BritneyMitch
BritneyMitch
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- BritneyMitch
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I mean removing problematic techs is one thing, but removing things that don't work if you have over a few hundred hours is another. Hug tech drastically increased blights power in the game. Nobody who is decent at the game at all is getting window teched lol.
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@D3spair said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697701#Comment_3697701
Hey don't look at me, Look at those people on that thread lol.
I am a SEA Region Killer Main. at SEA we got the Koreans, Chinese, Thai, Malaysians and Indonesians which are obsessed at trying hard and playing the best they can.
I tried to play at other regions as well last year when I still had my VPN Subscription.
The nicest and most chill region was NA, I 4Ked a lot of my matches there and had Streamers enjoyed my gameplay (was a Blight Main that doesn't camp and tunnel and knows a lot of the tech)
then I tried EU, people were more serious and tryhard there but still got a lot of 3Ks and 4Ks.
then is Japan, my god, I don't what's happening there but god-damn. I felt like playing Comp on every day and push my limits just to get 2Ks.
then I tried OCE/Australia. I got paired up with good coordinated teams there, some Chad Streamers and still enjoyed my time there.
I did try to stay at NA, but it got to the point that I ran to great survivors and felt like I'm just at SEA again. Never switched regions with my VPN since then.
I don't know what happened, but after buffing Billy, I haven't got a 0K since. So my MMR is pretty high that I regularly encounter the actual comp team from SEA. (Comp teams/Killers here regularly get matched that we are pretty familiar with each other). This is at playing in the morning, MMR gets somehow worse at Noon. Where I encounter actual babies and I somehow got Number 1 world record for fastest Billy 4K.Interesting analysis, I found some similarity's in my experience but also some differences. When I play in NA I find that theres a lot of skill there, similar to EU, but people are not sweating to win every match. There are good people in every region, but I found that the weakest playerbase per say was when I played in Asian regions, but they tried to win more than people in NA. I ran into more thought through builds and I guess what people call try hard build there, but the actual skill when it came to looping was noticeably less than NA or EU. The best region I played was probably EU I guess, but NA felt like the same players just with different goals. NA has a lot of head on/locker save bullshitery
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@Revvium said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692144#Comment_3692144
The great thing to note is that I nerfed his movement speed by a lot to make way for these changes, instead making his performance required in order to get the modern day movement speed!
I agree that modern day Trickster feels agonizing to play against, he has this issue where he has PTB Huntress movement speed where he can sit on your back for around 3 loops around shack. I am seeking to solve this "No point to do anything in chase" style, because I find it bogs down his enjoyment factor on both sides.
- The Trickster feels forced to rush down one target and kill them as fast as possible because there's no lasting pressure from knives
- The Survivor feels they explode and cannot meaningfully get anything from forcing the Trickster to miss
- The Trickster feels that they never get to take ranged shots because they're always on the survivors back, but the knives had to be nerfed drastically to make way for this leading to a less-enjoyable experience and not for any notable FUN tradeoff on either side
I sought to fix the first issue by adding more value to the decay system and felt the previous movement speed allowed for a good dose of "Zone control" akin to Huntress but still with less considerable range so you don't feel AS threatened from them aiming at you, adjustments added to make space in bridging this gap so that he's not just a "worse Huntress" as he's been notated as a lot in the past.
The second issue I wanted to solve was Survivors feel like they instantly detonate and cannot have a fun or engaging time in chase, I think the frequency of Main Event and movement speed gave way to this frustration from both sides- thus I sought to nerf it and roll some of that into the base-kit (yet another nerf i'm adding that is not small to make way for better 4 v 1 pressure).
The third issue was that I felt Trickster never lost distance in general, and this leads to him feeling less ranged and makes him confusing to fight as well, if you're always at threat of the M1 well now you don't just have an issue where he can only target one person down at a time with very little counterplay, you also have to factor so many things into your chase; main event, m1, basekit knives, etc. This feeling sucks, and Trickster never feels like a ranged killer due to this addition with the 4.6 m/s rework, i seek to solve this bad feeling of him feeling "Melee".
After thinking about this for a week or two I have two thoughts. My first is there should be some kind of reward if you make trickster miss. If the number of knives he needed to land was lowered, but also the number of knives he had was massively lowered it would make it more enjoyable. Playing into huntress is fun because you are rewarded for skillful plays. Make her miss 5-7 hatchets (which lets be real should never be happening unless she is actually getting out played) get rewarded with extra distance during the reload animation. The idea that trickster just has a pretty much unlimited number of knives in chase with no downtime is a pretty terrible feeling. There should be times when the killer feels strong in chase and when the survivor has the advantage. Most killers in the game follow this loop. The easiest examples to see are oni and plague. When oni has power its pretty much a free down and theres very little counter play, which feels frustrating, but its balanced by the fact that really 3 generators should be completed before handing out that first hit. Trickster is just strongish all of the time. There's never really a time during Tricksters chase where you have agency as survivor to express looping ability. My second is just the entire concept of main event. The current iteration of main event is just…terrible…
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@D3spair said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693896#Comment_3693896
Theres a thread under this on the general discussions forums where people want to tear the guts of people abusing high ping with a VPN lol
Hey it sucks, but I'd rather people have the opportunity to play the game around the world than never have a game vs someone with high ping you know.
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Not a solution to the problem in general, but a temporary solution to your problem would be a VPN. I play on NA West and we get quite a few people playing on our server from Asia using a VPN. Yeah the 100+ ping would suck, but at least you could get in a game. I am suggesting this despite the fact everyone hates playing into a killer with high ping. Exitlag is the only VPN I have tried and it would work for your situations.
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I agree, the amount of gen regression in this game is absolutely disgusting.
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The only thing about current dbd that I don't like is pop/pain res. The amount of time that has to be spent on gens is boring as hell.
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I just wish they would add some kind of meaningful counterplay to trickster. It's so boring playing against a killer that just spams knives at you and regardless of skill level they will down you eventually. Like yeah, he isnt strong because of how long it takes, but there's nothing a survivor can realistically do in chase besides w to the other side of the map where gens arent being progressed. The current iteration of trickster is an instadodge every time for me. I never dc vs any other killer for any reason. I just cant be bothered to play into trickster. I am not entirely convinced he needs these buffs. If I had my dream trickster rework it would involve giving him the hag treatment. Just accept that the idea did not pan out and will not be popular and let it go off into the sunset.
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No thanks
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620671#Comment_3620671
Ping issue narrow misses aren't uncommon
on 40 ping? It aint gonna really get better than 40 ping in NA. If thats the case they just need to redesign it so you dont have to be on 20 ping for the game to work correctly.
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@baharuto48 said:
https://forums.bhvr.com/dead-by-daylight/discussion/409396/the-state-of-shift-w-in-dead-by-daylight
Do you think people just run away because they don't know how to loop? Maybe there's like a new player base that's coming in and they're just trying to experience this game in a way that makes sense to them. Maybe there's like a bunch of people that have under a thousand hours instead of everybody who brags about having 10,000 in the game and "I know all about looping and pathing."
Id argue that prerunning is actually a sign of a strong survivor. The amount of free time you can waste by prerunning is incredible. It takes the killer to a part of the map that they don't want to be on to protect a 3 gen and gets you to a tile that is actually playable. Prerunning is the counter to patrolling generators and killers that will not chase you for a meaningful amount of time. let him get his kick in and just run back on the gen rather than wasting resources in a critical part of the map or giving up a free health state because there isnt anything playable near you. An inexperienced survivor would be more likely to either try and loop a very unsafe close loop and give away an injury or try and hide which would waste less time.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687325#Comment_3687325
But dh made the game too safe. Especially old dh.
Not really disagreeing with you, but the devs have moved in the direction of only having filler pallets or unsafe loops. Not saying either way is right or wrong, but what I can say is the amount a survivor preruns is directly related to how close they believe the nearest playable pallet is. You can't count crappy filler pallets in that equation because we do not care to play those. They are more of a maybe I can add 10 seconds on to my chase than a I can actually get a meaningful chase. With healing nerfs, there's also an argument to made that health stages are more coveted. My willingness to give a free hit to get to the loop I want to get to decreased now that healing takes longer.
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@goodfriday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687337#Comment_3687337
Not sure if that will fix skull merchant dodging tbh. She is just not a fun killer period depip or not am sure people still will refuse to play if its her.
Oh I will be dodging both of them still, thats the entire point!
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No more punishment for dodging Trickster and Skull Merchant :D
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If I have a reasonably strong tile near I won't prerun, thats the answer. I am not going to stay at a generator if the killer is coming to me unless there is something playable within range.
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@radiantHero23 said:
Hi guys,
i played a lot less DBD in the past months because i felt really burned out and way too invested. Mostly because of all the changes happening to my two favourite killers. I felt like the game isnt being fun anymore, which is why i distanced myself.
However, during this event, i thought: lets finish the rift and bring little Sadako to p100. So I switched from 90% Elden Ring 10% other stuff to 50% Elden Ring - 20% DBD and 30% other stuff.
When playing, i mostly played with random builds on a variety of different killers. I played :
- Clown
- Pig
- Onryo
- Xenomorph
- Chucky
- Slinger
- Trapper
- Freddy
- Knight
- Spirit
- Nemesis
- Pinhead
- Singularity
- Bubba
Pig and Sadako a lot more than the others of course.
All these games, while containing a ton of different builds, maps, items, killers and playstyles had one thing in common.
Shift-w supported by sprint burst and lithe.
It did not depend on what character I played, survivors held w the moment they had the chance to do it. I totally understand, that some of the killers I mentioned, Xeno, Knight, Nemesis, Slinger, Chuchy and Clown have powers that are very oppressive in chase and therefore promote shift w and pre dropping.
The thing is, this type of behaviour did not only occur when I played these killers. Freddy (pallets), Pig (not even pre dropping), Pinhead, Singularity (i did not have soma family photo), Bubba and Sadako are absolutely loopable killers.
I have the feeling, that the general playstyle of just holding w until the end of the map or a super safe tile, is not only done because of the killers power, but because it takes minimal effort with maximum results. This of course being exaggerated by perks like sprint burst, lithe and overcome.
I really dont want this to come off as : killer player cant win because survivors play smart.
I play this game for chases mostly. Thats why I play Pig and Sadako the most. I enjoy m1 chases despite it being weak.
Shift w makes games a lot more boring for the killer and survivor both. Aggressive usage of this playstyle completely negatates a part of the game.
These are my thoughts. I feel like the game becomes more and more stale in terms of playstyles, perks, offerings, addons and items. I dont want pre 6.1.0 to return.
Can there be anything done to make this playstyle less popular? Do you guys see it similarly or am I just whining?
Leave your thoughts.
Well they nerfed the pallets on a ton of maps and gutted dh. If there's not a safeish loop near a generator survivors are going to pre-run because otherwise its just giving a free injury. When DH was better I could greed and play a riskier loop because of DH. I still run DH though because its more fun imo.
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The teleport mid chase should get adjusted. Maybe just a stun before being able to move after teleporting. The weakness duration could also be adjusted minorly as it feels a little bit too long, I could live without this change if the teleporting during loops wasnt so damn oppressive.
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Theres def worse to play against. I dont DC vs her anymore and will play the game out now, but the survivor player base will never get behind a killer that gets guarenteed hits imo. Thats the reason that trickster is hated so much, theres virtually no skill expression from the survivor side you just run zig zags/try to break line of sight until eventually you die. Theres never like a feeling like oh all these hours I put into dbd are paying off because this killer couldnt catch me and I am better than him. The problem isnt because hes too strong, its because there isnt an enjoyable thing to do in chase vs him as hes just going to spam you with knives till you die. Unless you are caught out with main event, its not going to be fast, but he will always eventually kill you. No matter how much better you are than him in chase. This is less egregious with skull merchant as there is perhaps more counter play, but the gameplay loop is quite lack luster. Go to pallet, predrop because shes immediately going to put up a turret run to next pallet because theres a turret up and you can't stay or you will get hindered.
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I think most of them are pretty good. Theres one that is a major winner and one that is a major loser change imo. Clown being the w and Huntress being the major L.
Clown: Removing the disorientation effect made me enjoy playing into this killer 100X more. I didn't get motion sick per say, but just have 0 idea what is going on during the effect felt pretty bad. W change.
Huntress: 7 hatchets and wind up speeds just makes the survivor experience lame af. even if you get the reward of making her miss a hatchet she can still just wind up so quickly that it isn't like you can make it to a loop or something. I am also a strong proponent of skill expression in this game, and huntress has always been a flagship killer for that. Land your hatchets, you do well. Now there is not really a punishment for missing, its near impossible to miss 7+ hatchets in a chase. Reducing the suspense and intensity on both sides that the hatchet brought to the game. The thing that really needs to happen with huntress is adding a max duration for holding a hatchet. Being able to just chase down a survivor while holding a hatchet takes the mind game and skill out of everything.
Demo: I cannot really see that big a difference when playing vs or playing demo so probably a good change.
Blight: Idk we will see with the hug tech removal where he sits. The double iri add on combo seems pretty busted right now.
Hag: I cant really see a difference in gameplay from either side. Maybe what I can tell is hags are chasing less, camping more, and just trapping generators with ruin and chasing you off them when you trigger the trap. Gives major skull merchant vibes. These were all things that happened before so I cannot say hey this is a new issue or something.
Pig: Ive only played a few games into her, probably seem like good changes to me. The focus on putting more power in the chase and less on hey imma just follow survivor around with hat on interrupting boxes is always going to be an improvement for the game. I didn't mind the 180 seconds for trap timers.
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Yes, It is a huge win. Hug tech is just disgusting and you get hit even when you win the mind game often times.
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@BlightAbuser said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687004#Comment_3687004
SHOULD…
Messing with collision has been horrific in the past.
Yeah, collision in dbd is a funny animal for sure. What I can say, is something does need to be done at the moment as blight either cant have the immense speed with 0 wind up or has to have collision.
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Twins: we will have to play vs it to really see. I would like to give an opinion, but this seems like quite a lot of changes to be made at once.
Blight: Biggest win if it gets rid of hug techs and what not. Even if you guess correctly which side blight is going to go around his speed is so insane that timing the stun is incredibly missable. I think blight not sliding off trees and random bs is a good trade off for losing the bug/tech/exploit that is hug techs.
Haddonfield: Again, will have to play on it to actually see what it looks like before giving an opinion. The map didn't seem like it was too big in my opinion. I think decreasing the strength of windows on that map is a move in the right direction, but I do not feel like that map is overly strong for survivor or killer in its current state, so I think some adjustments from strong windows to have some more playable pallets would be a W.
D Strike: Huge win, nothing more really needs said. I don't think there's anybody who will argue with this change. D strike as a perk just improves the game and incentivizes good and healthy game play and if a survivor is toxically body blocking is easy to wait out. Since it is single use as well, this will bring it more in line with OTR. Could add something that made it so nurse, blight, spirit cant use their ability for a short duration after it as well since they still will be unphased by this change in my opinion. Nurse will probably still be able to just blink right on top of you for example.
Adrenaline: I am not sure my feelings on this perk. I have never been that bothered by adrenaline. I do know it is strong, but I tend to think its weaker than people give it credit for. I think there could be an argument to make the haste not activate if you are already exhausted but keep the 5 seconds of haste. The 5 seconds of haste felt more like a problem when it was chained with something. For example, hit survivor through window, they get lithe speed boost, injury speed boost, then 5 more seconds of speed boost from adrenaline. That is some crazy distance. As far as not activating on the hook...I am not sure how I feel about that. For some reason I do not like it, but cannot justify my opinion on that.
Ultimate Weapon: Seems like an L to me. This seems even stronger than before, yeah you can't use it to interrupt totems, pig traps, dead mans switch but....idk that was a pretty rare use and wasn't really the problem with the perk. The problem is the massive amounts of information for doing nothing. Darkness revealed is okay because of the limited range, but this just seems like bbq for free whenever you want it. 15 seconds of someone's aura is also problematic as looping with aura as killer is very very very strong.
Emblems: I think its probably fine, I mean I would like to go back to the old system where you could depip out of ranks, but that's obviously a niche opinion. I would like some version of skill expression in this game though or some way for competitive players to get a competitive experience and if it's not through the emblem system, I wouldn't mind something someday in the future that could create that. Playing the ladder and going on winstreaks just requires a lot of effort and cooperation between people and is discouraging to that maybe diamond level player that doesn't want to put in the effort with that stuff. My friends and I went on a 75 game no mither streak before we just decided we didn't want to run no mither every game anymore. Kind of running out of creativity on my side lol.
Store: Cool that some improvements are being made, but on the off chance someone important reads this. Please...for the love of god...stop making outfits only work in sets. Or add a note when you sell them that you cannot use the cosmetics separately before the purchase. This has ruined so many of my purchases that I am just never going to wear because I bought them for the ability to mix and match them.
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@BlightAbuser said:
Please, for the love of God, do not break Blight….
This should help fix him actually. Right now he is technically broken as hug tech is a bug/exploit whatever you deem it.
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I believe it is the entire 15 seconds. It seems stronger in my opinion in its current form. It also just seems like an exceptionally stronger version of darkness revealed which idk...Id rather not have two identical perks where one is just stronger.
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@C3Tooth said:
I know stream snipping is breaking the rule.
But a comp team, stacking full meta and strongest item/addon, PLUS stream snipping to make the match tie (at 2K) against comp Blight. Shows there is something wrong with balance.
It was a 3 out, the ace gave him the kill as bm.
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@OneAutumnLeaf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663197#Comment_3663197
Make tokens only regen while in chase and we are golden, and only start with 1 stack, you still get your inital value but you dont get a free aura immunity for the entire game either.
I honestly dont understand why people are always talking about lightborn and franklins when they are barely even ran in games
lightborn has a 5% pickrate....
franklins has a 2% pickrate
meanwhile distortion has
9% pickrate....totally diffrent. lightborn and franklins are barely used, but you will almost always see a distortion ran at least once during your daily matches.
I mean 9% is still less than a third of the pick rate for pop and pain res. Nerf those and I will happily take a distortion nerf in return LOL. I know thats not realistic, but it is still on the fringe, and definitely not a meta perk.
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This map is problematic for people like myself with tritanomaly color blindness. I usually dodge it in solo que as even with filters it is a struggle to see. Specifically vs the winter ghost face skin or anything blue or white to be honest.
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Map has a built in 3 gen strategy and 33% of it doesnt have a playable pallet from survivor side. The top side of the map with the maze tiles is balanced, the bottom is killer favored with only filler pallets and usually a T & L, and the middle is the biggest dead zone in the game. Like I get that the stone heads turning to look at you is neat, but theres no way of getting from one side to the other. Vs m1 you can just take the m1 and use the distance to cross, but vs billy or bubba for example you just die.
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@Sava18 said:
Not op but one survivor perk shouldn't counter an entire class of killer perks so easily. I think it's pretty fair to think that. As of now you have to run all aura reading, use bad aura reading perks or have add-ons like c21 that can burn through it instantly but by then your already in chase with that survivor.
It was one of my problems with old IW as well, even if the killer ran the equivalent stridor it didn't do anything.
Imagine if killers had a good perk the consistently turned off exhaustion for survivors.
I think a solution to this that both sides wouldnt mind is perhaps a reduce in the rate tokens are received. Could possibly offset it by telling you when you are out of tokens that your aura was read or something as to not weaken the perk, giving both sides some interesting counter play. I will say though, there are absolutely killer perks that do this. I dont think they are particularly strong, but franklins and light born counter entire perks and items of survivors. Someone could come into a game running 4 perks related to flashbang saves and get it countered by one perk. Franklins pretty much makes med kits completely useless unless you use them to heal other people which defeats the point of having them at all anyway. Theres other examples as well that I am sure you can think of if you spend more time on it.
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@OneAutumnLeaf said:
I love how people say distortion isnt op or good, and yet those same people run it,
says a perk is bad.
yet runs it and gets constantly value from it.....
perk is op, give me one reason its not op
starts at full stacks
you can get stacks back (wtaf)
it hides aurea AND scratch marks
it enables stealth players even more to not only hide all game but screw over there team.
the perk isnt fun for either side.
After you get experience playing killer it becomes very easy to find and predict where survivors are on the map without aura reading perks.
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@Exxodus21 said:
I was playing a match last night, going out of my way to 2 hook everyone. The survivors put themselves in a particularly bad 3-gen situation all on their own. It was like they had no map awareness at all. As soon as they realized what they did, they started running to the opposite side of the map everytime I got close. Often times I could get a hit, but chasing them was going to lead to a definite loss. They would inevitably heal up safely away from the gens and come right back. After deciding to commit to one the gen popped, as the survivors were free to work in absolute safety, and the match ended with 3 survivors easily escaping when it should have been a guaranteed 2k or 3k.
This got me to thinking about the 3-gen solution. While the gens were getting blocked from kicks, the survivors were free to play as normal. When the devs discussed why they were only allowing 8 regression events, they said it was because sometimes killers refused to participate in "normal" game play by taking chases. But why aren't survivors required to do the same by working on gens instead of running away, free to heal up as many times as they want. Why does the killer have to suffer a penalty and take the loss while survivors are handed a win for their own mistake?
Perhaps survivors should have a cap on the number of times they can heal to healthy. Neither roll should be relieved of the consequences of what should be a game losing mistake.
by the point you only have 1 generator left with 4 alive you are in a losing position. It should feel like you are losing. The same way if there are 2 survivors on hook at 5 gens the survivors are in a losing situation.
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My guess is that they will increase the timer on it from 60 seconds to 80. Allowing for more time in chase before using it. If they were going to nerf it again they would nerf otr first IMO.
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This kinda increases the dont chase the obsession thing with stbfl that is honestly so unhealthy for the game state. While I dont think stbfl should reduce the cooldown on death slingers m2 animation I dont like this either.
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Yeah I dont know why they are so committed to stroking off blight mains. Just wish they actually followed up on what they said they were going to do and make it so 4k'ing on blight actually took skill.
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What is this obsession with blight being unfun to play against? I don't really get it. I wonder if they just fear people would quit playing the game if blight was actually in a balanced place.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620671#Comment_3620671
I keep seeing people say this but I can only chalk it up to a ping issue on either the survivor or killers side. I have never had that issue on survivor side even once.
I will also so, I see ######### Wesker hit boxes on almost every stream I watch as well.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620671#Comment_3620671
I keep seeing people say this but I can only chalk it up to a ping issue on either the survivor or killers side. I have never had that issue on survivor side even once.
What ping do you play at, mine is ~45-50. Honestly if 45 ping isnt good enough for the game to function properly thats just so bad. Getting 50ish ping in NA is what the vast majority of players are on.
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@Krazzik said:
The proposed '3-gen solution' seems like it should genuinely nerf 3-genning killers while leaving 'normal' killers unaffected, but what about 3-gens caused by the survivors?
It seems like if survivors 3-gen themselves, it's no big deal anymore since they can just play it slow and defensive and burn through the killer's kicks.
This is exactly what many were worried about, as survivors 3-genning themselves and the killer capitalising on it was seen as fair. Now survivors can just do whatever gens they want and don't need to worry.
Inversely the killer will burn through all of the pallets in the area. It is still detrimental to 3 gen yourself as survivor. Eventually with that section of the map clear you will be able to quickly down survivors. Killer and survivors now both have finite resources in a 3 gen. Also 8 regression events is still a ton and burning through that is going to take a massive amount of time still. The majority of games theres 8 regression events in the entire game, let alone on 1 generator.
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@Wibwob said:
Title. His addons are changing soon, but do you think the killer is too strong even without them? Or is he fine? And what would you change about him if anything?
Asking because of how often I see him in balance discussions lol
His add on nerf will fix quite a few of his problems to be honest. I dont think his basekit should immediately receive a nerf even though I used to think so. What would fix him more than anything however would be removing his various exploits. Moon tech ect.
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@LordGlint said:
Been playing her alot lately and been having a blast. I mostly stick with mid tier killers that don't require much mechanical skill cuz...controller. If I get GOJ as Myers or Bubba, I groan just thinking about that main building. For Hag... not a problem. Free hits at every USUALLY troublesome window.
You'd think this would make her more popular. You can get away with just using low lvl addons too. Why is her pick rate so low? Mind you... I'm sure half the reason I steamroll so many teams is because they have no clue how to play against her due to low pickrate... but it is confusing why you have such a strong killer with such a low pickrate.
There isnt much skill expression in her for either side. Exactly what you said, free hits...That is just boring for both sides. It is enjoyable to play the game and not get free hits. Same problem with Skull Merchant and trickster. Getting injuries without playing is just kinda boring to most people.
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Honestly as much as getting tunnelled while hindered is a ######### mechanic the fact its basically impossible to miss his power is what feels the worst to me. He would be so fun to play into if there was a mind game involved with his power but its 3 freight trains wide so it is basically guaranteed to hit you even if hes 7 meters away from you.
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@Hensen2100 said:
But then also put on Alchemist's ring and Compound 33
Can someone explain this to me? Is not using all the perk slots on one of the best killers in the game with the best addons equipped supposed to be a flex? I see it very often
It makes the game mildly challenging. Running the best stuff on blight/nurse isnt really that fun because 4k at 5 gens every single game gets pretty boring.
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@I_Cant_Loop said:
It's not an exploit but it's definitely an unfair advantage. SWF teams get free Deja Vu, free Fogwise, free Kindred (and more), and can use those perk slots for other meta perks. Not only that, they can also synergize perks across the team. Coordinating efficient gameplay makes it mathematically impossible for a killer to get more than 1 or 2 kills unless they get incredibly lucky with the map setup or the survivors can't last more than 10 seconds in a chase. The only reason that this unfair advantage is allowed to stay in the game is because most of the content/skins revenue comes from long-time players that play together in survivor groups and BHVR will never risk killing that golden goose. Also, enough killer players are willing to put up with this unfair advantage.
Youre writting this comment and meanwhile blight, spirit, artist, nurse are all expected to get a 4k every game in competitive dbd
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An exploit? Lol that's one of the most hilarious takes Ive seen in a long time. People enjoy playing with their friends and coms is just the nature of every team based game. They honestly should put in a ping or typing system so that even solo que teammates can communicate. It would make the game even better to be able to communicate with solo que teammates.
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It didnt make sense to not do Alice from RE considering she was the main face of all of the movies. I also think Robin from Stranger things would make an awesome survivor. A full squad of Sailor outfits count me in. Of the ones selected, I am pretty meh on all of them so I made a comment instead. Not that your suggestions are bad, just not the movies I end up getting wrapped up in.
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@_Onyx_ said:
To put it plainly, the current Trickster is the strongest he has ever been, but he is also the most boring, both as and vs that he has ever been. Now, as someone who loves...loved this character, here is what I would personally do to make him strong, fun to play as and vs, while also having potential for flexing by players that are good at playing him.
4.6m/s
16m Terror Radius w/24m Lullaby
Showstopper:
- 99 Blade carry capacity.
- Main Event has a 30 second expiry window when the power gauge is full.
- The Trickster has a golden sparkle effect around his entire body, that Survivors can see, when the Main Event power gauge is full.
- Laceration decays after 15 seconds of no longer being hit by a Blade at a rate of one Blade per 2 seconds. (would take 29 seconds at most for Laceration to decay and expire)
- Lacerated Survivors being healed will begin Laceration decay immediately and accelerate the time that it takes for Laceration decay to expire to one Blade per second.
- Main Event activates after 16 Blade hits.
- Main Event has a 10 second duration.
- Main Event consumes Blades from the carry capacity.
- Survivors are damaged after 8 Blade hits.
- Throw Rate is 3b/s which increases to 4b/s after continuous throwing for longer than 3 seconds.
- Main Event has a 5b/s throw rate.
- Throwing Blades with alternating left and right hands has adjusted aim to ever-so-slightly to the left or right of the center of screen respectively.
- Movement speed while throwing is 3.8m/s and decreases to 3.6m/s after continuous throwing for longer than 3 seconds.
- Main Event movement speed is 3.8m/s
- If Blade capacity reaches zero while Main Even is active, Main Event ends immediately.
- Reload speed at lockers is 2 seconds.
Add-Ons: (any that are not included remain the exact same)
Death Throws Compilation:
- Reveal the auras of all other Survivors when downing a Survivor during Main Event for 6 seconds.
- Reveal the aura of Survivors when their Laceration meter is one Blade hit from maximum for 6 seconds.
Iridescent Photocard:
- Main Event no longer consumes carried Blades.
Diamond Cufflinks:
- Survivors damaged by a Blade suffer with Blindness and Oblivious for 45 seconds.
Bloody Boa:
- Decreases the amount of Blades consumed from carried capacity during Main Event by 1 per second.
- Main Event cooldown is decreased by 1 second.
Fizz-Spin Soda:
- Increases the time before a combo ends by 20%.
- Reveal the Survivors location via Killer Instinct for 1 second when a Blade shatters on the environment near to them.
Waiting For You Watch:
- Increases the Main Event expiry window by 10 seconds.
Ji-Woon's Autograph:
- Reveal the Survivors location via Killer Instinct for 1.5 seconds when a Blade shatters on the environment near to them.
Trick Pouch:
- Decreases the amount of Blades consumed from carried capacity during Main Event by 1 per second.
Now, I'm aware this would never happen; and we are likely stuck with the Trickster as he is now for probably years to come. But, there it is, Trickster perfected...imo
The current iteration of trickster is pretty insane. The amount of team wide damage he can put out is just nuts with main event, and he doesnt have to earn it. I dont think anyone could make an argument that he is NOT overtuned atm. I think most people just want a punishment for missing knives. There is no reward for juking his knives since he will never have to refill them and give you the advantage as the survivor. That being said, he was very undertuned last patch and was very weak. The balancing game with this killer is proving to be a bit of a nightmare. I think the current iteration of trickster could be okay if they removed main event entirely and decreased the number of knives trickster has. I don't think that results in a fun killer or survivor gameplay loop still however.
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Make it so it doesnt expire ever/for longer and make it so the Killer cant see it and you got a solid b- perk
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I have been having this issue for weeks as well. I dont normally chase daily rituals but its annoying to only have the ability to have 2 daily rituals.
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I just play and dont look at it. Grade is more of a how many hours you played in a season than it is how well you did.
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After reading these comments I see a good argument for keeping him 115. I will say removing Hug tech sounds like a much better suggestion. My idea was he should be forced to use his power to get hits.