still work exactly same, but leaving for chase is useless.
This change would basically remove what you want to her to do.
I am weird and I enjoy playing her. 3-gen is not only way how to play her.
Totem builds are great at her. I also have build full of chase perks, where I go for any chase and just try to annoy survivors with drones meanwhile. That playstyle would be impossible with this change.
It prevents chasing, force 3-gen. It's really bad change.
It does not prevent chasing.
Look, the drone has that "spinning radar" while inactive. If you place your drone correctly, then survivors cannot work on that gen without activating the drone, which means they have to remove it first, which means the drone is doing the same thing it would do if it was active: survivors cannot immediately go for the gen and they have to deal with the drone first.
As I said, it really only punishes bad players. The only situation where this change could affect someone who knows what they are doing is if one of the gens had all 4 sides available for survivors to work on, and that almost never is the case.
Either way, this absolutely doesn't force the killer to only tri-gen and not chase.
And funny that you mention the totem builds for SM, because those are even less impacted by this change. You just put the drone right in front of the totem and they are forced to deal with it before cleansing. If they are taking the exposed, then at max the drone being inactive before would delay the drone notification by one second. Still, the totem builds for SM are nothing compared to the tri-gen strategy, and if you play against competent survivors with a totem build, even without coms, they can deal with your totems.
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@ShroudedGhostFace said:
Any changes would be better than what Skull Merchant is now. I totally agree that a full solo lobby basically stands no chance against a competent SM
Exactly my point. You can only break a competent's SM tri-gen with a SWF and that's not okay.
S-tier killers are a common problem and good people playing as them will almost never lose, but even then sometimes they can lose to a lobby where not everyone is on coms because the survivors were decent enough and the killer made a few mistakes. SM is very far from being S-tier, and still, if you know the basics and don't get out of your tri-gen there is no way you are losing to a lobby with solo queue players.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410586#Comment_3410586
40-meter radius thing simply means that a bad killer is not rewarded for free. A Skull Merchant doing the tri-gen strategy properly already does not leave the tri-gen. This change is there simply to punish those who are playing poorly
Playing poorly? With other change you want her to use drones in loops while in chase.
If she want to leave gens to chase survivors, she can't use her power.
How is that playing poorly? You would be forcing her to play 3-gen? How is that good change?
Hens tested it before her changes, before her power for this was nerfed and they used CoB. How is that valid again?
Hens also tested it after her updates.
You say I'm forcing her to tri-gen, right? Bro, right now she IS forced to tri-gen, this killer does nothing other than that. If you try any other playstyle you will be completely destroyed. Still. the 40-meter change does not impact AT ALL the hard tri-gen playstyle, the thing is that we have some people playing as the Skull Merchant, trying to force tri-gens but sometimes commit too much to a chase, and they get punished by this change.
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@Phasmamain said:
I agree on the claw trap bit. It was a bad change. Just make it so claw trapped survivors who hack drones get instantly exposed. They can still do it but with a punishment for doing so
I do not agree with this. If they made it like that then an injured survivor would go on a spree hacking every drone without having to worry about any of the downsides.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410573#Comment_3410573
The Skull Merchant now has to be inside a 40-meter radius of an inactive drone in order to activate it
So basically she had to stay in her 3-gen with this. Playstyle everyone is complaining about. With this, she can't leave, because she then can't use her power.
Active drones no longer work on separate floors
It's safe to say this can't be done anyway with their current code. All radius powers work this way, I don't remember any that wouldn't. It was complained a lot with boons on this too.
Survivors with an active Claw Trap no longer put drones on unhackable status while inside its area - They still shouldn't be able to hack it while having a Claw Trap
I am fine with this one.
After a Claw Trap battery dies, it will take an extra 15 seconds for the Skull Merchant to receive her drone back - some more reward for removing drones, but don't worry in the buff section there will be something to make hacking drones a little bit tenser;
They already are rewarded. And it's not tenser at all.
Reduced the lingering effect of the Brown Noise Generator to 7 seconds (was 15) -
So now 15 seconds is too much, but denying power is fine. Oblivious is nowhere near strong enough status for such massive nerf.
Reduced the Hindered status effect from the Randomized Strobes to 2% (was 5%)
This addon rewords offensive use of her drone. That's something we want.
Buffs are irrelevant with little impact.
Claw Trap power deny and range nerfs would be massive.
I would be fine with only claw trap survivor being unable to deactivate drones, but that's about it.
40-meter radius thing simply means that a bad killer is not rewarded for free. A Skull Merchant doing the tri-gen strategy properly already does not leave the tri-gen. This change is there simply to punish those who are playing poorly.
It's not because some radius powers/perks work on separate floors that every single one needs to. These are separate topics, every power and perk needs to be treated separately. Your argument does not focus on balance.
"They are already rewarded", you say. Yes, they are, but as soon as your Claw Trap is off, which is the moment where you can go back to doing the important stuff, she can already place it back. These changes are here to give more space for counterplay and to deal with her tri-gen, I never said that survivors were not rewarded for removing drones, just said that this should be a good extra reward because, in the current state, she definitely needs more counterplay.
"Oblivious is nowhere near strong enough status for such massive nerf."
In most cases, yes absolutely I'd agree with you, but not on this one. Earlier I mentioned comp players were testing with her, Hens333 made multiple videos on the Skull Merchant and played a lot on stream showing how oppressive her tri-gen potential is, and that's the add-on that saw the most success. Wanna know why? Because it makes it much easier to get hits or even downs right next to the tri-gen, giving a massive advantage to the killer. If players with communication had trouble dealing with this, imagine solo queue players.
And you say Randomized Strobes rewards the offensive use of her drone, but it rewards more the defensive than the offensive. For the same reason why the Oblivious add-on is good for her, this add-on is also great. It makes it much easier to get downs inside of the tri-gen.
"Buffs are irrelevant". You just said that we need rewards for the offensive use of her drone, right? If they activate immediately after you place it on a loop:
-The survivor will get more lock on before leaving the loop;
-You will immediately gain the Haste from having that survivor on the radar, not to mention that there are add-ons that can either give you extra Haste OR the Randomized Strobes, which should still be good in this situation adding to a total ~4% difference on speed.
Having the timer on the hacking mini-game means it will take more focus on the survivor part to finish it, and as I said, the number could vary. If you need to pay attention to the mini-game in order to finish on time, means that if the killer is close and possibly going in their direction, it might be too much for the survivor to pay attention to, which means they could either miss or time out, getting exposed. Either way, this is better than the current version of the hacking mini-game and there is no reason for you to complain about it.
I'm sorry but your opinion seems biased. Have you ever played against a tri-genning Skull Merchant? Like, one that was doing it properly? Because it looks to me that you have no idea how difficult it is to deal with something like that on the survivor's part, especially without communication.
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@DaddyMyers_Mori said:
So basically nerf her into oblivion.... Balanced
First buff is quite small, it takes time to get them exposed, they just leave and don't care about first hit, while injured, this is useless.
5 seconds isn't really pressure, you can't really got more than 1 input per second for this? There is not many options. It would be super easy to do anyway.
So basically buffs irrelevant, while massive nerfs to her ability.
I'm sorry but I don't see how that's nerfing her into oblivion.
I've been playing with the Skull Merchant ever since her release and came back to testing her both times that an update made an impact on her tri-gen strategy. I can tell you with 100% certainty that this does not kill her, this just gives more space for counterplay. You can still place drones in front of gens and keep activating them over and over to slowdown the game a whole bunch.
If you take a look at NightLight you will see that Skull Merchant has the highest killrate in the game - which does not mean that she is OP since you will see other weak killers with big killrates, but it shows that the average DBD survivor cannot deal with her kit. We had players even testing this in the competitive scenario and it took a long time for comp survivors to learn how to deal with her tri-gen.
She needs a major nerf, but this update I'm suggesting does not ruin the feeling for her, just makes it so you need to use your brain to play as her.
And making drones activate immediately is not useless, it gives you more room to force them to build lock on in a chase. It takes time to build the lock on, but also takes time for survivors to lose the amount they accumulated.
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@JPLongstreet said:
If they got rid of these offerings several killer builds would become extinct, most notably shytt-yourself Myers, as they're entirely map-dependant to even work.
Imo it's better to rework maps into something resembling fair for both roles than ditch the offerings. Then they wouldn't convey any advantages at all and just be fun preference.
The builds you are talking about are rarely played, there's no reason why something that is used mostly for unfair advantage should stay in the game so 10 funny builds can exist.
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@Rizzo said:
When there are changes to the maps, the map prevention system gets switched off temporarily:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403580#Comment_3403580
Thank you for the info.
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@Wexton said:
Saw a thread like this a couple days ago, mandy replied to it and basically said since autohaven got reworked the map prevention has been off. So yes, it's off, I have no clue when they'll turn it back on.
Oh, thank you for that info. It's kinda sad tho.
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@09SHARKBOSS said:
they might have had map offerings
Read the first sentence on my post
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it's been almost a week and it still hasn't been killswitched...
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aaaaaand back to killswitch
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@Caiman said:
Should Renewal activate upon being unhooked to death hook, like how Blood Rush only works when you're on death hook?
I think that's a solid solution too, but you know how many people would complain about that. I think BHVR would prefer to not make another free anti-tunnel perk, even if something like this would be okay since it can be countered.
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@sizzlingmario4 said:
Except you actually can have both Resilience and Better Than New. It's when you complete a healing action, so if you heal a survivor from dying to injured, that still triggers the perk even though they're injured. So then they could actually have 25% vault speed if they had resi.
I believe that Better Than New only activates if you fully heal a survivor.
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@Brokenbones said:
I agree it'd be kinda nice to have and might be clutch. It also can't be paired with resillience because you lose it when you're injured
16% faster vault might be a bit much tho
Better than New should affect unhooking, exit gate speeds and sabo at the very least
That's why I said to change it to 15% so it's basically old vault build. Either way, yes, with the current effect it should affect more things. It's understandable that it can't affect generator speeds, but there are more things that it could affect that would be actually useful.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3092563#Comment_3092563
I believe you are talking about my Pain Resonance + Thanatophobia example. That was a single example, if you bring other regression perks, Thana will indirectly buff all of them.
sure, but I am saying that people running individual regression perks such as.... surge(jolt)+eruption+pain resonance+pop would add more on each individual perk. I do not think that improving gen regression by situational amount is the reason to run the perk. its mostly passive pressure perk that the survivor have a lot of control over.
In the past when Thana affected healing speed a lot of killers would combine it with Sloppy Butcher to make healing really slow, and that was boring. I know that with the current healing meta maybe that would be more balanced, but I don't think that's the correct way to address that healing meta
by healing meta, you mean second chance meta? healing is part of getting second chance so the killer making healing as difficult is time efficient for the killer. is slowing down healing is now unfair? I mean there are... healing perks to mitigate effectiveness.
sure, but I am saying that people running individual regression perks such as.... surge(jolt)+eruption+pain resonance+pop would add more on each individual perk. I do not think that improving gen regression by situational amount is the reason to run the perk. its mostly passive pressure perk that the survivor have a lot of control over.
I'm just saying that Thana has that extra benefit of increasing the efficiency of regression perks. It's not the reason why you should run it.
by healing meta, you mean second chance meta? healing is part of getting second chance so the killer making healing as difficult is time efficient for the killer. is slowing down healing is now unfair? I mean there are... healing perks to mitigate effectiveness.
I never said it is unfair. The only killer that you could argue that would be unfair to have perks that slowdown/prevent survivors from healing is Nurse. And by "healing meta" I'm talking about medkits, COH... What I said is: In the past, when that type of anti-heal build existed, it was boring, and bringing that back would be more balanced or at least less boring since survivors are focusing a lot on this healing meta, but having something like that is not the correct way to address that healing meta, and if one day that healing meta was gone then it would be just boring again.
Either way, it would not solve the problem that Thanatophobia has, which is not adding any gameplay elements to the game.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/337268/thanatophobia-rework-suggestion
Before anything, I'm a Legion main, I play mostly killer, and I hate Thanatophobia.
i love these type of lingo that people put in front of a post.
they might as well read - I never play killer at all and do not main legion, but I hate Thanotophobia, so here is my post.
15% of 22% is only like 4% difference. its only 3 second of difference and that only on 4 stacks. virtually every other regression perk beats it.
Thanatophobia was suppose to be a perk for killer that allows killer to snowball injure pressure and keep people injured. so when they reworked the perk to not debuff healing, it killed the perk. the generator slowdown was never real selling point of the perk. it was meant to be added bonus so that the killer get some value out of the perk from survivors not healing. I suppose the idea behind generator slowdown is to de-incentive the killer to camp hooks and to incentive the killer to chase survivors to get injuries.
that version of the perk is not thanotophobia, its just another gen regression perk.
current thano at 4 stacks only adds 15 stacks extra to current gens if the generator begins at 0 and if the killer has 4 survivors injured throughout entire duration that generator has been worked on. it is situational indirect regression perk that layers itself on top of generators if the survivors do not heal and stay injured entire trial. passive gen pressure wasn't signifcant enough to be used before. Its only being talked about now because the other stronger old slowdowns(Ruin and Pop) were were weakened.
it would way better if they just reverted it to only work on increasing healing speeds the more people are injured to keep old identity of the perk instead of passive pressure that the perk was never really good at to begin beyond giving legion and plague's power relevancy which it does poor job at(in my opinion against strong teams).
i love these type of lingo that people put in front of a post.
they might as well read - I never play killer at all and do not main legion, but I hate Thanotophobia, so here is my post.
I'm not sure of what you trying to imply, but okay.
15% of 22% is only like 4% difference. its only 3 second of difference and that only on 4 stacks. virtually every other regression perk beats it.
I believe you are talking about my Pain Resonance + Thanatophobia example. That was a single example, if you bring other regression perks, Thana will indirectly buff all of them.
current thano at 4 stacks only adds 15 stacks extra to current gens if the generator begins at 0 and if the killer has 4 survivors injured throughout entire duration that generator has been worked on.
Yes, I'm aware you won't get the full slowdown of Thana all the time. Even with 2 or 3 stacks you still get value and even if generators are not on 0 charges. The problem here is not exactly how OP Thana is, but how the perk does not add any gameplay elements while also being a strong perk. Even if there are better perks, I would argue that the other better perks are at least less boring than Thanatophobia. Even Gift of Pain, which has some similarities to Thanatophobia (and is also arguably more impactful in a match against certain killers than Thanatophobia can be), is less boring because the killer can't have it active at all times and the survivor can take a risk just to avoid the slowdown.
that version of the perk is not thanotophobia, its just another gen regression perk.
Thanatophobia's theme is to reward the killer with slowdown for having survivors injured. Other perks have been changed to keep their theme but do something completely different from what they used to do. That is why it's called a rework.
it would way better if they just reverted it to only work on increasing healing speeds the more people are injured to keep old identity of the perk
And that would also be boring. In the past when Thana affected healing speed a lot of killers would combine it with Sloppy Butcher to make healing really slow, and that was boring. I know that with the current healing meta maybe that would be more balanced, but I don't think that's the correct way to address that healing meta.
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@YOURFRIEND said:
Certainly a good way to absolutely butcher a perk that's merely good on precisely two killers.
You clearly don't understand how impactful Thanatophobia can be on a match, especially after the most recent update.
Legion and Plague are not the only killers that can use Thanatophobia, and I don't even understand why some people think they are the only killers that can keep multiple survivors injured. Nurse and Blight can very easily switch targets to spread damage, Hag gets a lot of free hits with her power, and in open maps, a good Huntress can get a lot of survivors injured. There are other killers that can get multiple survivors injured and it would take too long to talk about all of them.
Before this update, Thanatophobia was already a decent and underrated perk, and now a lot of people are using it because they know 22% slowdown on 90s gens can be too much. Even if you only manage to keep 2 or 3 stacks during the match, that already adds a lot of time.
Thanatophobia is a perk that indirectly buffs other slowdown perks you have. Let's use Pain Resonance as an example. Pain Resonance regresses 15% of one gen's progress when you hook someone on a Scourge Hook. If you have Thanatophobia in that case, it takes longer for survivors to get that 15% back, which means it made Pain Resonance more impactful. Not only that, but maybe that generator was close to 100% when it got regressed, and if you didn't have Thanatophobia, maybe that gen would be already done.
Thanatophobia is a really strong perk, and can sometimes be a little bit too much. My rework idea makes it so it's equally useful for every killer and supports a new type of build that we got recently. You do not need to have a survivor hooked for that effect to happen, like Pop, and while it's active you can keep using it as long as there are gens that can be kicked, which means it has good potential for value. That effect can also be really useful against gens that are really close to 100% and make the kick more meaningful in that situation. It would definitely not be a dead perk.
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Ok, that might explain why I was having so much success with that combo.
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@[Deleted User] said:
the vfx completely beak LMFAO
The only good/funny thing about this bug, everything else is pain
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3051849#Comment_3051849
A guaranteed way to unhook themselves with endurance, which only happens under the circumstance of camping, which is not fair. The idea would be this would not happen if they do not camp. And it would only guarantee they can unhook. It wouldn't guarantee the killer wouldn't tunnel them. All of this is conditional.
If that was implemented camping would be totally pointless. The idea is not to remove the strategy completely but to give survivors a chance to do something about it and give the killer a reason to not do it.
Describing camping as simply "not fair" is not a very good way to argue about it. In my opinion, saying that camping should be completely removed is equivalent to saying that SWF shouldn't be allowed. There is nothing wrong with doing any of these, players can play the game the way they like it, so the devs' duty is to make sure that the way that one person has fun is not ruining everyone else's fun.
Take this future patch as an example, the devs made sure to not remove the tunneling strategy from the game, but they made changes to make it more difficult for the killer to do it and possibly fairer. If they removed tunneling completely it would not be a good way to address the issue, but of course, they can't ignore it forever either.
Having a change that discourages killers to do "unfun" strategies is all we need.
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@Onyx said:
I do not like this because it doesn't solve the camping for the person being hooked. Camping should not be solved by having the hooked survivor be written as essentially dead and simply help the others escape. Camping should be solved in a way where survivors are able to simply save the person off the hook with ease, thus they get to play the game.
+100% speed for unhooking doesn't help?
Also, this change would basically mean that if the killer insists on camping for no reason, then they are not doing anything that gives them an advantage. The idea here is not to prevent camping but to discourage it.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3051820#Comment_3051820
It wouldn't be luck. It would be conditional. If the killer camps (which is unfair) then the hooked survivor will get progress towards being able to unhook themselves successfully. Obviously it wouldn't be wise to try until you get the 100% chance which would be the point. It would punish the killer for playing this way and give the survivor a chance to get away from an otherwise hopeless situation without intervention.
Oh, so you mean a guaranteed way to escape? That is also unfair. Neither the survivor nor the killer should be able to have a guaranteed way of surviving/killing someone supported by a mechanic.
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@KateMain86 said:
I think if the killer stays within a certain proximity of a hooked survivor then that survivor should get an increased chance to escape the hook with the endurance status effect until its a 100% chance. They could call it adrenaline 2.0.
Luck is not a fair way to address this issue. Doesn't matter the odds, if low or high, making survivors depend on a kobe to deal with the camping killer is not fair for both the survivor and the killer.
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@Risky_Biscuit said:
So grant the survivors faster gen repair speeds if the Killer camps the hook ? Yeah, that's a really terrible idea.
If killers are gonna camp hooks, then let them do it. Go do gens, and gen rush them. Hell, with the upcoming changes, unsafe hook rescuse will be more frequent thanks to this new endurance stacking meta that's going to be abused until it gets nerfed (as it should be before it goes live).
Do you realize you ignored everything I said related to the mechanic and summarized it as "gen speeds are faster if the killer is camping", making it sound like a dumb idea?
And this "endurance stacking meta" you are talking about would require survivors not to do gens. It has nothing to do with the situation that we are talking about.
You say "just do gens" but with the new speed, if a Bubba brings Deadlock, Corrupt, No Way Out, and any other slowdown of their choice depending on what they want to avoid (for example, even after Ruin nerf and it being a really bad perk, in theory, you could still use just to prevent the Deadlock counter of 99'ing one gen), there's a decent chance that the killer will kill the survivor they are camping and maybe even take another 1 or 2. Even before this update, when Deadlock was released, immediately we noticed players testing it on camping builds for Bubba, and sometimes managed to get a 3k successfully without much effort.
Survivors should be able to do something about a killer that just camps and nothing else.
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I mean, I do agree that infinite loops are unbalanced, but isn't that just map design? I don't think it's a bug.
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Adding images related to bug 2, which happened on Groaning Storehouse.
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@Bwsted said:
This is starting to sound just like Nurse's range addons.
Fixed one step at a time. With months intervals.
I hope not, because this bug is kind of game-breaking. If players learn about it, a lot of people will start abusing it. I didn't test it but maybe it's possible to get 2 extra hits from that... Even after sending less players for the rescue that could still result in a down.

