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Crowman

Crowman

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  • @onemind said:

    How do you accidentally self care

    I imagine it's a controller problem. I've heard people running self care using a controller have accidentally started to self care instead of dropping the pallet because it's the same button on controller.

    But I would say that's a separate issue.

  • Freddy is not nearly as bad as he was when the rework came out.

    Ruin got changed so it no longer works with pop at the same time.

    Pop also got nerfed to 45 seconds (not a huge deal for freddy, but worth stating)

    His rope addons got nerfed hard.

    Deep Wounds got changed so if he hits a BT'd survivor he can't just chase them until they go down to deep wounds.

    Overall, Freddy still has issues since sleep is passive and his kit is strong enough with very little skill requirement, but he's not the win button he was.

  • @[Deleted User] said:

    What is the point of this post? No one or almost no one is calling for this.

    It's parodying all the people saying DS isn't an anti-tunnel perk, because it only works once and the killer can just keep tunneling you.

  • @FilthyQuentin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072227#Comment_2072227

    Are you reading what I'm saying? I said even if the killer tunnels, they can counter DS, If they chase you until DS runs out. This is why I think the timer should stop when the killer chases you. If they don't, the DS will disable eventually when you star doing gens/objectives. That way it would actually counter tunneling.

    And the counter to ds is to slug you which means you aren't getting hooked immediately off hook which means the perk has done it's job and you have it for the next time you get unhooked.

    If you don't have a perk like unbreakable to pick yourself up and your teammates don't come and pick you up. Then oh well. There was enough time for your team to get you up and they failed you.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072630#Comment_2072630

    I am not blaming killer for that. He used one of the killer tactic. He lost game and wanted one kill. I did not say killer was wrong, did i?

    Problem is DS is not useful anymore. If i would have DS on that match, yes it would save me. But problem is most of matches DS is useless now. So most of matches i will waste my perk slot. For that DS is not problem for tunnelling. And it never was anti-tunnel perk. It is weaker now, thats all

    DS should never be a perk you can reliably get value from. The fact old DS was a perk you considered was useful in most matches before really shows how broken the perk was.

  • @Brokenbones said:

    The way I see it, the survivor techs are usually caused by technicalities of the way certain mechanics work. The most widely known cjtech only works because killers can't break a pallet a survivor is currently vaulting, so when they press space bar it makes them pick up the survivor instead.

    The heal tech also works in a similiar fashion - killers can't pick up someone who's being healed on the floor.

    The dumb 'tech' isn't even a tech really. Vaulting into the killer then vaulting back or using Lithe to run away is something basically anyone can do at any time. There's nothing to it.

    I've heard window teching is harder to do or bugged so I'm not sure about that one

    Dumb tech also just doesn't work against smart killers (without lithe). It's really easy to counter by moonwalking away from the pallet and you'll catch the survivor. Also flat out fails if the killer has enduring.

    As for window tech, it seems the devs considered it unintentional and gave killers collision on the otherside of the vault when they are vaulting. I believe items like maps and keys can still allow you to perform the tech as using the active item will make you lose collision.

  • @TripleSteal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071754#Comment_2071754

    He got precisely the same issue as plague (M2 injuries not classifying as actual injuries inflicted for the purpose of emblem scoring). Plague has been in the game for quite a while.

    Don't expect a "fix" any time soon and you won't get disappointed.

    Plague's sickness breaking survivors also doesn't give survivors a speed boost. So it likely doesn't even register as a hit whereas Trickster injuring survivors with max laceration does give the survivor a speed boost so it's certainly triggering the same thing that a normal hit does.

  • Assuming the 5th anniversary chapter is licensed. I'm not that worried. I feel like BHVR has a bigger incentive to put out a good licensed chapter than they do putting out a good original chapter.

  • @Tsulan said:

    It is getting ridiculous. Yesterday I played 3 killer matches for the dailies and after 2 matches survivors left messages on my profile.

    First one complained that I toxic camped and tunneled, when he died on his first hook, in the basement, while I was chasing someone around the cow tree. He also said that i should uninstall the game.

    And the other one disconnected on his first down and complained about camping, while the 3 other survivors sat on a gen.

    People really started to leave toxic camp and tunnel accusations on profiles for absolute no reason.

    It's almost like they don't know or care what those things actually mean.

    I got called a scumbag last night for playing a meme build since I'm trying to get the multi-tasker achievement.

    They were also a streamer so when I went to check out their stream at the end of game the first thing I heard was their buddy saying how I'm the kind of player who must have no friends in real life. I went back through the vod of the game and at one point they were even talking about reporting me for exploiting (exploiting what idk).

    It's honestly insane how toxic survivors act towards another person just because they are losing the game.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071826#Comment_2071826

    I have never used ds at all as I just don’t like the perk tbh. The issue with that is even if you have ds the killer can still tunnel you out of the game as ds will only buy you a few seconds and not actually allow you to escape a chase with the killer

    Because it's not an immunity perk. DS doesn't make you immune to tunneling. The rest of it is on you to waste the tunneling killer's time before and after the DS.

  • @Todgeweiht said:

    he is weak, I mean, I have gotten somewhat better with him but I am still getting my ass wiped even in matches where I feel I am doing good.

    He can melt unhookers really fast, I will give him that, but that's just one strenght in a sea of weaknesses.

    But then you can play a killer like Leatherface who can also destroy unhookers while being a better killer.

  • Footsteps when they work. But honestly everytime I play spirit for the daily challenge it seems like some kind of sound bug is guaranteed to appear to make my match awful.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069319#Comment_2069319

    See... as someone who probably has spent way more time on the "low tier" killers than I should to see if I can make them work... most Killers have at least something they have that can royally mess up the Survivor team in the right context.

    Legion's Frenzy might not look like the most impressive ability in the game, but a good set of chain hits will waste so much of the Survivor's time. Throw on Trail of Torment and you might be able to get more good chain hits even after good Survivors know you're Legion.

    A lot of people say that Myer's kit is out dated and needs buffs. I don't necessarily agree. Him starting off as literally the stealthiest killer in the game and later being able to flip flop between a very tiny 16m TR and Instadowns and a crazy lunge all have their own value. I've very rarely found a Survivor team that can handle everything a Myers can throw at them in a single game.

    I poured 2.5 hours into Trickster last night. Honestly I just don't see much of anything there. Against good Survivors, he's just got nothing to throw at them. Everything with his knives is too easy to counter and unlike Huntress, Plague, and Deathslinger, he can barely punish brief screw ups. Now... he actually is more lethal than Deathslinger or Huntress. I've seen it myself when playing him on the PTB and against friends who are green rank Survivors. If you stay in the open too long he can cut his way through health states far faster than they can. Heck, vs one of said friends I caught him in a large dead zone and cut through 3 health states (syptic) before he was able to get to safety. The problem is that no Red Rank Survivor will get caught out bad enough to catch 24 knives with their back. They just won't. And when they don't, he's got nothing else.

    That's the difference, at least to me. Nobody is probably ever going to claim Legion or Myers is S tier, but even they seem miles better than Trickster and better equipped to handle good Survivors.

    Even if the survivor is in the open, the rng spread and recoil can still cause him to miss knives that should have hit. I watched a Trickster whiff knives so close to me that I was surprised none of them hit.

  • @theboyitachi said:

    i still think the unhooking part is unnecessary you can still unhook someone and be tunneled i would’ve rather it been if another survivor is hooked to me that kinda just tells me to camp cause now all i gotta worry about is bt

    If you are being tunneled off hook, why are you running to go save a teammate?

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068249#Comment_2068249

    I know you said "No killer perk has come close", but remember pre-nerf MoM? Now that was busted, especially when used with DS.

    But besides that, I'd argue pre-nerf Ruin might've been the closest contender to that claim. As of current perks it'd probably be Undying until it's nerfed... maybe.

    I don't think old ruin is stronger than current ruin. Old Ruin was basically impossible for newer survivors to deal with, but it was often cleansed immediately against good survivors and the effects were minimized as they could hit greats more easily. But even in the case of it being immediately cleansed, it still slowed the game down slightly as survivors would take time to look for the totem and hitting greats gave no extra progress. It was certainly not a well designed perk, but it's power was overrated.

    Also undying itself was less of an issue and more that it was very good at keep reworked ruin up longer. The change made it better with totems like DH and Lullaby that otherwise had no synergy with the old version while making ruin + undying weaker.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068917#Comment_2068917

    So going for the unhooked survivor the first time is tunneling, the second time it isnt? Definitions don't work like that. Both times it was tunneling.

    DS is an anti-tunnel perk, not a tunneling immunity perk. It gives you 1 extra chance to escape from a tunneling killer.

  • I don't see how it's an exploit as it's clearly intended by the game that killers can't pick up survivors being healed.

    An exploit would be crawling under something like a hooked survivor and abusing broken hitboxes to prevent the killer from picking you.

  • It really is funny.

    Honestly this reminds me of when a Dwight called me a tunneler because I kept starting chases with him to build PWYF stacks. Survivors are simply showing they don't know what tunneling is.

  • Killers play game in a way survivors don't like is not an issue.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2066351#Comment_2066351

    Well it is not giving second chance. Because it is weak advantage. Killer is not losing any time. After stun he starting chase again. That is not enough punish for tunnelling. DS have to be more punish. But they nerfed it not buff, perfect.

    It is giving them a 2nd chance, because they got off your shoulder.

  • @Northener1907 said:

    I am playing both roles and as killer i dont camp or tunnel. But today i wanted to try tunnel and i wanted to see what will happen. I played 6 matches and i made tunnel so hard. And 6 7 survivors had DS. But this didnt stop me. Just one stun but then i started to run after them again. And they all died. Only one match i lost, 2 survivors left with hatch (they found key possibly in chest).

    So DS is clearly weak perk and it is not stopping tunnel. So it is not anti-tunnel perk. They nerfed it but without any buff. If people call it " it is anti-tunnel perk " lets buff it for that. Make it perfect anti-tunnel perk. So everyone will be happy. If survivor wont get tunnel, surv can do surv goals. If killer try to tunnel him, DS will punish him hardly. But with buff ofcourse, for now DS is useless and weak. Dont waste your slot with that.

    Your issue is you are mistaking "anti-tunnel" with immunity to being tunneled. DS will give a survivor a 2nd chance to escape a killer who is tunneling them off hook. That's it.

  • Crowd Control should be strong, since it's a hex that can be removed. I see no reason to nerf it.

  • While I get the general sentiment that we shouldn't be quick to call a killer weak after being released. We've also never had a killer who simply doesn't do anything better than other killers.

    Every other killer in the game at least has some they can do which makes them worth using. Trickster does not.

  • Sounds a problem that can be solved by getting good.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064690#Comment_2064690

    Yea I'm trying to make him worthy of 110 killer the easiest and laziest solution is to make him 115 but I would much rather have an interesting power than current legion again

    The problem with trying to balance him around 110 after playing him, is I see no way you can make his current power be strong enough to justify 110 without just making him impossible to deal with. I also don't see a good way for him to really stand out from Huntress or Deathslinger.

    A good niche Trickster could have is being faster. 115 base, have reduced speed that is still faster than survivors when holding out his knives, and when he starts throwing knives he becomes slower. This would also buff his main event as now he'll have faster movement in main event while not suffering the reduced speed penalty from throwing. He'll still have to land 8 shots to damage survivors, but he now has a better shot at landing those hits when playing tiles with tall walls whereas right now it's practically impossible due to laceration decay.

  • He's far too slow when just holding knives. I get why Huntress and Deathslinger are slower than survivors when using their powers, because there's a real threat of taking a survivor's health state in one shot. Trickster has to land 8 and it becomes impossible to play at any tile without low walls because you have to keep taking out your knife and putting them away.

    Trickster's base could be 115, holding the knives out (not throwing) could be 110 and then he becomes slower as he starts to throw knives.

  • @[Deleted User] said:

    It baffles me how the devs think making a killer that literally spams his power could be fun to face. Sure he's incredibly easy to loop but his power is just super boring.

    Spamming his power wouldn't even be bad to play if it wasn't for the random spread and recoil. The recoil is fine, because you can offset the recoil yourself, but the spread just leads to situations where you miss shots because the game says so.

  • @StibbityStabbity said:

    The depip confused me. Got a 3k in him, 11 hooks, and... depipped? Like, I dropped a million BP on him and got no good perks, no good addons, so I'm running him with an awful loadout. His power is pretty week. And now, he depips on a 3k?

    The hell is going on with this Killer...

    Using Knives to injure and down survivors awards no chaser so he has an even worse problem instant down killers like Leatherface suffer if they use their power to downs survivors.

  • The only problem with comparing Old Legion to Trickster is that Old Legion had no real counterplay. Trickster has a ton of counterplay and takes forever to down survivors. On top of that Trickster's kit doesn't lead to a lot of skill expression so it's not like there's a lot of room to improve with him.

  • @Johnny_XMan said:

    Every killer player on here who thinks tapping means a survivor isn’t being tunneled doesn’t actually understand how tunneling works.

    Let me repeat this for the 1000th time. You do not have to have just come off hook in order to be tunneled. You could have merely 10 seconds AGO been unhooked, that killer has already tracked you down and you’ve already lost your DS.

    I don’t think you guys understand that there is always context to every single time a killer wants to tunnel someone out. It isn’t cookie cutter to every situation.

    If tapping a gen takes away the 30 seconds you had left on your timer, that you spent trying to find a safe place, only for the killer to track you down then those 30 seconds should remain intact.

    Just like you guys don’t have to worry about everyone having DS, because you want to camp at your leisure, we shouldn’t have to worry about tapping a gen at 1% ffs.

    If you are so concerned that the killer might be heading back after being unhooked wait before you start working on a gen.

  • The only thing good the 5th anniversary chapter might bring is If the chapter is licensed there's a bigger incentive for the chapter to be good on release.

  • I put 6 hours with him. Was able to get some 4k games but his power is just so inconsistent and mostly frustrating. Plus any smart survivor basically hugs killer shack or jungle gyms because it takes such an unreasonable amount of time to get hits.

  • I played some games with Starstruck plus Agitation on doc and getting two hooks within 30 seconds of each other is huge.

  • I don't think you can right now. His knives don't count for Chaser emblem.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2061003#Comment_2061003

    Does the red light flash? I believe it's only the model.

    It disappears along with her model for a split second.

  • @Mr_K said:

    Without their power, what's the difference between Spirit and Trickster?

    Spirit has passive phasing which hides her red light occassionally.

  • @Luciferr_2nd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2060785#Comment_2060785

    You can touch a gen briefly after youve been unhooked and then boom Ghostface or other stealth killer goes for only you and ds is worthless.

    Im not too bothered by the change i never really used ds, and when i did it wasnt aggressively but it does suck to have a worthless perk that killers now tell you to run. Just dont tunnel.

    If you are facing a stealth killer and you have DS active, you don't have to immediately hop on the gen until you are sure the killer is not nearby.

  • Nurse would be harder than Trickster as the best she can muster without using her power is 105% with an iri addon. Without that she moves at 92% which is slower than survivors.

    Trickster is base 110% without any addons.

    Spirit has an upperhand, because she passively phases which hids her red light for a brief time which can get her hits from survivors not knowing which direction she is facing. She also has an addon to increase the frequency of this passive phasing.

    From Easiest to Hardest using No Power would be:

    Spirit -> Trickster -> Nurse

  • @Azshhh said:

    I think the point Op is trying to make is since less people are running DS now, there usually isn't an obsession in the match, and some killers immediately hard tunnel when they see there isn't an obsession in play. I usually like to run for the people just to make sure there's an obsession in the match to avoid that happening

    And if tunneling is a concern you have, you can run DS as it not only helps you out against being tunneled once, but gives an obsession to hopefully make the killer avoid tunneling in the first place.

  • These posts about the ds change are really starting to show that the perk was only used for it's abuseable factor not as a means to punish tunneling.

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/2060696#Comment_2060696

    Reading comprehension is important when trying to have a meaningful conversation. In no moment I suggested trying to unhook in this situation.

    I used it as an example to explain why the current DS is not the rework it needs in order to prevent tunnelling. It doesn’t serve the purpose it’s trying to achieve. It simply serves no purpose now.

    It will allow you to stun the killer if you were tunneled off hook and haven't had the chance to heal yourself or start work on a gen.

    If you are constantly running into the issue where you start to self care off hook and then the killer comes back, then learn to move away from the hook before self caring.

    There's no issue with the perk, you just can't abuse it for free 60 seconds of immunity.

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/2060663#Comment_2060663

    It used to. It doesn’t anymore. You just have to tap *anything* for it to disappear which will get triggered in many occasions unintentionally. The game even prioritises using self care if you’re injured over unhooking someone.

    After this nerf DS is completely useless and serves no purpose.

    If you are trying to unhook someone else, you aren't being tunneled.

  • If you are truly getting tunneled immediately off hook, DS will still be active. Nothing has changed in that regards.

  • @NuclearBurrito said:

    Why is he slower in his throw mode? I understand him slowing down if he flurries, but why the initial slowdown? Doctor is slower when shocking, sure, but at least he's only slower when shocking people, let alone that his shocking interrupts people.

    Basically, in order for a windup to be meaningful you need to have a reason not to always have the ability wound up.

    The thing about this Killer is that the singular knives are kinda nothing. The flurry is his power, the only reason to even bring up singular knives is for clarification purposes and QoL.

    The Clown's power, and also Freddy's power, both were determined to not need a meaningful windup in order to be balanced, since they are non-damaging slows. This is especially since such a windup negates the entire function of a slow in the first place. As such Freddy and Clown are both expected to have their power readied at all times and can be balanced around that.

    They made this mistake with the Plague who's power injures a target and quickly learned their lesson. The trickster has a lethal power, so some caution with this sort of thing is justified.

    Why is there such a long time between switching knives and main weapon?

    Deathslinger is at least 10 times quicker and he can deal damage, so why such a long time between something that doesnt even deal damage? Let alone that Deathslinger gives deep wounds.

    Deathslinger's dexterity is his entire gimmick. That is the only reason why he's ever played over Huntress. Do not compare deathslinger to the trickster.

    Here's the thing about the trickster. When evaluating him, first look at the big picture. Why would you want to play a Killer with this concept over the Huntress (huntress being a baseline ranged killer)? Don't worry about the numbers, balance and design are two different concepts and you should not mix the two up.

    The trickster has 2 unique advantages:

    1. Main event occasionally negating the mobility disadvantage of attack windups
    2. He doesn't need to redo his windup after an attack

    You know what this makes him good at? It's not the 1v1 but rather he's better at AOE. His addons heavily support this too.

    You're trying to buff up his 1v1, but that road leads to yet another Huntress. He's more comparable to the Plague than the Huntress in terms of niche. The primary difference compared to the plague being his unconditional ranged downing potential.

    He has his problems obviously, him being weak is not in question, but you're trying to remove his weaknesses when it's better to exaggerate strengths.

    Except for the accuracy thing. Idk why that's there either, flurry or otherwise.

    But anyways, things like letting him hold his main event once it's built up, increasing his attack speed across the board ect would make him better at utilizing his unique traits rather than just making him a weaker version of an existing character like deathslinger.

    The problem is that Trickster can't even do AoE very well, because of laceration decay. It's impossible for Trickster to constantly switch between targets, because he'll lose all laceration progress that way.

  • @DoritoHead said:

    The old Bubba was much better and more balanced. Some will argue that is wrong and my response to that is to just simply "get good". Old Bubba actually required skill, this new one doesn't. Its so easy to play Bubba now and I hate it.

    And my response to that is no. With old Bubba, you had to be breathing down a survivor's neck and then activate your saw, and then facecamp them. What part of that takes any remote amount of skill? He had an RIDICULOUSLY low skill ceiling. If anything, new Bubba requires more skill, because you have to time your charges correctly and try to not run into stuff.

    When Nemesis came out it gave life to Nemesis + PWYF Leatherface which helped him actually get chainsaw hits without breathing down the survivor's neck.

  • @Star99er said:

    https://forum.deadbydaylight.com/en/discussion/comment/2059456#Comment_2059456

    Except Freddy was bad, he was the worst killer in the game until he got his rework.

    tbf to old freddy. His old dream world was really strong. 50% action speed reduction and aura reading outside of Freddy's TR. Plus there were no alarm clocks to wake up to meaning 90% of the time survivors were waking up by failing skill checks which further reduced action progress.

    He may have been the worst killer in the game, but his power had redeeming qualities to it. There's nothing Trickster's power has that justifies how weak he is overall.

  • This doesn't solve the core issue that his power is weak.

  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2059701#Comment_2059701

    Plague needs to eventually M1, unless they get their super mode, trickster doesn't.

    Don't get me wrong, I agree with you that even 115% move speed wouldn't be enough, which shows just how bonkers weak this killer is, plague does all sorts of other things like spread the cognation and have tracking potential, but vs vaults and stuff it does have utility over plague because you can get the second hit in animation locks, not just the first.

    You can get a few knife hits if they go for a vault, but it won't be enough for an health state. Then laceration heals over time if you are unable to get more knife follow ups.

    I really just don't get why laceration decays at any point given how it doesn't do anything besides act as a counter for knife hits.

  • @DeadHardMan said:

    After watching Otz play him, it really seems like if the survivors just run tightly around corners he can't even touch them. I feel he should be 115% killer just like Plague.

    The problem with making him 115 without any other changes is why would you play him over Plague?

    Laceration doesn't do anything and heals over time. At least the trade off to survivors healing with fountains is giving Plague her Corrupt Purge which is strong. Main Event isn't even stronger than just throwing knives.

  • @Zeus said:

    Very unlikely. If all the upcoming changes are already mentioned on twitter then probably 0% because they would have sent it to sony and microsoft already.

    The one thing the twitter post was that they say "some notable changes" so it's very likely not everything changed from ptb to live. Now whether or not other changes they made are for trickster or will make a difference we'll see.

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