Exactly, now they're lumped in with the hook/chest/hatch/basement/most map offerings, being another thing that wastes space on my bloodweb and wastes points to level, which is already a big enough issue with the previously mentioned things as is. But now we have a whole iridiscent bloodpoint waste to add to the list, and every time I see an ebony mori I'm gonna think "Wow, that could have been an Iri Addon I like using, instead its a 9000 point garbage pile"
That’s why I don’t get why people don’t mind this new change. Sure, Moris are only cosmetic nowadays and waste your time in comparison to hooking people, but sometimes I just want the flashy kill FOR this cosmetic aspect. Now that BPs aren’t worth it and it kills the cosmetic aspect, they’re literally worthless. I like Mori’ing man, so I’m gonna run devour hope every game in protest
@@GoldenDeer_You have to be asleep for Freddy’s snares to take effect and survivors aren’t always asleep 100% of the time. And the teleportation has a really long cooldown and is very very easy to just pre-run away from the gen. The mindgame potential is there, sure, but Freddy is still really just an m1 killer with no power at times. SM is down there in the bottom tier, but I don’t think she’s the WORST, you know what I mean?
@rxsswell it's really debatable, and could go 50/50. It's not hard to put people asleep as Freddy, and the more that survivors wake each other up the longer that takes so he can stall for longer and longer. SM doesn't really have much besides a little bit of info that any killer could get with perks
bhvr: "sorry we knee-jerk nerfed freddy so quickly and severely, we won't make such a drastic change so fast like that in the future" also bhvr: doesn't change him back or do anything about it for a super long time (I am talking about his first version btw not the latest version, but I guess that could apply to any version of him)
That Reddit thread reveals just how bad most people are at DBD. No wonder solo queue is so miserable if people are whining about how dropping pallets against a Nurse will no longer be viable SMH.
Forcing nurse to play a 50/50 when you have no good LoS blockers is a bad play? Watch some nurse 1v1s from good players and they can actually get value out of pallets. But your average nurse player wont be running this perk for such a rare scenario
complaining that losing chase means you’re bad at killer when the chase trigger mechanic doesn’t even work half of the time anyway 😭 also the survivor could just sprint burst or lithe away, or shift tech, what have you. lots of reasons to lose chase that have nothing to do with skill.
THISSSSADASDASSSSS!!!!1!!!!1 I've been saying it for years now and always get downvoted or ignored every time I say it on Reddit. Ofc kill rates are high af, most people playing the game are fucking clueless and refuse to touch gens and can't stay standing for longer than 15s while being chased. No fucking shit kill rates are so high. There is a reason whenever I queue solo queue survivor I expect to lose, and it has nothing to do with the killer.
Weird that they killed skull merchant after being way more acceptable when 2 reworks happened but the nurse is still out there without a leash ruining any fun perk or game mechanic because she exists.
@@NicoTheCinderaceNurse is a free killer that is also the strongest in the game which is perfect for new players (if they care to learn her). If she wasn’t then dbd would be considered pay to win and new players would quit the game.
Good I’m glad and I hope those nurse mains just make the game toxic as possible for yall and I hope when they nerf her yall ass a whole hour just to find games yall deserve it
I think its crazy that instead of playing the other 36 Killers or survivor, Skull Merchant mains would rather cry and moan. Boo hoo, they got nerfed. It happens in the fgc all the time buddy, you’ll be okay 👍🏼
They have tried! I'm sure reworking her into a fun playable killer is going to take some more time than simple number changes. So instead of killswitching her for life, this is their solution.
@@OfffTheGoop In the FGC, your character is at least PLAYABLE. Even Zato-1 or Havik are playable, even if they're insanely bad. Also, bad characters are typically a biproduct of the game's meta not favoring them. This isn't that. This is not only a nerf, but a public execution. Finally, if SM mains wanted to play one of the other 36 Killers, they'd play one of the other 36 Killers.
Behavior truly cannot win either way with Skull Merchant. They tried to rework, buff and nerf her. Literally nothing works with her balance or reputation. Her design is simply rotten to the core. I truly, truly think this is what happened: Behavior is trying to give her character a "full reset". Meaning that they hope that, with time, the player base forgets about Merchant's reputation as a killer you just disconnect the second you see her. It's almost like a meme at this point. All the while, they are going to rework get from the ground up, which would also explain the large time window. Not like anyone has a good idea of how to fix Merchant on a quick and easy manner. A total rework is the only think that might salvage the character. But I truly do think this is all mostly to try to fight the absurd disconnect rates they are probably seeing with Skull Merchant in particular.
Tend to agree it's about DCs. DCs are extremely common nowadays, but against SM it's virtually a guarantee in the games I play at least. As you hit on the design is the issue, she had a lot going on with her kit and the games were generally very miserable to play because the strengths in her kit are both frustrating, varied, and make the game take forever. A complete redesign is needed.
@@testing-gn8vj +1. I'm an outsider looking in, and even I agree that SM needs a complete redesign. This is just completely missing the damn point with the nerfs.
She’s just an utter failure in basically every way. Her power sucks, her design (base outfit anyway) sucks, her lore sucks. I’m amazed they ever released her, but I guess they have to push SOMETHING out every 3 months
I actually think these nerfs in the short term are abysmal and kill her viability. However, it is necessary PR in the long run. She will suck so bad that people will stop DC’ing and when her rework comes around, the stigma against her will be mostly gone.
Why the mori are still necessary and useful: - Photobomb - Challenge of previous tomes - Daily - Photobomb - A big help for the adepts, especially for the weakest killer like Wraith, Freddy and Ghostface - Photobomb - A way to respond against a bully team when playing a killer who is far too easily counterable - Photobomb - Showing the new mori of the cosmetic for the survivors on your first match of the day - Trophies based on "kill by our hands"(so = Mori half necessary) - Photobomb For the unknown teleport, on live, with the Blurry Picture, the recovery is 0.85 sec, on the PTB, it's 1.19. Explain me why this is not a nerf ? Same thing, this brake to prevent Edging, is multiplied when you want to cancel, or after using the M2: We are slowed down much more than live, and NO ONE talks about it and it makes me furious. Same shit with Vanishing Box: ok it's strong i'm agree, but 80% on the clone spawning ? Seriously ? Why not 40/50% ? What is the goal BHVR with him ?
This is my idea for how to change mori's IF I were forced to do it! 1.) Make most mori's base kit: • if there is 1 survivor left in the trial they can be moried • if the killer has 8 hooks and 0 kills they gain the ability to mori all survivors 2.) Each type of mori offering would reward you more blood points depending on how the survivor was moried: • Cyprus mori-You get Bloodpoints if you mori a survivor that trial • Ivory Mori- You get Bloodpoints if you mori a survivor + a BONUS amount of bloodpoints if you sacrificed all other survivors before the mori (aka no escapes) • Ebony Mori-you get bloodpoints for every mori + a BONUS amount of bloodpoints if you kill ALL survivors with a mori
This would be a bit too strong with specific late game builds, as nerfed as it is NOED would be really strong with this. Killers could run a late game perk build and just 8 hook everyone. A half decent killer will keep mental count of who's been hooked how many times. I get it's a rough idea not a fleshed out concept but that's the only thing that doesn't seem like a great idea. The offerings thing is great though, anything for more BP
@@Atomik0468Ok but 8 hooking everyone is already playing extremely nice and gives the survivors an advantage, since getting rid of a survivor as fast as possible is always the best way to slow the game down
People are vastly overstating the Blurry Photo change for Unknown because they don't know how the math works. Old TP recovery with blurry photo was NOT .85 seconds (1.7/2), it's 1.13 seconds (1.7/1.5). Blurry Photo is like Botany Knowledge, it increases the recovery rate, not cutting total time. New blurry photo is 1.4/1.15 for a 1.22 second TP recovery. The difference is less than a tenth of a second between Live and PTB. I've also seen many people think he moves slower while holding M2, there were 0 changes to the movespeed values. The cancellation window triggering a slowdown is 0.07 seconds instead of 0.2 now. Regardless, the M2 fake still exists so task failed successfully?
I play unknown a ton and blurry photo on PTB was notably far shittier feeling, and I went in expecting it to feel the same as before. Immediate “eughhh” feeling.
@@Daddix0 The math simply does not lie. It feels slower because it is slower. A 0.084 second difference might take getting used to, but as an unknown player I don't think it will reduce my ability to get hits with the hallucinations. I still think the other changes are unnecessary, my point is that people are saying Blurry Photo has been nerfed by as much as half a second. The full TP calculation includes a 0.3 second teleport time and a 1.7 second recovery currently. 1.7/1.5 with blurry photo is 1.133 as I've said, add the .3 teleport time and it takes you 1.433 seconds to move again after hitting control. New teleport recovery of 1.4 seconds divided by 1.15 to account for new blurry photo gives us 1.217, add the 0.3 teleport time and it takes you 1.517 seconds to move again after hitting control. You can also play without Blurry Photo now. I welcome you to point out any errors.
@@coloneltophat7850 That math is no longer accurate at this point, there is likely a difference in the way the addon is coded, being a % reduction rather than a % added to the recovery charges per second. Putting my two clips before/after in video software, the difference in movement recovery was well over 0.084 seconds. Either there is an error or the addon's application has been recoded, which would not be the first time. It is just simply not the case that the difference is that miniscule, which makes sense given it feels far greater than a 0.08 second difference in-game.
@@Daddix0 It would be nice if they had tried to swing or use UVX in the linked video, or included a timer. The difference could be due to the speed curve being slightly longer, making it appear more sluggish on wakeup despite still being able to do actions. I'm not going to assume BHVR made changes they didn't state they made.
People are missing that survivors are going to be able to counter-grief killers with the finisher mori system/new mori offerings. Obviously it promotes slugging for the 4K, which is bad, but let's say the person that you hooked isn't on death hook? They're going to hold on for the full 70 seconds plus the entity death animation to force the killer (and other survivor) to sit there and wait for it. Or worse, if they're on their first hook, 140 seconds. Two and a half minutes that survivors can force killers to sit and wait, possibly denying the mori bonus, and after slugging for the 4K, that's absolutely going to happen. People will sit in lockers for an hour to deny Evil Within. They are 100% going to force killers to wait out the entire hook timer knowing that the killer wants to use it. Everybody is going to be miserable here.
@uhhrobin506 It's been a core aspect of the game since release. If Behavior nerfs that.... Nostalgia... for literally no reason.... its time to play other games. Behavior has lost my interest 100% This isn't DBD, idk wtf that game is anymore.
@@uhhrobin506 You have NEVER played this game. This is the same game that had hatch standoffs. As this guy stated, people will already sit in lockers for days to deny the Evil Incarnate achievement, and killer players will just eat that shit as a cost of doing business. When presented with mutually assured destruction, DBD players dig their heels in and prepare for the cold war. It's going to cause problems.
Maybe I"m weird but one thing I liked about old zanshin and predator, they're some of the very few perks that survivors cannot detect whatsoever (+ discordance, whispers and spies, deerstalker and bloodhound)
my two cents about the skull merchant nerf: this is why i hate the precedent that bhvr have set for THEMSELVES that they HAVE to release new dlc every quarter. if they had the balls to skip or delay chapters when they were clearly rushed & broken, this whole situation could have been avoided. now you have a bunch of players who have spent real money on SM and have spent real hours leveling her up who have essentially been ripped off, and that’s simply unfair and unethical for a business to do, period. tools of torment should have been delayed after its mess of a PTB and SM reworked completely before she was even released.
Unfortunately that would've caused them to not get as much money as they did because of the initial release hype, generates a lot of money that would otherwise be missed. Sadako was revealed like over a month before she came out and by the time she did, not many people bought the dlc because she was already old news on release. As bad as it is, the game exists to make them money so they'll greed however they can.
Yea they just nuked her power into the ground i bought a skin for her when she first came out😢 now she's a whole different character that I didn't pay for
Do we hold this same energy for licenced Survivor perks that get nuked for the sake of lowering pick rates? Like genuinely... Not even being sarcastic here. People pay real money for licenced perks (unless they show up in the Shrine by pure luck), and I don't see anywhere NEAR this level of outrage when they get nerfed into the ground. Sure, people complain like they always do, but the sheer level of baby tantrums I am seeing over the SM nerfs is genuinely pathetic. The entitlement is unreal.
I agree with the bad pressure around needing to release something new every few months. That kind of deadline atmosphere must be terrible for the creative process, and I hate that the internet has mandated it. That said, I also agree with boringmonkey - that everyone who pays for content in this game needs to be ready for the possibility of rebalancing/nerfs. It happens plenty of times to perks on either side.
Changing the Mori really pisses me off. Usually defend Behavior for being so consistent with content but this idea isn't necessary and ruins nostalgia for nearly no reason. I REFUSE to favor bloodpoints over Moris. We get so many BP multipliers just playing the game naturally. We get BP by codes. Daily Challenges, tombs, rift, events. We are losing a core aspect thats been apart of the game since release. Nerfed twice already, The offering is perfectly balanced.
not even this distortion nerf can stop me from being a rat!!! ill run shadowstep now!!! (proceeds to have the absolute worst totem spawns ever, no boon area coverage, and some totems just in the middle of nowhere with nothing blocking sight of it)
New mori should do what it does now with the addition of extra bloodpoints for moriing the last survivor, while without the mori you can still mori the last.
The only thing I can say about Skull merchant. It is a paid for dlc, even if you farmed it with iridescent the fact that they are essentially removing a killer from a game that some people paid for it’s a bad practice. •Do I agree with her being reworked ? -Yes! •Do I think she should have ever launched in the way she did and taken the time it has to deal with her is crazy? -Of course Just something I think is bad about these changes.
I don't think distortion should be as changed as it was. It's useful and can be used for different reasons other than being a rat. I can't explain how many times distortion countered BBQ and allowed me to finish a gen. People act like distortion was only used by rats who had a rat playstyle.
And it was the only way to counter no where to hide such a strong perk. In general getting Aura read is super dangerous and against a lot of top tier killers the only way to win is if your not in a pro swf is not getting found by the killer. Classic example being Nurse running nowhere to hide literally nothing you can do about it.
I honestly think Distortion should be a hybrid of what we have now. Keep the 3 tokens but make it so that you only get them in chase. No need to go this direction at all.
@@djphatman2153 or refill them based on unhooks or gen progress etc. Any required playing to regain them. Max of 3 tokens. Anti rat instantly. Making it gen progress required would incentivise the vast majority of distortion users which are gen jockies who work on gens as their friends loop the killer. And would incentivize soloq to not hide doing nothing all match.
Personally i hate the amount of power creep there is in Aura perks. Before, the strongest aura read required you to get a hook, but now you can basically have wallhacks on survivors 24/7 instead of needing to have awareness or ears. There's a reason Distortion became so overused and its because every match at average and above MMR is full of aura spam with Nowhere to Hide Lethal and now it'll be Zanshin
When i played the game the strongest aura reading ability was picking freddy. anybody outside your terror radius who was asleep would have their aura permanently revealed to you until they entered your terror radius or woke up.
I don’t think those are great examples. Zanshin tactics, lethal pursuit and NWTH all serve specific purposes that really aren’t that oppressive. Lethal pursuit’s active ability only triggers once during the match, and just helps get the first chase started. Zanshin tactics is a worse version of Windows, and good killers can tell what is in a tile by just looking at it anyways. No Where To Hid just ensures people can’t camp around generators, and requires you to go out of your way to kick a generator. The reason these perks aren’t that bad is because the simply encourage chases, that’s all. At the end of the day, the best survivors in the game are delaying the killer through chase, not through hiding. Being chased is the survivors primary way of prolonging the game, and good survivors don’t have to worry about aura reading finding them as much because they’re ready to stall. The new perk is different, cause it’s like a better I’m all ears, but those three perks you listed specifically are bad examples of powercrept perks. They’re all pretty in line and balanced.
@@HoneyDog i think you're undervaluing lethal pursuer as it was very popular before it even got buffed to work with other aura perks. your first chase is your most important and lethal guarantees you waste the least amount of time possible. it has such a large impact on the outcome of the entire match. and zanshin is not just the killer's version of windows now. it gives aura (for 10 damn seconds) just for a survivor dropping a pallet or standing near a dropped pallet near you.
@@tloyp2584 Ah, right. Zanshin got changed, I suppose I confused it for an entirely new perk. Yeah, sounds pretty damn good. Still doesn’t mean other aura perks are busted or need changing though. Yeah lethal gets you the first chase, but that first chase could be an awful one where 2 generators are repaired; it’s up to the survivor. Some killers also start the game at their weakest, like nemesis, or don’t need a quick chase, like hag or trapper. It isn’t a catch all perk like old pop or ruin, and still requires the killer to put in effort to get value, because they still gotta actually down a survivor. +2 seconds to aura never was never really oppressive because up until now there hasn’t been any really broken aura reading perks on the killers side. The most useful for chase is I’m all ears, but even that one has a long cooldown, and doesn’t help in a lot of scenarios (like survivors hopping into shack).
I honestly hate everything, that is close quarters aura reading. It completely cooks the mind-gaming aspect in chases, if one side can simply just see the other. There is a reason, why "subtle" cheaters bring wallhacks. And shoehorning more aura reading crap into the game just gives them all kinds of plausible deniability.
It's nonsense but because the community themselves have made it a way bigger issue than it truly is. It's just a bunch of killer mains crying that they can't mori everyone anymore (except tombstone Myers users)
It's very likely two different groups. Most people I imagine are fine with Skull Merchant being deleted - I can imagine there being a very vocal minority that wants her to be 'something' though.
Overcome, Lucky Break, Quick and Quiet and Iron Will is now countered by the new Predator. Unless the perk is on cooldown, the Survivor has to hide within 5 seconds of running before escaping chase or change out Quick and Quiet to Distortion.
Sure Zanshin is a bit too strong but I just think it's funny that survivors have a multitude of ways of tracking the killer and seeing their aura even mid chase but god forbid killers have one perk where they can track you mid chase
@@FrankieFrak-Frakityfranker Which is hilarious to me, because I'm All Ears is genuinely one of the strongest chase perks in the game. It's sooo good on multiple killers.
Evading the person can who can stop you from playing is far more important than the reverse. It is good for killers to have conditional perks that reveal auras during chase but there should be a notification on both sides that it is happening either way and I wouldn't take that away. However I believe perks like nowhere to hide and the ilk are problematic, especially when the counterplay for them is either inefficient, inconvenient, or highly conditional. I truly believe the power of perks like that are too easily accessible for the value they provide. I would love to hear your take on it though!
Mori offerings SHOULD change so that with Cyprus you are able to mori 2 survivors, ivory 3 survivors and ebony 4 survivors so that you are able to get 10000 per mori. The reason why they kept SM as is is monetary reasons. Since she's now part of a bundle pack it doesn't matter if she gets bought so might as well nerf her. The reason why I think skull merchant is a scam killer now is because she has one of the coolest outfits in the game, however if you give money towards her cosmetics she is useless as a killer, therefor the money you invested in her won't see the light of day. The only reason she isn't kill switched is because they could face legal issues if you buy content that isn't available so instead they nerfed her.
I think Pixelbush made a good point when he said that Skull Merchant’s problem isn’t that she’s good, but that she’s easy to play. She doesn’t need to be made weaker, but needs to be more challenging to play. I feel like Pixel has good ideas on how to make her more fun to play as and against, making her more challenging, but also more rewarding. Right now, players can throw up a drone and survivors don’t know how to play against it. Skull Merchant needed changes, but these missed the mark. Hopefully her rework makes her more fun to play as and against.
I think her drones only having one beam is actually a good thing, the only thing i don't like is the huge hinder nerf and the removal if stealth drones. Hinder needed to be nerfed but not this much, and the stealth drones were completely fine imo. Removing her haste from scans is also good in my opinion.
Not really sure if you'll read this, but on the distortion front, it being limited to one charge/token/activation at a time while aura reading is so ever present and easily accessible and having no potential for extending the protection provided by the perk may turn to be problematic. A distortion style sound effect when most effects read your aura would go a long way to helping survivors prepare for a potentially upcoming chase. Leaving distortion on the three token system but changing the recharging method would have been far more acceptable in the current aura reading environment. Leaving aura denial to inefficient avenues like shadow step and lockers, and conditional requirements like off the record while perks like nowhere to hide encourage are achieved naturally over the couse of the game with no proper internal cooldown or significant that isnt already giving you a benefit. Opening a locker is more inconvenient, less practical in application, and has a proper cooldown (darkness revealed). The cost to reward ratio between aura reading and aura denial is too skewed to aura reading. Especially when many killers deny aura reading on the survivor side passively without the use of a perk. I would love to potentially hear any thoughts and opinions regarding my take.
Based scott on SM nerf, I am glad at least one huge creator could put it on record that SM is a totally boring overpowered plague on dbd. Its wild the amount of people telling everyone to "just git gud" against a killer that slows you by 10% and speeds up by 8% when not even a year ago people were whining about a 3. T H R E E percent speed boost for injured players, which for the record, was dumb, but wow.
As a Nurse main reading "Zanshin is busted on nurse" physically hurt me. Ah yes, dedicating yourself to an animation lock against Nurse, I'm sure that'll go well.
I mean you are eventually forced to throw a pallet against alot of the killers its good on aside from nurse, its basically just going to end up as a stronger Im all ears on alot of tiles
The issue with Jund's argument is two-fold. First, he says that he doesn't like rat behavior game play because it's boring and yet, tunneling is perfectly legal (and also boring) and is something that survivors have to "deal with." ArEn'T tHeRe PeRkS fOr ThAt? Well, there is one perk that counters spammy aura reading: Distortion. Second, in the same sentence, Jund praises this perk for becoming an anti-aura reading/chase but also says that it doesn't force survivors into a certain way of playing. If the purpose of the perk is to be used simply for chase and nothing else, then it forces survivors to play a certain way. Distortion as it was already did what you think this perk will become AND limited the amount of times you were able to use it (the three tokens). In order to gain tokens, you had to be near the killer which added a sense of risk. It worked in chase and out of chase which made it flexible. The issue here is simply Jund not liking a certain play style. It's the same type of complaining that survivors make when it comes to tunneling. He's made videos showing survivors how easy it is to create an anti-tunnel build with an attempt to define what tunneling is. Where are the videos showing killers how to deal with "rats"? It appears that survivors need to "get gud" with tunneling but killers can't seem to come to terms with stealth game play.
@@ScottJund Thanks for the reply! I'm not sure what you mean by that. I never said that (nor did I assume that). I did say that you've made videos trying to address the tunneling issue which clearly means you don't feel that way so I'm confused why you would infer that. There was a video that you made not too long ago about behaviors that you liked (or didn't like? I don't remember. I tried looking through your videos to link it here. I know you have it hahahaha). It was a tier list. Not one positive survivor behavior made it to the top of the list. To be fair, it's been some time since I've seen the video so it's possible that I'm misremembering. Regardless, I think it's clear from your content that you side more with killer which is fine. My position is simply that there is a justification of one behavior over another and the celebration of (what will certainly become) a useless perk because you find "rat" game play boring.
The only playstyle being affected by the distortion change is the "hide and do nothing" playstyle, and that playstyle absolutely needs to be discouraged. It doesn't just make the game less fun for killers, it actively makes the game less fun for other survivors too. Distortion as it is now forces the killer to go after survivors who aren't running distortion. If you want to counter aura reading without having to be in chase, run object.
@@shreddyzi mean distortion was really usefull when doing objectives, too, imo. Which is now heavily nerfed. I dont really like the change since that perk alone made the game soooo much less stressfull that i could actually relax and have fun for a bit without being paranoid. I only have 110 hours so im not very good. But I see that this is a very unpopular experience, im still sad my fav perk got this big of a nerf but for players with higher mmr it'll be a good change!
@@shreddyz Distortion was garbage anyway. I have a stealth build and I never used Distortion. Tried it once against a Knight, who was heavy on the aura reading and all my three stacks were gone within 90 seconds or so (if even that). XD Plus, there is a massive risk with playing super stealthy, because when you get found, you will most likely be well outta position. So just pussyfooting around is not the way to go anyway. I typically use my stealth build (Urban, Calm Spirit, Iron Will + one flex perk) to initiate chases on my terms and get discretely from A to B, when the killer is nearby.
You know what? I actually want to play new Skully. Just goof around survivors as sexy lady and learn to m1 chase with occasional hits from drones. Or even try to loop AND correctly rotate drone line. Like, expressing skill, you know. But mostly she is now my meme killer. Where with pig you boop the snoot, with Dracula you pet the doggo, and with Skully you smack her dumptrack.
I'll be brave and admit it. I've always enjoyed playing skull merchant and I think she is seen so rarely that they should just keep her how she is until their later change for her.
I truly believe the simple and easy solution to Corrective Action is doing the same thing they did with Inner Focus- if you’re playing with someone new to the game, it can’t be a guarantee you’re working on the same generator as them. And even still, you’re teaching a new player that grouping up is the right thing to do. Corrective action should not have a range, and should just be map wide. To be clear, this is if missed skill checks are reverted to GOOD skill checks and not GREAT
Crazy to me that people are afraid the Mori offerings will promote slugging for the 4th kill. The actual Mori offerings promote tunneling off of 2nd hook because you can't get hit with DS or a save.
A cool idea i think skull merchant should have is having the ability to pause drones rotation for a few second. As well as having the ability have your drone flip scan sides add some skill to her
the bad teammates bemoaning the loss of Distortion but saying nothing about Lucky Star speaks volumes as to the character of those who are malding about this patch
I think there's a big difference between the rats who use it to do nothing the entire game and the people who want it changed to a multi charge perk that requires you to engage in progressing said game instead of hiding. There are plenty of people who just want rat out for the hatch though. I will say I think aura reading needs an internal cooldown or nerf so it can't be spammed as much
Predator is bad for the game, as it punishes survivors for a good play. New Distortion should probably have stacks, and you get stacks for escaping chase rather than being in the terror radius of the killer.
I don't see why they can't just refund people who bought the skull merchant DLC. "That will cost us money" Oh well, don't be stupid and you won't have that happen. Happens to far bigger devs like CDPR and Rocksteady when they weren't crap. I doubt it would bankrupt them or even be a sizeable financial hit. Hell, be super cheap and just give people auric cells.
That's a compromise I'm willing to deal with but I highly doubt they would do that SM is universally disliked and unfortunately the majority play her in a sweaty unfun way . Just hit and run, sweating for the 4k and being toxic
I'm going to guess the cost of conducting a refund is WAYY more than the sum cost of all the money people spent on her. Consider how many platforms that DLC was released on, how many people got her via codes / whatever else, it gets complicated.
My opinion to all this is: 1. Make the moris also grant +25%, +50% and +75% bloodpoints in all categories in addition to the bloodpoint bonus for the finishing mori. This way the iridescent mori is definitely better than the yellow soup or green bloody party streamers without changing the complete playstyle of the killer (the additional % is separated from the flat bonus for the mori). 2. Corrective action could be changed to only start with 1 stack and have a maximum of 3 stacks + a mechanic that prevents two users of corrective action to stack their perk up to infinity. For example a corrective action great skillcheck could be uniquely named and having the effect of not stacking up corrective action. Alternatively it could be changed to 1 stack with a maximum of 3 stacks and instead of providing great skillchecks to teammates, it corrects both your and their failed skillchecks to good ones, so it can also be picked if you yourself mess up some skill checks from time to time. 3. I agree with a shorter duration or cooldown, but 1 second is too little xD. Before that BHVR should try half the duration when they release it. 4. While skull merchant is a hated killer with only a small amount of players they definitely handled the situation poorly. Instead of all these nerfes, essentially killing her. They could have just went with a smaller version to just make her more bearable. Like decreasing her hindered effects from 10% to 6% and decreasing her haste from 3/5/6/7% to 2/3/3.5/4%. This would increase survivors odds to escape from chases while also keeping skull merchants current playstyle and identity. 5. I don't have alot of experience of playing against Unknown but do have some playing as Unknown. And let me tell you that the brown add-on feels so necessary to make the gameplay feel smooth. Problem with these changes is, Unknown with his speed build up when teleporting is too slow, it feels like dredge prior to his decent buff. And the change to his UVX could possibly make him feel clunky like the old plague with her puke charging. In summary I am not fond of the UVX nerf, and the teleporting speed build up change should be have been more balanced like with dredge and dracula, the usual treatment of taking an quality-of-life add-on, cutting it pretty much in half and adding the other half to base kit. For example, decrease the "Teleport movement speed Recovery" from the current 1.7 seconds down to 1.25 and cut the add-on from 50% to 25%. If you still take it you used to have a recovery of 0.85 seconds and now have one of 0.94 seconds. So the brown add-on still would be decent but not feel like a must have anymore, Unknown players would now consider taking other add-ons instead. 6. Uh no? Even if you take the buffed WGLF, Botany knowledge and we'll make it, the 300% extra speed will not allow you to immediately pick someone up from the ground. The killer will have enough time to down you, they just need to reconsider slugging if they notice your pick up build. Also, now you commited 3 out of 4 perks to healing and are weak in other areas, it's balanced. 7. I didn't know about this bug, noir do I care. They will probably have it fixed for the life-version. 8. That's fine, then it is a beginner friendly perk as it should be since it's a teachable perk from a base-unlocked easy-to-play killer. Now it just does what it is supposed to do, help you keep track of survivors. You can also use this strategically to end a chase and get the information to mindgame or to use the information later on and end the chase now. It's just important to watch the numbers, perhabs predator will turn out a bit too strong or weak. 9. Distortion should have been changed a long time ago in regards to doing important stuff to get stacks back, but I am not quite happy with the new version. I think having a maximum of two stacks and getting them back with Chase, Gen progress and healing would have been better. Like maybe a total of 20 seconds in chase, 40% of a gen, 120% of total healing for a stack, and you can combine the three methods to charge the stacks, but you actually need to do something to reclaim them, not hide.
We've been able to do 27 second duo gens for 3 YEARS now and that only requires Streetwise. How many times has anyone seen this? Even if Behaviour doesn't change corrective action, we'll NEVER see it used.
20:00 it was the same with original PTB CoH, if you have 4 people grouped up and with the right perks you can infinitely 3 man a downed survivor before a killer can recover
“we just accept nurse for whatever reason” THIS IS TOO TRUE. I have tried having conversations on how to balance her but every time i just get “well like, shes kinda hard to play… so i think she is balanced” and then proceeds to yap about how they hate blight spirit huntress
Honestly, they could rework just the yellow mori to give BP, but keep the other moris the same. I was thinking the moris could change the mori animation, but that would be a lot of work, and BHVR should just let that be a customization option.
I think personally, there are only 3 problematic things from the patch now having time to mull it over and test it out 1. Corrective action hyperfocus combo leading to a gen being done in 30 seconds or less is extremely bad even if it requires a coordinated team it's still extremely easy to set up and to pull off and it cannot go to live. And no offense scott They are that dumblook how long that took them to finally got made for this or killswitch the seizure issue with trickster You're giving them wy too much credit 2. Quick gambit needs a minor tweak to stop people from predrop pattying to abuse it as it's bad for both sides it's bad for killer because their being punished heavily for chasing and it's bad for survivor because them doing this eats a bunch of necessary resources for the rest of the team to survive 3. The absolute gutting of skull merchant as well as the knee capping to unknown twins and billy sets a hugely negative precedent that any killer with a remote level of negative attention can be given the Freddy treatment at anytime. And in terms of unknown twins and billy you don't even need to be problematic just annoying and you'll get gutted.
Blood they are not gutting the twins it's a 5-second cooldown increase when Victor gets kicked and it's just back to 3 seconds on the recovery time which is what it used to be before they did that stupid ass 5 second cooldown that made twins so clunky for so many years
Yeah, for the most part things seem not too bad. I'm happy Skull Merchant got gutted; I know it's not a satisfying or proper means of doing so, but she was just such a low-skill floor Killer that even if Survivors played perfectly, you still got bonuses from plopping drones out in a loop. I'm happy Billy is getting nerfed because Overdrive was a little much. I saw people praise it as great Killer design because it "rewarded players for using the Killer's power" when like, there's a difference between rewarding skillful use of the power (such as Wesker's power recharging faster when more Survivors are infected with Ouroboros) and granting bonuses for free, regardless of if the power is used skillfully. Unknown changes really seem so nonconsequential and the add-on nerfs were fair given how often they're used (like, Vanishing Box should have been a purple add-on let's be real), that I'm genuinely shocked at how much people are rioting against it. There are a few perk changes I'd like to see revised before it hits live: 1) Distortion was made too weak with how much aura reading there is with this patch (new Predator immediately eats the token you earn); personally I'd like to have seen Distortion remain as-is, but with the recharge based on chase-time, not terror-radius time. Protects Survivors effectively, eliminates the rat-playstyle, rewards chase, and acts as a soft anti-tunnel perk since you'll earn tokens after being chased. 2) Zanshin seems a little overtuned; I'd change it to act like a Killer's version of Troubleshooter, revealing the Survivor's aura after they drop a pallet. Similarly, Predator seems a little too free, especially with how finicky the chase mechanic can be. If they want to keep the aura-reading, I'd make it charge in chase as opposed to just being a simple cooldown. 3) I don't like Quick Gambit deactivating for 60 whole seconds; that seems excessive for how small the bonus is. Similarly, it's like old Leverage being a Win More perk. If you get good value out of it because you weren't injured for a long time, then odds are you aren't going to need the bonus that it gives you (ie, a 5-gen chase goes from 450 seconds to 428 seconds of gen time if only one survivor repairs each gen). I'd have turned into a chargeable toolbox; get chased for X seconds, get X seconds (max: 60) of a +5/6/7% repair speed bonus (getting hit reduces your charges, for counterplay, and to match Potential Energy because Vittorio :3). 4) Corrective Action needs a tweak. I'd make it so that for coop'ing survivors, failed skill checks become good, and natural good skill checks become great. Token reacquisition needs to be changed too, but the only reasonable other metric I could think of would be terror radius, which then just makes it a worse Stakeout lol. Maybe healing a survivor for one health state regains a token because healing is a "corrective" action? lol
The skull merchant take is a big L They did already do the same thing to another killer, The trickster and we still haven't gotten that rework. This is a pattern from bhvr. Make some changes to band aid a problem and hide it under the bed than never touch it again.
I thought it was a nice change about mori offerings, but I've already seen a roll where someone says that with mori slug under 4k it's the norm and now it will be even more frequent with these offerings. And the change itself and points for mori appeared because in the store you will be able to buy separate mori for killers, so unfortunately the motivation was again money. If this is another issue that will make playing as a survivor even worse, even a +100% role bonus won't solve anything in this case, since you can take ebony mori and still get more points as a killer with a 0% bonus and play for tunnel slug. I'm a little worried, but I hope it's exaggerated. My idea to solve this: Built-in mori should give you the option to kill the 3rd surv for extra points or any (like green) , instead of the last one (like yellow) I had slugging for 4k even in Lights out. Then after leaving the guy for 99% of his bleed out bar he let him wiggle just to kill me yay. Yea sadly its usually this cringe thing that 3rd survivor will be 3-4 minutes on the ground
New mori system is NOT that impactful, so many survivors act like it’s going to insta kill you and the other half thinks that it’s a global mori that triggers when everyone’s downed 😂 really speaks volumes on their skill set
Are we just inventing new people? Because literally all the worries ive seen about it is that with the new memento offerings its incentivizes slugging, which yeah it kinda does thats a genuine worry
I think they should make it so that if you can't do your mori you should keep your offering. That way killers would at least not feel the need to slug just to not lose something
The matchmaking in this game needs some serious work. Mixing sweaty players with potatoes who barely know how to press spacebar is making solo queue feel like hell. And the worst part is that you can't get out of a circus of a match. You have to wait there until it ends or get a penalty.
I think I agree with Scott on everything but Predator, while losing chase doesn’t make you bad it does reward you for making bad decisions and then can unfairly punish a survivor that correctly mind gamed something. And if losing chase doesn’t negatively effect your gameplay as killer then this perk is arguably more useless than the old version as distortion will have been recharged during chase. I don’t think it’s overpowered or anything I just think that it’s more of a crutch for bad/new players to lean on instead of learning how to chase and develop good habits while also not being useful for any skilled players unless they’re on killers that genuinely do not need any more help than they already have access to.
Literally my only criticism for this patch is the fact that it exposes previous issues, not anything directly relating to the patch: Unknown: the addon effect may have been a bit too strong compared to the base kit (not a big issue, and they arguably fixed it). Skull Merchant: so atrociously bad that they had to kill her because fixing her three times couldn't do it Bad perks getting buffed: the perks were bad, they fixed that. I think this is a completely fine patch that just exposed some previous issues. Why is everyone freaking out about this?
With WGLF, I don't think it's gonna be close to FTP or anything, BUT you can use WGLF while at full health, so it's not just a matter of hitting the healer.
here's how I'd at least consider changing the current offering system, with these new Mori's as well. First of all, remove the Cypress and Ivory all together, and bump down the Ebony to a purple/green rarity instead. Secondly, all the category specific BP offerings, like the flowers get bumped up to 200/250/300% each. Either this or outright delete them to free up the bloodweb a bit. Thirdly, allow players to select two offerings, one being a BP only offering (Mori, streamers, cakes, etc), and a second one that alters gameplay (map offerings, sac ward, logs, shrouds, etc).
While I don’t hate the patch, I do think its weird that BHVR has focused on changing characters like the Huntress, the Nemesis, the Unknown, the Trickster, etc. who were all relatively fine, when characters like Freddy and Myers and Pyramid Head arguably need changes wayyy more.
"Mori's won't make people slug more because they're so trash that noone will bring them" - that's just another problem. Why is the only iri offering in the game so trash that you'd rather avoid it in the bloodweb by taking "survivors all start seperate" to save a few BP. It's just absolute trash game design. Either the moris are absolutely worthless and noone runs them, or they're worth using and then they encourage slugging. They just need to do literally anything else to them, from leaving them untouched to deleting them entirely.
The point about the mori rework is it's senseless. There's no good reason to change them to this degree. They had a very specific use. To see the mori in game when you wanted. They did the thing where they made a sparkly new system they like and then gutted moris to only work with that new system when they were completely fine when no sane person would've suggested this. The proper change to make moris more interesting is, keep the green and red mori original effects the same. Now give all the moris an additional effect to give both the killer and player getting mori'ed a fuckton of extra blood points based on rarity after getting moried. Easy, simple,fun, both player benefit from it.
The DBD community has an inordinate number of people who hate DBD, don't understand DBD, and are bad at DBD, sometimes all at the same time. Killers complaining about people doing generators, Survivors complaining about Killers being able to win. Bunch of actual crybabies all over the place.
If anything, survivors will play scummier than killers with the new moris. There’s no more trying to save your friend with 2 left. There’s no more trying to open a gate. If the killer slugs for a 4k then the other guy will put on his Blendette face and wait for EGC
I never liked merchant since release, but now I REALLY don't like merchant more. The fact that she's getting probably has gotten the most attention out of any character in terms of drastic changes, meanwhile killers who are ACTUALLY out of date and NEEDS reworks/major buffs don't get any. BHVR says Michael is fine (he's not btw) but skull merchant isn't. Freddy is bad but somehow skull merchant was worse before PTB (she wasn't). By the time twins got their "rework" (it wasn't a rework, just number changes), SM got like 2 reworks in a short life span while it took twins years. This is the main the reason I can't stand looking at skull merchant. it just makes no sense to me why THIS specific killer gets pushed for reworks while there are others that quite literally need the attention way more than she does.
People don't immediately DC or give up on hook against Michael or Freddy, there's the difference. SM winrate went to the atmosphere because everyone gave up, no one wants to play against her. That's why she's a higher priority
I'd say aside from taking out the second beam, which wouldn't require much work itself, part of the reason we got this change is that it was likely low development effort. I agree with you though - each patch cycle, they have to think about which killer's focus is actually going to be most interesting for players, not just "most deserved for perfect balance". All else aside, it's a big lesson in the failures of designing a character well for both sides of the match from the start.
Honestly I thought when they announced the Unknown changes they were going to change his ability to teleport around hooks. only issue I’ve encountered playing/playing against him is how easy it is to camp hooks while chasing someone else.
The mori reward should be lower but the offering should also include a mini bps bonus. So like 1.5x bp and 20k for the mori. Its still a gamble to get the reward for the mori, but you still get something out of it.
easy fix to address the whole slugging thing. simply make the 3rd or 4th survivor mori’able. if anything that would encourage you not to slug to get a cool mori then immediately look for hatch, also you can’t mori the first survivor which won’t encourage hard tunneling on strong killers. 3k is typically considered a killer win anyways so it will be a rewarding way to end a match then go to the final 50/50 of who finds hatch.
Really the only issue I have with this PTB is the mori thing, I wanna be able to get moris without HAVING to get a 4k or rely on survivors not cleansing Devour Hope. I kind of like a lot of the other changes, the skull merchant deletion is unfortunate for peeps that play her but I don't care. Also it's ironic that they're saying Predator rewards bad gameplay when it's use case is so obscure and would just help you find chase again faster, and they go and say that Distortion's rework is terrible when CURRENT Distortion rewards bad gameplay on survivor.
Honestly this nerf to skull merchant while dumb asf, makes me wanna play her more. That way it’s more embarrassing and funny to see survivor lose or possibly DC
(Probably should've left this rant on Reddit but I hate Reddit) I use distortion both in chase and to figure out what aura reading the killer is running so I know why a killer randomly heads my direction after a hook, or kicking a gen, ect. instead of just assuming "oh it must be bbq". (I use it both in SWF and solo queue because I like being able to figure out the killer build early either way). I'm probably dropping it completely if the change goes through because one charge at a time will just not be worth it unless the killer is only using one aura reveal. My preferred change would have been it still has tokens, but instead of charging the tokens while in terror radius but not in a chase, it's just charge tokens while in a chase. Maybe slower rate of charge, maybe knock it down to 2 or 3 tokens. That way if you use it to rat, you get some rat tokens and then you have to be in chase a certain amount of time to even get 1 back, so you really have to run the killer and not rat to get all your rat tokens back. Meanwhile for people like me, I can pinpoint the killer perks like I currently do, and to get more uses I just have to get into chase. Also unlike the way it currently is, I can reliable use it in chase because I can get tokens back in chase. If they had just left it mostly the same and made gaining tokens be while in chase instead of in terror radius I'd be so happy. It might would even lose it's rat status allowing me to not get called a rat for using it. PTB version is just "yeah you can't rat with this perk now because it's garbage". In fact I'd argue getting it back up just for starting a chase instead of after a certain amount of time in chase makes it still a rat perk because you hide, it goes down, next time they aura read they actually see you, they "start a chase" which is them finding you right away, downing you, hooking you, and then you have rat perk back up so you can hide another time. Having it charge by being in chase an amount of time would incentivize running actual chases instead of just starting a "chase". But if it was only 1 use and charged like that, it'd be more garbage than it already is in PTB, so 2 or 3 charges would be a must to go along with that. Anyway just my 2 cents, I get called a rat a lot for running distortion despite not actually ratting so I welcome a change to make it less ratty, but one charge per chase just kills it for me because if the killer has chase aura reading they're usually using it multiple times per chase (Or it get's hard countered by predator) meanwhile the non chase aura reading like bbq, I will get the benefit once and then have to either stop working on my gen and force a chase to get another token (Killing the value of not getting seen) or keep working my gen and just know "Well I'll get my next token here in a minute but if I don't finish the gen before then I probably wasted my time working on it" (Killing the value of not getting seen, unless whoever they go after first is competent) I'm tired I should be sleeping instead of typing this, sorry if this was nonsense
I like to MORI whenever possible, the new update makes that impossible, therefore I don't like it. If you get off your high heels you maybe could see why people are disliking it.
I agree Mori's were pretty much only a cool cosmetic thing. But this change makes Mori's useless for bloodpoints and for the cool cosmetics.
Exactly, now they're lumped in with the hook/chest/hatch/basement/most map offerings, being another thing that wastes space on my bloodweb and wastes points to level, which is already a big enough issue with the previously mentioned things as is. But now we have a whole iridiscent bloodpoint waste to add to the list, and every time I see an ebony mori I'm gonna think "Wow, that could have been an Iri Addon I like using, instead its a 9000 point garbage pile"
That’s why I don’t get why people don’t mind this new change. Sure, Moris are only cosmetic nowadays and waste your time in comparison to hooking people, but sometimes I just want the flashy kill FOR this cosmetic aspect. Now that BPs aren’t worth it and it kills the cosmetic aspect, they’re literally worthless. I like Mori’ing man, so I’m gonna run devour hope every game in protest
Skull Merchant: "They over nerfed me and now I'm barely playable if at all!?"
Freddy: "First time?"
The funniest part is Freddy is better than her now lol. His hinder is flat out better and he has teleportation.
@@GoldenDeer_You have to be asleep for Freddy’s snares to take effect and survivors aren’t always asleep 100% of the time.
And the teleportation has a really long cooldown and is very very easy to just pre-run away from the gen. The mindgame potential is there, sure, but Freddy is still really just an m1 killer with no power at times. SM is down there in the bottom tier, but I don’t think she’s the WORST, you know what I mean?
@rxsswell it's really debatable, and could go 50/50. It's not hard to put people asleep as Freddy, and the more that survivors wake each other up the longer that takes so he can stall for longer and longer. SM doesn't really have much besides a little bit of info that any killer could get with perks
bhvr: "sorry we knee-jerk nerfed freddy so quickly and severely, we won't make such a drastic change so fast like that in the future"
also bhvr: doesn't change him back or do anything about it for a super long time
(I am talking about his first version btw not the latest version, but I guess that could apply to any version of him)
That Reddit thread reveals just how bad most people are at DBD. No wonder solo queue is so miserable if people are whining about how dropping pallets against a Nurse will no longer be viable SMH.
People think they are kings of the game. In reality they are the jester.
Forcing nurse to play a 50/50 when you have no good LoS blockers is a bad play? Watch some nurse 1v1s from good players and they can actually get value out of pallets. But your average nurse player wont be running this perk for such a rare scenario
complaining that losing chase means you’re bad at killer when the chase trigger mechanic doesn’t even work half of the time anyway 😭 also the survivor could just sprint burst or lithe away, or shift tech, what have you. lots of reasons to lose chase that have nothing to do with skill.
If you're using Lithe or something that benefits from pallets it's a good thing to pre-drop tbh
THISSSSADASDASSSSS!!!!1!!!!1 I've been saying it for years now and always get downvoted or ignored every time I say it on Reddit. Ofc kill rates are high af, most people playing the game are fucking clueless and refuse to touch gens and can't stay standing for longer than 15s while being chased. No fucking shit kill rates are so high. There is a reason whenever I queue solo queue survivor I expect to lose, and it has nothing to do with the killer.
Relax everyone, new feng skins on the way to cheer you up!
feng skin? you still living in 2020? Its all sable skins now
One day Yun Jin-Lee stocks will rise.
Sable *
I feel like the focused skin girl is now Sable
@@mitchsz mikaela has been getting a new skin every single patch last year, if you think sable is the poster girl you have recency bias
I still feel like they only kept the mori offerings because they’re the only way to burn an ultra rare offering, which gives an achievement
Fuck it. Downgrade the new moris to common-uncommon-rare and make all the map offerings ultra rare.
thats sounds good 😂@@DougStuff99
Weird that they killed skull merchant after being way more acceptable when 2 reworks happened but the nurse is still out there without a leash ruining any fun perk or game mechanic because she exists.
Yeah, they refuse to touch Nurse.
@@NicoTheCinderace They aren't gonna touch nurse because then they'd have to deal with SWF.
@@NicoTheCinderaceNurse is a free killer that is also the strongest in the game which is perfect for new players (if they care to learn her). If she wasn’t then dbd would be considered pay to win and new players would quit the game.
Good I’m glad and I hope those nurse mains just make the game toxic as possible for yall and I hope when they nerf her yall ass a whole hour just to find games yall deserve it
Get good bro
I think it's crazy that instead of just focusing on fixing issues BHVR decided to basically remove a character for what might be an entire year.
Nothing of value was lost
@@Hyde472 You are the problem
I think its crazy that instead of playing the other 36 Killers or survivor, Skull Merchant mains would rather cry and moan. Boo hoo, they got nerfed. It happens in the fgc all the time buddy, you’ll be okay 👍🏼
They have tried! I'm sure reworking her into a fun playable killer is going to take some more time than simple number changes. So instead of killswitching her for life, this is their solution.
@@OfffTheGoop In the FGC, your character is at least PLAYABLE. Even Zato-1 or Havik are playable, even if they're insanely bad.
Also, bad characters are typically a biproduct of the game's meta not favoring them. This isn't that. This is not only a nerf, but a public execution.
Finally, if SM mains wanted to play one of the other 36 Killers, they'd play one of the other 36 Killers.
I play Skull Merchant without a power, the nerf doesn't affect me.
The gigachad response
👑
Be placing that shit for the undetectable only my guy😂
Stay strong king.
Woman with Arm-claw
Behavior truly cannot win either way with Skull Merchant. They tried to rework, buff and nerf her. Literally nothing works with her balance or reputation. Her design is simply rotten to the core.
I truly, truly think this is what happened:
Behavior is trying to give her character a "full reset". Meaning that they hope that, with time, the player base forgets about Merchant's reputation as a killer you just disconnect the second you see her. It's almost like a meme at this point. All the while, they are going to rework get from the ground up, which would also explain the large time window. Not like anyone has a good idea of how to fix Merchant on a quick and easy manner. A total rework is the only think that might salvage the character.
But I truly do think this is all mostly to try to fight the absurd disconnect rates they are probably seeing with Skull Merchant in particular.
Tend to agree it's about DCs. DCs are extremely common nowadays, but against SM it's virtually a guarantee in the games I play at least.
As you hit on the design is the issue, she had a lot going on with her kit and the games were generally very miserable to play because the strengths in her kit are both frustrating, varied, and make the game take forever.
A complete redesign is needed.
@@testing-gn8vj +1. I'm an outsider looking in, and even I agree that SM needs a complete redesign. This is just completely missing the damn point with the nerfs.
She’s just an utter failure in basically every way. Her power sucks, her design (base outfit anyway) sucks, her lore sucks. I’m amazed they ever released her, but I guess they have to push SOMETHING out every 3 months
@@NicoTheCinderacehow can you give a +1 when you never even played against her, and im assuming DBD as well. that makes no sense
I actually think these nerfs in the short term are abysmal and kill her viability. However, it is necessary PR in the long run.
She will suck so bad that people will stop DC’ing and when her rework comes around, the stigma against her will be mostly gone.
Why the mori are still necessary and useful:
- Photobomb
- Challenge of previous tomes
- Daily
- Photobomb
- A big help for the adepts, especially for the weakest killer like Wraith, Freddy and Ghostface
- Photobomb
- A way to respond against a bully team when playing a killer who is far too easily counterable
- Photobomb
- Showing the new mori of the cosmetic for the survivors on your first match of the day
- Trophies based on "kill by our hands"(so = Mori half necessary)
- Photobomb
For the unknown teleport,
on live, with the Blurry Picture, the recovery is 0.85 sec, on the PTB, it's 1.19. Explain me why this is not a nerf ?
Same thing, this brake to prevent Edging, is multiplied when you want to cancel, or after using the M2: We are slowed down much more than live, and NO ONE talks about it and it makes me furious.
Same shit with Vanishing Box: ok it's strong i'm agree, but 80% on the clone spawning ? Seriously ? Why not 40/50% ? What is the goal BHVR with him ?
100% agree. I care the most about the mori rework this patch. I just want to mori for the fun of it and have other survivors potentially photobomb.
Trophies require kills too
you forgot photobombs
Do adepts work with moris? I thought it was only hooks. So I could've saved a lot of tries in the past omg
@@mitchsz All 4 survivors have to die, yeah.
the real crime of this patch is losing the blood rush plot twist god combo
No more self disable
This is my idea for how to change mori's IF I were forced to do it!
1.) Make most mori's base kit:
• if there is 1 survivor left in the trial they can be moried
• if the killer has 8 hooks and 0 kills they gain the ability to mori all survivors
2.) Each type of mori offering would reward you more blood points depending on how the survivor was moried:
• Cyprus mori-You get Bloodpoints if you mori a survivor that trial
• Ivory Mori- You get Bloodpoints if you mori a survivor + a BONUS amount of bloodpoints if you sacrificed all other survivors before the mori (aka no escapes)
• Ebony Mori-you get bloodpoints for every mori + a BONUS amount of bloodpoints if you kill ALL survivors with a mori
really like the 8 hook thing bro may be spitting
This would be a bit too strong with specific late game builds, as nerfed as it is NOED would be really strong with this. Killers could run a late game perk build and just 8 hook everyone. A half decent killer will keep mental count of who's been hooked how many times. I get it's a rough idea not a fleshed out concept but that's the only thing that doesn't seem like a great idea. The offerings thing is great though, anything for more BP
@@Atomik0468Ok but 8 hooking everyone is already playing extremely nice and gives the survivors an advantage, since getting rid of a survivor as fast as possible is always the best way to slow the game down
@@Atomik0468 you can just bring an ebony Mori in the current patch anyway though and Mori people on their death hook without this 8 hook requirement?
@@kidscast5842 That's about to change so your point is what?
Oing this differently again
People are vastly overstating the Blurry Photo change for Unknown because they don't know how the math works. Old TP recovery with blurry photo was NOT .85 seconds (1.7/2), it's 1.13 seconds (1.7/1.5). Blurry Photo is like Botany Knowledge, it increases the recovery rate, not cutting total time. New blurry photo is 1.4/1.15 for a 1.22 second TP recovery. The difference is less than a tenth of a second between Live and PTB. I've also seen many people think he moves slower while holding M2, there were 0 changes to the movespeed values. The cancellation window triggering a slowdown is 0.07 seconds instead of 0.2 now. Regardless, the M2 fake still exists so task failed successfully?
I play unknown a ton and blurry photo on PTB was notably far shittier feeling, and I went in expecting it to feel the same as before. Immediate “eughhh” feeling.
ruclips.net/video/FK72UaOebfM/видео.html I FULLY get the math, I think about DBD math a lot, but I refuse to believe this is a
@@Daddix0 The math simply does not lie. It feels slower because it is slower. A 0.084 second difference might take getting used to, but as an unknown player I don't think it will reduce my ability to get hits with the hallucinations. I still think the other changes are unnecessary, my point is that people are saying Blurry Photo has been nerfed by as much as half a second. The full TP calculation includes a 0.3 second teleport time and a 1.7 second recovery currently. 1.7/1.5 with blurry photo is 1.133 as I've said, add the .3 teleport time and it takes you 1.433 seconds to move again after hitting control. New teleport recovery of 1.4 seconds divided by 1.15 to account for new blurry photo gives us 1.217, add the 0.3 teleport time and it takes you 1.517 seconds to move again after hitting control. You can also play without Blurry Photo now. I welcome you to point out any errors.
@@coloneltophat7850 That math is no longer accurate at this point, there is likely a difference in the way the addon is coded, being a % reduction rather than a % added to the recovery charges per second. Putting my two clips before/after in video software, the difference in movement recovery was well over 0.084 seconds. Either there is an error or the addon's application has been recoded, which would not be the first time. It is just simply not the case that the difference is that miniscule, which makes sense given it feels far greater than a 0.08 second difference in-game.
@@Daddix0 It would be nice if they had tried to swing or use UVX in the linked video, or included a timer. The difference could be due to the speed curve being slightly longer, making it appear more sluggish on wakeup despite still being able to do actions. I'm not going to assume BHVR made changes they didn't state they made.
People are missing that survivors are going to be able to counter-grief killers with the finisher mori system/new mori offerings. Obviously it promotes slugging for the 4K, which is bad, but let's say the person that you hooked isn't on death hook? They're going to hold on for the full 70 seconds plus the entity death animation to force the killer (and other survivor) to sit there and wait for it. Or worse, if they're on their first hook, 140 seconds. Two and a half minutes that survivors can force killers to sit and wait, possibly denying the mori bonus, and after slugging for the 4K, that's absolutely going to happen. People will sit in lockers for an hour to deny Evil Within. They are 100% going to force killers to wait out the entire hook timer knowing that the killer wants to use it.
Everybody is going to be miserable here.
i dont think anyone cares that much about a mori, both killer and survivor...
I mean im definately going to. If they want to slug for the 4k im going to make them wait the whole time and feel good about it.
@uhhrobin506 It's been a core aspect of the game since release. If Behavior nerfs that.... Nostalgia... for literally no reason.... its time to play other games. Behavior has lost my interest 100% This isn't DBD, idk wtf that game is anymore.
@@uhhrobin506 You have NEVER played this game. This is the same game that had hatch standoffs. As this guy stated, people will already sit in lockers for days to deny the Evil Incarnate achievement, and killer players will just eat that shit as a cost of doing business. When presented with mutually assured destruction, DBD players dig their heels in and prepare for the cold war. It's going to cause problems.
We already unfortunately see some of that when 3rd player is hooked, 4th is slugged, and the killer wants to give them the hatch.
I honestly think it would be fine for moris to stay the same AND have the finisher mori, idk that doesnt see bad
Maybe I"m weird but one thing I liked about old zanshin and predator, they're some of the very few perks that survivors cannot detect whatsoever (+ discordance, whispers and spies, deerstalker and bloodhound)
Discordance you can absolutely pick up on. It's hard, but you can
Discordance is pretty easy to tell if you have more than 100 hours of survivor, or if you're a new survivor that uses it as a killer
my two cents about the skull merchant nerf: this is why i hate the precedent that bhvr have set for THEMSELVES that they HAVE to release new dlc every quarter. if they had the balls to skip or delay chapters when they were clearly rushed & broken, this whole situation could have been avoided. now you have a bunch of players who have spent real money on SM and have spent real hours leveling her up who have essentially been ripped off, and that’s simply unfair and unethical for a business to do, period. tools of torment should have been delayed after its mess of a PTB and SM reworked completely before she was even released.
out of all the chapters only ONE is bad. Fuck you i love the new chapters shout out my nigga dracula
Unfortunately that would've caused them to not get as much money as they did because of the initial release hype, generates a lot of money that would otherwise be missed. Sadako was revealed like over a month before she came out and by the time she did, not many people bought the dlc because she was already old news on release. As bad as it is, the game exists to make them money so they'll greed however they can.
Yea they just nuked her power into the ground i bought a skin for her when she first came out😢 now she's a whole different character that I didn't pay for
Do we hold this same energy for licenced Survivor perks that get nuked for the sake of lowering pick rates?
Like genuinely... Not even being sarcastic here. People pay real money for licenced perks (unless they show up in the Shrine by pure luck), and I don't see anywhere NEAR this level of outrage when they get nerfed into the ground.
Sure, people complain like they always do, but the sheer level of baby tantrums I am seeing over the SM nerfs is genuinely pathetic. The entitlement is unreal.
I agree with the bad pressure around needing to release something new every few months. That kind of deadline atmosphere must be terrible for the creative process, and I hate that the internet has mandated it. That said, I also agree with boringmonkey - that everyone who pays for content in this game needs to be ready for the possibility of rebalancing/nerfs. It happens plenty of times to perks on either side.
Changing the Mori really pisses me off. Usually defend Behavior for being so consistent with content but this idea isn't necessary and ruins nostalgia for nearly no reason. I REFUSE to favor bloodpoints over Moris. We get so many BP multipliers just playing the game naturally. We get BP by codes. Daily Challenges, tombs, rift, events. We are losing a core aspect thats been apart of the game since release. Nerfed twice already, The offering is perfectly balanced.
not even this distortion nerf can stop me from being a rat!!! ill run shadowstep now!!! (proceeds to have the absolute worst totem spawns ever, no boon area coverage, and some totems just in the middle of nowhere with nothing blocking sight of it)
Hex:Devour player looking at you: “First time?”
Not to mention the totem is loud af, so it's easy to spot and takes just a second to get rid of 😂
New mori should do what it does now with the addition of extra bloodpoints for moriing the last survivor, while without the mori you can still mori the last.
The only thing I can say about Skull merchant. It is a paid for dlc, even if you farmed it with iridescent the fact that they are essentially removing a killer from a game that some people paid for it’s a bad practice.
•Do I agree with her being reworked ? -Yes!
•Do I think she should have ever launched in the way she did and taken the time it has to deal with her is crazy?
-Of course
Just something I think is bad about these changes.
I don't think distortion should be as changed as it was. It's useful and can be used for different reasons other than being a rat. I can't explain how many times distortion countered BBQ and allowed me to finish a gen. People act like distortion was only used by rats who had a rat playstyle.
And it was the only way to counter no where to hide such a strong perk. In general getting Aura read is super dangerous and against a lot of top tier killers the only way to win is if your not in a pro swf is not getting found by the killer. Classic example being Nurse running nowhere to hide literally nothing you can do about it.
I honestly think Distortion should be a hybrid of what we have now. Keep the 3 tokens but make it so that you only get them in chase. No need to go this direction at all.
@@djphatman2153 or refill them based on unhooks or gen progress etc. Any required playing to regain them. Max of 3 tokens. Anti rat instantly. Making it gen progress required would incentivise the vast majority of distortion users which are gen jockies who work on gens as their friends loop the killer. And would incentivize soloq to not hide doing nothing all match.
@@djphatman2153 i think it should be in the middle where its 2 tokens
Personally i hate the amount of power creep there is in Aura perks. Before, the strongest aura read required you to get a hook, but now you can basically have wallhacks on survivors 24/7 instead of needing to have awareness or ears. There's a reason Distortion became so overused and its because every match at average and above MMR is full of aura spam with Nowhere to Hide Lethal and now it'll be Zanshin
When i played the game the strongest aura reading ability was picking freddy. anybody outside your terror radius who was asleep would have their aura permanently revealed to you until they entered your terror radius or woke up.
I don’t think those are great examples. Zanshin tactics, lethal pursuit and NWTH all serve specific purposes that really aren’t that oppressive. Lethal pursuit’s active ability only triggers once during the match, and just helps get the first chase started. Zanshin tactics is a worse version of Windows, and good killers can tell what is in a tile by just looking at it anyways. No Where To Hid just ensures people can’t camp around generators, and requires you to go out of your way to kick a generator.
The reason these perks aren’t that bad is because the simply encourage chases, that’s all. At the end of the day, the best survivors in the game are delaying the killer through chase, not through hiding. Being chased is the survivors primary way of prolonging the game, and good survivors don’t have to worry about aura reading finding them as much because they’re ready to stall.
The new perk is different, cause it’s like a better I’m all ears, but those three perks you listed specifically are bad examples of powercrept perks. They’re all pretty in line and balanced.
@@HoneyDog i think you're undervaluing lethal pursuer as it was very popular before it even got buffed to work with other aura perks. your first chase is your most important and lethal guarantees you waste the least amount of time possible. it has such a large impact on the outcome of the entire match. and zanshin is not just the killer's version of windows now. it gives aura (for 10 damn seconds) just for a survivor dropping a pallet or standing near a dropped pallet near you.
@@tloyp2584 Ah, right. Zanshin got changed, I suppose I confused it for an entirely new perk. Yeah, sounds pretty damn good. Still doesn’t mean other aura perks are busted or need changing though. Yeah lethal gets you the first chase, but that first chase could be an awful one where 2 generators are repaired; it’s up to the survivor. Some killers also start the game at their weakest, like nemesis, or don’t need a quick chase, like hag or trapper. It isn’t a catch all perk like old pop or ruin, and still requires the killer to put in effort to get value, because they still gotta actually down a survivor.
+2 seconds to aura never was never really oppressive because up until now there hasn’t been any really broken aura reading perks on the killers side. The most useful for chase is I’m all ears, but even that one has a long cooldown, and doesn’t help in a lot of scenarios (like survivors hopping into shack).
I honestly hate everything, that is close quarters aura reading. It completely cooks the mind-gaming aspect in chases, if one side can simply just see the other. There is a reason, why "subtle" cheaters bring wallhacks. And shoehorning more aura reading crap into the game just gives them all kinds of plausible deniability.
Stops talking about mori nonsense around 9:00 I'd suggest starting the vid there
Thanks
It's nonsense but because the community themselves have made it a way bigger issue than it truly is. It's just a bunch of killer mains crying that they can't mori everyone anymore (except tombstone Myers users)
@@genesisosunaMoris weren’t even strong, and often times they were actually worse than just hooking someone
@@genesisosuna Classic elitist.
@@genesisosuna archive challenges exist.
Everybody and their grandmother:
DELETE SKULL MERCHANT
*Devs nerf her into the void
Community: shocked pikachu face
It's very likely two different groups. Most people I imagine are fine with Skull Merchant being deleted - I can imagine there being a very vocal minority that wants her to be 'something' though.
@@Katana314 Anyone who's ok with a character being borderline unplayable is a baby who shouldn't be allowed to have an opinion on balance
The rage quitters won the skull merchant battle.
All hail the rage quitters
@@DougStuff99 woohoo
Thank you Rage quitters
Overcome, Lucky Break, Quick and Quiet and Iron Will is now countered by the new Predator. Unless the perk is on cooldown, the Survivor has to hide within 5 seconds of running before escaping chase or change out Quick and Quiet to Distortion.
🤫 don’t speak facts too loud. Countering all perks with one is only okay if the killer does it.
Sure Zanshin is a bit too strong but I just think it's funny that survivors have a multitude of ways of tracking the killer and seeing their aura even mid chase but god forbid killers have one perk where they can track you mid chase
I'm all ears being slept on
@@FrankieFrak-Frakityfranker
Which is hilarious to me, because I'm All Ears is genuinely one of the strongest chase perks in the game. It's sooo good on multiple killers.
Evading the person can who can stop you from playing is far more important than the reverse. It is good for killers to have conditional perks that reveal auras during chase but there should be a notification on both sides that it is happening either way and I wouldn't take that away. However I believe perks like nowhere to hide and the ilk are problematic, especially when the counterplay for them is either inefficient, inconvenient, or highly conditional. I truly believe the power of perks like that are too easily accessible for the value they provide. I would love to hear your take on it though!
"Zashin is strong on killers you shouldnt throw pallets against"
Fun fact, every original female killer has their twos out. Not skully though
So you found the feet video.
Welcome to the inner circle!
Legion
Mori offerings SHOULD change so that with Cyprus you are able to mori 2 survivors, ivory 3 survivors and ebony 4 survivors so that you are able to get 10000 per mori.
The reason why they kept SM as is is monetary reasons. Since she's now part of a bundle pack it doesn't matter if she gets bought so might as well nerf her. The reason why I think skull merchant is a scam killer now is because she has one of the coolest outfits in the game, however if you give money towards her cosmetics she is useless as a killer, therefor the money you invested in her won't see the light of day. The only reason she isn't kill switched is because they could face legal issues if you buy content that isn't available so instead they nerfed her.
Skull Merchant being borderline unplayable already makes this a top 10 patch.
Agreed, hope they nerf her again
I think Pixelbush made a good point when he said that Skull Merchant’s problem isn’t that she’s good, but that she’s easy to play. She doesn’t need to be made weaker, but needs to be more challenging to play. I feel like Pixel has good ideas on how to make her more fun to play as and against, making her more challenging, but also more rewarding. Right now, players can throw up a drone and survivors don’t know how to play against it.
Skull Merchant needed changes, but these missed the mark. Hopefully her rework makes her more fun to play as and against.
I think her drones only having one beam is actually a good thing, the only thing i don't like is the huge hinder nerf and the removal if stealth drones. Hinder needed to be nerfed but not this much, and the stealth drones were completely fine imo. Removing her haste from scans is also good in my opinion.
@@nisvwo6445 yeah the haste needed to go but all the other nerfs were unnecessary
@@p2c331 i think removing one scan beam is actually good, gives skull merchant more skill expression with rotating the drones in chase
I’m 100% fine with the mori change solely because I have seen too often, killers tunnelling someone at the start of the game to get the mori.
hold down 0 for Scott Jund's dialogue sound effecct
Not really sure if you'll read this, but on the distortion front, it being limited to one charge/token/activation at a time while aura reading is so ever present and easily accessible and having no potential for extending the protection provided by the perk may turn to be problematic. A distortion style sound effect when most effects read your aura would go a long way to helping survivors prepare for a potentially upcoming chase. Leaving distortion on the three token system but changing the recharging method would have been far more acceptable in the current aura reading environment. Leaving aura denial to inefficient avenues like shadow step and lockers, and conditional requirements like off the record while perks like nowhere to hide encourage are achieved naturally over the couse of the game with no proper internal cooldown or significant that isnt already giving you a benefit. Opening a locker is more inconvenient, less practical in application, and has a proper cooldown (darkness revealed). The cost to reward ratio between aura reading and aura denial is too skewed to aura reading. Especially when many killers deny aura reading on the survivor side passively without the use of a perk. I would love to potentially hear any thoughts and opinions regarding my take.
Based scott on SM nerf, I am glad at least one huge creator could put it on record that SM is a totally boring overpowered plague on dbd. Its wild the amount of people telling everyone to "just git gud" against a killer that slows you by 10% and speeds up by 8% when not even a year ago people were whining about a 3. T H R E E percent speed boost for injured players, which for the record, was dumb, but wow.
I wish they’d also keep zanshin’s original effect
"Zanshin is busted on killers you shouldn't throw pallets against"
Yeah like huntress,pyramid head,dark lord where greeding pallets is the play.
As a Nurse main reading "Zanshin is busted on nurse" physically hurt me. Ah yes, dedicating yourself to an animation lock against Nurse, I'm sure that'll go well.
exactly
I mean you are eventually forced to throw a pallet against alot of the killers its good on aside from nurse, its basically just going to end up as a stronger Im all ears on alot of tiles
@@theurbanreanimator7244 and? Lots of perks overlap and are better in different situations.
27:52, not a knock to Scott, (who was literally coming up with a build off the top of his head,) but Overcome would cancel Iron Will (exhaustion).
U right use lucky star
I'm excited for Scott to do that "heal downed person before killer can down you" Quest again
The issue with Jund's argument is two-fold. First, he says that he doesn't like rat behavior game play because it's boring and yet, tunneling is perfectly legal (and also boring) and is something that survivors have to "deal with." ArEn'T tHeRe PeRkS fOr ThAt? Well, there is one perk that counters spammy aura reading: Distortion. Second, in the same sentence, Jund praises this perk for becoming an anti-aura reading/chase but also says that it doesn't force survivors into a certain way of playing. If the purpose of the perk is to be used simply for chase and nothing else, then it forces survivors to play a certain way. Distortion as it was already did what you think this perk will become AND limited the amount of times you were able to use it (the three tokens). In order to gain tokens, you had to be near the killer which added a sense of risk. It worked in chase and out of chase which made it flexible. The issue here is simply Jund not liking a certain play style. It's the same type of complaining that survivors make when it comes to tunneling. He's made videos showing survivors how easy it is to create an anti-tunnel build with an attempt to define what tunneling is. Where are the videos showing killers how to deal with "rats"? It appears that survivors need to "get gud" with tunneling but killers can't seem to come to terms with stealth game play.
I mean your argument is based on the fact I think tunneling is boring when I absolutely love getting tunneled
@@ScottJund Thanks for the reply! I'm not sure what you mean by that. I never said that (nor did I assume that). I did say that you've made videos trying to address the tunneling issue which clearly means you don't feel that way so I'm confused why you would infer that. There was a video that you made not too long ago about behaviors that you liked (or didn't like? I don't remember. I tried looking through your videos to link it here. I know you have it hahahaha). It was a tier list. Not one positive survivor behavior made it to the top of the list. To be fair, it's been some time since I've seen the video so it's possible that I'm misremembering. Regardless, I think it's clear from your content that you side more with killer which is fine. My position is simply that there is a justification of one behavior over another and the celebration of (what will certainly become) a useless perk because you find "rat" game play boring.
The only playstyle being affected by the distortion change is the "hide and do nothing" playstyle, and that playstyle absolutely needs to be discouraged. It doesn't just make the game less fun for killers, it actively makes the game less fun for other survivors too. Distortion as it is now forces the killer to go after survivors who aren't running distortion. If you want to counter aura reading without having to be in chase, run object.
@@shreddyzi mean distortion was really usefull when doing objectives, too, imo. Which is now heavily nerfed. I dont really like the change since that perk alone made the game soooo much less stressfull that i could actually relax and have fun for a bit without being paranoid. I only have 110 hours so im not very good. But I see that this is a very unpopular experience, im still sad my fav perk got this big of a nerf but for players with higher mmr it'll be a good change!
@@shreddyz Distortion was garbage anyway. I have a stealth build and I never used Distortion. Tried it once against a Knight, who was heavy on the aura reading and all my three stacks were gone within 90 seconds or so (if even that). XD
Plus, there is a massive risk with playing super stealthy, because when you get found, you will most likely be well outta position. So just pussyfooting around is not the way to go anyway. I typically use my stealth build (Urban, Calm Spirit, Iron Will + one flex perk) to initiate chases on my terms and get discretely from A to B, when the killer is nearby.
You know what? I actually want to play new Skully. Just goof around survivors as sexy lady and learn to m1 chase with occasional hits from drones. Or even try to loop AND correctly rotate drone line. Like, expressing skill, you know. But mostly she is now my meme killer. Where with pig you boop the snoot, with Dracula you pet the doggo, and with Skully you smack her dumptrack.
Scott 0.3 seconds is a massive difference between getting the hit or getting folded by a pallet.
I have come to realize survivors don't give a fuck about other survivors.
I'll be brave and admit it. I've always enjoyed playing skull merchant and I think she is seen so rarely that they should just keep her how she is until their later change for her.
Yea nerfing her into the ground is lame ASF until they "rework her"
I truly believe the simple and easy solution to Corrective Action is doing the same thing they did with Inner Focus- if you’re playing with someone new to the game, it can’t be a guarantee you’re working on the same generator as them. And even still, you’re teaching a new player that grouping up is the right thing to do. Corrective action should not have a range, and should just be map wide.
To be clear, this is if missed skill checks are reverted to GOOD skill checks and not GREAT
Crazy to me that people are afraid the Mori offerings will promote slugging for the 4th kill. The actual Mori offerings promote tunneling off of 2nd hook because you can't get hit with DS or a save.
A cool idea i think skull merchant should have is having the ability to pause drones rotation for a few second. As well as having the ability have your drone flip scan sides add some skill to her
not just twins ptb, I remember when the twins chapter went live and you would just get stuck in staircases and be unable to play the game
the bad teammates bemoaning the loss of Distortion but saying nothing about Lucky Star speaks volumes as to the character of those who are malding about this patch
I think there's a big difference between the rats who use it to do nothing the entire game and the people who want it changed to a multi charge perk that requires you to engage in progressing said game instead of hiding. There are plenty of people who just want rat out for the hatch though. I will say I think aura reading needs an internal cooldown or nerf so it can't be spammed as much
Predator is bad for the game, as it punishes survivors for a good play.
New Distortion should probably have stacks, and you get stacks for escaping chase rather than being in the terror radius of the killer.
I don't see why they can't just refund people who bought the skull merchant DLC. "That will cost us money" Oh well, don't be stupid and you won't have that happen. Happens to far bigger devs like CDPR and Rocksteady when they weren't crap. I doubt it would bankrupt them or even be a sizeable financial hit. Hell, be super cheap and just give people auric cells.
That's a compromise I'm willing to deal with but I highly doubt they would do that
SM is universally disliked and unfortunately the majority play her in a sweaty unfun way . Just hit and run, sweating for the 4k and being toxic
I'm going to guess the cost of conducting a refund is WAYY more than the sum cost of all the money people spent on her. Consider how many platforms that DLC was released on, how many people got her via codes / whatever else, it gets complicated.
My opinion to all this is:
1. Make the moris also grant +25%, +50% and +75% bloodpoints in all categories in addition to the bloodpoint bonus for the finishing mori. This way the iridescent mori is definitely better than the yellow soup or green bloody party streamers without changing the complete playstyle of the killer (the additional % is separated from the flat bonus for the mori).
2. Corrective action could be changed to only start with 1 stack and have a maximum of 3 stacks + a mechanic that prevents two users of corrective action to stack their perk up to infinity.
For example a corrective action great skillcheck could be uniquely named and having the effect of not stacking up corrective action.
Alternatively it could be changed to 1 stack with a maximum of 3 stacks and instead of providing great skillchecks to teammates, it corrects both your and their failed skillchecks to good ones, so it can also be picked if you yourself mess up some skill checks from time to time.
3. I agree with a shorter duration or cooldown, but 1 second is too little xD. Before that BHVR should try half the duration when they release it.
4. While skull merchant is a hated killer with only a small amount of players they definitely handled the situation poorly. Instead of all these nerfes, essentially killing her.
They could have just went with a smaller version to just make her more bearable. Like decreasing her hindered effects from 10% to 6% and decreasing her haste from 3/5/6/7% to 2/3/3.5/4%.
This would increase survivors odds to escape from chases while also keeping skull merchants current playstyle and identity.
5. I don't have alot of experience of playing against Unknown but do have some playing as Unknown. And let me tell you that the brown add-on feels so necessary to make the gameplay feel smooth. Problem with these changes is, Unknown with his speed build up when teleporting is too slow, it feels like dredge prior to his decent buff. And the change to his UVX could possibly make him feel clunky like the old plague with her puke charging. In summary I am not fond of the UVX nerf, and the teleporting speed build up change should be have been more balanced like with dredge and dracula, the usual treatment of taking an quality-of-life add-on, cutting it pretty much in half and adding the other half to base kit. For example, decrease the "Teleport movement speed Recovery" from the current 1.7 seconds down to 1.25 and cut the add-on from 50% to 25%. If you still take it you used to have a recovery of 0.85 seconds and now have one of 0.94 seconds.
So the brown add-on still would be decent but not feel like a must have anymore, Unknown players would now consider taking other add-ons instead.
6. Uh no? Even if you take the buffed WGLF, Botany knowledge and we'll make it, the 300% extra speed will not allow you to immediately pick someone up from the ground. The killer will have enough time to down you, they just need to reconsider slugging if they notice your pick up build. Also, now you commited 3 out of 4 perks to healing and are weak in other areas, it's balanced.
7. I didn't know about this bug, noir do I care. They will probably have it fixed for the life-version.
8. That's fine, then it is a beginner friendly perk as it should be since it's a teachable perk from a base-unlocked easy-to-play killer. Now it just does what it is supposed to do, help you keep track of survivors. You can also use this strategically to end a chase and get the information to mindgame or to use the information later on and end the chase now. It's just important to watch the numbers, perhabs predator will turn out a bit too strong or weak.
9. Distortion should have been changed a long time ago in regards to doing important stuff to get stacks back, but I am not quite happy with the new version.
I think having a maximum of two stacks and getting them back with Chase, Gen progress and healing would have been better.
Like maybe a total of 20 seconds in chase, 40% of a gen, 120% of total healing for a stack, and you can combine the three methods to charge the stacks, but you
actually need to do something to reclaim them, not hide.
Remember when Moris were utterly broken by letting you kill after a single hook...which also encouraged tunneling...like wtf are people afraid off?
We've been able to do 27 second duo gens for 3 YEARS now and that only requires Streetwise. How many times has anyone seen this?
Even if Behaviour doesn't change corrective action, we'll NEVER see it used.
20:00 it was the same with original PTB CoH, if you have 4 people grouped up and with the right perks you can infinitely 3 man a downed survivor before a killer can recover
“we just accept nurse for whatever reason” THIS IS TOO TRUE. I have tried having conversations on how to balance her but every time i just get “well like, shes kinda hard to play… so i think she is balanced” and then proceeds to yap about how they hate blight spirit huntress
"The mori change encourages slugging!!!" and "WGLF is way too strong" in the same post is really funny
Honestly, they could rework just the yellow mori to give BP, but keep the other moris the same. I was thinking the moris could change the mori animation, but that would be a lot of work, and BHVR should just let that be a customization option.
I think personally, there are only 3 problematic things from the patch now having time to mull it over and test it out
1. Corrective action hyperfocus combo leading to a gen being done in 30 seconds or less is extremely bad even if it requires a coordinated team it's still extremely easy to set up and to pull off and it cannot go to live. And no offense scott They are that dumblook how long that took them to finally got made for this or killswitch the seizure issue with trickster You're giving them wy too much credit
2. Quick gambit needs a minor tweak to stop people from predrop pattying to abuse it as it's bad for both sides it's bad for killer because their being punished heavily for chasing and it's bad for survivor because them doing this eats a bunch of necessary resources for the rest of the team to survive
3. The absolute gutting of skull merchant as well as the knee capping to unknown twins and billy sets a hugely negative precedent that any killer with a remote level of negative attention can be given the Freddy treatment at anytime. And in terms of unknown twins and billy you don't even need to be problematic just annoying and you'll get gutted.
Kneecapping billy? Hes perfectly fine still what the hell
Blood they are not gutting the twins it's a 5-second cooldown increase when Victor gets kicked and it's just back to 3 seconds on the recovery time which is what it used to be before they did that stupid ass 5 second cooldown that made twins so clunky for so many years
Yeah, for the most part things seem not too bad. I'm happy Skull Merchant got gutted; I know it's not a satisfying or proper means of doing so, but she was just such a low-skill floor Killer that even if Survivors played perfectly, you still got bonuses from plopping drones out in a loop. I'm happy Billy is getting nerfed because Overdrive was a little much. I saw people praise it as great Killer design because it "rewarded players for using the Killer's power" when like, there's a difference between rewarding skillful use of the power (such as Wesker's power recharging faster when more Survivors are infected with Ouroboros) and granting bonuses for free, regardless of if the power is used skillfully. Unknown changes really seem so nonconsequential and the add-on nerfs were fair given how often they're used (like, Vanishing Box should have been a purple add-on let's be real), that I'm genuinely shocked at how much people are rioting against it. There are a few perk changes I'd like to see revised before it hits live:
1) Distortion was made too weak with how much aura reading there is with this patch (new Predator immediately eats the token you earn); personally I'd like to have seen Distortion remain as-is, but with the recharge based on chase-time, not terror-radius time. Protects Survivors effectively, eliminates the rat-playstyle, rewards chase, and acts as a soft anti-tunnel perk since you'll earn tokens after being chased.
2) Zanshin seems a little overtuned; I'd change it to act like a Killer's version of Troubleshooter, revealing the Survivor's aura after they drop a pallet. Similarly, Predator seems a little too free, especially with how finicky the chase mechanic can be. If they want to keep the aura-reading, I'd make it charge in chase as opposed to just being a simple cooldown.
3) I don't like Quick Gambit deactivating for 60 whole seconds; that seems excessive for how small the bonus is. Similarly, it's like old Leverage being a Win More perk. If you get good value out of it because you weren't injured for a long time, then odds are you aren't going to need the bonus that it gives you (ie, a 5-gen chase goes from 450 seconds to 428 seconds of gen time if only one survivor repairs each gen). I'd have turned into a chargeable toolbox; get chased for X seconds, get X seconds (max: 60) of a +5/6/7% repair speed bonus (getting hit reduces your charges, for counterplay, and to match Potential Energy because Vittorio :3).
4) Corrective Action needs a tweak. I'd make it so that for coop'ing survivors, failed skill checks become good, and natural good skill checks become great. Token reacquisition needs to be changed too, but the only reasonable other metric I could think of would be terror radius, which then just makes it a worse Stakeout lol. Maybe healing a survivor for one health state regains a token because healing is a "corrective" action? lol
The skull merchant take is a big L They did already do the same thing to another killer, The trickster and we still haven't gotten that rework. This is a pattern from bhvr. Make some changes to band aid a problem and hide it under the bed than never touch it again.
I thought it was a nice change about mori offerings, but I've already seen a roll where someone says that with mori slug under 4k it's the norm and now it will be even more frequent with these offerings. And the change itself and points for mori appeared because in the store you will be able to buy separate mori for killers, so unfortunately the motivation was again money. If this is another issue that will make playing as a survivor even worse, even a +100% role bonus won't solve anything in this case, since you can take ebony mori and still get more points as a killer with a 0% bonus and play for tunnel slug. I'm a little worried, but I hope it's exaggerated.
My idea to solve this: Built-in mori should give you the option to kill the 3rd surv for extra points or any (like green) , instead of the last one (like yellow)
I had slugging for 4k even in Lights out. Then after leaving the guy for 99% of his bleed out bar he let him wiggle just to kill me yay. Yea sadly its usually this cringe thing that 3rd survivor will be 3-4 minutes on the ground
💡 Mori Idea 💡
Cut scene animation after you hook the last survivor. The survivor jumps off the hook and the killer catches and Moris them.
New mori system is NOT that impactful, so many survivors act like it’s going to insta kill you and the other half thinks that it’s a global mori that triggers when everyone’s downed 😂 really speaks volumes on their skill set
Its just nuking mori’s to now be even more rare to see
Are we just inventing new people? Because literally all the worries ive seen about it is that with the new memento offerings its incentivizes slugging, which yeah it kinda does thats a genuine worry
they should make it so that you can mori the last 2 people on death hook to remove the incentive for slugging @@theurbanreanimator7244
@@theurbanreanimator7244 Killers already slug for the 4 kills so it doesn't matter if they slug for the mori the exact same way.
@@pocketdust2450interesting.. because thats what a Dev said and they are all incompetent
I think they should make it so that if you can't do your mori you should keep your offering. That way killers would at least not feel the need to slug just to not lose something
Moris are same as map offerings if i see killer takes it ik he will play dirty asf
The matchmaking in this game needs some serious work. Mixing sweaty players with potatoes who barely know how to press spacebar is making solo queue feel like hell. And the worst part is that you can't get out of a circus of a match. You have to wait there until it ends or get a penalty.
I think I agree with Scott on everything but Predator, while losing chase doesn’t make you bad it does reward you for making bad decisions and then can unfairly punish a survivor that correctly mind gamed something. And if losing chase doesn’t negatively effect your gameplay as killer then this perk is arguably more useless than the old version as distortion will have been recharged during chase. I don’t think it’s overpowered or anything I just think that it’s more of a crutch for bad/new players to lean on instead of learning how to chase and develop good habits while also not being useful for any skilled players unless they’re on killers that genuinely do not need any more help than they already have access to.
My rat strat ended with Distortion. Now Boon: Shadow Step is my best rat strat.
Literally my only criticism for this patch is the fact that it exposes previous issues, not anything directly relating to the patch:
Unknown: the addon effect may have been a bit too strong compared to the base kit (not a big issue, and they arguably fixed it).
Skull Merchant: so atrociously bad that they had to kill her because fixing her three times couldn't do it
Bad perks getting buffed: the perks were bad, they fixed that.
I think this is a completely fine patch that just exposed some previous issues. Why is everyone freaking out about this?
Mori's will encourage slugging to an extent. But the reward is trash so that extent is minor. It more just encourages other offerings.
With WGLF, I don't think it's gonna be close to FTP or anything, BUT you can use WGLF while at full health, so it's not just a matter of hitting the healer.
another long video made specifically for me!!!!
love them scott ty for the actual discussion on this patch
I celebrated... CELEBRATED the Skull Merchant gutting. Honestly I'm popping open ANOTHER cold one to celebrate her demise.
In this video, Vile scott.
Great video.
No more photobombing is a devastating change. How are not more people upset about this
@HerEvilTwin When the update hits... May quit DBD for this. Hardly any nostalgia exist thanks to Behavior. Time to move on 👍
Mori Photobombs can still happen but the killer is gonna have to bring devour hope
Personally I think they should have just made it so
Yellow Mori = 1 extra mori
Green Mori = 2 extra mori
Red Mori = 3 extra mori
here's how I'd at least consider changing the current offering system, with these new Mori's as well.
First of all, remove the Cypress and Ivory all together, and bump down the Ebony to a purple/green rarity instead.
Secondly, all the category specific BP offerings, like the flowers get bumped up to 200/250/300% each. Either this or outright delete them to free up the bloodweb a bit.
Thirdly, allow players to select two offerings, one being a BP only offering (Mori, streamers, cakes, etc), and a second one that alters gameplay (map offerings, sac ward, logs, shrouds, etc).
While I don’t hate the patch, I do think its weird that BHVR has focused on changing characters like the Huntress, the Nemesis, the Unknown, the Trickster, etc. who were all relatively fine, when characters like Freddy and Myers and Pyramid Head arguably need changes wayyy more.
Pyramid head isn't weak, his addons are, killers that need major basekit changes should be prioritized much more for the health of the game
My only complaint with old distortion was it shouldn’t gain stacks during a chase
"Mori's won't make people slug more because they're so trash that noone will bring them" - that's just another problem. Why is the only iri offering in the game so trash that you'd rather avoid it in the bloodweb by taking "survivors all start seperate" to save a few BP.
It's just absolute trash game design. Either the moris are absolutely worthless and noone runs them, or they're worth using and then they encourage slugging. They just need to do literally anything else to them, from leaving them untouched to deleting them entirely.
for the mori thing, what if the offering also made the last survivor scream or get crows or something to make slugging for 4k less common.
Or just don't let people slug for the 4k. Make it fun, make it a 50/50 instead of a you lose button.
The point about the mori rework is it's senseless. There's no good reason to change them to this degree. They had a very specific use. To see the mori in game when you wanted. They did the thing where they made a sparkly new system they like and then gutted moris to only work with that new system when they were completely fine when no sane person would've suggested this.
The proper change to make moris more interesting is, keep the green and red mori original effects the same. Now give all the moris an additional effect to give both the killer and player getting mori'ed a fuckton of extra blood points based on rarity after getting moried. Easy, simple,fun, both player benefit from it.
The DBD community has an inordinate number of people who hate DBD, don't understand DBD, and are bad at DBD, sometimes all at the same time. Killers complaining about people doing generators, Survivors complaining about Killers being able to win. Bunch of actual crybabies all over the place.
I'm still going to play skull merchant. But now i'll camp tunnel and slug even harder.
This is like the "if you increase minimum wage then companies will just automate more" argument. Something that will happen regardless.
@@Katana314 sorry. It's adequate compensation for BS nerfs.
Every Skull Merchant player already does that anyway so you aren’t unique
If anything, survivors will play scummier than killers with the new moris. There’s no more trying to save your friend with 2 left. There’s no more trying to open a gate. If the killer slugs for a 4k then the other guy will put on his Blendette face and wait for EGC
I never liked merchant since release, but now I REALLY don't like merchant more. The fact that she's getting probably has gotten the most attention out of any character in terms of drastic changes, meanwhile killers who are ACTUALLY out of date and NEEDS reworks/major buffs don't get any. BHVR says Michael is fine (he's not btw) but skull merchant isn't. Freddy is bad but somehow skull merchant was worse before PTB (she wasn't). By the time twins got their "rework" (it wasn't a rework, just number changes), SM got like 2 reworks in a short life span while it took twins years. This is the main the reason I can't stand looking at skull merchant. it just makes no sense to me why THIS specific killer gets pushed for reworks while there are others that quite literally need the attention way more than she does.
People don't immediately DC or give up on hook against Michael or Freddy, there's the difference.
SM winrate went to the atmosphere because everyone gave up, no one wants to play against her. That's why she's a higher priority
I'd say aside from taking out the second beam, which wouldn't require much work itself, part of the reason we got this change is that it was likely low development effort. I agree with you though - each patch cycle, they have to think about which killer's focus is actually going to be most interesting for players, not just "most deserved for perfect balance".
All else aside, it's a big lesson in the failures of designing a character well for both sides of the match from the start.
I thing its a good patch, i love the fuck it just buff everything bad mindset.
Honestly I thought when they announced the Unknown changes they were going to change his ability to teleport around hooks. only issue I’ve encountered playing/playing against him is how easy it is to camp hooks while chasing someone else.
The mori reward should be lower but the offering should also include a mini bps bonus. So like 1.5x bp and 20k for the mori. Its still a gamble to get the reward for the mori, but you still get something out of it.
37:00 That's definitely just a problem with what's defined as a "Conspicuous Action" on a killer-to-killer basis
easy fix to address the whole slugging thing. simply make the 3rd or 4th survivor mori’able. if anything that would encourage you not to slug to get a cool mori then immediately look for hatch, also you can’t mori the first survivor which won’t encourage hard tunneling on strong killers.
3k is typically considered a killer win anyways so it will be a rewarding way to end a match then go to the final 50/50 of who finds hatch.
Ain't no way in hell overcorrection makes it to live.
Really the only issue I have with this PTB is the mori thing, I wanna be able to get moris without HAVING to get a 4k or rely on survivors not cleansing Devour Hope. I kind of like a lot of the other changes, the skull merchant deletion is unfortunate for peeps that play her but I don't care. Also it's ironic that they're saying Predator rewards bad gameplay when it's use case is so obscure and would just help you find chase again faster, and they go and say that Distortion's rework is terrible when CURRENT Distortion rewards bad gameplay on survivor.
Honestly this nerf to skull merchant while dumb asf, makes me wanna play her more. That way it’s more embarrassing and funny to see survivor lose or possibly DC
(Probably should've left this rant on Reddit but I hate Reddit) I use distortion both in chase and to figure out what aura reading the killer is running so I know why a killer randomly heads my direction after a hook, or kicking a gen, ect. instead of just assuming "oh it must be bbq". (I use it both in SWF and solo queue because I like being able to figure out the killer build early either way). I'm probably dropping it completely if the change goes through because one charge at a time will just not be worth it unless the killer is only using one aura reveal.
My preferred change would have been it still has tokens, but instead of charging the tokens while in terror radius but not in a chase, it's just charge tokens while in a chase. Maybe slower rate of charge, maybe knock it down to 2 or 3 tokens. That way if you use it to rat, you get some rat tokens and then you have to be in chase a certain amount of time to even get 1 back, so you really have to run the killer and not rat to get all your rat tokens back. Meanwhile for people like me, I can pinpoint the killer perks like I currently do, and to get more uses I just have to get into chase. Also unlike the way it currently is, I can reliable use it in chase because I can get tokens back in chase. If they had just left it mostly the same and made gaining tokens be while in chase instead of in terror radius I'd be so happy. It might would even lose it's rat status allowing me to not get called a rat for using it.
PTB version is just "yeah you can't rat with this perk now because it's garbage". In fact I'd argue getting it back up just for starting a chase instead of after a certain amount of time in chase makes it still a rat perk because you hide, it goes down, next time they aura read they actually see you, they "start a chase" which is them finding you right away, downing you, hooking you, and then you have rat perk back up so you can hide another time. Having it charge by being in chase an amount of time would incentivize running actual chases instead of just starting a "chase". But if it was only 1 use and charged like that, it'd be more garbage than it already is in PTB, so 2 or 3 charges would be a must to go along with that.
Anyway just my 2 cents, I get called a rat a lot for running distortion despite not actually ratting so I welcome a change to make it less ratty, but one charge per chase just kills it for me because if the killer has chase aura reading they're usually using it multiple times per chase (Or it get's hard countered by predator) meanwhile the non chase aura reading like bbq, I will get the benefit once and then have to either stop working on my gen and force a chase to get another token (Killing the value of not getting seen) or keep working my gen and just know "Well I'll get my next token here in a minute but if I don't finish the gen before then I probably wasted my time working on it" (Killing the value of not getting seen, unless whoever they go after first is competent)
I'm tired I should be sleeping instead of typing this, sorry if this was nonsense
I like to MORI whenever possible, the new update makes that impossible, therefore I don't like it.
If you get off your high heels you maybe could see why people are disliking it.