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FFirebrandd

FFirebrandd

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  • Suddenly no one prestiges Wraith because Predator is actually harmful. Same with David. And possibly Laurie.

    Yeah... it's not a terrible idea but there's enough perks that are actually harmful to run that I don't think they'd go for it. Cool idea, but probably won't happen. Also... This would cause some massive balancing problems. Literally everybody now plays as Bill for free BT and Unbreakable.

  • The only way this would be necessary is if they did not have even remotely close to adequate statistic gathering. If they do have good statistic gathering... they probably have an SQL table called like... I don't know... tMatchResults with spots for what killer perks got run, which survivor perks got run, how many and when gens got done, how many and when hook states happened, if and when EGC activated and so on.

    If they DO have that, all somebody at Behavior needs to do to get the stats as if NOED didn't exist for the last 3 months is run one simple SQL query that'd look something like this: "SELECT KillRate FROM tMatchResults WHERE KillerPerk1 is not NOED AND KillerPerk2 is not NOED AND KillerPerk3 is not NOED and KillerPerk4 is not NOED AND MatchDate > #4/1/2021#"

    Seriously... the only way they'd need to disable NOED for a while to gather stats is if their stat gathering system is overly simple. From what I've seen of the stats they have released... it isn't.

  • Nothing. I have all the original Killers except Spirit and Oni and I have no interest in either of them. The Shrine hasn't thrown me any perks I don't own. I don't care all that much about Cosmetics. Lastly, the Survivor side isn't particularly interesting for me.

    I might get Elodie because Deception is fun... but idk.

  • @Steel_Eyed said:

    What I’ve learned with Nemesis perk builds and most chase perks are not needed on him because of the nature of his power.

    He hits over pallets, so enduring/SF not necessary.

    He breaks pallets in a little over two seconds with the whip, Brutal Strength not necessary.

    His whip takes less time to reset than punching a survivor, STBFL not necessary.

    Bamboozle has never really been a good perk so not a fan.

    In my opinion the players down to tracking and gen regression. Once I feel more comfortable with him, I’ll remove the gen regression too. Just tracking perks.

    This might be just me, but in my albeit small amount of experience, he doesn't need a ton of tracking because the zombies almost always provide quite a bit of info.

  • SWF is a large part of what makes the Survivor side fun. I'd rather they not kill the game by heavily disinscentivizing SWF.

  • At first I was like "No! What's wrong with Sloppy Butcher". Then I read the thread and was like "oh". Honestly this isn't just a Sloppy Butcher problem... any time a console gets any sort of status effect it lags them. This is an optimization problem. One that Behavior really needs to get on top of.

  • @cobalt22 said:

    they call him trickster but he does no tricks! Whats up with that!

    You're thinking of the wrong definition of the word Trick. You're thinking of stuff magicians do. Now if you think of it in terms of skateboarding tricks, yoyo tricks, motorcross tricks, diving tricks, and basically the entirety of parkour... all of which are over the top, completely unnecessary feats of physical prowess... or... tricks... then his name makes perfect sense.

  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2329861#Comment_2329861

    If you are accounting for Huntress's time to reload and re-aim, you need to account for the fact that it takes Trickster time to land multiple knives.

    Your numbers seem logical here, but its actually deceptive because your tracking Huntress's full TTK, while not tracking how long it takes for Trickster to go through a full damage state, which is more than 2.5 seconds even ignoring speedboosts which make trying to use a ranged power immediately after a hit a bad idea in the first place, at least with old trickster. Realistically, the Huntress doesn't even practically speaking have a cooldown after hitting because of the realities of this speed boost, unless the survivor makes a huge mistake and burns their speedboost on a vault (in which case yes the trickster gets another hit, but the huntress should be able to M1 after 5-10 seconds. In that scenario knives are a 'win more' that don't actually help you that much because your already in such a good position you should be fine). Trickster could technically exploit this on a vault if the target is already mostly on their way to an injured state, like if they have 5 knives or something so they get the 6th, and then 3 more or maybe even a full state... but think about it. In that scenario, the Huntress should have already injured the survivor, meaning that while the Trickster can technically 'double hit' on a really solidly lined up vault, the Huntress should never need to do so.

    In fact, one of the BIGGEST COMPLAINTS about Trickster is how much worse he is vs that speedbost. Huntress can't damage the survivor, but she is back to speed. Trickster needs to put his knives away and ramp up again, or try to land shots vs a speedboosting survivor now at long range which is... not a good idea. So in a very big way Huntress is BETTER at chaining hits in open areas.

    New Trickster closes the gap a bit and may even lead to some situations where there IS more lethality (that 'double down' on vaults is more likely to occur if someone really is obvious about vaulting from 0 knives, for example), but its not so much that it will really be worth how little utility the power actually brings to the table. Again, cutting down a single aspect of a chase by 5 seconds when it would otherwise last 10 is not generally worth not projecting threat with your power at all within most loops. Trickster's biggest problem compared to Huntress is so much of his actual gains on her are 'win more' gains.

    On the BT angle, Iagree that one of the few places Trickster actually beats huntress is against extreme survivor aggression. Like I said, his TTK advantages are only relevant when the survivors essentially aren't or are unable to avoid your knives, such as suicide unhooking, where almost all of the weaknesses of track aim goes away. That is, however, still relatively minor and not worth building a killer around IMO, though it should definitely be recognized its there. Its just your spending far more time in a match (or heck, over multiple matches, most survivors are smart enough to not suicide unhook vs ANY ranged killer because ALL of them are strong vs it) trying to win loops or chase over long open distances compared to stopping a suicide unhook. That said, yes it should be noted Trickster is much more defensively strong than Huntress, though as we saw with Old Bubba, this is really not worth losing 'large scale' chase power. If your at the point people suicide unhook vs you as Huntress you are almost certainly going to win or its not going to meaningfully change that much because the match is mostly over anyway: the strong part of your power being camping when gens are open vs BT is... interesting but I think we can agree you want your power to do most of its work during a match. And this isn't even a 'weak' area of Huntress, she is notoriously strong at defending hooks because, again, you really don't have to charge your hatchets at all and fire them much faster than melee.

    Again, one solution to the Trickster problem might be trying to emphasize other strengths of the kit rather than him as a 'long range' character like Huntress, and while I wouldn't say he 'wants' to be a Bubba, making him a 'plague-bubba hybrid' isn't a terrible position for him: Making him really scary to be 'overt' against and forcing you to respect him more. But right now that isn't even an especially strong part of his kit, even with the ultimate you can't actually fully block an unhook vs a healthy target from what I understand, meaning its... a weirdly worse tool at this than just using two hatchets as huntress. At least she won't go into a fatigue state after.

    Right now a big problem with Trickster is once you understand his 'win conditions' and how easy they are to avoid you never have to respect him. This change helps but ultimately you should not be bringing a killer power to give you what Trickster offers you. It isn't worthless, its just the opportunity cost compared to what you get makes absolutely no sense because in any situation where you need a power consistently Huntress does it better or doesn't lose much appreciable, assuming you can aim with huntress and know to use her power as a zone tool and are not trying to land silly Hail Marry shots.

    Trickster really needed his power to be more versatile, or affect the game in a larger scale way than all or nothing pseudo-damage states, not to be more lethal, because you can't get very much more lethal than Huntress without being silly, and Trickster can't in most situations be more lethal than Huntress without getting unfair.

    I'll admit my times might be wrong. I'm going off numbers from the wiki and am now realizing his total throwing time is probably both the charge time (0.35s) and cool down (0.33s) and not just the cool down... so that's on me. However I also know he's got a mechanic that makes him throw faster the more he throws and have zero clue how to calculate that.

    What I do know is that in my personal experience, I've gotten multiple downs across multiple games due to Survivors running in a straight line after getting injured due to me not being slowed that much and not having to let up on the knives.

    Funnily enough I was thinking to myself that this buff Trickster kind of pushes him towards being the ranged version of Bubba. If he catches you out in the open or at a loop that doesn't block knives... you just die. That play style worked better before they "fixed" his lullaby though.

    Now for me personally, the reason I play as him is that he reliably counters most situations where M1 Killers would have to just hold W after the Survivor. Stupidly safe loops that everyone can see over/through are the worst for M1 Killers but Trickster doesn't care. Holding W after a Survivor post hit as an M1 killer is boring but Trickster can keep on throwing knives. Survivors running early when they hear your TR is just annoying as an M1 Killer, but with some Line of Sight Trickster can throw some knives and get them to head for cover instead. I will freely admit that Huntress can do most of that too, but I really hate trying to play Huntress on Lery's and Hawkins. Trickster isn't great at handling the sharp turns and narrow halls found on those 2 maps, but he's better at it than Huntress.

    Edit: I just saw you say throwing knives at a post injury speed boosted Survivors is a bad idea. That's actually one of the best times to throw at them. If they run in a straight line, that's easy to down, if they dodge, well they waste half their sprint boost getting nowhere. Its a win win.

  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2329798#Comment_2329798

    In scenarios where trickster can consistently down someone via hitting all their knives in a row, Huntress doesn't need to charge hatchet.

    Good example is vaults. Huntress is rocking a 2 second health state on a vault or pallet throw, which is a common event and its a space where you actually need your power quite badly. Trickster can... kinda do fractional damage on top of that if they get lucky or are prepared? But in reality fractional damage doesn't matter that much.

    Trickster is only more lethal in very specific scenarios where the survivors essentially aren't trying to avoid your knives for multiple seconds. These scenarios are not realistic.

    The lethality gap in that scenario is not relevant enough to make up for the case where the survivor is so bad you would get the down anyway. Having a TTK that is 50% as long as Huntress in some situations and 200% in others sounds fine and good until you realize the situations your getting that 50% TTK are situations the huntress has a 10 second TTK while the situations where you have a 200% TTK are situations where the huntress has a 30 minute TTK and are more common.

    Once you actually account for what killers need as opposed to imagining white room scenarios, its really clear that Trickster has a lethality problem. Which, again, makes sense. 'Burst damage' is generally better in most scenarios, which is why games 'bias' towards sniper rifles unless you work hard to avoid it. This isn't a unique 'DBD' issue, its just that trying to make Trickster compete with Huntress... dooms him.

    That is just flat out not true.

    Case in point, a Survivor out in the open just after taking an injury. They're running at 150% speed and Huntress has... like 2.5 seconds worth of time where she physically cannot hit them again. Trickster however has no such 2.5 seconds worth of harmlessness assuming he got the injury with his knives.

    You say that situations like that are rare, but they aren't. Now granted the most common situation where this happens you... don't actually want to be in, but that exact situation happens every game if you end up getting to late game. Against most killers, unhooking with BT = Free out. Not so with Trickster. I can routinely inflict 3 health states worth of damage with knives before they get out the door and that's enough to down the rescuer and the rescuee assuming I get 1 injury prior to or as the unhook happens. Also, Trickster can punish an unsafe unhooks far better than most Killers.

  • Huntress Hatchets take 3 seconds to fully charge and have approximately 1 second worth of Cool Down. Usually you need to fully charge your hatchets so the Survivors can't easily dodge them.

    Trickster with this new buff can down someone in less than 4.5 seconds. Trickster will also have lost less distance on the Survivor in this time than Huntress will have.

    That's why.

    If the terrain permits, Trickster is insanely more lethal than Huntress. Does this make Trickster better than her? No because she can handle a much larger variety of tiles than he can. Essentially the difference between Trickster and Huntress will be similar to the difference between Bubba and Hillbilly. One's more flexible, one's much more lethal in the right situation.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2329681#Comment_2329681

    so essentially what you're saying is that the main difference between the two is, that Trickster can down people in a deadzone much quicker than Deathslinger?

    because i can guarantee you: on any loop that features LoS blockers (alias 99% of loops in this game) Deathslinger is going to down a Survivor faster than Trickster. hitting one shot and then reeling for 3 seconds is much quicker than hitting 8 (and even 6) shots, especially if the Survivor knows how to use LoS blockers to their advantage.

    during all the time i played that man (and i played him a fair amount) i only ever got two hits with him where i actually thought "damn, i could not have done that as Deathslinger!"

    he is so similar to Caleb it honestly hurts. i mean, they even share the exact same weaknesses!

    i wouldnt mind it so much if he was a weaker Deathslinger, when at least they'd buff him to be a 4.6 m/s Killer, so he isnt as reliant on his knifes as he currently is - and he'd have better map pressure than Caleb and would play at least a bit different around loops.

    Dead zone or short loops... but yes. Also there's a lot more short loops in this game than you seem to realize. Badham is mostly all dead zones against Trickster unless you are inside one of its buildings. Those short car loops aren't going to do you a lick of good. Unlike Deathslinger, against buffed Trickster they won't be able to trade being healthy for getting to a building.

    Beyond that... Deathslinger can't really do much if he's got multiple targets at the same time. In fact he doesn't want that even a little because Survivors can get on his chain and take his swing away from his intended target, also robbing him of getting Deep Wound. Trickster on the other hand... will be packing enough ammo to inflict 10 health states worth of damage and the fire rate to pull that off if the Survivors don't find cover. Even current Trickster can really drop the hammer against aggressive Survivors in ways that Deathslinger simply can't.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2329617#Comment_2329617

    but... i never compared him to Huntress?

    i compared him to Deathslinger, who is very similar to him - with the exception that he requires aim and cant just hold down M2 and is much stronger than Trickster, while playing essentially the same.

    Most of what I said comparing Trickster to Huntress also apply to Trickster vs Deathslinger.

    Bayond that, Deathslinger's play style very strongly resembles a glacier. He's going to run you over, but he's going to take his sweet time doing it since Shoot -> Reel -> Swing -> Wipe -> Reload is so slow. But... preventing a Deathslinger from hitting you is insanely hard. He's going to shoot you, he's going to hit you, he's going to down you... and you better hope your teammates are on gens while he does it cause you ain't getting out if you don't rush gens.

    Trickster is honestly almost the opposite when compared to Deathslinger, especially after these changes. 12 knives to down is going to make it so if he finds you in a bad spot... you aren't getting away. He's going to down you faster than any killer that hasn't got an insta down. On the flip side though, in good spots, he won't be able to do much to you.

  • @Mister_xD said:

    these buffs fail to address any of his actual issues.

    they literally just turned him more into a Deathslinger 2.0 with that ._.

    his power doesnt need any straight up buffs! (okay no, it does - but only as a secondary aspect)

    what his power needs is something to make it stand out! just give him the freaking trick blades (the ricochet add on) basekit already ;-;

    So, fun fact, Trickster already has things about his power that make him stand out when compared to Huntress.

    1. He's packing more potential injuries in his ammo pool and has easier time getting more. 7.5 is more than 5 and Trickster's ammo addons are brown and green respectively vs Huntress yellow and purple.
    2. At all points, a Trickster using his power is faster than a Huntress using her's.
    3. Trickster doesn't have to stop throwing knives when he gets his injury. It's somewhat common to get 3-4 knives into the Survivor you just injured as they run away.
    4. If Huntress fully charges her hatchets, Trickster can actually inflict injuries faster than she can. Huntress usually does so... in an area without cover, Trickster is more lethal than she is.

    More fun facts... the change from 8 -> 6 knives for health state makes all of those strengths more pronounced.

  • @Altarf said:

    Haha killer go stab and run fast

    Adding onto this... Legion is also the sole owner of a 4v1 focused power that does not require setup. So... if one is wanting a control focused killer who doesn't need to spend tons of time setting traps/portals, Legion is your best option.

  • @TheBus4K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2329460#Comment_2329460

    You're going to get the Main Event during a chase, and you probably can't use it in the middle of that chase because you'll have less than half your blades. Let's say you manage to take down the survivor, pick it up, hang it up, go to a locker to reload blades and be able to use the Main Event. More than 20 seconds have already passed in that process, probably even 30 seconds.

    This "buff" sucks. It's the second "buff" that they do to him, and with the first buff they didn't even move him from Tier D. With this "buff" something tells me that he will continue there. Let them be as cautious as they want, but the months will go by and the Trickster will still be crap.

    You're misunderstanding that particular nerf to Main Event. It's not "You need 30 knives in your inventory to use it" it's "You need to land 30 knives to charge it instead of 20."

  • Honestly they made the Trickster more intense. Like they both made his strengths stronger and his weaknesses weaker. I'm not sure that was overall a good idea?

    Like for example... he has 10 health states worth of knives at base. That's insane. Huntress would be beyond scary if she could carry around 10 hatchets. Then... under ideal circumstances, he could already injure and down Survivors faster than either Huntress or Deathslinger. Now he can do it 25% faster. Doing an unsafe unhook in Trickster's face is now going to be even more of a terrible idea than it already was.

    On the flip side, Survivors breaking line of sight at high walls is much more likely to force Trickster to land extra knives and possibly make getting injuries with knives impossible at some structures.

    At least Main Event is... nearly all around a buff. The 10 more knives needed to activate it won't be too bad and with a shorter activation time and longer activation window, you're much more likely to be able to get value out of it.

  • @Piruluk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2328037#Comment_2328037

    Yeah, Nemesis has 115% speed.

    Has 2 AI bot free pressure or free downs,at least waste survivor time.

    Instant destroy of pallets.

    Trickster only has 110% speed, no power, most of time the m1 is better than trickster power.

    Nemesis miles ahead of Trickster.

    Nemesis is Nurse compared to Trickster

    Nemesis has a power that results in 3 hit chases. It needs to be ranked up to get good and Survivors using the vaccines can really take the wind out of your sails. The zombies are fantastic. Best part of his power, but they are a smidge inconsistent. In all honesty, Nemesis has a bad early game... and the payoff is... eh? A power that's weaker and harder to use than Pyramid Head's. The one upside is that you can easily get away with running zero info perks on him because the Zombies help a ton with that.

    Trickster is 110% but he has a power that makes holding W and most non mindgameable loops completely worthless. Like seriously... you do not want to face Trickster on Midwich because you can't abuse the hallways and most of the pallets also suck vs him. Several times I've had Survivors try to get away by holding W with the injury speed boost expecting to get behind a wall or something and they just don't make it because I never stopped chucking knives. Survivor's normal tactic of convoying the last hooked person to the exit gate frequently doesn't work very well because without cover, Trickster does damage faster than every single killer who doesn't have an insta down. Also, Trickster has these upsides from the word go.

  • Well, I've spotted your first problem. "by the time they throw the pallet down and stun me they already at the next loop". If you get stunned and didn't land a hit through the pallet... that generally means you messed up.

    Now, as for the rest, which killer have you been playing with what perks? Most of them have methods to reduce how much looping Survivors can do and many more can bring certain perks to make looping less of a problem.

  • Those changes will make Survivors hate playing against him even more than Deathslinger. Possibly more than Spirit too.

    At no point should Trickster be able to move faster while throwing knives than Survivors. If Trickster is faster while throwing what exactly is a Survivor supposed to do when Trickster "back revvs" them with knives? Especially with Main Event which doesn't have the stacking slowdown on it.

    There are a few buffs in here that would be welcome. Main Event not decaying, entering and leaving throw state, recoil, Diamond Cufflink's buff. rewording Death Throes Compilation. Those buffs should all be fine and be welcome changes to Trickster that won't break him. But overall... there's just way too many, too powerful buffs here.

    I will give you one thing though. If your changes did go through, he wouldn't lose basically all the reasons that I personally play him, so props for that. I've seen too many proposed Trickster reworks that would butcher him from my point of view.

  • I'm pretty sure the Devs are going to buff Trickster. At the very least, he needs to be able to hold onto Main Event until a good opportunity for it comes up. That alone would help a lot. It'd also be nice if he didn't have a lullaby. It makes sense for Huntress to have one. You don't want surprise injuries/downs from 25m... but Trickster's knives do 1/8 or 1/7 of a health state (I guess also maybe 1/9 of one but why would you run memento blades?). Sure the first knife might be a surprise, but several more need to land before any damage happens.

  • The only criticisms I can provide is that it looked like you took a bit too long to figure out that Legion had the global Terror Radius add on and not touching a gen until about the 2:25 mark. Some of that second one is understandable between Corrupt, Global TR, and the Infectious Fright going off on you, but it did seem a smidge long to me.

    Your teammate was probably salty that all 3 of them were on death hook and you hadn't really taken a chase yet. There is some validity to that. After all if a Killer never touches one particular survivor, people are guaranteed to start dying at the 7th chase instead of the 9th. However, I don't really know how good you are at taking and surviving the Killer's attention. If you had taken chase and gone down very quickly, you would have put your team in an even worse spot and maybe no one would have gotten out.

    So yeah... overall I'd say a few minor mistakes at the start and then you made a judgement call that your teammate didn't agree with. Nothing worth getting the salt thrown at you though.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/262509/ideas-on-trickster-and-legion-buffs

    they don’t need buffs lol. Not every killer needs to be capable of 4ks every single game. Survivor numbers are already sinking because nobody wants to play that role with game as is.

    why do I get the feeling that you don't think Trickster should have gotten the set of post release buffs he got?

  • Legion needs to stop losing his power gauge when he M1's and when he picks up in Frenzy. It would also be pretty neat if Legion only had a 2s CD if Frenzy is ended at least 16m away from a Survivor. Mostly to make it so using Frenzy for mobility can actually be a thing.

    Trickster needs to not have his lullaby and needs to be able to hold on to Main Event for as long as he wants. Also some of his add ons could use some work. Like... he doesn't need 2 sets of add ons that make laceration stick around longer. I don't even know if he needs 1 set that does that.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2322398#Comment_2322398

    Nothing stops a killer of getting a crown and staying AFK the rest of the match. It also ruins the match for everybody.

    Sure, but that's the sort of behavior that's not too difficult to detect, and could easily get reported. A Survivor doing that is nearly indistinguishable from them just being bad.

  • @meatisadelicacy said:

    Give survivors crowns for interacting with them. Why do killers get to have them for free and we have to win? And they're literally faster.

    because at least some people will speed run getting the crowns by...

    1. Load In.
    2. Find Crown.
    3. Find Killer.
    4. Get downed and hooked.
    5. Suicide on hook, ruining the entire match for everyone.
    6. Select the next original Survivor.
    7. Repeat.

    With a large player base and 16ish original survivors, that'll result in a lot of ruined matches. Killers can't get themselves out of a match early so they just need to find it.

  • Trapper.

    Against a SWF who's good at countering Trapper, he basically doesn't have a power because they'll constantly get disarmed. Granted I've only ran into a SWF like that once, but let me tell you it really sucks when it does.

    Legion vs a SWF won't get chain hits but you can still get injuries stupidly easy.

    Trickster vs a SWF still makes certain loops useless and can punish altruism very hard.

    Myers vs a SWF probably won't be able to make sneaky plays but Tier 3 will still happen and insta down somebody.

  • Yeah I don't know why they did that. I get that it wasn't working quite right the way it was... and the fact that running M&A on him made a dead zone between his Lullaby and TR, kind of negating its existence was super wonky... but still. He really didn't need a nerf.

  • Suggestion, switch Better Together with Bond.

    I've actually got a friend who runs Better Together all the time and I usually avoid their yellow gen until we get near end game. Why? Because its more efficient for 2 Survivors to be on 2 separate gens. Beyond that, there's a very real chance that Better Together is screwing you because your solo queue teammates think the killer just kicked it with Trail of Torment and the killer is near there... so obviously they'd go look for any other Gen to work on and don't know how to tell the difference between Better and ToT.

  • There's a lot of different ways to pressure Survivors.

    My advice to you is essentially that every Killer in the game break the "normal" rules in one way or another with their power, and you should try to find the Killer who's power mitigates whichever part of what Survivors do that you don't like.

    Don't like multiple Gens popping during your first chase? Maybe try Legion who's designed to get pressure without downs.

    Don't like looping? Maybe try Nurse or Hag.

    I personally get so very bored when Survivors force me to hold W after them... either because of a short, non mind gameable loop or because of the post hit speed boost. For that reason, I play a lot of Trickster. Before Trickster came out I played a lot of Legion, Deathslinger, and Tier 1 Myers.

  • I mean... its effective. I know it isn't fun, and I try not to play like that until gens are done... but like... the game gets so much easier when one of the survivors are dead.

    Its also possible you ended up in a game where three of the Survivors didn't ever want to take chase and the last guy was bad at stealth. I had a game like that recently on Midwich. I was trying to not tunnel the Tapp out of the game, but it legitimately felt like he was the only Survivor in my game. Like I even went as far as just picking up and dropping him on death hook to activate Thrilling Tremors so I could try to find someone else.

  • lol you're welcome! 😁

  • -Keys now take 5 seconds to open hatch.

    -Hatch stays open for 45 seconds.

    -Opening hatch is just that, opening it. It is not also jumping in.

    -A fully depleted key cannot open hatch.

    These changes should make it so key plays are still possible, but can no longer happen in the killer's face. The 5s open time means leaving in the killer's face isn't a thing. Hatch staying open for 45 seconds and not forcing you out of the match means you can open hatch, get a save, and get back before it closes.

  • I tend to gravitate towards the Killers that feature the most intense version of whatever they're good at... with the exception of raw power. That doesn't interest me, but most other things do.

    Stealth? I'll take Myers who has permanent undetectable until I end it.

    Traps? Yes please. I'll take Trapper who's got the most lethal traps in the game.

    Do I want to be good in 1v1 chases this game? Give me Deathslinger, who's pretty much terrible at anything else.

    Do I want to slowly grind the Survivors down with game delay and great 1v4? I'm going to play as Legion.

    Do I just want to be fast? Give me my boy Blight.

    Then there's my current obsession, Trickster. Possibly the most relentless killer in the game.

  • Fun fact, there is a very simple explanation as to why that is that has nothing to do with the game as a whole being killer sided.

  • Oppression. For killers not named Legion or Plague, it's the best anti gen perk in the game that doesn't require a down. I'm not a huge fan of perks that require snowballing to function, so Oppression has made its way onto most of my builds.

  • Killers already can run different perks?

    Now I'll admit that it is very helpful to bring at least 1 gen slowdown perk, but it doesn't even have to be Ruin/Pop. Depending on your killer and play style, it's entirely possible that Thanatophobia, Surge, Oppression, and maybe Eruption could work wonders for you. Also, depending on Killer and playstyle, a build where you barely care about gens at all featuring BBQ and Infectious Fright can also do very well. I personally don't like that sort of thing but I've seen others make it work.

  • overall I'm quite happy with Cross play. Honestly this is one game where the differences between M&K and Controller isn't huge so it works out nicely... except for ranged killers but console killers already had trouble with that.

    The only part I'm a little sad about is that my end game lobbies are a lot quieter.

  • @th3 said:

    It’s part of the design for ranged killers, don’t know why people are so surprised. It’s not even that noticeable unless you are specifically keeping an eye out for it.

    It isn't though? Prior to Trickster's release, we had exactly 2 ranged killers. Deathslinger and Huntress. One has a lullaby, one does not. That means it isn't "part of the design". Heck one could even argue that we actually have 3 ranged killers because Pyramid Head has a ranged attack and also does not have a lullaby.

  • @kickasskiel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2299873#Comment_2299873

    Not impossible, scratch mirror can be done any map if you know how.

    I mean, sure you can do it on any map. It is significantly worse on certain maps. I should know... for quite a while I was playing a Myers build that semi replicated Scratched Mirror without needing a purple add on every match. On some maps it was honestly insanely good. On some maps it was incredibly painful.

  • I'm not entirely sure. They both have very unique strengths and very pronounced weaknesses so it's a bit difficult to judge who is better.

    Trapper can potentially snowball much harder than any other killer in the game. However his snowball requires quite a bit of setup and said setup can be undone by Survivors.

    Against Trickster, you essentially have about half as many (or less) useful tiles because his power straight up invalidates any short tile and he's one of the scarier Killers when you're in a dead zone. However the tiles that are useful against him are very useful against him.

    I guess its just a case of raw power vs reliability. Trapper for raw power, Trickster for reliability. But overall... probably Trickster is a bit better.

  • @AetherBytes said:

    Damn, was gonna go for a stealthy legion. Thanks guys.

    Stealthy Legion actually does work pretty well. You just have to stick with stealth perks that are triggered by you as the Killer then don't activate them when you think you're going to need to Frenzy. Trail of Torment and Dark Devotion are good examples.

  • @ManWithALemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2301180#Comment_2301180

    If Resurgence is worth running, then Second Wind, a Perk that does the exact same thing but better, is 100% worth running.

    Second Wind has extra requirements though. You have to manage to heal at least one, possibly more teammates before you get thrown on the hook. Then get another heal or two between your first and second perk. Sure when it works, Second Wind is more powerful, but Resurgence is much more dependable.

  • Jumpscare Myers can't really be put in a tier because he is heavily heavily dependent on the map. On Lerys, Midwich, and Hawkins Scratched Mirror Myers is actually very strong. On Mother's Dwelling or Ormond, he's literally the worst killer in the game.

  • There's a few that make sense to me to be linked. Like especially the legendary skins that basically turn a Survivor into a different character from the franchise. Most don't need to be linked though.

  • @Tsulan said:

    Okay what exactly are unbreakable/breakable outfits?

    Captain?

    I think that's referring to set outfits and how some people managed to glitch them to kinda not be a set anymore.

  • To be fair, Blight is very difficult to play and that was way worse on release because he couldn't hardly see over anything.

    Twins release was ridiculously buggy and honestly if you try to play them even remotely normally... they do suck.

  • I personally think Prove Thyself didn't need the compensation buff it got back when the penalty for repairing together was changed from 10% to 15%.

  • Monstrous Shrine needs a rework. We neither need nor want a perk that rewards basement camping. To that end... "Your fervent care of the Hooks found in the Basement has aroused The Entity's interest. It will reward you with additional strength for further use of them. While a Survivor is hooked in the basement, gain 20/25/30% faster breaking and vaulting."

    Iron Grasp is another. The effects it has isn't bad, but depending on where your hooks are, it just... doesn't help you so it needs another effect. To that end...

    "Your powerful grasp on Survivors causes maneuvering them to be far easier.

    While carrying a Survivor:

    • The Survivor's Struggle Effects from Wiggling, causing you to strafe sideways, are reduced by 75 %.
    • The time for the Survivor to wiggle free from your grasp is increased by 4/8/12 %.
    • Picking up and Hooking Survivors is 10/15/20 % faster."

    Those two together with Agitation and Whispers would actually give new Survivors a nifty little build that's not too difficult to get.

  • Midwich is not a decent map. It is way way too polarizing for that.

    For some Killers, Midwich is basically a free win. Killers who can heavily mitigate holding Shift + W have an easy time. Killers who's powers can largely negate the kind of bad pallets found on that map also have a field day here.

    For other Killers, it is a raging dumpster fire of suck. Any killer that doesn't have or bring a way to counter Survivors just running around the hallways is in for a terrible time.

    That doesn't even get into the issues Survivors can have with finding gens and just general navigation of the map. It's so symmetrical and lacking in landmarks that it is very difficult to keep track of where exactly you are.

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