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BananaBlooD95

BananaBlooD95

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BananaBlooD95
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  • @dspaceman20 said:

    I wouldn't really change a lot. He is fine for the most part.

    Isn't the only problem with him Is his free zoning when he spam aim the gun?

    Yes but if you increase his ADS you obviously make him weaker. IMO if you increase his ADS he should see his firing delay reduce. The guy is bloated with cool-down already.

  • I've notice the bug where I don't get stun if I swing at a pallet and the survivor drop it on my head but I play both side and that happen maybe 10% of the time even less.


    There's definitively something but I don't seem to be able to produce it on will.


    From personal experience with bug testing, being able to reproduce a bug at will really help the dev/guy who does the scrip to know exactly what line of coding should be redone.


    Thing is some bug like the Breakdown one, it happen 100% of the time when you use that bug so it shouldn't be hard to know what's wrong.

  • Killer: Force a 3gen

    Survivor: All four with unused BNP

    Killer: Oh ok gg I guess.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150973#Comment_2150973

    Just hide the key somewhere and now you've wasted a perk slot.

    Franklins isn't really good against keys

    Yep it should have the old effect plus the new one.


    Every items that is drop on the floor will be taken away by the entity after 90s

    Every time the killer hit a survivor with an item, the item lose 20% of it's charges & drop on the ground.

  • @Malum_Midnight said:

    I’ve noticed a trend in where the more viewers someone has, the more they act rude. Obviously there are some exceptions, like the saint Otzdarva who is the biggest DbD streamer on twitch.

    I like Monto for his meme build and from his youtube video he doesn't seem to be rude.

  • Clown get 4 bottles of each

    Antidote activate after 1.5s

    Antidote now give 15%movement speed for 10s

    You can't gain the Antidote movement speed bonus if you're in a chase.

    Reloading give you back both Antidote and Tonic

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2148961#Comment_2148961

    So you don't like hill billy, bubba, Myers, ghost face, pinky finger clown, dragons grip, devour hope, haunted grounds, noed, iron maiden, make your choice or rancor.

    FYI I've been playing this game for four years and I'm a huntress main who has never used iri heads, however with the new iri add on I will be pairing them up and using it to change up her playstyle. Just because people don't know how to 360 and make a huntress miss close range doesn't mean something should be removed because of less than average players.

    Bruh, if you think 360 near Huntress is a reliable counter than you might want to reconsider your skill as Huntress. You know you can just move backward at this point? Or get a free M1 if you're that bad for close range hatchet?

  • @TicTac said:

    I like the rework. I always see people who want addons which change the playsytle of the killer and this addon accomplishes that.

    The problem with the distant requirement could be that it would make good huntresses really strong and survivor would play weird.(Waiting or running towards huntress)

    Now some people say bad killer would just get close and would have it easy. But Huntress is 110%. If she gets close a Bubba or Billy would have it easier and down you, too. My problem is a camping huntress, but Bubba is still worse and a huntress without addons can camp very well with the build-in stbfl, too.

    Different killer, different playstyle. Also why on earth would you put STBFL on Huntress?

  • @SleepingPilot said:

    This is just a mental health PSA.

    So, I just figured out what TTV in survivors names means (yeah, I know) and played against a team of twitch streamers a couple of nights ago.

    The survivors all escaped but it was a fun match and all but one was on their last hook so I thought it would be fun to see the match from the survivor side. Big mistake. Twitch streamers are really mean.

    The streamer posted the full night on his channel and they just were the worst. Apparently I deserve to be put on a "registry with sex offenders" because I ran tinkerer. I am a (bad word) because I am rank 1 (I didn't make that judgement call, I don't even know how to run loops, it isnt my fault the game says I'm rank 1).

    They acted like everything successful I did was an example of my moral failings, and I didn't deserve any hits i got or hooks, but also that I was moron when I made mistakes.

    They were running OoO, playing with perfect communication and stream 6.5 hours every night about.

    Like why have that toxic attitude? It's like a pro football team smashing a bunch of high school players, calling them (bad words) for losing but when they fumble screaming at these kids that it isnt fair since they are wearing red jerseys.

    So, don't watch past Twitch streams. Live in your head that the people you are playing with are kind and just having fun like you. Twitch streamers, I hope you are entertained.

    Fyi- I play on console so no post game chat. I now see how that might be for the best. Oh, and yes they tbed but everyone does, I don't take that seriously.

    The other day I got a TTV in a 2swf mad because:

    I was chasing a survivor A, survivor B (streamer) ran into a locker as I downed/picked up survivor A and saw the scratch mark leading to the locker. I hook survivor A, baited Head On, it worked and got her downed.


    At the end of the match I told them it was a bad play and I saw the scratch mark leading to the locker. The streamer said "bUt YoU cOuLn'D kNoW i HaD hEaD oN!" and argue that because I made a comment on it it meant I heard her on her twich and so stream sniped them.


    TL:DR A lot of streamer in online games are full of themselves and will always blame other/games for their own mistakes.

  • @VSchmitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2148924#Comment_2148924

    Yeah, no, I don't care if a huntress can load 1-3-5-10 iri heads if she needs skill to hit with one. If you read the post you'll notice that what I'm complaining is that the player experience of getting downed by a melee insta hatchet will not improve with or without extra hatchets and the skill to use them won't improve too.

    I'm sorry if you like to use it and think is ok to get in a survivor's neck just to insta-down him without any effort, but don't come here and say we just "want add-ons nerfed to the ground". And if you think that requiring a minimum distance for the insta-down is nerfing it to the ground I'd say you're being pretty biased.

    And yes, I am a killer main and you can go to my post history to see that 99% of the time I'm defending killers and criticizing most of the BS nerfs that BHVR did recently, but Iri head, in its current state, even with only one hatchet, is still 100% unfun to go against.

    You're on point. I don't mind having an insta down add-ons on a killer that doesn't insta down, I just want to killer to work differently from base kit/work harder to gain said effect.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/2148877#Comment_2148877

    With huntress you can literally do the same thing, obstructions can block her hatchets even if they go over it

    So if you see huntress aiming from long range you should try to not hold W or be predictable, get behind something and force her and boom, she literally has an empty add-on

    However having Iri head the way it is alot healthier and you won't want to stab your eyes out trying to figure out if the survivor was paying attention to the fact that she is throwing her hatchet, however I was kinda hoping they would make iri head revolve around fully charged hatchets and not this but this still works. Huntress with short range will still need to reload afterwards, and basically she is just a less mobile Billy with it (Or if you will, tuned carburetor billy)

    I think you don't understand how strong hatchet can be in the hands of a good huntress.

    There are countless situation where a Huntress is not in your field of view and can hit you regardless. A survivor at 20-30m who's running in the background, survivor working on gen after a BBQ aura etc.

  • @Hoodied said:

    I like the iri head change, however the range requirement is a bad idea because I want someone to name 1 deathslinger who uses Iri coin

    Iri coin is an incredibly bad add-on, as well as it being hard to tell how far away said survivor is the add-ons is really just a wasted slot, however the iri head change is basically all or nothing, you either instadown or have no power

    Iri hatchet with range wouldn't be the same as Iri coin.


    Iri Hatchet with range is just that. You hit at long rang you insta down.

    Iri Coin is an insta down if you hit a survivor between 15 & 18meters with your harpoon and manage to also get an M1 on them. Thing is most often than not if you hit at that distance survivor are likely to have objects they can use to break the harpoon and make this add-on really trash.

  • The problem is that some killer like Nurse, Spirit & Freddy have really good base power so if you make their add-ons worthy of using you also make them stronger and less fun to play against.

  • @The_C12H15NO2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2148835#Comment_2148835

    100% agree. the Clown insta-down add on required you to actually hit the survivor with a bottle. The huntress just needs to hit. Either a distance requirement or a full wind-up (i forget what it's called) to get the insta-down.

    Deathsligner need to hit you at 15m or more, max range is 18. Plus at that distance you're likely to have some obstruction you can use to make it impossible for the killer to hit you.


    Clown have to directly hit you. It's not super hard but not easy too. For long range, once you know he have that add-ons it's not hard to dodge as his bottle aren't fast at all. Other wise he has to move his ass on top of you, hit you with one of his 4 bottle then M1.


    Huntress Iri should have been: 1hit at 16-20m+ range requirement and that's it.

  • @Judgement said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145815#Comment_2145815

    Survivors do not need more information - the Spirit needs less. But that shouldn’t go to such an extreme that the Killer is not worth playing.

    Read the second paragraph my post again; neither side should have a definitive answer, both should guess, and nothing should increase or decrease the chances of a successful guess. The Spirit should get only scratch marks (and footsteps) to inform her of where the Survivor is - no blood, no breathing, no pain grunts, and no other perks to boost her ability to detect them. That way, both sides have to make a play and make a guess instead of just knowing exactly what the other one is doing.

    With my suggestion it doesn’t matter if you are injured because the Spirit can’t find you unless you run or she hears you walking. Then stay still. Then think whether she’s starting to phase to where you have been standing still, and guess. Take Fixated, slow vault windows and pallets away from her. Guessing isn’t bad, and the Spirit isn’t in need of such a drastic power-killing nerf as ‘let me see her when she can’t see me so I can be safe’ or ‘let me know exactly when she is using her power so I can let go of button and be safe’.

    And even if we do get her nerfed, she deserves compensation buffs. Increased phase speed, duration, lunge, recharge? You can’t just make a Killer weaker with nothing to give back unless they are obscenely broken - which the Spirit is not.

    A 50/50 guess with an invisible killer isn't great in the first place.


    There's 2 problem when playing vs her:

    1. The standstill "mindgame"
    2. The fact that you have to rely on a really faint sound to know if she's close, but if she's that close she's likely to hit you when un-phasing.


    By having her phasing in and out ever 3-4s a survivor will be able to tell if she's doing a standstill mindgame or chasing you and in a chase you'll gain a little bit of info without making it really unfair.


    This is a slight nerf as her power isn't affected, it's only survivor gaining a tad bit of information, they still have to react accordingly to what they see.


    Also it doesn't change the fact that her base power is second to only Nurse and her add-ons are second to no one.


    You're idea doesn't take into consideration that if a survivor stop running while she's phasing she then have 0 information on the survivor and there's also perk that remove scratch mark.

  • Y'all guys seem to forget he has way more cool-down than anyone else.


    1. 0.15s Activate/Deactivate ADS
    2. 0.5s Firing delay -> Delay between clicking the attack button and the moment his projectile launch
    3. The spear speed is 40m/s for a max of 18m. At 10m it take exactly 0.25s to reach you, at 18m it take like 0.47s
    4. Successful Spear Hit cool-down: 0.5s / Missed Spear Hit: 1.5s
    5. Broken chain cool-down is 4s
    6. Reload cool-down is 2.75s and he's slowed at 2.64m/s


    From the moment a Deathsligner aim to the moment his harpoon launch there's a 0.65s delay. add the traveling speed and you're almost at 1s delay for max range.


    The only change I can see is:

    1. Activation of ADS goes up to 0.5s
    2. Deactivation of ADS goes up to 0.25s
    3. There is no longer any delay between clicking the attack button & the harpoon firing.


    With this lifting his gun is useless unless he's shooting at you.


    So tell me, what cool-down would you change on him without adding even more cool-down to hit kit.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145829#Comment_2145829

    And what happens if the Slinger just walks a little closer instead of taking an insanely risky shot for no good reason?

    My point is that he's not as oppressive as people say he is. Long shot are only good if you're out in the open or the person isn't injure. VS an injure survivor you only want to take long shot if they're out of position otherwise you chase them at 110% and wait a good opportunity. If the survivor make it to a pallet, he can considerably increase the chase duration. Keep pallet for only when injured, like vs a legion. Evaluate your surrounding, see what window./pallet can be used to extend the chase, when he's at 10m+ don't try to strife a huntress's truck.


    No you won't be able to run him for 5 gen but from what I've seen when playing him and vs him you can do all of the above to extend the chase as much as possible and since he's trash at everything else he SHOULDN'T have the opportunity to go for a 12hook even with good perk on him.


    The problem is people aren't efficient at running him and do plenty of mistake which lead him to down people quickly and apply lot of pressure that way.

  • @jakesotto said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145841#Comment_2145841

    Demos shred is not weak, beyond needing the rat liver base kit. The reason deathslinger is better than demo is because his power has 0 counterplay where demos is actually balanced. If you watch someone like bronx who has taken the time to put hours into demo and mastered his shred, he is a force to be reckoned with. Whereas deathslinger, you can play him and get more value than demo because he has no chase counterplay.

    In fact, demo is one of my favorite killers to play against because he's fair. He gets hits when he deserves them. Deathslinger gets hits for no reason.

    Demo is above Deathsligner, both are under the average & under perform. Unlike many I think Demo buff should focus more on his portal but I can't decide what BHVR work on.


    In no way DS is better than Demo. Unless you play vs complete potatos that don't even try to break LoS and strife 10miles on each side, you down people about as fast as Demo & DS. Only difference is mastering Demo's Shread take more time than having good aim with Deathsligner.

  • @lagosta said:

    It's actually worth unhooking before they reach another hook state tho.

    That's not what we're talking about. People are unhooking after 10 or 20s after the survivor got hook and you have 60s for each stages.

  • Couldn't agree more.


    Sometime you're sitting in his face and can't reveal him and sometime there's a LoS blocker and you reveal him. Either situation are equally frustrating for both side.

  • Basically your team mate ######### up, then were wuss enough to not work on a 3gen at 4 survivor no hooks and stupid enough to look for hatch and you guys always left the gen way, and I mean way before he had a chance to get a single hit when patrolling the 3 gen.


    Like other said, at this point just take the loss and move on.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145762#Comment_2145762

    The only comparison to be made is that there is some sense of inevitability to be downed when facing either killer. That's it. The thing is that with Trickster, you actually have a way to delay being downed quickly with smart positioning and the occasional well-timed dodge. You know, instead of being stabbed by a killer that can easily keep up with you 3-4 times or simply drop chase & moonwalk until you bleed to death.

    I don't think that removing laceration decay in favor of adding a manual laceration cleanse mechanic would put us in a 1:1 old Legion scenario at all. It would simply add another layer of decision making for both the Trickster player and the survivors. In fact, it could even make Trickster slightly weaker, as theoretically you could juke & break LoS with him during a chase (say, at a god pallet/window) and pull out some knives before he gets around to you. Or if he runs out of knives and goes to reload, you could pull out multiple knives in less time than it would take for the laceration to decay naturally.

    Personally I just want to actually be able to track comfortably on controller.

    Thanks you, there's actually someone who know how both killer work <3.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145753#Comment_2145753

    As a former Slinger main, I can absolutely say that he does not have counterplay. Not even holding W, breaking LoS and predropping pallets, the thing that everyone insists works against him. His projectile is just too small, it can hit you nearly anywhere. And the fact that he basically moves around as a 110 killer with a fully charged hatchet the size of a pinhead that gets released in half a second means that yes, he is zoning people by existing.

    The only counterplay is calling a bad Slinger's bluff. Which doesn't help agaisnt a good Slinger. So why not remove the thing that makes a bad Slinger unbearable? It worked for Nurse.

    While he can injure you from almost everywhere, he can't properly down you from everywhere. If you're at 10+m and put an object between you and him, when you factor in the delay of the hit+latency, unless he have chain add-ons, he won't be able to M1 you, same for dropped pallet. And like I and other said many times you don't need to move 10miles on the side to dodge. Just vary your movement/strife so you're not 100% predictable.


    Also it's not rare for a Deathsligner to shoot someone at 10+m and for the survivor to get hit yet still vault a window/pallet/drop a pallet because of the 0.25s it take for the harpoon to hit at 10m+latency. That mean you don't get to put the survivor in dying state and have a long ass cooldown from breaking the chain+reloading.

    It's the exact same reason why survivor are able to vault a pallet/window when getting shocked by Doctor, latency play a huge factor. Or how you can get some late down with Bubba (&Billy?) on a vault because of how big their hitbox is, the way hit validation work & latency.

  • @Judgement said:

    Why do people keep saying they should be able to see the Spirit when she is phasing, or know when she is starting to phase? Why does her power need to be a one-way sight line, so Survivors can see her but she can’t see them? The entire purpose of her power is to force all sides to guess and that is only swayed by negligent design.

    While she is phasing, blood trails (rework Father’s Glasses), breathing, and grunts of pain should be silenced - period. No perks should trump this. And that is literally all that the Spirit needs to have changed to make all sides happy. No more Stridor vs Iron Will. Her ability to track is no longer unbelievably bolstered by pressing M1 once before already and all parties still need to guess

    There are ways to suggest changes to a Killer without neutering them entirely or making their power better off unused like Trickster’s Main Event, or Legion. Having the gameplay shaken up isn’t a bad thing. I despise Trapper because I hate being instantly hooked for vaulting a window but I don’t complain about it because that was my mistake for not double-checking the loop. I hate that Small Game is being changed to not detect traps because I used to use it to curb my anxiety vs Trapper and Hag but I understand why it is becoming Totem only because a single perk shouldn’t end-all-be-all two Killers. I dislike Deathslinger because the sudden gunshot terrifies me every time, but I’m not going to quit the game over it.

    This game is a give-and-take. Both sides need to enjoy the game and lift each other up, not be going to war over each other. Be nice to each other, suggest fair changes that don’t reduce the amount of viable killers to fewer than there already are. Or you will get bored because the game will never change for either role.

    It's easier for a Spirit to hear a fully healed survivor let alone an injured & know exactly where they are than it is to guess where the Spirit is when she's phasing and dodge a hit when she come out of her power + the stupid staying still faking her power.


    That's what make her unfun to play against & really strong. Survivor need more information about her phasing to make better decision. An idea I've seen many times is her phasing in and out every 3-4 second so you know she's phasing and her general area. That's would barely nerf her yet still give so much valuable information to survivor & allow them to juke her.

  • @Judgement said:

    Wouldn’t it be funny if you could shoot the environment and drag yourself towards it? Imagine seeing harpoon cowboy drifting around the map on a steel chain with a modified rifle.

    That would actually be funny.

  • Trickster: you can dodge his knives at high wall or by strafing just a bit. If he misses too often, started a chase before he reloaded or an other survivor come and take some knives, he'll have to down you at 110% with M1.

    Old Legion: just run at you with 135% movement speed and hit you till you down, no counterplay whatsoever and no downside of missing a hit


    Trickster have many counter play, old Legion had 0.

    Trickster is weak and can't apply pressure properly & ABSOLUTELY have to tunnel a survivor until they get injure otherwise he just wasted time, heck I'd argue he have to tunnel them to dying state too.


    If two survivor were nearby old Legion could apply pressure to more than hit a survivor till death.


    It's almost as if one have counter play and you can actually loop and the other had 0 counter play and looping would only slow down the killer by maybe 5s at most. You have an interactive chase against Trickster and his knives, not so much with any of the Legion version.



    Survivor main be like: We don't want killer you have too much interaction with(Trickster) and we don't like killer you have too little (Deathsligner ( honestly it's because you guys get baited every single time and move like if he was throwing Huntress's 18 Wheeler hatchet) but also complain about regular 115% killer because they're all the same. SMH

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145737#Comment_2145737

    The question is: doe it feel like he doesn't have much counterplay because he actually doesn't, or because people are very insistent on looping and juking him like other killers?

    cause, you CAN tell when he's faking a shot, you can evade the shots by sidestepping instead of strifing.

    the strifing a lot of survivors do is what makes the 'zoning' an issue, as that makes them lose distance. He has a hitdot, you don't need to evade him the same way as huntress' fridges

    Exactly.


    People: See how you can dodge Trickster's knives while strafing only a little? That's how much you need to move ya ass to dodge a Deathsligner's shoot-> barely anything. Instead people try to dodge an invisible flying fridge Huntres's hatchet.

  • Me hooking a survivor -> me breaking a nearby pallet or wall and/or using PGTW on a nearby gen -> me getting my ass elsewhere -> me going back to the hook because:

    1. Someone run in front of me for a save
    2. Survivor get rescued while still being in my TR/as I get away.

    What do you think I'm gonna do if I don't have a mobility killer?

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145712#Comment_2145712

    A good Slinger won't need to make distance. He'll still have the exact same problem of not really having counterplay, there's nothing that can ever change that, but he'll no longer have the issue of zoning by existing.

    Not really because survivor would have much more time to break LoS and "hide" behind a LoS blocker. Look at Otz video, where the Deathsligner tried to get a hit through a hole in Shack. Both the killer & survivor were so ######### close to each other yet the survivor realize what was happening and stop moving forward preventing Deathsligner from a hit. Now imagine if you had a 1s cooldown before aiming. As long as survivor realize they only need to break LoS and stop moving forward he wouldn't be able to use his power at all and just be a regular 110% M1 killer, yay.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145654#Comment_2145654

    here, old Legion:

    https://www.youtube.com/watch?v=oExzT4O0Ap8&ab_channel=ScottJund

    but yeah, lets bring that back.

    old legion was such a thrilling experience for both sides, such a masterfully designed killer that we really need to bring this amazing experience back in form of the trickster.

    thats exactly what this game needs!

    Trickster doesn't injure on hit with his knife, unlike old Legion.

    Tricker doesn't move faster nor does he get the location of nearby survivor, he's slower.

    Trickster need to hit you 16 times with his knifes to down you from full health, old legion needed to hit you like 4 times total.


    It's almost as if survivor have the opportunity to juke Trickster, block LoS force the killer to move around windows/pallet or even break them to continue using his power.


    Bubba and Billy are closer in term of power than old Legion and Trickster yet they are still miles apart.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145679#Comment_2145679

    yeah, but how to adjust it. as said:

    you can't make him fast while keeping the chain the same length.

    you can't make the chain shorter without making the tr smaller

    you can't change the scoping without making him faster.

    It's a bloody cycle.

    You can't undo the deep wound from the chain breaking without making the chain more durable to make up for that. if they chain's more durable, you can't have it short, and...

    It's pretty much 'there's a whole in the bucket' with guns

    Exactly. He has counterplay but not as much as other killer and that's to make up the fact with his power and movement speed he can't apply pressure on many survivor & can't apply pressure on gen.


    If you nerf him somewhere you have to buff him elsewhere. You'll have to tweak his entire kit and even then survivor are still gonna whine. Maybe bigger terror radius, .05 or 1s for aiming but make him 115%? Strong killer will still be able to down you quickly and survivor will still have to be optimal about their window/pallet vault & blocking LoS, they'll have a better head start that could maybe force DS player to shoot for both hit?! IDK

  • I run BBQ, Bamboozle, POP & Whispers (I only have 3killer level 40, I'd run Infectious Fright)

    BBQ for blood points with the added bonus to see if some survivor are far away.

    Bamboozle because you can get rid of some pallet even faster, it's map & tile dependent and not really needed when you know your timing. If you want to get those timing you need to try and sometime, especially when you start, you'll miss. My advice, look at some good Bubba on Youtube/Twitch and check their add-ons & timings.

    POP, if you down a survivor and know there's a gen at 33-50%+ not to far you can get so much value. Surprisingly many survivor will tap the gen/try to do it alone when you're still not far away and can nullify all their work. This perk depend on the survivor and & fast you can down them near a worked gen.

    Infectious Fright tell you if there's a survivor nearby, protecting you from flashlight save/pallet save, get even more pressure by having one down and chasing an other survivor or just destroying 1-2 pallet then go back to the downed survivor.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145550#Comment_2145550

    they are referring to pre rework legion.

    Legions power back then could be abused to cheese every chase by going into frenzy, getting an unavoidable hit to take off ~30% of the survivors deep wound bar and repeat that process until they went down.

    trickter would be the same, as now he could just hit a survivor with his knifes during an animation and keep that up until the survivor eventually goes down.

    just like old legion, by having to mend the lacteration bar themselves, they wouldnt have the time for it mid chase, which would enable the killer to slowly but unavoidably kill the survivor, which is just no fun for anyone.

    so in short, the proposed change wouldnt work, unless we made Tricksters power a non lethal one just like Legions is today.

    How would it be unfair or unfun? You're supposed to fear the killer not meme in his face.


    It would allow him to apply pressure on everyone who try to take knife for an ally and keep some pressure on someone he dropped a chase with by forcing them to mend or any other action. He's 110%, no where near being able to injure survivor as easily as current or old Legion. Unlike old or even current Legion he has to work to injure you but has so many country like high wall tiles or someone else taking knives for you.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2142905#Comment_2142905

    Right, the playing field was unbalanced and variable to start with. Some got maps they excel on, some got maps that they don't, so they all have a different benchmark.

    Yeah but there's still an average. Billy is supposed to excel on big open map due to his power but let's be honest, if you get hit by his chainsaw you were out of position in the first place unless he has undetectable status from a perk. His power is next to useless on most tiles while Bubba's power can be used on a lot of tiles. A good Bubba can get a chainsaw hit on a T&L while most killer struggle to get a single M1.

  • @woundcowboy said:

    Has anyone noticed that people who use the word “spam” are typically really bad at games?

    I'd trade a 1s scope for 115% any day. Survivor who can't do mind game or dodge would stop complaining, he'd still be good and he'd be faster.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141358#Comment_2141358

    So then the judgement is on the maps, not the killers. A good experiment that you can gain reliable information from would have normalized other factors, including the map.

    Killer depend on map & RNG. Some killer do better on some specific tiles while other can't used their power, some do better on bigger map than other, some are stronger vs window and other vs pallet.

  • @ggezbaby said:

    i read this thread thinking you and @CornHub were joking, but since you aren’t -

    Counter play is: get good.

    Doctor will never be nerfed. He’s the most balanced killer in the game, and if you’re not completely baby brain, he’s easy to play against. Please, I love to see it, cry more. I really hope you keep crying so I can continue to laugh. thanks.

    By the way, if a doctor is landing all his shocks, he has his timing down REALLY good, because you have to shock at a VERY specific time to negate actions. you’re just bad at the game & the person playing the doctor is simply better than you. yes, really. you can’t win them all. like I said, get good.

    I know Doc is quite balance. I think the reason lot of people don't like playing against him is because he has a bit of everything except mobility in his base kit: Anti loop, detection, slowdown

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141367#Comment_2141367

    That same logic should apply to grabs. On the killer end, they started the animation before survivors can run away

    I do agree with you for that. Animation should always be prioritize, it force the other side to learn the timing and play better.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141369#Comment_2141369

    I agree. The problem is the communication and the information you get from it being in a swf.

    Since the dev embrace SWF (with good reason to do so) they might as well give aura reading to everyone, making the experience almost the same for everyone and then balance killer around that. It would make solo at lot more enjoyable, SWF weaker as many killer would get something else in return.


    It would take a lot of work since they would have to tweak tiles/loop and killer power but it would make the experience better for everyone. Also killer need different MMR on different killer. Some killer are simple in design and some skill can transfer but we could benefit from it.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141313#Comment_2141313

    I don't agree. Being in a swf doesn't automatically make you a god survivor. Your skill level whether in swf or in solo is still the same. If you were bad in solo you are bad in swf. If your good in solo your good in swf.

    The only advantage is comms not skill.

    Yes but you do benefit from knowing at all time (or almost) where the killer is and where your team mate are. You can highly optimize your action like saving someone from hook, healing etc. which give an decent advantage.

  • @danielmaster87 said:

    I can't believe survivors are able to fast vault windows through Doctor's shock consistently, and it doesn't get rolled back like it used to, but when a killer clearly grabs someone, it rolls it back.

    It's because of latency. On the survivor end they started the animation of vaulting before getting hit by the shock.

  • @piggygooik said:

    so i came across a vid about the new update for Friday the 13th game but it was made by fans

    I though they could not update the game without the licence

    if the legal limbo is over maybe we could be seeing jason soon

    The legal limbo is still there sadly.

  • @PlunderingPanda said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141313#Comment_2141313

    Sure, but that negates the fact that no matter how crappy you are the game is designed around NOT communicating. SWF groups come into the game with essentially 100% killer aura reading ability because their buddies will call out the killers position and trajectory and current actions to everyone else, so that the killer now completely loses the strategic elements of projection of power and forward presence immediately upon entering a SWF game.

    It's really, really, not fair to the killer as it is right now. Props to the killers who regularly take down SWFs.

    Most SWF aren't sweaty and still do ton of mistake even with the benefit of knowing who goes for a save & when it's safe to do so + where the killer is at all time + meet for a quick heal etc.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139697#Comment_2139697

    The Bubba didn't win by camping; the survivor just played into his hands by going to the same exact area with no windows, no pallets. Huntress got a pretty tall map and the Billy played with quite a few mistakes. It's 4 games total, you can't extrapolate anything solid from that.

    This map doesn't have much window to begin with and the 3gen with a hooked survivor in the middle pretty much win him the game. Bubba camping a survivor in a 3gen at 5 or 4 gen pretty much guaranty a win unless he make ton of mistake afterward.

  • @PlunderingPanda said:

    So, literally give the killers an E Z mode button? ######### yeah. I know which button I'd press. But what can I say? I'm a weak soul like that.

    If you can only win in SWF that mean you aren't that great to begin with.

  • @MeltingPenguins said:

    The mentality at show here ('If I hit a survivor I want my down, goddamnit!') is really unsettling. Expected, gotten used to, but still unsettling and concerning

    Survivor can unhook from any side, killer can't.

    Survivor get unsafe hook not letting the killer leave the area. Survivor give BT and BT guy with bodyblock for maximum usage even if nobody got camp.


    I'm all for perk that are strong vs camping and tunneling but why do killer have to deal with more bullshit?


    Survivor used to only be able to unhook in front but it was too oppressive vs killer like Trapper or actual Camper, but killer? Nah have a survivor standing in the small area where you can hook someone and that's it, they can't hook.

  • @dspaceman20 said:

    We don't really need an experiment as we can logically determine what would happen.

    People in swf would have their queue time shoot up. And it would be too oppressive to solo.

    It would be oppressive to solo because most survivor do not bother learn to read the situation and make ton of bad decision.

  • Doctor under Legion and Pig? Pig only has a decent slowdown, her dash isn't as strong on loop as Doc is and she can't detect survivor like he can. And Legion have better mobility, ok. Easier time to injure survivor, ok. Hard time to down them. Heck to detect people you actually have to hit survivor while Doc detection is completely free.


    Mind telling me why you put these two above Doc?


    Also Trapper and Deathsligner are weaker than Huntress & Bubba. Dunno about Plague, haven't played her much nor did I watch many gameplay of her to have a good opinion.

  • People seem to forget his weapon is needle size, add the ping factor and the 0.25s to actually hit you mean that a slight movement from the survivor can make him miss. Also like mind games & playing against Nurse you have to predict when he's gonna shoot. Lot of player always do the exact same thing and so are easy to read and react.


    I've played him before, at 10-13m range survivor have time to drop pallet/vault window before getting hit making you lose a lot of time also survivor way over react when they see him aim with his weapon which lead them to lose lot of distance for nothing. You could aim 100 times without shooting and they'd still juke thin air then complain he's braindead. Maybe just try to not always do the same thing? That's where he shine at...


    https://youtu.be/35vBSv7zPGw


    10:46-47 the survivor predictably use DH around the corner so Deathsligner just had to be patient and the survivor ran into the cow which didn't help at all

    11:22-24 Deathsligner try to use the hole in shack to get a free hit but the survivor read it and prevent him from getting that hit.

    10:36 go at x0.25 speed, you'll see that the shot was on point but miss because it's a long range and survivor was on the side so by the time the harpoon actually reach the survivor he was just out of reach.

    11:53 The killer didn't aim at the survivor, instead the survivor juke into the harpoon hence why the Feng got hit. That's a 12m+ shot.


    Don't get me wrong, he's oppressive in chase but he's not braindead like some survivor think he is.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141116#Comment_2141116

    I have played both a fair bit and I think trickster is probably more skillful. His recoil is hard to get used to and compensate for and you have to be pretty precise with his blades. Doc does need timing but you will get by if you just mindlessly shock every time they get to the pallets and if the Doc isn't using the interview tape then its nigh impossible to dodge the shock if the doc aim even in the same direction as you. Doc can't injured over obstacle but neither can trickster on certain maps.

    I like trickster but I definetly think he needs some tweaks and honestly my 2 favourite is complete removal of the recoil and either -1 knife to down or making decay much much harder. That way with no recoil he rewards good tracking of survivors and honestly the -1 knife is just cause of how much better he feels with USB for some reason a lot of loops I land exactly 7 knives so when I dont run USB I find a lot of red circle then dropping a safe pallet then having to build it up agian cause of the decay. Honestly I would be just as fine if they instead made it so knives flat out dont decay until the trickster deals a healthstate, I know some people want no decay but I feel BHVR are scared to do that. This eliminates the far too common situation of getting a survivor 1 knife from downing then they drop shack or a main building pallet or literally anything on gideon and they lose a lot of their knives.

    Personally I would be more than fine if knives were permanent unless survivors did some animation and it would solve the kinda tunneling strat that you are forced into as trickster. Honestly one of the biggest counters to him is just taking hits. If he m1s he loses 4 knives progress on everyone and just bodyblocking his knives for you're teammate means their knives will decay and all the effort the trickster put into downing them is just nullified. Like I get why they want decay so its not some situation where all 4 survivors could be hit by just 1 knife and get downed but at the same time so can Ghost Face.

    Tricksters biggest issue imo is the pseudo tunnel he is forced into doing, its annoying to me when facing trickster and especially annoying when playing him. Often there is someone 1 knife away from a down and their teammate come to block a doorway. Either you just blast him down gain so charge for the useless main event or you swap to melee with the new time that feels like it takes years and just m1. Neither are appealing at all as if you just put knives into him it takes much longer and you waste 8 knives but if you m1 the other person loses 4 knives of their counter. Sometimes I will be chasing someone who is 1 or 2 knives to down and see the easiest free hit on a dweet doing a dull totem but I can take it as I would lose my progress on the other guy.

    There shouldn't be a decay with knives, instead there should be an animation like mending to remove them as survivor.

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