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Devil_hit11

Devil_hit11

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  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483390#Comment_3483390

    That'd be wayyyy too much, Nemesis is already a pretty good killer even without addons. The tentacle whip doesn't need that kind of buff, even via addons.

    Something like my suggestion would be the kind of effect that would be balanced with the whip, because it's already very good.

    nemesis is alright without add-on's. I am just suggesting an improvement to what add-on was envision to do. nemesis already gains decent info from zombies. he does not have that much problems finding survivors.

  • @jesterkind said:

    For those who can't be bothered to go look it up (because nobody uses this), the Iridescent Umbrella Badge is the addon that inflicts Exposed on survivors who use a vaccine, for 60 seconds. Now, that buffed timer does make this addon not entirely useless, but I personally still feel it's awkward and doesn't fit with the flow of how a match as Nemesis actually progresses. By and large, survivors use vaccines when they're pretty noticeably safe from Nemesis, and the time you'd save by only needing to hit them once wouldn't really outweigh the time you'd typically have to expend in order to go find and hit that person.

    So, then, I propose a radically different effect: "Every Tentacle Strike that inflicts Contamination reveals that survivor's aura for 8 seconds."

    This would be both much more smoothly integrated into the Nemesis' typical gameplay loop, it'd help mitigate the time needed to invest into hitting survivors three times, and it'd be much more thematic with Nemesis as a relentless pursuer that doesn't stop once he gets the scent of his prey. I also don't believe it would be overpowered, as it wouldn't be something that can proc on every tentacle whip, just the ones that inflict the infection on a survivor.

    Personally, I think this would be a much more popular, enjoyable, and thematic iridescent for the Nemesis than the current effect.

    I used to not use add-on on nemesis because they all sucked and were completely useless but I use this add-on to mitigate is bad early game with corrupt.

    that effect is underwhelming. if you want to buff it, make survivors get put into the dying state whenever they are infected and hit by tentacle whip in tier 3.

    you could put drawback that increases amount of time needed to go to tier 3 by 55%. in other words, you need 24 points to go to tier 3 instead of 15.

  • she's good design for killer. killer got no issue with 3 gens. its only bad design for you as survivor because you dislike playing 3 gens. singularity is bad design for killer and good design for survivor.

  • boon effects are pretty strong. they don't need effect buffs. they just need bigger radius. I would recommend 35-40 meters. all boon perk could be viable though I doubt there is any interest into making them popular.


  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483056#Comment_3483056

    I mean, all 3 boons would have to be nerfed significantly even dark theory if they were cross map. Boons always have the issue of having only 1, perk maybe 2 for counterplay. Expo is already strong in certain scenarios, way more than most people give credit for. The other two with map wide radius would be far too strong.

    dark theory is global. its called made for this. you've been vsing it with added condition of injured and only when not exhausted. dark theory does not need nerf and neither do other boons. the other boon are not great right now due to their limited radius. buffing their radius would make them relevant in survivor gameplay.

  • @DeeBeeDeeAddict said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483228#Comment_3483228

    If you aren't "playing to win" then why would a potential nerf affect you, anyway?

    they won't nerf SWF. they will nerf survivor genericly if survivor is imbalanced.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483183#Comment_3483183

    Old slinger's "Mindgame" was "Am I in line of sight?". There wasn't really one given how quickly he could ADS and fire. Executioner already has "ADS" Delay on top of the propagation delay, and the Danger zone indication.

    What was Old Spirit's Mindgame?

    I don't know, you figure it out.

  • @nars said:

    idk hes low b tier right now but I dont think he needs buffs. Playing hit and run can be very very effective on him. Maybe he gets like, 20% faster pallet break in cloak basekit to help his chase.

    meh i think his buff were wrong ones. i think he should got shorter uncloaking, like 2.5->2 and longer speed boost after uncloaking. like 1 second->1.5 seconds along with invisibility changes. he would be stronger in the chase.

  • @AssortedSorting said:

    Preferably it'd be nice if there was a way to do a "Charged shot" like with Huntress. More range, less propagation delay, while slowing yourself down and giving the Survivor the tell that "I'm aiming at you".

    Something like: Holding Rites of Judgement while not moving increases the range and speed of Punishment of the Damned, reaching the maximum bonus after 2s. And just use Insidious' code.

    but that would be a mindgame. we cannot have those. like old spirit and old slinger. you would not be able to react to it.

  • how to improve every hex. put hex:undying base-kit in all hexes.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482789#Comment_3482789

    How do you have strength equal of something that insta down without insta down? That's still way weaker version of that.

    Don't get me wrong, it shouldn't be equal, but I just don't like that wording.

    If you have longer CD than basic attack, then it has to be worth it. Ambush is definetly not worth it. I usually use it only on obsession, because I use STBFL on pig.

    It's mostly useless, when you crouch survivor will just holdW away and you can basically use it only on loops where you would have good chance to make a hit even with M1.

    Ambush and crouch need buff.

    Most special attacks are fine, just Pig is really weak imo.

    She gets basically punished for her Traps, where new players don't know how it works and keep dying, so her Kill rate is high even tho she is considered one of weakest killers...

    i am not saying pig ambush is of good strength. I am saying it has potencial to have good strength that it does not need reduced attack cooldown at base-kit.

    Pig's ambush charge is weak because it does not have enough movement speed, enough duration and it takes too long to charge+all add-on related to it are severely under-tuned in term of being able to hit the survivor.

    they just run away when you crouch, but you can fake it.

    from my experience, you actually cannot fake ambush charged against good survivor at base-kit. you can perfectly stand in specific positions where you can time the 1 second charge time and move outward toward loop where pig physically cannot hit you. If you try to cancel it, then survivor can run back to the loop. they also give you that baby mode-type roar in case you cannot count 1 second in your head. you can hear gradation of roar sound to know exact moment where pig will charge. there is perfect distance where pig cannot hit you but you can still return to the pallet from missed cooldown. that is what I do as survivor when playing vs pig if they ever use ambush charge. at base-kit, ambush charge is just pathetic.

    I think only way you can hit survivors is those weird add-on related to miss attack cooldown. I believe one of them is called syringe and the other is workshop geese. the idea is that you charge on purpose to barely miss survivor as they leave loop. As survivor attempts to go back to loop, your 50% missed attack cooldown catches the survivor off guard and you get hit by an m1. I don't know why it is designed this way, but the ironic best way to use pig's power as anti-loop is to miss ability.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482682#Comment_3482682

    Depends on what type of special attack.

    Oni's special attack makes sense.

    Pig's special attack? Really?

    special attacks are generally anti-loop. they're not really suppose to machine gun the survivor unless that is the strength of the killer. I'd say pig falls under that. it's underpowered anti-loop. If pig's ambush was buffed to work properly, it would be around strength of old Leatherface's 1 charge chainsaw without instant down part.

  • @SkeletalElite said:

    The problem with this perk is that if it ever triggers on a survivor it means the survivors are playing badly. You should never be going down anywhere near your team mates. You should be running away from them so they can get gens done while you distract the killer. This perk is just going to let you steam roll the type of survivor teams you can consistently beat perkless if you wanted.

    Hell if you're consistently getting infectious fright procs you're playing less than ideally. Talking a 16 meter range? That's just a skill issue on the survivors part

    completely agree.

  • i think special attacks should have higher cooldown then basic attacks so I don't see anything wrong.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383541/hex-huntress-lullaby-shouldnt-be-a-hex

    Tbh that one "glitch" would've been a good buff for it where any tokens it had would stay in affect and effected killer items like jigsaw boxes

    That was a fun time, could've been easily implemented with some tweaks like only half of the tokens persist after being cleansed

    spookyloop did a recent video. there are report that it is bugged with jigsaw boxes.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482204#Comment_3482204

    Yeah that's why I'd remove the scream. That removes the head pop shenanigans and the fact that it tells them you're seeing them.

    So just basically it would be a 32 meter aura read on each pallet break. That honestly seems totally fine to me since we also have to remember that unlike NWTH, Thwack is limited on its activations by the amount of pallets. Even it having the hook requirement seems like a stretch to me honestly, that's how bad it looks.

    They seem to always forget that these perks are competing for a perk slot against more gen slow down. So if they expect it to be decent enough to be considered running it needs to be at least remotely comparable in value to what I'd get from just throwing on another Jolt, PR or whatever. It's current form is just not even remotely comparable in value.

    And then i feel like everytime we say something like this we get strawmanned that we're impying it needs to be better and better and that every perk can't be S tier, which isn't what we're saying at all. Closer to, not better than is what we're saying. They tend to do this a lot when we compare killers to Nurse as well.

    i think it has scream and aura so survivor cannot counter it with a single perk. they need to run both calm spirit and distortion but almost nobody runs calm spirit so the perk is essentially uncounterable in the sense that nobody is willing spend perk slots to counter it. they will not put it as killer instinct because that would in fact be impossible counter. little bit like fake counter-play.

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482323#Comment_3482323

    That's the same thing as saying that survivors can kill themself on the hook, so camping is not a problem

    they are technically right. the most I'd say is that pre-running from generators can be issue if the survivor moves same or more speed than killer because it can create infinities outside of chase like elementary school map. so I think only change i would do is that haste effects that happen before EGC only work when killer begins a chase. that change sounds like previous killer perk i suggested at one point.

  • killer have ability to open exit gates in the end game to start EGC. you cannot hold killer hostage.

  • @Seraphor said:

    I guess the drawback is that you can kick a gen with NTH and detect nobody, while if you break a pallet with Thwack, you're guaranteed to get value out of it, because you're in a chase, there has to be a survivor there, and you're typically at a loop (that's where most pallets are) ready to use the aura to mindgame.

    the problem is that kicking pallets results in the survivor hold-w to next loop. your getting pointless information.

  • @Blueberry said:

    Yeah way too many hindrances and requirements for an effect that’s mediocre to begin with. Remove the requirement entirely and the scream, just activates on every pallet period. Still wouldn’t be overpowered, just decent.

    it used to be like that in the PTB. PTB was that you hook survivor, the perk activates for 45/60/75 seconds which is very long time,

    every pallet that is broken makes all survivors scream in 32 meter radius and shows the aura of survivors. the only purpose of this perk is to play scream head-pop pig. the perk in ptb was active for entire game so they nerfed it.

  • Would anyone be opposed to med-kits not being able to self-heal survivors? Title of the post. You would be making survivor items not very powerful. Survivors would be less happy because bloodpoint would be meaningless for them.

  • myer's strength is his ability to 99% his evil within. When Myer's 99% his evil with 2 to go into evil within 3, he gain an expose buff that last 60 seconds.Assuming you successfully down someone in first seconds of EV3, you are stuck in evil within 3 for 59 seconds. Its little bit like turning your power off for 59 seconds. Yes you can hit people while exposed but ultimately your an m1 killer where survivor can utilize pallets against you. The only advantage you gain for the remaining 59 seconds of exposed is that you can camp hooks with instant downs. This is also assuming survivors can loop.

    Ghostface applies debuff of exposed for 60 seconds. he gets to juggle his stalk to achieve similar 99% strengths without waiting for 59 seconds to do it all over again.

    Myer's is a lot stronger with tombstone piece. He gets more rewarded for 99% EV2->EV3 by instant killing the survivor and he has no down-time in his ability. Tomb piece kicks Myer's out of tier 3 which is perfect. I think it comes down to the fact that EV3 is more negative then bonus power-up when survivor can loop m1 killers. GF still shares same problems as Myer's if you chase as m1 expose killer but at least you have element of surprise on your side constantly.

  • because it would be an empty perk slot vs 60% of the cast.

  • @jesterkind said:

    I strongly disagree with your assessment of old Dead Hard, and the thing that made it problematic hasn't been replicated before or since.

    It wasn't just the distance, as any number of perks (Sprint Burst, Lithe, Balanced Landing) already gave distance at the time- in fact, all of them gave you considerably more distance than Dead Hard did. The problem was that the distance was a burst you could activate whenever and that gave you i-frames. Those i-frames are why this distance was so overwhelmingly, disgustingly broken, because it guaranteed that no killer in the roster could do anything to stop it, whatsoever. It didn't have moments where it was uncounterable, it just was uncounterable, period.

    That's why the devs, showing their understanding of why Dead Hard was so problematic, changed it to be a parry that gave Endurance, removing the i-frames entirely. They could have just removed the i-frames and kept the dash, which would've put it in a situation where it was only meaningfully uncounterable for a handful of killers, but they went the safe and smart route in giving it a new effect entirely.

    So, then, we have to compare that to these two new perks. Dramaturgy first, as it's the closet comparison: Does it give distance whenever you want it? In comparison to Dead Hard, yes, but only mostly. There is a wind up portion that old Dead Hard didn't have, but it's pretty short. You have to be healthy, but that's a health state requirement similar to old Dead Hard, so it's in the running to be compared to that perk. Then, we must ask the more crucial question: Does it render every killer in the game impotent?

    ...No. Haste is just Haste, it doesn't render you immune to any killer powers, let alone all of them. It also doesn't even really mess with any specific killers either, it's in a pretty fair spot. Cage's strongest perk, no doubt, but not overpowered and definitely not the same as old Dead Hard.

    Next, Made For This. Does it give distance whenever you want it? No, not in a meaningful way. Holding W with Made For This only gives you a moderate distance gain in a way that doesn't prevent a killer from using their power where applicable and will, inevitably, be countered by Bloodlust. Not nothing, to be sure, but not strong enough to warrant discussion, especially not in comparison to other Exhaustion perks. The stronger use of MFT by far is to use it in loops, where your smaller hitbox and increased speed make turning corners easier, and that's where we'll ask the second question: Does it render every killer in the game impotent?

    Again, no. It does mess with some specific killers more than Dramaturgy does, but the majority of killers can mindgame and M1 loop to counter it (though it gives the survivor an edge, as it should) and a majority of killers again have powers that directly respond to a survivor being harder to hit with an M1, because again, Haste is just Haste. It isn't i-frames, and it isn't even close to i-frames.

    While both perks can absolutely be debated, especially Made For This, invoking the spectre of old Dead Hard is just inaccurate here. Neither of them are close and they never could be because they do not contain i-frames, which was what made Dead Hard's distance free, reliable, and uncounterable.

    take trapper as m1 killer. when your out of reach of the killer. you are invincible as survivor because killer cannot swing to hit you. you become vulnerable to the killer once the killer is in distance to hit you. a large amount of haste is invincibility vs a lot of killers. trapper cannot hit you when your further away from him. Other exhaustion perks give distance but they have predictable activation conditions for killer to avoid their value. the other exhaustion perks also tend to activate when the killer is not in distance to hit the survivor meaning that they are hit or miss. they're not perfectly reliable in every situation. They're only reliable in the situations they are designed to excel in. Dramatulogy excels in every situation and it will activate in every chase that the survivor is healthy in. It is guaranteed value exhaustion perk. MFT is also near guaranteed value but the guaranteed value is incrementally small. It means that it might not make a huge impact in the big picture unless survivor utilizes its incrementally small advantage to get a bigger time advantage through looping.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481502#Comment_3481502

    PWYF is 15%

    Of course PWYF has a limitation, you get one hit before you have to go gain another charge, but if 8% is too much, then even a 2-token PWYF at 10% is too much as well, that's an entire chase, two hits for two health states.

    But I think this mechanic is also a pretty fair limitation. You won't get the maximum speed boost until you've hooked everyone once, and the moment you start 'winning' by eliminating survivors it drops off. It's sort of like Devour Hope, it takes the killer to 'play fair' for the first few hooks, and then gives the killer a powerful effect, which can disappear before endgame, except it is guaranteed to disappear before endgame unlike Devour.

    In fact it's almost impossible for this mechanic to be oppressive. The killer cannot have access to it until they've played fair for a minimum of 4 hooks. The killer cannot use it to finish survivors off, and as soon as they start to 'win', it loses power. That sort of perk needs to have a powerful effect like a Hex if it has any chance of getting anywhere near to meta.

    the thing with pwyf is that it loses 1 stack every time you use majority of killer powers. I am not going to say you cannot use with killer power but it is not beneficial with killer because its timing consuming to get stacks. with 8% haste, huntress and spirit are moving at 118%. those killer are slower because their abilities are supposedly really good. Nurse going from 96% m/s to 104% m/s is close to release nurse that moved at 110% with 3 blinks. that perk removes drawback of certain killer powers and somewhat buffs specific powers related to speed. it might work as a perk but I could only see it as hex perk.

  • @Seraphor said:

    This is why I'd prefer more haste perks for killers.

    STBFL and PWYF alone are already not enough to make Mirror Myers effective, let alone with MfT.

    My favourite idea for a killer perk is as follows:

    When you hook a unique survivor, this perk gains a token, to a maximum of 2/3/4. When you sacrifice or kill a survivor, this perk loses a token. For each token this perk has, you gain 2% stackable Haste.

    It's an effective speed boost for killer, that rewards spreading hooks, and diminishes as survivors are eliminated just like Thanataphobia or Ruin.

    8% permanent haste is would need to be hex perk. pink bottles on clown with that effect is like yellow bottle+pink bottle on every pink bottle. talk about haste stacking...

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481218#Comment_3481218

    What percentage of DbD's playerbase is "good"?

    Should those Killers all just be buffed to compete with good players and just have them totally curbstomp average players?

    if a killer player is good, they'll go up in MMR to face better players so better survivor player will get more killer variety. The average players already get curbstomped/lose because they're average. with weaker killers, the stronger survivor player curbstomp the weaker killers so the killer player goes lower because their character is not that competitively good.

  • @DrKetchup said:

    In theory, Pinhead should be a good killer against the Shift W strategy, but in practice his chains barely get you any distance if the survivor is at more than 10m distance from you.

    Shift W strategy should continue to exist as it's supposed to be a "high risk high reward" playstyle, but at the moment the "high risk" element is missing for most killers. I don't believe that a blanket change could account for this, but instead, individual changes for each killer that struggles against such playstyle should be taken.

    The subject of this post is Pinhead so please leave your ideas down below for our spiky friend. My own idea would be that chain hits on survivors that are 15m+ away from you, should spawn 6 chains instead of 3.

    TLDR: We need to introduce Shift W counterplay for each killer that struggles against this playstyle, but at the same time we need to make sure this change is only effective against the Shift W playstyle and has no unintended side effects.

    image.png

    If your trying buff cenobite's anti-shift w play. I suggest looking at this variable. when he is opening his gateway, he slows down to 92% m/s. this means that if you just hold-w vs cenobite without dodging any chains, you will make-up most of distance as he create gateway. another aspect that makes shift-w strong vs cenobite is cenobite has wake-up time so you can break 1 of his chains by just holding m1 as chain hits you. for example, you can have 1 chain spawn on environment, 1 chain break for free on wake up +run forward. The result is 0 distance gain. you might get distance loss.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481395#Comment_3481395

    By "they're going back on their previous survivor changes" do you mean changing their mind about free distance perks? If so that is MAD unbased of them

    yes. it is like playing 4 survivors that have 99% SB ready at all times.

  • @1ettuce said:

    https://us.v-cdn.net/6030815/uploads/WVWV3J3AZMX4/image.png

    You guys have recognized before that perks that give easy free distance to survivors are a problem and don't have counterplay from a killer's end, so then why do you go on and make MFT and Dramaturgy? They could at the very least have SOME precondition or requirement like SB and Lithe, but no. All Dramaturgy requires you to do is press a button (sound familiar?), and MFT literally doesn't require you to do anything! In fact, because MFT has no cooldown, you can do with it near or on par what you could've done with old DH at loops, but over and over again instead of just once....

    The only significant difference between MFT/Dramaturgy and old DH is old DH's i-frames, and I'm not gonna sugarcoat it, that was absolutely never the bigger issue. Although the i-frames part had its points where it was uncounterable, they were overall NOTHING compared to the sheer consistency of straight up extra distance. The only real situation I can think of where the i-frames were more useful than the distance was vs a nurse, but it's nurse, I'd much prefer nurse getting the short end of the stick over the rest of the killers, especially the already weaker ones, getting it.

    So please, change MFT and Dramaturgy (and Overcome maybe? :3) and stop making stupid perks like this that just give survivors extra distance for nothing, they're terrible for the game and you guys should already know it based on your understanding of the problem with old DH.

    i think i know what dramaturgy is about. i think they're testing some legion changes to see if you can dodge feral frenzy with haste effect. i can see some youtube highlight compilations of 360'ing killer with that perk. they're going back on their previous survivor changes.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481370#Comment_3481370

    You still have the counter play, cause they get exhausted, and can't DH again.

    As I say, you're probably not gonna get it back anyway cause you're likely gonna be downed and hooked after its been baited out, but just flat losing the perk when the killer literally just missed is a little harsh.

    one day they might revert nerf to dh to be normal exhaustion again, but it might best perk again. so not sure. i don't mind playing vs dh. its more that facing 4 dh and only dh is kinda boring as killer. low perk variety.

  • @UndeddJester said:

    I dunno, I've been running dead hard as my only exhaustion perk, and it still feels reasonably powerful. What's nice about it is because EVERYONE isn't running it, you can actually genuinely catch the killer off guard, instead of having this awkward wait every time where the killer is trying to bait it out.

    This equates to at least 1 free health state in chase, or 2 if you use it correctly, which certainly shouldn't be scoffed at, and you can get it reliably unless you are literally left by your team to die on hook.

    The one thing I would like, is if I use Dead Hard and the killer whiffs their attack through bad aim/timing or intentionally, sure give me the exhausted effect, but don't deactivate the perk until I take a hit.... chances are I'm probably gonna lose it anyway from being hooked, but if I DO escape and rebuild my exhaustion, it'd be nice to still have it.

    that is counter-play though. if you know someone has dh, you can purposely swing and miss to make them waste it.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481002#Comment_3481002

    Sure, but BHVR thinks that movement is fine.

    There is absolutely no reason for this perk to have second part.

    sure but second part could be useful vs slugging. you can bodyblock for your teammate.

  • you can try opening exit gate as killer if survivor are too difficult to chase. End game timer will end the game for you.

  • @Pulsar said:

    I'd say just pause Infection after an unhook until Survivors do a conspicuous action or use an item.

    i am fine with his tunnel ability being neutered only if they make wesker good in the chase vs pallet loops.

  • i think it's more of design issue with myer's. if people stack haste perks vs his t1, they can create dbd 2016 infinities vs him and hold killer hostage. any time there is an issue with holding one side hostage in the game, there is an issue there. in practice if you stack 4 haste perks dark theory, blood pact, mft, power of two and run along hallways along midwich over and over again while being outside of killer ability to start chase then you can create infinities for a lot of 115% m/s killers. it is like old OoO that had unlimited wall hacks and was big problem.

  • @Blueberry said:

    Like 90% of the perks they buff on killer just go from extremely bad, to still really bad. Aka still near useless even if they are still better. Most of the buffs are just way too soft handed.

    they're scared to give for killer to get a relevant perk to use. hangman trick only need tiny improvement to be good. just increase radius from 6->8 meters. territorial need omega buffs like remove range restriction, remove cooldown and change to all survivors in 10/16/24 meter radius near basement have their aura revealed with no duration then I might consider using the perk.

  • @nars said:

    to be fair survivors can spawn pallets and make god vaults insta wins

    I think the powers were tiny bit too weak for survivor side.

  • yeah that's pinhead biggest issue. chain breaking on environment. its shame because pinhead is so much fun to play when the power works correctly. it just sucks that most of the time it does not work correctly and you get robbed for good plays. that is single reason why I do not play pinhead. I kinda just wish they would remove that environment breaking thing and let it go through wall.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480635#Comment_3480635

    You're talking as if the majority of survivors are experts at running killers for long periods of times. The Trickster is effective at minimizing chases because of his power. Getting downed in under 10 seconds is not fun. A power that makes doing that consistently easier because it can damage you at long range makes this happen too often. Running from the killer should be engaging, not annoying or feel like it was hopeless to begin with. And like I said, its situation for this killer. Outside maps favor him whereas indoor maps don't. A simple change to balance this is to basically make his knives do less damage the farther away he is.

    trickster's does have engaging. you have to sway side to side and predict where his knives are going to land. your not expected to dodge every single knives. just majority of them. your not even required to deplete his entire knives count most of the time because putting objects is so easy that you can often deny any real gameplay from him. he has engaging gameplay but its likely not your cup of tea.

    This power is too much because it can be spammed with a high number of knives with only requiring about 1/4th of a full reload of them to hit.

    You would very surprised for how limit his ammo pool is when playing him. aiming survivor that are tricky to hit is no joke.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480765#Comment_3480765

    I never said it couldn’t be countered. Overzealous + Counterforce is a great combo. I don’t run the same builds constantly though because I find that boring. You never know what you’re gonna go up against.

    i don't really play much vs devour hope. so no comments.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480642#Comment_3480642

    With lots of experience it is easy to answer those types of questions. For example, i can say that probably one of the main reasons legion has a very high pick rate, is that they have the ability to max out the bloodpoint gain in 3 categories, without getting a single hook. Pretty much unless you completely mess up super terribly, you are all but guaranteed 30k bloodpoints. They are the easiest character in the game to farm with.

    i think your post is good example of subjective bias. I think big part of what killer play has to do with how smooth a character feels to play. if a killer has a lot of cooldowns, feels clunky and not intuitive to play. The killer will get selected less. The last part is fun factor. Legion is smooth as butter to play. he is intuitive to play. He likely feels fun to play for those that like high-speed pressure injure play-style.

    Otz once talked about this in regards to pyramid head where he plays a less pyramid head post-changes because he feels like the character feels a lot more clunky to play. I share that similar opinion that killers that feel weird to play are hard to pick-up unless you just like suffering through gameplay. So while power-level is factor in playing a killer, I think fluidity of a killer plays major part in killer's enjoyment. You can have fun as killer in losing as long your finding joy in the gameplay you play. power-level is part of the killer but it is not everything. Fun-factor is most important when playing killers. The more killers are fun to play, the more variety you are likely to get.

  • @DavidHypnos said:

    I swear I’ve seen it in 90% of my matches the last couple of days. Given the anti-camping feature and the removal of hook grabs is this gonna be the next big thing?

    detective hutch+green map with no add-on+counter force can obliterate any totem build in the game. All you need to do is complete 1 gen and all totems will be highlighted with the map. Counter force can go up to 100% cleansing speed so even thrill of the hunt can be erased very quickly.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480175#Comment_3480175

    He isnt truly a ranged killer. Slinger and huntress can actually snipe consistently with skill, trickster cant. its unreasonable to expect him to be effective at the same ranges as huntress and slinger. hes more of an extended melee antilooper than a ranged killer. He needs 4.6m/s to actually chase well, because he needs to get multiple opportunities to land knives while huntress and slinger just need one. So him being 4.6m/s opens more scenarios like that and gives him decent mobility.

    hes more of an extended melee antilooper than a ranged killer.

    extended melee anti-loop.. hmm I think that's more slinger right? he has to reel you in and m1? I think I disagree. he is as much of range killer as huntress is. I just think that the drawback of needing more hits and drawback of needing longer window of opportunities means that between other range killers. he spends more time in throwing mode compare to other two. this means that he stays at 96%->92% m/s making him much easier to LOS. The more hits also means he takes longer of windows of opportunity to get the injury which compounds problem further. when I've played against tricksters as survivor, some of them use those trick-blades. the bouncing type blades to try hit you behind corners but in my experience when using them, the bounces look so random that I don't see much of pattern with them. they're not that hard to outplay if you know what to expect as survivor. some have suggest trick-blades being base-kit. I think if trick-blades had like homing-type effect and more predictable bounce then I could see trick-blades maybe being good to improve his strength.

    I think his range is disproportionate worse then other two killers because the more knives you throw, the slower you become so you kinda get punished for hitting knives and missing knives. You know, the idea of being double-punished. For example, if you start throwing knives at 16 meters, by the time you get an injury, the survivor swaying side to side will be at 20 meters gaining distance. that is why the effective range for him is something like 10 meters which almost m1 distance because you have to take into account the m/s loss from throwing knives as you injure survivors. I think the reason you think his range is not good is because of this problem that he has in his kit. It is like his artificial range is reduced if that makes any sense to the point that it is almost only effective in m1 range. I am not exactly trickster main though. that is just something I noticed when I was learning trickster at basic-intermediate level when playing him.

  • @Crowman said:

    Honestly 4 seconds of Overclock where you can often run out of Overclock before being able to break the pre-thrown pallet isn't worth the frustration of trying to get in that position in the first place.

    When Singularity was revealed, I honestly thought Overclock was going to last like 30 seconds and be an actual threat survivors would need to be on top of. But it really isn't.

    dbd killer being a threat... I think your expecting too much.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480562#Comment_3480562

    Checked it and you are right.

    10 meters distance gets from 25 seconds to 35 seconds. That's 40% increase. (It's different with bloodlust of course)

    They might have ranged weapons, but there are loops where you can't use them, mainly rock loops.

    There you have to brute force it with bloodlust and get rid of that pallet. If you try to use your power, you only lose bloodlust and distance.

    i consider throwing over loops as bonus, not as given. i think their main strength is that you get ranged-lunge that has condition of LOS which means you can break pallets, then shoot projectiles between pallet breaks. It's kinda like playing a slow-blight. pallet breaking is a lot more worse for M1 killers. m1 killers usually do not get any chance to knock-off health-states so they usually end up being in pallet-break simulator mode if the survivor is good. I wouldn't feel bad if your losing on deathslinger. I find him too easy outplay his gun as survivor, so in my opinion, I think he's kinda weak regardless of MFT.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480270#Comment_3480270

    I had daily on Deathslinger and 4x MFT squad sent me to Wreckers' Yard.

    I hate those rock loops as 110%.

    I can't remember last time I was that close to giving up.

    for 110% m/s, i think its 40% catch-up but technically distance does not matter as much because you have ranged weapon option. too bad deathslinger's gun is kinda weak range post-nerf vs good players imo. same with trickster. weak range killers.

  • he has 44 knives. he has more knives because you have more hit points to make mistakes in side-steping knives. 11 hitpoints.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480349#Comment_3480349

    survivor gets 16m distance on you on hit? Because for everyone else it's 1.8s speed burst of 165% speed + additional 100% speed for 0.9s. But killer can move during his CD - so the distance is still a little below 14m. To down a person after this is not such a big investment. Yes. It buys in this case some extra time. It's still less then sprint or lithe

    Also - it's like with nurse. If you are predictable, then nurse can screw up and blink wrongly. But if you do correct things, it's much more likely nurse will actually screw up. The roles are just swapped for other killers.

    you were one of the player that said MFT was not going to be a meta perk. I knew from very start that this perk would be top 5-10 survivor perk as soon as it was announced. I think your missing what makes this perk so strong in comparison to those other perks. MFT gives 3% haste to the survivor which amount to 20% extra catch-up. A lot of m1 killers have little to no gameplay at pallet loops because pallet loops are too safe. this means they're forced to break pallets. by breaking pallets the survivor can make distance to next loop. this perk essentially buffs your ability to chain pallet loops by 20%. your example on health-state is also relevant. it takes 20% longer for killer to catch-up to health-states so hold-w+healing is more valuable as well. The issue with Lithe and SB is that they lack control for user when they get speed. they're pure hold-w perks where as MFT and Nickolas cage Dramaturgy give you distance exactly where you need it. it allows survivor player to manage and control their distance which adds huge skill expression for survivor looping.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480422#Comment_3480422

    The difference is, that each hatchet is skill shot. It's single shot that has it's CD after. If huntress had 56 hatchets, it would be still more fun to play against. The basic idea is - there's a skill in dodging huntress. There's not really any skill in dodging trickster.

    So again - even if huntress is undeniably stronger, she is MUCH more fun to go against

    judging from our conversation with slinger, you have the opinion that every skill-shot is luck based. at that point, life itself is luck based. there is skill to being more consistent dodging shots. i do not want to argue about this any further. I am not interested in another forum ban.

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