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Altarf
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Honestly, only Demogorgon and Pinhead stand a chance - and even then, that's just because of their masters. (Mind Flayer and Leviathan) If we're talking just the killer on their own, I guess Pyramid Head? He's the closest in power to the Entity, although that isn't saying much. Freddy's just a dream demon, not an extra-dimensional lovecraftian abomination.
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@HealsBadMan said:
I've come up with a couple Boon Totem concepts, and I think this would be really nice. The only things needed are 1. 10s is too way little, so something more like 20-30s per token would work better. 2. Killers will need a notification/status effect that tells them that they're being affected by a Boon Totem (Survivors have Cursed with Hex Totems), I call mine Blessed as an antithesis.
Here are a couple of my Boon Totem concepts if you're interested:
BOON TOTEM: ANCESTOR'S TEACHINGS
You keep the stories and lessons you’ve grown up with close to heart. They’ve aided you in warding off evil.
- While cleansing a Dull Totem, press the Active Ability button to Sanctify it, turning it into a Boon Totem. Only 1 Boon Totem perk can be equipped at a time.
- NOTE: When under the effects of a Boon Totem, Killers suffer from the Blessed status effect. This status effect serves as an opposite to the Cursed status effect, notifying the Killer that a Boon Totem is active.
- When this Boon Totem is active, Survivors recover from status effects 40/45/50% more quickly. Survivors can recover from the Exhausted status effect while running at 25/50/75% of the normal recovery speed.
- The Killer can perform the Dismantle action (10s) on a Boon Totem to destroy it.
BOON TOTEM: RITUAL OF CHÜD
The willpower and cunning of you and your team is stronger than any monster.
- While cleansing a Dull Totem, press the Active Ability button to Sanctify it, turning it into a Boon Totem. Only 1 Boon Totem perk can be equipped at a time.
- NOTE: When under the effects of a Boon Totem, Killers suffer from the Blessed status effect. This status effect serves as an opposite to the Cursed status effect, notifying the Killer that a Boon Totem is active.
- While this Boon Totem is active, it gains a Token for each Survivor that is still in the Trial. For each Token on this Totem, the Killer’s Power Usage speed is reduced by 3/5/7%.
- Power Usage refers to the activation/setting/speed that a Killer uses their Power.
- The Killer can perform the Dismantle action (10s) on a Boon Totem to destroy it.
My only complaint with these perks is that 10 seconds of time is too much to dismantle the Boon, considering the killer has to already spend a large amount of time looking for the totem. They have to go out of their way to find them, ignoring all generators and letting their map pressure evaporate by checking every nook and cranny (because importantly, survivors can choose where their totems are, so you'll likely never find one in one of the obvious totem spots) so including 10 seconds of doing nothing on top of that potentially up to 5 times leaves a bad taste in my mouth.
In terms of the perks themselves, though, they sound great. Especially Ritual of Chüd, that one's incredibly interesting. The perfect strength for a Boon, IMO.
- While cleansing a Dull Totem, press the Active Ability button to Sanctify it, turning it into a Boon Totem. Only 1 Boon Totem perk can be equipped at a time.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2490175#Comment_2490175
Now that you and @Neamy have shared your criticisms about it, I'm starting to see the negatives of the perk. It just sounded cool off the top of my head but I didn't think it through well enough. Thanks for sharing y'all's opinions on it though.
What if it worked as a temporary blackout? Say, once the Boon is activated on a dull totem, the Killer loses the ability to see the survivors' health states, general auras and noise notifications. The only aura they can see is the Boon Totem itself, which gets revealed after 20~ seconds.
This way, the Killer would know exactly where to go to dispel the effect, but would have to go directly out of their way to do so. The game would still be playable, but tracking would be a lot harder.
I think the main concern with Boons that people are having is that killers simply don't have time to search across the map for totems. Reveal the aura, and the Killer can go to the totem when they have some downtime, meaning that you're allowed to have a powerful effect without it feeling unfair. Just my two cents.
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@GrimoireWeiss said:
I don't agree that the Nemesis one is better. Survivors 90% of the time don't start running from a Huntress when they hear the lullaby unless it's a huge map like Mother's Dwelling where it makes sense.
Also you don't have to go out of your way to activate Wooden Fox as you're going to keep reloading all the time with Huntress. With Nemesis, destroying zombies is a risky strategy because they take time to respawn and they could be on a good position.
Yeah, but Huntress' lullaby gets louder as she gets closer. Even if you can't hear the terror radius, most people get ready to run as soon as her humming gets to a certain volume. Wooden Fox, realistically, isn't going to let you sneak up on anyone who's played against Huntress more than twice. Especially not when the survivors realise you have it, which isn't exactly difficult when Huntress is right next to you and then her terror radius suddenly disappears.
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He's about Legion or Clown tier - mid-low C, that is. If his possessed chain was more powerful, I could see him getting to high B, because what he's lacking in right now is chase. He's got map pressure in spades, and a handy if not all that tactical teleport. But in the chases themselves, unless Chain Hunt is active, he's lacking quite a bit.
Make the possessed chain a little harder to break out of, and honestly he's mostly set. Just something like making four chains spawn instead of three, or making each chain take 0.25 seconds longer to break, or making the Impaling Wire basekit.
Pinhead has potential, but BHVR likely won't do the right changes, if any. They'll do something like "Teleporting to the Lament Configuration makes chains spawn and attach to the survivor." Or "Holding the Lament Configuration causes you to suffer from the Incapacitated status effect." You know, irritating changes to play against that don't actually make him any stronger and were not asked for.
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Play at the 45-55% sensitivity range. Going too high with sensitivity will make accuracy even more impossible than it is already. 50% is my normal balance for ranged killers who need pinpoint accuracy - yeah, you get spun easy, but being spun easy is better than your power being largely useless.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2486603#Comment_2486603
So true, and sad. But the reality is what I mentioned. He's still strong as hell and overheat almost never comes in to play.
People just like what's easiest. They don't want to learn to curve with billy. Which btw I don't pretend to be the #1 billy player. I can hit curves SOMETIMES, but not nearly consistent enough yet. People don't want to learn to backrev or feather (which I'm VERY good at) They'd rather something easier like uncloak wraith. Which is understandable
I'd have to disagree.
Hillbilly is a very outdated killer in this day and age, especially considering the map reworks. His chainsaw is incredibly, incredibly easy to dodge/avoid by using any sort of object or tile, so much so that even the best Hillbilly cannot get a chainsaw down on a survivor at most tiles without the survivor screwing up, which simply is not viable at higher ranks.
Not to mention, almost all reworked tiles have been altered in such a way as to make curving harder - the addition of extra corners and turns, janky hitbox zones where they didn't exist before, and the removal of soft corners except on very specific no-collision objects. If this wasn't enough to make curving (his one way of getting chainsaw downs using his own skill) a rarity, they've also given him the Overheat mechanic to limit the amount of time he can spend setting up a curve, nerfed his add-ons to make double Engravings almost unusable with the amount of heat he gains with a single rev, and given him a roar as an indicator to survivors as to when they should dodge.
And finally, just because you don't actually fully overheat very often doesn't mean the mechanic doesn't do anything. Sure, you might not actually overheat, but countless times a match you'll have your heat at very high levels. You manage it in order not to overheat, which leads to you not using your chainsaw where it could be helpful. It also limits the amount of time you can rev the chainsaw, limiting his already mediocre chase ability, and is nothing but a frustration mechanic that limits what you can do with him. It has almost no effect on backrevs, but makes curving much harder, especially with engravings.
Hillbilly is one of the most difficult killers to play - not to learn, but to play well - in the entirety of the game because of how punishing and easy to counter his power is when used. There's a reason he's not seen anymore; he is incredibly difficult to play against better survivors, and doesn't have too much of a reward to play him compared to killers like Oni or Blight who are just Billy but better. Not even mentioning the useless add-ons and janky animations.
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It buffs the Obsession, its effects are almost unnoticeable until at around 6 stacks, and the Obsession is completely immune to its effects. Hooking the Obsession also doesn't give tokens, meaning to get value you just have to either slug or ignore the Obsession, and if the Obsession is killed or DCs the perk deactivates.
Additionally, since you only get tokens when hooking non-Obsessions, the token gain is slow. And since the effect is extremely underwhelming until 6 tokens, Dying Light will only really start to become a problem when you've gotten 6 non-Obsession hooks, which means either one or more survivors are dead, or everyone except the Obsession is on death hook. Either way, the perk has done nothing (and possibly harmed you by giving the Obsession a buff and semi-forcing you to not hook them) until the game is pretty much over. It won't help you if you're losing, and its effects are not really that useful if you're winning.
In short, not the best perk in the world. IMO it should gain tokens from hooking the Obsession, too, as well as making the Obsession's healing/unhooking buff scale upwards from 0 with each token gained.
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My choice would be The Dweller. It's more accurate to what IT tends to do, given how it lurks in the darkest corners of both people's fears and of the town itself, sounds unique and interesting enough, and isn't as boring and unfitting as a name like The Deadlights.
Other choices could be The Terror or The Lurker.
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Hey, at least they fixed bugs on Hawkins!
You know, the map that's being removed in a few months.
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Is this quote from his head cosmetic what you're talking about?
"The leader of demonic creatures devoted to experimental torture and ruler of Hell, an extra-dimensional realm."
If so, I think it's meant to mean that Pinhead is the leader of demonic creatures (Cenobites) that are devoted to experimental torture AND that they are also devoted to the ruler of hell, Leviathan. Not that he is the ruler of hell himself. It's probably just an error in translation, BHVR does this a lot. In reality, it should probably be:
"The leader of demonic creatures devoted to experimental torture and to the ruler of Hell, an extra-dimensional realm."
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Is this even a question?
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2480498#Comment_2480498
For real though, the only add-ons worth running on him are the various teleport add-ons. Anything else is crap.
Well, dream pallets can be fun-
-oh, wait.
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Boon: Grease Monkey
-While this Boon Totem is active, repair generators 10/15/20% faster.
Something along these lines will be part of the mid-chapter survivor's perks. I can guarantee it.
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It's because Victor's pounce hitbox is very unreliable and messed up. He can't pounce up slopes or even very slight inclines, even invisible ones, so what probably happened is that you touched an invisible bit of map collision which caused the pounce to not go anywhere. Tiny little points of the floor where you go up or down literally one inch? Sorry, you're not going to move during the pounce.
It's very annoying and can't really be adapted to. There are many times where I've lined up the perfect pounce but Victor's just pounced in place because of a height difference you can't even see.
There's also his awful collision detection, with Victor colliding with objects not even on the screen, while at the same time sliding off objects during a pounce much like Blight does. Except unlike Blight, he doesn't just stop when he slides off something - he's catapulted 6 metres in a random direction and then kicked.
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To be honest, a Pyramid Head who wants to tunnel will just Torment - Hook - Cage - Hook to avoid DS automatically. I don't think you can really stop PH from tunneling if he wants to.
The only basekit change I think he needs is increasing the cooldown after letting go of Rites of Judgement to 3~ seconds, but increasing his speed during the cooldown period to 4.4m/s. This would make zoning less easy and allow for the mostly removal of lose-lose scenarios, and would allow him to place trails and use Rites of Judgement without being so clunky.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2473493#Comment_2473493
But this add on gives way too much benefit. Let’s compare it to other aura addons
Bubba’s light chassis: Reduces his movement speed in use and can only hold it for so long
Clown’s cigar box and middle finger: Intoxicated survivors already give away positions and antidote’s cut into your tonic supply
Hag: Only last 5 seconds max and hag can just teleport and hit most the time anyway.
Myers: comes with a massive downside of being stuck to 105% move speed and can’t effectively chase survivors
Wraith’s has no downside and allows him massive info and a complete removal of stealth while also being useful in loops
It does have one downside - since you can only see auras while cloaked, you can't take advantage of the aura and get a hit without uncloaking first, which takes time, slows you down and alerts the survivors.
Granted, this isn't a great compensation considering how he can make up any distance lost with the uncloak lunge, but it is a downside. In my opinion, using this add-on should make Wraith visible while cloaked, but still undetectable and with some particle effects to show he's cloaked. Survivors would be able to spot him from a distance and would know for certain he's using the add-on.
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I'd put NOED on.
Just kidding, I'd probably just use BBQ or Shadowborn. Would be nice not having to sacrifice slots and actually be able to use a full build.
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Dead Space wouldn't translate very well to DBD unless BHVR got very creative. There is no main villain that fits the role of a killer besides the Marker itself, which is an immobile object. They'd have to get VERY creative and turn the Marker into something similar to the masterminds in RE: Resistance, spawning and taking control of Necromorphs and the like.
Isaac is a bit more of a fit, being an engineer and all, but the suit is a bit of a spanner in the works. And the suit is a necessity; it'd be like if Pinhead didn't have the box.
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@BadMrFrosty said:
Yes. Have a working mouse button, don't get a map with a lot of high walls, and you'll down someone eventually. Ranged old Legion, that's basically what he is.
Not a great argument, imo. Any killer will down a survivor eventually, and pretty much every reworked map has high walls and obstacles. Trickster will only get an inevitable down if you're looping him somewhere where he can easily get knives in before they decay, or you're literally out in the open - both are losing situations to be in and ones that he SHOULD be strong in.
Trickster has counterplay - quite a significant bit, actually. People comparing him to old Legion are seriously missing the mark because old Legion chases were a completely 100% guaranteed down with little effort or brainpower, and with literally nothing the survivor could do to not get downed. Trickster is not this in the slightest.
He's not a well designed killer, but overpowered in a chase / boring and uncounterable he is most certainly not.
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This was really interesting to read! Sorry that some people in this comments section have been unnecessarily rude. Very impressed and the counterplay tips are something that I wish survivors would actually bother to learn. Hag's a little like Twins wherein she can absolutely stomp survivors who don't know her counters, which combined with her very low pickrate means survivors never learn her counters and demonise her as one of the most awful killers to play against and assume she takes no skill to play.
I would say I'll keep the counterplay you mentioned in mind, but I'll likely have forgotten all about it by the next time I go against a Hag. Which'll probably be in about three months.
Fantastic work anyway though! Love seeing dedication to a lesser played killer like this.
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Unrelated to the topic (matchmaking working great as always) but judging from your HUD you're a new-ish killer player without a devotion level at rank 9.
So, why in god's name have you decided to P3 the Clown?
I am both terrified and in awe. Do you need medical help?
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Depends where in B tier.
If we're talking high-mid B, like Demogorgon, Plague, Bubba, then definitely. These killers are fun and have a chance at defeating good teams.
If we're talking low B to high C, like Nemesis, Hillbilly, Freddy and all the other killers who don't really stand a chance against a good team and aren't very fun to play, then the S tier killer. We don't need more of these mediocre killers that end up never being played, and never getting anybody who mains them.
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Strong first. BHVR never really buff newly released weak killers in a way that helps them become good - it's almost always unhealthy changes that make little sense, (Trickster) or underwhelming changes that do little to nothing. (Nemesis, Clown's rework)
I don't have the highest hopes for Pinhead's changes.
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No, it's not much. I believe around 2-4 metres away from the portal itself, but could be wrong - it's certainly not 8 metres, that would make Demo's portals actually good at detection.
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Depends if he has Scalped Topknot. If yes, then he would probably beat out Nurse. If no, then they'd probably be about equal.
Either way, Spirit and Blight are crying.
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The antidotes are so close to being useful, too. Literally just make the duration 7.5 seconds rather than 5 and it'll actually be a decent mobility tool and not just another chase power that's not as good.
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Very bad against smart players. He's Huntress but with a generally weaker chase ability, and the ability to camp better in exchange for losing Huntress' map pressure and long range down capabilities. Not worth it.
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If we're talking about original killers, then yeah, Oni comes out on top. No real competitors.
If we're including licensed killers, it's always going to come down to Nemesis or Pyramid Head. Nemesis will stomp every other killer, being an almost-invulnerable genetically engineered bioweapon, but Pyramid is more of an actually immortal force than a person. It really depends on whether Pyramid is even able to be killed by conventional means, because Nemesis certainly isn't accepting his own guilt any time soon.
Not so sure where Pinhead would land here, but as long as nobody solves the Lament Configuration, he shouldn't even show up in the first place. Otherwise, he is probably in-between Nemesis and Pyramid Head in power.
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@RenDesune said:
https://forum.deadbydaylight.com/en/discussion/comment/2467378#Comment_2467378
What addons do you like using?
Usually a cooldown reduction like Healing Salve or Incensed Ointment. I don't really have a preference for specific add-ons, though; Plague doesn't rely on add-ons to begin with and almost all of her add-ons are helpful in some way, and very well balanced to avoid just one set being superior. The only really bad add-ons she has are the duration amulets because they have very bad values, but aside from that every add-on has a decent effect.
Personally, I use Rubbing Oil and Incensed Ointment for matches where I'm properly trying to win. Rubbing Oil feels very nice to use and is probably her strongest add-on, but I don't normally like whipping it out unless it seems like I'm against a good team because it's not an add-on you want to use every game. It's a little like Scalped Topknot or Flower Babushka, you don't want to get used to it and become unable to play the default killer. Apples are also fun, but do next to nothing against cleansers which feel like most of my Plague games these days.
Oh, yeah, and Iridescent Seal is fun too. Iridescent Seal Plague plays completely differently, though, and can be punishing at times, but there's nothing more satisfying than pre-infecting many survivors working on a gen with a long-range arcing vomit, and then getting Corrupt as they finish it in your face and decimating their entire team. It's a thing only Plague can really do, and is exhilarating.
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For Nurse and Billy, yes. Console Nurse isn't mechanically limited by anything - you can still be accurate enough with your blinks on a controller and with practice the only issue will be the framedrops and stutters. Billy is much the same, but obviously won't be as rewarding because of the near-impossibility of hitting a smart survivor at a decent loop with the Chainsaw. Curving is harder but curving has become a pipe dream on most reworked tiles to begin with.
Blight, though, is hard-capped on a controller. It's better now than it used to be, but you still lose out on accuracy - and especially with Rushes, the incredibly high Rush sensitivity combined with the narrow hitbox of a lunge out of Lethal Rush means you will often curve around a corner only to miss a good 30° to the left or right of someone, which doesn't really occur on PC. There's also DPI and all of the other PC exclusive Blight issues.
Blight and Trickster, followed up by Huntress are the killers who suffer on a controller the most. Most other killers at least function, even if not to the best of their ability, and you can make them work. These three killers will always be much weaker than they could be.
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The only change I'd make to Plague is something that irks me - the overflow mechanic when all fountains are corrupted. I hate this mechanic with a passion, because it's very stressful and annoying to have to manage your corrupt pools against a team of cleansers so you don't end up overflowing and losing your snowball pool. I like playing with a mix of Vile and Corrupt Purge, rather than only Corrupt Purge and just becoming a better Nemesis that has to constantly run all over the map to reload their projectile.
Instead of automatically triggering Corrupt Purge, when all fountains are corrupted, it should work like Main Event where for a short window (10-15~ seconds) you can choose whether or not to activate Corrupt. If you do, then it works as it does now, and if you don't, one random pool becomes corrupted.
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I'm personally fond of making All-Seeing Blood a more transformative add-on. You can see survivor auras within 12-16 metres while cloaked, but in exchange the Wraith does not visually become a shimmer and just loses his terror radius and red stain.
Aside from that, no add-ons of his need nerfs. In fact, some could use some buffs/reworks, like the Swift Hunt and Blink add-ons.
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Twins are very close to being a strong and mostly healthy killer, they just need efficiency tweaks and for camping to be less advisable.
1. Reduce successful Pounce cooldown to 4 seconds. If a survivor starts to crush Victor, he is crushed regardless of when the animation is performed. (No more half-finished kicks)
2. If Victor is within 5m of a nearby hook when you are carrying a survivor, he will start wailing and will glow red. If you hook a survivor on a hook within 5m of Victor, he will automatically be crushed. (Camping is now harder. Can still be done, but Victor will be closer to a rescuing survivor and crouching in will take less time.)
3. Charlotte wake-up time decreased to 2 seconds. Control can be switched back to Charlotte even if in a successful cooldown animation. (Significant buff to the Twins' efficiency. Downing and picking up people while using the Twins will take much less time, as switching to Charlotte will only take 2 seconds after a successful Victor down rather than 8.)
4. Victor respawn time increased to 10 seconds. (Minor tweak to make crushing Victor more impactful.)
5. Charlotte can re-attach an idle Victor by going up and interacting with him. Victor can pounce back into Charlotte's chest to reattach himself. (Quality of life change.)
The main issue the Twins have is unfamiliarity. Nobody knows how to play against them, and many don't know how to play as them. They're much like Hag in that they have defined counterplay and a playstyle that extends beyond always camping, but few have actually discovered it. If more people played Twins, survivors would have to adjust to facing them and adjust to their dynamic counterplay.
They're very big brain killers. They have a very high learning and skill requirement to truly get good at them, and they require the survivors to be constantly thinking to do well against them. I wouldn't change this, as it is their biggest strength, so making Victor an A.I. or old Legion as I've seen people say is a terrible idea.
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With Hawkins being removed entirely, not even being remodeled/reused as an original map, we're even losing some.
I sure do love playing on Wrecker's Yard and Disturbed Ward for the nine thousandth time. If you're lucky, you might even get the Game!
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Billies will either hit more objects with their chainsaw than survivors, or will spend 2 minutes revving their chainsaw to try to set up the perfect curve which never happens. Either way, they never win the match.
Clowns are always bad or new, and almost never use any skin except the default. Except Blighted Clowns, who for some reason aren't bad players but are very bad sports and will gladly facecamp, hard tunnel and bleed everyone out while using Pinky Finger and probably a mori. Regardless of cosmetic or skill level, they will NEVER use the antidote.
Tricksters will get downs fairly quickly, but even that won't be enough to stop the gens being finished at speeds faster than his knives in Main Event. No matter what happens in the match, they WILL camp a hooked survivor at some point. If they wear a recolor outfit, be wary because he is probably good. If they wear the red and black feathers outfit, laugh and watch as he fails to get even one kill.
Twins are a myth. They do not exist. And even you did hypothetically find one, they will always be using the default cosmetic without fail and will, at some point, stop using Victor altogether and just chase you as Charlotte for 2 gens. Despite their reputation, they rarely ever go for multiple slugs - likely because hitting Victor's pounce is a monumental task for them. Nobody has seen a Twins mori.
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I will hand in my DBD license if Blighted Trickster is not added in the Halloween event. It's practically a given - BHVR really seem to love Trickster and want him to sell a lot, if his constant skins, constant buffs and preferential Rift treatment is anything to go by.
It'll probably be a set, too, because Trickster hasn't gotten a set yet.
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Clown's, Twins', PH's and Slinger's are my personal favorites. Billy's sounds terrible in my opinion.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2455840#Comment_2455840
Spirit and Trickster are posted, Freddy coming up
To be honest, you don't need to make that big a change for a hypothetical third Freddy rework. @GeneralV has a concept that is pretty much spot on for how you'd want to do it; old Freddy, but just adding Incapacitated to old Freddy's Dream Transition and adding new Freddy's generator teleport but with its cooldown working in reverse - the more survivors asleep, the slower it charges. This is to stop softlock situations where Freddy stops people from waking up by teleporting to gens near survivors auras.
Old Freddy was underrated. He wasn't particularly strong, more around the C tier or so, but his main catch was that he had a completely unique style of gameplay, akin to Hag or Nurse. Many people couldn't (and didn't bother to) learn the kind of macro, ambushing playstyle of Freddy, so people labeled him the worst killer based on one of his major downsides. Like if people called Nurse bad because she moved slower than survivors.
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Spirit
Trickster
Freddy
Most other killers are fine with a few buffs, like making add-ons base. The above three, in my eyes, need serious changes. Spirit needs to have some sort of unique, measurable counter in a chase. Trickster needs to have a niche instead of just being a Huntress clone with all the good design, strength and fun gameplay of Huntress surgically removed.
Freddy, meanwhile, is in a sorry state and should receive a third full rework, aiming to marry the Dream World aspects of old Freddy with the abilities of new Freddy. He is technically functional right now but nobody likes him, nobody plays him, there's nothing to learn with him, he's not even super strong anymore and a serious downgrade from the sheer uniqueness of old Freddy. Just the epitome of a boring killer - not "boring" as in "no, I've been downed because I refused to change my playstyle to match the killer, please nerf", but "boring" as in entirely uninteresting.
He is quite literally just an M1 killer with stealth he doesn't have control over, an uninteresting and below-average anti-loop with no skill curve or different ways to use beyond just placing at one end of a loop, and a generator teleport. Freddy deserves better than mediocrity and uninterestingness.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2454015#Comment_2454015
Some of the community are so thirsty I'm genuinely scared that wouldn't stop them
Spirit is literally a collection of floating limbs, and just look at what people have done with her.
Nothing is sacred.
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@Phasmamain said:
Why would the devs favour one side?
Well, predominantly-survivor players do make up the majority of the playerbase. I know for a fact on PS4 only 30% of players have ever gotten a 4K, which is very sad to look at. Basic business sense suggests BHVR should favour the side with the most players.
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All I'm saying is that not giving Nemesis his rocket launcher was a huge mistake. It's core to his identity, or at least popularity - it'd be like if Pyramid Head came without his great knife or something. Some kind of power boost functionality with the rocket launcher, like Corrupt Purge, would be so much more interesting than his current power, PH but less fun and much weaker.
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@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2453671#Comment_2453671
Every ranged killer is bad on console.
No, not quite. Plague, Deathslinger, PH, Twins - all are playable on console. In fact, all four are current or past mains of mine. Out of the ranged killers, only Huntress and Trickster (and to an extent Nemesis) suffer on a controller because of the inability to aim properly and accurately, combined with the speed of camera turning making you turn 45° and throw your hatchet at a wall when you tap your camera stick as lightly as possible, even at low sensitivities.
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It's less about mobility with S tier killers and more of their power breaking the rules of DBD.
Take a look at the top 4 - Nurse, Spirit, Blight, Hag. All of these killers have some element to them which allows them to bypass core elements of the game, whether it be teleporting right on top of a survivor as with the Spice Girls, or catching up and annihilating you in seconds with Blight. THIS is what makes them S tier; mobility alone doesn't cut it. Look at Hillbilly, or Freddy, or Wraith - all have mobility but heavily lack in the chase (no, Billy is nowhere near an A tier killer anymore, his chainsaw is a joke at almost every reworked tile and extremely easy to outplay) so they are not very high up in the grand scheme of things.
My personal top 5 killer, PH, also breaks the rules of the chase with POTD. He has no mobility, but combined with Cages to apply map pressure and increase his time efficiency, he's only really challenged by Oni and Huntress for 5th place in my opinion. He's the closest you're ever going to get to an S tier killer without a mobility power.
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Against survivors with a collective brain, Trickster is bad. It's not a matter of "a really good player can dominate" because no amount of practice with your blades can stop survivors who just stick to tiles with high walls, or who split up on gens. He is the slowest killer in the game - Nurse has her blinks for mobility, and Trickster has to constantly reload at lockers much more often than Huntress, alongside slowing himself down a lot and downing survivors very slowly at any tile that isn't a low wall tile. He has no map pressure. Even his chase isn't great if the survivors know how to play around it, unlike Deathslinger who has a much better chase power AND built-in stall AND no lullaby.
Of course you can perform well with him - many survivors don't know how to counter Trickster and will readily run in straight lines and try to loop him at Ormond bench tiles - but tierlists and strength rankings are based on how they perform against good survivors. And against good survivors, or heck, decent survivors, Trickster will underperform.
He's a bit like Legion - Legion is a very bad killer but you often see Legions win, because the survivor team don't know how to counter his power. It's the same with Trickster.
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Just turn Coup de Gráce back to its PTB form. It only slightly extends your lunge in its current state and I feel the super-lunge from PTB Coup was a sufficient strength for a perk you can only use 5 times and that has to be babysat the whole game.
Modern Coup makes me sad. It looked really fun on the PTB, and I was planning on slotting it into my Clown build, but as it stands it's just weak and boring.
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Not sure why so many people want survivors to have to manually remove blades. That would make him even more poorly designed - either you have to stand still to remove them and it's just release Legion again, or you can run while removing them and Trickster becomes the de facto weakest killer again.
I don't think you can really change Trickster. They never should have tried to make the whole "death by a thousand cuts" killer again, especially considering how release Legion went. It's a bad power concept and now we're stuck with it.
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No. He has every weakness that Slinger has, plus some extras (has to drop chase to reload, 40m lullaby, recoil) with a fraction of Slinger's chase power. He doesn't get guaranteed injuries like Slinger, he doesn't have deep wound to stall like Slinger, he can't switch targets in the slightest, and he requires direct line of sight for extended periods.
He's squarely middle of C tier. He's good at camping and if people are in deadzones, but at that point he's just a 4.4m/s Bubba that needs to reload his chainsaw at lockers.
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No.
BHVR devs have said on multiple occasions that they don't want to change Myers' basekit - likely because he's very popular and probably wins a lot at low ranks - and Almo still thinks Pig is an A tier killer because her power that randomly kills people on its own contributes to her kill rate.
We can expect an add-on pass, but don't hold your breath for any basekit changes.