Devil_hit11
Devil_hit11
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no. Mandy confirmed that the perk is not receiving any changes. Time to learn to adapt to the perk as killer.
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problem with shadow Walking perk is that a killer player can purposely look at the floor to gain the haste effect while still following the survivor. The 1st perk looks a proper version of Legion's Iron maiden perk. Perk #2 is Overcharge with oblivious effect.
As for the power? It looks something like Dredge's Nightfall that is more chase oriented in combine with demo/wesker. I guess it depends what you mean by dash forward. If i had to understand that description, it looks something like a 6 meter nurse-blink that I imagine goes through walls with brief delay. The idea looks ok.
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@Shroompy said:
The Event abilities are actually really cool and I think theyre pretty even all things considered. The concept of Fragile pallets are actually REALLY interesting and considering they talked about making events mini tests for new features, I REALLY hope this is something thats expanded on.
What I hope stays to this event tho is the Expose after getting Bloodlust, not a big fan of that one
you just stand-still to counter BL expose perk. the killer gains no bloodlust if your in deadzone. the pallet break is a lot stronger. No clue who decided to give Pig a chainsaw for the event.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468425#Comment_3468425
Why just not bring a medkit and free up a slot for something way more useful? Even a brown medkit does that same job as a green one if you're self-healing with it.
The perk doesn't even allow you to see the aura of chests, so you could run around quite a bit before you find any. And does it become useless if all chests have been opened before you can get your medkit? Extremelly weak perk.
opening a chest takes 10 seconds. Pharmacy allows you to open chests 80% faster which is 5.5 second of opening. you get 1 self-heal for doing so. To heal yourself with old COH, you would need to bless a totem for 14 seconds and then heal yourself. Of course the totem lasts indefinately and could be use multiple times. If Pharmercy healed you enough times, it could become the next COH.
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@Steel_Eyed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468214#Comment_3468214
Her purple addons are really strong.
Yes they are strong. Unlike Singularity that has 20 useless add-on and the add-on that do something get nerfed from survivor complaining.
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@Gandor said:
I think the perk will be really bad even if they made it best of both worlds (you can rummage each chest 1 time for any-rarity-medkit-really no matter your health state). Finding chest, opening it taking item and then healing with it takes so long, that you must be in very unique situation for this to be worth it more then just staying injured and pushing gen instead.
Medkit nerf made this perk so useless I wonder why even bother trying to make this perk tiny-better. Just forget it exists. Makes no change anyway.
i don't know. i think its pretty underrated for a perk. I would be cautious in buffing it. what if they made it give you 50% med-kit efficiency when it is active. I think your under-selling the value in being able to heal yourself.
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that is my play-style on Wesker. Wesker's chase around loops and obstacles is too weak at base-kit if you do not use his hug tech exploit/glitch. He also cannot hit anyone with his pallet vaulting at loops. he moves way too slow and is too easy to LOS. He needs more base-kit chase potencial for his infection to get changed. Allow Wesker to vault pallets without canceling his ability then I could see infection getting changed.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467880#Comment_3467880
How is it providing Windows of Opportunity?
You get this information only if you heal/save your mate(s) or they heal you. This is a perk that to get is maximum benefit you have to go out of your way to save/heal someone you haven't healed before, and hope someone else doesn't save them/heal them first. Tell me how often you run it and how consistently it gives you value over other aura-reading perks.
What you just described bond already does without any activation condition. You can see your teammate(s) when getting chased and go somewhere else. You can see your mate getting chased and follow them with a flashlight, you can see your injured mate and follow them to heal them.
Should I expect your next answer to be "that's why Bond is so strong and should be nerfed". Those are the point of aura reading perks, to provide some knowledge so you can co-ordinate certain things, otherwise what's the point of running them? Bond is also a perk that only you equip and because of the knowledge it provides you, it can also benefit your team. It doesn't prevent your mates from running away and you following them for 10 or more seconds to heal them, or someone playing exceptionally selfish with Bond.
Tell me how often you run it and how consistently it gives you value over other aura-reading perks.
I don't run it. its too inconsistent where bond is better. their concern is that aftercare can power-creep the original aura perks because it gives them to your teammates. like why run 4 bond when you can run 4 aftercare if it never disabled. that is their logic.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467848#Comment_3467848
You already have to activate it at least once for each different survivor. There's a reason MoM is in the place it is currently.
As there's no option to know what perks your teammates bring, it doesn't really save you a perk slot, because someone else might also bring it, making 2 of them in the same game redundant. Also they can only know you aura, no one else's. it's not like it gives aura reading to the whole team. Which is a big risk, as they can snitch on you and bring killer to you. For solo survivor it can be a very high price to pay, since you cannot control your teammates.
it can give aura reading to the entire team. Like If I am injured, I can directly walk to you for healing. When your in chase, you can loop away from me when I am on a generator because you can see my aura and I can see your aura. When you loop the killer, I can see you running away and I can deduce where the killer is based off your movement. you also provide me information about which pallet you drop which means that I can avoid areas where you drop pallets that the killer breaks. In certain situations, I can body block for you.
you are providing me empathy, window of opportunity, arbitrary position of the killer and generator information for when I loop the killer. your giving free aura perks to your teammates. the entire team gets that in relationship to you. that is what I meant by free perks for teammates. dev probably think that is too strong so they put negative on the perk.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467837#Comment_3467837
But aftercare only lets you see all of them and them you. They can't see each other if they don't bring any aura reading.
they're scared that soloq becomes as strong as swf with the perk. Aftercare gives your teammate a 5th perk slot since your giving them aura reading in which they do not need to bring aura reading. Another aspect they could put in the perk to buff it is to add co-op generators as a way to activate the perk.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467777#Comment_3467777
There's no magick antiloop that gives you hit certainty (except nurse - but she's super hard making it less of a problem - and even here you can put LoS blocker giving you at least something). Doctor's antiloop has a tradeoff and allows you some counterplay. Same thing for say wesker. Or blight. Or Dredge. Or knight (even if this one is not OK - as it's just hold-W every single time). Or slinger. Or Huntress. Or .... You get the point.
So in short - yes. I ask that from literally every anti-loop killer - and that IS the case already.
still don't get how hold-w is not counter-play to m1 killers. he has no mobility options. The only place his power has relevancy is vs upright pallets.
"just buff him so much, that he will rival wesker's pick rate".
The only way you will get people to pick other characters is if you make other characters fun to play. most of the weaker killer are not played as much because they got too much counter-play and end up being unfun as a result.
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@Ayodam said:
I never saw those perks, and like 4/5ths of all survivor perks stink so it’s no break from the norm. Eventually BHVR will either rollback or in someway lessen their healing nerfs because survivors are pushing gens and not focusing on healing as much. It’s upsetting killer mains.
Not healing is free instant downs so I don't think any killer is complaining about free instant downs.
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@Pulsar said:
Trapper buff, Blight nerf, Dull Merchant rework.
I bet a lot of survivor put knight or dull merchant in rework section.
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I wrote pig for nerf hoping they get the joke. deathslinger for buff. Rework I am not sure. Rework is really strong term. Maybe Trapper or Myer's? not really sure. Rework often means delete an entire killer and make new killer from same killer art assets. I do not think any killer needs deletion, more so modification. I would more be on the line to say that killer need add-on reworks, not total deletions.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467213#Comment_3467213
But like. It's still just Dead Hard. Your worst case scenario is, what, hitting Endurance twice...? Even per survivor that's a lot less value than they'd be getting from just bringing Sprint Burst or Lithe.
Made For This has problems, but it being paired with one of the weakest Exhaustion perks is not one of them. If they just removed Dead Hard from the game entirely, the problems Made For This has won't be affected at all.
1 extra hits can make you lose the game as killer. A single endurance hit can make all difference. As @Coffeecrashing states, SB has negative time investment and the killer can find the survivor without SB in many cases. if you look at nightlight stats for Dead hard and Made for this. DH is 4th most used perk with MFT and when looking at DH stats. it is 2nd most used perk with MFT. It is powerful synergy. it works all game.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467237#Comment_3467237
Sprint Burst is by far the least annoying of the popular exhaustion perks, because 99% of the time, it's used at the beginning of the chase, and then it's gone, and the killer knows they don't need to worry about exhaustion perks again that chase. There's also the whole problem with Sprint Burst management, where survivors need to move a far distance, they have Sprint Burst ready, the killer isn't near them, and they have to decide to walk all the way to their destination or lose their Sprint Burst, and in reality, the killer does catch survivors when their Sprint Burst isn't ready.
MfT is far more awful for killers, because in turns many pallet loops into a terrible guessing game, because if the killer hesitates at all near an undropped pallet, the survivor might be able to get another full loop, but if the killer doesn't hesitate, then the killer might get slapped with a pallet. And even if the survivor ends up losing the guessing game, they still have dead hard to give them an extra health state, because the killer has to lunge at the loop because they'll never be able to reach point blank range with the survivor because of the pallet, which means the survivor can just dead hard on reaction to the lunge.
sounds like your playing vs higher mmr survivors since you understand the strategy so well. I was trying to do this with boon:dark theory at one point, but it was too difficult to use and not very consistent. with MFT, it is much easier to use and far more consistent. it appears you do not like the terrible guessing game as killer.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467371#Comment_3467371
Technically he can take electrode and even that will not work (u will not have time for it, or you need to predrop so soon that it does nothing). The downside to his power in form of slowdown is crucial. It's the same thing why nurse has fatigue. Or Oni/plague needs to charge their ability and it runs out. Spirit/blight has limited time/tokens to their ability. Remove it, and all those things are beyond broken
first of all, what if your out of range? The secondly, the doctor shock is not instant. it has 1 second travel time and 1 second cast time. you can walk out of electricity. I think it could be balanced if it was skill-shot but i think somewhat know why its not complete skill-shot. if you ever played interview tape only doctor. landing electricity is really difficult. The other problem is that a lot of loops have LOS. Interview tape on loops that are high-walls is complete guessing game. Just take Gideon's basement pallets. You cannot see survivor across the wall and with such thin 2 meter beam with 1 second delay, you have no consistency in landing electricity.
In short, doctor electricity is a cone that is difficult to dodge because it is very easy for that type of power to be completely ineffective vs good players if it is too hard to land. Imagine Pyramid head POTD with less reward. that is why the reward is very low for electricity but the electricity is fairly consistent. I have multiple times side-step doctor electricity in cases to counter Adrey-shack tech. I am not going explain Adrey-shack tech with doctor but all I am saying is that doc electricity is possible to juke/side-step. if you were to make doctor charge electricity at 115% m/s, you would need to make interview tape base-kit and attempt to balance it. Maybe it would work with values like 3 meter length and 0.75 delay but I imagine that good players could easily juke it with high consistency similar to POTD pyramid head.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467082#Comment_3467082
So basically you can't loop, you can't use pallets, you can't do anything. Just hold W and watch as you die because there's exactly NOTHING you can do. Very healthy. Like sure - but then we need old old sprint burst - the one that had no exhaustion. If the only thing I can possibly do is to run - then allow me to at least run
I mean technically pre-drop pallet is counter play. you are looping the killer by wasting his time and preventing him from downing you.
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@lullabye said:
I don't understand why FTD affects things like Pig boxes or the Lament Configuration, because it's next to impossible to interact with these mechanics that are core to countering the killer when you're screaming and being forced to start your progress over again. We shouldn't die to Pig traps or be unable to solve the box because every few seconds we scream and lose our progress, and killers have been super obnoxious about this by running Undying and Thrill of the Hunt so that we can't even cleanse the FTD totem in the first place.
but pig boxes is only good use for face the darkness currently otherwise it is awful hex perk in power-level.
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oh dear here we go again... with DH complaints.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466784#Comment_3466784
Because BHVR has the full player base statistics... Better than nightlight.
And even if the perk is used regularly, it's only a problem if it's performing better than other similar perks (Sprint burst or lithe). If running made for this doesn't correlate to escaping more often in a statistically significant way, then why would they need to change it? The data shows it's not overpowered at that point.
I know the community has the impression that crying loudly, early, and as often as possible is what gets things nerfed, but I'm actually really glad that BHVR is considering data and not just knee jerk nerfing a perk because people planned to flood the forums with bullshit to try and get it nerfed before it was even on the PTB for player testing.
If data says it needs tuning then sure, let's get it tweaked. But not *only* because people are shitting all over the forums about it.
If running made for this doesn't correlate to escaping more often in a statistically significant way, then why would they need to change it? The data shows it's not overpowered at that point.
exactly. The perk is just competing with other perks.
@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466586#Comment_3466586
I don't understand how you guys have reached this conclusion? Given that there's been valid complaints about the perk AND has gotten to #6 pick rate on nightlight (which means way more than it doesn't). What statistic is it now that makes MFT okay?
it is not really surpassing other perks though.
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should be reworked to inflict 40 second broken upon using an EMP when injured. no point in inflicting broken on survivors that you are already chasing. current version is worse version of forced penance when body-blocking the killer in overclock mode.
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Does Sloppy make all other Mangled/Hemo perks and addons pointless?
No because add-on slot can be less valuable then perk slot especially for status effects. It is just that some mangled add-on are not good because bad condition to activate.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466468#Comment_3466468
Yet you'll never see people say Head On and Wiretap shouldn't be changed, because they are "fun to use".
The fact is, the only time people bring up "fun to use" when talking about perks is when the perk is in question very strong and people don't want it to be nerfed.
often strong perk are fun to use.... its hard to have fun with head-on. the perk is not that great. weak perks are not that fun to use. you get feeling of being apathetic. the feeling of nothing matters and nothing changes. nothing makes a difference.
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15% is still pretty good. I do not want to go in math of all possible duration's. Just looking at old duration for 1 survivor overclock vs new one is
5.7(7.12 seconds) vs new one is 5.7(6.5). it is only -0.62 seconds less. I do not think they meant to weaken but they were more re-balancing the Soma add-on family photo add-on. I think it is a bit an over-reaction.
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@masonsunderland said:
At the moment, summoning a guard in chase is an objective distance loss that you can't make up before the guard timer expires.
It's a very silly sentence to say, but that 3 percent speed boost is making it so survivors can just hold w and gain massive distance. What is the guard's utility supposed to be if you can't force the survivor to commit to a loop with it?
Between this and the guards not being able to detect running survivors without map of the realm, Knight is just a general bad vibe.
knight's weakness was always hold-w vs his guards. he was always weak towards strong survivor that knew how to hold-w.. he relied on corner-killing before he got his slight post-ptb tweaks. MFT just exposes his weakness further. that is why instant-dropped guards with 2x jailer+map of the realm so that you would not lose distance is strat on knight to corner survivors into free hits. he fails to get rewarded for using long range patrols with precision due to hold-w strategies and gets rewarded for zoning people to the corner. MFT brings back his old weakness before he got changed so now your forced to use his old strategies.
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@nars said:
Its not an instant break, it takes two seconds. Its only a big deal if you run yourself into a deadzone or if the killer uses it to deny a vault, both of which require some level of skill or lack of it. Fun fact: survivors can instantly win the chase by blocking a god window and vaulting through it.
what do you mean it is not instant break? it is instant break. you can look at pallets and delete them. remember, pallet breaking is big deal with killers because the killer is stuck in animation when breaking them for 2.34 seconds. This gives a lot of time for survivor to hold-w to next pallet loop because survivor is always ahead of the killer. The event pallet break allows you to move and break pallets at the same time. It is like better then enduring spirit fury. god windows are like 9/10 window loops into 10/10 loop makes little difference. it is already strong with 0 perks. The only place I would say where window blocking can make difference is if your playing haddonfield or garden of joy and you vault the 2nd floor windows to block the killer from following you. Otherwise, most of windows the killer can go around. It does counter killer that use bamboozle like bubba but whatever.
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@jesterkind said:
Playing around with the Twisted Masquerade's mechanics as Killer has further cemented an opinion of mine regarding the Knight: He should be able to send his guards out to perform the break action without needing to go into the patrol-drawing mode. Expend the guard to do it, maybe incur a slightly longer cooldown if it needs balancing, but let him be more mobile by giving him a separate button prompt to break pallets and kick generators.
They're already highlighted to him outside of patrol mode, and he can already do this manually so this isn't a true buff so much as a QoL change, so why not?
agree. All they need to do is change color tint from blue to grass green to fit knight's power art-style.
true.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465874#Comment_3465874
That's fine, it's still a really dumb mechanic that rewards really bad play.
I am smiling and giggling. I mean your not wrong but this conversation topic is bizarre to talk about.
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465874#Comment_3465874
Trust me game was already challange for solo survivors. At least for mid to high mmr players.
i think only challenge of survivor is playing vs A-tier/S-tier killers. most of weak killer are pretty free in my experience if the survivors are of equal as the killer in the chase. I think I tend to lose more on survivor due to poor macro misplay from my team then killer themselves. It is stuff like survivor running to a hook when the killer is obviously facecamping hook instead of doing generators. It is stuff like looping survivors running killer into worked on generators. People healing at wrong times. it is hard to explain. again I don't know what to say about this. I think if your team is generator efficient, you generally escape B-tier or lower killers with ease because the game is kinda not balanced too well. Killer only feel strong if they tunnel/camp, 3 man slug, 3 gen. overall I do not think survivor is that hard to play. The event makes the game a lot more interesting for more veteran survivors against killer cast.
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@Pulsar said:
I'm okay with the pallet breaking and pallet respawning. I think both are cool.
Exposed upon Bloodlust is dumb and so is the window blocker
exposed on bloodlust is easy to outplay. you just stand still and bloodlust does not build-up. Personally I like the event for survivor because it is actually challenge to escape. normally survivor is kinda boring because most of killer are kinda weak but the event pallet break makes every killer a lot stronger and fun to play vs. I imagine escape rate for survivor on this event is going to be like less than 30%-25% but for high-level. the game feels more balanced. killer is fun to play because basic m1 killer are a lot more playable.
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I think Knight's pallet break should work like Anniversary pallet break. Look at pallets ->pallet breaks->power goes on cooldown.
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@Brokenbones said:
Only goes on cooldown when you successfully sabo a hook (opens up more room for 'fake' sabo plays and so on)
Reduce cooldown to 40 seconds.
These two changes would make it a great perk but not too oppressive.
saboteur used to not go on cooldown when it was first reworked. it got nerfed from PTB because killer complained that 2.5 second sabotage is too fast sabo after they removed ability to 99 sabo hook's back when sabo used to take like 15 seconds.
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I would make it that you gain endurance status effect during sabotage and 3 second after completing it and increase sabotage speed by 40/50/75%. Maybe that is too strong for 40 sec cooldown perk. perhaps it would only be usable once per game instead on cooldown.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465667#Comment_3465667
I found windows blocking pretty useless but i want to hear why you think it's unfair. Maybe i used it wrong.
its reverse of snowman event from 2 years ago for killer. it was unfair event sided for survivors because they got free endurance. now it is the opposite. it is an event that highly favour's killers. on following snowman event, they did some modifications to the event to make it more favourable for killer. they'll likely redo this event next year with more survivor-sided type powers.
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@1ettuce said:
Solo survivors are already forced to take up a perk slot to get information anywhere near that of a swfs, so I find it ridiculous that said perks can be countered by a status effect, which then does basically nothing to swfs. Pretty much the only significant ways that blindness affects swfs is with WoO, deja vu/visionary, and aura reading on the killer only to some extent. At the end of the day, the main appeal of blindness is making already uncoordinated teams even more uncoordinated, it's not healthy. A good suggestion I've seen before is making blindness limit your range of view like dredge's nightfall and funnily enough minecraft's blindness effect does. It could have a similar exception for teammates and possibly the killer as nightfall does, as not to prevent survivors from seeing each other and disproportionately hurting solos like it does now.
they would need to rework dredge's blindness add-on. i don't know. i think main purpose of blindness to to buff slugging so people cannot see people players on the floor but all that does is buff slugging against soloq. in off chance that you get ignored and bleed out on the floor. it is just weird design at the moment. it's just same old information gap-problems for soloq/swf.
I think blindness should not affect team related aura stuff and should only affect killer-aura reveal items such as Alert, Troubleshooter, Wiretap. In general, perks like empathy, bond, aftercare, kindred are not really healthy perks in the game because they just eat soloq perk slots with little relevancy for swf. so as pre one of your previous threads, it would be nice if they gave aura reading to survivor in general and turned all these perks into killer aura reading temporary killer aura reading perks. it would make blindness status effect pretty powerful as you could blind the survivor and prevent them from using wall-hack perks against you.
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464861#Comment_3464861
A one-trick p100 player can make any Killer look good. And as you said, when you go against good Survivors, you're gonna learn the limitations of a Killer real quick. So what's your point here? He's still a weak Killer.
Wacek134 has done 200-win streak on trickster. he has roughly an 60% accuracy on using trickster's knives. that is pretty impressive. He can run bola(+8 knive add-on) and death throes compilation and reload 0 times in the entire match because of how accurate he is at using trickster's ability. It is not that he is meaning to do that. He is not doing it as challenge. It is just that his aim is that good at base that he can do that on most games if not all games.
for average normie that plays trickster, they will naturally miss more knives on average and missing on trickster hurts a lot because it makes very easy to LOS him. So at least in my opinion, trickster should be a bit more newbie friendly so that playing for chases more achievable for non-one trick player. right now average player just camps with trickster because of how punishing he is to play and how his mechanics hurt his chase potencial. I guess my point is that you can usurp some of his drawbacks with raw aim skill but few player are willing to put the time to do that and there are simply much easier killers that produce higher output for less time investment.
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464287#Comment_3464287
Yeah, the 40-meter lullaby is quite unnecessary. The only time a Trickster is remotely threatening at 40 meters is if a Survivor already has 4-5 Laceration stacks (And probably doesn't need the warning anyway). There's a stronger argument for giving Blight or Oni a 40-meter lullaby, given that they actually have the tools to realistically be threatening at that distance.
And you are correct, the laceration mechanic does create a sunk-cost fallacy. It encourages you to commit to chases even when it's clearly not going well. So throwing even one knife in chase is always a calculated risk.
I do not want to post any links or anything but there is a player named Wacek134 that is one trick p100 trickster player. you can write in google Wacek134 twitch stream. he makes trickster look a lot stronger. majority of survivor do not play well vs trickster so I think he is still strong if you have the mechanical aim to play him. he only has shortcoming if he plays vs gen efficient teams and hold-w type teams that abuse LOS correctly at high-wall type loops. it makes chases quite long and not much kill-pressure when chases are long.
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hex:face the darkness+monitor&abuse+infectious fright on Pig with Crate of gears+Bag of gears. The idea is to put head traps on people and make survivor scream as they search the boxes to get head-pop. If they're outside of your terror radius then hex makes them scream but if they're inside, you get to proc infectious fright perk.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464244#Comment_3464244
Tbf when Freddy initially dropped he was extremely oppressive, which was why he was dialed back with those nerfs. He was probably on par with Spirit.
maybe for new players. I would say he was on weaker side of the killer cast. I believe his PTB, he started at 16 meter terror radius and I think it took 3 seconds to pull a survivor into dream world. something like that. I believe his changes increased his terror radius to 24 meters and the time it took to bring a survivor into dream world was increased to 5 seconds. that is what I remember. Maybe something else changed but I cannot recall it. Either he did not change that much but increased terror radius removed his ability to see survivors aura in loops when in dream world.
One of biggest weakness was that when he put survivors in dream world, survivor could purposely fail a skill-check to wake up from the dream world. He needs to put survivor into dream world to m1 the survivor. While waking up from dream world was bad, it did award the killer for 10% total regression. 10% regression might not sound like much but 10% regression is comparable to Jolt and Eruption in term of regression perks. In summary survivor are a lot better at regressing generators then killer are. Due to his 24 meter radius, he had magnificent synergy with the perk Monitor&abuse which lower his terror radius to 16 meters. I would describe him as stealth killer with decent generator regression. Strength wise, He was around modern day wraith in term of power-level with add-on. He exceled at hit & run but had little to no power in the chase. He had cute end game but as long as survivor were together, they could easily clap their hands and wake themselves up from dream world in the end game. He was good at securing 4k. He kinda had build-in No Way Out. When he won. he won with 4k. When he lost. he lost with 0k. Big high, Big lows.
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@AmpersandUnderscore said:
Pretty sure the devs have stated they don't want to provide this information, and I doubt it has anything to do with tunneling.
If I had to guess, it would be an argument of immersion, where the killer just starts playing exclusively based on the UI regardless of play style instead of reading the map, available targets, and general game play to pick a survivor.
It'd be similar to if survivors suddenly got a pointer on a compass to regressing gens. Sure, some people might just ignore it, but most players are going to change what they might normally do without that information to go for the obvious target the UI is literally yelling at them for.
Leon's perk is Rookie Spirit. it does exactly that. it shows whether a gen is regressing. that is typically one of advantages to playing a SWF. This gap has been shorten with Gen UI as you can assume that a gen is regressing if a killer pushes a survivor off a generator.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464291#Comment_3464291
Wait, there is a players who are not good at tunneling? hard to believe it.
yes. a lot of player forget hook count and do not actively look to tunnel. they need to force themselves to remember to tunnel.
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@Gandor said:
At this time I have no idea what's the argument for hiding this number. If I tunnel, I don't need hook count. I am searching for freshly unhooked person no matter how many hooks he has...
it helps player who are not good at tunneling into becoming better more efficient tunneler's that now actively look to tunnel when they previously did not. This is like survivor asking for UI for what the cooldown of every killer power is to be written on screen.
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@Monlyth said:
First, I'd like to say that win or lose, I just like using Trickster's power, and that's pretty much the only reason I've been playing him. It certainly isn't for his actual strength; I personally could get consistently better results on Doctor, Pyramid Head, Plague, Dredge, Legion, Nemesis, Demogorgon, or Knight.
So, what's Trickster's problem? In short, other projectile Killers can do what he does, but much, much better. The only reason to pick Trickster over Huntress/Deathslinger/Pyramid Head/Nemesis is if you enjoy landing multiple shots that each deal a fraction of a health state, rather than a single shot that deals a single health state.
Take, for instance, the common scenario where a Survivor is about to drop a pallet or is vaulting a window, and the Killer has successfully predicted this and readied their power. For any other projectile Killer, that's an instant health state. For Trickster, that's usually 2/6 or 3/6 of a health state, and the chase continues. Or another scenario: The Killer pulls out their power on a loop, does a successful mindgame and the Survivor is now face-to-face with the Killer for 1-2 seconds before they can round a corner. For other projectile Killers, that's a health state. For Trickster, again, that's only a fraction of a health state.
Trickster's power is designed in such a way that it's only really effective when used at close range, yet he's a 110 Killer who has no way to actually get that close. Laceration decay forces him to commit to chases and discourages medium to long-range poking if he wants to take healthstates and apply pressure to the Survivors, yet his power is also markedly inferior to others' when chasing at tiles.
So what options does that leave him with? What's his saving grace? Camping... that's about it. And given that an anti-camping update has been announced, Trickster's already-terrible kill rate is likely to plummet immediately after if nothing changes. So outside of camping, what is Trickster's intended playstyle even supposed to be? Losing? His ineffectiveness at loops (And laceration decay) makes committing to chases a bad option, his laceration decay and locker reloads preclude him from zoning, and his 110 speed with no mobility precludes him from hit-and-run. Every conventional Killer playstyle has some sort of built-in counter for Trickster, except for camping.
For actual suggestions on fixing him:
-Make him faster. Faster time to pull out his knives, faster movespeed while holding out his knives, faster movespeed in M1 mode, one or more of these would help make his power actually work when using it at loops. You could at least have an argument for why Trickster's power is better than other projectile Killers' on some tiles.
-Remove passive Laceration decay. For an already-struggling Killer to be given a feast-or-famine mechanic like this pushes them even further toward camping, as it makes using his power under practically any other circumstance a calculated risk at best. Either all 6 knife hits land in one chase, or none of them mattered. Long-range poking and gradually chipping away at the laceration meter in chase are both punished by this mechanic.
One could replace Laceration Decay with a Mend-style mechanic so Survivors can still get rid of it, but only if they actually stop what they're doing for a few seconds. This would both prevent Survivors from removing it mid-chase, and make it so a long-range knife hit still slows down Survivors slightly even if the Trickster doesn't follow up. It would at least promote more than one playstyle on him.
I agree with your post. for some reason, they treat trickster as if he is burst damage character. in theory, the other range killer only need 0.01 seconds of line of sight for their projectile to hit. that is why they can have reduced movement penalties when using their power because their skill-cap is entirely revolved around timing. Trickster's skill is revolved more around raw aim then timing but you cannot aim if you cannot hit your target. For damage over time(DPS) character to work, he needs more movement speed when holding his knives so he can hold his knives around entire loop as he rotates the loop to hit the survivor. This would also improve his Main Event because current main event locks him into 96% m/s where the survivor can loop trees and rocks where he can do nothing other than cancel main event.
Long-range poking and gradually chipping away at the laceration meter in chase are both punished by this mechanic.
laceration mechanic also discourages him from disengaging chases. The laceration decay creates sunk cost fallacy for him where he is forced to commit to chases that he cannot win. The 40 meter lullaby does him not favor him either. He's not good at long range yet survivors can hear him miles away while being a killer that moves very slowly.
So outside of camping, what is Trickster's intended playstyle even supposed to be? Losing?
Bingo. You should try new forced hesitation perk on him. It is fantastic for Trickster's camping game.
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originally. Freddy was an end game killer. You can see this in freddy perks. He has Remember me, Blood warden and Fire-up. 2/3 perks happen in the end game and one of the perks reaches the max power-level in the end game.
You can tell how badly that turned out. A lot of people labelled freddy as worst killer in the game at one point. One of funny interaction that freddy had was that when you were in dream world. you performed actions at 50% speed. This did include generators and healing but most importantly. it included exit gates.
Yes. an exit gate took 40 seconds to open when in dream world. Remember me used to be a powerful perk. It increased the gate opening time by 30 seconds. Each stack of remember was 5 seconds and there was max of 6 stacks.
This means that an exit gate took 50 seconds to open in total. Applying 50% penalty with freddy dream world. it would take a total of 100 seconds to open. That is longer then doing generator solo.
The idea was scrapped and freddy received rework.
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I do not really like it. 30 second is less time then 45 second claw traps. 6 meter of detection is worse then knight's guards in terms of detection. The knight's guard are 8 meter of detection and they barely ever detect any survivors when used for patrolling.
the activation bonus are almost entirely irrelevant in chase until 2nd drone. so big nerfs. so even more incentive to 3 gen because chase is worse. the drone has 20 second activation time so now the power is almost completely irrelevant in chase.
add-on are weaker for chase.
10 drones is as many drones as hag's traps. the skull merchant might better at 3 gen because you could a huge wall of drones kinda like hag has huge web of traps. this might be more annoying to play against then what it is. here is rough sketch with my terrible drawing skills.
skull merchant needs no changes. it is entirely learn to play issue on the survivor end.
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you would think that anniversary break is how knight's power break should work. I thought it was technical reason but then you look at the event pallet break works and you wonder why knight does not have that functionality.
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@HugTheHag said:
On the other hand, it would also be very funny if they all were really bad.
all of Ash William perks are terrible perks so much so that there is no reason to buy his dlc. I am hoping they can make middle of the road perks that people might use in long-term.
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@Phasmamain said:
Made for this is much better in tight looping scenarios than holding W. If you want to hold W overcome is much more viable than MFT
In tight loops against 110% killers it’s absurd though
looping is form of hold-w because you can imagine looping like curve straight line. if you ask me why I run the perk. its to counter bloodlust and to not get zoned by pallet breaking in the corner of the map. it gives me more options to run to every pallet rather then ignore the corner pallets due to m1 killer zoning. so now I can use 100% of maps resources instead of like 80% of pallet resources minus the few unsafe pallet on every map. that perk is going to be like DH in the sense that it likely won't get changed for 1 year but killer will complaining it about for 1 year straight like old DH for distance.
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i personally use kid's ball glove+soma photo as my add-on of choice. he's ok vs average players but vs very top. its struggle even with iri add-on to win consistently. you can make add-on base-kit by spending BP on him and use it in your builds.
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The map in ptb was gorgeous. very colorful map. The only problem was hitbox for some killers that stick out. hitboxs look mostly fine now but the map looks less like colorful jungle.
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@nars said:
yeah... even worse is infinite T3 + tombstone piece. Needs less stalk, but stays in tier 3 until he gets a mori.
that is a terrible combo of add-on's. both add-on increase stalk needed to reach tier 3 and one add-on counter-act the other one. j.myer memorial is far superior with tombstone piece. Tuft of hair is ok but i do not like it. I almost feel that add-on weaken myer rather then buff him because it removes his ability to 99% his EV2 which is strongest aspect of myer's. I guess its really good for camping hooks but a strong team can finish 3 gens that you will fall behind more often then not compare to running a standard myer's build. aka i have lost more games running that add-on then playing regular myer's.
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@adaw0ng said:
In the PTB people tested how easy it was to tunnel somebody out without any chance for the survivors to do anything about it since until tunneling perks don't work with the cages, nor they recover their exhaustion (I'm pretty certain). PH can literally stand still holding his power in range once he knows where the caged survivor spawns (which is not really difficult to do).
His whole mechanic of cages need a rework or adjustment in order to get actual buffs that can help him. because I doubt it was even intended to be used as it is used (I believe it was meant to be some sort of time efficiency mechanic to not have to carry people to hooks, and also easy way to avoid pallet or flashlight saves). That mechanic is extremely strong and holds back the rest of his character. Such a shame because his shooting ability is really fun and cool for both sides in my opinion! Hope they fix his tunneling issue soon and we can see some interesting addons too!
how is PTB different from current live version? if your in a cage and pyramid is holding m2 as someone save you, you still go down and immediately get put on the hook. there is no punishment for facecamping hooks currently so you can also do same thing with hook and just hold m2 near a hook.
The only difference between PTB and live version is that you could be caged->caged->mori instead of cage->hooked->mori'd. The tunneling potencial is fairly similar regardless of the change.
