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Bhvr messed up the Skull Merchant and there solution is to nerf her into the ground.
Thanks Bhvr. Instead of thinking longer then 2 weeks about a real way to change the killer you press the "Nerf" Button so the Babies in the Community will stop to cry
Nerfing a killer completely because in one Situationen there to strong is not a solution but just dumb. Batteries of drones destroy themselves when they are empty and in the meantime the killer loses 1/4 of his power. Really good idea :)))))))))
Oh no wait I forgot she get's 1 Buff and one of her addon's become part of her kit. Can't wait to chase the survivor with a 3% haste until they vault one pallet and the buff is gone :D
Comments
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What i´m more surprised is the speed in which they took this decision.
I mean, devs said that they didn´t want to make any... how do i put it nice... "quick balance decisions on new killers" anymore. Yet, this was announced 10 days after the SM released. I´m getting Freddy vibes here.
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Sounds like these are all good things.
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Killer mains cried because she had no satisfying chase power and now that they gave her one they still cry because all they see are "nerfs"
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Might be due to everyone and their mother collectively agreeing that she was both ######### to play as and infuriating to play against
These emergency changes will probably help with the latter but I doubt it'll do much to address the former
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While I am refraining from making any snap judgements until I've played with the new kit, these changes don't seem like they even average out to a nerf at all, let alone nerfing her into the ground.
It looks like she's going to be stronger at everything but the 3-gen strategy, and she was never the problem there to begin with so if you want to hold a 3-gen with her you definitely still can.
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She's such a horrible design that I wouldn't mind if they Freddy'd her.
Go back to the drawing board and make a new Killer who can do stuff besides 3-gen.
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The ability of the SM to 3 gen was painfully obvious from the moment the PTB went live. Which means that the devs knew what this killer was going to be used for. Which also means, that they should have been prepared for what came. But this just looks like a rushed band aid.
EDIT: Typo
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While yes, this also puts things like previous released killers that still haven´t gotten any rework, because the devs wanted to wait and see, into perspective.
SM should have never been released with the concept of locking down 3 gens. Since its a terribly boring way to play the game.
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Agreed.
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3-genning is viable strategy that has a place in this game, just like chase-oriented (anti-loop) and stealth-based killers. Not every killer needs to basically shut survivors down at loops.
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I’ve played her aggressively with decent success. I really don’t think this is a nerf. Played right, I think she could be a monster in chase with these changes.
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You are right. 3 genning is a absolutely viable strategy. BUT designing a killer whos only purpose is to 3 gen... and nothing else. Makes for a kinda unfun game experience for both sides.
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Survivors Mains: "Wah! New changes are a buff to killer!"
Killer Mains: "Wah! New changes are a nerf to killer!"
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This'll definitely change how she's generally played. Will have to see how it feels, though.
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The changes seem more like a buff overall to me. Dumping the 3gen lockdown is also a benefit to everyone.
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Me, a man of culture: "Wah! New killer is bad for both sides!"
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We have to see when it comes out.
But the changes seem not bad to me. The speed increase may be powerful.
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They should buffed her chase more in my opinion
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I'm one of the ones who saw potential other than doing 3 gen strats and I think these changes are perfectly good.
Lowers 3 gen oppression, more interactions with survivors, basekit dissolution, speed burst per trap in play, etc. I am more than happy to work with this. Only things I'm sad about is Hex builds will be weaker and no more recharging batteries, but I think the pro's outweigh the cons, especially if survivors stop giving up as soon as they see me.
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"Nerfed in to the ground"
She has a minimum of 3% more movement speed, because at every moment of the game at least one survivor has a Claw Trap on him and a strong add-on basekit.
All just to make a possible hold-3gen strategy more difficult (but still not impossible)
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I think this is more of a buff overall.
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Me, an uncultured swine: "Yay! The new killer is marginally better than it used to be!"
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Yeah lets just forget the 2 pretty big buffs that now incentive to play in new ways
Just makes it easier
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Viable doesnt equal healthy
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It doesn't sound like a nerf to the ground.
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I will need to play around with these changes a lot before making a determination but just from reading these are my thoughts...
Haste ability - I feel on average you'll have 5% haste, this is decent but it's hard to tell how much of a difference this will make in chase but I'll say it's a W.
Basekit Ultrasonic Trap Speaker - Breaking the trap after a single pallet vault is very meh but from my testing playing without that add-on felt bad so it was practically basekit anyway so it frees up an add-on spot so overall I'm okay with it.
Drones only coming back after a trap deactivate- Kinda worried about this but overall should be manageable I had a glitch yesterday where I only had 3 drones and I still 4k'd so I think the strategy is to only put 3 down and only have 1 for chases or replace the one that guards drones. Obviously a nerf but one that can be worked around so doesn't bother me.
Traps no longer able to be recharged is meh but maybe with gives a reason to actually use the supercharge add-on but going back to drones being unhackable if you have a claw trap is fine as compensation and I think this overall improves her 4v1.
Adaptive Lightning got the change I basically asked for so that's a W for sure. Expired Battery changes make sense and as far as ultrasonic trap speaker now uuhhhhhh maybe it can help with mindgamesin loops and ambushes but not really sure.
Overall I actually see this as a buff as the only thing that got nerfed was 3 genning but if you played for chases all this is only improvements to what degree though is unclear this could only be a small overall buff or it could make her actually strong in chase hard to say.
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What? When did BHV say that? Did I miss a new changelog???
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Pretty much the forums on repeat
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They should buff the speed she gets when survivors have bracelets
5% for the 1st, 10% for the 4th
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I still don't see how her power is interesting. A light speed boost and a version of that one Dredge perk no one uses. She went from pointless to another flavor of pointless.
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Link to this info please?
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I like the changes. The Skull Merchant needs to be able to do more than 3 gen. She may need further buffs but, at least, she's not as terrible at everything but 3 genning as she was before.
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I'm just preparing to see my solo queue teammates break every pallet instead of using windows
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Thanks. I like the changes actually! And reverting the scream changes? I don’t think Ive ever seen the devs go back on a change they’ve made like that?
Ahem Freddy… 👀
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I find it interesting that if two survivors are tracked, Skull Merchant's movement speed while looking at her radar is 115% again. You'd still want to put it down to reach them faster but it does mean using her radar mid-chase is less of a hindrance.
I'm iffy on some of these details but I think the changes are positive overall, if not for the killer then for the game health at least. I was waiting for them to update Skully before I even thought about purchasing her, and I'm still not very enthusiastic because I don't care much for the character herself, but after these changes I think I might enjoy playing her.
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This looks interesting.
Obviously they're reducing the amount of basekit slowdown she's got in exchange for chase buffs.
As long as they don't go overboard with that shift, I think this'll be good. And I don't think they did go overboard.
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I like the changes. The best part of her is the tracking and knowing how to track survivors efficiently. If she can now track better even without the drones, and the traps now make the chases even better for her on top of the tracking, those are great changes. I like that they buffed her stealth add-ons as well since playing stealthily is the main way I play her. I feel like stealth really adds to her tracking capabilities when used correctly. And happily for most, her 3 gen capabilities are hindered. Overall, great buffs and changes in the right areas.
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She has now basekit Hope and the one add-on everyone was like "wow, how is this a brown, this should be an iri!!". How is this a nerf.
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SM should have never been released with the concept of locking down 3 gens.
Hard Disagree. Not only would this be impossible, because nobody can predict everything, but also you need to make mistakes to get things right anyway. Failure is a beautiful thing cause you learn and improve.
I don't think that that this is a 10 days decision. it seems unreasonable that bHVR would do something that quick. Nor do bHVR seem to design with the worst players in mind, rather to make a fun game. So when a Killer like Skull Merchant is gearing up for release the values are already relaxed and a theory is being developed on what is wrong and solutions then need to be tested, developed and released. I don't know for sure ofc, but that explains how they could seemingly crank it out in 10 days.
I have been told by an employee I talk to that the PTB isn't used as much for making sure the Release is flawless, but more to get a head start on bug fixing, taking care of the serious issues and laying the groundwork for balance discussions, theory and solutions to those problems. Its not unreasonable that a list is formed for Skull Merchant of things that needs to get fixed and bHVR is simply chugging out the list right now. You agree this is natural for a Live Service Game?
I'd love to hear a deep explanation from the Community Managers as a more official telling on when problems starts becoming more apparent and what solutions are being cooked over time as feedback comes in.
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Because without extreme melodrama, how will the forums run?
These changes actually make me want to try the killer when the changes will be live, so mission accomplished. On paper they look good, we'll just need to see if that'll be enough to turn the tide in practice.
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If you were using her to exclusively 3 gen, it kinda is. She can't just endlessly replace hacked drones anymore.
I'm pretty sure the other changes will more than make up for that though.
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I main Adriana and these new changes compliment her decently. The haste effect will be legit insane to take advantage of.
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And now they're getting rid of that three-gen tactic. So what's your point?
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You can never satisfy some people.
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New Dev Update: https://forums.bhvr.com/dead-by-daylight/kb/articles/380
I'm excited to see how well it synergizes with a Thrill of the Hunt totem defense build I've been using
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A killer whos power is to completely denial up to 4 areas in the game...
Killers using said power to shut down 3-4 gens that are next to each other.
No one could have predicted this? Like... really?
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In no way is this a nerf, let alone a nerf into the ground.
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This is a much needed buff. She's a weak killer. Her ability to hold a 3 gen for an hour is not a strength, it's a last ditch effort to somehow make her work efficiently. Survivors don't enjoy going against her, and killers don't enjoy playing her (seriously, when a new killer is released you see them at least every second game. From my experience, and from what others are sharing, she is not a popular choice right now).
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BHVR will nerf her speed boost (not fun for Survivors, etc) and she'll be sent to bottom tier.
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