Exerath1992
Exerath1992
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- Exerath1992
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/241686/is-it-ethecal-to-sandbag-camp-tunnel-racists
Not promoting what they're doing. But what does that have to do with the game? And why do you check everyone's profile?
I mean, there is an advantage to it. Sometimes people put in their strategies or if they're doing a challenge, that way you can be aware of their motivations.
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Screw the potential sandbagging consequences, you have a moral obligation to grief people like that
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@Laurie268 said:
https://forum.deadbydaylight.com/en/discussion/comment/2096636#Comment_2096636
What are you talking about? They weren’t holding the game hostage. If the blight hooked the kate, the hatch would’ve been closed starting EGC. If anything, blight’s ego held the game hostage.
@AliceSkies said:
https://forum.deadbydaylight.com/en/discussion/comment/2096636#Comment_2096636
Can you people stop being so biased for a moment? He carried the Kate for over an hour on his back. Could have hooked her, kill her, and the game is over.
I did say he wasn't helping the situation, but he could only hold her cause she wouldn't wiggle off. And if he wants a 4k to be as likely as possible, he slugs for it. BUT i will admit it wasn't necessary because he was blight. He found the hatch with.the rush bug, and his power makes him ideal for contesting exit gates, even if they're far apart. So I'd say its 50/50 on the blame
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You are very correct sir. Doing the tome doesn't get you anywhere near rift completion, and only people who spend like 40 hrs a week on the game are guaranteed to complete it.
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@AliceSkies said:
So you held the game hostage for 80 minutes and brag about it? ok.
No, the Felix and kate who refused to do gens held the game hostage. While he wasn't helping it along by not killing the Kate, the Felix are the nor who chose to hide, preventing both parties from doing objectives
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If it weren't for nurse bugs they'd be on par. Nurse has the ability to go through objects and up and down levels, which is extremely powerful (I remember once I basement hooked someone. And left basement, and then twice in a row I got a blink-grab when they tried to unhook when I was quite far away. No other killer can do that).
But yes, with the unpredictable nutlrse bugs, the spirit is better simply based on reliability
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Trapper is able to stand still for 6 seconds to summon a trap he's looking at in the distance into his bag, if he has space. His trap aura reading now only works on un-set traps. Survivors are hindered by 5% for 15 seconds after freeing themselves, but can see the killers aura while trapped. Traps can be set inside of lockers and inside chests, which grabs the survivors hand upon opening.
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It was my main game up until last month. I got an oculus, and I LOVE PlayStation free games for march, so I've hardly touched DBD in a while
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@onemind said:
Like all of them have more play time in dbd than probably anyone here, and they do nothing but give good ideas most of the time but go unheard? Or even streamers with a decent group behind them.
Like. I just dont get it. They were hand picked by behavior and basically forgotten scot and otz are talked more about then the fog whispers
I can only remember like 3 of the like 50 picked
Wait, I thought otz was a fog whisperer. Am i crazy? Or did he quit/got removed because of criticisms of the games development? (Because, as people have said, it's more of an advertising partnership, and they probably don't like criticism in their ads lol)
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@Mandy said:
OK, can confirm there is something not working as it should, and this is being looked into and fixed!
Thanks for checking, you rock! I was concerned cause, while I haven't played in a bit, i know that post-uncloak lunge is vital for wraith.
I think the guy who suggested that the lower move speed while uncloaking may be affecting it could be on to something. It seems like the kind of bug that would come with this type of change
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So, I haven't read up on the actual DBD legion lore, but I think if them as a unlicensed version of the killer in "split" and "glass", whom actually have super strength and speed
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Legion, clown, twins and trickster are solid killers
The game is mostly balanced
Gen rushing and tunnelling are fine since they're both just focusing on knocking out an objective quickly
The devs have a lot on their plate and should be cut some slack
Jeffery Epstein did not kill himself
We need a killer with vertical movement capabilities. Like able to float up for a good vantage point or climb walls/ceilings
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@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/2089786#Comment_2089786
Might want to re-read the notes:
Main Event now allows full normal movement speed AND the recoil and spread is reduced on ALL knives.
Moving at normal speed with accurate knives is a buff.
No, that's not true. His normal movement speed is 4.4 m/s. Survivors move at 4 m/s. Now main even lets him move at his normal "ready to throw" movement speed of 3.86 m/s, just slightly slower than a survivor.
Great changes though, he needed all of this. I know people hate that you don't get 100% choice over when to use his power, but you can 99% the power, or just ignore it unless you happen to get it at a good time.
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I'm pretty sure the intention is for him to be moving at 110% move speed and to have increased throwing speed. They should also take off the auto fire. Nobody asked for that, its dumb
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Lol if I catch you searching a chest or cleansing a dull bone when the rest of the team needs help with other stuff like healing or rescues, I stand there and watch and then tunnel you for leaving your team out to dry lol
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Buckle up to be deleted! Lol @MandyTalk
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All these anecdotal stories don't really tell me that there's an actual increase in tunelling, especially with how so many survivors don't know the correct definition.
But even if there is a statistical tunnelling increase, it would just be killers testing out the change, seeing how prominent and punishing the new DS is. If survivors continue to get consistent DS value, tunnelling will slowly decrease in coming months as killers get it out of their system.
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@Pepsidot said:
I haven't been using it but I used to use it the vast majority of the time before it was nerfed.
I mostly play SWF with my brother and we've both simply agreed to replace DS with BT. So as long as we save each other, we're ok. But I can imagine in solo queue I might start using DS again because I'd have to depend on randoms to use BT... which they don't always use, of course.
Interestingly, the vast, vast majority of the games I've played have had no obsession. So killers don't respect the potential DS anymore. I think the devs should remove DS from being obsession related to counteract this.
I can agree with this, there's not much reason for it to be an obsession perk anymore.
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@rrogers_NW said:
HAHAA Second CLASS? Second class he says. I don't think anyone actually realizes this, but if the killer has shat internet, the match is effected by that. Plus right now killers can hit from 2000 miles away, and I'm always at 40ms. so Don't even go there LOL. Just get better kid, Killer Mains I swear on my sole
You mean "noob killer mains", we don't all complain about every single thing lol. Some survivors are pretty obnoxious too. "Oh no, I can't abuse DS. Oh no, a killer chased me when i didn't want them to. Oh no, NOED is OP" lol.
But yeah, this guy is kinda obnoxious. Plenty of killers like this complain about dumb stuff like "dead hard is broken, DS/UB is broken, survivors did gens too fast, survivors are too good at holding W" etc.
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Us killer mains are not treated like 2nd class citizens. We get a similar number of buffs and nerfs and the game is reasonably balanced. The only legit complaint is that moris got nerfed so long before keys, but it'll get balanced eventually.
If you're a bad player and want the devs to hold your hand and give you a 4k every game, this isn't the game for you.
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@[Deleted User] said:
Pre nerf never had to run ds. Post nerf, I have gotten a ton of value from ds. Killers got extra tunnely cause they know ds is worthless now.
I think the real question is: HOW DOES IT FEEL TO BE A KILLER AND STILL GET HIT WITH WORTHLESS POST NERF DS?😂😂😂
Lol, this is the stupidest statement yet. "I get tons of use out of it, its worthless". GTFO with that dumb comment, its no longer abusable, not worthless. Killers tunnelling are getting hit the exact same as before if they're ACTUALLY tunelling.
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On your perks, first of all, they are all really cool!
I would put a delay on "saving for later" to avoid proxy chase abuse. That's where a killer finds someone, starts chase, but continues to follow while looking backwards or at the floor so that the chase will end even though they are still somewhat chasing. Its a tactic used with play with your food already. So like, add "30 seconds after the chase ends, they become broken"
Voodoo seems like it would be a bit over powered if combined with make your choice. If you hit the rescuer before the unhooked surv heals, you get to down 2 people at once, and you can do it right after unhooking if you have undetectable. While I would understand your hesitancy to do a 2nd broken perk, it would really make more sense to make the unhooked party become broken for some time instead. Which would be really frustrating to them if they just used medkit charges to heal.
Stay with me is decent, no comments on that one.
Love your concepts bud, and the graphic is a really nice touch
Edit: i just realized saving for later requires them to get hit. My suggested change may not be necessary in that case
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2084989#Comment_2084989
Killers (except me apparently) can't get stunned atm. The stun is ignored if they lunge I think.
Damn, I should get in there and take advantage! Its been about a month since I played because I'm distracted with remnant and subnautica which were ps+ free games last month, and I got an oculus quest 2 which is life now lol
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2084967#Comment_2084967
I feel that by the time the scout gets chased, a lot of pallets will have been used. I also don't think it's terribly reliable. Hard to say atm since it's bugged.
Oh, I didn't know about that, what's the bug?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2084785#Comment_2084785
Yeah, I mean if you have a survivor that's the best looper in the squad / loaded up with chase perks and they use sabo as a chance to take aggro, that could be good! I'm definitely not saying it's a bad build - just probably not strong enough for a competitive match.
I agree that scenario 1 would happen more often with Boil Over too, because if the killer doesn't see the nearest hook sabotaging the second one might give them enough wiggle progress to escape if they're dropped. I'm just not convinced it'd happen enough to be stronger than more typical meta builds.
Record your gameplay if you ever do lol, that'd be a blast :D
Lol i definately will (if I ever learn to make friends as an anxious adult haha)
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@KingFrost said:
Maybe something like this:
Survivor #1: The Runner / Gen Jockey
Perks: Dead Hard, Iron Will, Decisive Strike, Soul Guard
Item: Med-Kit
Survivor #2: The Scout / Totem Cleanser / Gen Jockey
Perks: Object of Obsession, Balanced Landing, Prove Thyself, Detectives Hunch
Item: Map
Survivor #3: The Medic
Perks: We're Gonna Live Forever, Borrowed Time, Lithe, Deliverance
Item: Flashlight
Survivor #4: The Second Runner
Perks: Sprint Burst, Adrenaline, Unbreakable, Camaraderie
Item: Toolbox
(Keys should not be allowed in a tournament tbh)
Really hard to say, though. I mean it depends a lot on the players on your team. What perks they are comfortable with, used to. Each should have an Exhaustion Perk. Primary Runner gets Dead Hard, secondary gets Sprint Burst so they can focus more on gens. The Medic gets Lithe, which is a little less reliable. Ideally the Scout is never in chase, so they end up with the 3rd exhaustion perk. WGLF and Soul Guard and Unbreakable help prevent slugging all around.
Love it, very well thought out with a lot of utility, and I agree that exhaustion perks on everyone is ideal. No smash hit over balanced landing though? I feel like smash hit has a bit more value and opportunities to be used
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2084722#Comment_2084722
I see what you're getting at, but sabo has the major downside of giving killers free pressure. Like, let's play this out - there are three basic options:
1) A survivor successfully sabos and the survivor wiggles. This is the only consistently good outcome for survivors, but it should basically never happen. If the killer realizes they're not going to make it to the next hook, they should move on to option 2.
2) A survivor successfully sabos but the killer drops the survivor they're carrying before they wiggle and starts to chase the saboteur. At the very least, the survivors spend all of the sabotaging time, all of the slug time, and some transit time not doing gens. Even if the slug also has Unbreakable, which this survivor doesn't, the killer is still able to maintain pressure so long as they can chase the saboteur reasonably quickly (whether that's downing them, or just smacking them once and getting back to the slug before they get picked up). Without UB it's even better, because a teammate then has to leave their gen to pick up the slug.
3) A survivor unsuccessfully sabos. In this case the survivor wasted time, allowed the killer to start their next chase right next to the hook, and they may have even taken unnecessary hits along the way. This is obviously all around bad for the survivors.
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I like to sabotage for the fun of it, but in a more competitive setting I would probably only sabotage to save a survivor on death hook. Usually it would make more sense to just split up, stick to gens, and load up on perks that help in the chase or otherwise reliably save time.
Alright, that was some really good logic. I guess the idea is that you would usually get scenario 2, but one of the aggressive rolls takes the chase and the slug doesn't get picked up until the chased survivor confirms the killer has enough distance.
But I also think scenario 1 would happen more than you expect, because if the survivor gets close enough to wiggling off, the killer dropping them adds 25% to that timer. So between the boost from boil over and pptential extra wiggle from flip flop, they could very likely be at 75% wiggle by the time the killer notices the sabo and drops them.
But I'll stop debating the issue as I don't have as much experience. But mark my words, one day I'll get a coordinated team and prove that boil over can have value! One day, I swear, damnit!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2084600#Comment_2084600
I find that you don't really need it if your team is going to sabo for you. One teammate with a toolbox or Saboteur should be enough to force the killer to drop you in most situations, Boil Over or no Boil Over, Break Out or no Break Out. I agree that Boil Over is best in indoor maps - every once in a while the low visibility will make the killer miss a nearby hook and when they try to go to the farther hook they'll find it's behind a wall. I just don't think it has a lot to offer in a competitive setting.
I understand its a bit of overkill, but the point is to make sure the role does what its supposed to even if they go down right next to 2 hooks. If the killer can't hook, all that time they spent getting the down was wasted time, which seems really powerful to me. Idk, I'm probably crazy though lol
Maybe mech should have the medkit and savior has the toolbox, that way they can cooperatively quick heal or dual sabo
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@Airless said:
The problem with your proposed loudouts is the killer can focus one particular "role", then you're down a large section of your party.
A role should be pretty general, with a different advantage. Have someone bring deja vu so you won't get 3 genned. Have someone else Detectives to kill totems.
Having and entire build, while being effective at what it's about (healing, looping, etc.), means that your gonna get punished hard if you aren't doing that specific thing.
I see what you're saying, but I feel like if the Looper builds are aggressive with getting in the killers way, they typically give up on tunelling the non loopers out of sheer annoyance eventually.
The best teams I face are the ones that maintain control over the dynamic. That's also why unhookable holds the key, so that he will be more likely tunneled.
And if killer switches to the non-combatants, you got meta with the flashy, mech with the sabo, unhookable with the body block, and if they get the hook, savior can unhook, Insta heal, provide endurance, and if she goes down its nbd because of deliverance.
I know this load out does mean the killer can break the strat by focusing on mech or savior, but if you do 4 identical characters, it will make it quite hard for them to determine who to tunnel.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2084538#Comment_2084538
I enjoy running Boil Over in public matches but I definitely wouldn't touch it in anything competitive. It can be countered by the killer just paying more attention to hooks, and it's rare that you're downed far enough away from visible hooks to wiggle free even if the killer doesn't see the most nearby hook. I feel like it only saves me from getting hooked every 15-20 games, and other than that it might just wastes a few seconds of the killer's time.
But have you tried it with other struggle enhancing perks and a team prepared to sabo the nearest hook? (Only theorhetical, I never play survivor cause I don't have a team and I can't stand solo-tatoes)
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@[Deleted User] said:
2 Prove Thyself, 2 DS, 2 BT, 2 Dead Hards, 2 Sprint Burst, 2 Unbreakables, 2 Deliverance and 2 Object. Object is usually banned from competitive so probably 2 Camaraderie or Iron Will.
Items: 2 medkits, 1 map for totems, 1 toolbox.
Good load out, but im looking for loadout with no duplicate anything
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2082974#Comment_2082974
It wasn't used twice it was used 4 times, I don't see a problem here
Ya cheeky sumbish lol. You know what i mean
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@[Deleted User] said:
First perk in the ideal comp team loadout: Boil Over 😂😂😂
Still an interesting post! Enjoyed it.
Hey, I know its not meta, but as a killer main I have been screwed by boil over more than i like to admit, especially on indoor maps. And if each perk can only be used once, you have to get creative. Doesn't it make sense for a unhookable meme-ish build? If your team mates are in position for a flashy save or a sabo, and distract the killer for a moment to give flip flop value, couldn't you see it being especially rough for the killer, especially if they made a point to go down in a hookless corner of the map?
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@Mercês said:
Runner 1 (close runner) - Dead Hard, Unbreakable, Decisive Strike, Hope - Toolbox
Runner 2 (distance runner) - Lithe, Quick & Quiet, Dance with me, Object - Flashlight
Anti-snowballing 1 (healing) - Borrowed Time, Desperate Measures, Botany Knowledge, We'll make it - Med kit
Anti-snowballing 2 (toolkit) - Smash Hit, Plunderer's Instinct, Pharmacy, Small game - Map
I like what you've done here! Lots of potential, and the 4th guy adds a bunch of item utility, nice
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2082974#Comment_2082974
And yet this is what "competitive" teams bring into random trials, so...
when I say competitive, I don't mean bully squads in the gen pop. I mean like a tourney with rules such as the ones I implied. There are usually restrictions to keep oppressive meta perks from being overly abused
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@MadLordJack, @Pulsar, @bjorksnas
Guys, it said no perks or items could be used twice
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This is a cool concept, but it seems like fear has far too many killer advantages. I would remove the killer buffs for fear levels, and replace them with additional effects caused by jump scares. Also, he shouldn't have full invisibility, just camo like wraith. But I'd love it to be a bit different, like you look like mist or something inconspicuous.
I suggest:
Fear level 1: survivors skill check success zones decreased and jump scares cause aura blindness for 60 seconds
Fear level 2: survivors recover from negative status effects 20% slower, and jump scares cause 45 seconds of oblivious
Fear level 3: survivors repair and cleanse speeds reduced by 20% and jump scares cause 5% hindrance staus effect for 30 seconds
Fear level 4: jump scare puts survivors into the dying state
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Ayayay, just looked at the comments... I may want to remove myself from this aggro thread entirely lol
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You got tunnelling, camping and slugging as various tactics, while SWF has callouts to counter all of them and less bugs hindering their gameplay (as in, they don't have to worry about power related bugs. Aside from hit validation, there doesn't seem to be very many game breaking bugs for survivors, and many that benefit them, such as the hooking bug, crawl under a hook or gen bug, the silent survivor audio glitch, being able to inch off the ledge to avoid making the landing sounds etc).
Competitive games ESPECIALLY give the survivors the power to punish killers for tunnelling or camping, and can coordinate well to recover from a slugfest. If you think these things are a challenge for real competitive SWF teams, you probably aren't on one
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@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/2076117#Comment_2076117
Takes about 20 flashes a second for most people with photo-sensitivity epilepsy to get a response based on my own quick research on the issue. Although personally, just give it a half second cool-down between the on and off's just based on my own layman's research on it.
I think our best path forward is just asking BE to look into it as a possible concern we have and they can consult with the medical professionals on it. And we can reduce another annoyance at the same time.
Good info, that's perfect. .5 second delay is very reasonable
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1972499#Comment_1972499
https://forum.deadbydaylight.com/en/discussion/comment/1972470#Comment_1972470
I'm not an expert on this, but wouldn't it mean they have to get rid of flashlights completely? One would assume the blinding effect of a flashlight would also cause this as well?
No, the solution would be simple. If someone turns on their flashlight, turns it off, and then back on in less than 1 second, there will be a 1-2 second delay before it lights up again. Epilepsy is about the speed of flashes, and im not sure what the flash rate threshold is to be safe, but they can make it so the flashies can't toggle quickly.
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Honestly though. BHVR, just give me the FBX files for all survivors and ill get the unlocking animations done in a month or 2. I would hate to try and work them into their UE mess though, im sure their coding/visual scripting (if used at all) is a complete labyrinth lol
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I know people don't like this combo on gunslinger, but have you thought about combining M&A and Furtive Chase to give yourself 0 TR if you're lucky? Combine with STBFL and maybe discordance or pop?
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@theOnetoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2072053#Comment_2072053
You wanna help make the game better then or just keep making pointless statements
Naaa, OP is a pointless statement
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/2073959#Comment_2073959
I may have my terms mixed up, but I’m imagining “active ability” as being separate and apart from “secondary power”.
I play PS4, so the bindings I’m aware of are that all attacks and powers are on the trigger buttons, but then there’s still the X button for active abilities. (For survivor, X is what you’d use for Dead Hard, for example.).
As for programming difficulty, I leave that up to the devs. Either they can or they can’t. If they like the idea, they can implement it or modify it so that it CAN be implemented. Either way, at this point it’s just an idea.
I feel ya, its an interesting concept for sure. But ya know what it would be better for? A power on a new killer. :D
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What about killers that already have an activate ability power? (And yes, its a bit over powered and would be really difficult to program)
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@PsyQuil77 said:
I've played dozens of matches with Knify-Boi, and this is what I've observed:
1.) He works better as an M1 killer
2.) His ability works wonders against "Hold W to Win" chasees
3.) Indoor Maps are BAD for him.
4.) He could use a move speed increase (maybe to 115 or 120%).
Basically, he shuts down the "Run in a straight line" meta that many survivors have been using to get distance in chases. While the counter play is rather easy, Juking in a chase does slow survivors down a bit. His power, unfortunately is VERY situational. I've noticed a few strats survivors have used successfully.
The first strategy that was successful was to block LoS with Hitboxes (by crouching behind short walls like tires). While this doesn't break chase, it does prevent knife hits resulting in laceration wearing off mid chase.
The second strat is to lead Knify-Boi to another survivor to body-block and end the chase.
The final strat I've seen work was using linked window vaults to block LoS long enough to lose Laceration and for the other survivors to top off a gennie.
When I try to use his M2 or Main Event in chase, I get a 0k, depipping loss.
When I play as a slow M1 killer and bring the perks to match, I average 1.68 kills.
I suggest boosting his speed by 5-10%, and make the blades ricochet 1 time by default. This would make him a mid teir M1 killer with a skill based M2. Still weaker than Bubba/Spirit but better for the overall health of the game.
Perk wise, I like his 2 non hex perks. They are good when used with other perks that synergize with them.
Starstruck works well with Agitation, Mad-Grit, and a perk to find targets like Spies
No Way Out works well with Remember Me, Blood Warden, and again, I suggest Spies
His Hex seems only to be useful for shutting off loops while the other survivors are looking for Ruin.
Final Verdict as of April 2nd 2021:
Trickster is the weakest killer, but not by much. His power is situational at best (depends on survivor behavior, and tile RNG to get value). Starstruck is good at stopping body-blocking and in your face unhooking metas. No Way Out is a decent perk for punishing hook-trading gen rushers. His Hex is totem fodder for Hex builds (which only work against very bad survivors).
I agree that his power is being used incorrectly, but I think there are more uses than you give it credit for.
I believe its a power best used when survivors are transitioning between tiles in a few ways. Its great if they drop a pallet or vault a window, cause that gives your knives guaranteed hits. Then, they will often hold w, and you can get them with knives at that point.
And if they go towards a loop you don't like, fire your knives between the surv and the tile. The more laceration they have, the more it discourages them to cross your knife stream.
If you use your knives, if you aren't right up on the surv, you need to single fire more than rapid fire.
And i think he needs ricochet knives as base kit but no movement speed boost.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2072855#Comment_2072855
I don't like to use my personal skills with a character as a measuring stick. Otherwise, I'd be demanding buffs to every Killer that isn't Pig. I just think Trickster is MUCH MUCH worse than Huntress to the point where I don't really see a purpose in using him for mechanical reasons.
Whelp, I think we'll just have to disagree, I think he can be b tier if used right.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2072843#Comment_2072843
Alright I'll run through your points:
His zoning is really bad compared to Huntress, and ESPECIALLY compared to Deathslinger. These two killer can guarantee a hit if you zone the survivor probably, and do it much faster. There is more room for error, but if you're decent at the game you're not gonna mess something like zoning up. Or if you want to zone, play Pyramid Head.
The low TR is one of his only strengths over Huntress, but Deathslinger's TR is also extremely quiet with MnA.
Literally anything Trickster can do, other killers can do 10 times better. He's a jack of no trades and a master of none either and has no identity or strength over any killer. The only thing he has going for him is the high ammo count which make missing ranged attacks quite forgiving, but when your power is this bad it's hardly a strength about him because other killers like Pyramid Head and Doctor have easy forgiving powers with small cooldowns.
I dont see how Huntress can zone survivors away from tiles better, because all she can do is threaten to throw a hatchet. Trickster on the other hand can throw knives ahead of the survivor to more actively discourage movement towards to tile, and the more laceration the survivor has, the less likely they are to run into a stream of knives.
I think we'll just have to agree to disagree buddy, nothing wrong with that
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2072105#Comment_2072105
I personally believe that every potential upside you listed about the Legion is vastly outweighed by Huntress's "one hatchet = one health state".
Sure, if you feel that way, maybe he's just not your playstyle. But I SUCK with Huntress and I really like him as an alternative. But they ARE upsides to his power that give him different utility than Huntress, and best thing: you can stealth if you want because you don't have that damn lullabye