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FFirebrandd

FFirebrandd

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  • No there should absolutely not be rewards for that.

  • I had high hopes for breakable walls when they were first announced. I pictured them as a bit like pallets for Survivors. A single use shortcut Killers could use to cut off/get ahead of Survivors by going through them like the Koolaid Man goes through every wall ever. Then later a Survivor could come by and build a little barrier that functioned like a thrown pallet out of the debris. The killer breaks that... and that's it, it's now fully out of play and is just a door.

    THAT kind of thing sounded amazing and fun to me. The way they are is... eh. They're either busy work or traps... and Survivors can't interact with them at all. The only exception is for Wraith with Serpent on The Game... which kind of mimics the "Go through like the Koolaid Man" thing I envisioned.

  • @cpt_hellman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466602#Comment_2466602

    1: this thread was meant to discuss how NOED could be reworked, not should it be reworked I've already gotten plenty of those comments\

    2: the mori doesn't need to be beneficial that's why this design makes it optional. also the speed boost just reveals you have noed.

    1. Saying NOED doesn't need a rework is a perfectly valid response to a thread asking how NOED could be reworked. Those responses are saying that the question posed is moot because it sets out to gather solutions to something that isn't a problem.
    2. If the Mori isn't supposed to be beneficial, why are you adding it? The whole point of killer perks is to provide useful things to the Killer running them. Also the speed boost is borderline more useful than the insta down. After all insta downs are useless if the Survivors are injured or you can't get a hit in the first place. The Speed Boost is always useful and can fix that second issue.
  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466267#Comment_2466267

    Honestly? I'd pay a buck or two for more mori animations for a final kill.

    It's thematic of a horror game after all. The final kill before the credits must be something gruesome and horrifying.

    You know. Like this:

    https://www.youtube.com/watch?v=i6LgLPD-PT8

    (If this is too much or NSFW, mods, I apologize in advance)

    Yeah. That's part of why I've wanted the Yellow Mori to be base kit for a bit now. If I catch the last guy, just let me have some fun and murder them.

  • @WTBacon said:

    The only time I get this map is when I queue up as Hillbilly.

    Heh. Last time I was trying to get a Huntress daily done, I had a group of Survivors where two of them burned the offering for this map. I don't usually DC, but I definitely didn't feel bad about DC'ing from that.

  • A lot of people hate it because its a bad map for Dead By Daylight. Even if I give you all of those concessions, it doesn't change the fact that multiple killers basically don't get to use their powers there.

  • Ok... so...

    Firstly, overall NOED does not need a rework. At the absolute most it could use a bit more telegraphing, but it doesn't need to only be usable a maximum of 5 times and not give a speed boost.

    Secondly, being able to Mori someone at end game is actually *not* a benefit. You know what happens if you Mori someone when the other 3 Survivors are on their feet? They leave. You know what happens if you hook the person instead? They'll try to stick around and go for the rescue... giving you more time to maybe scrape together a few more slugs or hooks. That's the exact reason why Rancor is not a very good perk despite sounding pretty good.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465273#Comment_2465273

    But on that note, most general perks aren't great. Killers have the joys of Spies from the Shadows and Iron Grasp, while surivors get things like This Is Not Happening and Deja Vu.

    Though, yeah, Stranger Things perks becoming generic will help this pool a lot. Inner Strength Survival Instincts and Second Wind Push Through It will be very welcome additions, alongside Surge and Mindbreaker.

    Oh absolutely. Survivors have some stinkers on their side of things too. This Is Not Happening is terrible and so is Lightweight. However, they do have some pretty great perks in their base set. Kindred, We'll Make It, Spine Chill, and Resilience are all very good and make a pretty nice cohesive build for a beginning Survivor. I even sometimes run those despite having all the free perks and a decent amount of DLC perks unlocked on my main Survivor.

    The base Killer side though... eeehhh... it's much worse. Most of them are stinkers. That's why you see bad Killers with NOED so often. They're new and have nothing else.

    Oh are they renaming some of the Stranger Things perks? Weird.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465273#Comment_2465273

    Yeah if others understood this and even if you get SURGE or the others, you wouldn't because POP is better than like almost all except corrupt and etc.

    Honestly Surge is underrated. So is Oppression and Eruption tbh. My main issue is that at present, there's zero regression perks available to brand new Killers. Also the perks they can use are just... not great. Seriously... what are you gonna do with Thrill of the Hunt with almost no other Hex perks? Or Distressing with no perks that do stuff to Survivors in your Terror Radius? Or Iron Grasp, Monstrous Shrine, and Insidious just... in general.

  • @GoodBoyKaru said:

    NOED is the only real strong perk killer has

    Nurse's, Bamboozle, Corrupt, Discordance, Haunted, Ruin, Undying, I'm All Ears, Infectious, Lethal Persuer, Make Your Choice, Mindbreaker, No Way Out, PGTW, STBFL, Sloppy, Starstruck, Surveillance, Thrilling, Tinkerer, Whispers

    To be fair, if you're looking at the Killer's set of general perks... that statement is almost true. Beginning Killers have NOED, Sloppy, and a handful of OK tracking perks to work with. That's it. And... it's a problem. Though if Surge does get added to the base set once Demo becomes not available for purchase it'll be better at least.

    To be honest, the sad state of affairs with the base set of Killer perks is why I don't want NOED changed. Not yet at least.

  • I've actually given some thought to how to incentivize the Survivors to break totems more often. What I've come up with is this system added to the base game.

    For each Generator complete, gain a token. For each Survivor dead, lose 3 tokens. For each Totem remaining in the trial, gain 1% faster pick up and hook per token. So... when the first gen gets done, the Killer gets +5% speed to those two things assuming none of the totems have gotten broken. If the Survivors then simultaneously finish 1 more gen and break 2 totems, the Killer will have +6% for the boost. If the Survivors finish 1 more gen, but the Killer kills someone, he'll have 0% boost. If 2 more gens pop and a totem breaks, Killer will be at 4%. This will max out at +25% which will be noticeable but not an insurmountable buff for the Survivors to face.

    If that's not enough to get Survivors to break bones, we could add vault and maybe kick speeds to the buff as well.

  • Legion has the obvious Thanatophobia... But an underrated gem for Legion is Trail of Torment. Everyone knows that healing vs Legion is a bad idea... But now Legion has become budget ghost face and not healing is a bad idea.

  • It depends on which Killer I'm playing as and whether they can actually use their power on RPD or not.

  • I don't like Hex Perks at the best of times, and Third Seal is one of the worst Hexes.

  • I learned how to loop by getting looped as Killer.

  • Honestly, I can't really blame you. I also ran into a brick wall of difficulty about where you are now.

    At the time I had neither the skill nor perks to fight the Survivors the game was putting me against. I managed to push through it, but it was really rough. I don't really have any advice on how to not let the Survivor's antics not bother you. I just eventually got good enough that most Survivors die if they try to pull toxic crap against me.

  • If you want to extend the chase nearly at will, run Dead Hard.

    If you want your best chance of getting out of a chase entirely, run Lithe.

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455208#Comment_2455208

    Yo these are amazing tips thank you! I never thought about returning to hook and applying FF to the savior of the unhook victim. And I'll deff have to try and get more of those perks you mentioned. I dont have a ton of killers leveled up but in custom modes I will have to give those a try so I can narrow down which ones to earn first. Thank you so mcuh!

    I actually meant applying FF to the person who just came off the hook, then chasing the rescuer.

    Another neat trick you can usually use is that pallet stuns are shorter than Frenzy's ending stun. So if you can get a Survivor who's already been stabbed to drop a pallet on your head when you're wanting to end Frenzy, they're actually doing you a favor by shortening your stun and eating through their pallet resources faster.

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455020#Comment_2455020

    Yes PLEASE. I prestiged my Legion thinking I'd get a cool bloody skin... I got a KNIFE. T_T So right now my level 21 legion is just getting stomped right now so I thought maybe its a good time to try adept and... boy was I wrong.

    Alrighty.

    For Legion, the most important part of playing them is realizing what you're 2 main weaknesses are and mitigating them through both perks and play style.

    Those 2 weaknesses are that Frenzy can't get downs and Survivors who stay injured and spread out largely make Frenzy impossible to get more value out of.

    For general play style, I strongly recommend 2 things. First, learn how to mind game and moonwalk. If done right, that can do a ton to mitigate needing to land a normal M1 to down someone. Second, return to the unhook whenever possible. You know there's 2 Survivors there and you can leave the rescuee a Deep Wound to deal with and force more Frenzy value no matter how well the Survivors stay spread out.

    As for perks, there's a pretty decent number that can help. I'm just going to list them because going in depth will result in a ridiculously long post. Thanatophobia, Enduring + Spirit Fury, Brutal Strength, Coup De Grace, Trail of Torment, Play With Your Food. I've probably missed some, but I think you get the idea.

  • Yeah... Matchmaking probably should never have put you in that match. Getting Haddonfield and being mid Adept Legion attempt just makes it worse.

    If you need some tips and help with perk builds, I can do that.

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/2453381#Comment_2453381

    None of this to any capacity is answering the question I had.

    No one including myself is questioning the appeal of ruin undying tinkerer on Blight. No one is questioning why it's considered an optimal build for Blight. No one is questioning why it's popular for Blight players. It's obviously used because it's a strong build. Whether or not ruin undying tinkerer is an optimal build for other killers is besides the question also, but every killer has an optimal build even if it uses different perks.

    The question is why do players of Blight use said optimal build to abnormal extents. There is a difference between something being popular and using something to a cultish degree, which is what people are talking about. I do not see players of other killers use optimal builds to the point where 9.5 times out of ten if you go against said killer you see them running minimum the same three perks, like with Blights you encounter in pub games. And the few killers who do (Demo, PH, Twins) have legitimate perk compatibility issues in regards to their power/playstyle in order to win efficiently. Blight has several alternatives that also result in strong builds. Pretty much players of every other killer use variety to a noticeable degree and don't stick to optimal builds. Only Blight players do that.

    The question is why are Blight players using optimal builds to abnormal degrees. The question is not why is it popular. If you still do not understand this question I will ask this: Why aren't other players of other killers (who don't have perk compatibility issues) using optimal builds just as often as Blight players do? Why does variety of perk builds exist for every other killer except Blight?

    edit: Thought this was in another thread, I'll tweak the tone a bit.

    I did...?

    Blight is all about speed. Ruin is the only good regression perk that doesn't require slowing down and kicking gens.

    So... Blight players run Ruin so they can keep going fast.

  • @kyogul said:

    No one is questioning that the build is effective in general, let alone on Blight. People don't like it specifically because 90% of Blight players use that and you see pretty much no other killer use it. The exception is a similar build on Twins but they have actual compatibility issues with perks, meaning regression ones like Pop are extremely ineffective and debilitating to play them effectively. Blight can use a variety of alternatives like corrupt, pop, thana, etc. but no, it's only ruin undying tinkerer. And it makes going against Blight unpleasant, particularly because the Blights who use this majority of the time aren't even good but they rely on regression to slow the game down and then camp when their hexes get cleansed.

    Ruin Undying Tinkerer also works well on Nurse too. Can someone explain to the class why you never see nurses run this build nearly as much as Blights? I can't even recall the last time I saw a nurse use Pop for #########'s sake.

    No one so far is capable of answering the question why are blight players the only ones who are using sweat perks all the time and you don't see such hardcore meta builds nearly as much on any other killer even if it's just as effective to use. I'm still sat here waiting for an answer.

    There's actually a pretty simple thought process when it comes to that build on Blight.

    What's the appeal of playing Blight? No this isn't a trick question... why would you play Blight over any other Killer? Speed. Gotta go fast. He's the most consistently fast Killer in the game bar none, so that's what the people playing him want to do. They want to go fast. What they don't want to do is have to stop and kick gens... ever basically. There's basically only 1 regression/slowdown perk that functions on Killers with M2 damaging powers that doesn't require kicking gens that's considered good... and its Ruin. So... if a Blight wants a slow down... the odds are incredibly stacked that they'll be running Ruin because everything else is either not good or conflicts with the entire reason they're playing the Killer.

    Once you have Blight running Ruin as his main slowdown... the rest of the build just easily fits into place to support that and patch up what's missing. Undying to help protect Ruin. Tinkerer to get extra value from Ruin. BBQ to know where to go after a hook before Tinkerer goes off.

  • @OniWantsYourMacaroni said:

    I agree with Remember Me,Gearhead and Coup De Grâce part.Those nerfs were beyond stupid and unnecessary.

    The change to Hangman's Trick was fine though.It's supposed to counter sabotage plays and not provide that amount of map awareness

    Hangman's Trick needed to be nerfed from its PTB state, but like... this ain't in chief. It should have been 16m aura reading of any hook within 32m of you

  • Yes.

    No.

    Read description.

    No.

    Reasonings: For question one I'm ok with the hatch spawn rules if keys get nerfed. Otherwise they need to be made more restrictive.

    For question two, Hatch creates some interesting and fun gameplay surrounding it, game would be worse without it at all.

    For question 3, firstly I don't find that the exit gates usually spawn in such a way that the killer can see both gates. Also they definitely don't need to spawn further apart. They do however need some balancing... but not in the "Hatch is shut, EGC is on, gl with the gates." situation. I find them to be fine under those circumstances. However, the exit gates need to be slower and regress with checkpoints if they're powered via generators... but unchanged if they're powered via Hatch stomp.

    For question 4, the most broken part of Keys is that you can instantly use them. I saw a suggestion where unlocking Hatch took ~5s, hatch stayed open 45-60s, and the Survivor who opened it does not automatically jump through. I think I'd be OK with Keys if they worked like that.

  • Meh, I don't think there's anything wrong with Proxy Camping... especially if the Killer goes after the rescuer afterwards. It's just efficient. You're bothering 2 Survivors at once. Also it is one of the few ways to get value out of Frenzy after your Survivors know you're Legion. Giving the rescuee a nice friendly Frenzy stab as I go after their buddy is great.

  • It's not your usual cow pictures, but they're still adorable. I do love randomly running across your animal picture posts.

  • Did... you look at the other two killer perks?

    The Hex perk requires the Killer hook a Survivor and it can only activate 1 time per Survivor.

    The Scourge Hook perk also requires the killer to hook a Survivor on 1 of 4 hooks.

    Deadlock is an anomaly.

    Also... I don't think you realize just how powerful Deliverance is. A lot of Killers are dependent on Hooks taking at least 2 Survivors off of Gens for a significant amount of time so they have enough time to chase and hook more people. Deliverance flat out robs them of nearly all that time that they desperately needed. That's why it has so many requirements to happen.

  • tbh, I was actually at least interested in role queue when it first started. I usually filled whatever my team needed and being able to occationally be guaranteed playing DPS would have been a nice change of pace. My problem was that it shipped at the same time as the Brigitte rework that I hated. So, that update as a whole was the last straw for me.

  • Not really sure what my hours on it was. I did play for a while, but I left way back when they locked the game to 2-2-2 which was... probably 1.5 years ago or more.

  • Legion no longer loses part/all of their power bar on a successful M1 or when picking up a downed Survivor mid Frenzy.

  • I could see Hex: Seal being buffed to work that way. It could use a buff anyway. Actually that suggestion for Hex: Huntress Lullaby sounds pretty great too.

  • Yeah, when it got changed to not effect healing, it also got changed to effect cleansing.

    Taken from the Wiki: "Each injured, dying, or hooked Survivor incurs a stack-able 4/4.5/5 % penalty to all Survivors' Repairing, Sabotaging, and Cleansing Action speeds, up to a maximum of 16/18/20 %."

    Its why once I get the perk, I'm going to try Thana, Thrill of the Hunt, and the coming Hex: Plaything in a build on Legion.

  • Fun fact, Thanatophobia increases cleansing speeds.

  • Keep playing? I've pretty much always found the original Killers to be more fun. Myers is an exception though... you can do some really unique and fun things with his Tier 1 power.

  • This thought process is exactly why Oppression is my favorite perk right now.

  • I could maybe see buffing its secondary effect of making self healing with medkits more efficient. They shouldn't buff its healing speed.

  • @Lordofweed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154796#Comment_2154796

    I disagree with your Expert Tier and its killer sided. Did you watch some Rank 1 Killer Mains and how they perform? Basically you could watch SupaAlf and seeing him win in like 90% of the time...If he plays Nurse.

    If you now watch other Streamers, which wont play the 3 best Killer of the whole Game, you will see, that the Time preassure is more on the Killer's side which means, its easier for the Survivors to escape.

    DBD is Survivor Sided for many reasons. If you want to know more about that, i suggest you to watch thid Video, which will explain many reasons for my opinion:

    https://youtu.be/TPfoDDI8DFE

    I have no idea who SupaAlf is.

    I have however watched Scorpionz, a pig main, ArchdruidDrey who mains Doctor, Ralph Umbra and 7cmpwincess who all main Huntress, Dowsey who makes a point of doing 4k streaks on brand new killers on their day of release, Otz who is pretty far through his attempt to get a 50 win streak on every killer, Bronx and Kai who play variety, and a Deathslinger main who's name I can't remember. All of those people usually win. Do they have matches that don't go well? Sure. But all of these streamers having good results most of the time indicate that the game is in fact Killer sided at their level.

    Hell I personally am at the lower end of the Expert level and I can bring Legion with none of the meta Killer perks and still have a very solid chance to win. Want to know why? Because the non mmr match maker *might* give me one Survivor who's also at the expert level. Unless I make bad choices, that one Survivor cannot carry the game.

  • This shouldn't be that hard to understand.

    Dead By Daylight contains a lot of famous horror icons. To the best of my knowledge, FNAF is the most recent famous horror franchise to happen. Of course people would like to see it in DbD... because they're actually familiar with it. Not gonna lie, I personally know way more about FNAF than Pinhead. I don't necessarily care if either show up... I'd honestly rather have an original chapter, but I can definitely see why people would want FNAF.

  • @BingBongMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2424801#Comment_2424801

    The sheer amount of disrespect that spirit players recieve kinda steers me away from her. Despite her being VERY good.

    Ah that's fair. Anyway, if you're looking for a Killer who's fast but requires less precision than Blight, I would recommend trying out either Wraith or Legion.

  • Unnerving Presence is too good vs bad survivors and actually helps good ones. What I'd do is replace the narrower success zones for Old Ruin's skill checks.

    I don't know what to do about Overwhelming Presence. Its an anti item perk, but Lightborn and Franklins are just... better. Still niche, but better.

    Coulrophobia is there to counter self healing mid chase... which doesn't happen anymore. What I'd maybe like it to be changed to is... "Survivors in the dying state recover and are healed 30% slower while in your Terror Radius."

    Distressing is a combo piece who's combo buddies are terrible, so I'd hold off on changing it until seeing how the other TR perks fare when changed.

  • I'm hoping for an original character. I have a tendency to like them more... also I'm currently sitting on 14k shards and near max BP with little to spend it on. There's a few original killers and Survivors I don't have... but I have all the ones I want. Just on principle, I'm never getting Spirit or Plague.

  • @Soulpaw said:

    mirror myers ((or burger king (BK) Myers)) is a addon build, scratched mirror i think its called. it keeps myers at tier 1 and he can never advance but whenever he channels his power, he has wall hacks on all survivors no matter where they are on the map. so you have 0 terror radius, and wall hacks. problem is that you move the same speed as nurse, and you get no lunge distance. fun meme build.

    Scratched Mirror and BK Myers are actually 2 different things. Scratched Mirror Myers uses the Scratched Mirror add on to trade all of the effects of Tier 2 or 3 for 32m aura reading at will and retains permanent undetectable and being (just barely) faster than Survivors. Burger King Myers uses the Vanity Mirror and Judith's Tombstone to make himself slower than Survivors and not even really get any aura reading out of the deal.

    Scratched Mirror is a meme build that can be brutally effective on smaller maps and indoor maps.

    BK Myers is a self torture build that I don't understand why anyone would run it.

  • So... a few things.

    Firstly, something you just have to accept as Killer is that the first few gens are going to get done and going to get done pretty quickly. How could they not? The second you spawn in as the Killer, you are in just about the worst possible position you possibly could be. You know where none of the Survivors are, half the time Survivors spawn on a gen, none of them are injured, none of them are hooked, and to top it all off all the Pallets are there just waiting to be used. You have a worse early game than they do. That's fine... your end game should be much stronger than theirs. My rule of thumb is 1 for 1 on the first 2 gens. If I have 2 hooks with 2 gens done, I'm doing ok. If I have more, I'm in good shape. If I have less, I'm in trouble.

    Secondly, if you don't want gens popping right away, there are things you can do to combat that. Perk wise, there's Corrupt Intervention and Lethal Pursuer. There's plenty of Killers who can use a play style that creates pressure first then goes for Hooks. Legion is probably the most well known for this kind of game play, but he's by far not the only one who can do it.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2422338#Comment_2422338

    Okay, firstly I already addressed that in my original post and it covers 3 as well, who the f*ck cares so deeply about what rank you are?. The only reason I want to know is to see if I or others are actually being put up against people their skill levels, if someone cares so much about their rank they're gonna play sweaty anyways and if the system is good then it wouldn't reward playstyles that actively hurt the game. People that stressed out shouldn't be playing a multiplayer game in the first place and is no excuse to hide such an important score.

    if knowing the score would be so damaging then the score shouldn't be implemented in the first place.

    You might not care about the number you have but a LOT of people will care about their number. That's just what happens with any PvP game with a number. People care. People care way too much.

    As far as "if the system is good then it wouldn't reward playstyles that actively hurt the game". Are you familiar with what an Exploit is? Or the law of unintended consequences? It doesn't matter how good a system you make... thousands upon thousands of people poking and prodding at it with the express purpose of getting the most out of it WILL find things. Building a perfect system is impossible. However, you can't manipulate a black box where you can't see the results it is spitting out.

    As for your last statement... the devs need something to feed the matchmaker to let it have a chance of making reasonably fair matches. I don't think anybody has come up with a perfect way to do that in an online multiplayer game. So far a modified version of the classic ELO system is the best people have come up with. That's why the number exists. It serves a very important role... but having it visible causes problems.

  • There's 3 big reasons why SBMM scores should remain hidden.

    1. Elitism. Give players any kind of number at all, and they'll lord it over other players who have a smaller number than they do.
    2. Playing for the number. It doesn't matter how well your ranking system is designed, people are going to do their best to reverse engineer the system. Once that happens, at least some players will change how they play solely to get better numbers. Occasionally this will result in some very very divergent play styles that aren't good for the game.
    3. Stress. For at least some players, having their ranking number visible is stressful. Having it go down doesn't feel good and having it lower than you want it to be also doesn't feel good. Players who are stressed and on edge are much more likely to lash out at either their teammates or their opposition for real or perceived acts of sabotage towards them having a good match.

    None of those things are things you want in a noncompetitive game like DBD. So... they're keeping it hidden. Which is the right call.

  • That particular add on combo was nerfed... he also got +5s to the laceration decay delay and a +5% increase to his max throw speed. A Killer shouldn't be balanced around running double purple add ons every game.

    Edit: I will say I don't understand them labelling it a Bug Fix. It made perfect sense that those add ons would work the way it did. Knife passes through survivor for 100% laceration, Knife hits thing behind Survivor and explodes, Survivor is in explosion so takes +50% more laceration. Perfectly logical.

  • @Vulgun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2419634#Comment_2419634

    Because they change up his playstyle unlike those two. Heaven forbid we rely on giving a Killer multiple playstyles.

    And it's not like Trickster's not still add-on reliant. Now people will just be using more Iridescent Photocards because that'll be the single best way to get downs with him. The change was a band-aid patch and I guarantee you that once the kids start complaining about Photocard, it, too, will be nerfed and now Trickster will have no good add-ons outside of Melodious Murder.

    Speaking of Melodious Murder, now that he has a buffed laceration decay and throw rate, looks like he doesn't need those add-ons that affect those two things, so now that limits his add-on usage even less than it does now. So guess what? Melodious Murder is going to be his go-to add-on, and so will Iridescent Photocard (because again, decay rate was buffed).

    I'm all for add ons that change up how a Killer plays. For that reason I'm not sure I like how they changed Death Throes Compilation... but... those 2 purple add ons just meant if you threw knives at the Survivor's feet, they'd get 1.5x the normal laceration. That's... not different. At least not really.

    I don't know how add on reliant he is now after his changes, I've not had a chance to give him a try since then. However I still stand by that a Killer shouldn't be in a spot where running 2 purple add ons is the only way to make them good.

    Melodious Murder? Is a +20% reload speed add on really sounding that good to you? I mean its nice, but probably not amazing. Besides, I think you've missed exactly what the throw speed buff does and what the throw speed add ons do. The buff was to the maximum speed he could throw knives. The add ons make it so he hits that maximum throw rate faster which will still be useful. As for the laceration decay... honestly, 10 seconds delay almost felt you needed the add ons for that to fix it. His old 20 second delay felt like you'd never need the laceration decay add ons. 15s could easily be the sweet spot where you don't need those add ons but they're helpful. Honestly the only part of his add ons I'm not particularly happy with is that the knife pouch and bloody boa are just... so bad. Also I think he'd be better served by add ons that lower the amount of knives needed to activate Main Event or let him hold onto Main Event longer over ones that make it longer. Usually it's long enough.

  • Here's the deal. A Trapper who's set up in a good position is actually the most lethal Killer in the game. I can understand why they're a bit gunshy of making it easier for him to set up. However... in my opinion it is currently too difficult for him to set up. I'd like to see him be able to carry 2, start with 1 trap at base, which brown bag upgrades to carry 2, start with 2. I can't see that making Trapper too strong but it will make him significantly less dependent on bringing bags.

  • Or... maybe we can do what the Devs... at least tried to do. Nerf the add on, buff his base kit so he isn't only viable when run with 2 purple add ons. Isn't that one of the big current complaints about GF and Trapper? That they're too add on reliant? Why would you want to leave Trickster in a spot where he needs 2 purple add ons to be good?

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