Altarf
Altarf
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2251860#Comment_2251860
Even if its used once in a game, it instantly turns a significant portion of the map into a deadzone, and survivors wont know untill they get hit. They wont be able to communicate it to others unless they are premades, let alone that they would need to find the totem before you can trigger it a second time.
Being able to destroy unused pallets is extremely powerful, there is a reason there are no mechanics in the game currently that would destroy it, which is why I think having a significant cooldown, being a hex and requiring a basic attack would be worth that kind of power.
A jungle gym where a survivor wants to tank a hit to loop the same structure 6 times more because they saved a pallet? Gone to dust.
A survivor who can see 2 pallets in quick succession and plans on chaining them? Reduced to ashes.
Any time you play on The Game? Party time.
It's a kind of power that would force survivors to stop what they are doing and locate the totem before you can trigger it's effect multiple times. Just like Devour. Except instead of 2 unhooks that the killer needs to get, they have 80 seconds to both locate it and cleanse it. Precious seconds where no one is working on gens and the game is completely under your control untill that totem is cleansed.
To my knowledge, Blood Favour alerts the whole team when it activates. At least, I've been alerted to it being a thing when not being chased and when not even in the terror radius.
This is one of the more balanced ways to implement a perk to destroy upright pallets, though. I'd say if this change was made, either the mapwide notification shouldn't be a thing OR the cooldown should be lowered to 40 seconds or so. Probably not both, though.
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@YuisPinkBob said:
https://forum.deadbydaylight.com/en/discussion/comment/2251882#Comment_2251882
Yeah that's a good point. It probably should happen a set number of times or every few seconds. I think that every 2 seconds may be too frequent and negate her power somewhat, so I'd be more inclined to suggest maybe 4-5 seconds instead?
Spirit's default phase duration is 5 seconds. Not to mention the ability to cancel the phase early could reduce the effectiveness of this change if the glimpses don't happen quickly enough.
Perhaps she loses all of her power gauge after a phase regardless of how long she phased for, but her phase recharges faster?
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I like the glimpses idea, but their appearance should probably be consistent. So, like, a glimpse appears every 2 seconds or so. This would allow the Spirit and survivor to perform actual mindgames with their last known locations, doubling back and the like.
Then again, this would eliminate the possibility for Old Freddy to return. Still, is losing out on the return of an extremely unique killer better than letting Spirit remain in her current state?
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I don't know - this seems like it'll be a one-use a game kind of perk. Not great, unless your first chase is in shack.
I'd personally remove the cooldown, increase the range by a little bit and make it so that it blocks dropped pallets as well, preventing them from being vaulted.
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The killer would probably be The Walrider, as it'd be the only real killer that could have a power. Said power would probably relate to the nanite swarm, perhaps phasing through walls in some way or some kind of limited hovering or flight ability combined with a crash down.
Survivor would be Waylon Park as he's the only one to actually survive. Map would probably be Temple Gate if we're taking stuff from all three games, but I can see Mount Massive also being a map.
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Because her crouch is the worst stealth ability in the game, her traps are unreliable and luck-based, and her dash is very easily countered, difficult to use and doesn't work at a lot of loops.
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I doubt it, to be honest. I can't really think of a power for Chucky which isn't pouncing at people or teleporting to doll boxes around the map, both of which have already been done before and multiple times. Plus, they'd have to create an entirely new skeleton for Chucky and his animations. How on earth would he break pallets or walls?
The more realistic option is a legendary set for the Twins that has Charlotte as Tiffany and Victor as Chucky. You could even have Chucky start spouting voice lines when attached to a survivor. This is, of course, assuming legendaries would change Victor's appearance, which they really should.
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No, I don't think Nurse needs any changes. She is almost inarguably the most unique killer in the game, her only competitors being Hag and Old Freddy, and has a sufficient level of strength for how many drawbacks her power has and how difficult she is to play. People like to underplay how hard it is to play Nurse just as they pretend that Clown takes no skill to play, or that Deathslinger is easy to play, or that Pyramid Head or Twins are easy to play. It's a mixture of wanting an excuse for losing to these killers, and not playing these killers - and kind of just hostility against people that play these killers. Of course Nurse is going to look easy if you only go against good Nurses, or if you play against bad survivors that don't know how to play against Nurse.
Not only that, but Nurse actually has unique and measurable counterplay, unlike Spirit. Blocking line of sight, doubling back, forcing the Nurse to make a read - no matter how good the Nurse player is, they can't predict what you're going to do 100% of the time unless you're extremely predictable. And missing that first blink usually leads to having to fatigue and wait for your charges to come back, which gives the survivor time to make distance.
Nurse gets a pass because of how difficult she is to play, and that counterplay exists against her. Of course, she is still the strongest killer in the game, should always be the strongest killer in the game, and will always be the strongest killer in the game. This is not a problem - she is as strong as she is difficult. Rewarding players for their hundreds of hours skill and effort put into learning a killer is a good thing. A god Nurse will probably always win, and at that point, someone who's spent what must be months learning the ins-and-outs of the hardest killer to play with (arguably) the highest skill ceiling should be winning most of their games.
Matches against the Nurse aren't impossible. Matches against God Nurses are very close to impossible for an average survivor team, but these God Nurses are about as rare as true tournament SWF. If one side is fine, then so is the other.
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@Hex_Ignored said:
Absolutely I would even argue killers should be unable to pick any perks at all. I mean how dare they pick perks that synergize with their power? It's ridiculous
They should nerf/rework/remove all killer perks which give killers an unfair advantage. No perks take skill to use, which means they're all on the same level of unfairness as old Freddy.
Only balanced perks should remain, like Monstrous Shrine and Dying Light.
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Probably a few controversial picks. Also, the "eh" and "very eh" categories aren't saying that I actually hate going against them, just that it's less interesting and exciting compared to the above categories. Don't really hate going against any killer in this game. The placement of killers isn't in any particular order, I honestly dislike Doctor a bit more than legion and new sharp hand joe, but I whipped this up in not too long.
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I think Laceration decay needs to be looked at. It should decay passively, but I think only down to 50%, or the equivalent of 4 blades. The only way to fully remove all Laceration would be when their health state changes. This would make splitting pressure with Trickster actually a worthwhile tactic and could allow him to be played a little like Ghostface, by building up multiple survivors' laceration for a potential easy down/snowball later.
Changes to Main Event would also be nice. I'd like it if Main Event no longer autofired, Trickster moved at 4.2m/s or some speed faster than the survivors while not actively throwing blades so you can't get infinitely looped around a rock with nothing you can do, and when you get Main Event it doesn't disappear until you M1 a survivor.
Trickster will never be a good killer, but these changes would do a great deal into improving the more flawed aspects of his kit. They could also just buff his movespeed, but I don't see BHVR breaking their trend of Ranged Killer = 4.4m/s anytime soon.
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I'd personally just like if they added colored painted lines on the floor leading to certain areas. Like, blue lines lead to stairs, red lines lead from the main lobby to the corners of the map, you know. Things that you can follow to get to important locations quickly instead of awkwardly fumbling around looking for a way up to the second floor.
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Honestly, a 2v8 mode should be included but only as a casual mode. No pipping, very lax matchmaking compared to MMR in 1v4, and only have it available on certain days, like on weekends or something. This would reduce the need to balance the mode perfectly and would help in the whole queue time problems as the mode would only be available for a couple days a week.
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Cursed Legacy. Added a cool survivor, one of the best designed, best aesthetics, strongest and most fun to play as and against killers in recent memory, Any Means Necessary, Nemesis, Sanctum which I personally like, and the first sequel chapter. Also, the hype leading up to the PTB was the best they've ever had. Wish more chapters actually released a trailer before the PTB.
Easily the best original chapter by a long shot. Maybe even including licenses, although I feel the sheer importance and iconicism of Halloween, Stranger Things and Silent Hill might elevate them a bit.
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Trapper will never be "good" because his power relies on smart placement of traps and survivors actually running into traps. He's not like nurse or spirit with a tangible, always applicable chase power. Although, he does have a lot more snowball potential than people realise, hence why he's only the second worst killer in my opinion.
But yeah, I do think stat buffs is what he should get. Just increase his trap capacity by 1, make traps spawn more centralised in the map, and make it so that injured survivors who get caught in a trap either get downed or deep wounded if they escape by themselves. Probably the latter.
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@GeneralV said:
Billy's overheat mechanic has to go. Reduce it to atoms for all I care.
Nerfing the most balanced killer we had was one of the worst decisions I've ever seen. The only "OP" thing about Old Hillbilly was insta-saw, and even that can be debatable.
The problem with Billy wasn't the charge time add-ons, it was the charge time add-ons STACKED. Only then was it overpowered.
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@redsopine00 said:
Yer the reason he has a over heat was because low skill players would constantly abuse his saw revs 99% them when in a loop till there right on a person then insta down them now that players can no longer abuse this feature because if the overheat skill requirement has gone up so only truly good players that are willing to put the time into getting good use him well other then that the overheat was a balancing mechanic that bubba was with with as well just learn to use him better now
But Billy moves slower than a survivor when revving? How exactly was he meant to catch up with a 99% chainsaw?
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Make her phase walk like the Dream Transition. By that, I mean have Spirit's husk move to her current location at set intervals during her phase walk. This would actually allow for mindgames on both sides.
Would buff her base duration to 6 seconds to compensate, nerf her add-ons, and make it so that cancelling Phase Walk early has a penalty to it. Perhaps cancelling Phase drains the entirety of the power regardless of how long you spend phasing, or Spirit's post-phase boost is longer depending on how long she stays in the phase.
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That's the Burger King Bubba build. He's had too much award-winning chili.
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Better: Yamaoka, Badham, Ormond
Same Quality: Coldwind, Macmillan, Asylum
Worse: The Game, Autohaven, Lery's
This is just my opinion though. Lery's was bad before but now it's just unfun for either side.
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I'd personally like it if Laceration worked a bit like Ghostface's stalk. This would mean that you can build it up to a certain level on multiple people, (maybe not to 99 but to like half Laceration) making him kind of a ranged strategy killer and rewarding long shots. And when the survivor changes health state, all Laceration disappears.
This would need some tweaks, though - maybe for healthy survivors, Laceration will decay to half of whatever Laceration there currently is (so 4 blades hit = 2 Laceration after decaying) but no further unless hit or healed. And injured survivors just flat out wouldn't lose Laceration until healed. Or something along those lines - maybe for injured survivors, it won't decay unless it's above 6 Laceration. This would make being injured against Trickster scary and would reward applying lots of pressure to all survivors. Just an idea, though.
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@FFirebrandd said:
Trickster doesn't need a rework.
He does need some buffs. Main Event in particular needs help. But trying to say that he's just a worse Huntress is just being reductive. She is overall better than he is, but there are certain things he does better than her. To say otheriwse... probably means you've not played one or the other very much.
I'm genuinely curious, what does Trickster do better than Huntress? It's not downing people out in the open - for both killers, as soon as they get a health state the speed boost lets the survivor get behind cover. Except Huntress has a chance to down them when they get out of cover briefly while running with a well-placed shot, while Trickster will land, like, 1-2 knives. And that's assuming the recoil, spread and hand distribution allows him to hit. It's definitely not chasing. It's definitely not snowballing because of his inability to switch targets. It's definitely not long-range pressure because of the inaccuracy of his blades and the fact he needs to hit 8 knives, so you're not really "pressuring" people off gens. There's no fear there.
Really, the only things I can see him being better at is camping and if he's at a loop with really low walls. But loops with low walls are pretty rare on most of the reworked maps, and no survivor in their right mind is going to stay at a low wall loop against a ranged killer. Huntress could also down at these same loops likely just as fast, maybe a second or so slower. And Trickster being good at camping isn't really something to be celebrated.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2231702#Comment_2231702
I mostly like your changes, but I still disagree he should be able to quickscope. Every other ranged killer in the game has some sort of charge time and/or tell that the ranged attack is coming. When Deathslinger quickscopes, you cannot dodge. You can try to anticipate the shot and dodge preemptively, but at the end of the day he has to miss. Similarly, if a Slinger is missing after ADSing for a few seconds, that's on their aim tbh. It's not possible to actually dodge his projectile, so the best you can do is alligator run and hope he misses. If you're on console I certainly agree that actually lining up an accurate shot on a dodging survivor is extremely difficult, but that's a limitation of playing on a controller more than anything.
His gun effectively is a direct source of damage. It does two health states of damage to healthy survivors and one to injured survivors, even if they break the chain. An injured survivor breaking the chain seldom happens either, because any Deathslinger with a head on their shoulders will seldom shoot an injured survivor when they won't be able to reel them in. So, in effect, he almost always downs any speared injured survivor in addition to deep wounding any healthy survivor.
I think your proposed changes would be a net nerf to him, actually, and I don't think that was your intention. Zoning is a lot of the reason that he's busted in the 1v1 right now, so while Deathslingers with flawless aim wouldn't be hit hard, I think most Deathslingers would be. If his add-ons were really buffed then it might come out in the wash, but I think we should be pushing for better base kits and weaker add-ons instead of the opposite.
I like your cooldown between ADSes and I'm fine with an add-on rework (although again, I don't want them to be strong; just more consistently useful). I'd be okay with 115% while his clip is empty too, although keeping him at a 24m TR with 115% speed doesn't feel great either. I do think he needs a slower ADS, though, or at a minimum some sort of charge mechanic if the ADS must stay this fast. WIth this, I also don't think he'd need the cooldown between ADSes; the slower movement speed while raising his gun would be enough of a deterrent, just like it is for Huntress when she raises a hatchet.
I love the idea of a grappling hook for him, actually. It adds a lot of creativity and mobility to him, which he will need once he's not broken in the 1v1. It could be a bit tricky to balance - Do you reload after each grapple? Is there a cooldown? Can you M1 while grappling? How fast do you travel? - but I think it's worth any difficulty and growing pains. This would also be a major buff, especially in maps with elevation. Imagine how fun it would be to shoot the ceiling and rocket up the drop on Hawkins, and stuff. I think it'd be awesome! He'd feel like a hybrid between Blight and Huntress.
I would also remove his ability to deep wound healthy survivors who break free from the chain, since it's difficult to do in the first place unless he doesn't care about reeling you in, and since there is very little reward for a healthy survivor breaking the chain at the moment. I would keep the deep wounds for injured survivors who break free from the chain only. This way would also be logical, since it's one health state per hit on a healthy survivor; you need the M1 at the end to do the extra health state of damage.
Finally, his TR audio needs to make it clear when survivors are in the TR. Currently it spins up so quietly that his TR is effectively smaller than it really is. This should change.
HItting shots with him also does feel way less consistent than for other ranged killers, like Huntress. I'd increase the hitbox of the projectile to make him feel more consistent. I wouldn't necessarily make it Huntress-sized, but definitely big enough to make his power more forgiving.
So, to summarize, the full changes I'd propose:
Buff
- Grappling hook with a modest (~5-10 second) cooldown and no reload requirement between uses. This would still scare crows and the audio would be directional within a certain radius, just like a normal Redeemer shot.
- Bigger projectile hitbox
- Add-on rework (not powerful, but more consistently useful)
Nerf
- Substantially increased ADS time
- Healthy survivors who break free from the chain are no longer deep wounded
- TR audio adjusted so it's clear when survivors are in his terror radius
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Also, since when can you crouch while speared? As far as I knew he could always hit you through a window, but if this is possible it seems like he should never be able to hit you through a window.
Thanks for the feedback. About your last question, yes, you've always been able to crouch during the reel - there's no animation change but your camera noticeably lowers. You know when you crouch while being healed, your camera goes down but nothing else? It actually reduces your hitbox to a crouching survivor hitbox, hence the clips you see sometimes where a hatchet or spear goes through somebody's head when they're being healed but doesn't hit them.
You can still hit people through windows when they're crouching and being reeled, but it has to be dead-on. Like, facing each other directly on each end of the window without any kind of angle or one person being at the side of the window. Otherwise, 9/10 times you'll just hit the window instead. I've tested this to the best of my ability - and it's not too difficult to wiggle during the reel so that you're at the edge of a window. I'm very glad many people don't know about this.
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@TheClownIsKing said:
Especially where Twins are concerned because they aren’t actually a bad killer. That’s just an unwillingness for the player to learn how to do well with Twins without “plant Victor or Charlotte near hook”
But... placing Victor or Charlotte near the hook is how their power is designed? Not much I can do about it if I down somebody with Victor and a hook is near him while idle. And what if I want to immediately start controlling Victor to spread pressure after hooking someone? Boom, I'm inadvertently camping. Ideally, Victor should be destroyed if idle and within very close proximity to a hook once somebody is hooked there, but nothing more than that.
Twins are a bad killer if you don't participate in some form of camping or slugging, as that is literally what they are designed for. I'm sorry, but if you think otherwise, you must not be going against high caliber survivors - going out of your way to NOT inadvertently camp with the Twins is even more inefficient than they already are and flat-out throwing the game sometimes. Not slugging with Victor is just outright playing badly. It's like not slugging with Oni.
Crouching into the hook counters Victor's camping as you can kick him without alerting killer instinct, yet in all my time playing Twins I have NEVER seen a survivor who has used this. Not even the best teams.
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Killshooter just needs tweaks - not a nerf, not a buff, more of a mix. As I main Slinger, here's the changes I would make:
-Majority of his add-ons reworked. Almost all of them are bad, or just reduce his mistakes rather than increasing his strength.
-A lengthy Doctor style period after putting down the Redeemer where he cannot attack or raise it again, ideally for 2.5 seconds to 3 seconds. He would not be slowed during this. This would stop the ADS spamming to passively zone a survivor, which I never do but recognize is genuinely unfair.
-When the Redeemer isn't loaded, Slinger moves at 4.6m/s. This would allow Slinger some limited mobility while introducing some interesting decision-making; do I reload, wasting time and being slower afterwards, but being ready for a chase? Or do I stay unloaded, getting around quicker and easier but not being ready for a chase immediately? It'd be pretty novel and a nice solution to his map pressure issue without including something stupid like a grappling hook.
That's all he needs, honestly. The ADS is what gives him his identity and what makes his power good- the reason everybody thought he was awful back on release was because nobody really quickscoped. If you've ever gone against a Slinger that aims down the sights for any longer than a couple seconds, you know how easy it is to dodge that with the tiny hitbox, slow movement speed and dodgy sensitivity. It's also balanced by the fact that his gun is not a direct source of damage, and that quickscoping doesn't mean jack if he can't reel you around the tile, or if you crouch in the window while being reeled so he can't hit you.
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Jill: Claire Redfield, OG S.T.A.R.S. outfit, maybe Mia.
Leon: Chris Redfield, Resi 4 outfit, maybe Ethan.
Nemesis: Mr. X is a given, and perhaps the Tyrant from Resident Evil 1. I do hope we get a classic Nemesis skin though because that design is a lot better than the remake's.
In terms of other killers, here's what I personally hope for legendaries:
-Hillbilly: Jack Baker. It's either Trapper or Billy, but Trapper already has a Legendary set and Jack is (essentially) a hillbilly with a chainsaw.
-Blight: William Birkin. Come on, it'd be perfect. Even his pipe fits Blight's cane. You could even slightly texture Blight's syringe to look like a T-Virus sample.
-Plague: Awooga Awooga. This one would certainly make a lot of money, and I'll be surprised if they don't make it.
There aren't really too many other options. Wesker doesn't really fit any killers except maybe Trickster, but the power certainly doesn't fit there. Having him as a survivor would be weird. Besides that, there aren't too many viable candidates that fit the DBD killers.
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@GeneralV said:
A revived thread which happens to talk about my main? Well, must be my lucky day.
https://forum.deadbydaylight.com/en/discussion/comment/2231638#Comment_2231638
Oh, come on! You've been on the Forums since 2018, that alone is a sign of experience. I bet you can deal with such build.
It's less about him being unable to deal with it and more about solo queue teammates being unable to parse that maybe cleansing Ruin is a good idea. Besides, Midwich is a pretty good map for Sharp Hand Joe as it is. Not sure why he'd run Pop with Ruin + Undying, that seems like overkill and Sloppy would probably be better.
One thing you do have to admit is that Tinkerer on Freddy is stupidly strong. I wouldn't say OP, because of the teleport cool-down and warning time survivors have to leave, but it's still ludicrously powerful - a bit like MYC on a Hag.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/2231189#Comment_2231189
That traveling in pairs strat only work in a 4-man SWF team, which is somewhat rare. Even then, I haven't seen that tactic play out in a real match yet. So, it's hard to judge the effectiveness of the pairing strategy. Keep in mind, pairing up will slow generator progress by quite a bit.
The travelling in pairs strat doesn't only work in a SWF team, it's just never used because Twins are so rare. Compare it to old Plague - if nobody ever played her, do you really think people would have done the no-cleanse meta? No. Because she would have been so rare that the majority of the survivor population would not know about it - it's the same scenario as current Twins. She was still rare, mind you, but she was actually played upon release a decent amount, especially because of her perks, and although uncommon, she wasn't as rare as Hag. Twins weren't even common on their release day! It's no wonder nobody knows this counter.
Going in pairs completely shuts down Victor, just as much as never cleansing shut down Corrupt Purge at that point in time. He physically cannot do any meaningful damage as downing will lead to him being kicked and latching on will lead to him being kidnapped or removed.
Another comparison you can make is that it's like harassing a Hag and setting off her traps while she's carrying someone, compared to playing safe against Oni to deny him Blood Fury. Both of these strategies are equally valid in shutting down the killer's power, yet only the Oni one is ever used. This isn't because harassing Hag is some "only SWF can do it" strategy, it's because literally nobody plays Hag and as such nobody really knows about this counter. People still run up to hooks without crouching, for crying out loud.
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Trickster is the worst killer in Dead by Daylight and nothing can convince me otherwise. I have him at P3 with almost all perks unlocked and maxed out on him, and have continued to play him for several matches in every play session i've had since his release - I have tried most of his add-on combos, experimented with countless perks, hell, I'm even starting to become good at Huntress purely by proxy by playing Trickster. And I never play Huntress because I very much do not like Huntress.
Trickster is just a design failure in every sense of the word, and the best comparison for this is to one of my favourite killers, Deathslinger.
Deathslinger is balanced because has an extremely good chase power, but has very, very little in the 1v4 to compensate - basically all he has is Deep Wound for a small slowdown, which benefits him for dropping chase after injuring a survivor. But he can make up for it by the aforementioned amazing chase power, and as such if you are good with him most of the time you can work around his 4.4m/s movement speed and several slowdowns and inefficiencies to his power. Of course, on larger maps you're mostly screwed if the survivors are smart, but even then at least you can get hooks. His low terror radius also, combined with the range of his rifle, allows him to get shots on generators and apply, gasp, pressure.
Trickster has none of Deathslinger's strengths, but all of his weaknesses - and more.
His chase power is not strong; in fact, it is rather mediocre at best and outright useless at worst. It can't be used to split pressure on multiple survivors. It can't be used in most loops because of his slow movement speed while holding and throwing blades, and the high walls preventing almost any way of getting around this. Ironically enough considering the Deathslinger is meant to have trouble with map terrain while reeling, Trickster is completely annihilated by any kind of line of sight blocker, due to his incredibly slow speed and inability to apply true pressure from range. It doesn't matter if you land one blade on a survivor at long range on a generator - even if you manage it with the recoil, spread and odd hand distribution of the blades making precise shots difficult, they will simply move behind the generator or away from it, and the laceration will vanish in a matter of moments. If you try to chase, then they have plenty of time to run away, behind loads of line of sight blockers commonplace on the reworked maps. Not only that, his Main Event is borderline harmful in almost every situation. Shred is stronger than the Trickster's blades. I'd literally take the Ambush Dash over Trickster's blades.
Hell, even if you manage to get an injury with the blades - say, if you end up at a rare low wall loop - the speed boost they get is enough to get behind line of sight blockers while you trail slowly behind. Dropping the chase is also a colossal waste of time, given how long it takes to get a smart survivor to injured using blades if they're at any kind of decent tile. He has no map pressure; less than even Deathslinger due to no deep wounds and his intense slowdown when doing anything relating to his power - reloading, aiming, throwing, etcetera. He has no redeeming qualities, and even makes the chase harder for himself by laughing constantly, which you can use to pinpoint his location behind walls. You have to use his power, too, as otherwise you're a powerless 4.4m/s killer which telegraphs his location intermittedly, like a reverse passive phase from the Spirit. And even that is usually more powerful than using his power at most tiles.
Actually, that's a lie. He does have one sort-of redeeming quality, and that's camping. Main Event is useful while facecamping. But that says it all, really.
Trickster is a joke, an embarassment of a killer, one that genuinely makes me angry when I think about him for too long. And this is coming from someone who mained Old Freddy.
He is the magnum opus of Dead by Daylight, and god help me, I can't stop playing him.
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Camp.
Downing people with Victor is now heavily punished if anyone with a brain is within the same postcode of the survivor, and latching onto a survivor will usually just lead to a kidnapping. Kidnapping isn't always a bad thing, but it still turns you into an M1 killer. Yet clearly, the ability for Victor to camp hooked survivors is perfectly fine.
Seriously, I'm staring to believe that when they designed the Twins, it was with the intent to make a killer who was really good at camping but not much else.
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-Starting a Lethal Rush.
-Status effect notifiers for survivor - mangled, exposed, etc.
-Existing on Lery's.
-Deathslinger ADS.
-Clicking on any tab or icon in the lobby.
-Last gen being repaired, although the freeze isn't very long.
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Survivor: Swamp - both maps.
Killer: Honestly over half of the maps in the game. Particular worst ones include Gas Heaven and most autohaven maps, Lery's, and The Game.
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Deathslinger. He's one of my mains so I know how a Deathslinger thinks and what he can do, meaning my chases against him are usually very tense, rewarding and very fun. Granted he doesn't spam ADS for free zoning, that is.
Although to be fair, I'm not a fan of Huntress. Don't find her fun to play as, or play against - she's not a problem and is actually a very well designed killer, but I just find her very boring. Not to mention I play on console, which kind of excludes her from play from the get go. Hasn't stopped me with Slinger, but Huntress just doesn't have that same kind of hook.
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@OniWantsYourMacaroni said:
Pyrus (just look for "Pyrus DbD" on Youtube to find him,he has like 5000 subs)
Extremely experienced DbD player who creates amazing guides from time to time.
He's so worth to check out because his videos taught me many things even though i already have several thousand of hours in this game
Have to agree, learnt a lot from Pyrus. Can actually run the Sanctum main building now.
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@[Deleted User] said:
Nurse with range and recharge is still OP af. So I'd consider her.
If we're talking about every addon, then Spirit and Blight.
That's 2 add-ons. Literally every single other add-on she has is either useless, or a flat out debuff.
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As far as I've seen, you can't set up gens during the cooldown. If you could, it might actually be a good perk.
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His range is nowhere near Punishment of the Damned, it's more like a T3 Myers lunge range. It also slows him down massively to charge, has a small hitbox and is fairly easy to dodge, has a lengthy missed cooldown where Nemesis is slowed, and doesn't even do a health state the first hit on an uninfected survivor. The pallet breaking I will grant you, but it's not so fast that it invalidates the pallet drop. Bubba's pallet break is much faster, you don't see his gameplay being a "lose-lose".
The zombies are mostly luck based but I will admit they can create unwinnable situations for the survivor. Then again, these are uncommon.
He still *seems* very good but I'm not making any judgement until he comes to live. Remember, people were worried Trickster was OP on the PTB.
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Can't wait for Hillbilly to get a new roommate in 4-8 months.
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@CakeDuty said:
https://forum.deadbydaylight.com/en/discussion/comment/2208505#Comment_2208505
Yeah, playerbase took a huge hit when it took them like months to nerf them. Trickster kinda reminds me of them. Fun to play as, not fun to play against and he's weak but kinda busted.
https://forum.deadbydaylight.com/en/discussion/comment/2208506#Comment_2208506
Legion is definitely a fun first killer to play! Though his power doesn't help with anything but getting the first hit on survivors, the downing hit you'll have to do without the power. He's one of the only killers whose power doesn't help him down survivors, but it's extremely good at getting the first. He's had quite the history. Getting released and considered weak but busted at the same time, plenty of exploits to abuse, nerfed to the ground, then buffed a bit, then nerfed a bit, then buffed a bit and now he's here, in like lower middle tier. Good at destroying noobs, but bad against good players. XD Good luck wit learning the game though!
Weak, definitely, but I don't think Trickster is "kinda busted". He's countered by almost every tile in the game if ran correctly, and landing knives against smart survivors is difficult with any degree of speed. It's not like old Legion where you could just run up to them and stab and you WILL inevitably go down, you can delay it for a ludicrous amount of time by making distance and hugging walls. Not to mention the pretty sizeable amount of LOS blockers combined with his 4.4m/s speed letting you decay some knives without him being able to do anything, and his limited ammo and spread, and I think people are just overexaggerating.
At low wall loops his power is nigh-uncounterable, but like, so is every ranged killer. And Myers. Just leave the loop and go to a jungle gym or something and now Trickster is a 4.4m/s M1 killer. He might down you eventually, but so will any killer if they commit long enough.
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Embrace the pallet stuns. Swing through them a lot, and if they're just sitting at the pallet, end your lunge JUST as they're within lunge distance. This can mean that when they vacuum back to the pallet to drop it, they teleport into your hitbox and take a hit.
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I hate toxic perks like Furtive Chase with no counter. OP
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Who are you aiming for, the healer or the healed? Because if it's the healed survivor, then crouching during the heal actually makes your hitbox much shorter despite not looking different in the slightest.
This applies to most actions, and COMPLETELY destroys Deathslinger. Crouching while being reeled means you just straight up can't be hit through windows. Please don't do this though, not many people know about it and I like Deathslinger.
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People complained about Billy a lot too for being so common, and look where that landed him.
Do you want Blight, or Spirit?
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Nurse is really fun to go against even if they're good. The only time she isn't fun to go against is if she's a literal 0.1% god nurse, which you run into about once per five months if that. Besides, at least in that case you can respect the effort they put into getting that good, which you can't with Spirit.
Then again, I love going against Twins, so take that with a grain of salt.
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Grabs have been broken since the introduction of dedicated servers in 2019. They haven't fixed them. At the very least, they could make it so that if the killer gets a failed grab, they automatically swing so it's not a total waste of time.
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Oh yeah, that happened to me once since the most recent hotfix. I think it might have something to do with the new camera shake that happens when you release Victor - you can see it at the start of the clip. I couldn't fix it so I just DC'd.
Twins are a bug-free, fun killer. Wait until you get the bug where Victor doesn't actually jump forwards when pouncing, and just pounces in place. That's always fun.
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Probably Trickster. From my matches both as and against him, as soon as survivors realise it's a Trickster all tension goes out the window. It's like when survivors are put against a low rank killer - the Bully Switch just turns on in their heads and their ctrl key gets beaten up almost as badly as the killer.
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It'd be nice if they gave the ability to switch to Charlotte during the successful cooldown animation. It'd mean that Twins players who just want to go and pick up the survivor aren't punished as much, while those who try to slug with Victor have it a little harder.
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Wraith's post-uncloak lunge functions basically the same as Pig's ambush, except it's harder to easily shut down by running away. Is Pig's ambush a free hit and boring and unfun to go against? No.
I don't understand the hatred towards having to predict what the opponent's going to do that a lot of people on this forum have. With Spirit the hatred's justified as she has much more info on what you're doing than what you have on what she's doing, and that's unfair. But it just seems like any killer that forces the survivor to make a read is "boring" and "unfun", despite the killer having to make loads of reads and guesses in a chase. If we remove 50/50's and having to make equal guesses on both sides, in favour of the survivor always being able to shut down the killer's power without much room for the killer to do anything, then the game would ACTUALLY be boring. That's how you get killers like nu-Billy, whose chainsaw can be hard countered so easily that i just see him as a free win these days, the rare times he does show up. It doesn't matter how good the Billy player is, if you know how to go against him, he is not chainsawing you at any decent tile.
I hope this doesn't seem too aggressive or anything, I'm not trying to be, but it's really irritating how every single killer is seen as boring - and by extension, needing a change/nerf to make them less boring, just because they force the survivor to play differently. Some of these are justified, such as Spirit and pre-nerf Freddy, but Wraith is definitely not. This kind of reductionist thinking is awful in my opinion and I'm sort of glad BHVR doesn't pay too much attention to these forums.
(Also, if Wraith is uncloaking and facing and moving one way, he will most likely double back the other direction. It's basic pig ambush logic, and I use it to counter the lunge whenever I play against him. Of course he'll mix it up, but isn't that the point of an online game? To go against intelligent opponents?)
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Twins: BBQ, Ruin, Thanatophobia, Undying/Pop.
BBQ is BBQ. Ruin is the Twins' best slowdown perk because it synergises with their map pressure and Victor's speed, and you rarely get the chance to kick gens with slow Charlotte. Thana is amazing on Twins because you'll be spreading injuries a lot with Victor and keeping people injured is very beneficial for the Twins. Plus, when someone kidnaps Victor, that's a minimum of 1 permanent Thana stack, even more when you injure others. Undying or Pop is personal preference - I prefer Pop though as i don't think Undying is particularly good, as the second totem is normally cleansed 20 seconds after the first.

