OtterBelief
OtterBelief
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@OniWantsYourMacaroni said:
Recoil and the spread is straight up awful.
I could have easily downed survivors with Huntress or Deathslinger by the time i get 1 injure as Trickster
I play both sides generously, killer and survivor. I tend to play more killer, I am a fan of the hunt.
I have used each killer extensively over 4years, also every DLC and here is a little insight on my experience playing the *Trickster*..
His main ability - throwing knives - well let’s talk about that for a while..
• There is unpredictable horizontal & vertical recoil, to echo what someone said above - you fight it more than the survivors.
• There is no true aim, and the knife throw grouping is so inaccurate, you can easily miss someone in front of you (trying to aim at them)
• Can we talk about the FPS drop when beginning to throw a knife ? Borderline makes him unplayable.
• Any LOS blocker, renders him useless.l and trust me there are a lot of them. Couple that with the decreased movement speed 95% while throwing knives & it you can say goodbye that chase... you would of won using your basic attack.
But don’t take my word for it, try him yourself . My assessment, 0/10, stay away or only purchase with shards.
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@Yatol said:
i don't think the horor aspect is removed due to perks, i think its more playing in comms that remove the horror aspect. Same reason horor games are less scary when you watch someone else play.
It is strange this phenomenon is only found in games, isn’t it? Let’s look at Dead Space 1 compared to Dead Space 3, the first game absolutely showcased the horror aspect, then compare it to the third instalment (that had A multiplayer campaign) - it certainly negates the theme of horror.
However, in real life... horror/fear is contagious and is much more expressive in large groups of people. As in, one person can emanate and heighten the fear in the other individuals within the group. This is classic hysteria cause and effect. Games currently don’t capture that.
The only way multiplayer horror games can have reproduce this, is to make player encounters with enemies (player killers) extremely unforgiving & punishing. In my opinion anyway.
Maybe I am a hardcore horror fan, watch Black Mirror - Play Test. This is the future of gaming.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1795840#Comment_1795840
Oni is fine on console blights turn speed is also fine jsut practice.
I agree with the original comment, his turn rate is not great on console, also he has arguable the least consistent lunge attack after lethal rush. Where to begin with it? (Hit box size too small, lunge turning arc extremely restricted - even on max sensitivity)
I do enjoy playing him though and that is what the game is all about, so hats off to the developers for making him.
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Where to begin with my assessment of the Twins...
Victor -
Victor is so easily countered, he can’t vault. (legitimately that is all you need to know) 99% of his pounces on vaults won’t work, they weren’t intended to.
He can be held hostage, meaning you are left with an M1 killer in Charlotte (Yes, he dies after 45seconds) in the recent patch, but that is a lot of time to be without a power.
His only upside is ability to down injured survivors, that is it.
Forget about forcing a locker shut with a survivor inside: 1, it can be countered with the head on perk & 2, Unless Charlotte is idle very close by, your not getting any reward out of it.
Ironically, Victor forcing a locker shut on a survivor, can benefit a survivor if they run inner strength, they get a full heal complete in MOST of the cases, before Charlotte can reach the locker.
He is also very audible, I can hear victor, before i see him in most cases. It is very rare to be caught off guard.
Charlotte -
Her animations (pick up, break pallet etc) genuinely feel sluggish compare to other killers. I assume they aren’t, but it makes a clunky killer, feel even more clunky.
Slow transition times between switching back from victor.
It can be hard to discern, where the survivor is that victor is currently clung to, wasting valuable chase time (unless you know each map inside out).
In most, not all, but most cases... especially in red ranks against an organised SWF group, If you pounce of a survivor with victor, and switch back to Charlotte, most savvy SWF groups have already healed the injured survivor. Meaning, in most cases you have to chase a survivor twice, to get the same payoff.
The Twins Perks -
Coup de Grace
For a perk that Is supposed to reward a killer against tough survivors (Gen rushing) it has a very low pay-off - the cache to lunge 60% further once per generator, bear in mind you can miss that lunge. IMO Feddys perk fired up is in a similar position, not very good perks need much QOL changes to them, before they are viable.
Oppression -
Not the worst Perk, but the cool down is far to long. Most survivors will hit the difficult skill check & for a generator regression perk, it doesn’t come close to ruin & pop, but still, it is the best of a bad bunch of perks.
Hoarder -
It adds 2 chests to the game, and now doesn’t decrease the rarity of items from those chests. This, would be more suited to being a survivor perk, completely useless as a killer perk, very low reward (the aura reading is the same as infectious fright) not the most useful. This perk actually rewards the survivor more than the killer.
Overall -
This killer has a fantastic concept & design aesthetics, but unfortunately pales in comparison to other killers.l in terms of lethality. Also, one of the lowest point earning killers - making it feel like a real drag just to PIP. Every Twins killer so have played against has done either one of the following 3 things.
Disconnected - due to frustration.
Started to ask to farm - instead of playing the objective.
Or in the very rare case - has played extremely well and got 1-3 kills in the game.
I have played as her since release and do ok with her usually between the 2-3 kills per game, but have to really play unfair to get the 4kills, which is what the few (very few) killers who use her, resort to as a result of the killers inherent gameplay flaws.
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I play both killer and survivor, red ranks with both, though am a much better killer if I’m honest. Though it is clear for anyone to see, who isn’t biased, that this game is survivor sided. It makes sense, as it makes the majority of the player base.
Killers actually are punished for doing their objective vs a direct comparison with the survivor.
If a survivor plays the objective well, the get an escape, no extra impediments outside the actual game loop (design).
However, if a killer plays the objective well, kills survivors efficiently and quickly, the last survivor gets a shot at a get out of jail for free card (The hatch) regardless if they played well, or not.
The hatch, is RNG based. So I can agree, it is fair in that sense. However, survivors, have multiple ways to aura read the hatch (maps, perks).
Then if the killer does close the hatch, it activates any end game perks for the survivors (adrenaline etc). Then the exit gates are RNG based, which can is another luck based approach to solve a match. However, depending on the gates spawns & in most cases they are so far apart form each other, only few of the mobile killers can actually pressure them both. (Maps are too big, or mind anyone?)
So, only speaking from an objective point of view, any purist would agree, it is objectively unbalanced to favour the side of survivors.