Crowman
Crowman
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@justbecause said:
Dc penalty has no point at all rage quitting survivors will keep doing that no matter what if they cared for penalty and rank they wouldn't do it in first place and game keeps getting being broken and ppl are keep getting disconnected often or in other case it can be internet crash, irl issues you gotta deap with etc etc dc having punishment needs complete rework
Rage quitters will get to play less so they will ruin less games. The penalty is doing it's job.
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Given my experience since a break, there's literally no reason to ever play nice.
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@MeatBycicle said:
I mentioned this in another post. People who DC don't care about de-pipping. So having a player de-pip upon disconnecting won't matter. Those same players will also just kill themselves on hook to escape a game.
What I suggest the devs should actually do to combat people who DC and even as a bonus combat against the players who purposely depip to go against low rank players they should never be facing just to have an easier game, is this; If you disconnect, or purposely leave a game early via suicide on hook, you should safety pip, that way you cant derank yourself to where you dont belong. But instead of a queue timer, they need to implement a Blood Point Gain penalty timer.
For example, you leave one game, you have to play one game in full without any blood point gains. You continue to leave early, or suicide, the penalty just extends. People don't care about pips, they don't care about fairness, all they want and care about is their blood points. Remove that from them and I bet you a LOT less people will be disconnecting or killing themselves on hook.
And like I said, as a bonus this will also combat players who purposely derank to try and bully newer players. They wont depip, and they wont be gaining any blood points. It will keep everyone exactly where they belong skill wise.
Here's the thing. D/C penalty for a short time didn't take away pips and people still en masse d/c over any inconvenience because whatever minor penalty that existed no longer existed.
D/C penalty also used to depip people twice instead of just once and that also did nothing to stop people from d/cing.
The most effective way at preventing people from just d/cing anytime they want is the D/C penalty.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2401375#Comment_2401375
Still plenty of people who tunneled with old undying + ruin.
Killers hellbent on tunneling and face camping a survivor cannot be stopped. That's a problem with the player and no amount of anything can ever fix it. There's a lot of killers who get fun out of making other players miserable even if it's only 1 out of 4 survivors that's all they want is to ruin one persons fun.
So sick of it in red ranks lately like grow up. Idk why people have to be toxic at higher ranks but it really is just in every single rank and it's depressing.
People using tactics that don't go against the rules of the game are being toxic.
You should check your entitlement.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2402014#Comment_2402014
But in a casual game? Even Apex legends doesnt punish rage quitters in normal Q and everyone seems fine with that. Because if you dont want to have rage quit mates you can either play with friends or play ranked where rage quits are much rarer
Your misconception is that DBD is a purely casual game. The fact that DBD is a PvP game means that it will be competitive just by the sole nature of pvp games.
The devs have been trying to create balanced matchmaking so players of similar skill can go against each other. The devs are showing that they don't want to treat DBD as a purely casual game.
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Luck still has use with Slippery Meat + Up The Ante. But that kind of build requires coordination with survivors as you can reach ~99% for self unhook chance by stacking luck.
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There's nothing wrong with camping, whether it's before or after the EGC.
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Invisibility which is something only a few killers have should not have a counter. We don't need hard counters to killer powers.
Now if we're talking undetectable, run Spine Chill or Premonition. Undetectable exists to avoid aura reading so adding a perk to see the aura of undetectable killers is a no go.
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If you are talking about a 4 man key escape, the survivors did finish all the gens so I'm not sure how it's a "free" win for them.
But keys are simply far less of an issue than moris were and are not a simple thing to fix.
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@unluckycombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2400978#Comment_2400978
This thread has nothing to do with Survivors expecting free unhooks lol. I think everyone can agree that there's a very big difference between being called a 'Camper/Tunneler' when someone just loops you around the guy on hook and farms him, or a similar situation like an unnecessary 1 for 1 and situations like what I believe OP is referring to, such as getting downed early and then getting face/proxy camped out when there's no soul within a half mile radius, and they're determined not to leave. (Of course, outside of EGC.)
That's not really expecting unhooks to be free, that's expecting more of a chance to... well, get to play the game. It's similar to how Killers who get genuinely genrushed in .5 seconds feel like they didn't get a chance to play.
It is expecting free unhooks. Complaints about camping wouldn't exist if there wasn't entitlement to the rescue.
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@Chaotic_Riddle said:
One of my favorite myths that I managed to bust was whether or not bamboozle's vault speed affect pallets with the Legion. Interesting enough, you do vault pallets faster. I believe this might actually be just common knowledge now, but at the time when the text was changed to make it seem like it didn't, it was interesting to have noticed that it did affect the speed at which the Legion vaults them.
Bamboozle has text saying it doesn't affect pallets, but it's purely talking about blocking the vault and not the vault speed. Which I think is where the confusion came from.
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In terms of finding totems:
Detective's Hunch -> Small Game -> Counterforce.
Although Detective's Hunch only works if gens get completed and if you play solo enough you sometimes get teammates who just refuse to touch gens. Meaning Small Game might have more value for situations where your team is struggling to get gens completed in the first place.
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Camping doesn't need to be prevented. Survivors just need to stop expecting unhooks to be free.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2400385#Comment_2400385
I wasn’t going to get super technical with the calculations, but yeah, hence the bar still turns red with PT. However, reread the perk. It gets up to 45% for up to three additional survivors and affects other survivors as well.
Prove thyself only provides a 15% buff to each survivor meanwhile each survivors suffers a 15% penalty per each other survivor on the gen.
It is not giving 4 people 45% boosts on the same gen. It is only giving 4 people 15% boosts.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2400374#Comment_2400374
No, it doesn’t. It makes multiple survivors work at 100% efficiency on generators as long as there’s one instance of PT at the gen. So two people on a generator with PT takes 40 seconds instead of 80 (not including other modifiers).
But yeah, guessing three minutes is an exaggeration here.
Not quite. Prove Thyself doesn't completely remove the penalty due to how the game calculates everything. The penalty is applied first and then the buff is applied on the reduced speed so 2 survivors end up doing a gen closer to 41s. It also only "negates" 1 penalty so 3 or 4 survivors still suffer ~15% and ~30% penalty respectively.
Still it's a good perk as it's a free toolbox for multiple people on the same gen, but it's at the cost of survivors stacking instead of splitting which is harder to deal with.
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Buffing the pig is kind of hard given how her RBTs currently work. Pig can kill a survivor without ever hooking them due to her RBTs and this alone can win her games. Maps like Midwich that are hard to navigate between floors + timer + extra box basically mean that at least 1 survivor is guaranteed to die by a RBT.
Without a rework to her power and updates to her addons, I don't see how BHVR could buff the pig without making her really oppressive.
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2399946#Comment_2399946
This is pointless. Clearly we're not getting anywhere. You feel like you have to tunnel. I don't. End of story.
I simply decide that it's best to focus on spreading hooks between 2 or 3 survivors. If a recently unhook survivor is out of position then of course I'm going to capitalize it.
Removing a single survivor out early is the best way to win as killer and sometimes that means tunneling out a survivor.
If you don't want to be tunneled then play smarter.
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2399932#Comment_2399932
You ever been tunneled? It sucks the fun out of the game. You know what fun is right? The whole reason we play games...?
Not saying its personal, its just kinda a jerkish way to go about it when a skilled player can do just as well without tunneling.
I've certainly had ######### matches in dbd, but that's also because dbd is a pvp game and not every game is going to fun.
It's not like you are only playing the match you were tunneled out of either.
If you can't handle the fact that sometimes pvp games have sucky matches then maybe it's just not your kind of game.
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2399915#Comment_2399915
You dont need to tunnel or slug. Going out of your way to make a specific player miserable is just scummy imo, and I don't need to do it to win.
Tunneling and slugging aren't happening to specfically make a single player miserable.
You are taking tactics killers use to help win games as personal attacks when they aren't.
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@UncleStabby said:
This is untrue. Tunneling more often than not ends up being a headache early game. You lose too many gens in the process and you aren't getting that pressure either.
Bbq is a great perk to ween off tunneling. It helps reduce the desire to attack the same person by providing you with an immediate target.
If you decide to spend all your time chasing someone who can run around for 5 gens, then sure tunneling is bad.
However, removing a weak link quickly is super beneficial as making the game a 3v1 before all the gens are finished massively helps. If my options are to down a person I've never hooked or down a person who is dead on hook, downing the person who is dead on hook will always be the better option.
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@SkeletalElite said:
He has enough knives for 7.3 potential injures, before update he had 7.5. Really not a significant change in that department although bad accuracy is much more punished now which I believe is a good thing. If you have really good tracking and accuracy, trickster can melt through health states real quick. I think he's much stronger over all because you win or lose chases in a much smaller time frame than before, which gives you more time to go keep survivors off gens.
Except you will never hit 100% of every knife on a survivor due to his knife throwing mechanics. On top of that the faster laceration decay means there are tiles survivors can run where it's impossible for Trickster to catch before a survivor has already lost all his laceration.
On average, he's much closer to having 3 or 4 health states with his knives with some of his better more open maps allowing him to lose less knives and getting closer to 6.
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@treefiddyoh said:
Shocking, Killer mains who ######### and complain about BT and DS, are defending end game camping as the only viable option to pulling a kill out of a ######### game. Not improving their skill.
Have you tried not getting caught by the killer? Sounds like you need to improve your own skills.
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Because Slinger is a balanced killer and doesn't need changes.
I know people don't like his quick ADS, but there's nothing wrong with it. Hitting a survivor doesn't inflict damage as he has to reel the survivor in close for a M1 hit. The chain can be broken and will inflict deep wounds which means he'll never down survivors without reeling the survivor close to him.
Deathslinger is also a killer that rewards skill. Good Deathslinger will land shots where he can reel the survivor in consistently while Bad Deathslingers will miss often or land bad shots they can't reel in (when the survivor is already injured).
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@McFALLENONE said:
https://forum.deadbydaylight.com/en/discussion/comment/2395838#Comment_2395838
What? I'm not arguing about skill level or any of that, literally all I said was that if your tunneled early game and killed, you should be able to get some extra bloodpoints, I'm not saying you should get anything but that, you still won't pip, you won't get anything other than some extra bloodpoints.
You can just move on to the next game.
You shouldn't be rewarded for failing to evade the killer.
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@McFALLENONE said:
https://forum.deadbydaylight.com/en/discussion/comment/2394632#Comment_2394632
Not everyone is a looping god able to juke the spirit for 5 gens doing back flips off pallets, I don't get why your so opposed to this, it's literally just some free bloodpoints for other people who aren't that good.
It's not about being able to loop a killer for 5 gens. As long as you aren't going down immediately three 1 minute chases will basically guarantee the killer losses all 5 gens. And it doesn't take much to lead the killer on for a minute.
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I'm pretty sure the point of them sharing the same color is so that survivors don't immediately know the killer is using ToT based on color.
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I hope the devs don't act based on people d/cing. You know people are just going to d/c en masse to get things nerfed for no good reason.
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Are you on Steam, because it looks like Steam has died.
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The new blade decay also makes him much more map dependent since it becomes very hard to stack up laceration on survivors if they are able to keep breaking LoS and losing all laceration progress.
He'll down survivors out in the open quickly, but that's all he can do. And every killer has an advantage if survivors are caught out in the open so it's not like it's that amazing of advantage.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2394637#Comment_2394637
But that's the thing, tombstone piece hardly changes his basekit, all it does is turn what would be an insta down into an insta kill and then removes you from tier 3. To me that just feels boring for both killer and survivor.
Tomestone Piece is largely agreed to be a broken addon that needs to be changed. It's just a matter of when BHVR will get to giving Myers an addon pass since he really needs one.
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Deliverance is already a strong viable perk. A survivor having a guaranteed chance to unhook themselves is huge at destroying killer pressure.
I don't see any reason to change the perk.
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I wouldn't.
If a survivor fails to extend out early chases for his team to get gens done when the map has all the resources available, then there's nothing wrong with him getting out early.
Tunneling only works well against weak survivors, because strong survivors will waste a killer's time.
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@derppug said:
https://forum.deadbydaylight.com/en/discussion/comment/2394597#Comment_2394597
Just because something was nerfed, doesn't mean it's still unhealthy. If it was nerfed enough it wouldnt be in over half the games. Especially when killers have so many viable perks that are fun.
There's nothing unhealthy about undying. It only prevents a single totem from being cleansed once.
But for fun, I would like to hear what viable perks you want Blights to run instead.
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Idk what world you live on where people haven't been complaining about Blight's running strong meta perks.
Killers are free to run whatever perks they want, they do not require the permission of entitled survivors about their builds.
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Camping isn't an issue. It's a valid tactic and there are plenty of situations where being near the hook is the smart play.
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If it does nothing, then why even stretch your res?
You are not fooling anyone with this "defense" of stretch res.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2392680#Comment_2392680
I think he currently has 44 knives, which means he basically has 7 hatchets. On top of which, he has the Show Stopper ability. He's like an easier to use Huntress.
You aren't getting 7 hatchets worth of damage with 44 knives. Trickster is simply not designed around landing every single knife. The best I've ever done was use 16 knives for a down (meaning I only missed 4 knives in total) and that was from a survivor simply misplaying horribly at a window vault on a long wall.
But even besides missing, if a survivor does break LoS long enough it practically resets laceration meaning you'll have to throw more knives again so sometimes the 6 knives to injure becomes closer to 10 due to decay.
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You are unlikely to consistently win as killer without some form of camping, tunneling, and/or slugging. They aren't "no skill" just because you don't like facing them. As nice as it would be to 12 hook every game, it's just not reasonable if your goal is to win.
These tactics aren't auto win either. A killer who commits too hard to tunnel out a single player can still lose even though they ended up killing that 1 survivor. A killer who hard camps the first survivor he hooks can still lose if the rest of survivors just do gens. Slugging takes much longer to kill survivors than hooks and it's much easier for survivors to rescue slugged survivors than hooked ones, meaning slugging without immediately pressuring another survivor can backfire heavily.
You just have to be smart when you use these tactics. Camping a person on the hook, because it also allows you to defend a 3-gen setup is a smart play. Or camping a person, because the other survivors are all trying to rush the hook is a smart play as well. Tunneling out someone on death hook to force the game into a 1v3 is smart, especially if you know that survivor messed up and touched a gen or started to heal someone disabling their possible DS.
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@TroyXX said:
https://forum.deadbydaylight.com/en/discussion/comment/2390728#Comment_2390728
I never said it was acceptable for people to disconnect. Just pointed out that you can't take the game seriously if even the devs don't. I don't like it when people DC but I'm not going to sit there and cry about it on a forum and let it ruin my day.
Then that's your problem if you expect people to play a match all the way out. Like I've said you can't expect people to play a certain way, especially you're own way.
The entire game is casual and will never be competitive especially because of how much RNG is in the game.
DBD is a competitive game. It's fine if you want to play it casually, but at least respect the competitive elements that exist in the game. If you can't respect the competitive elements then it might not be your kind of game.
Many people play other competitive pvp games casually.
Also RNG doesn't matter. Pokemon gets played competitively and pokemon has many rng elements.
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@TroyXX said:
https://forum.deadbydaylight.com/en/discussion/comment/2390703#Comment_2390703
It is less competitive because the devs have not put out definitive win conditions for both sides. The game can't be competitive just because you make it competitive with your own rules.
You are simply trying to create an excuse for why you think it's acceptable to rage quit in a pvp game.
You are being matched up against strangers who at the very least are expecting that everyone plays out the match to the end.
If you want to play a casual dbd, go play kyf.
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@TroyXX said:
https://forum.deadbydaylight.com/en/discussion/comment/2390682#Comment_2390682
It is a 1v4 and not a normal team competitive game. Also the high amount of RNG of everything in the game can make it vastly unfair to one side. Just cause something is PVP doesn't make it a competitive game.
Just because DBD isn't like other competitive games, does not mean it's any less competitive.
Survivors and Killers cannot both win. They have conflicting goals where they compete against other players.
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They made Trickster better at what he was already good at and worse at what he was already bad at. He's a lot weaker on most maps in general since very few maps in dbd are lacking LoS breakers.
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@TroyXX said:
I don't care for DC penalties cause I can accept that people won't play the way I want them too. This game is also not a competitive game so punishing people for leaving a team makes no sense. BHVR only implemented a penalty system cause they couldn't stand people crying about DCs and didn't want to find any other fixes.
the nature of DBD being a PvP game means that it's competitive.
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@WishIcouldmain said:
I found it funny when ClownIsKing and ClownIsUnderrated(RIP) said the yellow bottle was extremely useful and seemingly everyone else said it was worthless. So I’m guessing if you’re a Clown Main Yellow Bottles are useful while if you’re not familiar with him they’re garbage
I think the issue is that for most general gameplay purposes, purple bottles are generally enough to get hits at most tiles. There's a few cases where both a yellow and purple bottle will lead to a hit that you couldn't get with just a purple bottle.
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@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2389927#Comment_2389927
https://forum.deadbydaylight.com/en/discussion/comment/2389751#Comment_2389751
Huntress is an example of a one-two punch. Throw the hatchet with hindered, melee for the immediate follow up.
If Nemesis tentacle strikes did not speed boost upon contamination, the succeeding tentacle strike(s) would occur too quickly. This would be overbearing for unhooked or already injured survivors. The ole one-two punch is not something that Nemesis needs in his toolkit and he would need to be needed if he could inflict contamination, damage and downs so consistently and so quickly.
Nemesis enjoys a very brief cool down between tentacle strikes; rather than afflict him with more slowdown, it's intuitive to speed the survivors up and give them some chance at a chase. Otherwise Nemesis would be far more oppressive than he is already.
Nemesis has a 2.5 second cooldown for his tentacle strike versus Huntress 2 second cooldown. Also the hindered effect from Nemesis only happens when you deal no damage and just contaminate a survivor.
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I'm not sure how you can see Nemesis' power as being lackluster mid to late.
Nemesis is weak early when his power has no threat since it can't even break pallets, but as you eventually tier up and gain the ability to break pallets you'll start cleaning up the map very quickly. By late game, vaccines will be exhausted and pallets mostly gone and many window vaults aren't even safe due to his power.
Nemesis can struggle reaching to late game, but if you do manage to snowball he can be very oppressive.
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If you don't like the idea of outfit sets, don't buy them.
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@Gaffy said:
https://forum.deadbydaylight.com/en/discussion/comment/2387969#Comment_2387969
Yeah I don't really care honestly, this character can literally stand still and "use" her power. Zero brain required and she should be put in the dirt, her father should of finished the job honestly.
I've gotten a "free" hit as an unshrouded Ghostface standing at the top of stairs as a survivor ran into me.
Literally every killer can stand still and get hits.
Maybe just maybe you don't walk at the killer and expect anything besides getting hit.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2387036#Comment_2387036
In that case you are very very wrong in your comparison. There's nothing guaranteed about anything Trickster does. Double that since you'll start losing laceration after only avoiding knives for 10s. Meanwhile if he catches you out, downing with a measily 12 knives can put you on the floor stupidly quickly.
From what I've been hearing, Trickster now strongly resembles Old Bubba. Get caught in a dead zone? You die horribly. Get found in a good spot, he can't hardly down you.
That's also arguably not a great spot for him to be... but your comparison is very scuffed.
Unlike Old Bubba, Trickster is super map dependent.
Old Bubba could at least create deadzones with pallet destruction and Old Bubba did at least have PWYF for easier downs. Trickster has nothing to help him on maps where survivors can easily break LoS.
I also just don't get why people are so insistent on comparing him to old legion. The only thing they remotely have in common is needing multiple stabs to down. You couldn't lose Old Legion ever and pallets or vaults wouldn't give you any distance against him on top of that mending didn't go away on it's own so Legion could abuse the fact that the deep wounds bar went down while the survivor was mending to force guaranteed downs where the survivor had no option to avoid it.
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I expect No Way Out to be nerfed since for whatever reason they decided to work on closing the hatch. It's the same reason Remember Me got nerfed back with the EGC changes.