Devil_hit11
Devil_hit11
About
- Username
- Devil_hit11
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@sluc16 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617633#Comment_3617633
Came out on august 29th, so just a ridiculous exageration to say 2 hours ago, and the perk has been an issue from the moment it came out, and there's been more than enough time to do something about it.
what exactly is wrong with it? the fact that you can't hide and need to loop the killer?
-
@MikaelaWantsYourBoon said:
Not really. Main building is getting 2 god-pallets but that's all. Survivors can't loop those pallets, they are drop and run type pallets. And once they gone, there is nothing left for main. And this main has no good vault, which makes sense to have 2 good pallets.
Rest of map is pretty much playable.
Garden of Joy, Haddonfield are worse maps.
the god pallet are bad in main building but that is not what makes badham so bad for killer. it is pre-running. if you pre-run generators near main building, you can pre-run that window in front of school and just go round and round where killer has to go around 2 times before they catch-up, so by the time you get bloodlust, you have easy routing into bottom floor god pallet to lose bloodlust.
the rest of the map is not playable. it is horrendous for m1. you have 1 building where you need break two breakable walls or windows are infinity, so that wastes your early game where people can get head-start on gens. The other building has rng of 1 infinity or two infinities depending on how windows align with breakable wall spawns. Your other building choice is shack. just about every single one of those buildings in that map is free time waste if the survivor knows how to loop.
garden of joy has that infinity dining room window which they still haven't fixed and some of windows in that main building can be pre-runned in such a way that they waste your time. The only upside of this map is that you can 3 gen shack side but it is not good map.
Haddonfield is houses with infinity windows. This map used to playable because of 3 gens, but they removed 3 gens, so now the map is survivor sided because killer has to play the map where survivor are encouraged to go round and round with infinity windows.
all 3 maps are bad for killer but i think on average, badham is worse for most killers than GJ & Haddonfield.
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617002#Comment_3617002
Wouldn't that be the point though? I mean if that's the concern of Coup (which of course it is), Deadlock is the obvious combo to ensure you wouldn't lose your stacks. Maybe Infectious Fright with Dead Man's Switch and Monitor and Abuse or something.
Coup to my mind is a pretty strong perk that allows you to get some gnarly hits, and encouraging you to use it, to go for it like you do yourself, seems a good move to me. The improved lunge as a flat effect would be busted though. It's like a mini Pig ambush with no wind up 😅
Game Afoot could use some love, on every basic, Nemesis would give you an aura read each time as well which sounds pretty tasty combo. Perhaps simply giving the switch a simple cooldown of 20s so we don't get obsessions switching constantly during a slug. That way you land a hit on a hovering/sluggable survivor near your down and still get Furtive Chase with it...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617119#Comment_3617119
Interesting, tell me more 🙃
requiring deadlock to use a perk reduces build variety. pig anti-loop is rubbish and should get improved some day. m1 killer chase play relies so much on survivor playing poorly that I would say coup could be a base-kit perk for killer and m1 killer would still lose matches despite being more effective at the chase.
-
@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616816#Comment_3616816
This is really what it comes down to. Like what is a Trapper supposed to do when they load in against a 4 man swf with coordinated builds and clock callouts? You just afk in basement and there's no way you're winning those games. You shouldn't need to be Nurse or Blight running four slowdown perks to have a chance.
In all seriousness, its almost like both sides have to bring their best or they will open themselves up to get stomped, and too much of the game is decided within the first few minutes. People sweat out of the gate on both sides because they can't afford not to, solo survivors and casual killers end up being collateral damage.
This is really what it comes down to. Like what is a Trapper supposed to do when they load in against a 4 man swf with coordinated builds and clock callouts?
From their answer, they believe that soloq UI provided is == to 4 man SWF with clock-outs. The reason that soloq according mod/dev is not doing as well as SWF is because they're not using information correctly. The UI is apparently equal so why would they further go to bridge soloq information gap if they believe it is already equal? right?
From personal opinion, the dev seem to think that soloq being disorganized is good and that many many gameplay error's is normal. UI is half a tool, half a guessing game. Playing SWF is not a guessing game. It is strong clean-tool that provides significant advantage in the game.
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616816#Comment_3616816
A solo team can win, but matchmaking has to be perfect. I've been on solo teams that have my experience level (4500+ hrs), and we've 4 outed Blights and Nurses with those builds. It's possible, but it's rare.
But it's essentially impossible if matchmaking puts even one player in that lobby who might be just at the soft cap but only has 800 hrs or so while the Blight/Nurse/whatever has 2k+ hrs. If that player gets found before 3 gens are completed, it's over.
part of their argument is that soloq escapes less because of lack skills to use UI effectively. they're just not good at the game. that is maybe true for beginner/intermediate mmr players but i do not think that survivor like past 3000 hour mark do not know how to play the game. the survivor with lots of experience generally know how to play the game. strong soloq teams do exist, but it is harder to be strong soloq team then it is for SWF to be strong.
-
@UndeddJester said:
Merry Christmas all!
There are loads of weaker perks that need buffs, but there are a few pretty decen/good perks that are good balance wise... just kinda boring and uninteractive.
Do you have any perks you think should be changed to be more interesting? Nerfing is not the intention, just altered to engage the players mind a little more? My choices would be thus:
Survivor:
Windows of Opportunity: I'd like to give it a small cooldown that triggers after a vault or pallet drop, even if it was only 10 seconds, just so your brain is actually engaged on what you saw prior to the drop/vault. I'd run this perk more often but I can't stop myself from just going into auto pilot.
Killer:
Coup De Grace: I'd prefer if this perk had 2 tokens per gen done yo a maximum of 2, just so you have a "use it or lose it" trade off. It'd make me want to go for riskier hits and have the chance of missing with it, cause I'd wanna ensure I get the value before the next gen pops. It's current iteration is pretty good, but when playing to maximum efficiency you tend to just hold it till when you need it, keeping survivors in the dark until the right time. Going ham with it and trying your luck, just seems like it'd be more fun to me as a killer, and as survivor you'd see it in effect early and have a chance to account for it.
coup the grace already has that issue of losing tokens because many times, gens pop in in sequence, aka 3 gens in 1 chase. The token system is why it creates that need to conserve but when I use this perk, I use perk right away because not using it right away makes you lose 5-10 seconds for wanting to save the stack.
the point of chase perks is to shorten chases and if your spending 10 seconds to conserve stacks, your having negative time efficiency. Like any time you save to get a hit would be time you lose from saving stacks. Ideally, this perk shouldn't have any tokens and just improve base-kit lunge by same amount.
The one perk I wish was a little better was Gameafoot. I wish it switched obsession on every basic attack rather then total length. For survivor, I wish This Is Not Happening had better numbers.
-
@Rudjohns said:
Clown with Save the best and Rapid Brutality is one of the most OP killers in the game
Arinad uses STBFL and Rapid brutality on Haddonfield. He got 5 hooks, end result was 3 man escape. Sounds very overpowered.
@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616760#Comment_3616760
nobody says it doesn't, the problem is that this is a really unhealthy mechanic that only works against people with dim / small screens, dizziness and little experience. good survivors are barely affected and killer relying on such hostile effect to be effective is meh.
same reasoning for dredge. remove that bit of flavour and buff the killer so they don't feel so bad.
the hazy vision is unique mechanic for clown and yet it is so underwhelming in his gameplay.
@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616609#Comment_3616609
You jump to the extreme immediately. No one asking for emps or turrets. Some players refuse to play ghost face, xeno and Larry because of the amount of control survivors have. Obviously we wouldn't want another case of that. We also don't won't another case of the trickster buffs. Buffing a character with bad counterplay to make it more fun for killer mains was fine but not addressing the issues of the character for the other side is not. Trickster counterplay still rely on being at a high wall structure which is very situational. Demo, billy, blight, oni, wesker, chucky, etc all can be juke and baited in a direction. All the mid range attackers cab be dodge (nessmiss, PH, huntress, slinger). Outside of the nurse most killer who's heavily despised all have one thing in common... terrible counterplay. Clown just another force u to leave the loop knight archetype killer with zero options but run. Rework him or buff him with actual counterplay attach
generally when i leave loops against clown, i use it as strategy to waste bottle ammunition. I use it to bait free reloads for hold-w purposes and go to loop for purposes of conserving pallets. I don't consider it as main strategy towards looping clown. it is just side strategy. the majority of safe pallets vs clown can be pallet-camped with well-timed slide. To me, he has already has sufficient counter-play given that Arinad is averaging 60 second-75 seconds between each hook. Adding more counter-play would only extend his time between hooks to greater value in which killer already under-performs against good teams.
-
@sharpef3rn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616832#Comment_3616832
then explain why Alien instinct only last 5 seconds and doesnt effect anyone if everyone is healthy
Alien instinct is under-powered perk. needs buffs but dev are super safe with killer perks.
Uniquely, Alien instinct has access to oblivious but the value is so bad. 20 second for 1 person? Like maybe put at 30 seconds for all 4 people with 1 person being aura read. even then I am not sure whether i'd use it over other information choices. At least than there's maybe a choice in using it?
-
@sharpef3rn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616748#Comment_3616748
Yeah thats fine that same counter works and I mentioned it had counterplay play. Its just that this aura lasts 2x as long as BBQ. That's all I am saying in a game where seconds do make a big difference 5-6 seconds vs 10 seconds is a lot.
last twice as long because it only works on 1 person and 1 person can remove both primary benefits.
-
@solarjin1 said:
clown need better counterplay before buffing him in any type of way. Personally I don't think he need a buff at all.
imagine adding an EMP mechanic that disables clown's power for 30 seconds. The last thing that clown needs is negative changes.
@FrenchBagels said:
First two points can apply to anyone that isn’t Blight or Nurse. Corrupt/Deadlock is a necessary given for almost every killer with no immense pressure that those two have, and maybe Spirit. Hag/Trapper too. That’s a game issue since the current gen speeds and map design require those perks, not Clown specific.
Piss bottles need utility though. Maybe not speed. Cigar Box is a given and I wouldn’t mind a weaker version being basekit. Just something to give it the ol’ Jarate infamy and not some clearly lesser supplement to purple bottles.
I do not think it is that severe for other killers in average soloq vs killer match as it is for clown. I just think clown builds pressure at non-existent rate that the game purely too fast for the rate at which he gets downs.
-
i would not say so. Chucky's something like a blight with 1 blight rush at loops with way better control. incredible difficult to loop when killer player is good.
-
With Wesker when you vault a Pallet or Window you can't use your second Bound, and the only time you can hit the Survivor is if they sit right next to your face after you do it.
yes. this makes wesker anti-loop not very good. to make wesker's anti-loop viable, you have to do 1 frame hug-techs. He is really should be allowed to Virulent bound pallet vault -> 2nd bound. this would make wesker so much better, so many doorways open for him to make interesting plays.
With Legion they can only fast Vault and Vault Pallets when in their power, which isn't lethal unless they hit all 4 Survivors once in the same Frenzy.
This makes legion weak because he has no anti-loop due to no lethality. if anything, legion's power should be closer to how chucky's power works.
Especially taking into consideration his stealth is the best in the game hands down thanks to the distracting footsteps + his extremely small stature making him near impossible to see on many maps.
His stealth isn't that good because you can hear him giggling so good players can pre-run vs him. what makes his stealth usable is the fact that he can use Slice & Dice alongside his stealth. his stealth is only good to get closer the survivor's. you have limited time duration to stealth so there is inherent time pressure to get the opening hit.
-
@StarstruckFrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616005#Comment_3616005
My main point was how this isn't a good replacement for the old trickster playstyle.
The idea that throw ramp up was "ineffective" is laughable, it was consistently useful and balanced out his fast throw state transition and low Laceration threshold. With 6-Knife and ramp up you could consistently tap-fire in loops anywhere, and quickly mow people down whenever you got the upper hand. It was always the survivors fault if they went down too quickly.
With that in mind, replacing this entire basekit mechanic with main event is dumb and doesn't even make sense, as using Main Event has always been reliant on you getting close to the target or having them mess up, exactly how throw ramp up did. Difference being, main event has it's own (longer) windup, limited duration, a fatigue state when it ends, and can be countered by lockers easily.
This post isn't about how trickster is weaker, he's far from it, it's about how trickster playstyle has devolved and degraded so much due to the changes that his kit is no longer fun to use. The new version doesn't have the same appeal as the old one, and I have countless clips of it I could share.
He's still majorly buffable. I genuinely think my changes would bring back the appeal of him without making him even close to overpowered, especially with the nerfs I provided to counterbalance the buffs.
With 6-Knife and ramp up you could consistently tap-fire in loops anywhere, and quickly mow people down whenever you got the upper hand. It was always the survivors fault if they went down too quickly.
but you can still do that. tap-firing has no relationship between throw-rate. If you tap-firing, your not gaining any throwing speed in old one or new one. this cement my point is that having faster throw-rate was meaningless at loops because your tap-firing.
now with current iteration, you can "hold" your fire-rate stacks in main event and then unleash a bigger bonus when you believe the time is right. in that sense, throwing-rate and how trickster power-up is clever change.
Difference being, main event has it's own (longer) windup, limited duration, a fatigue state when it ends, and can be countered by lockers easily.
The skill in playing trickster is knowing when to use main event. so yes, the ability has drawbacks and counters.
This post isn't about how trickster is weaker, he's far from it, it's about how trickster playstyle has devolved and degraded so much due to the changes that his kit is no longer fun to use.
his play-style is still same. only negative changes he received are those from PTB->Live. everything else is improved. the main one being that 6->8 throwing-rate change is mismatch to his base throwing speed which is 3.33(0.3). he only received 10% increase in base-throwing mode but the change from 6->8 is 33% reduction in his ability to injure. so overall, your base-throwing mode is -23% worse then previous iteration but like I said, the base-throwing mode is suppose to be used to power-up your true ability, main event.
@Maddoka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616005#Comment_3616005
I disagree that this is a user not understanding the changes. The changes that were made to Trickster made him pretty damn different to play than he used to, and I completely understand people who used to play him disliking this new playstyle.
I too personally still prefer old Trickster. The only real fun thing for me ATM is trying to get as many down with Waiting-on-you Watch but his knife gameplay is not specifically more fun than it was.
I think knives play is overall same or similar. He has less impact per knife he hits but he is more spammy. That is kinda of his identity. He's suppose to be spammy. If your looking to play more precision flick-aim based killer that has less focus on track-aiming you should look into other two ranged namely huntress or deathslinger.
-
@StarstruckFrog said:
Hello. I’m a P100 Trickster. I’ve spent years learning the ins and outs of this character, and invested most of my DBD playtime solely to him. This post is regarding the recent Trickster rework. I’ll be attempting to thoroughly deconstruct every change, from the PTB to now, and provide in-depth and honest feedback on the entire update.
I’ve loved Trickster since his release, and was really putting in practice to get good at him starting this year. He was an incredibly nuanced, incredibly flashy, and endlessly fun character to me. He was the primary reason I got on to play the game, and unfortunately, this Trickster update has absolutely destroyed any enthusiasm for the character I had.
Many nuanced mechanics have been stripped down or removed, pointless and confusing stat changes have me relearning him every week, and his power just doesn’t feel as strong or satisfying to use as it did before. He feels like a glorified zoner with an increased focus on getting basic attacks and using Main Event, rather than just practicing and mastering how to use his knives.
Despite being highly critical of this update, I don’t mean to insult the developers behind it. I know this stuff takes time to get right, and my only hope is that in the future you will take another look at the character with this critique in mind. There will be a summary of the changes I want at the end for those who only want to skim. I hope this reaches the right people.
PRIORITY #1 - 8-KNIFE LACERATION METER
After playing with the new version more and more, I can confidently say that changing Trickster’s laceration meter capacity to 8 Knives from the previous 6 has been THE biggest tragedy of this update, and has had a direct negative impact on almost every single part of his gameplay loop.
Chasing is less fun, as having to hit at least 4 extra blades for a down compared to the old version feels dreadful. It gives survivors way more time to just run past or away from you without much threat.
Additionally, the order of the melodic sound effects that play whenever you land a blade has changed, often making me believe I’m closer to a down than I actually am, causing me to drop my knives when I shouldn’t have and provide the survivor more leeway.
Finally, the ammo economy of new Trickster is terrible. You have to use over ⅓ of your base ammo capacity just for one down, even without missing a single time. Even professional players can’t possibly hit ‘em all, so I don’t see how this is reasonable. You have to reload after every chase unless you use Main Event, whereas before a down was barely over ¼ of the base ammo capacity.
The solution isn’t to increase his ammo capacity, it’s to reduce his laceration meter back down to 6 Knives.
6-Knife meter fixes so much about this character fundamentally. It lowers chase time in more significant ways than just making him throw faster, allows for better ammo management, and it makes Main Event better too.
I think it’s also worth mentioning that 15s of Laceration Decay makes 4.6m/s Trickster very difficult to lose in chase, however the previous 10s Decay time was far too punishing for Killer, especially those on controller. I think a good middle ground is 12s, with this becoming a nice 15s Decay with the Ripper Brace add-on.
I’m very comfortable hitting my knives and feel like I can always improve enough to just hit more in whatever time is alloted, but FORCING me to hit more knives for every health state is extremely unfun.
PRIORITY #2 - THROW RATE
Let’s go back to Pre-7.4.0 Trickster for a second.
Throw Rate Growth was a mechanic where Trickster’s throw animation speed would increase for each blade he threw in rapid succession. This meant that despite his initial throw being pretty slow, you could follow this up with a flurry of blades very quickly, and it added a nice rhythm to his gameplay loop.
The reason this mechanic was so important was because it gave Trickster a way to punish Survivors very hard when they made a mistake, but it also made sure that survivors who were playing correctly had a reasonable amount of time to react to his initial windup and get behind something before too many blades could be sent their way.
This led to Trickster’s bread and butter gameplay loop. Tap-fire and chip away at a survivor’s laceration meter in tall loops, and when they mess up or are stuck out in the open for too long, mow them down with a full-auto flurry.
Removing this mechanic in favor of a completely static throwing speed has been another major killjoy for the character. Now, when a Survivor makes a mistake, they aren’t punished for it nearly as heavily, because the base fire rate isn’t fast enough to do that. Reducing the base throw rate isn’t a good option either, as this makes it so survivors get punished for the mere crime of EXISTING, and Trickster is able to throw far more knives in shorter spans of time than anybody is reasonably able to react to. This was a big problem for him on the Chucky PTB, and hasn’t been addressed reasonably since then.
With all that said, I think the best thing to do is return his throw rate to how it was before the 7.4.0 Update. 3kps (0.33s windup) base speed, with a ramp up to 4kps after 8 throws, and a further ramp-up to 5kps in main event. Here’s roughly the exact numbers from the wiki since I don’t remember them! Heck, Main Event might have even gone up to 6kps after a few throws, but I have no idea how it’s calculated. Either way works though.
PRIORITY #3 - MAIN EVENT
Main Event is having an extreme identity crisis. The previous version was more rare, only being used every now and then, but it came in handy a lot. The new version is mostly identical to the old version, but has this new tacked-on use of trickster’s combo system? And it’s way shorter? And is so frequently active that it’s basically necessary to use it in every single chase you take to compensate for the throw speed and laceration changes?
Yeah… Sorry but I think this has been a terrible part of this update too. It’s definitely one of the most baffling changes in my mind, and I think it mostly needs to be reversed.
Making Main Event such a prevalent part of Trickster’s kit only serves to devalue skill expression even more, instead relying on this entirely binary ability to get most of your downs, rather than just using the knives the way most players always have. I think the ability needs a hefty rework to its activation condition, which I’ll outline here.
- Increase Main Event Duration to 8 Seconds. Remove Combo system implementation.
- Main Event now requires 12 Blade hits to activate.
- The Main Event gauge will lose 2 Charges for any Blade you miss when Main Event is not charged or activated.
Now the ability has been reworked into a sort-of reward system for players with high accuracy. It’ll be about twice as common as the previous version for highly accurate players, but those with lower accuracy, or who take riskier shots, will have to forego the ability for much longer as a trade off.
MISCELLANEOUS THOUGHTS
Figured I’d cap off my thoughts on his basekit by just nitpicking a bit about other aspects of this update that have bothered me, starting with the change to his Terror Radius.
- Increasing his Terror Radius was a good idea, sure. But was it really all that necessary when he still has a huge Lullaby? Why does he even have a Lullaby to begin with? It’s not as if he’s good at surprise attacks, since he has to hit so many blades anyway. Just get rid of the thing already!
- The removal of the slowdown penalty was good, as it seemed to be barely functional anyway, only reaching the minimum speed after throwing 30 entire knives. Not exactly an exciting part of his kit to keep around.
- Trying to make combos anything other than his bloodpoint earning method has been a disaster. It’s too confusing of a mechanic and doesn’t need to be exemplified beyond what it previously was.
- Recoil was cool. I think it encouraged a more skillful playstyle of tap-firing and only going full-auto when it was necessary, and made learning how to full-auto without losing accuracy incredibly rewarding. I am sad to see it go but I’m not exactly combative of its removal either. If it makes the killer more accessible, that’s fine I suppose.
Let’s move on to add-ons now, as they are a beast in their own right.
THE ADD-ON PROBLEM
Finally, I'm gonna wrap this up with a thorough look at each of Trickster’s add-ons, how to change them from here, and why they need updates. I kept this separate from the “priority list” because I think add-ons are a huge problem, but nothing is more of a problem than his current main kit.
We’ll go from top-to-bottom, starting with his Ultra Rares.
ULTRA RARE ADD-ONS
Death Throes Compilation
- Current Effect: Reveal the auras of Survivors hit by Blades during Main Event for 6 seconds.
This add-ons effect is pretty cool and makes Main Event better for sure, but it’s a far-cry from how useful the old version was. The Diamond Cufflinks add-on has a similar, better, and more common effect at a lower rarity, so I think this effect should be reserved for a lower rarity add-on. I would like for this add-on to return to a similar effect as the old version, but with an added caveat that makes it more fair to play against.
- New Effect: Automatically replenishes all Blades when Main Event ends after downing a Survivor during Main Event.
This reworked version makes use of Main Event’s strength as a finisher, rewarding players for their accuracy and smart use of the power with a free reload on demand. Compared to the old version which was basically an accuracy test, allowing you to never have to use lockers if you could hit roughly 70% of your blades.
Iridescent Photocard
- Current Effect: For each consecutive Blade hit, gain a stackable 1% Haste effect, up to a maximum of 7%. This bonus is lost when missing a Blade or putting a Survivor into the dying state.
This new version of the add-on is extremely cool and provides a reward to Tricksters who leverage his tap-fire playstyle well. However, it has some problems. Firstly, with the prospect of lowering his Laceration meter down to 6 Knives, I don’t think it makes sense to keep the effect stacking to 7%. Secondly, the Haste never goes away if you don’t do one of the other two effects, so it provides some value in ways I don’t think are intentional. To remedy this, I’ll suggest a change to its deactivation condition.
- New Effect: For each consecutive Blade hit, gain a stackable 1% Haste effect, up to a maximum of 5%. This bonus is lost when missing a Blade, when a Survivor loses a health state, or when the Survivor’s Laceration Meter begins decaying.
Now the effect is much less stackable and only serves its purpose when actively in chase, which I think is for the best.
VERY RARE ADD-ONS
All of Trickster’s purple add-ons are pretty decent and I don’t think they require any significant changes… except for one.
Trick Blades
- Current Effect: Causes Blades to ricochet off the environment a total of 2 times.
While this add-on does allow for much more cool skill-expressive plays, I think the add-on is currently too strong and makes a good Trickster inescapable. This add-on allows a blade that would otherwise miss two additional chances to deal full damage, and I think it needs to be toned down a bit to stand in-line with the other similar add-ons.
- New Effect: Blades that travel less than 16m ricochet off the environment a total of 2 times.
This limits the effect to close-range, allowing cool shots but still making it so blades that straight up miss are not relevant.
From this point on I'm gonna talk about add-ons that have similar effects
COMBO ADD-ONS
Fizz-Spin Soda
- Current Effect: Increases the time before a Combo ends by 15%.
Ji-Woon’s Autograph
- Current Effect: Increases the time before a Combo ends by 10%.
These addons are laughably awful. I don’t even understand how this passed through. They essentially are meant to increase the amount of bloodpoints you earn and help increase your main event duration. But… There’s plenty of other add-ons that increase main event duration. We don’t need more. Not to mention, the modifiers used here are so pathetically small they barely help in that regard. Both need to be reworked.
Fizz-Spin Soda
- New Effect: Decreases throws required to reach the maximum Throw Rate by 1.
Ji-Woon’s Autograph
- New Effect: Decreases the hits required to charge Main Event by 2.
I’ve given two different effects that I believe are more deserving of their rarities. While restoring Soda to its previous effect, I’ve also decided it needs a nerf. I believe the old version would be too much on the new Trickster. Ji-Woon’s autograph has instead been given the effect that Soda had on the Chucky PTB, as I think for the Uncommon rarity, that add-on's effect works well with the new Main Event design.
DECAY TIME ADD-ONS
Ripper Brace
- Current Effect: Increases the time before the Laceration Meter begins decaying by 3s.
On Target Single
- Current Effect: Increases the time before the Laceration Meter begins decaying by 2s.
While these add-ons both have respectable effects in their own right, I think stacking add-ons leads to less interesting gameplay. I don’t think a decay time add-on needs to be in the Rare group of add-ons, and I think On Target Single isn’t good enough to run on its own.
Ripper Brace
- New Effect: Injuring a survivor using Blades applies the Hemorrhage status effect.
On Target Single
- New Effect: Increases the time before the Laceration Meter begins decaying by 3s.
Now, On Target Single takes the reins as the sole Decay time add-on, unlocking an even 15s decay time, and Ripper Brace has a new effect as a sole Hemorrhage add-on, allowing some anti-heal/hit-and-run gameplay opportunities that I believe suit Trickster very well.
MAIN EVENT DURATION ADD-ONS
Waiting For You Watch
- Current Effect: Increases the duration of Main Event by 0.4s for each Blade Hit.
Lucky Blade
- Current Effect: Increases the duration of Main Event by 0.3s for each Blade Hit.
Tequila Moonrock
- Current Effect: Increases the duration of Main Event by 60%.
Inferno Wires
- Current Effect: Increases the duration of Main Event by 40%.
Counting the Combo add-ons, we have way too many add-ons solely to increase the duration of Main Event, 6 to be exact. That’s 30% of his total add-ons. Unacceptable, we need to cut this down to allow for more variety.
Waiting For You Watch
- New Effect: When a Survivor’s Laceration meter is filled, they gain the Oblivious status effect for 60s.
Lucky Blade
- New Effect: Increases the duration of Main Event by 0.4s for each Blade Hit.
Tequila Moonrock
- New Effect: Increases the duration of Main Event by 50%.
Inferno Wires
- New Effect: Decreases Main Event charge penalty for missed Blades by 50%.
I think these new effects speak for themselves. Watch now unlocks a hit-and-run playstyle, which again isn’t that huge because Trickster gives many warnings to survivors with his knives. Lucky Blade is just buffed since now it’s alone, Tequila is nerfed to compensate for the buffed duration, and Wires is reworked to a completely new effect, allowing more leniency in activating Main Event.
Add-on variety is very important, especially for a killer like Trickster who you can do so much with. For a long time his duplicate add-ons have had the problem of the higher rarity versions being good and the lower rarities being terrible, and the next two add-ons are a perfect example of what I mean.
AMMO ADD-ONS
Bloody Boa
- Current Effect: Increases Blade ammo capacity by 8.
Trick Pouch
- Current Effect: Increases Blade ammo capacity by 4.
These two add-ons are a prime example of what I just previously stated. Bloody Boa is an amazing add-on, it helps you so frequently and is just nice to throw on in any build. Trick Pouch on the other hand, provides so little it’s barely ever worth using, not even stacked with Boa. Since Trick Pouch seems more blatantly designed as an ammo add-on, I think Boa is the one that should be changed to something else.
Bloody Boa
- New Effect: Reveal the auras of Survivors hit by Blades during Main Event for 6 seconds.
Trick Pouch
- New Effect: Increases Blade ammo capacity by 8.
I decided to give Boa the effect of the current Death Throes Compilation add-on since I still like the effect, but don’t think it’s worthy of being an Ultra-Rare. I think this would put both of these add-ons in a good spot for their rarities.
COMMON ADD-ONS
Memento Blades
- Current Effect: Increases throwing speed by 10%
This add-on has had a sad life. For most of its life, this was always an intentionally terrible add-on, forcing you to hit an extra knife to injure survivors. Nowadays, it’s practically a crutch for current Trickster’s design problems. It increases his base throwing speed to almost 4kps with no downside, which is brutal and pushes him right back to his problematic state where he was on the PTB. This add-on needs another full rework.
- New Effect: Laceration caused by Blades is based on proximity to the target, starting at a minimum of 50% Laceration. Each Blade Hit increases the Laceration caused by Blades to a maximum of 200% Laceration. Missing a Blade resets Laceration to its initial value.
If you’re confused, this is the ORIGINAL effect of the Death Throes compilation add-on. It was a great add-on that was fun to use, but it had a short life before being removed, presumably for making the character even more difficult than he already was.
The gimmick with this add-on is that hitting your blades from close-up will cause them to deal half as much damage, but hitting them from incredibly long ranges will cause higher damage. In addition, hitting shots without missing also increases your laceration output by a significant amount.
This add-on effect would fit right in as a brown add-on, as it provides a hefty challenge for those who desire it.
Killing Part Chords
- Current Effect: Increases movement speed in the Throw State by 1%
This add-on is just terrible. It’s a copy of the far better Caged Heart Shoes add-on, but way less useful. Not even noticeable, and never worth running. I think this add-on needs an entire rework just to make sure no terrible duplicate add-ons are left.
- New Effect: Increases the Main Event activation window by 8s.
Now this add-on has a dedicated use, letting you hold on to Main Event for longer so you can use it when a good opportunity arises. This is accomplished by changing the modifier that drains the main event gauge from -0.33c/s to -0.25c/s, increasing the time you can hold onto Main Event from 24s to 32s.
(Which by the way, is a change that was swept under the rug, because changing Main Event’s Base duration also affects this. When Main Event was 10 seconds, this allowed you to pocket it for 30 seconds. When the duration was changed to 5 seconds, this resulted in you only being able to hold it for 15 seconds, and now 18s with the new 6s duration. What a mess!)
Well, by this point I’m sure I’m running out of space to type anything else, so I’ll end it here. Please consider my words, as I think this direction would help make Trickster feel fun again for many people.
Here’s a summary of the changes I want as a tl;dr. Thanks for reading.
after reading this, i think this is a prime example of a user not understanding any of the changes. so I just briefly talk about some of statements.
Main event is not having identity crisis. one of the changes regarding the new trickster was how ramp up is scaling. previously scaling of ramp up was how many knives you threw in quick succession however because survivor could LOS the trickster, the 0-33% ramp-up was ineffective in most cases because you would almost never throw that many consecutive knives within loops themselves. Now the ramp up is Main Event itself. Instead of having a random 0-33% ramp up, it is flat scale of 66% increased throwing-rate. Since you get to activate it when you want to activate it, you can time when you should get the power-up as opposed old system of throwing-rate which gave you no control over using main event and no control over build-up.
Trickster's default throwing mode is not primary focus on trickster. Trickster's throwing mode is solely there to charge main event. It still is serviceable throwing mode but it is not main focus on his ability. in short, it is build up to his real power, main event. this is why laceration meter remains unchanged. His throwing mode is slightly improved in his buffs and in some ways, you can use Memento blades to improve it to 3.70 TPS which is closer to PTB throwing-rate however you are arbitrary suppose to rely on main event to gain downs. This leads to last point in regards ammo efficiency. Trickster's ammo efficiency base-kit is better than ever minus old Death throes compilation because in previous old trickster, you needed 12 knives worth of ammo to down the survivor. In new trickster, you only need 8 knives because using main event does not consume ammo to get other remaining 8 hits. On average, your about 33% more ammo efficiency if you successful use main event every chase.
-
@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615444#Comment_3615444
Hard disagree, new players should have perks not just so they can get a foothold for playing with new players but also as a stepping stone to playing with better players as they improve instead of hoping that teachables they may or may not have are unlocked at the time to help them bridge the gap. They shouldn't just be filler.
the game has too high of skill-floor for new player to play vs better players. on survivor end, otz briefly made a video at on point which talks about how long does it take for survivor player to become remotely effective at the game? otz estimates were around 250, 500, 750 and 1000 hours.
they won't have teachable unlocked. your almost expected to reach a progression cieling in the game and sometimes this progression ceiling may hamper your ability to climb in the game if you are partly competitive/care about winning. dbd allows you to create your own stepping stones however a lot of perks in this game are noob-traps, massively noob-traps that provide little to no value. dbd has so much of that nobody cares about that because most player that play dbd gravitate to few select good perks while rest of them are often ignored. New player on the other hand fall into these noob-traps so they often create excessive grind for themselves which artificially boosts the player's retention to the game and makes them continue to play dbd. if they got bored of the game grind, than they might stop playing from x y z reasons.
-
the reason why generic perk are generally weak is because they make new player feel like they're going through crafting a build and progressing a game. New player don't really need perks because they are just starting the game and everyone having no perks makes it easier to learn the game. Perk complicate the game and new player need simplification. the generic perk are just there as sample perks for a new player to have something in the blood-web for first level 50 character. After that, your suppose pick new characters, try their perks out and see if you like them. If you like them, you should level them fully to get them on every other character.
-
@jonifire said:
The solution to improving this is just making televisions turn off for less time. current amount for survivor to turn off TV's is 70 seconds. you simply reduce time to much lower value such as 20 seconds. By doing this, survivor can still tapes but it will not limited your teleportation choices. old iri-tape might need to be base-kit due to how easy it would be to take tapes out of the TV's and spam reduce condemn to 0 almost instantly.
Tapes should loose the ability to turn off TVs if they stay the same. Hopefully old iri tape returns in some form.
the original reason why this 10 seconds was added was to limit amount of global condemn that Sadako could add. the solution to fixing this problem is making it so that teleport has no cooldown but global condemn application has 10 second global cooldown. this means you can teleport as much as you want but you won't build condemn for doing so.
I would prefer if condemned has something to do with TVs, I don‘t like the map wide concept. Especially when playing against her.
active teleport encourage you to play actively rather then play passively waiting for the passive to "win" the game for you. In some ways, the dynamic is anti-3 gen mechanic. While this also encourages "spamming" teleports, spamming teleport is still more active then then doing absolutely nothing and gaining mori's.
They can just turn the TVs close to them off, so it will only do something if you let the TVs on. It‘s a less free mori than right now. This is only meant to be some form of small increase/bonus but not the insta mori. Lore wise it would also fit.
They can just turn the TVs close to them off, so it will only do something if you let the TVs on. It‘s a less free mori than right now. This is only meant to be some form of small increase/bonus but not the insta mori. Lore wise it would also fit.
turning off televisions would do nothing because if sadako has add-on that refreshes last 4 televisions on m1. Suppose TV's build condemn every 60 seconds, you take a tape out and insert into a TV in which you will work on the gen(tapes build condemn every 30 seconds, old passive), she hits someone, TV turns back on. you accomplished nothing.
In current system, you build no condemn at all for carrying the tape and you suppress most of the condemn for doing a single tape run.
I would prefer if condemned has something to do with TVs, I don‘t like the map wide concept. Especially when playing against her.
I feel like one of the main problems with killer is lack of global map presence and threat. Playing survivor is too safe with too little risks. the global condemn has potencial to create global threat in the game and it provides secondary objective.
Tapes should loose the ability to turn off TVs if they stay the same.
If you consider this a problem than I agree that they can do that change. I use turning off TV as information for where the survivor is. It is information tool for me. I would still like TV to be turned off so I can notice that the TV is off though an alternative would be giving yellow and grey aura to televisions similar to mother comb add-on. At the same time, I feel that add-on spoon feed me information and i like being able to read the game on my own to some marginal degree.
-
I would want the tapes to be like before the rework, because in the current form I don‘t like that people switch off TVs only to counter condemned. If it was willingly it would be fine, but so I hate it.
The solution to improving this is just making televisions turn off for less time. current amount for survivor to turn off TV's is 70 seconds. you simply reduce time to much lower value such as 20 seconds. By doing this, survivor can still tapes but it will not limited your teleportation choices. old iri-tape might need to be base-kit due to how easy it would be to take tapes out of the TV's and spam reduce condemn to 0 almost instantly.
No 10s cooldown, instead only the time you need to change the mode to allow her fast mobility again, which was the coolest thing
the original reason why this 10 seconds was added was to limit amount of global condemn that Sadako could add. the solution to fixing this problem is making it so that teleport has no cooldown but global condemn application has 10 second global cooldown. this means you can teleport as much as you want but you won't build condemn for doing so.
TVs also have an area around them where you get a small amount condemned (when on) just by being close and by looking at the clip on the Tv you get more passive condemned
active teleport encourage you to play actively rather then play passively waiting for the passive to "win" the game for you. In some ways, the dynamic is anti-3 gen mechanic. While this also encourages "spamming" teleports, spamming teleport is still more active then then doing absolutely nothing and gaining mori's.
The radius around tvs, which gives you condemned after a tp, gets split in three areas. First radius (16-20m) around the TVs 0,5 stacks, in the second radius (8-16m) 1 stack and close (0-8m) to the TVs 2 stacks. So that you would be rewarded to chase survivors into TVs.
Condemned should be applied at the start of the crawling out a TV animation, not afterwards
all areas (16m) around TVs give 1 stack condemned (maybe only as addon)
the whole reason why this was changed was to make killer less dependent on map size and tv's spawns. also to discourage slugging people near televisions because limited radius encourages TV camping and Gen camping because these are locations where survivor is forced to interact with the killer.
-
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614624#Comment_3614624
Excuse me?
I was a sadako main...
I played her since release up until the rework. I condemned survivors effectively while only using cabin sign.
If you think, that it was only possible to get moris using ring drawing, iri tape and slugging, your exactly proving my point. That most of the players didn't understand how to play as her and struggled. Therefor the rework was for people like you.
I PLAY sadako right now btw... Kinda as a "good bye you monster". I played her on the Ptb and saw it was bad. I left my feedback there. Hours of feedback and constructive criticism.
Now that they finally seem to notice that many players including me where right about the rework, I'm happy for the eventual return of my second favourite killer.
Pls don't throw around accusations if they are based on nothing at all.
I just don't see how you could get condemn kills vs experienced teams in old version without said strategies. the tv took 100 second themselves to recharge and there was no pressure ever carry a tape. the player's struggle because kit was ineffective. Like even experienced players like otz said that old kit was not good to the point that a lot of player didn't really bother with condemn despite the curse being a major part of his identity as a killer. when your comment is "Tapes get used because she's a spam fest", it starts discredit what your talking about as if there is no tactical decision making going on in the match. "Good bye you monster" somewhat further cements my comment. I am not sure why your outraged/surprised especially if your agreeing indirectly.
I played her on the Ptb and saw it was bad. I left my feedback there. Hours of feedback and constructive criticism.
I think there is hardly any feedback on Sadako post-changes except from you. I visit the forums semi-regularly and your one of posters that always talks about her. I enjoy playing sadako despite her being m1 killer because i find her hit & run rewarding and her fast-travel mobility fun. The decision making in what chases you take with her feels more sophisticated as opposed other m1 killers. I also enjoy playing against her as survivor because i feel like the gameplay behind surviving Sadako is different compare other killers. It is one of the aspect that over-time has made not like survivor as much. that being is that every killer feels like you do same actions to escape them. that makes escaping boring. ideally each killer should need change the way you play to escape them but that has been absent in killers. Sadako fits that bill perfectly. a different type of escape and survival.
-
@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614617#Comment_3614617
Yeah, I really feel like they are a result of the cosmetic design team feeling like they need to add value to outfits, but they rarely look good. Sometimes less is more.
I've never picked up an outfit because of a backpack (or a helmet stored on the back, of which there are a few), but I certainly have decided not to buy an outfit because there is one.
And it's not just the aesthetics, these things make you way more visible to the killer.
I think it is because they're trying target an audience of 9-13 years old, young school kids. school kids all wear backpacks to school so they're selling that because they're trying to reflect what buyer is doing in RL into the game. It is weird because i feel like their game demographic cater more towards the young teen, something like 15-20 year old because most of survivor models look around that age. perhaps they have just concluded that young population buys more skins so that what you get in the shop.
-
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614027#Comment_3614027
Tapes get used because she's a spam fest. It takes almost no skill to get extremely good result with her. A mori doesn't feel rewarding.
Before, there was genuine skill to pulling condemned off (I don't mean slugging with ring drawing or using iri tape).
All of this has been sucked out.
Freddy with certain perks and addons was definitely a win button against almost everyone but the finest. Of course people like to play that.
you mean it was legit impossible get mori's without 3-gen iri tape or slugging ring drawing. it is obvious your upset on losing to Sadako due to poor survivor play. As a result, your complaining about Sadako to get nerfed.
-
I play skull merchant regularly without intention to 3 gen from the start and i think she's pretty strong. the only aspect that i think is annoying base-kit wise is her bugs and her cooldown for placing drones.
there is currently bug where if you place a drone, it does not spawn and this is annoying because you go on cooldown for no reason. the cooldown in general is clunky because it impairs to take advantage of her "new" stealth buffs. In regards to base-kit, other than that, she's pretty good as m1 killer.
add-on wise, i think her add-on are a bit underpowered/under-tuned numerically compare to her previous self. In particular, I wish expired batteries, supercharger and high powered mode had better numerical values. Still, Prototype rodor+Ultra sonic speaker is decent and other two add-on that provide good value are adaptive lightning(yellow add-on) and Vital Targeting Processor(Green add-on). So while I wish add-on selection was a little bit wider, she does have "ok" add-on's. Another add-on that i wish was reverted was Low Power Mode because static drones not very useful compare to cooldown.
Other than fixing bugs and add-on adjustment, i do not think she needs any changes. Knowing BVHR, you never know what kind of negative changes they'll on put on a killer. I disagree with OP post in regards lockers. She does not need that. That suggest has been common one for Trapper traps.
-
the gen perks have too long of repair time for survivor to use them. 50% is too high. if the perk was buffed to 33% then I would use it. I used to use wiretap before it got nerfed but after change. i do not use it.
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614276#Comment_3614276
Sorry dude, we have some big misunderstanding/miscommunication... so please explain it to me like I'm an idiot, because I'm not understanding you.
Low mobility killers don't like large maps, because they're hard to patrol. Larger maps are inherently harder to 3 gen, because they are bigger... so the space between gens is larger... but that by the same token, makes them harder to patrol, because you've got to commit more time to doing it.
Smaller maps exist, so that less mobile killers can still patrol. Smaller maps tend to have more clutter and LOS blockers and places for survivors to hide, and that's the trade off, however ofc naturally smaller maps also make 3 genning easier... If you push the gens out to the very corners and edges of the map, you're back to a large map set up. Yes you can't 3 gen anymore, but also patrolling is harder for a less mobile killer...
You keep saying that map traversal would decrease... but how can it if you're increasing distance between gens? I can't patrol the 4 corners of Coal Tower on Pig; I can barely patrol 2 before a gen pops. Lets take an asinine example of map as a proof by contradiction like this:
https://us.v-cdn.net/6030815/uploads/YSVESEAW5FGJ/image.png
Though it is stupid, this is an absolutely impossible to 3-gen set up. However how the hell do you patrol this as a less mobile killer? I've solved 3 genning sure, but I've made it harder for less mobile killers to patrol.
Now even if you take a more reasoned approach, I still ahve the issue as these low mobile kilelrs it's not worth my time to patrol the gens on the outer edge. Something like this, I'd focus my attempts on the green square, and maybe 1 other gen, and just forfeit the rest:
https://us.v-cdn.net/6030815/uploads/0K3DU2TJ7WWZ/image.png
What something like would do for my Pig, or my Trapper, or whoever, would be to find someone, down them, then camp the hell out of them. Force survivors to come through me to get pressure, which coincidently is what 3-genning should do as a strategy when not used to just hostage the game.
How do you push gens to edges, without making less mobile killers less effective? You haven't answered that.
scott argument is the status quo argument. He is saying that big maps decreases 3 gens because they increase walking distance between gens making gen-camping less effective. This is precisely why big map are bad for killer because the bigger the map, the less chance killer has to create 3 gens. that is entire reason why bvhr and community are pushing smaller maps.
By making smaller maps, every nearby map becomes possible to 3 gen in any configuration. Scott's solution is moving gens in corner of the map is artificially making the map bigger because now killer has to travel to the corners of the map to kick gens. This is like complete opposite of what BVHR has been doing. BVHR has been spending so much time shrinking maps that they not going suddenly start increasing size of maps. their objective is not to delete 3 gens. their objective is to limited their effectiveness after x time. Inherently, breaking a 3 gen after 10-15 minute is not that bad. the killer slowed the game down and you finished the game is timely manner. It is just that if a 3 gen takes longer 20 minute to break, many survivor players will not spend 30 minutes or 50 minutes in old skull merchant case to break 3 gen. They'd rather disconnect/kill themselves on hook then progress the game because the game simply takes too long.
The only question now remains is how BVHR will tackle longer then 20 minute 3 gen games. How they used to tackle this problem in very long past was the hatch. The hatch rules were different many years ago. The rule was that for every gen completed, you had to have [survivor alive - # generators completed - 1]. So for example, to escape with 4 people using hatch and key, you had to finish all 5 gens. To escape with 3 survivor alive, you had to finish 4 gens. So already at 3 people, you could escape breaking 3 gen stalemate. With 2 survivor left, you only had to complete 3 gens. The problem with this system was that you needed a key to open the hatch because hatch spawned close.
One of the dev said that if you do not bring the corresponding perk/item to deal with situation than problem still remains. This is exact problem with keys. Even if Keys can get rid of stalemate situation, if nobody bring a key then long 3 gen stalemates will still occur. that is why if they ever do go with hatch type solution, I imagine they will not require you to bring a key to open the hatch. The hatch will likely just spawn open. If the killer kicks the hatch, the end-game collapse begins. if you don't kick hatch then all survivor can escape through hatch resulting the game in a draw.
-
@_Onyx_ said:
@Devil_hit11 I'm still not seeing how this Trickster is more exciting to play as. The no recoil is definitely needed, it has been since day one release. When it comes to ammo efficiency, you're right, being able to access Main Event frequently does make him less reliant on locker reloads. However, this is partly the reason why he is too far gone the other end, where he's strong but just not enjoyable to vs or play as. This is all coming from someone that has loved Trickster since release btw, I don't just want him to be strong, if I did I wouldn't have made this post, I want him to be in a state where I feel like I can compete with high-mid level teams while being able to have a flare to my gameplay and knowing my opponent can have their own nuisance counterplay vs this character. Having a large capacity but making it so Main Event eats into that carried capacity would definitely put him closer to that image. I don't necessarily see his need to reload being a problem if he's still able to get 2-3 downs before hand. While also making it so Survivors have an actual way to manage Laceration from their end rather than just dodging and breaking LOS and hoping he misses long enough for it to decay. I mean, that's something they could add to this Trickster I suppose. At least then there'd be somewhat of a back and fourth to his gameplay. That would make him interesting again.
Having a large capacity but making it so Main Event eats into that carried capacity would definitely put him closer to that image.
i do not think that bvhr wants to deplete ammo as counter-play towards the lockers killers. the objective of looping is always to waste time to finish all 5 gens. The more time you waste in the chase, the more likely you are to finish all 5 generators. depleting ammo is more of a bonus time-waste and often relies on killer making errors + a little bit luck/skill on your part.
This is all coming from someone that has loved Trickster since release btw, I don't just want him to be strong, if I did I wouldn't have made this post, I want him to be in a state where I feel like I can compete with high-mid level teams while being able to have a flare to my gameplay and knowing my opponent can have their own nuisance counterplay vs this character.
these two statements are opposites. you want killer to be relevant vs high level teams but don't want killer to be strong. Only killer that are strong have relevancy towards strong teams. The nuisance to any killer is how long your able to survive in the chase for all 5 generators to be completed. ranged killer have plenty of nuisance between survivors that do poorly in the chase/gens vs survivor that are good at the chase/gens.
-
@Sunbreaker7 said:
The game design becomes utterly appalling when the Killer can corner someone in the basement and prevent their escape during Borrowed Time by simply blocking the stairs and moving in a predictable pattern that's nearly impossible to evade in such a brief window. It feels like an automatic loss when facing a Basement camping Killer.
While your team could use that time to complete objectives, relying solely on this tactic to "win" the match at the expense of someone stuck on the basement hook isn't particularly thrilling.
There should be a way to run past a Killer who tries to body block at the stairs while in Borrowed Time. Or let's just face it, it would be a longtime coming implementing a second exit to the basement.
there is a perk to counter bodyblocking in basement. Off the record extends borrow time from 10 second to 80 seconds. Now you can have your fantasy of going into the basement and escaping every time. There is also decisive strike perk.
The base-kit counter is being good at the chase when your near basement and avoid getting hooked in the basement.
-
@_Onyx_ said:
@Devil_hit11 I'm upset he is no longer fun to play as. Like I said, he is the strongest he has ever been, but in making him stronger they made him boring to actually play as him. I always wanted Trickster to be able to have skill expression, like how he did on release. Where the amount of Blades allowed the player to look for gaps in walls, sneakier angles and feel like the large capacity made it possible for them to attempt those throws without worrying about losing all pressure and having to reload.
Elaborate more on how this current Trickster is his best possible form and should remain this way. I wanna see him through your eyes to see if can learn to fall in love with him again.
When it comes to Huntress, I agree. In my eyes, a simple, yet maybe lackluster, change would be to give her more hatchets at base, reducing her need to constantly reload against the higher level Survivors that know how to manipulate their movement and dodge hatchets. But I'm curious what they do to her too.
so one of the changes that is not obvious to understand was his trick-blades. This is a purple add-on that allows you to bounce his blades this add-on was previously garbage for him because of two reasons.
1) He did not do enough damage in short bursts to make bounces meaningful.
2) He had random recoil where aiming a surface was nearly impossible because where the blade would bounce would be random because your throwing was random. This made you have no control over using add-on effectively.
Thanks to Trickster's improvements to his main event alongside his base-throwing mode, His main event can deal damage in short bursts and The recoil change makes it so that you have control over using add-on. In term of Trickster-skill floor, he is easier to play than ever because if your not good at his throwing mode, you can play him as 4.6 which allows newer player to pick him up. What matters though in long-term for a killer is their skill-ceiling. You know, does your time investment in mastering the killer make you feel rewarded when you play this killer? Trickster's skill-ceiling has risen. The most important skill-cieling is that purple trick-blade add-on. What this add-on allows you to do is gain new angles of attack allowing you to hit survivors behind objects and surfaces that would previously be a major weakness for trickster. So if you have knowledge for where to bounce his throw knives , you can hit people behind objects and defeat his weakness. The other two aspect that increased his skill-ceiling is when to use main event and his ammo efficiency. If you have good aim to be ammo efficient with his base-throwing mode, you will acquire his main event in less blades and by acquiring his main event in less blades, you become more ammo efficient because main event does not cost ammo. I am not joking when i say that i am reloading less as trickster per game then I am with huntress. This used to be completely backwards before. While his base-throwing mode is less potent, his main event is more potent meaning that if you use it at correct time, you can end chases quicker than before. It is high-pressure ability because you only get to use it once and it is limited time ability but a couple successful usages can swing the game in your favor.
Contrary to your opinion, The ammo efficiency, looking for gaps in walls, sneakier angles are more present in his kit. I think his only issue is that he is kinda reliant on trick-blades to gain unique skill expression and somewhat reliant on duration main event add-on's to take full advantage add-on.
-
maybe survivor bleed out on the floor faster. that could be what his knock-out perk is referencing. he has add-on that inflicted mangled and hemorrhage but they make no sense because.... base-kit instant does not care about healing..... and the base-kit bubba chainsaw is too weak to use those add-on's.
-
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612910#Comment_3612910
Thanks for the correction, it is 5/4/3. My mistake.
The idea of Seraphor is way to powerful and would make SWF almost unbeatable. They could just simply force the killer to a 10-12 hook game if they play it smart. They just trade hook stages so nobody is on deathhook until the very end.
Your first condition matches with mine. Survivor has neither used or received a Transmigration of Souls is a condition, since it only works when being health and no exhausted. Once using ToS, the survivor is broken and exhausted so there is no way to do it twice.
I like the idea that the unhooker has to be on 0 hook stages.
The problem i see is that this perk is very powerful, and overall your conditions (exhausted) is simply not enough for an effect like this. Maybe i have overdone it with hindred aswell, but broken is the absolute minimum so the perk is not completly busted.
they kinda have this as mechanic in the game. it is called sabotage. you break hooks so killer cannot hook the survivor. by not being able to hook the survivor, you save hook-states.
this type of perk of trading hook-state was a perk that i thought about at one point and I am just not convinced it is healthy mechanic in my head purely because it allows survivor to funnel hook-states into 1 player so one player in theory can have 5 hook-states. it is too strong of perk for survivor to not use it because it counters the most powerful fundamental strategy for killer in the game which is tunneling. my thoughts is that if they invent a perk like this, it would be must have perk.
My version of the perk was something like:
When a killer is carrying a survivor, a survivor who takes a protection hit will immediately lose 1 hook-state and grant it to the survivor being carried on killer shoulder. This effect cannot be triggered when you are on death hook.
So basic idea was that killer pick up a survivor, you run in front of the hook, take a hit and now that survivor on death hook does not die. they go in struggle stage. With someone using Reassurance, you could theory have 90 second hook-stages and keep gifting extra hook-states to tunneled player.
-
the idea of mutiple AI roaming around the map is an idea from Nemesis. They don't want to buff nemesis zombies for some reason. One thing I don't understand is that at one point, they said 3 zombies is too much for dbd because it would cause lag yet I see 3 guards AI spawned? is there something we are missing because I do not see dbd lagging in that video.
-
you seem upset that he is strong and no longer a free-win to play against as survivor so your listing changes to nerf him so you can escape easier. so weird.
trickster is where i think he's suppose to be. a killer that has weakest ranged attack however can ramp up the strongest range ability in the game where he can machine gun health-states better than any killer in the game. This gives him a unique identity compare to other ranged options where you get lows and high's. The experienced trickster can suppresses his lows(minimize his weaknesses) and take full advantage of his high's(use main event at correct time to deal considerable damage). This version of trickster is how I always thought trickster should be. So many ways, dev fulfilled a vision that i saw within this character from the start.
Given how well they did with trickster, I am very excited for what they do with huntress. I have always seen huntress as something like a jack of trade killer where she has no weakness but no real defining strength. I am mildly curious for how they will improve her fun factor. She's already pretty fun to play but perhaps a little behind total-power curve on killer end.
Deathslinger is what I would consider opposite of trickster where he is in theory has best ranged option for tiles/loops with (old) instant-scoping but has worst muti-hit health-state potencial making him a polarizing character that has oppressive 1vs1 but struggles to build map presence due to his binary 1 health-state option.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612642#Comment_3612642
MFT is garbage, I will not be running that, especially for me lol
DS is really bad, but 10 more seconds is 10 more seconds, I guess.
OTR isn't going to help because I'm usually getting hit off of, or near off of, hooks.
I'm just genuinely done. Even when I waste enough time, it doesn't matter. It doesn't matter if I improve, literally at all.
it is not garbage for you. your clearly not effective at looping and need second-chances and boosters. for someone that struggles at the chase and off-hook tunneling, it is exact perk you should be using. the perk will make up for your poor play. DS is also not bad. it gives second chances but requires you to die near pallets to use it as second-life. The reason why survivor say it is bad is because people that are using DS are often player like you that struggle at looping. so they get second-chance than die 10 second later. It is not perk fault. it is your looping skills that make no use out of it. Still, a second chance is better then no chance at all especially for you.
Like I said, I don't think these perk will stop you from getting tunneled because killer will still see you as weak-link however it will provide safety nets for your poor plays which might do something.
-
@GravelordNito99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612569#Comment_3612569
No. You missed the point. This game is asymmetrical. Unbalanced. It's a party game. If you win often on Killer, that's how it should be, because losing feels 4x worse. Please for the love of everything actually read my post before responding.
It seems you're incapable of basic reading skills, which makes discussion with you very difficult. I said I won 80-80% of my games "until recently", however NOW, I lose 70% of the time due to the new MMR making it much more likely to match vs comp survivors every single game if you're unlucky. I'm at MMR cap, so I get P100 swfs in most of my games, and it simply isn't fun in what's supposed to be a casual party asym game.
They're ridiculously skilled at the game, and I'm thrown in with them after I come home from a 12 hour work shift and just want to play some lucky dip games. But dbd is no longer a lucky dip due to MMR. It's exciting not knowing when you'll be put against a god squad or some absolute cutie pie newbie survivors. Having the god squads every once in a while makes it less frustrating and more impressive and inspiring. But having the god squad every single game? Soul-destroying. It really isn't complicated.
I implore you to go back and read my post more carefully this time.
yes, it means you were facing opponent far weaker then yourself when your win-rate was 80%. Now your playing against survivors within your skill-level. as result, you need get better to have the same win-rate as before. I do not see anything wrong with this.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612328#Comment_3612328
Let's be real. Killers wanted nerfs for medkits and CoH but both of them made survivors leave gens which was free slowdown for killers.
But yeah, devs are doing some terrible decisions. They need to make side objectives worthful for survivors, if survivors have no reason to leave gens ofcourse games will be so fast.
killers wanted Med-kits and COH nerfs because everyone being healed meant that weaker killer have to hit survivors 2 times instead of once.
what killers have asked for is their chases to be meaningful when they hook survivors. what killers got was nerf to pain res, nerf to dms, nerf to eruption and nerfs to pop goes weasel. So instead of their chasing meaningfully slowing the game down for killer if they play well by hooking people, their chases mean less because they get poor game-delay from said hooks. The more hooks they go for, the faster they lose.
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612327#Comment_3612327
- Adding 50sec Gen basekit.
- Almost remove self healing with Selfcare, Coh, Medkit nerf.
- Instead of healing in 16sec before doing Gen, survivor just do Gen being injured with Resilience + Adrenaline.
- Killers thought the Gen time extended from 106sec (16sec healing + 90sec Gen) into 114sec (24sec healing + 90sec Gen). But no, it dropped down to below ~83sec with Resilience.
- Now killers want Gen time to be increased further so survivors have to be injured doing 114sec of Gen.
If everyone runs Deja vu which is 6% repair increase, you can get 84 seconds gens which is similar to 80 second gens especially if you account for 1-2 great skill-check to further reduce this to like 82 seconds. You get free BT so it is not like your losing a perk slot for what you were running before. You can now just use old perks of Dead hard, Decisive strike, Adrenaline, WoO from 5 years ago.
I also don't think med-kit nerfs are that big of a change purely because running a red syringe+med-kit is still 2 heals and running a combination of med-kit+gel dressing with skill-check add-on is 2 heals or running 2 charge add-on is 2 heals. 24 second healing is old-self care which is a perk that 99% of survivor ran in dbd 2017. Even if your not using add-on, a single free-heal from a med-kit is sometimes enough in some games.
The only nerf to med-kits is sloppy butcher and they're gutted mangled in few months anyway so soon med-kit change will be almost meaningless.
-
@Pulsar said:
This is completely a vent.
I have had seven matches today. I have been either camped like with Trickster or turbo-tunneled. What the ######### do I do? I can't even play the ######### game on one side. It's a completely miserable experience and it's ######### bullshit.
There's nothing wrong with my build. There's nothing wrong with my name. I don't run any charms. What the ######### am I doing wrong. Why can't I have a SINGLE decent ######### experience.
try running decisive strike. decisive strike is designed for tunneling-off hook. when a killer spots weak-link that is unable to loop than they're going tunnel because your easiest target to remove from the game. you were unable to loop pinhead effectively and trickster put your on that hook at 4 gens. The same thing happened with Chucky.
While Adrenaline is a meta perk that experienced survivors use, your inability to survive to end game. that perk is entirely dead slot for you because your not surviving to the end game to use it. I don't think Decisive strike will suddenly make you good at looping because it is not auto-win button anymore but it will give you more chances to learn looping. Distortion is a good perk for hiding but your getting found early in the game with the perk on meaning your not using the perk effectively. Lithe is good perk too but your not using it correctly to hold-w so it is not useful for you. Your barely extending chases with Lithe. What your better off running is Off the record and Made for This. With how much you get tunneled off hook, you'll easily proc OTR endurance for 3% haste and maybe looping will be easier when your 3% faster.
You need to assess your weaknesses, run DS/OTR/MFT until you improve at looping and than you might be able to play without these perks when you have acquired enough experience to not need hand-holding chase-aid perks.
-
@GravelordNito99 said:
Title. I have almost 2k hours in this game and my experience over the past couple of weeks has driven me very close to quitting.
I'm a killer main, and until recently won around 80-90% of my games, despite the fact the game (and devs) naturally favors survivors.
However as of recent, I'm running into EXTREMELY sweaty matches every single game. The survivors I'm going up against are P100 squads almost every single time I load into a lobby, and they play like literal gods every match. I'm talking the best of the best survivors who are ridiculously good at the game, all have exactly the perks they need when they need them, guess correctly on every single mindgame, make the correct macro decisions depending upon what my killer can do, etc.
It's just very frustrating to go from winning a nice amount of games and sometimes going up against a sweaty squad to going against a sweaty squad every single game. Either I get a 2-3k after a long slog of a match or I can't even hook anyone. That is the variety I get now as a killer.
The reasons this is not fair are obvious. For one, the game is extremely survivor sided. Nobody would dare argue against something as obvious as that. However, more importantly, and perhaps less obviously, it feels MUCH worse to lose as killer than it does as survivor. As survivor you only share 1/4 of the blame for losing, and so can easily deflect and mentally relax. Just go next. On top of this, survivor gameplay is much more relaxed and less skill-oriented. 3/4 of the game will usually be spent holding m1 or w. Meanwhile killers have to mindgame and macro to perfection from the start of the game to the end of the game at high MMR. If you lose, you have to watch 4 people gang up on you, so the pressure is higher. You were more involved in the gameplay from the start, and only have yourself to blame for losing, so it feels much worse. However, this isn't logical. The game is to blame for a large amount of losses in high MMR, since it's mathematically impossible for killers to win vs perfect survivors. It's, as they say, asymmetrical.
MMR is punishing Killers much harder than it is survivors. If you're unlucky like me, you're going to find sweat lords every match because the cap has been raised, meaning you won't be matched vs casuals any more.
I can no longer run my fun anti-heal loadouts because the survivors just bash gens and don't heal, running early with w as soon as they hear my TR. I can't run my fun chase builds because gens are so fast that no gen defense means a loss.
This is the worst experience I've had in DBD for years, and it's sadenning to see that BHVR plans only to make killers have an even harder time in future when we're already the underdogs.
Please, for the love of everything, save this game for me. Just let it be a party game and put me vs every kind of player. I want to mess around with newbies sometimes; I want to have some tough battles sometimes; I want to get stomped by perfect survivors sometimes. I don't want to get stomped 70% of the time, and struggle to barely draw the match the other 30%.
Whenever I play survivor I run the killer ungodly amounts of time with ease and escape pretty much whenever I want to if I try. Survivor is pathetically easy anyway, and you somehow made it even easier. Killer is the harder role, so if anything they should have a natural advantage.
Fix your game before you lose all your killer mains and survivors have nobody left to tbag.
something doesn't add-up. If your winning 80-90% of the matches, your among best killer players. Your suppose to be playing against the best players because your one of the best killer players.
Just let it be a party game and put me vs every kind of player. I want to mess around with newbies sometimes; I want to have some tough battles sometimes; I want to get stomped by perfect survivors sometimes. I don't want to get stomped 70% of the time, and struggle to barely draw the match the other 30%.
This whole aspect makes 0 sense with the rest of your post. your entire post is complaining about so called perfect survivors stomping you. Your 80-90% win-rate does not correlate with you losing 70% of the time and drawing 30% of the time. These two numbers don't add up. your clearly a competitive player that wants to win every game but you lack skills to do so. there is no reason for BVHR to change the MMR system for your lack of inability to play the game.
-
they added a penalty because they thought that cleansing totems silently and opening chests was too strong. They should reverse the penalty into buff. You cleanse totems and open chests 30% faster.
-
i don't think they have time to rework nemesis. maybe 2 years from now. there is just too many other killers that need changes before him.
-
@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610466#Comment_3610466
You can try your best not to go down at all or your team can trade speeding through gens for overall safety by stalling gen completion to let a person get their trap off without being pressured. People forget that by default the traps aren't immediately active and pose no threat to you until a generator gets completed while it's on your head. The trap wasn't meant to kill as consistently as it does as it's primary function is to make survivors slow down on progressing their objective to circumvent the instant death risk. People tend to just try finish games as fast as possible though which makes it more worthwhile to force head pops.
i fully understand that. I just think that people complain about pig head-pop don't get that. whenever i play vs pig, i tend to want to get chased first because i don't want my teammates to fail chases early vs pig. in my subjective experience, if pig chases me, i can loop m1 killers easily for 3-4 gens to pop. after that. her traps are no longer threat when 1 gen as long your team does not just suicide and get a bunch of helmets. if your teammate take chase and they're bad at looping than those pig games tend to be hard due the fact that she makes your teammate useless for like 50% of the match with slow gens.
I think pig does need major buffs however i think she is pub stomper from my subjective experience.
-
Legion is strongest killer in 2vs8 because he provides lethality to any killer due to mass injuring and gets free downs due to the number of players.
So if I had to take a guess legion+nurse.
other possible strong killers are leatherface, plague and tombstone myer's. I don't like idea of 2vs8 for a mode.
-
@bloodyknife said:
There are 2 ways to buff contamination
- Zombies get bonus movement speed and detection range for every survivor infected.
- Contamination inflict debuffs.
it has a debuff but the number are so bad that you do not notice it. when nemesis hit you with whip... your suppose get hindered for 20% for 0.2 seconds. he has add-on called licker togue that supposedly increases it by 0.2 seconds but difference is so minor that no one notices it. under-powered killer that they might eventually fix one day.
-
@AnnoyingNarrator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611548#Comment_3611548
That is because Proxy Camping is how a killer can effectively tunnel. These aren't two separate problems, there is a direct link between them. This statement is the equivalent of *rants about toolboxes while actually pointing out all the problems with gen rushing*. Tunneling out a survivor is the end goal of Proxy Camping. That is why tunneling is such an important part of the discussion.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611549#Comment_3611549
Honestly, I probably could have phrased this better, but I still stand by the point. Proxy Camping is what can be called a "noob stomper" where it works best against teams don't have the ability or knowledge to counter it. So a more experienced team will be able to deal Proxy Camping, while newer players will get destroyed. Oh, and for the sake of being pedantic, this is an example of the fallacy fallacy, which is just fun thing to say.
there is already system to fix proxy camping. it is called Anti-face camping feature. you simply need remove the floor restriction, remove all conditions that slow the timer down and remove any gradation for the timer tick down(I.E timer ticks down in 16 meter radius at same speed on all radius). This changes the feature into Anti-camp feature.
If the player can activate their self-deliverance then they can activate the unhook at 59 seconds and 1:59 seconds. it means that hook regression will not happen by the killer force unless the survivor make a mistake and purposely do not unhook. you get a static amount of 3 lives per hook in most game instances rather occasional skip in which you say is not good for the game.
So, how do you fix proxy camping?
The answer is that you need to make killing a survivor early on to be a bad option.
this is very unlikely to ever happen because... the role is called killer. punishing the killer for successfully doing their job is antithesis to playing the killer role.
I have yet to see a good defense for its existence. It's mere presence distorts the game's balance, and removing it will, in long term, lead to both sides having more fun.
it would make survivor role more fun but reduces the fun for killer because they will win a lower % of their games.
-
@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610967#Comment_3610967
I think they should remove it completely, if you reduce it too much then the cooldown becomes obsolete anyways, and if you keep it as it is currently then it weakens the perk too much.
i think whole reason why cooldown is there is because a long time ago, peanits said that they do not want to power-creep perks. thrilling tremors is potencial power-creep to bbq so they kept the perk bad.
-
@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611286#Comment_3611286
Saying that it lowered his ceiling to the point where an average Chucky is now just as good in chase as one of the best Chuckies is nonsense. Numinous can still do plenty of things an average Chucky would never even conceive of. And I'm sorry, as cool as it is, the stuff he did in those older clips is BS (although none of it involved actually scampering). 180° flicking makes everything potentially unsafe.
Scamper is still potent, you will just more regularly have to scamper and only then slice & dice. Although it depends too, there's still tiles where you can convert a chained slice & dice.
Would I have preferred for them to nerf Chucky in some way that doesn't lower the mechanical prowess ceiling? Sure, but I do think some adjustments were in order because Chucky is already a fairly strong killer even in the hands of someone that can't do any of the things Numi is doing, and 180° flicks weren't even something the average player couldn't do.
Scamper is still potent, you will just more regularly have to scamper and only then slice & dice. Although it depends too, there's still tiles where you can convert a chained slice & dice.
that is not potent. that is so basic that almost any player could learn it in their first 10 games of chucky.
I'm sorry, as cool as it is, the stuff he did in those older clips is BS (although none of it involved actually scampering). 180° flicking makes everything potentially unsafe.
that exact gameplay is what made him chucky possible nurse-tier strong. His only downside to why he wasn't better than her was cooldown. He can still get hits everywhere but his gameplay is more predictable and he gets hits slower because of angle nerf reducing his time efficiency that results in a loss of potency as a killer. What do you mean that none of it involved scampering? Your entire twitter post was showcasing him using Slice & Dice then scambering during Slice & Dice then changing the angle of his dash into 180 flick. Just watch Haddonfield clip on that video. that hit is no longer possible due to that change in that manner.
-
@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611269#Comment_3611269
I would just remove the whole “after you heal back to healthy the killer sees your aura” part and instead after you use your extra hit then it just deactivates and resets immediately, instead of needing to be downed to reset it.
Other than that I think MoM is fine the way it is. I don’t feel like it should be easier to earn.
that's not why nobody is using the perk. that part of the perk is actually a positive if you use OoO. you get permanent wall-hacks with it. The issue is not being able to trigger the perk. another idea i had was to make it work on unhooks but i somewhat fear that 3 unhooks might be too easy. arbitrarily, a perk like that should trigger no more then 1-2 times per match in the realms of deliverance. more than that and it becomes too strong.
-
@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610780#Comment_3610780
Watch numinous sometime (https://www.twitch.tv/Nvminous), the guy those clips are from. There's certainly quite a large difference still between him and your average Chucky. As far as I'm aware, everything he has used still works, such as dashing along walls and changing dash direction at vaults and pallets, it's only that you can't 180° flick with the actual attack portion of slice & dice.
i did. he says himself that chucky is boring now and he cannot do scamper slice & dice hits. the removal of the flick makes scampering pallets in Slice & Dice borderline useless. You can't turn enough to angle the hit. Your better off sliding off obstacles around loops. As i said, it removed his skill-cielling meaning that the average chucky vs the best chucky is the same. A novice chucky would not do those risky Slice & Dices because they wouldn't see them as possible hits. A more experienced Chucky would see an opportunity to go for those crazy hits because you gain time efficiency in chase. boring change.
-
myer's add-on need rework. i had good idea a long time ago to rework m/s stalking and aura add-on but i do not precisely remember the add-on idea's. the other add-on that i think need rework/buff are purple duration Lock of hair and yellow duration add-on for Myer's. the drawbacks are too severe and upside is not worth it. Myer's already has green duration add-on and that add-on is sufficient for longer EV3 to not need other 2.
-
the tricky thing about mettle of man is that buffing it to have an easy trigger condition means that 4 people can run it and trigger an extra hit. that is too strong especially if your getting super endurance every single hook-stage. at the same time, current of MoM almost never triggers in regular survivor gameplay without you consuming an exceptional amount of time.
I don't think they can rework MoM to activate it upon completing a generator. The whole theme of Ash Williams perks is that he lives by danger and dances with danger. that is why all his perks are related to sabotaging the killer's chances and getting into the killer's face. Buckle up, pick up people in the killer face only to escape, Flip flop- Leave me on the floor and I will escape, MoM Take hits and I only become stronger. I don't think they will change his perk themes because it fits Ash perfectly.
One buff they could try on MoM is that if you power the exit gates, MoM becomes active. This would make it one of strongest end game perks. Adrenaline is very popular perk so this perk could be alternative to Adrenaline while also being possible to stack with Adrenaline creating a very powerful end game build.
-
@zarr said:
I think limiting Chucky's ability to flick is fine because he can move more freely than many other killers during the attack, especially if he uses walls to slide along. He also doesn't even have to use the slice & dice - with him being tiny, the Undetectable part of hidey-ho is already fairly threatening. Not to mention the scamper. And the third-person perspective also makes flicks particularly problematic on him because he doesn't actually have to gamble all too often, as he can simply see whether the survivor is turning/hiding behind a corner tightly or flaring out, as opposed to other killers. All the more so if he's using the (pretty busted) Rat Poison add-on, of course.
It is sad to see his ceiling in terms of mechanical prowess become more limited, however. That crazy things like this: https://twitter.com/numino0us/status/1733556653578965145 likely won't be possible any longer is a bit disappointing. I do want them to retain flicks on Oni, Wesker and Blight, although for Oni I feel like it could be locked behind an add-on, and Blight obviously needs some other adjustments. Billy's flick is entirely intended and not something they would touch even if they were to consider removing flicks.
In general I would not be all too worried. For one thing, these flicks have been in the game for years and years, so it isn't like any panicked "they are destroying killer mechanics!" attitude is justified. For another, even if they were planning to remove them, BHVR moves slow, you would likely still have years of (ab)using flicks between these killers. And then, even if they were to ultimately touch them, that is far from a guarantee that they won't still work. I mean, BHVR did specifically set out to hard-cap Oni's flick at 90° as far back as right after his release. And yet, it remains possible to this day, if your CPI is high enough (or if you flick your camera up beforehand). BHVR has also consistently shown - for better and worse - that they won't let the limited means of control that gamepads afford people limit their killer designs. I had had the same fear, that BHVR would dumb the game down a lot to make it controller-friendly, particularly once cross-play came, but they've released a killer like Blight thereafter, for just one example that makes it obvious that my fears went unrealized. If there is anything BHVR should do, it's making some of these techs more attainable on controllers, or yet, implementing keyboard and mouse support for consoles.
the loss of his flick makes you go for basic hits and removes possibility to use advanced scamper techniques where you vault the pallet in the ability and hit the survivor post-vault as shown in twitter video. reducing skill expression is not fun for killer. he is a lot worse now because you have to go for basic scamper hits and align the dash rather then use ability and immediately dash for the hit. I know that doesn't sound like a big deal but your extending chases by like 10-15 seconds with that change because Chucky is purposely delaying his power activation due in his inability to hit people at those angles.
Chucky already has low skill-floor where most people can pick him up but now there is little difference between average Chucky and best Chucky that optimizes chase time. I specifically played him for these crazy hits so I am not big fan of his changes.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610443#Comment_3610443
Don't worry, there are improvements here.
The Incapacitated effect during the Transition prevents a survivor from finishing a gen or unhooking someone right in front of you, so that time you cannot attack is well spent with mindgames. Besides, skilled Old Freddy's would almost always get a free hit from the transition.
As for the aura-reading, it is an important aspect of his kit. And if you wake up, it is gone. It isn't difficult to fight against it, I don't think anyone would consider it OP.
But then again, it is okay if this concept just doesn't work for ya. Everyone is entitled to their own opinion.
i really miss unlimited wall-hack of his kit. i hope they return that whenever they buff freddy. it was by far his most unique mechanic that no other killer had.
-
@MoNosEmpire said:
I want you to understand the following:
- These scenarios always happen in SoloQ so I want you to understand that there is zero communication when going for a trap removal box in any given area
- I also do not generally fail skill checks
- Just because you did not understand my reasoning behind how I explained something, that does not instantly make something factually wrong. I assumed the majority on the forums would be experienced players with hundreds, if not thousands of hours, so at times I do not feel the need to paraphrase
A pig can see:
- 5 Trap boxes
- When a survivors trap is active because of the survivors banner Aura turning RED from white
Now as a killer what would you do next? you'd keep a mental time memory of the trap activating it for later. The killer would then play the game like normal.
The survivor on the other hand has the following constraints:
- Has to remove the trap in a very tight timeframe and reach all 5 boxes if RNG is not on their side
- Usually by this point a gen is almost done and will be popped just as a trap is placed on your head after prolonging a chase as long as you can, depending on how bad the loops in an area are, so you haven't got any trap boxes done yet but your trap timer has instantly become active
- Experienced Pig killer mains clearly understand the trap is oppressive so they'd add major delay addons to trap removal (can be up to 16s per box)
- Has to traverse the map in general, avoiding the killer as best as they can
I said:
""Pig speed does not make a difference when in stealth because your timer is still continuing" and then follow it with "She can let the timer continue by following you in stealth while still chasing you". "
In other words:
- Your destination is known because the pig can see box trap auras
- A pig in stealth can still follow you without pausing the trap timer cooldown, you have no choice but to go to that trap removal box in that area because of bad RNG, both trap removal locations being so close together on some maps (for reference, yes I know there are 5 trap removal boxes), as well as lack of trap time and a heavily increased delay in general from trap box addons, and the obvious killers' memory from earlier knowing your trap has been active for a while now
- The killer usually switches to you when she see's you, again the oppressive trap timer forces you to act hastily and go directly to the trap removal box (if you delay this she will purposely just stalk you in stealth regardless of slowdown speed because she knows where the trap removal auras are and if you're in that area with an active trap it's obvious you're heading there)
- She can wait at the box and count down the trap removal timer (with her addon extensions and lets use the 16s as an example) while you're trying to remove it and knock you off it before the 16s have elapsed, you have no time to delay and if you're still in the trap removal animation it will still blow your head off
- I'm also not talking about crouch following you around the entire map obviously, she can walk at a certain range before it becomes a chase and then she enters stealth when within chase distance
This can be seen as tunnelling but it can also be seen as a design exploit.
The Pig is weak at the moment when compared to other killers so that would naturally assume only experienced killers would play as the pig. This would also assume that they know exact trap removal timers with their chosen addons like the back of their hand. I am also not talking about a scenario of them finding you randomly on a box and waiting it out to hit you, I am talking about a scenario of you being forced onto the trap removal box while they are still stealth chasing you and you're unable to lose them because of time constraints, trap removal auras being shown to the killer (this is what I mean by they know your location) and they are behind you in stealth with no punishment while your timer still ticks away.
Now you would ask:
- So why wouldn't you lose them first?
My reply would be, "How? Time constraints". With addons trap removal timers can take up to 16 seconds as someone stated in this post, more than enough time for a pig to run/stealth to you on a trap removal box, hook you once and then come back a second time once you've been unhooked and knock you once for a guaranteed kill. And thus the reoccurring, repeating dilemma we have in this post.
@UndeddJester Usually SoloQ teammates unhook you asap, finish gens without caring about inactive traps. The killer tunnelling me would just destroy me even faster due to it as he's not even left the area or purposely proxy camping in general. I haven't used plot twist much but I'll give it a go. In a SWF this wouldn't have been as much of an oppressive issue but in SoloQ it's so bad.
@LapisInfernalis 240s sounds good in theory but practically, the last 60 seconds is what screws you over when there's screaming perks, extension addons that purposely interrupt you and then the killer coming to you at least once and forcing you away from that trap removal location. That is usually more than enough to delay the trap on your head to blow up. The killer is usually happy to throw the game to get that TTV kill.
just something i want to say, crate of gears+bag of gears is 19 seconds to search a jigsaw.
@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600403#Comment_3600403
Amanda's main arc in the films is that she's an addict who traded drugs for obsessing over John. She does not actually care about his legacy and fundamentally did not understand the purpose of his tests which is displayed by the fact that every single test she personally setup was impossible to survive. This is even something John figured out about her and on his deathbed essentially placed her in another test without her knowing to see if she could actually stop cheating. She fails and gets shot as a result of not changing her ways and robbing others of their chance to learn from the tests.
She gets the beartrap as her power because it's the most significant test to her as it was originally the test she had pass which led her to become one of the apprentices.
pig's traps should be death sentence that has high probability to kill. i think issue that most people have with her head-trap is how cheap the kill is. what I mean by that is there is no back and forth with her traps when trap is active. your forced to search the boxes and if you run out of time, your dead. when people die to her reverse trap, they feel cheated in the death because they couldn't change outcome of trap kill. the gameplay design is trying reflect the lore of character where once experiment begins, your dead. the character design is cool but it is little bit.. i don't know, brittle? the design works but the gameplay towards trap is a bit dry.
1 down is 1 kill. that is why i think pig's chase is very bad because of how one dimensional the trap towards the kill. my guess is counter-play is suppose to be that you don't go down to the pig... so pig cannot put reverse bear traps to mori you. I am curious to how they will approach changes on the pig because I feel like her kit is strong fundamentally but it has bad numbers that make feel bad to play/weak.