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DestroyerBG

DestroyerBG

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DestroyerBG
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  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865084#Comment_3865084

    Tell me you don't play trickster without telling me you don't play trickster. He starts with 44 basekit I believe. What does all those knvies even mean if you can't hit your mark? You still have to hit them 8 times, if there isn't a bunch of crap in the way, not to mention teammates taking hits, not to mention he throws a lot slower than he use to. Seriously.

    I wish I had teammates that had 130 iq and I wish every map has a bunch of tall objects to stop the trickster from shooting at me. So what you just said as counter to him is coordinated survivor friends and luck. This is not at all a counter if you must rely on stuff completely outside your control. AND YES I have not played him lol dont worry I will at some point just to prove to myself how easy it is to spam knives or force m1 hits :D when I get the iri shards for it.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863465#Comment_3863465

    no way is "feels super easy to play" a true statement. tru3 has background in fps where he played pro cod and otz has poor aim. tru3 doesn't do well with trickster and otz plays trickster poorly. if he was so easy to pick up, someone with fps background would do well and otz would also do well even if he is bad at fps. there is clearly skill-cap to play trickster.

    An example of easy pick character is Myer's. Most people can hold m2, look at people and press mori button to instant kill survivors. This isn't hard concept to execute properly. Legion is power that runs faster, vaults pallets, m1's people in the power. again, injures everyone. again this isn't hard concept to execute or understand. Hard-core FPS track aiming is hard concept execute. Very few players will be able to FPS track consistentently, especially for long time as TTK or this case "Time to down" TTD is very long for dbd. So any time people say trickster is easy, the evidence does not support it. the stats also support that he does not do well on average when a new player/less experience begins playing him.

    generally, only player that main trickster do well with him. i'd say trickster *slightly under-tuned. at least people that main him say he could some buffs. his normal throwing mode is too add-on dependant and the 8 knives is just tag too much. he just needs huntress QOL tweaks. I hope they can give trickster few tweaks to make just tiny wee little bit better. i get like 70% win-rate on him so overall, i don't have trouble playing him but i also don't main or specialize in trickster. i just enjoy his gameplay.

    Did you seriously use in part of this statement the card "new players cant do well with it" no mother of christ they cant nobody does well with any killer the first few times they play him. It takes a few matches to understand his power. Until you realise you can just go right behind the survivor and spam as many knives as you want. Every game with trickster I have seen has been spam fest and everyone dying. The only times we escaped are when I was playing with one friend who is somewhat good as survivor and still we all almost died. Even then it is rare to escape. Trickster annoying and uninteractive. I said before killers designed to just spam without thinking much are not fun. And if you really thinking controlling your mouse to aim is so difficult I would like to see how godo you are with huntress who needs one shot and has the same no crosshair as trickster but of course everyone can shoot with her well so sorry but your argument that trickster aiming is difficult just doesnt work. Hell I will even sometime soon buy the damn killer just to see how bloody easy it is to spam survivors so much that they die.

  • This is either the most trolling comment ever. Or you have completely lost your mind and are about to have a stroke too. Seriously if you truthfully think it takes skill to hit 8 knives out of the 50-60 you posses without reloading you must be indeed going crazy

  • @GonnaBlameTheMovies said:

    No, I fought too hard on these forums to make this system work for it to be removed. The Mori system is fine and should be kept in the game, and it's also unlikely based on how long BHVR has wanted to add this that it's going away any time soon. This is a slugging issue NOT a Mori system issue.

    Rather, the issue with slugging could EASILY be resolved if instead of the Cypress Mori basekit, Green Mori was basekit. That is, you can Mori one Survivor in the round IF they are on death hook only. This should decrease slugging for MOris which is in fact problematic. Yes, it would increase tunnelling, but with how many perks there are to handle tunnelling that is hardly an issue.

    So I guess the question is, since BHVR is 100% not removing this because they've wanted to add this forever and finally have, are you more upset when Killers tunnel or when they slug? You have to pick a lesser of two evils then play around it. And frankly, if the issue is slugging more than tunnelling? It looks like according to the Survey questions being asked, they're floating the idea of an antislug system that won't be abusable by SWF sometime soon.

    Nice solution lets all use the same perks that killers complain about THE ENTIRE GODDAMN TIME you are a genius honestly. You should be working on game balance at behaviour. In all seriousness if you force everyone to use the same perks you will suffer more lol

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861026#Comment_3861026

    First of all: None of this matters. You argued Survivors shouldn't be nerfed more. I responded by arguing you can't say "nerfed more" because Survivors have been buffed this year. If the buffs were justified doesn't matter. Your comment implied Survivors got nerfed recently. This is not true.

    The generator time was increased over 2 years ago and the game has been fine. I don't think they are related. In addition to that, you need to repair 5 generators to win, but there are up to 8 unhooks.

    You could slug sabotage squads before as well, but they were still pretty strong. Slugging them is harder now since they buffed We're gonna live forever. Also, now in addition to sabo squads, Survivor can be opportunistic and sabotage with gen toolboxes which was technically possible but way too slow before.

    Skull Merchant is literally the worst killer in the game now. She was pretty easy to counter before, because you could pick between being scanned or taking a hit, so you could just take the scan the first two times and then take the hit. She was high C tier before her Nerf, but because she upset Survivors who refused to learn her counterplay she got nerfed.

    Iron Will got buffed and is now in over 10% of Survivor builds. Deceisive Strike got buffed and it is still very good. Ressurgence got bufed and now its in almost 5% of all Survivor builds. The buffs definitely have effects.

    Chests got buffed to the point where Chest builds are viable. Sure not as strong as Lithe Resilence Adrenaline Finesse, but being able to consistently get amazing med kits consistently is pretty great.

    So you are complaining that survivors now use more perks and not just play adrenaline, dead hard, resilience unbrekable. Decisive was strong before and sorry that I dont take the argument for that perk seriously but it is pay 2 win since not all players want to spend their money on a perk. Also you are saying that survivors can sabotage but all this happens if they are swf otherwise solo que survivors suck. If you balance the entire game around survivors with friends either everyone will quit or everyone will be in a team nobodyo would dare to be alone. As for skullmerchant the annoying factor was how braindead her power is. What other killers do you know that mindlessly can put a trap in her case drone and force a hit without any need to do anything. Literally no killer does what she does. The next brainless killer is trickster who spams knives and he actually has to at least aim.

  • @GonnaBlameTheMovies said:

    The issue is Trickster is a ranged Killer that feels super easy to play and makes chase a liability, you HAVE to hide from him.

    time to treat him like nurse I guess

  • @MissClove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861028#Comment_3861028

    I thought we were discussing annoying? Because they are both super annoying and unfun to play against.

    Sure he is annoying if you decide to heal. Come on tell me every person that plays against him heals? Not really do they. I mean if you try to heal you get called a moron usually even though its fair. Sure his deep wound is annoying mostly cause of the effects but overall good survivors can deal with him easily but yeah he breaks solo que just as the rest of the killers. His redemption is how good the music is

  • Glad to hear it. Honestly anything would be better than watching him spam me with knives. Such an annoying thing. I wish they did not buff huntress about as much with her 7 hatchets which seems absurd

  • @MissClove said:

    Yeah, him and legion.

    honestly at least legion is weaker than trickster and you can actually stun him out of his power since he has to come to you and also get 4 frenzy hits to down someone with his power. Legion on its own could use a few minor buffs perhaps I have played him a lot and I know he underperforms on very large maps along with survivors prerunning him which is a fair tactic usually.

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860797#Comment_3860797

    10 second longer hook time, stronger sabotage with all toolboxes, whenever a survivor perk got nerfed it got either a (partly) rework or a buff to make up for it, bhvr announced better scratch mark visibility for killers but then decided against it, Survivor bots got several AI improvements, Chests got a massive buff to the point to the point where using them can actually be helpful, Skull Merchant and Chucky have been nerfed into the ground just because some Survivors don't like them.

    Survivor have been getting tons of buffs this year. A nerf to survivor can't really be considered to be nerfing them "more"

    Okay time for the counterarguments. The 10 seconds longer hook was added because generator time got increased and camping was very viable option so they added it to compensate. If you see survivors who try to sabotage all game well you slug them. Survivors bot are absolutely worthless because all survivors kill themselves on hook instead of DCing Chucky has always been strong with his built in confusion in loops from his size as for Skullmerchant nobody likes a killer that shuts down every loop instantly and forces a hit. And if you think all the worthless survivor perks that got a buff is so bad think again they are niche not nearly as strong as the still sitting at the top meta with second chance perks. Also for chests if you think getting a brown toolbox or medkit is AMAZING buff I have to disagree with you there. All the buffs for chests were given just so survivors choose to do something else besides generators. But if you want the changes reverted so bad feel free to ask but we will have only one thing to do and that is generators.

  • @YamamuraVideoRentals said:

    The problem with twins is victor is too cheap and easy to use. He's a little baby gremlin that moves at like 200% speed across the map. High mobility, looping is impossible, and his pounce is pretty much impossible to miss when he's hugging you.

    If we could kick Victor while he was charging his pounce, at least that would leave some incentive to keep his distance and actually make some skilled pounces and get rewarded for it, rather than survivors punished, punished, punished, 4man slug on the ground inevitably because Victor is so OP.

    Houndmaster also seems to have been a good take on this theme. Imagine if Victor could leap out of Charlotte's chest, and then you could control him for a few seconds before he disintigrates or something. That would probably be a lot better than the slugfest we have currently.

    I truly am sorry for all people that do this. Whenever I play the Twins I do the more fun thing which is trying to use both of them as much as possible. I don't slug 4 people or something I maybe will leave one person on the ground if he is across the map but everyone just gets double trouble from me. Victor is on one side I am on the other. Instead of a slug fest I give the survivors a more enjoyable experience while also not intentionally screwing myself over. Sadly people tend to slug with her too much. Which again I am sorry to hear that. Also most of the time survivors just dont let victor go I guess they think it is a good idea has not caused me too much trouble but it does happen as a strategy I guess

  • Yeah sure lets nerf survivors more. At this point I only play with friends solo que games are pain if you keep nerfing survivors nobody will want to play them because it is literally annoying chore to do generators.

  • @dabascab said:

    I myself am not at all a free to play player, but I've always had the thought that licensed content is near impossible for new players and f2p players to unlock. The Shrine of Secrets is simply too outdated and unreliable to even be considered, and even so, if someone can't spend a single cent on the game but wants to play a licensed character, they just simply can't, which is especially bad for killer since every killer plays entirely different from one another. I suggest that the Shrine of Secrets gets a full on revamp making it more reliable (having more slots for perks and refreshes more often), as well as potentially adding auric cells to the free track of the rift pass. We get a new rift roughly every three months, so adding 250-500 auric cells would give f2p players the opportunity to unlock licensed content that they couldn't before as long as they are dedicated and active in game.

    very nice of you to suggest this but behaviour feel more interested in money than being kind to their playerbase honestly. I wish they would listen but no they are not like that if they ever rework the shrine it will be after 10 years or something considering their response when someone asked about letting people see other people's perks in a lobby and they said the coming years.

  • @sizzlingmario4 said:

    This is mainly going to be about his basekit reload time and some of his addons.

    Deathslinger's basekit reload has been buffed a couple of times (the duration was reduced once, and later the movement speed during reload was increased) but reloading still feels a bit slow and sluggish without reload addons. For that reason, reload addons are still his most popular addons and have been for a long time.

    I think the default reload time should be reduced from 2.6 seconds to 2.4 seconds, basically almost (but not quite) getting Modified Ammo Belt basekit.

    With that buff in mind, the reload addons would need to be brought down a bit (the end result of combining these would be the same as it was before):

    • Modified Ammo Belt: Reduces reload time by 0.15 seconds. (was 0.25 seconds)
    • Warden's Keys: Reduces reload time by 0.25 seconds. (was 0.35 seconds)

    Now for the rest of the addons. Slinger has a variety of addons, some of them are alright, but some of them are pretty bad and could use some changes.

    First, the reeling speed addons: Snake Oil and Bayshore's Gold Tooth. These increase your reeling speed when reeling in a survivor by 2.5% and 5%, respectively. Both of these addons are garbage. Reeling speed is very unnoticeable even if these addons are combined and it barely saves you any time at all, even when these addons were stronger (before the basekit reeling speed was buffed) they weren't worth using. Here are some new effects to replace them:

    • Snake Oil: Increases the Redeemer's projectile speed by 10%.
    • Bayshore's Gold Tooth: When performing a basic attack while a Survivor is speared, your lunge attack distance is increased by 15%.

    These provide much more noticeable improvements to the spear, allowing you to increase the speed of your shot and get a slightly bigger lunge around loops, which could go well with the Prison Chain addon.

    Next, Honey Locust Thorns. This is a green addon which inflicts the Mangled status effect for 70 seconds when a survivor breaks free from your chain (ie. without you swinging). This is generally a pretty inconsistent way to apply Mangled, and you will never apply this effect when downing a survivor. For those reasons, the yellow Mangled addon, Rusted Spike, is generally better than this one, and we don't really need 2 addons for Mangled so I'd suggest reworking Honey Locust Thorns to this:

    • Honey Locust Thorns: When a Survivor breaks free from the spear, they suffer the Exhausted status effect for 10 seconds.

    This has a more immediate benefit for breaking your spear on a survivor and could combo well with addons like Bayshore's Cigar (reduces stun duration after breaking spear). Since Slinger is also a 110 killer who can struggle to catch up to survivors, this could help him in that regard as well.

    Then, we have the yellow addon Poison Oak Leaves. This addon increases survivors' mending time by 1.5 seconds. There is a stronger version of this addon (Barbed Wire) which is ok, but 1.5 seconds is kinda negligible. However, I don't think it'd be good to really buff since mending isn't really that interesting, so I'd rather rework it altogether.

    • Poison Oak Leaves: While a Survivor is in Deep Wound inflicted by the Redeemer (by either method), they suffer from Blindness. The effect persists for 30 seconds after they are no longer in Deep Wound. Rarity is reduced from yellow to brown.

    This is intended to help counter in-chase aura reading perks like Windows of Opportunity and others. To make sure it's not too weak since Blindness is a niche status effect, it has a 30 second linger as well and the rarity has been lowered to brown.

    Next, Rickety Chain. This addon gives a pitiful bonus of only 50% bonus BP for Speared score events, and makes survivors break free from your chain faster than normal, which greatly hinders the Deathslinger's ability to use his spear to down survivors at loops and offers no real upside. There's really no reason to use this at all, so my suggestion here is just removing it and replacing it with a new addon:

    • Prolonged Chain (replaces Rickety Chain): Increases the maximum reach of the spear by 4 meters. Rarity is increased from brown to yellow.

    Last but not least, Hellshire Iron. This addon grants the Undetectable status effect when spearing a survivor and lasts for 10 seconds after. This isn't a bad idea in theory, but the duration is a bit undertuned. Realistically, 10 seconds is just not enough to make use of the undetectable in most cases unless a survivor runs into you, it just runs out too fast and it's pretty limited in what you can do with it. I'd like to see this addon get a number buff.

    • Hellshire Iron: While a Survivor is speared, gain the Undetectable status effect. The effect lingers for 20 seconds after a Survivor is no longer speared. (was 10 seconds)

    Thanks for reading.

    very nice choices of reworks. Although the reloading add ons I think can stay that way. I think he needs his terror radius to be reduced to 28 meters because he is 4.4 m and this is a standard and also all survivors use the same tactic for him which is pre run the moment they hear him. They know he is slower. Trust me anytime I play him all survivors pre run me. Add ons or not his biggest weakness is that. As for hellshire iron I think another person made better suggestion which was make it so you gain undetectable as long as you dont reload. That sounds way better than 20 seconds undetectable after hitting a survivor. 20 seconds is again too small and the best use of it would be to drop chase and go find someone else and hope they are not wondering why all of a sudden it is so quiet. But all other suggestions you made are great honestly.

  • @Adam_Francis_Main said:

    Chucky has a 52% killrate according to nightlite.

    Majority of killers are under their 60% targeted killrates.

    With each update killers get worse and worse, it's like the devs are afraid of buffing killers because they don't want to upset the survivors who buy skins.

    I sadly really don't care about the chucky nerf as I am completely denied the ability to play him to even have an experience because he is a paid killer and honestly I preffer him nerfed as everytime I play survivor he gets free hits because he is invisible on almost all loops. He already has the power of stealth during chase and guess what I cant really counter something I haven't played so good riddance. I hate the fact I would be stuck with some stupid killer I don't know how he works because he is locked behind a paywall. I know behaviour needs to make money but seriously how can anyone care about a paid to win killer getting nerfed if he has no access to him. Anyways I will stop with my rant on Chucky.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857328#Comment_3857328

    I have a p40 singularity. I was there when he was in the PTB, I was there when they made changes to him over the early summer. I have been against him numerous times. He is definitely not on my list of "Concerns" when it comes to killer.

    Your chases aren't meant to last more than 2 minutes a chase. If you're averaging that than cool but your expectations are too high and each killer is different. Quite frankly if you are getting 2 minutes chases in then your mmr for survivor than your lobbies are fresh or were lowered.

    He is meant to have his power, you are not suppose to be able to deny his power at every single loop. The only real buff he got was a partial basekit of somas photo for 3% haste in overclock. yay? Emps were slightly buffed for survivors with the exception of NOT getting them for free because the crate loads them up by themselves for the survivor so the survivor has to take 4 seconds to collect it themselves.

    Okay I agree 2 minutes is too much. I am mostly saying it can last 20 seconds with this kind of oppresion at most. The only players that can outlast him are the ones who have a ton of experience everyone else are screwed in all situations I still dont get how its fair he can deny you the usage of a pallet he can already break them super fast and vault overall fast in overclock so why does he get free hit if he gets in the way of the pallet? At least that should be a counterplay just like any other killer. I guess we have to wait for the usage to go high once people find out he can destroy survivors who can't communicate I suppose.

  • @PetTheDoggo said:

    Just keep everything as is and make him 115%.
    Seems easy to do…

    that is also an option tbh. Either way it would be good. Considering behaviour won't be hypocrites. They said long ago that terror radius has to match speed but Deathslinger is the only exception to that rule apparently.

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857282#Comment_3857282

    Same just spam spam teleport free hit rinse and repeat, since another reason ill take a nurse over a killer like this, if she messes up and loses LOS she is in hot water no matter how good she is, not spamminglarity once he pods you with a lame build in spirit fury to boot thanks to over clock. So your going to go down no matter what since he can he dont even slow down when he teles on you.

    I really wish people( not saying you) stop trying to think everything is beatable as swf. Little people know that the same things solo q struggle with or hate or find op, so can a swf, if skull mechant aint a big example cause my swf and I could not stand that waste of space failure.

    thank god I am not the only one seeing how absurd singularity is thank you

  • @WitchWalpurga said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857205#Comment_3857205

    so soloq needs to just go next?

    Tbh i don't like to go against him either because i just hate this concept of killers spamming their abilities. I usually play in 4man SWFs and it's a binary game, either it's a baby singularity who has no idea how to play him or it's a tryhard p100 3000hours Singu and then it's just gg next. I agree with some points of Op that his counter is not a real counter if the Singu is somewhat decent. 5-6 Seconds without a new slipstream seems not unrealistic sometimes and you cannot have 3 other players with an EMP on standby, the maximum is one otherwise you throw the game. My only true problem with singu is the camera that guarantees a hit. Even if you are around a corner after firing the shot, its a hit, no matter what so reacting is absouletly impossbile or even useless

    Very well said man. Literally I played with a friend once against him and the only reason he lasted more than 30 seconds in a chase was because I had an emp and knew where he was. You just can't expect solo que survivors to somehow know where first their teammate is being chased then second when to use the emp and third to magically print a new emp in the next 5 seconds before the singularity slipstreams you again because he can put his cameras everywhere. He benefits heavily on most maps. That specific time we were on RPD which was better for us but most maps he can put his cameras even somewhere sneaky and have a visiblity on almost everything. Overall needs some kind of actual nerf or small rework maybe. Even making the emps work twice would be better especially considering we cant even use our items while holding the stupid emp. Seriously how the hell one killer gets to do so much just cause he exists.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857076#Comment_3857076

    You're just talking without thinking and making assumptions. By your logic. Its absurd. Ask before you try to pop off.

    Sorry but I haven't heard you say any actual evidence despite don't waste an emp and be smart. I suggest you go play against singularity and tell me later if you managed to counter him with your one emp. If you truthfully survive for more than 2 minutes of being chased either I am very bad or you faced a very newbie singularity that has not realised he can spam his camera on every loop

  • @TieBreaker said:

    He's not too strong. He just obliterates uncoordinated teams.

    Yeah righto I forgot that in solo que all survivors know exactly where the killer is and can actually tell each other when to use an emp to save each other. Sorry but even if the team knows what they are doing you still have 4 emps to work with unless you think we can instantly print an emp. They slowly get printed even if you manually do it. And actually thanks for giving me another reason. So even if you want to counter his power you have to waste A LOT of precious time printing an emp instead of doing a generator.

  • @MechWarrior3 said:

    He’s far from op. He’s easy to counter too. Don’t waste emps.

    What do you mean not waste emps???? I shouldn't use an emp to remove the slipstream. Then should I use an emp to disable his camera once before he replaces it with a new one? Sorry but your logic is absurd my dude.

  • Indeed most of these I dont use either. The oaks do work as intended if you use the best of them. But the other things are a whole lot weaker. If luck were to affect more than the chance to unhook yourself maybe it would be much more useful.

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