7.3.0 MIDCHAPTER PTB REVIEW | Dead By Daylight Discussions



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34 thoughts on “7.3.0 MIDCHAPTER PTB REVIEW | Dead By Daylight Discussions”

  1. The bar never decays its just slows to a stop and if your close it wont stop till all other survivors are around but with one person it looked like it was long enough to go to second while chasing the person off over and over so proxying is gunna be fine as long as survivors are near

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  2. A couple things – I'd like to see the face camp timer not start going up until the killer has had a chance to leave the hook. It starts the second the survivor is hooked. Give it like…5 seconds for the killer to leave or something, ya know?

    I also think that Slinger's "buff" and subsequent addon nerf, as well as the Trapper "buffs" are a perfect example of Behavior constantly giving killers "safe numbers"…but then Made for This exists. 🙂 Either way, the Trapper buff does literally nothing even if you do have traps. Unless you're at very low MMR. Anyone with >100 hours of game time is holding W the second they see you setting a trap in chase. Now that few seconds of haste does nothing for you. Plus yeah…give Trapper his traps. They will do ANYTHING but the one LOGICAL buff that wouldn't even make him OP.

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  3. they will never give him all the traps and allow him to move them. it was said before this is a design element because they are afraid you will just trap up the entire basement in the beginning and make it inescapable. but what they can do is make the damn traps harder to see and spawn open.

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  4. The dbd subreddit overreacting isn't surprising. I've stopped going there because it's absolutely ridiculous. My favorite fiasco was the whole "killers look down after an M1" thing, which they were treating like every killer got nurse fatigue. I tried it out and even did comparison videos and it was like, the most gentle of head nods, and half the killers on live already do it.

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  5. As a deathslinger main I think having a 2.6 second reload time instead of having a 2.75 second reload time, is not enough to make deathslinger players stop consistently using the wardens keys addon, but their should still be an option to have the reload addon but it's just not viable, so I would make his basekit reload time at 2.45 or 2.4 or 2.35 seconds and then the rest of the wardens keys addon should merge with the other reload addon modified ammo belt as 1 singular addon and then rework the addon to do something else, and their you go that's how you fix deathslinger's reload timing issues

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  6. I think the reason bhvr doesn't give trapper all his traps is because of his potincial to shut down basement and create superfortress's in narrow hallways such as rpd or the upper floor of the thomson house. Obviously many more examples exist but the 2nd problem is the for potincial for trapper to set up 3 gen with the bloody coil and irri stone(which might stack with the basekit haste will need to test). With that said having 3 traps baskit would be also a pretty nice compromise.

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  7. I think that they could keep the changes like that, but simply had that the drone move in a straight line until they reach map corners and come back to the skull merchant, in silent mode they are slower, and the other mode they
    are faster, make ther radius a bit more big, and when they got deactivated by a survivor, after 45 seconds the go back to silent move and keep going on ther track.
    I think doing this changes would make the killer more fun.

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  8. I honestly love this new skull merchant redesign, playing as her feels great but getting undetectable for simply putting a trap doesn’t make sense. It feels as though the undetectable is supposed to be compensating for something kinda like the trapper haste after putting a trap, but the skull merchant has no downside to putting a trap down so why give her an extra buff for it?

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  9. Something they could do is make her drone have an activation zone when she's in chase with a survivor. To counteract this they could make getting the stacks whule in chase take longer to get.

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  10. the drones injuring you and giving you deepwound means jackshit in a chase, when MFT is so popular and meta right now (weird it didn't get nerfed on the ptb maybe it'll come to live). the hindered is okay but the time and amount of hoops you have to jump through to get it to have any meaning means that it's just a pseudo bloodlust since the merchant can't build bloodlust. She's gonna need some buffs to make up for the changes, its not completely irredeemable yet I think like some people would say. there's still room to power creep her up to a decent level.

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  11. Hey Kaiser I have a question for you. What if they made base kit bt random. So sometimes you wouldn’t get it sometimes it would be longer and sometimes it would be standard. I think this could be kinda of funny and maybe even prevent some tunneling off hook or at least make it riskie. Anyway just a crazy idea. Lol anyway great video as always look forward to the next

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  12. I know this might sound dumb but I think SM is worst off. I played her with her chase add-ons and they were very fun but now she just seems a bit weak people walk through her drones and nothing happens until it activates scout mode in the proxy to get the claw trap take forever she just seems worse off

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  13. The Skull Merchant rework is, in my opinion, nullifying. Her 3 gen potential? Nullified. But everything unique about Chase Merchant? Also nullified. The thing with Chase Merchant is that unlike the killers she's most similar to in chase, Clown and Freddy, she has basekit tracking. If you don't have tracking perks on Clown, you don't get into chases fast enough to utilize your insane chasing potential. Chase Merchant gives you free tracking and a pseudo slowdown on gens and free tracking when survivors get Claw Trapped. That means you can center your ENTIRE BUILD on the chase. This is only further encouraged by Geographic Readout's animation boost. Brutal Strength on its own isn't worth running on any other killer but combine that 25% with Readout's 15% and those pallets get SHREDDED like butter! That's Chase Merchant's unique flavor: a superlative tracker AND decent chaser who breathes new life into chase perks!

    New Skull Merchant has no consistent tracking, meaning her drones basically get only used in chase. Ok, so what are they in chase? You don't get that delicious animation boost. No, you just…..zone off a loop by slowing survivors who stay at it. Does that sound familiar? It should if you've played Clown. See what I mean? The devs don't realize what made Chase Merchant popular and just reduced her down to her bare bones components in order to 'balance' her. It's homogenized the killer! The only redeeming factor is the undetectable after deployment but with hefty cooldowns attached to it it feels clunky.

    I wish I could say I was surprised, but I'm not. Freddy started his life unique and evocative and got mangled into tapioca sludge. The Xenomorph is just Demogorgon all over again. We had a stage where the killers came out with unique ideas but came out half baked because of the devs' breakneck release schedule. And the devs took the reception to this not as a call to slow down and prioritize quality design and extensive balance work to refine the design over releasing rapid fire content, but as an excuse to not innovate, to sell rehashed mechanics with new packaging. It's quick and easy to produce, but generic and flavorless.

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  14. I genuinely think Skull Merchant has always been a shit killer, go figure that a killer with no map mobility, no way to close the gap to survivors, no reliable chase power, really nothing but small area denial is bad, players just learnt to how to exploit her kit to hold games hostage. Once you remove that exploit (idk if exploit is the word), suddenly the realisation that her power is comically weak kicks in. I genuinely think they should just scrap this killer and redo her, she’s a complete failure on every level, but obviously they can’t really do that.

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  15. tbh it shouldnt work on struggle phase, that in my opinion is dumb as hell, Im all for getting a unhook on first hook for free but when you get them on that second hook stage its sometimes worth it to see them out the game quickly. idk just seems like the devs continue to coddle survivors when deliverance and reassurance exist to punish camping to begin with honestly gettting annoying when ppl bitch about killer playstyles yet dont run ANY perks to counter or even negate said playstyle then cry and the devs bend the knee, I hardly camp but if ive getting gen rushed its a easy and simple way to get them off gens and potentiall turn the tables back in my favor with more injures or infections (wesker main) idk if it hits live and they can unhook during struggle phase imma take another break from the game tbh just getting old survivors getting more and more tools and the killer having less and less to work with, i mean i cant even hook grab anymore like wtf

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  16. My biggest issue with the anti face camping is the bar fills when the killer is on another floor below you or above you still, which it shouldn't. Small maps with multi floors is gonna be a pain in the ass especially when you cannot tell if you are filling the bar or not on another floor.

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  17. Ok after what I've seen with Skull Merchant, I'm glad that her 3 gen game is no longer strong. But as a main, her not having strong chase potential is a let down. Personally I think the lock on should of stayed the same giving oblivious to claw trapped survivors and having hinder as a basekit within the drone radius. Other than changing her 3 gen potential, only thing I'm happy about is survivors no longer seeing the drones radius. I hope BHVR rethinks this rework before live. I have been tweeting ideas to the devs, sending tickets in and me being as small of a content creator in DbD, I doubt my voice will ever be heard.

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