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Exerath1992

Exerath1992

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Exerath1992
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  • Sounds pretty cool bud. Powerful, but it fits the hex theme. Maybe there should be an additional qualifier, like "when injured" or "when a survicod is on the hook" or "the bar takes 1/1.5/2 seconds to fill for each healthy survivor"

  • I like it! But in the future, this should be put in creations. Mods will likely move it

  • The showman does seem to fit well... But if they are making bounce knives base kit, then trickster works

  • What about them basement hags and basement tricksters? Lol

  • TLDR, response to title:

    I think of it like when someone who plays dark souls regularly would say "oh that boss is easy", they just mean its easier than slave knight Gael so they only died 4 times on it in the first run. Once you get in the hours of practice, things you've done before start to seem easy.

    Same for this game. Once you get in your 200~ hours, you are experienced enough to feel comfortable with any kind of opponent, you have game plans and contingencies, and certain aspects become easy because its expected.

    This game doesn't have a linear progression that constantly challenges you in new ways like the soulsborne series. Its the same stuff, over and over, with limited variations to what can be expected.

    I know, I said TLDR and then wrote a bunch. I'm just getting reading fatigue after spending a bunch time on the forum, I need to go to bed haha

  • @Yumyumtasty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2026697#Comment_2026697

    Single bounce knives are in fact not basekit and will not be basekit and what you're describing is 2 addons and a ######### ton of situations in which other killers would just down you. Why the heck even "Rapidfire" at a survivor who is super close to me when I can just smack him.

    To build up Main event which is underwhelming at best? It's as hard to build up as Tier3 on myers and I ask you which one of those you'd rather take in most tiles on this game.

    Okay, sure, not when close but the point stands about animation lock.

    And how can you be sure ricochet knives won't be base kit? Are you on the dev team? Did they email you? Like I said, it was just a possibility. I just think its possible based on the add on change, not probable.

    And still, not addressing that people are potentially under utilizing his power?

    I think it also has a use for zoning a survivor, which I forgot to mention.

    You can pressure panicky survivors off of gens from quite a distance too.

    His power is very adaptable for the "don't want to basic attack" situations, like with STBFL and PWYF.

    Also, in some situations you don't want to down someone till just the right moment (for instance, when wanting surge to proc on certain gens or when you know the survivor has endurance from BT and you're waiting it out) and this is the only killer that can prep for the down. Hit them with 7 knives while you wait so you can easily down them at the perfect time even from range

    I know these are all tiny aspects, but tiny bits of adaptability here and there can add up fast.

    If you don't like the killer, then that's okay. But I am of the opinion that most of the hate is due to lack of experience with him. I've seen tons of streams with people just chucking knives constantly and i can tell they are doing themselves a disservice. I think the power has more nuance than its getting credit for

  • I think you guys are too quick to complain. We saw TONS of complaints about how the twins and blight are weak, but nobody was using them correctly.

    Everybody seems to think that the "nerf" to the ricochet blades is going to kill it, but you guys are ignoring a crucial part: they bounce twice. Combine that with the puncture (pass through survivors) add on and you can unload blades at a survivor and possibly hit them up to 3 times with each blade in tight quarters. And then there's my hope for what this means: single bounce knives will be base kit. Now the purple add on adds 1 extra bounce to the base kit ricochet.

    His main event changes are great, small but perfect tweaks without making it too powerful. Its a difficult ability to build up and you have to get lucky or be very strategic with the timing, but its very powerful when used correctly

    Now, I think the main reasons people have trouble with trickster is they want to rapid fire their power too much. I can imagine that once those super accurate Huntress mains get used to it, they'll only rapid fire when a survivor is super close, or locked in an animation. Otherwise, in general chasing situations, its going to be a lot of accurate, single fire shots. You just gotta make sure you hit them frequently enough to avoid laceration degradation.

    I think he's dope, and if im right about base kit ricochet he will be high B tier at least

  • Well im 75% hyped

  • @Dizzy1096 said:

    The new chapters are meant to be fun for survivors. Stop being entitled killer main, we have enough OP killers in the game with Spirit, nurse, freddy, deathslinger, pyramid, leatherface, huntress, and now soon wraith as well, we don't need anymore.

    Sounds like something an entitled survivor would say lol

  • I feel his point is valid, but the method of showing it is misleading to show hold w as more powerful than it is.

    1) when survivors hold w, even on big maps, they'll have to turn 90° eventually. Cutting off the corner of that turn will cut off a lot of chase time

    2) powers: many killers have movement powers, even the wraith with his new increase in cloaked movement speed. You got bubba, wraith, spirit, oni (sometimes), Freddy, nurse, billy, legion, blight, demo and even clown that can boost movement speeds. Then you have killers with a range to their attack, like Huntress, deathslinger, pyramid head, demo, plague and trickster who can injure survivors from an extended range. This means a majority of killers have powers to assist against "hold w"

    3) Perks: killers also have perks that let them speed up these chases, like STBFL, PWYF, coupe de grace, and devour hope.

    4) they will try to loop: when you close the distance enough, most of them will try to loop or at least start vaulting and dropping pallets. If they do these things too early and it doesn't actually interrupt your patching much, survivors slow themselves down with the animations. Plus you have red light mind games to get them to make a mistake

    All in all, i do think that gens could go a bit slower, bit the real issue is that solo queue needs current gen speeds to stand a chance, but a coordinated SWF will use their time more optimally and have a bunch of gens done. The only real balance issue in this game is the HUGE skill/difficulty gap between solo and SWF

  • One last chance, a race for hatch, maybe you get 3 seconds after my stun before I give chase and begin "the most dangerous game"

  • I think of it as: the entitys goal isn't to have people die, but be entertained. When you de-pip in these situations, the entity says "that was boring, couldn't you have played with your prey some more?

  • Killers should have a 5% bonus regression when kicking gens

    Killers should have a 6-8 second insidious as basekit

    Survivors should get a 16 meter bond and kindred as base kit

    There should be a proxy chat that the killer can eaves drop on if within a very close range

  • They definately do. Some people enjoy the game for the game itself, and some people play the game to make killers cry

  • @Seraphor said:

    What's with those perk colours?

    On PC you can make custom icons for perks, items, killer/survivor thumbnails, etc

  • Question about the power. If you ignite a healthy survivor, how long does it take to become injured? If its anything shorter than 30 seconds per health state, its pretty broken. Just gotta keep chase to get a guaranteed down.

    I like the perks

  • 1) avoiding DS or deliverance or a chance at a kobe

    2) salty and wanted you to suffer

    3) if they had enough hook points, maybe they wanted to go farm some points by breaking stuff, laying traps, etc to boost the related emblem

  • Keys = lobby dodge because right now they're unbalanced. They nerfed moris into the ground, and because survivors know they'll be nerfing keys soon, us killers see keys so much more regularly now. Until the keys are nerfed too, its not really fair to use them (should have been nerfed with moris), so don't complain about people dodging keys

  • But... You can hear spirit moving in the same way she can hear you. She ruffles grass too. I think survivors who want a spirit nerf just don't want to pay attention to the audio and minor details like grass movement.

  • I think the twins are dope. Only have had time to get them to level 15 but they are definately one of my favorites

  • First of all, the whole concept is dumb.

    BUT if BBQ was a hex perk it would need serious buffs. Aura reading is 12 seconds and also procs when any hex totem is cleansed. Better for ya?

  • @lagosta said:

    I digress. Spirit Fury+ Enduring has a counter, you drop pallets early. It's a trick you cannot play 2 times against the same player.

    We already have 80+ perks on each side. Wanna counter Doctor? Calm Spirit. Wanna Counter Spirit? Iron Will. Wanna counter Medkits and self-healing? Plague. Wanna cointer flashlights? Lightborn. You cannot counter every survivor item, perk, killer, and addons in the game. This only leads to an unpleasant game of rock paper and scissors where the side that didn't make the right unforeseen choice is at an inherent disadvantage.

    If the options they give us are not self-constrained, there is little room for skill expression, only inevitability or poor choices.

    That counter doesn't work for all killers though. Nurse is the most obvious, as a pre-drop, usually means a hit. But there's also the chainsaw bois, Huntress, blight, deathslinger, and plague that are strong against predrop.

  • I agree that this is the better option for game balancing. I had a similar post not too long ago (and everyone said I was dumb for preferring counterplay additions to nerfs, so be prepared)

  • Banning is too harsh. But there should be a mechanic where if they repeatedly die within 15 seconds of being hooked, they get the short DC penalty

  • I've never tried this, but an insidious bubba with nemesis and dying light could work well. You make sure the first chase procs nemesis, hook them, then bubba camp near by. You either get altruistic survivors coming to their death, or they leave the obsession to die, activating dying light.

  • Naw, this buff was the last he needed. He can cloak, rush ahead of a survivor to body block a pallet or window, or zone the surv into a dead zone, and then use his post-uncloak speed boost intelligently to win chase.

    Also, his speed cloaking add on was bad before, but now that he is so fast while cloaked, its more useful. If you use the tech in my first paragraph, you can recloak after a hit to catch up very fast for the down, and the faster you can recloak, the faster you can get ahead of them to deny a loop

  • If I go to a gate, and the other one opens, i just open the gate im at and stand there. Not AFK but more like "im not running to an open gate to get teabagged on, but if you guys wanna come to this gate, I wouldn't mind giving you a parting smack"

  • Lol, that's what they get for bullying someone who was seemingly unskilled. Bet they probably call you a lame killer for "crutching" by using "broken perks" too lol

  • @robotron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1991074#Comment_1991074

    The killer`s aren`t free though. You are investing a lot of time saving up shards just to get those characters. But lets say they were free and you didn`t have to spend time getting them. Did you use shards to buy the base game? Because this killer is going to be a new edition to the game if you like it or not and I think that gives the right for people to say if its good or not.

    Lol, i actually got the base game for free on the play station plus monthly games several years ago. Got all the original killers with shards and got the licenced killers for a total of $30 during sales. I know some people spend hundreds, but I don't think they should feel so entitled to dictate how the game should be developed since they chose to spend that money (not you specifically, just the community in general)

  • @robotron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990967#Comment_1990967

    I don`t know, I have worked in drug rehabilitation and have seen some pretty messed up stuff but I would be way more terrified if I had to face a dream demon or even a regular demon. Like you said though, its personal opinion.

    As far as people criticizing others hard work, people have a right to critique their work when you put a price tag on it and try to sell it to them.

    But I have gotten all of their original content for free with shards. you pay for originals because you like them and don't want to wait to farm shards. If you don't like it, you can get it for free.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990381#Comment_1990381

    Charles Manson killed people.. Does that mean we should put him in DBD? Bill & Dwight killed people, should they be a Killer then?

    Well, this is fictional characters, so, no Charles Manson doesn't fit. And just because bill and Dwight have killed, that doesn't make them "killers", which would be someone who kills regularly and intentionally.

    The legion is just a dude with D.I.D. who kills people. But he wears a mask, so is that all it takes for you? A mask, and then anyone can be a killer?

    If you only want SUPERNATURAL or GIMMICKY killers, then just say that. But regular guys that kill with a smile on their face is way more terrifying than a dream demon or ancient Egyptian queen or a cannibal with a chainsaw. You know why? The other ones are fictional, and the regular guy who likes to stab people in their spare time could very well be your next door neighbor or mailman or barista. Odds are you know at least 1 sociopath.

    If the neuance isn't for you, then that's fine, you're allowed to have opinions and preferences. But don't sh*t all over someone's hard work and try to tell everyone that they're wrong for having a difference of opinion.

  • I think the power is super cool and has potential with a little balancing. I think they should give him ricochet as Basekit, increase the delay before laceration starts to decay, make the power not decay when maxed so you can use it when you want, and/or decrease the total knife hits needed to 6 or less. Maybe just 2 of the aforementioned buffs. There's not much about him that is "trickster-ish" so the ricochet would fit his theme well.

    I like that his aesthetic is like a regular dude. Some of the best slasher killers are a regular Joe shmoe. I do wish he had something extra, like a missing eye, gaping chest wound (since he's shirtless), bullet holes or knives in his back. But i don't find it NECESSARY as so many people feel. Just think it would be a nice touch

  • He kills people. That's how he fits. The scariest kinds of killers are the ones that look like anyone else. That's why american psycho and silence of the lambs are such great horror movies.

  • NOED and sloppy don't slow down gens, so I dont know why you brought them up. You can't use pop if ruin is active, so they don't synergize. Pop is just a back up. And if you're complaining about slowdown existing then that's just ridiculous. I would maybe entertain a complaint about ruin, thana, and dying light, but nobody runs that anyways

  • @Spacehedgehog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981998#Comment_1981998

    You mean like blue when the survivor doesn't get unhooked and moves on the the next stage and then red for when you hook the survivor? I feel like that would be either too complicated to explain and get useful info from and honestly if they have time to change that they might as well just add the hook counter that the survivors have.

    Its hard to explain what it would look like. Like, the inverse color works too, but there would be one color to represent hook actions and one to represent hook states but I don't know how to describe it better. I'll have to make some concept art or something

  • I like the hook counter, but I don't think it goes far enough. If someone goes to stage 2 or dies on hook, it adds additional marks on the hook counter. This is good for knowing how many hooks are needed on the rest of the survivors, but doesn't allow you to keep up with your number of hook actions. My suggestion? Make a mark created by a hook action in blue. That way the bar will show both types of info

  • Much agreed man, the unique power gives them flexibilty in playstyle depending on how you use it

  • Well, overcharge does overpower the generators in a sense, Sooo....

  • @Starr43 said:

    https://forum.deadbydaylight.com/en/discussion/230641/pregame-ready-up-signals

    Honestly they’re probably just on YouTube or doing a web or something and let’s face it.. if you play games with 12 people like nhl drop ins etc trying to tell someone to ready up can just entice a certain type of person to want to make you wait the whole time intentionally lol. It could be buggy but to the best of my knowledge there isn’t anything that stops others from seeing someone ready up and unready.. it just might show slower than a spam though

    Lol, I get it, I zone out in the pre game lobby sometimes too. I just figured I couldn't be the only one who does it or has seen it happen lol

  • Haha, good point!

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976364#Comment_1976364

    Killers who can already waste time. That's all they need. You can go an extra step with Legion longer mend. Plague another Corrupt pool to down. Pig add-ons focused on the boxes. And the other killers snowball good Billy, Nurse, Oni, and Blight. Infectious and Monitor to constantly down and people needing to unhook. Wraith something to catch people and down them. Freddy all you need is Ruin+Undying with Surveillance or Tinkerer. Deathslinger, PH and Twins just play to what they do best.

    No no no, very nice of you, but i wasn't asking for ideas. If you look back at my comment, I included a link to a post I made today with a perk loadout idea and explaining how it works. Ruin, undying, TOTH and surveillance. Surveillance and ruin mean you will get reliable gen info from gens once you start pressuring survs off of them. Undying gives a 2nd chance if they cleanse ruin, TOTH incredibly increases cleanse time and alerts you so you can always contest a cleanse, and undyings aura reading lets you protect your dull totems so TOTH slowdown can remain strong. Between the 2 combos you get really good info on survs locations, whether they are repairing or cleansing, and ruin is just inherent value

  • @Exerath1992 said:

    So I don't have much time to play, I usually sit between killer rank 8 and rank 12 and don't have many teachable unlocked yet, but do have all the killers. But I like to feel like I'm fairly good at the game. I usually 4k against teams in my rank, and give swat red rank teams a run for their money.

    So i recently started trying something new with pig (whom I suck with) and I went from barely getting 2-4 hooks to getting 4ks every game. I don't know if anyone has tried this combo out, but it has been good on pig and it would really shine on a high mobility killer.

    Perk loadout: undying, TOTH, Ruin and surveillance has a lot of power. The point of it is to use surveillance and ruin to have a lot of gen slowdown AND gen info power. You don't get info right off the bat, bit as soon as you start pressuring survivors off of gens, you start getting heavy value. You always know when someone hope on a partially repaired gen, you know the second they hop off as you approach, and of course ruins slowdown.

    Then you have undying and TOTH to protect ruin, seriously slow down cleansing speed, get alerts when they start on a hex totem, aura reading if they go for dull totems (which they will do because they want to cleanse the hex totems faster), undying for a 2nd chance if they do cleanse ruin, and then a red herring hex totem with TOTH because its not a big deal if it gets cleansed

    Basically, if they try to finish a gen you pushed them off of, you'll know, and if they try to mess with your totems it takes forever, you get alerted and have time to go defend them.

    Has anyone else tried out this combo since the recent rework of undying? If not, who wants to accept the challenge and tell me your results?

    idea for those killers who are good with ruin :D

  • @Yords said:

    Ruin + surveillance is pretty good, but relies on ruin being up for at least 2.5 minutes.

    Pig already has built-in slowdown, so I would be running perks that help you find survivors and kill them faster.

    I get that this build isn't as great for pig, but the post is about this build on all killers, especially trap or high mobility killers. Hag traps, billy sprint, spirit phasing, windstorm wraith, blight, or twins would really let the build shine.

    Yes, the totem location RNG could spread them out and make them easy to find and harder to defend, but if you remain vigilant about keeping the totems alive (even sacrifice a few gens in the early game if needed as long as you're getting hooks) it becomes very powerful at end game because you have less gens to defend so you're not spread so thin.

    You say you have to be able to rely on ruin being able to last, but this build nearly ensures it. I was regularly able to walk clear across the map when I got a TOTH trigger because of the cleansing slowdown. 3 of my games they didn't cleanse a single hex totem because i was always there in time to contest the cleanse. In my 4th game against half red half purple ranks, they did get my ruin eventually. BUT I still 4kd because it took them about 8 minutes to get ruin after going through undying and TOTH, they had only done 1 gen because surveillance had me regularly contesting gens, and 3 of them were dead on hook. Basically, I always knew where to find a survivor because there was always someone cleansing or always someone repairing a generator that was regressing.

    And while I did say I'm a good general killer, I am very new with pig and therefore for very bad with her. All the perks were only tier 2, i have played pig less than 10 times, I whiff my ambush attack 75% of the time, forgot to put RBTs on downed survivors 50% of the time, and completely forgot to think about surv pathing to jigsaw boxes.

    Have you tried the combo recently? If not, would ya wanna give it a try with a mobility or trap killer and tell me how it goes?

  • So, im a killer main, so take my advice with a grain of salt

    You can map the struggle button to your mouse wheel if playing on PC, seems to help a lot of streamers

    When you're on first hook, there's a secret way to tell your team mates when its safe to unhook. If the killer is near, repeatedly attempt to unhook but cancel it before the attempt bar fills up. Most people knows that the "fake self unhook attempt" means it's not safe to unhook yet. But not everyone knows this, and a small percentage if the community thinks it means the opposite.

    Don't drop a pallet immediately after getting hit, run to another tile

    Learn the killers and their perks so you know what strategies to use against them. Playing killer can improve your survivor skills

    Don't panic if you hear the heartbeat. Slowly walk to a hiding position unless you've been spotted

    Survivors are slowed after falling (unless you use balanced landing), killers are not. Try to avoid dropping down from somewhere after being hit because it will waste your speed boost

    If someone's being face camped, give up on them and do gens.

    Always do bones in case of NOED

  • As a killer main, I don't hate on an individual Claudette. BUT if its 3 or 4 identical Claudettes, they'll be getting some salt

  • So, I get why people say "just look away" but the ability to multi-blind is a poor game mechanic. They really should give you a short blind immunity.

  • @RiskyKara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1971100#Comment_1971100

    The logo probably means something as well. Maybe a diva or pop star character.

    What if its portal? In the original you play as a similar looking lady, and the red/blue lights could be from the portals lol

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