Devil_hit11
Devil_hit11
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@TonyXSplash said:
As soon as I saw Freddy in top 3 I knew this statistics is just bad.
BVHR reported that freddy is 4th deadliest killer across all MMR. you can see it in ALL MMR chart.
Ignoring wesker who was new killer. Pinhead and Sadako were #1 and #2. Nightlight's statistic vaguely match the developer provided statistics, so its fair to say that Skull merchant is high kill-rate killer for all MMR.
with how much BVHR focuses on excel spread stats, weaker killer like sadako will never get buffed because statistically, she's #2 killer according to these stats...vs 95% of the survivor player-base. Same for freddy. BVHR only look at statistics. Does not care about killer gameplay loop or how these killer feel to play.
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I like using the perk. Its fun to use but its tiny bit too difficult to use. I think they should buff This is not happening to lower skill-cap of Hyperfocus. I would like to think that I am pretty good at skill-checks in the game but that perk in term of difficult landing consistent skill-checks at H6 is little to hard to get consistent perk value. I share OP POV that I like how the perk incentives building around it and discourages you to use second-chance safety net perks enforcing your base-game skill in the chase to survive. The generators are more entertaining to do as an objective with the perk then without the perk but I highly doubt many player can get consistent good value out of the perk given the skill-curve.
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@adsads123123123123 said:
I think you guys are giving Deathslinger and Trickster way too much credit. Trickster usually ranks low on the killer tier list as C tier and Deathslinger in the middle at B tier. Both of them suffer from the same problem: not enough map pressure, and this directly stems from their 4.4 m/s. Giving them 4.6 m/s would probably bring them up a tier each, so Deathslinger at A tier and Trickster at B tier.
the m/s difference makes almost no difference for big maps. it only makes difference in the chase. trickster and deathslinger have poor 1vs1 capacity vs good players on average dbd map. Trickster is too easy to LOS and deathslinger's gun has too much counter-play currently. these two killer suffer from power deficiency. Their power is too weak in comparison to drawbacks given. Deathslinger was a lot better... where as trickster was never powerful outside of PTB hex:blood favor.
One element that all 3 of these ranged killer have is dead-weight time in reloading. the reloading on huntress and trickster is 4 seconds. 4 second is long time in dbd in term of distance loss. I think big reason why ranged killer feel slower then what they are is reloading. 4 second of reloading is 4.4 m/s x 4 seconds. So every time you reload, you lose 17.6 total distance for where you could have walked. this does not take into account the time it takes to walk to a locker. You have to reload to use their ability so in essence, the mechanic always punishes the killer for winning chase with their ability and heavily promotes hook camping instead of leaving hook. So my suggestion is that if you want to increase their map mobility, I would recommend making trickster, huntress and deathslinger all reload upon hooking a survivor. This would save them reload time and allow them to leave hooks more liberally.
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Hag does not deserve 110% m/s. Even if she was 115% m/s, her ability promotes camping for same reason these other range killer promote it. Her dead weight time is setting traps. each trap takes 2 second to set therefore each trap is loss of 8.8 meters of potencial walk time. Pair this with limited 40 meter teleportation range and then you wonder why survivors ask "Why you campy with hag?". "Why you 3 gen with hag?". Classic pikachu face.
Hag could be 115% m/s but with how hag's power is structured, you will still see hag camp entire game because of the design structure of trapping killers(hag/trapper/skull merchant).
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Spirit needs to be 4.4(110%). The 15 second cooldown is there because it gives disincentive to wait for killer power to recharge at pallet loops when you fail to mindgame the survivor at loops. Most killer will not wait 15 seconds if they fail their spirit power at pallet. they will break pallet. The other aspect is that big part of her gameplay loop is centralized on survivor being 15+ meter away from spirit and spirit using her power to catch-up. By the time spirit catches-up, the survivor gets 3-4 second of travel distance allowing survivor to mind-game spirit and forcing spirit to make a read on where survivor went. The 110% m/s allows the survivor to hold-w more effectively to incentive this type of gameplay.
TL:DR 4/5 killer should be 4.4. Hag only where you could make her 4.6 but it would not change her gameplay style.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418126#Comment_3418126
Meme builds are fine, but perks that intentionally make you worst on the team based role is kinda ######### for everyone else.
Meme perks are fine, but they shouldn't make you worst. Diception and Red Herring are meme perks, but you don't have anything bad for bringing them, besides just having a bad build.
No mither is suppose to be unlimited anti-slugging perk but because the perk eliminates an entire gameplay strategy for killer, they gave a huge downside to discourage players from using it.
From recent experimental ptb, they're likely going to be unlimited unbreakable base-kit therefore making the positive bonus of No Mither will become base-kit. When this change is pushed through, Slugging will forever be erased entirely from the game. I am fairly certain the change will go through. Developer 9/10 listen to popular opinion feedback. The popular opinion is survivor opinion. Slugging is unfun: remove it. Normally you would think for how integrate slugging into every killer gameplay but BVHR is different.
Your teammates throwing games because they picked No Mither is not healthy gameplay for survivor as you are losing games because your teammate is trolling. I don't like the perk in general but I will take no mither player over disconnect/rage quit self-suicide on hook.
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Wesker is pretty strong but he is very clunky yes. In his initial release, I was a bit scared that his clunkyness would make him ineffective but I was wrong. His kit fundamentals tools are really good that it carries him. He is just not as fun to play in some sense because his clunky balance restricts his options for how he can outplay the survivor.
Less charge time, Faster power token recovery and being able to dash->vault window/pallet->dash would make him less clunky and would open up many more options for the killer to get hits. He doesn't need these changes to get hits but his fun-factor would skyrocket for the killer player. This is little bit like hug tech blight. You don't need to slide as blight around obstacles to get hits on a survivor but the mechanic makes blight more engaging to play because your creative mind can see places where hits are possible that other players would pass up. Just raises the skill-ceiling for wesker.
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@Pulsar said:
Unfortunately, her Condemned playstyle needs a bit of a nerf before they buff her.
My personal vote would be to nix the Lullaby altogether. She's a stealth Killer, why does she have a lullaby.
because people cried about spirit for how she was invisible at loops with no feedback. Lullaby is not really lullaby, its more of directional audio cue for her flicking at loops. Supposedly it gives directional audio cue when sadako goes invisible at loops.
The issue is that balance values they took for it are like 0.5 second flickering when decloaked and 0.25 second spam flickering. The numbers are so bad that virtually nobody uses her invisibility at loops even though directional audio cue is distinctly balanced for this invis mechanic. Basically its pig dash 2.0.
Unfortunately, her Condemned playstyle needs a bit of a nerf before they buff her.
that just put her into unplayable state.
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@[Deleted User] said:
The kit has numerous problems.
1. It introduces a repetitive pre-requisite for doing the objective. You have to hack a drone every. single. time you want to do one of the gens she's guarding.
2. A player with a claw trap is effectively useless at breaking the 3 gen. Drones go into active mode automatically when a claw trap is near them. This introduces the loop where a survivor hacks a drone, the drone is immediately replaced, and that survivor essentially has to hang out away from the gens.
3. She doesn't run out of drones. She always effectively has the amount of drones needed to lock down a 3 gen. Claw trap timers are 45 seconds. Drones are not hackable for the first 10 seconds after deployment. There is an extremely brief window at best for a survivor to work on a gen between claw traps and the active period.
4. The power goes through floors. This makes certain gens un-repairable with the Exposed status effect. You are throwing the game if you try to repair main building Coal Tower, Garden of Joy, Badham, etc without specific exhaustion perks to get you out of there. 3 gen clusters often become 2 gen clusters because her power goes through floors.
5. She's completely uninteractive in chase. There's no skill expression for either side. Her chase power is passive haste and automatic pallet breaking. It's boring on the killer side and feels incredibly cheap on the survivor side. There's a huge difference between going down to a Huntress vs a Skull Merchant who holds forward with zero mindgames until I'm forced to vault and break my own pallet. Completely unrewarding.
1) No it does not. drones makes generator risky to do.
2) The generator is not blocked when a survivor wears claw trap. The player can still progress generators with claw traps on.
3) This is also wrong, she does run out of drones. Each claw trap reduces max drone carrying capacity by 1. Hacking 2 drones will reduce her drone carrying capacity by -2, so at least 1 gen will have no drone.
4) All area of effect perks, items, powers etc. go through floors. Its is not unrepairable if your a swf. You have 1 guy at bottom floor that plays like scout and sits outside looking out for when killer shows up while person top floor repairs generator. So this is also wrong.
5) She is empowered m1 killer with slightly better movement speed. She needs speed to have counter-play towards survivor hold-w pre-chase near gens and she needs pallet break because many loops are unfair for killer. The majority of her chase interaction is no different then any normal m/s killer with limited power scope in the chase. The only difference is that she has chances to down people. what a crazy concept for a killer to win 1vs1 chases...
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416910#Comment_3416910
You could just run barbs glasses, speeds up his pallet break.
i think it is still to slow with add-on. he needs little more.
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@DudelPuma said:
when you give solos Kindred, Bond and Wiertap base, yeah that will help a little bit but your solo mates will be still bad! Solo q needs dramatecly way more Love (action buffs) working matchmaking and and...
I say that before solo q will hurt a lot with that patch, but its way worst then my guess was, i swear 80% matches i has after thatch patch bad mates that killingself on the hook or dcing, nice bhvr you do it well clap clap your mission to creat more swf troups cause Solo q is more misarable then before, its succsusful!
kindred, bond and windows are not perks to carry you. they help facilitate better decision making in the game. They also help bridge soloq and SWF. If your weaker player, you will have weaker teammates because you are not facing good killers.
At high MMR, the reason why you can have bad teammates is because MMR is not strict enough due to MM soft-cap mechanic they added. They can't really make MMR strict because most of the killer powers are not balanced around 1% survivor play and will get annoyed by the games balance. I don't really see them balancing killer around top 1% survivor play either. BVHR doesn't like making killer oppressive/challenging.
@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416547#Comment_3416547
The problem of SoloQ team being "bad" players is another issue. This is more related to MMR than any other thing.
One real problem that survivors have is that while until 1 year ago killer gameplay was unforgiving, many survivor could stay in high MMR/winrate because of the combo of perks + map offerrings. Most of the time, to down and hook one survivor with DH, DS, Unb, Medkits, Boons and etc. the killer would use so much time that by the end of the second chase all gens would be done. SoloQ Survivors focused more on 1v1 gameplay than the 4vs1 gameplay (macroplay). Then we have the problem of experienced killer (as if you weren't focused on getting good, you would be smashed every match as killer) vs casual survivors.
Now, survivors cannnot last as long in chase for many reasons and are not using to coordinate without communication (its harder than SWF, but its not impossible). I feel like many survivors used to rely on perks to be better at 1vs1 than rely on macroplay to deal with the 4vs1, and can't deal with killers without those perks.
SoloQ DC'ing and dying fast is a community problem, not a game problem.
They really should just put kindred or bond base-kit but they won't do it because they worked on the UI system. UI system is alright, but the information is so obscure and imprecise that using the perks is still superior. so It doesn't help.
Survivors d/c is survivor entitlement problems. D/C and suicide on hook is honestly huge turn off when playing survivor. If it happens too frequently for me, I just stop playing survivor and play a bit killer.
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@CashelP14 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416946#Comment_3416946
I agree he is a lost cause without another massive rework. I enjoy easy to use killers like freddy but his add-ons are uninspiring and the movement speed nerf after using a snare was unwarranted.
He could be saved with a really good add-on pass. So long as no add-ons are "gen slowed down by x" or "healing slowed down by x".
i think they first need to remove his m/s reduction on placing snares first. Minus gen slow or healing slowdown, I do not see any real add-on's that would really fit him. Maybe if you could go out of box with him and change his swinging chains to decrease his lullaby by 4 meters for every survivor in dream world and his Jump rope could give him +8 meters of aura reading if you are in dream world when near freddy. Overall, I would be more enticed to see what peanut's perk updates are all about. They seem more interesting then Freddy.
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@CashelP14 said:
Yes. Imo most other killers have some sort of redeeming factors. I.e
Sadako has a mori
Myers has instadown and great add-ons
Ghostface has instadown
Trapper has good add-ons
Freddy for me has literally nothing good about him.
freddy has one redeeming factor. He is F-tier freddy. He gets nerfed all the time. I think freddy is waste of development time. They had him in an ok spot in the past but survivor disliked him. Its loss cause. I rather they change perks and make the game more fresh to play.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416788#Comment_3416788
You have 3 portals on 3 generators for a 3 gen, you have 3 pocket portals that once placed wont be cleansed if survivors are not AI, so you can effectively use a pocket portal 3 times in your 3 gen.
Regarding zoning demos shred attack is a way easier attack to avoid than say nemesis tentacle which is subjected to strafe tech or pyramid head with flicks, you can bait demo incredibly easy or put object inbetween to make him collide.
He can zone all he wants but if you have good routing you can absolutely be sure that shred wont present a thread to you.
But alas this discussion wont get anywhere, I cannot convince you a killer you deemed something already is not that thing, and as such you cannot also convince the makority of players that a killer that is widely consider to be mid at best is anything else.
I think OP post is kinda like Knight complaint threads. Demo is zoning based killer and just like Knight who is also zoning based with his units, some people hate zoning based killers because there are situations where zoning hits are unavoidable. Its basically lack of counter-play. He's also kinda 3 gen based because of his portals. they're like mobility traps. I am sure 3 gen skull merchant has developed some strong opinions.....about this gameplay. Overall, his post is just complaining 1vs1 zoning and how he cannot loop killer for 5 gens which is same hate that knight gets with his zoning units and knight's 3 gen which is not even that strong to begin in my opinion.
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@Veroles said:
What should they buff on demo?
- His shred is a decent chase power and also can break pallets
- He has portals for map pressure
- He has killer instinct near portals while charging shred for information
- Addons are also pretty fine
No clue where a buff is needed.
I think his pallet break is little bit too slow. that is only thing I'd change. Just slightly faster pallet break speed on shred would be nice touch for him. nothing more.
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@leviivel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416825#Comment_3416825
I don’t want these perks to be perks to be mega nerfed or anything.
Lithe I just want slightly less effective (maybe 5-10% less speed) because I feel the activation is too easy for it’s effect.
overcome should be overhauled because I think it encourages boring gameplay from killer side.
I play both sides, I want this game to be a healthy as it can be on both sides.
overcome has drawback, you need to be healed to use it and instant down killer counter it. you can counter Lithe by cutting off the survivor and you can hit survivor during a vault which shrinks their sprint burst as they are locked in animation. Sprint burst is similar. you can cut survivor off in many situations if they're in the corner of the map and ignore people that follow you around with 99% SB since they're just free generator defence. Just be careful that a lot of people do that are usually running flashlights and can be really annoying with flashlight saves.
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The perk still gives you a med-kit to self-heal. Its kinda like inner strength but for chests. Nobody ever used this perk for its actual effect. It was always only used for tome challenges.... which they ironically weaken it by making the perk have an injured condition.
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@egg_ said:
This turns her literally into clown with occasional basekit pinky finger. I mean, you're a clown main afaik so i understand why playing her like this can be fun for you, but I still don't see the appeal
I don't know but I find clown to be substantially worse then her. The consistent speed boost especially if people pick-up traps is way better then clown's bottles. overall, you gain 2%+3%(tracking)+5% hindered. that in total is 10% speed difference. Its like mini-yellow bottle that works through walls.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412670#Comment_3412670
Not really a good example of a video, to be honest. Also, why do we assume tru3 is the very top level of DBD players? He is good, don't get me wrong, but not one of the best. He wastes quite a bit of time near the hooked survivors in this video, and gets outplayed multiple times.
Also, I think barely anyone thinks that Torment Creek is a balanced map, especially with the RNG that he had.
his entire point is that playing survivors equal to your skill-level as killer with vast majority of the killer roster is not a challenge. It is simply impossible to win. your best case scenario is draws/losses. The times you win as killer is when the survivor is vastly below your skill-level as killer. In my opinion, there is very little skill expression against player's equal to your killer level. your often just a puppet for survivor's fun in most cases.
most of the maps between S-rank to B rank in otz tier list for map balance play similarly for high-level survivors which is like 60% of the maps in dbd. they're all survivor sided for the most part so I would not blame the map too much. The video just showcases the classic strong survivor SWF vs killer experience of dbd. Something to note is that video's game is not average dbd game. the average dbd game is facing survivor that are really bad at looping and the killer outplaying 90% of the chases as most survivor are not that good at looping so you usually win as killer if your good at killer.
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/373887/why-are-weak-perks-ignored-by-the-devs
yeah im hoping they buff furtive so its not just in chase
indeed. one can dream.
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window of opportunity for survivor is pretty overrated. if you have good game-sense for where killer chases the survivor and good understanding of map pallet spawns, its kinda wasted perk slot in my opinion because you can do what perk does with enough experience.
@sizzlingmario4 said:
Blood Warden. I would actually argue that the threat of Blood Warden is a lot stronger and has more of an impact than the perk itself. It does nothing prior to endgame and is hard-countered by 99ing exit gates. I can count the number of times I’ve died to it on one hand.
that is not what overrated means. overrated means that people use perk a lot and think its good perk. everyone knows blood warden is terrible.
@ShroudedGhostFace said:
Lethal Pursuer
It’s overrated because you lose the perk for the rest of the match after 9 seconds. Even if it’s secondary effect extends aura readings for 2 seconds, you basically have to use an aura reading build and run multiple aura perks or add ons to get the maximum benefit from the secondary ability. Lethal is also completely countered by Distortion.
The only killers that are better off running LP are high mobility killers that can go from one side of the map to the other side extremely quickly.
agree. I think only killer that is good at using perk is tombstone myer's because he uses perk to located obsession early into the game to instant-kill his opponent. that's like only time where its worth to waste perk slot that disappears in 9 seconds. The perk has lower life expectancy... then hex perks.
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@GoodBoyKaru said:
Desparate Measures + Botany + Resilience = a speed increase of 115%, which when applied to the 24 seconds of self-healing equals just over 11 seconds.
A final perk slot must be dedicated to Streetwise because of Botany's 20% efficiency penalty.
Abdominal Dressing on a MedKit increases healing speed by 25%. Sloppy slows it by 25%. They cancel each other it.
It genuinely is not possible.
it is possible. botany knowledge+reactive healing+desperate measures+streetwise or build to last.
Reactive healing heals the survivor by 50% of current healing progression. so healing is reduced from 16 charges to 8 charges(24->12 seconds).
Botany grants 50% healing speed increase
Desperate measures grants 14% per injured survivor up to max bonus 56% increase.
Assuming max stacks of desperate measures, a survivor can self-heal themselves in 5.86 seconds. If we're going by average that two people are injured in a match. A survivor could heal in ~7 seconds.
These perks are really easy to proc as well. Reactive healing procs whenever another survivor takes a hit in 32 meter radius. Botany and Desperate measure are super consistent bonuses and Streetwise/BTL with gel dressing can easily re-use the med-kit 3-4 times per match.
if a survivor get hit in 32 meter and immediately starts healing with med-kit before hemmorage takes effect, you can heal in roughly 9 seconds.
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My opinion on him remains unchanged. He needs lower delay on yellow gas, yellow gas to not affect survivor speed and +2 base-kit carrying bottle capacity.
What he will get is another nerf on pinky finger that removes ability to increase carrying capacity. DBD balance in a nutshell.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412107#Comment_3412107
"Crazy team" is a relative thing. Those teams look crazy against Tru3 but not against Otz, Scott, etc. It's not a conspiracy. Some players are better than others.
better than others is under-statement. if you actually watched any of tru3's "crazy" teams, he losing generators in <6 minutes against same calibur level as himself. I don't think you understand how fast it is to lose 5 gens in 6 minutes. In fact, I have never seen otz post a game where the team is doing gens in 6 minutes. To get an idea for how fast this, this game which tru3 played 4 weeks ago is example of his crazy teams.
https://www.youtube.com/watch?v=MrHjGeojco0&t=1sThe video is titled, "Why don't killer want a challenge?". its mildly mocking survivor mains but 6 minute games is killer getting 2-3 hooks. Its why tru3 doesn't play dbd anymore. He dislikes that he plays against baby mode survivors when he loses vs crazy teams and his crazy teams that of same skill-level as him are unwinnable games. The dev don't really balance killer powers or the game around his level of play. One aspect that tru3 has always stated about him playing killer is that he DISLIKES playing for survivor's fun. He does not like being a puppet, an AI-killer bot for survivor. Tru3's crazy team are legit comp-level type SWF's.
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i would just want slight increase in duration. 45 or 60 second. nothing more.
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I agree with all of OP bottom post suggestions. It would be so nice to get rewarded for landing guard chases over usual hold-w, get no reward guard chases. I still like playing knight, just wish he was tiny bit more rewarding.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409477#Comment_3409477
-"Many of my early escapes were more down to my stealth versus my lacklustre ability to run a killer on chase."
This may come as a surprise but there was a time that stealth was stronger than good chase skills. Do you remember when Shelter woods had a 76% kill rate?
Also if people wanted to be stealthy they would never appear "on radar" without an exhaustion perk.
Also it would make sense if killer addons that inflicted exhaustion prevented you from seeing the survivor (because catch 22 mechanics are stupid).
exhaustion was not invented for the killer to get wallhacks. exhaustion was invented to prevent stacking chase perks on survivor. There are perks to counter exhaustion. they're called mindbreaker and blood echo, but they kinda suck at countering exhausting. Mindbreaker can be exploited by SB users to 95% sprint burst and blood echo requires survivor to be injured. perhaps buff those perks for killer player's like OP and Blueberry that dislike exhaustion.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407631#Comment_3407631
All of what you are saying is well and fine if MMR actually did something, so that Survivor lobbies weren't a mix bag of 40hrs, 300hrs, 1k hrs, and 6k hrs.
What you're describing is coordination--on a level you see in competitive FPS games like CS:GO and Overwatch. I don't know anyone who queues into pubs looking to execute that level of coordination. There is a human element attached to all the number crunching that asks DBD to either create better matchmaking or design Killers with forgiving counterplay.
The "best strategy" often requires mutual understanding of the plan. When I can't make assumptions about the experience and skill level of my teammates, I cannot reliably make the best decisions for our team.
Too many times I've been in a situation where there is one gen left, I'm injured and on death hook, and my 3 full health teammates discover a phobia of generators. Splitting pressure is the best strategy with 1 gen left, but if my teammates aren't going to do that, I'm just a sitting duck trying to get my team out the exit gates.
We can't look at game balance in a bubble.
oh yes, balance around bad players with low coordination. riveting argument.
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@JimboSanders said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407631#Comment_3407631
I would agree with this IF her drones didn't give undetectable.
Since her 3 gen is close together, as she walks around she is spending alot of time being undetectable. The only time she really wouldn't be is when she catches a survivor off guard due to undetectable, hits them, and returns to her 3 gen.
This is made even worse with the addon that makes you oblivious if you enter the drones active zone, as if you were to stay on the gen you would have 0 clue if she is coming while being exposed. Furthermore, this lingers for a couple seconds once you leave the drone area, making it even harder to tell if she's coming.
This isn't even factoring in maps with verticality. SM on The Game or Midwitch is the most unfun experience in the game. If she places a drone on a separate floor, it's gonna take forever to disable it, and if you try and stick the gen she walks over with no terror radius knowing your exact location and instadowns you. Even if you wait for the drone to go into scouting mode, she can just quickly re-enable it and put you back into a lose-lose situation.
Is this to say she shouldn't have undetectable and vertical drone height? I have no clue. If you take that away from her she's gonna suck, and thats why she's in such a weird place. If you remove the things that make her unbearable to play against now she sucks, you need to balance it out with substantial buffs to her kit. She just needs a complete power overhaul in my opinion.
i don't find her undetectable that impressive. I think her oblivious add-on is very strong vs soloq as it is more difficult to know how close/far she is but at least when playing vs swf, it does not seem that effective vs 4 man swf. too much coordination.
towards pulsar comment, m1 killer using oc/cob wasn't concern part about combo. the concerning part was high-tier killer with anti-yoyo capacity using those perks... like blight and Wesker with his 12 vaccine mechanic. those killer are a lot more impressive at 3 gens than skull merchant. you can watch for example one of hens video from 7 months ago title: Wesker "Permanent Infection build" which spoiler alert is Wesker 3 gen gameplay. Like user above said, almost any killer can 3 gen but low-tier killer that 3 gen often 3 gen because they have no other option. They're just weak killers.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407369#Comment_3407369
I feel like people don't play survivor or don't understand how Skull Merchant's power works. And I've already explained to another poster that these theoretical gen speeds aren't factoring in many basic realities of DbD. Survivors aren't warping to the gens and back.
If you have a 3 gen and 1 gen is in an unsafe dead zone, you have a 2 gen. Every time she sets a drone, you have to wait 10 seconds to disable it. Every time a survivor disables a drone, the killer comes over and places another drone. The player who has a claw trap can't disable the new drone, so the next survivor waits to disable the drone. It's a repeating cycle on each of the available gens. Even if you have one survivor ignore the drone and one disabling, then one survivor has to take body blocks to get the exposed survivor out safely and that introduces healing slowdown.
This notion that survivors can just do the gens if they believe in the math hard enough is pure fantasy. Unless you are building a 4 man for a very specific 3 gen game, it's a stalemate.
disagree. its not stalemate after the perk adjustments. first of all, there is no reason disable her drones in a 3 gen at base-kit because exposed status effect does absolutely nothing because skull merchant has a normal terror radius of 32 meters. what this means that you can hold-w around 15-20 meters ahead on skull merchant meaning that skull merchant has to catch-up if she wishes to chase a survivor. it does not matter that you are exposed because expose means nothing if killer cannot confirm hits. I am not entirely sure what to call this, but you are holding-w pre-chase and having good positioning. Otz tend to call this technique yoyoing generators because survivor is standing at perfect distance where they will get to a pallet if killer commits to chase but is able to come in reach of a generator if killer moves away. All you need to do is stand 15 meters away as skull merchant places drone and keep gen-tapping the gen until you finish gen. You avoid taking any hits to avoid wasting time healing. The killer kick regression is laughable without perks. you can beat killer regression by gen-tapping and yoyoing generators. The skull merchant drones are nothing more then distraction. you can entirely ignore their existence. The only time i would say disabling drone is good is when skull merchant commits to a chase and there multiple survivors the drone area, you can disable drone to decrease m/s bonus while you push the generators.
Overcharge and call of brine were only perks that made 3 gens difficult to break. they could stall out the game if the survivor make a mistake and take unnecessary hits in 3 gens. As the survivor spends time healing, the two perks would regress generators potentially leading to stalemates especially against high-tier mobility killers that counter shift-w and yoyoing tactics from survivors.. Higher-tier could use these perks to stall out the game and kill survivors while low tier killers like skull merchant could stall out the game for 60 minutes if the survivor was incompetent at defeating 3 gen-lock. As a result of killer taking game hostage, they weakened the perks to make them less obnoxious to go against.
If your struggling to beat 3 gen's post-update, I would say its skill issue from survivor side. Not a problem with the game balance.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407125#Comment_3407125
DbD doesn't occur on a spreadsheet. Things you are not factoring in off the top of my head: killer perks, healing time, the wait time for Active mode of drones, the hacking time of drones, the fact that players with claw traps can't hack drones (leads to survivors having to rotate positions while gens regress under drones), the loss of efficiency from having to pre-leave gens because going down in the 3 gen throws the game, etc.
I can keep going. Point being, DbD isn't a simulation that occurs by plugging in some numbers.
I don't agree with this thread. 0.25 c/s regress is incredibly slow. a team that completes a 45 charge(50% of generator) takes 180 seconds to regress. that is 3 minutes. 3 minutes is eternity to regress gens. Resetting/disable drones does not take 3 minutes. Keep in mind that 2 survivor progress gens very quickly. Like what does it take for a survivor to get 50% progression on a gen? 25 seconds or something? bottom line is that survivor win war of attrition.
That is also why Overcharge and COB were heavily problematic perks in their old iteration because call of brine and overcharge combine with default regress would regress gens up 47% every 60 seconds. if you did math, it was 11%+15%+15% on Overcharge/COB/Default regress combine. The new values are like 2% and 4%. 2 survivor commit to gen for 25 seconds would do 50% progression but in 60 seconds, a killer almost erased entire progress of a survivor leading to grim-stalemates.
At most, a good survivor team should take 5-15 minutes tops to break 3 gen. the match at its longest would be around 15-20 minutes. 40 minutes is completely excessive and is display of survivor incompetence.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406526#Comment_3406526
The only differences in tiers is increments of +5% speed, which is so small as to be non-existent and definitely not worth the increased BP costs between them. Currently they're all so samey that they're practically identical and I think that's bad design.
I am completely aware of the healing nerfs and why the exist, and I'm not arguing to revert them, this is not one of those threads. I agree the self-healing was a problem and the penalties can remain. I want the medkits to be good at healing other players. I also want there to feel like there's a noticeable difference between a brown medkit and a green medkit, because right now there is not.
nobody uses them for healing others. they're only used for self-care benefit.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406497#Comment_3406497
The different tiers mean something, because the whole point of the healing changes was to discourage self healing and encourage altruistic healing..... and the different medkit tiers do affect altruistic healing, which they should, to encourage people to use them altruistically.
arguably med-kit will never be used for altruistic healing as long self-care benefit exists on them. ironically if they were trying to make them usable for altruistically benefits, they should been removing self-care effect from med-kits. I don't think this was their goal anyway. they were more looking to marginally improve balance of the item. I highly doubt they will ever weaken med-kits to that severity purely because it would make bloodweb for survivor significantly less attractive for them to spend BP and they need to keep survivor player-base happy.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406136#Comment_3406136
True, but you are at three perk slots at that point, and that's kind of a lot to dedicate to just healing. Still, plenty of options, a best and/or most reliable pick will drift to the top eventually.
meh self-care is kinda dead perk. it was pretty good at 24 seconds with old self-care+botany but equip two perks to heal and then just getting counter by mangled is complete turn off. COH is pretty much dead.
Its back to running traditional we'll make it+bond builds now for me. we'll make it is nice because it pierces mangled and while the perk does not work all game, healing augmentation is not neccassary if you do not get interrupted. its only relevant if you get interrupted since only break points that matter are getting healed and not getting healed. typically killer need information to interrupt healing and the only time they get base-kit information on survivor locations is when a survivor is unhooked. many killer of course take advantage of this and will immediately proxy camp back to the hook, so we'll make it if you calculate distances for how far the killer is away from hook can often lead to break-points where healing under hook is possible.
Also a single use of we'll make it can often negate multiple mangled procs from sloppy so its just really nice reset perk because killer often spend 20+ seconds catch-up where we'll make heals you in 8 seconds so your basically always going positive in time and killer is always going hard-negative in time for spreading pressure/hooks. If your team is bad, then the perk might make your teammate survivor 20-30 second longer allowing you to do gens before their inevitable death.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405820#Comment_3405820
I mean yeah, some Ultra Rares could do with a buff, but Ultra Rares are generally really good addons. A lot of the best addons in the game are Ultra Rare. MDR, C33, etc.
It's kinda funny how you said they've been "garbage for years" and then proceeded to use killers released in the last year for every single example.
Ideally the majority of addons should have a tangible effect on their own. I don't think anyone would really be opposed to buffing the addons you mentioned either.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405790#Comment_3405790
Even if Gel Dressings added 24 Charges, there's nothing else you could stack it with that would give you 3 heals. If it even was an issue (which it isn't), then Gel Dressings could be made the only charge addon and the others reworked, as they really don't do anything by themselves at all.
those are minority good add-ons. 80% of them are terrible. 10% have potencial to be good but have such severe drawbacks/conditions that they're pointless. The other 10% are legit good and survivor often complain about them because they do something that is not blank slot.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405735#Comment_3405735
Addons are generally supposed to have worthwhile effects by themselves, especially the higher rarity ones.
tell that to killer UR add-on that have been garbage for years. At least when survivor equip an functional add-on combination, the add-on does something in its high rarity.
The killer add-on on other hand are either total garbage or side grade. A vast majority of the add-on, I have never played against them. that's how bad they are.
Like these dredge add-on, i never played dredge that used them. I will never see these add-on as survivor and I likely never will because... well they're bad. Simple as. The newest killer is skull merchant. You think I am ever going to see these add-on in some proper serious build?
Nope, not really. I could same for last killer before skull merchant which was knight. you won't see his UR either. they're bad.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405726#Comment_3405726
Yeah that doesn't change the fact that Gel Dressings don't grant you a second heal alone. By itself it's pretty useless.
you get 2 add-on slots for a reason. its balanced around having 2 add-on slots. not 1 add-on slot.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405325#Comment_3405325
It doesn't allow 2 self heals, a self heal requires 24 charges with a medkit. Gel Dressings add 16.
wrap+gel dressing is 16+10 which is 26 charges. it gives 2 heals. its only add-on that allows med-kit to 2 heal fully and have little more to it. This requires 0 perk investment and is complete portable old COH for free. technically you can heal with 8 charge add-on and 16 charge for exact heals.
The only other add-on to add full heal is iri syringe which also adds an extra heal. it has negative of removing med-kit however you can use the add-on to heal within chase which is really strong as it gives 3 health-states and it can be stacked with dead hard for 4 health-states.
I was testing med-kits, its surprising how strong this item is even after its nerf. It barely feels like it got nerfed.
@brokedownpalace said:
Self Adherent Wrap is uncommon and adds 8 charges + a 5% speed boost. Gauze Roll is rare but only adds 10 charges? What is the point of those 2 extra charges? It kind of screws you over if you use Built to Last because you won't deplete your medkit with a full heal. The Wrap is just a better add on for cheaper.
Butterfly Tape is common with +5% healing speed, Medical Scissors is one level up at uncommon with +10% and Abdominal Dressing gets bumped up twice to Very Rare with +15%. Why? They were rare before at +25% speeds.
Gel Dressing is now an ultra rare but only adds 2/3 of a self heal. Ok I guess. At least give it a slight speed boost or something. I understand they wanted to max out medkits to 2 heals but this isn't worthy of being ultra rare.
None of these are a huge deal or anything but if you're gonna completely rework an item's add ons you should have some kind of internal consistency and logic. It k kind of feels like a lot of the rarity changes in particular were completely arbitrary other than a way to make us spend more blood points. Maybe I'm missing something though.
typically if your using build to last, your mostly camping lockers as you deplete med-kit so it means nothing. The only time it could be detrimental if killer has sloppy butcher which gives hemmorage effect where partial heals are not allowed so other 2 charges of build to last would not be usable.
I believe self adherent wrap and the minor charge add-on that add +8 are meant to be combined with the perk streetwise. I did some quick math. med-kit by default have 24 charges. if you add 18 charges. 40/1.25 = 32. 40-32 = 8 so streetwise add 8 charges in total. The result is that you get 2 heals if you use streetwise as a perk.
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@GrimReaperJr1232 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404181#Comment_3404181
Dredge... doesn't have a lullaby? He's loud af, but it's not a lullaby.
his nightfall ambient sounds might as well be lullaby. The guy looks like a white Christmas tree in the dark which is funny. every time I leave a match as survivor after escaping dredge or sadako, there is that feeling of unearned escape. Its been like that for a year. unlikely for them to change anything.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404892#Comment_3404892
SoloQs don't have to deal with Overcharge and Call of Brine anymore, which were most effective on SoloQs who could not communicate that a strong regression perk was in play and had to be stopped before losing a generator's entire progress.
those perks were a problem for SWF as well. to be honest, they were busted beyond belief. hens made video of this. glad that I will never be playing vs that nightmare ever again.
@FatallyIconic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404892#Comment_3404892
Bond and Kindred should both be basekit. It would literally not make a difference to SWF, as they already have this information via comms, it would just make it a bit more convenient for them. But solos would at least get the same information.
yeah they should be. they gave base-kit BT and to be fair, base-kit BT has saved me countless times though I would rather just equipped the perk over using those perks.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404642#Comment_3404642
I find it incredibly useful for coordinating saves- in multiple matches it's been the difference between someone getting saved and someone progressing to second stage from first hook. Still, Bond is also good, all you really want is some kind of information.
you should not need to forced to equip a perk to make relevant decision making when playing a match. that in itself kinda ridiculous. The icons do help a little bit, but they really should consider putting a form of global bond base-kit. solo survivor would save a perk slot for something useful and they could rework a bunch of perks in process. anyway I don't think survivor has changed that much in following patch. its still largely same with SWF being stronger with COH change and soloq being weaker as a result of self-care nerf.
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I don't understand this thread. sadako has always had directional lullaby. Are people that bad or something? Day 1 from PTB, she was never able to stealth good players....
@TWiXT said:
100% agree! I've been saying it for as long as she's been a character in DbD:
A Lullaby radius on an M1 STEALTH KILLER is just plain stupid! Stealth killers rely on their ability to get the jump on survivors, and if Sadako could strike survivors while in Stealth mode, that would warrant her getting a Lullaby Radius, but since she has to, VERY LOUDLY, announce her presences as she comes out of her stealth mode before she can strike... the lullaby radius (early warning system) completely negates the stealth part of her kit, making it pointless to even have.
I remember when they made the PTB for Ghost Face, and Similarly gave him a 20 meter Lullaby noise when he was in stealth mode. It was unanimously LABMASTED by the community as a very poor design choice to have a stealth killer basically shouting out to the survivors "I'M IN STEALTH OVER HERE, DON'T LOOK AT ME!" and the devs removed it because they acknowledged how stupid it was. Looking at Sadako now though... It's like the devs purposely ignored what they learned from the Ghostface PTB debacle, and decided to "try again" with this asinine concept.
Now that we have Visual TR and Visual Lullaby Radius, Sadako's Lullaby radius now doubly makes her stealth pointless (oh, and the Visual LR is actually gonna get worse btw, since the current version is bugged and "doesn't show its intensity", meaning it's currently not showing how close the killer is to you, which IMO it absolutely shouldn't anyway). I'm all for removing that stupid LR from sadako, and always have been against it, I'm just shocked no one else was until now due to the visual TR/LR thing.
While they're at it, It would Also be really nice if they made Dredge's LR during nightfall Omni-directional like Huntresses or Freddy's.
Ghostface lullaby 20 meter lullaby PTB was the best meme ever. that ptb was biggest laugh I ever had in a ptb. GF only needed to experience it for PTB. Dredge and Sadako had to experience for 1+ year on live servers. will they remove it? they probably should but they likely won't because the stats say dredge and sadako are top 5 deadliest killer with among highest kill-rate......
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@Remedicist said:
Insidious
- When the killer is standing still, their TR will begin to decrease to 0m. The killer will become fully undetectable after 2 seconds
- The status effect lingers for 2/4/6 seconds after moving, performing an action, or using a killer's power, and the TR will reappear afterwards
Furtive Chase
- Whenever the obsession is hooked, a token is gained up to a maximum of 4/5/6 tokens
- Each token reduces the TR by 4m when not in chase. The red stain is normal when not in chase
- Each token reduces the red stain length by 12% when in chase. The TR is normal when in chase
- When a survivor unhooks the obsession, the rescuer becomes the new obsession
Beast of Prey
- After breaking a wall or pallet, gain the undetectable status effect for 10/15/20 seconds
Shadowborn
- Begin the trial with the undetectable status effect
- Effect lasts for 60/90/120 seconds (maybe the effect would immediately end when a survivor is downed too - maybe not)
haha furtive chase would been my choice as well.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401229#Comment_3401229
she is an m1 killer with no real power though? do gens and run away and she really cant do anything
5% haste is pretty significant with geographic readout. I wouldn't say she's amazing or anything but as far as m1 killer are concerned, she is not that bad at getting consistent benefit. I think primary problem with her now is that if a survivor team is smart, they will NOT power-up your haste for any reason. This leaves you in a problem where... you need to lose 4 gens to start using the ability.
I doubt anyone was really going to main skull merchant because... frankly, there so many other killers that are far far more exciting to play and far more interesting that a killer like her is likely to be left behind.
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401305#Comment_3401305
Repeat ad nauseam for 45 minutes.
Yeah, I know.
I'm just not interested in that style of game.
I play to have FUN, 45 minute games of "do gen, get hit, reset, do gen, get hit, reset" is decidedly unfun for everyone.
does my play-style bore you? hahahaha
I honestly still cannot believe that they invented call of brine and then buffed overcharge. oh man, it was a good laugh while it lasted. buffing hostage doc play-style just made me laugh to large degree.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401348#Comment_3401348
The base knife reduction was a bit ridiculous. His knife hitboxes have always felt a bit off though. Huntress's hit box is 5x as generous for a single health state. But Trickster has to hit the survivor square in the chest multiple times. Huntress just needs to hit someone twice with a refrigerator while Trickster needs to hit them 12 times with a needle.
yeah i pointed that out since his release, but people that main survivor always said reverse.
"Something along lines of, Just shoot in general direction, spray & pray knives and you win with trickster"
Yeah maybe that's true if your playing really crap survivors but downing survivor is not just about downing 1 survivor in 44 knives, it is about downing people with least time efficiency loss. you know... time management... least reloads per match in order to maximizing pressure on survivor team.
I think trickster is pretty close to being a good killer with a reasonable micro skill-ceiling but like many killers, its little variable that is a bit off that allows you to exploit the killer power enough to get essentially free wins. I do actually fear strong trickster player in 1vs1. If they ever made trickster less exploitable in terms of line of sight, he is formidable and quite difficult to loop for prologue period of time. At least in my experience. In many ways, I think trickster is a little bit underrated as killer.
Like a lot people don't think he's that good and to be fair, they're kinda right but at the same time, he's not that far off from being an impressive challenger.
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@Blueberry said:
DL is by far the best gen slow down in the game. It’s lowest value point (everyone on one gen) is quite rare as that’s non efficient, it’s mid point of at least one person getting blocked is extremely common and already makes it the best slow down in the game, and it’s best scenario of blocking a gen with 2 people on it is not that uncommon and makes the perk definitely blow the rest out in comparison. It’s also one of the few perks that is giving you value regardless of what you do. This makes it one of the only counters to the squads that just pre drop every single pallet since that prevents the value of other gen regression perks.
Honestly if you were to ever only run 1 gen slow down perk DL is almost always the objectively best choice, it’s not even close.
That all said should it be nerfed? Well it is very good as I went over, but the problem is like I said earlier, it’s nearly the only counter to just pre dropping pallets. So until that’s fixed I don’t think DL should be touched as it’s currently necessary with those groups.
my impression is that deadlock will be the new hex:ruin+pop goes weasel. old hex:ruin and pop goes weasel had poor synergy because you couldn't kick gens and regress them with ruin but people ran that anyway because individual perks were strong enough to produce value over lesser perks. now you will just see same thing where its deadlock+pain res+jolt. 3 perks that have wonky synergy but people still use them in same build because there is just nothing else for killer to run.
Some people might still run 3 gen kick builds in favour pop goes weasel+eruption but personally, I haven't seen pop and eruption in same build for awhile. regardless, I do not think that gen regression is that powerful anymore and slowdown that is acquired through gen defence in perks is significant weaker.
that means that you can potentially run non-gen defence builds and you might potentially do better then a killer player that runs gen defence simply because.... the numerical impact is not really there anymore. kill-rushing and tunneling is likely to produce more impact on outcome on the match over spreading hooks so the way you play killer ultimately will be more relevant then the perk selection.
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@[Deleted User] said:
I agree that Trickster gets put in a really weird spot by being 110. He essentially doesn't have a power at many tiles because of the way his ranged power works. Huntress and Slinger can still play jungle gyms or long walls efficiently. Trickster can't. I have Bamboozle and Coup De Grace locked in every Trickster build because of that.
Main Event should definitely be held. There should never be entire games where players lose the killer's whole power spike because it times out during hooks and patrols.
What's sad is that even with all those drawbacks, he's still viable. You just have to be mindful of things the killer is incapable of in ways that you don't have to be with other killers.
Huntress and Slinger can play longer tiles more effectively because they only need 3-4 seconds to fire a shot for potencial to take a health-state.
Keyword: Potential, Not guaranteed
Trickster needs more time to get potencial health-states because he needs more knives... to injure. It simply takes longer to hit 6 knives for health-state then 1 harpoon/hatchet. For that reason, Trickster needs to have 105%+ movement speed when holding his knives because he needs to be able to hold his knives in the loop and loop around the loop while holding his knives.
The fact that he slows down to whopping 96% m/s - 92% m/s is extremely detrimental towards loop design for him. He loses out on being able to hold his knives in loops and constantly has to "ready his knives" and unready his knives while following arbitrary loop. 96% m/s is ridiculous for him as character that relies dps(damage over time to burn health-states). Trickster with his current m/s on holding knives is just going get constantly line of sight broken when attempting to fire his throwing knives making very hard for him to play tall wall loops.
In my conclusion to OP post, I disagree with 115% m/s on him. I think his 110% m/s is fine. More movement when holding his knives would help a lot more at tall loops over giving him 115% m/s which in fact discourages him from using his power(since m1 becomes better then using the power ironically). I think requested this change like +2 years ever since his release and they changed his m/s from 66%-27%(?) to 96 -92%. Dev did not follow 105% m/s that I requested and they gave him a lot less. Trickster has been like that ever since.
----
Holding main event is another change I asked 2+ years ago on his release. never occurred. I assume the change never occured because main event by dev is seen as camping tool but... the entire reason why its camping tool is because it legit does not work in loops. he moves 96% m/s, you legit circle around a rock and trickster cannot hit anyone because he is struck spamming knives at 96% moving around a rock. Again if they fix his m/s to be 105% then main event will be 105% m/s so now main event will more useful at not camping. This would be fantastic ammo conservation tool in his kit.
----
survivors have strange perception around trickster and its this weird idea that the guy spams knives and that there is no skill-cap to aiming with him but.. i think its mostly misconception because playing him tells different story that he has to reload quite a lot and having 40%+ accuracy with his throwing knives is surprisingly tough. He has 44 knives and in order to down two survivors in 44 knives, you need hit 24/44 knives. that is 60% accuracy. it sounds a lot easier in practice on paper but landing 60% of knives while your opponent moves and at the rate that he fires at, its more challenging then it first appears.
When Almo changes capacity from 60->44, at first I didn't get what the number was referencing until saw number adding up. I think he changed in reference to my devil_hit name refer to 666 number where it takes 6 hits to injure, 6 hits to down and adding up capacity (2+4) is 6. I kinda laugh a little bit after seeing reference. Either way I think trickster little bit more base-knives capacity. I suggest increasing his knives count by +8(52 knives) such that trickster only need 24/52(46% accuracy) to down 2 survivor in 1 reload. I think this would help him time management a little bit more so that he spends a bit less time in reloading lockers because currently, I feel like when I play trickster, I often have to reload on every down(twice as much) compare to playing huntress. Again this just my anecdote experience and it could be that I am not good enough at aiming with him but he feels pretty difficult to aim with.
to recap:
1) Increase his throwing mode movement speed from 96% ->105%-102%
2) Allow him to hold main event
3) Increase his base knives carrying capacity to 52.
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@Pulsar said:
Lots of things wrong here.
DH only works when you get unhooked. You get two uses MAX. If you whiff, it's deactivated.
CoH got massively nerfed. It had the single strongest effect in the game completely removed.
CoB and Overcharge were being used to hold matches hostage. They were much too strong. Nobody liked the infinite 3 gen meta.
PR got a side-grade. It's better for you up until the 7th hook of the match.
This patch is mostly fair, but I do think it slightly favors Killers.
survivor's only change is an increase in 8 second healing when using med-kit. your not going notice 8 seconds of more time healing from med-kit as killer.
DH is strong perk however few players can utilize it consistently for the perk to major impact a match. when only 0.05% of player-base would produce game-changing impact from the perk, your not really going to notice much in regards to this perk.
The survivor changes will be unnoticeable in a few months. What will remain noticeable in a few months is killer having no regression perks or consistent generator defence perks. The few perks that vastly improved killer winning chances are low impact perks. I suspect that survivor will have one of strongest updates that they have ever had.
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too stressful to play.
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@EYAL5555 said:
I just had a 1 hour game because 2 survivors were left and decided to hide the entire game.
There were 2 generators left to complete so I couldn't open the gate to finish the game.
The result was 2 survivors wasting an hour of my time because I couldn't find them the entire match.
My suggestion, a new perk to battle this annoying strategy.
Effects of the perk: after not being in chase for 180/150/120 seconds, this perk activates. While this perk is active, ALL survivor's auras are revealed to you as long as this perk remains active. The effect lingers for 10 seconds after the perk deactivates.
The perk deactivates after you start a chase with any survivor.
The perk cannot activate while someone is on a hook.
I know permanent survivor auras are extremely strong, however, this perk only punishes survivors who make the game boring and waste the killer's time. Also, it won't incentivize camping, because it has an anti-camping mechanic.
For 99% of the games, this perk might not even activate, so maybe you can add a secondary effect to this perk to make it a bit more worth it.
there is a killer perk called Whispers. The perk is highlight in white whenever a survivor is within 32 meters of your killer location. The perk is bad when it comes to tracking 4 survivors on the map however it can find any survivor when there are 1-2 survivors.
Very bad perk but it does destroy end-game stealth if you care to waste perk slots to do that.
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@OnryosTapeRentals said:
Oni is one of the most well balanced killers, he definitely does not need a nerf.
the sad part is that bvhr tends to listen to casual bad survivor mains on topics of balance. The guy didn't figure out that his ability to dash comes with ability to demon strike... yikes.
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nothing really changed for hag at top-level. only her low-mid mmr strength was decreased because the character is easier to counter.
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the hitboxes on Badham and Garden of joy have some trees/twigs that make leatherface unable to pass through with his chainsaw resulting in tantrum. The mechanic not need removal but fixing the new tree/twigs on those two maps needs fixing because it makes it impossible to use chainsaw if the survivor runs to these locations.


