Exerath1992
Exerath1992
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- Exerath1992
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Comments
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2072120#Comment_2072120
You're agreeing with a troll my dude. And no, Trickster needs buffs, just because some people start winning with him doesn't mean he's good and is underrated. People with a brain knew that Blight and Twins were gonna be good because, and get this, they got changed and fixed on the live patch and we saw what you could do with them. The changes made to Trickster did nothing to help his case. We don't need any more time to know that Trickster is bad, we know what makes a good killer and right now Trickster isn't one of them.
I know sluzzy does a lot of trolling and often has illogical opinions, but I don't think he has his troll hat on this type, but that's besides the point. I think trickster has a lot of potential and isn't used properly yet. You simply say "he's not good enough" but provide no retorts to the strengths I pointed out.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/2072120#Comment_2072120
Wait but both Blight and Twins received buffs after they were released...
They did, and people continued to insist the buffs weren't enough and they were trash. Same thing here (just with pre-release buffs)
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2071150#Comment_2071150
you have a 10 minute queue for a reason
killers don't want to play anymore because it's too hard.
Either nerf SWF or buff killers that's the only way to fix this
Well, I'm a killer main, love the game, love the recent changes, but I haven't been on in weeks, not because its hard, but because:
1) ps4 free games last month were absolutely dope. Love subnautica, love remnant: from ashes, will definately play FF7 remake
2) I have so many games to play on my Oculus quest 2 and it is truly the superior gaming experience if I have time and energy for it
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@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/2072105#Comment_2072105
Bringing a wall of logical text to a Sluzzy post.
Gottem.
I mean, I know sluzzy says some REALLY stupid and illogical stuff sometimes, but I'm man enough to agree with someone I typically disagree with.
We see this kind of new killer hate all the time, but look at how strong blight and twins actually are in practice. I think a lot of people will eat crow once some really good trickster players emerge
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Now everyone is being real a$$ holes this time, sluzzy is right. This killer is getting constant crap because you can't Insta down, but there are a lot of redeeming qualities.
OP is 100% right about the spamming issue. Everyone wants to spam knives while loop chasing, and that's just stupid.
One great strength of the knives is zoning survivors. If they start running at a loop you don't want them at, throw knives between them and the loop and they will often dodge away, letting you catch them on the loop faster. or sometimes they even give up on the tile entirely
Yeah, considering you get 60 knives, its not a lot. That's 3 downs with basekit with room to miss 7 knives. That's 3 downs per reload, where as Huntress only gets 2 downs and an injury with base kit, with no margin for error. Yes, it takes longer than Huntress, but more room for error and there's more things you can do with the knives (zoning, prepping a hit against someone with endurance, shooting through small gaps, wasting a couple knives to throw at a really far away gen or totem to get survs to panic and run before they complete it, and the add ons give so many special kinds of traits that are fun and effective)
Basically, i think he has a similar skill ceiling as Huntress but a lower skill floor. Plus, he doesn't have that damn lullabye to worry about, and the additional main event that can sometimes be clutch. Yes, its not the best secondary power, but its better than nothing. Sometimes you get no value, sometimes you get a slugfest.
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Boohoo, so sick of these threads -_-
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Haha, good April fools joke man, you almost had me
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Only if its the jack sceptic eye hitman. FISH SLAP
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@REL1_C said:
https://forum.deadbydaylight.com/en/discussion/comment/2068008#Comment_2068008
That's a great idea, you could also make it so where the killer can see the hatch before it actually spawns. This might sound really confusing but it'll be something to do with the entity.
Nah, i don't think that's necessary. Because if the survivors find the hatch slightly before the killer, the killer still wins the scenario because they can grab the survivor off.
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I think that keys just need a 6-15 second opening animation, and the hatch doesn't spawn unless survivors have done 2 more gens than the remaining survivors, as opposed to the current value of 1.
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Maybe you should have waited till tomorrow to post this? Lol
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Nope. If you're being tunneled, you're not owed a gen tap. You could easily abuse it. Get unhooked next to a gen, and you see the killer kick it? Go tap the gen. Follow the killer around and tap any gen he kicks. Let your other non-tunelled friend tap the gen, your focus is getting safe after unhooking.
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@Sluzzy said:
He is not bad. Killers are not used to him yet. Everyone thought Deathslinger was really bad when he first came out. Once the masters learned his aim, he is deadly.
Heyyy, something we can agree on. We've seen it the last 2 chapters in a row: people always hate in the new killer before they find out how good they are
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I agree that he's on par with huntress, if not better. While he can't injure with one shot, his attacks are harder to dodge and keep the stress levels high, which can be an important aspect of getting them to make mistakes.
He can also use blades to zone survivors away from safe loops
He can also prep to down survivors who have endurance. You know they have borrowed time or soul guard? Prep them with 7 knives and count down till they lose the endurance. Then they're an easy down even if they make a window or pallet.
And unlike Huntress, main event gives him a big snowball potential if survivors group up at the right time. If you roll up on 4 survivors as Huntress, there's no way you're downing more than 1, maybe 2. But as trickster, you can down the whole team if played correctly
And throwing one knife at a time is vastly underrated.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/2056060#Comment_2056060
Dang right! I also laugh while you fill your mouth with that punch because then you have more crap to spew out. At least with you there at the party we have no need for a clown because they are already there. =)
Lol have fun with your opinion nobody cares about
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/2054926#Comment_2054926
Way to add to a conversation. You must be a ball at parties. As much as they could "Leave" as you say you could also SCROLL PAST a topic that you do not like. =) Good Day mam.
Scroll past a game you don't like, and dodge the whole forum while your at it. If we're talking about who we are at parties, your the guy who $#!t's in the punchbowl
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The only change that is needed is that charlotte should be able to throw victor at survivors. That is all.
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You guys do know you can infect them, then down them and they drop their item, vomit on the item, toss them on the hook, and that will use up a lot if the time they would need to pick the item up, and if you keep the item infected they will reinfect themselves when they go back for it
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Assuming you mean a close together 3 gen:
Billy, hag, spirit, nurse, legion, blight, freddy and twins
especially if they have discordance and tinkerer
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Survivors need to be less altruistic, or at least more careful about it. Being too quick to rescue is the #1 rookie mistake that gets a team killed
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046818#Comment_2046818
But DS also works against people who don't tunnel. That is the issue with the perk right now. You hook person 1, chase and hook person 2, come back to person 1 and get DS'd when you literally just hooked a different person. It punishes killers for playing well and getting multiple downs quickly. And sometimes person 1, after getting off the hook, runs cross map to unhook person 2, and they DS you even though you just hooked someone else, meanwhile person 2's DS is also still active. It gives too much benefit for doing stupid and risky plays, let alone simply existing as a survivor.
Man, you just gotta get over it. The new change makes it more balanced than its ever been.
Yes, they could run away and come back and unhook someone before their 60 seconds is up, but odds are that they would be just on the verge of losing the DS. So if this happens... Just friggin slug em both. Keeps them out of the game about 40 seconds at least before they can use UB.
You can't have everything man, sometimes you'll have to eat a DS or let someone use BT, you just gotta learn to adapt instead of complaining that the nerf isn't enough. Its not gonna get nerfed more, so just give up on the notion and move on to acceptance
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Man, some of you guys really don't know how to play plague, legion and wraith.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046578#Comment_2046578
And I've made this counterargument many times before: sometimes taking the DS early is what puts you in a bad late game position in the first place. Once you take a DS, all your momentum is gone. You chased someone and got nothing for it, meanwhile there's 2-3 people on gens. That's why I think taking a DS, at any point, is bad advice. And also think about it logically. You're taking a 5-second stun. Why would you subject yourself to that when you can... not?
Listen, your what-about-isms don't change the fact that if you tunnel them, you deserve the stun, locker or not. In the new system, if you give them a chance to do objectives, you're not tunnelling and it deactivates. Sure, if you ARE tunnelling and they make it to a locker, you get an extra 3~ seconds to the stun, but then that's the risk you took by tunelling
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046072#Comment_2046072
You're not understanding. We're talking about current DS, not the upcoming nerfed version.
Oh... With current DS it depends on what info I have and how well I'm doing. If I'm doing poorly or know of a more urgent/vulnerable target, I go for it. Otherwise I eat the DS so it doesn't hit me later
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2044134#Comment_2044134
But imagine you're in a 3-gen or something. The gen that the locker DS person is next to is close to being done. What do you do? Just let them go so they can finish it when you leave? Or do you take the DS which is a game-throwing move at that point? It's a lose-lose scenario that's needed fixing for years.
Obviously let them go and defend your 3 gen. If you run into them after they touch a gen, self care or run out of time, you're good, but if you can defend your 3 gen then prioritize that
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Buddy... If you get unhooked and your outside of the killers terror radius and he comes back... That's not tunnelling, you should have left or let someone else heal you. If you heal yourself/others or touch a gen, it deactivates DS. but unhooking or being healed by others doesn't. I think your very misguided on what the actual change is AND the definition of tunelling
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@Sluzzy said:
Wow, they were smart to keep this change a secret. Were they nerfed too much is now a big question???
Keys are fine because they require a lot of work to use them. Hope they don't surprise and change them.
The change is coming and needed scuzzy. The moris are maybe nerfed a bit too much, I would have preferred a "total hook count of 6+" condition. but as long as keys are changed so a 3 man can't escape till after they do all gens and there's an unlocking animation, then I'm okay with the current mori status quo
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Meh, if you're chasing them and they haven't touched a gen or healed, jumping in the locker adds a few seconds to the interaction, but they were being tunneled so I think its fair. I wouldn't want to take away their ability to hide right after being unhooked so the killer can be distracted by someone else. (I'm a killer main, not being self serving here)
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@GargledFire said:
https://forum.deadbydaylight.com/en/discussion/comment/2043365#Comment_2043365
You can't use DS if you are hooked. This is about tactics that ensure the death or survival of survivors with no skill involved.
It's weird man, half of the people responding make up a little strawman about who I am, so they can dismiss what I say. I have no clue who you are even talking about tbh.
I mean, your argument makes no sense. What rank are you?
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Sluzzys back guys, another brain dead, fallacy riddled post about how "unfair" the game is. Fun times. I guess the source of this post is frustration over the 100% fair and needed change to DS?
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Honestly, NOED isn't a counter for gen rushing, if say pop, discordance, and corrupt fit that bill.
NOED and a few other perks are a counter for adrenaline, hope and other perks.
The main issue is that NOED assists the killer in a big way whether they barely pressure survivors or do really well, where as the end game survivor perks don't do anything at all UNLESS the team does well. NOED = safety net, Adrenaline = hail Mary.
As a killer main, i would say NOED is a crutch perk. There for when you expect to not do great. Most will stop using it when they start doing well enough for it to stop coming in to play.
Survivors who run adrenaline tend to be on SWF and they use it very tactically. 99% a gen and pop it immediately after a survivor gets downed or hit. Because the survivors have control over when it can proc, they get more guaranteed value and it rewards teams that expect to do well
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ugh, go play fortnite buddy
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@Opekyn said:
I can appreciate the thought put into this, but the Twins need to be completely deleted and reworked. BHVR did the normal BHVR thing of recycling an old mechanic, but they did an especially ######### job here - the Twins are an infinitely inferior version of Demogorgon in virtually every scenario.
Honestly, given the limited abilities of the BHVR Dev team, the best possible outcome we could get here would be making each twin a regular M1 killer, benefiting from all the perks, but you have to somehow build up the ability to swap between them (a la Oni). Even then, they'd still be boring and mid-tier (at best). They have limited mobility, no lethality, and they are completely reliant upon slugging for map pressure.
In their current iteration, the Twins mechanic feels similarly clunky to the old Doctor - which shows just how much attention BHVR is paying to the product they're putting out. But that's what you get when you combine a rabid horror fan base, a D+ quality dev team, and virtually no market competition.
I disagree with both you and the OP. They are really good if played correctly, and only really struggle at competitive levels. The only thing they need? If victor is attached to Charlotte she should have an ability to throw him, as if he were leaping from her.
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@ALostPuppy said:
I pay like normal because in all my time playing, I could probably count on one hand the amount of times a survivor has actually escapes with a key, and I've never seen multiple survivors escape via the hatch. Tunnelling a survivor just because they have a key is pathetic.
Wow, you must be really good or really lucky. I've had 3 hatch escapes when they were all dead on hook and I had 100% control over my 3 gen. similar situations happen a lot when they abuse the item when they have done basically nothing all game sometimes
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Treat them like the biggest threat on the team. Proxy camp, counter perks like Franklin's, always choose to chase them over other survivors, etc. But no face camping, letting gens go or ignoring free hits to tunnel.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2035063#Comment_2035063
But the nerf makes it easier to tunnel, way easier. It is too easy to lose the perk and then killer can tunnel.
If you lose the perk, its because you weren't being tunneled. End of story. If the killer drops chase and finds you again, that's not tunnelling.
When are gonna get the ability to downvote someone out of the forums? Lol
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Because then people will block all the good players to have easier matches
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@ClownIsUnderrated said:
https://forum.deadbydaylight.com/en/discussion/comment/2033103#Comment_2033103
It can help on Midwich against survivors who do the whole running forward thing, but I still wouldn't be trying to use it for map traversal until I know I've pretty much won.
Not arbitrarily because you have to reload and if you didn't have a critical need for a speed boost then it cancels out. But if you have a specific, time sensitive situation happen (IE tinkerer goes off, you see someone running to unhook, gotta reach the exit/hatch first) I see no reason to not utilize antidote. I think of it as borrowing time from a later point in the game (when you decide to reload) to do something marginally faster now
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Mah man, this guy gets it. People say its "underwhelming" because it doesn't make you move like billy, but those tiny situational bursts of speed can mean ending a chase significantly sooner, getting to a hook or gen just in time to contest it, you can throw at your feet before you pick up to increase your carrying speed, its great for catching up to a survivor in the open who is good at dodging tonics, etc.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2031378#Comment_2031378
Yeah,but now you need to wait another 45 seconds before you can pick up or else you eat a DS.
True, but then you can walk away, patrol a bit, and if you don't have anything urgent or more important to do after about 20 seconds, to back and down them just as they self revive. And if you don't, well that's 30 seconds they were out of play, and even more time if they heal up. Obviously, the BT, UB, DS combo is strong and there's no perfect way to counter the full cocktail of perks, but if you play as if every survivor has these perks you get into a habit of doing little things here and there to counter them
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@JasmineDragon said:
You'll need six feet of blue hair and a lime green dress
Damn it, you beat me to it lol
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You need to ask homer before you marge
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@CluelessWanderer said:
Is this what is going on today? I've been trying to get a friend into DBD, but he's a Rank 17 survivor and tonight, has been matched with red rank Killers constantly.
Needless to say, he's done with the game and finds it pointless. Are they testing something?
Yes, its a 1 day test of a skill based match making system (SBMM). Tell your friend that tomorrow night things will be back to normal
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That game... Is nothing to be proud of. Those poor, poor newbs
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Idk, there's counter plays for BT. Primarily, if the person with endurance is body blocking you: tunnel them without hitting for 16 seconds, and body block them away from pallets and windows. Better to get them downed via tunnelling than losing both survivors. Plus, its better to get one person dead as long as you don't waste a bunch of time doing it. 16 seconds for what is basically a free down is worth it
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2030718#Comment_2030718
As we've previously communicated we're not giving information out as to what the factors are that increases or decreased your MMR score - various factors in a match does affect it.
We want people to play as normally as possible.
Dang Mandy, you're putting in the work answering so many questions! We appreciate your feedback
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@Beefmur said:
i guess i should've rephrased it by saying 4 man swf aren't balanced against 95% of the killers and it makes the sbmm at high rank wortheless
Yup, SWF vs solo queue is the biggest issue with this game. Can't get rid of SWF because game would die, can't get rid of solo for the same reason, can't split into 2 different matchmaking lobbies because of load time. Can't balance the game due to the VAST difference in strength between SWF and solo.
They don't want in game chat, but at this point i think its the only way to close the gap. I have a post about proposed proximity chat with offerings if you're interested in a read on why i think its the best way to help the balance issue
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Its still testing, just SBMM for 1 day. Itll be okay. But like others have said, sounds like it wasn't a terrible game. You can still be proud after a 4 man escape if you had them sweating and made them poop their pants a few times.
Also, NOED or sloppy should probably be replaced with a gen info perk (discordance, tinkerer, thrilling tremors, etc) and a gen regression/slowdown perk (ruin, pop goes the weasel, corrupt intervention etc). Just my opinion, but freddies dream projection works really well with gen info
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@Steel_Eyed said:
Wut
@Volfgang57 said:
Huh?
He's saying that it helps when you're low rank/skill but players with high rank can't be qualified in the same way (likely because of the vast skill differences between solo and SWF groups). I don't know why he thinks this, OP should elaborate. But even if only low skill gets the assistance, its better than a red rank killer facing 4 yellow rank survivors, or vice versa