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DerpyPlayz

DerpyPlayz

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  • @FFirebrandd said:

    Picture this situation.

    The Killer is playing someone without a ranged attack. A Survivor in the match knows how to get on the coal wagon. The Killer does not. Suffocation Pit loads in. The Survivor hears the Killer's TR and goes up there. Killer shows up... sees the Survivor up there, but has zero clue how they got up there or how to get up there after them. So... the Killer goes elsewhere. That Survivor now knows the Killer doesn't know how to get them there and is functionally invincible as long as they're somewhat close to the Coal Wagon.

    Alternatively... there's a pallet at the coal wagon loop right? Picture the reverse. Killer knows how to get up there. Survivor doesn't. Survivor tries to play out the Coal Wagon pallet. Killer just says no and goes on top of the loop. Survivor is now guaranteed to get hit because the Killer is *on top* of the loop and there's nothing they can do.

    That's why it got fixed.

    Yhea but if you explain this to people who didn't realize that the first time, I am not sure they will understand after you explain it either...

  • @[Deleted User] said:

    This game is about competitive play. Honestly I'm surprised it didn't happen sooner. It's like the Combine exploit where you can use momentum to navigate across the gap onto the hay bales. There's nothing "fun" or interesting about that, right?

    This game is about competitive play.

    No its not.

  • What the hell is with people and FNAF as of late?

    Just no.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417546#Comment_2417546

    While crouched she moves at 3.6 m/s, ghostface while crouched moves 3.6 m/s. Ghosty just does the crouch animation a tad quicker. Not really a big deal.

    https://forum.deadbydaylight.com/en/discussion/comment/2417331#Comment_2417331

    Spending a bunch of time keeping people off boxes is not optimal. If you see one on BBQ, or just happen to pass one slug them and keep going. You know why STBL is good one her but to inform you a bit Monitor shrinks your TR by 8 meters out of chase allowing for you to get closer to the survivors before they notice which helps her in her weakest area (chases). Thats why I also mentioned Brutal/enduring which is solid for any killer that can't break pallets with their power.

    While crouched she moves at 3.6 m/s, ghostface while crouched moves 3.6 m/s. Ghosty just does the crouch animation a tad quicker. Not really a big deal.

    Yup, which is exactly why he as well is rarely used for his crouch unless its to juke stares. The reason why I point this out is because I see alot of people using her crouch when they shouldn't be, wasting too much time.

    Its light anti-loop, rarely anything more, and rarely that at all.

    Spending a bunch of time keeping people off boxes is not optimal.

    Correct, which is why I never claimed it was.

    If you see one on BBQ, or just happen to pass one slug them and keep going.

    You don't really want to use information perks as said before, she doesn't have the mobility, nor the down potential to waste time traveling to survs.

    You know why STBL is good one her but to inform you a bit Monitor shrinks your TR by 8 meters out of chase allowing for you to get closer to the survivors before they notice which helps her in her weakest area (chases).

    Why do you keep saying things I haven't said? I never said Save The Best for Last is good on her, and I disagree actually. She doesn't have enough pressure for it, so if you are playing vs good survs you won't get nearly as much out of it then you would for a simple combo like Ruin/Undying.

    Monitor is actually fine on her, it can help with chase.

    Thats why I also mentioned Brutal/enduring which is solid for any killer that can't break pallets with their power.

    Which I would agree with?

    You do realize you haven't actually argued anything I have said, but point out random things and assert my position on two things I didn't bring up right?

  • @ciara1999 said:

    Ah, yes makes perfect sense.

    Blame the skill of the player, on the fictional character they use.

    Agreed, although if we are both being honest this is likely a troll.

  • @bibibib8 said:

    Honestly how can i take the dev seriously when they put all their effort into fixing PH ass. They really like to be a meme at this point its kinda sad

    This is.. actually a great point. XD

    Who needs game balance when you got PH's butt to focus on. :)

  • I certainly hope that wouldn't be the next killer.

  • I personally think they should just give whatever that survivor had on them to everyone with the assumption that they would've got those points anyway.

    For example, lets say a survivor dc's, then the killer would get 3 hooks automatically, and every survivor would get 2 saves. That way at least everyone is rewarded and not punished into being forced to get into the next match.

    Although something as simple as just giving points to devout would be fine too, although this category fills very quickly with most killers so this might not actually have a effect. I think this is why they have this separate category to reward you with the dc, so you get it no matter what, although the amount of points you get is not much compared to how much everyone should get if the dc never happened.

  • @Top_Secret_117 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417532#Comment_2417532

    I apreciate the feedback here, but its more of a quality of life change for the perk in terms of effecting average match time as the perk itself still has the same healing values. not to mention it still remains the only perk that can keep you in negative healing. I think its a vaild concern for other healing perks tho!

    It is still a valid concern with this perk too. With what you propose, it will either go faster or slower. If I were to really dig in a bit, I don't think this is a good idea.

    For one, lower tier players will want to die and quit using this perk all together, better players who want optimized builds will still ignore "fun" or "useless" perks all together. Only the niche will use this perk after the rework, the devs already have other things to focus on as well. So this could really be more wasted time that could of been used on the more important or at least greater (in size) ideas.

    Back to the previous however, if you change the perk so drastically as to make it negative in heal time, and change its mechanic, it will either heal faster or slower. If it heals slower then this is just not a good idea as its less effective, if faster then the above statement applies.

    I only really see this being really inconsistent or insanely consistent completely based on the player in question. Considering its not in the game you can't do the math to see how much more effective or less effective this will be then the former unchanged perk.

  • @TwitchyMike said:

    What's your go to build on Pig? Pig is my top 3 most played killer along with Huntress and Freddy. I wanted to know what perks yawl personally bring with you in a match. I have every killer perk unlocked now and plan on unlocked all of them on Pig now.

    Honestly there are only so many perks that you can use on her. Information perks like BBQ, ect mainly fail because she is not a stealth killer and has the slowest movement speed in the game while crouched. She is also M1 with no mobility, so basically you need to run perks that effect chase or slow gen times down.

  • @nutmilk420 said:

    Just hear me out, I use 100% sensitivity so being 360'd is not an issue with joysticks you get this magical ability to move in between the WASD keys walking in weird angles nobody expects. So I argue since this game is focused more on movement then perssision aim controller players are actually givin the advantage contrary to popular belief. (Exept with some ranged killers)

    Yes, I have noticed alot of tricks are much easier on Controller simply because you don't have to smash 5 inputs at once.

    Its not that significant though, and the issues with both the hardware and the bugs with console atm might completely nullify this.

  • @Top_Secret_117 said:

    Ok Ive bounced the idea off a few popular dbd streamers and all think its a good idea.

    Why not implement the new yellow rift skill check mechanic ( I'll call it skill check chains here on out ) in auto didact? makes the perk more unique and interesting, and heres how I think we could strike a more fair balance with a rework at the same time.

    instead of random skillchecks, garunteed skillcheck chains with a small cooldown inbetween stacks, more info below

    starts with 2 skill checks in the chain at zero stacks, must hit all of them without fail or you trigger the new perk cooldown. You still start in the negative for healing bonus, all healing bonuses remain the same for each tier. Each new stack adds one extra skillcheck to the skill chain ex at 5 stacks, there will be 7 skillchecks in chain. The skill check chain is to be activated with secondary action, kinda like stims in a medkit, since auto didact cant be used with an item anyways, and this way the survivor can choose if its safe or not before commiting to a few seconds of skillchecks that could punish failure with a cooldown. Only one auto didact can be performed on a health state, maybe change the color of the health bar to indicate it has been used, or a perk icon similar to pove thy self that pops up with a cross when healing the remainder.

    The perk has a cooldown now, small, but still significant with the purpose of preventing auto from becoming to powerful now that skillchecks are garunteed. im not gonna claim being good at balancing but you get the general idea. feel free to debate this but im thinking 15 seconds. enough time that it would still be better to have other healing perks and auto still builds through out the match not instantly, auto still wont be meta, long enough that a killer wont get destroyed by a team running auto.

    Now before anyone freaks out about this being the new meta or too powerful, lets go over how niche this perks allready is and still would be.

    1. You may be the first to be chased and not get any heals for a while and never hit max stacks as a result.
    2. You may never get a chance to heal team mates more then a couple times, perks still a gamble
    3. you could get tunneled to the ground
    4. your teammates who do get injured could get tunneled and never given the chance to be healed.
    5. your team mates could heal themselves without you
    6. your teammates could also run auto and take the stacks before you
    7. you could be up against a killer who healing against is either impossible or a waist of time
    8. most items and healing perk combinations would be more efficient without it, since you cant heal with medkits and use auto.

    Yhea, im not to happy about any buffs to heal speed no matter how small. The game is already imbalanced as it is, no need to shave off even more seconds off the killers clock.

    That is how it gets really bad too, one "small" change, and another "small" change and some time down the road the "small" changes start to really bite into average match time.

    The idea sounds cool, I am just not sure its a good idea on paper.

  • @Canas said:

    I've yet to get off a single hit after getting buffed by his yellow piss-bottles, and they expect you to do it FOUR times in the course of a trial. All this tome did so far was remind me of the Clown's questionable rework.

    These yellow bottles are completely worthless and need to be reworked to give their effect right away, the delay makes them far too unreliable.

    Wow yhea that is terrible, I hate when they add certain challenges like this. It just encourages the killer to slug the last two survs and force farm a surv to get these done.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2401841#Comment_2401841

    They never really set out for the game to have a competitive scene in the way it does now.

    It doesn't have a competitive scene. I mean it does, but it doesn't. Like Minecraft, it does but doesn't. It does, but is either too small or not cared about by the majority of the fanbase.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2401773#Comment_2401773

    Im not tried to, just lead to a misunderstanding.

    In short, survivors BP needed to bump up. Especially Gen point and survival. Thats it.

    I somewhat agree to that point. If you mean to add more tries for BP, rather then increasing they're cap.

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2401801#Comment_2401801

    Unless you are on a low end pc or a ps4, which can lag at any moment caused by a skill check.

    Oh, thats why you spend your money on things that actually work.

  • @MrOogieboogie said:

    As I play survivor 95% of the time, a win is ANYONE escaping by any means. If the killer didn't 4k, the killer lost...I think the entity would agree. That was 1 less sacrifice. 1 less soul to play with and feed on. I will even go out of my way to die, if it ensures someone else is going to escape.

    According to the entity you don't have to actually kill anyone to satisfy it, and sometimes you can kill everyone and not satisfy it either.

  • A DBD unique Teacher killer would be great, especially if she is hot yet scary.

  • @Friendly_Blendette said:

    For me its an obvious SWF(matching paid cosmetics that look like ######### and arent in a set together or matching names) and keys. Its not so much oh people who use keys or are in a SWF are terrible people and deserve to be tunnelled camped and slugged every match its more that I know that the game is going to be quite a bit tougher and I can't really afford to swap targets constantly and give away free unhooks or else I will lose miserably.

    Keys, and only keys.

  • @Vulgun said:

    When you have something that's called "Undetectable", you best damn be sure that you make it so that you're completely undetectable by any means.

    There's no reason why Spine Chill or Premonition should proc when a Killer is Undetectable.

    Uhm, I main killer and I am actually not to happy about buffing a killer buff like that.

  • @whereismykebab said:

    Currently it adds to the Brutality score. However it is possible and likely to max out brutality even with a quitter.

    The Sacrifice category however cannot be otherwise compensated and will be missing at least one and possibly all three hooks, so the bonus should add to this instead as that's where the points will be always be missing without any means to earn them otherwise.

    Honestly I think instead what they should do is just give the killer and all of the survivors all of the points that they can get from that survivor.

    For example, if someone DC's before last hook, I think the killer should get his hook rewarded anyway, and all of the survs should get unhooking points.

  • @Underdawg said:

    Out of curiosity, how does the playerbase define a win as a survivor or a killer?

    I find that as a newbie killer, I don't really care about getting 4ks outside of rift challenges and adept trophies. So I define a "Win" by how much fun I had in the match. How good were my chases/mindgames. How many people I downed. Often my 4k matches, the survivors still leave the trial with 20K bloodpoints.

    As a very slightly more experienced survivor, I judge a win by a similar criteria of how much fun I had in chase. Escape is often the cherry on top. If I can get a couple of good chases, a couple of unhooks, and a gen or two, and I had fun, I count that as win.

    How about everyone else?

    This would of been better as a poll but 3k is a win for me. As a surv, even if I die as long as 3 escape I win.

    The exception is if somehow 2 people got hatch, then I don't even consider the game as a real game regardless of how well or poor I did nor how long the game lasted.

  • @Sadsnacks said:

    Basically hes the new freddy.

    Ironically both of these killers fail vs great survs, and both of these killers are hell to play vs good survs.

  • @Rez_Marsiel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2401832#Comment_2401832

    Hmm... It's almost like they only care about new players....

    This is certainly a theory with credibility at this point.

  • @Rez_Marsiel said:

    Instead of balancing for the top 1%. What If BHVR decided to balance around the top 30%?

    Also, I wrote this after eating an entire loaf of bread. Was good #########.

    They already don't balance for the top1%, unless you are a killer, In that case they balance for the top 0%.

    Jokes aside, they already balance this game for casuals rather then competitive. Which I am not happy about. Sadly, they can't balance this game for 1% without drastic changes I don't see happening such as a entire rework of the game.

  • @Sonzaishinai said:

    We as a community have a lot of different opinions about the game.

    There are some of these opinions that a large portion of people think to be true while they are frankly straight up incorrect.

    For example the believe that 110% killers have worse map mobility then 115% killers.

    Walking 100m will take a 115% killer 21.7 seconds while a 110% killer will do that in 22.7 seconds. A neglectable 1 second difference.

    The difference between 115 and 110 matter a lot in chase but as far as map traversal goes there is pretty much no difference while if you ask most people they would say that traversing the map as a 110 is so much harder then a 115

    What are some myths believed by this community that you think should really be busted

    For example the believe that 110% killers have worse map mobility then 115% killers.

    Walking 100m will take a 115% killer 21.7 seconds while a 110% killer will do that in 22.7 seconds. A neglectable 1 second difference.

    Assuming that is true, that 1 extra second is outright game changing in alot of situations in loops. Some of these produce game changing results.

    So actually, objectively they do have worse map mobility. We are talking about a game in which even 0.5 seconds is enough to blunder the game in games where both sides know what they are doing. In a instant the game could be instantly losing or winning for one side just because of one play.

    So while it may seem like a little, 1 second, much like 1% can mean everything depending on the situations you find yourself in. No doubt about it, sometimes it will be fine and other times it will just be too oppressive.

  • I actually do have this, if you have a PC and happen to have Nvidia, you can edit that way the game looks drastically by using Nvidia's special effects. (Least that is how I make my game look much better)

  • @Rez_Marsiel said:

    No they're not. Skill checks aren't that hard. Just concentrate.

    Agreed.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2401376#Comment_2401376

    so if all killers would avoid a SWF lobby then doesn't that say something about balance?

    It says that most people don't want to play SWF.

    Not anything else, I typically have a easier time vs SWF simply because the majority of them don't actually know what they are doing, and aren't the "bully squads" you find here and there. The reasons being, if you realize you are vsing SWF every tactic that has involvement in mental ablitity has more effectiveness and you can plan what they are doing using they're own likely call outs vs them if you are keen enough on what survs normally do in specific situations.

    No doubt about it, survs that are on point break the game though, but I don't recall anyone saying this game was balanced. Most people who are more experienced will agree Killer is significantly harder to play and survs have too much going for them.

    With that said, all the valid points stand in this thread, as you have done nothing more then red herring.

  • @betelgeuseyes said:

    Either killer or a survivor perk, second last guy on hooks buddy's aura becomes visible so that he has no choice but to save the other survivor instead of waiting for you to die so he can get the hatch. The end.

    Waste of time.

  • No, these people do not go in tune with a horror game at all...

    I give you credit for all the work you put into this post tho.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2400543#Comment_2400543

    Not

    If Killer afk. Survivor get Objectives, Boldness from a totem and 5000 Survival from escaping.

    If Killer is bad. Similar thing happens.

    If Killer camp. Nothing on both side.

    If Killer tunnel. Tunneled gets 8000 Boldness (if they actually hold that long) and the other do 2 Gen then escape.

    Altruism earned from Killer hitting survivors so others can heal. But also can be denied if they camp or tunnel.

    altruism earned from Killer hitting survivors so others can heal.

    For the sake of argument, lets say I give you this (To which this is flawed too). This by itself would not be much BP.

    But also can be denied if they camp or tunnel.

    No they can't, if killer camps or tunnels then all they have to do is gen rush and you lost instantly unless you are playing a strong killer.


    As said before, if you are not playing some of the strongest killers such as, Blight, Nurse, Spirit almost all if not all plays you do have counter play.

    Your points are unusually weak, your only logical rebuttal is "Most survs don't play good enough to understand what to do in the majority of these situations due to the less competitive player base in this game, or at least they might not understand all of the counter play to X killer that you may or may not play".

    To that, I would completely agree, but also point out my original point was about the BP base rates and what survivors can do.

  • @MeltingPenguins said:

    You wanna know why pig has such a high kill and pick rate?

    BECAUSE people are so damn likely to pop gens regardless of anything, no matter the rank.

    The best tactic with pig really is: Get perks that tell you where survs are and maybe thana. trap two as fast as you can... and often that is ENOUGH to secure a 4k. no need for tunneling or camping.

    I BET you, if you change your tactic to focus on getting two or more survivors into traps at the same time, you've won. Hell, I have seen survivors with inactive traps ON GENS, despite at least one other having an inactive trap as well.

    people aren't that smart.

    people aren't that smart.

    Ironic.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2400269#Comment_2400269

    I know both side have 32.000 cap

    What I mean is Killer can earn BP more easily while Survivor earn too little (especially objective & survival). They just need to bump Gen BP more because Survivors cant do more than 2 Gen in a match.

    Completely relies on the survivors, they control the game, not the killer. If they don't want you to get emblems, they can force that. Well, unless you are a god nurse.

  • @TacitusKilgore said:

    Now that the trickster buff has been out for a few days, im sure were all very familiar with it, and i've developed some thoughts over the dedicated hours i've put into him before his buff, and after it. I've decided to share and catalogue some of that here, so we can start a discussion on how this affects the game and what this says about killer balance.

    THE GOOD

    Trickster has been majorly buffed in terms of his strengths. Tiles where he used to struggle he can now boldy stride through knowing that with skillful aim, the tile is a free down in wait. The lower knife count to down means that trickster no longer spends significant time looping around objects peppering survivors, this increase in his lethality makes him a lot more fun to play on tiles like shack.

    Along with this lethality boost at tiles, trickster now massacres survivors out in the open. WIth proper aim, he can effectively take a full health survivor down in 3-4 seconds. Purely by existing, trickster pressures survivors away from open areas, an excellent passive (albeit very small) boost in your slowdown. Any survivors caught out in the open will learn this lesson the hard way.

    Main event has also received some changes, being able to be held for upwards of 30 seconds before dissipating. This is excellent, as it allows trickster to potentially hold his main event through a down and hook state, and still have it avaliable for use on any survivors he sees during the remainder of its charge. The activation is also effectively instant, giving trickster a much larger window of error to line up and perform his main event. This actually allows main event to provide occasionally game changing plays, and gives trickster an interesting edge he can access on occasion.

    Overall these changes provided some very enjoyable and complimentary additions to his kit that boosted his strengths, but of course like with any change in this game theres a lot of bad that came with it.

    THE BAD

    Mirroring his major increase in strength at a variety of loops, he has equally been crippled at several others. Long wall loops were already quite bad for him, but due to his large pool of knives he had a sizable margin to access a potential down. However, now with his crippled knife supply, trickster suffers immensely in these areas. Small misplays can result in him missing far too many knives, rendering him incapable of effectively downing the survivor at said loop, forcing him to either commit to being a 110% m1 killer or break off and reload. In no short words, this is not fun. The trickster will obviously be frustrated from the interaction, and the survivor is forced into a boring situation where the only aspect of the game they engage with has now broken off from them to reload.

    Laceration decay. This pairs in a very ugly way with the previous point, trickster would not suffer as much at longwall loops if it were not for the very punishing laceration decay. in extended loops, passing the 10 second mark of not hitting a knife is quite common. This results in trickster needing to waste an exaggerated amount of knives just catching up on the laceration decay and knives missed. This is also incredibly unfun for the trickster player, as they are punished for playing the loop in what is essentially the best way they can. This is not fun game design, but in essence is a necessary evil to prevent tricksters significantly reduced laceration meter from getting out of hand.

    Reloading. This issue seemingly only exists due to the previous two points, and causes an obscene amount of time wasted when playing the killer. Laceration decay, a lower knife count, these issues result in trickster wasting a very large amount of his knives during every match, which he must inevitably get back by reloading. This causes trickster to reload in a very large excess during every match. Even the best trickster players will feel this, theoretically the worst tricksters might get 1-2 injures from their full pool of knives. An average trickster will get 3-5, and the best could even get 7-8. However this is assuming every single knife is landed, with perfect accuracy, and you are never forced into a long wall where the laceration decay takes place. This causes the trickster to reload an upwards of 10-15 times during nearly every match, which an insane amount of time wasted and you'll really feel it.

    THE UGLY

    This all adds up to a very confusing series of changes that leave a lot of participants frustrated. Tricksters feast is the fact he is now undeniably extremely oppressive in a lot of scenarios, but not in a fun way like say, nurse. Getting rapid-fire downed because you made the mistake of being in the open for half a second is not fun and engaging game play, its exceptionally frustrating for the survivor on the receiving end who didn't really do anything wrong. His famine however is one of the most frustrating parts of his new design, where he is frequently punished for simply playing the game. A good example of this is the twins, who eat a full 5 second "stun" for every down they get as victor, essentially pushing them for playing the game. Trickster also eats a lot of additive time wasting, reloading, catching up on laceration decay, traversing the map at 110% speed, etc. This creates a generally incredibly frustrating dichotomy for all players involved when trickster is put into the equation. He has intense high notes, and very harsh low notes. Survivors can often be robbed of a significant portion of their skill, and the trickster can have a lot of his agency robbed from him by unnecessary time wasting mechanics. This creates matches that very rarely result in all parties leaving happy, oftentimes just causing a state of disappointment.

    FINAL THOUGHTS

    The trickster changes were necessary, but as i've listed here very much went in a lot of wrong directions. Its good to see BHVR recognize weaker killers who need a buff, however as many agree these buffs feel like the wrong direction to head in. Amplyifying his frustrations and his weaknesses, while overinflating his strengths, trickster has become a runner up for one of the next most hated killers in the game. Which makes me very sad to see. Anyways, im done here. Thank you for reading my inane ramblings up to this point, i hope this gives other forum users some stuff to think about.


    Along with this lethality boost at tiles, trickster now massacres survivors out in the open.

    Ehhh no not really, remember perks still exist.

    WIth proper aim, he can effectively take a full health survivor down in 3-4 seconds. Purely by existing, trickster pressures survivors away from open areas, an excellent passive (albeit very small) boost in your slowdown. Any survivors caught out in the open will learn this lesson the hard way.

    Unless they have perks, if a survivor is out in the open then they most likely have perks. If they are out in the open, and don't have perks, regardless of the killer, they are likely not really thinking much, and can point out that this person plays the game with a poor quality.

    I am very happy about the down from full health though, that is true.

    Main event has also received some changes, being able to be held for upwards of 30 seconds before dissipating. This is excellent, as it allows trickster to potentially hold his main event through a down and hook state, and still have it avaliable for use on any survivors he sees during the remainder of its charge. The activation is also effectively instant, giving trickster a much larger window of error to line up and perform his main event. This actually allows main event to provide occasionally game changing plays, and gives trickster an interesting edge he can access on occasion.

    Agreed, although one caveat is I sorta wish he could just hold it whenever he wants to use it.

    Long wall loops were already quite bad for him, but due to his large pool of knives he had a sizable margin to access a potential down. However, now with his crippled knife supply, trickster suffers immensely in these areas.

    Actually I disagree with this quite strongly, with his new changes downing so quick if we are being realistic they actually have not reduced the amount of knives you have by that much considering they actually do something now.

    I have been able to force survs to panick simply because of the knives and even in really safe loops you can still get cheeky plays that strip health state(s) away from survs if you know what you are doing.

    I mean to say, this is not a issue for the trickster, this is a issue in general for the game. The loops need a rework, but trickster doesn't fail at this because he is trickster, he fails at this because he is a normal killer and tiles normally are imbalanced.

    Small misplays can result in him missing far too many knives, rendering him incapable of effectively downing the survivor at said loop, forcing him to either commit to being a 110% m1 killer or break off and reload. In no short words, this is not fun. The trickster will obviously be frustrated from the interaction, and the survivor is forced into a boring situation where the only aspect of the game they engage with has now broken off from them to reload.

    To be completely fair, THIS IS NOT a trickster issue either. If you are not using any ability correct, or blunder any attack in any form, that is on the person, NOT the character in question.

    Laceration decay. This pairs in a very ugly way with the previous point, trickster would not suffer as much at longwall loops if it were not for the very punishing laceration decay. in extended loops, passing the 10 second mark of not hitting a knife is quite common. This results in trickster needing to waste an exaggerated amount of knives just catching up on the laceration decay and knives missed. This is also incredibly unfun for the trickster player, as they are punished for playing the loop in what is essentially the best way they can. This is not fun game design, but in essence is a necessary evil to prevent tricksters significantly reduced laceration meter from getting out of hand.

    It is quite odd that while I agreed mostly with every buff, I have so many disagreements in the cons section of your post.

    I actually think the Laceration Decay reduction is much more fair and fun for both sides, it was so annoying when I would play vs trickster and have to sit there for three years waiting for the Laceration Decay meter START to go down. It ended up in old but newer trickster being able to capitalize on plays that while are not good, you couldn't have counterplay for.


    This all adds up to a very confusing series of changes that leave a lot of participants frustrated. Tricksters feast is the fact he is now undeniably extremely oppressive in a lot of scenarios, but not in a fun way like say, nurse. Getting rapid-fire downed because you made the mistake of being in the open for half a second is not fun and engaging game play, its exceptionally frustrating for the survivor on the receiving end who didn't really do anything wrong. His famine however is one of the most frustrating parts of his new design, where he is frequently punished for simply playing the game. A good example of this is the twins, who eat a full 5 second "stun" for every down they get as victor, essentially pushing them for playing the game. Trickster also eats a lot of additive time wasting, reloading, catching up on laceration decay, traversing the map at 110% speed, etc. This creates a generally incredibly frustrating dichotomy for all players involved when trickster is put into the equation. He has intense high notes, and very harsh low notes. Survivors can often be robbed of a significant portion of their skill, and the trickster can have a lot of his agency robbed from him by unnecessary time wasting mechanics. This creates matches that very rarely result in all parties leaving happy, oftentimes just causing a state of disappointment.

    I am very confused about how I feel about what you said here, because you mixed in things I agree with and disagree.

    Firstly, I agree strongly that one of the major issues now is it will not be fun to play vs trickster AT ALL now. It already wasn't, but now it isn't even more as a survivor. The cavet being, it is actually fun to play Trickster now, while before it was just annoying on both sides.

    You lose me however when you said specifically, "its exceptionally frustrating for the survivor on the receiving end who didn't really do anything wrong." after saying "Getting rapid-fire downed because you made the mistake of being in the open for half a second". If the survivor makes a mistake, then that is justification for them going down. They clearly did something wrong.

    Everything else here I agree with though.

  • In game is the best way (and mandatory), here's a source though.

    https://forum.deadbydaylight.com/en/kb/articles/139-game-rules

  • @PsychoTron said:

    I'm on the hook, my character is facing one direction.

    But if I move my mouse to turn the camera and point it to a ghostface when he activates his power, i'm able to reveal him.

    This doesn't seem working as intended. But im betting they are unable to change it due to how the game is coded.

    lol

    They can change whatever they want, and I recall this being intended hence why you can do it.

  • The first professional troll I have seen in a long time.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2400224#Comment_2400224

    Technically Killers dont have to farm, because they can gain alot of BP even though the game can end extremely fast.

    4 Chainsaw hit: 3400BP

    4 caught: 800 BP

    4 hooks: 2000 BP

    4 entity summon: 800 BP

    4 sacrificed: 800 BP

    Summon entity when they go to 2nd hook stage: 7800, with BBQ can double to more than 15000 BP for a 2min game.

    BP caps for Survs and Killers are the same.

    BP's power struggle is a issue for both sides, unlike what you claim. They should of nerfed the grind a while ago.

  • Her traps are a huge time sink for survivors

    Maybe, maybe not. Certainly not if you are playing vs good survivors.

    She is a basic M1, with super light anti-loop potential. Meaning, if the survivors just do gens and can loop for a little, it can take you and will take you 30 sec to the entire game to down anyone yet alone get a trap on they're head.

    Her ability is actually counter intuitive as well. You basically are declaring you aren't going to be looking for that survivor anymore; because if you don't and decide to go after that survivor, then the trap was really pointless putting on them in the first place. If you let them go, then they have a good chance of getting out of it, even with addons, first try.

    Her lunge is a good tool, l2p

    No it isn't, it can (if you are talking about her crouch lounge) only be used at certain loops, and they're aren't many you can do this with. In general however, she is SLOWER then the Nurse while crouching, which is absurd.

    I think they need to rework her, but certainly they need to buff her.

  • @kate_best_girl said:

    her event is coming soon please buff my piggy girl :( She's currently the WORST killer in the game being a purely M1 killer with a power that may or may not actually be effective. Her ambush hurts her in chase more often than not at most loops, she crouches slower than Ghostface and with a MUCH more punishing time to get up and movement speed penalty, on top of all this her main power the bear traps have a potential to be completely negated if the first box is the correct one for survivors. I'd love to see her buffed/changed because I do love Amanda and her cosmetics along with the beartraps however I can't play her in such a state since I play in red ranks.

    She's currently the WORST killer in the game being a purely M1 killer with a power that may or may not actually be effective.

    Agreed

  • @Professor_Fizz said:

    Congratulations, you did it.

    Have a chocolate medal for your valiant efforts in that trial. Those teammates that died for your escape? They don't matter, all that matters is that you did it.

    I'm very happy you brought both a map and hatch offering for the sole purpose of getting out through the hatch, good job.

    Have a round of applause for your escape, because you definitely deserve it.

    While this is a issue, I am surprised you are so irritated by them that you decided to make this post...

  • @LuckyLucy1999 said:

    Are BHR going to make BBQ base kit for killers? I mean they might as well seeing 99% of killers I come across use it.

    Obviously I don't really want it made base kit, but it is just stale always playing against killers who have the exact same perks on most of the time. Just having a killer know exactly where you are as soon as they stick someone on a hook is annoying. And yes I do hide in cupboard once I know they have it on.

    Says a lot about the balancing of perks in this game if there perks that "must take" perks. I don't really know what they could do with the perk really but I wish they would go over the "must have" perks and think of fairer uses for them.

    Are BHR going to make BBQ base kit for killers? I mean they might as well seeing 99% of killers I come across use it.

    This is irrational, just because the consumer does something doesn't mean the Producers of zed product will official release something as massive as outright buffs to a entire role.

    To answer your question however, No. This perk is used alot because, well it is a good information perk, but I normally use it because it is the best BP perk for Killer.

    Obviously I don't really want it made base kit,

    That was not obvious to me.

    but it is just stale always playing against killers who have the exact same perks on most of the time.

    Thats sorta what happens when only a number of perks on both sides are actually good, while the majority are bad.

    Just having a killer know exactly where you are as soon as they stick someone on a hook is annoying. And yes I do hide in cupboard once I know they have it on.

    Unless there is some sort of special situation happening, its is much better to just play through BBQ and stay focused on the gen you are on. Hiding in a locker is just going to waste time, the killer likely won't chase you unless they are high mobility and have a plan in mind.

    If they go out of they're way to chase you but don't have a plan in mind, then they likely are a easier to play vs killer. Either way, you can obtain key information about the mentality of the player you are playing vs that can let you know how much pressure both sides have at the moment when it might not be clear, but also potentially gaining a better understanding of the killer you are playing vs making minigames a little easier.

    Of course, I took a simple topic and accidently made it complicated; but in theory everything I said holds, and I do indeed think like this and use seemly small details like this to success whenever I can and it helps in real games.

    Says a lot about the balancing of perks in this game if there perks that "must take" perks. I don't really know what they could do with the perk really but I wish they would go over the "must have" perks and think of fairer uses for them.

    I mean logically this perk is only going to be strong with certain killers, its mostly used just for its BP effect.

  • @GoodBoyKaru said:

    Nemesis' zombies will now take up less RAM usage, allowing for increased optimisation when playing as and against him.

    @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/268608/what-does-this-mean-patch-note

    from what i can gather it just means that the zombies take up less network space, i.e, causes less strain on the server which leads to a smoother experience

    Yay :)

  • @ethan99 said:

    When playing survivor I usually always bring a flashlight.

    Reason being is matchmaking is so volatile in the evenings/night, that I get paired up with rainbow ranks (hell some brown ranks play better than reds...).

    I don't know how good my fellow Dwight is running his base skin (bless him he looks so cute)

    Point being I run the flashlight to waste/distract as much time from the killer as possible, because my team mates are usually potatoes.

    If I have the killer fixated on me they have all the time in the world to focus on their objective. I will try run/blind the killer for as long as possible.

    I even managed to flashlight save a Steve on his death hook twice on one of my previous games.

    But I would like to know from killers mains is what I'm doing toxic to you?

    I like to play both roles and if I know a survivor is decent at looping and has a flashlight I would not focus on him all match, but instead target the weaker survivors, and wait till he has to to save ie out positioned.

    However especially to new killers this playstyle may appear super toxic, if I see your a new killer in the end game I will usually always apologize and explain why I have to do this.

    If you are a newer killer don't focus on the survivor trying to get your attention, they are most likely the most decent at running you around and blinding you.

    Also if you suspect a flashlight in the area don't pick up.

    Yes I know I'm echoing advice but still a lot of killers pick up as soon as they down someone... I know I'm there watching you 0_0

    Sometimes I would love to run SWF because I would not have to resort to this, since I would know how good my friends are etc. But they got scared off DBD in the first few hours hence I am alone :(

    If there any solo survivor brothers here, do you being flashlight? If not what do you bring and why not? How do you handle potatoes?

    I love when people try to flashlight save, only works at most once (At most), and then after that it just farms me kills and gives me extra time that survivors are not on gens because instead of 3 on a gen, one of the survivors is not doing a gen so its 2.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2290635#Comment_2290635

    I feel like I have argued against your points mate.

    I've also repeated myself a few times because it feels like you weren't understanding me like in the Bubba part. My point was missing an attack at a loop isn't as punishing because you'll get rid of the pallet.

    The only part I should've explained better was the part about zombie detection. You said the detection is "useless if he can't do anything with it" but he can. He doesn't have mobility like a lot of other killers true but knowing where survivors are can influence if you leave a chase to go towards a gen you want to protect. Think of it like the Doctor's illusionary doctors.

    Also mate you can't complain about "straw manning" whenever it makes sense for the argument. You said a killer needs to be effective the entire trial and I gave a valid reason why that statement can't be true. This is also funny coming from the guy that when I said about Nemesis getting the first down easier than "most killers" you tried to compare him to the two best killers in the game Nurse and Spirit lol

    When it comes to Pyramid head I agree that Nemesis is weaker than him. Doesn't mean though Nemesis can't also be A tier.

    We could go on about this forever mate from the sounds of things. If you have any particular points you want me to argue then put them in a bullet point at the end and I'll try to answer them as short as possible.

    I feel like I have argued against your points mate.

    Cool.

    I've also repeated myself a few times because it feels like you weren't understanding me like in the Bubba part. My point was missing an attack at a loop isn't as punishing because you'll get rid of the pallet.

    That is asinine. Its still punishing, you are basically taking near the same time to break the pallet and you can still make it to the next loop.

    The only part I should've explained better was the part about zombie detection. You said the detection is "useless if he can't do anything with it" but he can. He doesn't have mobility like a lot of other killers true but knowing where survivors are can influence if you leave a chase to go towards a gen you want to protect. Think of it like the Doctor's illusionary doctors.

    Can, could, should. The Nemi is not going to be using that info 70% of the time, lets be real. This is grasping at straws.

    Also mate you can't complain about "straw manning" whenever it makes sense for the argument.

    Yes you can, state what I have said next time.

    You said a killer needs to be effective the entire trial and I gave a valid reason why that statement can't be true.

    Yes it does need to be true this is equally a dumb statement, if the killer is weak end game, then they will lose outright, if they are weak mid game, all gens are gunna be popped.

    You haven't done anything by stating "He's like most killers. Bad early game but strong endgame." does not disprove nor prove anything other then there are alot of weak killers in the game.

    Trapper, Hag, Nemi, and Shape (4/26 killers) are the only killers that have a bad early game. From those killers all but the hag fail. You aren't even correct with the basis of your statement yet alone the point. Even if gave you "most killers" have a early game that is bad, the end game Trapper and Hag doesn't guarantee that they will have a strong late game, the same is said for Shape and Nemi.

    This is also funny coming from the guy that when I said about Nemesis getting the first down easier than "most killers" you tried to compare him to the two best killers in the game Nurse and Spirit lol

    I've never said such things. Nor have I compared him to anything, I gave those killers because those are what most think about. Most of your points have been pathetic, hence why I have blown them off but I suppose I will finally reply to it directly since I am in a good mood.

    Nemi is not better then Twins, Billy, Bubba, Blight, Nurse, Wraith, Huntress, Hag, Sprirt, Plague, Oni, Death Slinger, and Executioner. (13 / 27 killers)

    I could of gave any of these examples, but all of those killers Nemi pales in comparison. Lets not pretend its a short list of two killers like you dishonestly try to imply, half of the killers at least, and arguably more are stronger then him. The only real thing Nemi consistently has is his Whip, which Pyramid Head does better, with a better base kit, without needing any tiers.


    When it comes to Pyramid head I agree that Nemesis is weaker than him. Doesn't mean though Nemesis can't also be A tier.

    Triangle head is not even A tier by most, so yes it does if we are being objective.

    We could go on about this forever mate from the sounds of things. If you have any particular points you want me to argue then put them in a bullet point at the end and I'll try to answer them as short as possible.

    Everything I have stated.

  • @gilgamer said:

    Would love this but it will probably never happen, Ill just have to stick to watching my games through a streamer

    I thought I was the only one who did that.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286885#Comment_2286885

    Well I feel like I've mentioned his weaknesses in my message but I'm not going to read every single comment in a very long discussion.

    A lot of people are saying he's really weak. This discussion is literally talking about him being B tier and a lot of people are arguing otherwise. To me he's B tier and I believe people are focusing too much on his weaknesses than actually focusing on his positives.

    I think you misunderstood what I meant when you said about Bubba. If you drop a pallet and I have my power charged then I either hit you or I break the pallet. No other killer can do this bar lopro Billy. This means if I miss you with my whip it doesn't matter because at worst I get the pallet.

    The free detection isn't useless. It let's you know what other survivors are doing and where your at.

    Come on mate lol when I say "most killers" I obviously didn't mean Nurse or Spirit. Most killer means not every single one. Trying to compare anyone to Nurse or Spirit is dumb since no one is on their level. Blight and Hag are just below them but even they won't compare to those two.

    When I said about the zombies making a difference I did say they needed a slight buff. I've had games where the survivor is nearly touching them but they proceed to walk to a corner lol even if it's rare, getting a free hit or down can be massive. Last night both zombies literally won Nemesis a game vs my swf just because the last gen they guarded till Nemesis could use his Pop and shortly after win the match.

    I've faced a lot of good players while playing Nemesis, not really good 4 man swfs but still pretty good. Any short loop that I can hit over there is pretty much nothing they can do. Obviously good survivors will make him look weak but that's the case for most killers. Oni for example is a simple M1 killer till he gets a few hits but when he does he is extremely strong. Oni's early game is worse than Nemesis yet no one is saying he's weak. If we're using your argument of killers need to be effective "entire trials" then Oni must be weak correct?

    This killer isn't on the same level as Legion, Trapper or Trickster. He has a good anti-loop power that can destroy at certain loops extremely well. Even tougher loops like shack/jungle gyms should result in a hit with his tentacle if you play correctly. The zombies free detection + potential free hits can change games sometimes.

    He's not perfect. He needs a few QoL changes to help him such as getting rid of the sprint Burst after a tentacle hit and fixing dumb zombies AI. When they're done he'll be low A tier definitely.

    Lastly apologies for this being super long. Kinda still drunk from last night + I had a lot to say.

    Well I feel like I've mentioned his weaknesses in my message but I'm not going to read every single comment in a very long discussion.

    My point was clear I thought, its irrational to ask me for such things when it is your job. You've totally missed the point.

    I think you misunderstood what I meant when you said about Bubba. If you drop a pallet and I have my power charged then I either hit you or I break the pallet. No other killer can do this bar lopro Billy. This means if I miss you with my whip it doesn't matter because at worst I get the pallet.

    You just restated the same thing, also its roughly the duration of a normal pallet break so it doesn't matter, you can still get to the next loop.

    The free detection isn't useless. It let's you know what other survivors are doing and where your at.

    If you can't do anything with it, it is, you've just repeated yourself.

    When I said about the zombies making a difference I did say they needed a slight buff.

    Cool

    Oni's early game is worse than Nemesis yet no one is saying he's weak. If we're using your argument of killers need to be effective "entire trials" then Oni must be weak correct?

    Mr.strawman give me a break.

    This killer isn't on the same level as Legion, Trapper or Trickster.

    Cool, I agree, I am just sitting here waiting for you to argue my argument, instead of saying random things that I agree with and strawmanning. I've cut out the fodder in your messages. 56% of this was just bs.

    He's not perfect. He needs a few QoL changes to help him such as getting rid of the sprint Burst after a tentacle hit and fixing dumb zombies AI.

    Cool

    When they're done he'll be low A tier definitely.

    No, he is a weaker pyramid head.

    Lastly apologies for this being super long. Kinda still drunk from last night + I had a lot to say.

    You should be apoligizing for straw manning, ignoring all my points, and stating a bunch of things I never argued vs nor where brought up in my reply to you.

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