Avatar

Firellius

Firellius

About

Username
Firellius
Joined
Visits
17,308
Last Active

Comments

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076778#Comment_2076778

    "you don't want to punish good killers by genrushing"

    Excuse me... WHY?!

    It's your objective. If the killer can't pressure you hard enough, that's too ######### bad.

    You are the very definition of what Sirlin is talking about - shackling yourself with all these nonsensical made-up rules that don't matter. This is a PvP game, bring it or go home.

    It's noble that you want to care about others... but when the other side is out to beat you, this isn't the right place for it. As I said, bring it or go home.

    I'm the worst part of the game according to you...

    ######### hell man - the person who has to get over themselves are people like you who think that people who like to play wide open are obligated to "dumb down" or "play with kid gloves" because somebodies feelings might get bruised.

    FFS - your expectation is unrealistic and is just setting yourself up for disappointment.

    Super hardball maximum sweaty PvP has never been good for the playability of -any- game, or the health of any game's community. I want DBD to be fun to play, not just a spectator sport.

  • @Phasmamain said:

    I think I’ve made my opinion clear but this killer pretty much goes against everything that made playing against a killer fair

    The only killer who is more unbalanced is nurse

    I disagree.

    Their powers are somewhat similar in execution: The ability to quickly close in on survivors. They both come with a drawback. The nurse has to time her blinks to cover the right amount of distance, while the Spirit cannot see survivors while out of phase.

    The -huge- difference, though, is that Nurse suffers really heavy repercussions for whiffing this very strong power. If you mistime or miss your blink, you are stunned for 3 seconds AND you can't see anything!

    Whereas if Spirit gets thrown off during Phasewalk, she just picks the chase back up -immediately-. This lack of a consequence to getting juked makes her so unfair. A perfect outplay will barely net you any distance against Spirit. Against Nurse, it adds a ton of time to the chase.

    Spirit would need something that would heavily punish her for misreading a situation or getting juked in order to bring her in line. Perhaps something like "Once you let go of phasewalk, for the next five seconds, you can't see survivors or their scratch marks. You can still attack during this time".

    Just make her pay for getting thrown off, like the nurse does.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074406#Comment_2074406

    And what you "less than ideal" players don't seem to understand that is if everybody properly punished the mindless campers, it would disappear or you'd outlevel them.

    I'm sorry if you can't handle the truth of the situation, but that's the way it is. There's nothing high-and mighty about pointing out that your gameplay encourages the very thing you hate going up against. And as I've pointed out time and time again - if you don't find it fun and engaging, don't play.

    This game has retained it's player base for almost SIX ######### YEARS despite all the pissing and moaning about camping. You all can stop acting like what's happening is going to kill the game

    What you need to accept is that it's just not for you and there's no shame in that.

    https://forum.deadbydaylight.com/en/discussion/comment/2074651#Comment_2074651

    But it's not wrong. See above. If players would respond properly to camping every single time, you'd see a lot less of it.

    And, as I mentioned, the reason it hasn't killed the game yet is because there are enough good killers that don't camp. And you don't want to punish good killers by hard genrushing.

    Putting it on the survivors to just 'deal with it' is going to create far more hostility because there's no immediate way to tell if a killer is camping, aside from running kindred all the time.

    Which is why the 'you can see the killer if he's X meters from a hooked survivor' should probably be baseline.

    And even then, good luck instructing the other two survivors to not bother playing the game.

    Bad playstyles encourage more bad playstyles. Bully swiffers make killers camp and tunnel, campers and tunnellers make survivors genrush. It's a harsh negative spiral that just breaks the game down.

    And as I said, the reason that the game is still alive is due to players' intention of having fun. Lots of killers don't camp or tunnel, lots of survivors don't genrush or go into bully swiffers.

    The ones that do are the worst parts of the game.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074140#Comment_2074140

    OMG not comfy enough with 1 second chance, you want to be able to hit DS 2 times in a match, hilarious.. one of the most absurd things i have read in years.

    You could just go after the unhooker, or any of the other survivors, instead of chasing someone off the hook.

  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073381#Comment_2073381

    BHVR has been aware of how much mediocre players being camped and tunneled and have been asking you to shut up about it since 2016 because its such an integral part of the game that removing it would be like removing flashbangs and smokes from CS:GO or the wall from Street Fighter.

    https://www.youtube.com/watch?v=Cr1i_zXOlxw&ab_channel=%E1%85%9A%E1%85%9A

    Like this was basically addressed in EVERY Dev diary.

    However, just because you lose to something, or you don't like it, or don't feel good about it, doesn't mean its unfair, or needs to leave the game. That is what we in the gaming world call a scrub:

    http://www.sirlin.net/ptw-book/introducingthe-scrub

    Basically, by trying to create artificial rules on the game enviroment that limit intricate, dynamic, and interesting behaviors (and yes, tunneling and camping DOES lead to lots of interesting game states, again, its SUPER interesting for the 4 other players in the game and low key interesting for you, the WORST era in the game's history for survivor enjoyment was arguably the slug meta brought about by old Borrowed Time that made defending the hook legitimately impossible, the game became super boring and the playerbase dropped off pretty hard, like the peak playerbase dipped under 18,000 because the game was SO FREAKING BORING), you are A: Making yourself much worse at the game because your convincing yourself that it isn't on you to learn to beat these strategies, and B: Making it so you understand the game less, because you refuse to engage with the logic of these strategies and why they are (sometimes) optimal and exist in the game.

    If you pretend killers only camp and tunnel because they are big meanies, you are, in fact, a scrub. Likewise if you refuse to recognize what tunneling and camping add to the game, even if you don't think it is worth it, and the potential costs for removing them, you are a scrub. That isn't me trying to insult you, that is me trying to rescue you from the scrub mindset. You are refusing to understand the game and your opponent, and that is limiting how deeply you can engage with the game, and thus enjoy it.

    Because the best part is that tunneling and camping is HIGHLY counterable. It is EXTREMELY punishable behavior. It exists as a PSYCHOLOGICAL strategy. The fact it infuriates you is the 'point' and if you turn it around on the killer and THEY lose THEIR cool, listening to them 'throw a tantrum' is... divine.

    Okay, all that high-and-mighty talk about the scrub mindset, let me explain something...

    The goal of any given game is to be fun and engaging. If this game wasn't fun, it wouldn't draw and retain players. And guess what the problem is with camping and tunnelling? It's not fun. For anyone involved.

    You mention that camping and tunnelling 'add' to the game, and I ask you: What? What does it add? Because compared to ordinary play, tunnelling is practically indistinguishable on the killer side of things, and massively reduces gameplay for the survivor. Camping is even worse, because it cuts out all gameplay on both sides of the fence.

    Survivors don't enjoy getting camped and don't enjoy getting tunnelled. I'm pretty sure killers don't get any enjoyment out of camping and tunnelling that they wouldn't get out of playing a match in a normal way.

    Yes, it's 'balanced' (Only if the survivors hard coordinate, in other words: Not in solo queue), but if every killer were to camp and tunnel and every survivor were to play the hardcounter to it, this game would be dead within a week. No one wants to play DBD if its entire gameplay plan is going to consist of:

    1. One survivor spending some time in a chase and spending the rest of the match on a hook.
    2. Three survivors moving to gens and holding M1.
    3. The killer chasing down one survivor and then spending the rest of the trial staring him down.


    'Fair' doesn't mean something is healthy for the game. It would be very 'fair' if the killer couldn't get more than 2 kills in any given match, because then it mostly breaks even. But every killer could quit if, after two kills, the other two survivors are fully invincible for the rest of the trial.

    Camping and Tunnelling suck the fun out of the game for both sides. Camping is by far the worse offender of the two, but the nerf and subsequent disappearance of DS has really brought tunnelling back into the limelight too. The only reason they haven't killed off DBD yet is because a lot of killers DO abide by a certain 'code of honour' and refuse to participate in these strategies. I myself immediately put distance between myself and a hooked survivor and try to look for someone else. And if I keep catching the same survivor, I'll often refuse to kill them off in favour of chasing someone else. It creates healthier gameplay.

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074039#Comment_2074039

    Once again for the third time why does deliverance have all these extra conditions but unbreakable does not?

    Because in general gameplay, someone gets slugged, then immediately picked up and put on the hook. Most survivors won't be left on the ground long enough for Unbreakable to trigger, but pretty much all survivors will, at some point, get hooked.

  • @TWiXT said:

    Sorry, I have to kill you for this suggestion. This is entirely dependent on the idea that the survivor will even get a skillcheck during their actions, and negates actions like unhooks, doing bones, or sabotaging. While I like the Idea that it completely nullifies the perk as soon as a survivor succeeds or fails any skillcheck while its active as if they used it, that just means that survivors with it will only do bones (btw, apparently self healing especially with perks like Inner Strength doesn't count against the DS Timer) unhooking and sabotage without fear of repercussions since if the killer downs them during those actions, they'll still have DS available to them. Also there's currently a Bug wherein unhooking doesn't deactivate DS, so you're basically asking to make this bug a "feature".

    As for the idea that it's not truly an anti-tunnel perk because the killer hit with it will still come after you... that's what teammates are for, or at least should be. You hit the tunneling killer with DS, and they should be stepping up to defend you by taking hits and drawing him away from you. Sadly this isn't a perfect world much less the mentality most players take. They'd rather 1 survivor dies early and makes the game harder for the rest than trying to take one for the team. Your death in this circumstance is not on the mechanics of DS or the Killer... It's on your teammates selfishness.

    @JimbusCrimbus said:

    They SHOULD be useless after being unhooked if they have a perk that makes them invincible. No.

    Neither of you read it, huh?

    A) The skill check mentioned is -currently- part of DS. It's not referencing a skill check when doing gens/healing, it's referencing the skill check requirement of triggering DS.

    B) This suggestion isn't about letting them do things while DS is up. It's about giving DS, current, highly restrictive DS, the ability to trigger once per unhook, as opposed to once per match.

  • Even if Trickster is UP, I do agree that he's underrated. About half the tricksters I've gone up against have just gone full potato on him, sticking to throwing daggers when everyone can tell that that won't work. I've also gone up against good Tricksters that seriously strain and pressure loops that would otherwise have been fairly safe. I think he's better than people give him credit, even though he's certainly not -good-.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073199#Comment_2073199

    Your math is a bit wrong.

    Botany is 33% heal speed.

    Desperate is 14% per an injured survivor (14/28/42/56). Botany and Desperate are pretty equal at 2 survivors injured, not 3. It's only when you get to 3 or 4 survivors that Desperate outshines it.

    But there are different reasons to use them as well.

    Botany also improves your med-kits allowing you get more charges out of them. I think a fully kitted purple med-kit and botany can give you around 5 heals.

    Desperate Measures gives you faster unhooking speed which can allow you to finish unhooking before a killer would otherwise grab you.

    That's the thing: that medkit efficiency weighs more than unhook speed, which further tips the balance in Botany's favour.

    @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073199#Comment_2073199

    Sure other perks can do the same job but it gives people options on how they want to play, some people may like the new perks more and there's nothing wrong with that.

    Yes, they allow different options, and..

    @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073199#Comment_2073199

    Botany doesnt effect unhook speeds which is surprisingly useful. Also oyu can stack botany and desprate measure. Sure Power Struggle isnt that strong by itself but it is defintly one of those perks that has changed how kilers play. Most killers no longer walk through pallets while carrrying people cause of it.

    Yes, they can be stacked. But that doesn't make these perks -good-, which is the point of the topic. Desperate measures should pay off considerably more to weigh out the drawbacks when compared to Botany. Maybe 16% or even 17% per stack, for example.

    With similar functionality, perks should resolve to a similar average. I can see that happening between Botany and We'll Make It, but I'm pretty sure Desperate Measures will average out to less than Botany.

    Take Autodidact for comparison: it -can- outperform both Botany and Desperate measures, and you generally just need to get two heals in for it to do so. All it needs is an RNG dependency fix and it's good to compete with We'll Make It and Botany. Sure, it's risky as all hell, but it's also got one of the highest payoffs.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072830#Comment_2072830

    Built to last with a purple medkit an heal speed addons is rediculous or with a green one with gel dressing and scissors. 3 super fast heals or a commodus with spool and socket swells and you save a ton on gens. Also thats exactly the point of Desprate it excels when the killer gets many injures. Power struggle can be ok if you are coordinated and your team distracts the killer long enough for you to tenacity flip flop to a pallet. Self preservation is the most useless of the new perks, Smash hit is great on maps with lots of unsafe pallets as getting a stun off basically end the entire chace, Fast track while not the most effective can really help with the last few gens and it can get up to like 15% of a gen with a single skillcheck. That is almost a second BNP.

    But that's the problem with these perks. Yes, built to last is a decent perk -if- you drop in with an item that's been kitted out to the max. Desperate only beating Botany -if- literally the entire team is injured, which is probably only going to happen if it's Legion, Plague (And then you can't use it because of Broken) or Hag (And then you can't use it, because you can't move due to traps). Botany, for comparison, is about equal if there's 3 injured, and better if there's only one or two. We'll Make It blows both out of the water as long as it's up, which only requires an unhook.

    And I mean, your defence of Power Struggle is that it could work, -if- combined with two other perks and help from your team. That's not what I call a good perk. That's an entire build dedicated to making the killer drop you, once. And it's hard countered by getting picked up.

    There's a lot of perks that, under ideal circumstances could get some moderate value out. But a lot of them have too many requirements, or too harsh ones, or they don't have that much output, or they are overshadowed by a similar perk that's more consistent or more powerful.

  • I think it'd be better if Self-care got a set rate of skill checks, so that you -can- increase the self-heal rate, but only by landing greats.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072660#Comment_2072660

    I meant the characters look like shadows. Like you can barely tell who they are.

    Well, there might be a general breakdown in the lighting system that is causing both issues.

  • @Friendly_Blendette said:

    Built to last and desprate measure were good. Deception was decent if you know how to use it. Powerstruggle could be used effectivly in certain builds. All of the new survivor perks are decent.

    I disagree. Built to Last is entirely dependent on item value, but I don't think there's many items that get enough value to justify Built to Last. And Desperate Measures struggles to compete with Botany, since it play about even at 3 injuries and only exceeds it at 4.

    I also can't really see Power Struggle actually coming into play anywhere. It'd require the killer to walk through a pallet, but not too quickly after picking you up, which I don't think has happened to me even once so far, in over 100 hours of play.

    And Yun-Jin's perks... Maaaaaybe Self-Preservation. It lends itself to coordinated teams. Smash Hit has a horrible trigger condition, and Fast Track has pathetic potential.

  • It's not so much a balance issue as it is a design issue. The perk is very swingy, it can have a massive impact, or it can just not pop up at all.

    It'll be hard to solve, but a good step to mitigating it a little bit is to declare it when the fifth gen is completed, NOT when someone has already gone down.

  • DBD Killer tier list.png

    To play against.

    A tier: Their powers are all about movement, but they're also very difficult to control, which makes them feel really good to play against. They exert really heavy pressure, but they're very jukable, and reward very heavily for juking, especially the Nurse.

    B tier: The only comment is on Trapper, who'd be way better to play against if the traps weren't RNG dominated.

    C tier: Pig gets special mention for, again, RNG.

    D tier: Bubba is awful to play against due to his power. Instadowns basically remove the 'injured' health state from the game, but unless you have iron will, you do still have to heal up. This makes him incredibly annoying to play against, since he slugs way faster than most but the recovery time is still the same. Not to mention that the instadown makes him the camp king.

    Freddy's powerset is just overloaded, and the whole concept of waking from the dream is terribly balanced out. There's literally no point to ever doing it, the benefits just don't weigh out against the time spent.

    Twins is always a slugfest, with Viktor rushing around and getting questionable hits in, then going on a slugging spree. Sure, you can punt him, but he's back in two seconds and out hunting again.

    F tier: Hag's traps are bullshit. Their activation radius is massive, and the teleport delay is short enough that you are pretty much guaranteed to take a hit when it triggers. And while PH's Trail of Torment cannot be placed near objectives and hooks, Hag is perfectly fine dropping a trap under a hook and making it physically impossible to get a rescue without setting it off. This causes matches to close out extremely quickly, with none of the survivors getting any actual playtime in.

  • It's not just the lobby though, the post-match screen has some horrid rendering issue that floods the area with light and makes it look extremely low graph and unpolished. Pretty sure shadows are gone from lobby and post-game too.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072218#Comment_2072218

    Once we nerf these two we can actually nerf survivor properly.

    I don't think nurse needs a nerf, and I don't think Spirit can be fixed with a flat nerf. Spirit's issue is the lack of gameplay revolving her power. A spirit that can read auxiliary info is basically the same as having a killer permanently at, what, 150% speed?

    Nurse, for comparison, still has to finesse her blinks and can be psyched out by survivors, and she incurs a heavy penalty for whiffing, which Spirit does not. So even if you DO make a spirit whiff her phasewalk, she's back on you in a second, while a Nurse might lose you altogether.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070367#Comment_2070367

    I don't see how so many ppl can call J-flicking on blight as skillless yet the completely ignore half the other killer roster in this game which is actually braindead. Jflicking is not easy, it's not as simple as just changing ur dpi. Try it out. There's actual technique to it more than 90% of other killers in this game.

    Good blights will never be playing m1 because then they arent using their power properly at all.

    Knowing when NOT to use a power is a key part of mastering it. Trying to down everything with Judgement for example makes you a terrible PH that's probably going to lose almost all of his chases against competent survivors. I've also seen loads of tricksters screw up really badly by sticking to knife-throwing when they really should be moving in closer and pressuring survivors out of a hiding spot.

    I've even had a huntress whiff a hatchet on me when an M1 would've been an undeniable hit. It is critical to know when to use your power and when to just slap a survivor.

    So no, good blights will not stick to using power only. Good blights will slap a survivor when the situation calls for it.

  • "He carried me away from the exit gate and just let me bleed out"

    This is why I want it to be possible to pick yourself up from the ground, just extremely impractical. Because that way you can force sluggers to pick you up instead of BMing by forcing you to bleed out.

    If slugged survivors could pull themselves up by a generator while at full recovery, with a 15 second animation, it'd not make a dent in general gameplay, but a BMing killer trying to force bleedouts would have to actually pick you up, at which point you can wiggle out and actually do something.

  • Have you already planned which perk is next on the menu once DH gets nerfed? Perhaps We'll Make It? Or Lithe?

  • @[Deleted User] said:

    I guess I am the only one on Earth who likes this :D

    Wiggling from side to side to escape makes sense and having to pay attention and not give in the pressure on hooks is cool too.

    I like it like this but I probably wouldn't fight a change either... I definitely see more pressing issues that need fixing than this.

    I think wiggling is fine, alternating between A and D seems to work reliably and it's not at too frantic a pace. And missing a keystroke is not a big deal, since wiggling is 99.5% cosmetic anyway.

    Struggling, though, is terribly designed. Frantic buttonmashing and if you let up for even .25 seconds, you die instantly. Which is awful when the game swallows a keystroke, because then you die -despite- buttonmashing. And yes, that is an issue with the game itself not always reading inputs correctly, but that doesn't mean it's a good idea to design a mechanism that is vulnerable to that kind of bug.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071049#Comment_2071049

    Again it doesn't need to cover a mile if it covers enough distance to reach the exit lol or a pallet or a window. Could be 1m, 2m, 10m, 50m, if it stops you being hit and gives you a second chance it's just as powerful regardless.

    And yeah it works at pallets and windows thats the damn issue with the perk, it also has no requirement like balanced landing or even lithe.

    Except if it only works at pallets or windows, it DOES have a requirement. Dead Harding at the side of a window is not going to do much for the survivor, so it needs to be a head-on charge as well. I think that goes for pallets too, since DH has a set distance, so you risk overshooting if you're not coming directly at it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071034#Comment_2071034

    No I know the exact scenario he's talking about.

    Sprint burst you're right. There are some scenarios such as if you're already in chase and they've used it, but yeah SB can do it.

    Lithe - depends if there's a window there or not. Also sometimes depending on positioning, you need to approach windows at awkward angles to use Lithe, I see survivors do it all the time which allows hits.

    Balanced - no there are far fewer drop spots around where you could use this.

    It's the pure versatility of dead hard that's the problem. It basically has no requirement.

    And it has comparatively very little payoff. The distance covered by Dead Hard is, what, an eigth of what other exhaustion perks offer?

    Unless it resets a loop, in which case, it's not really unconditional, is it? Because at that point it only works if you're near a window, like Lithe, or near a pallet, like Smash Hit.

    EDIT: additionally, the extra distance allows BL, Lithe and especially SB to be used for map traversal as well.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067213#Comment_2067213

    This. I can't count the number of times someone's been injured or rescued during EGC, and I'm right behind them, but they DH to the exit gate and there's nothing I can do about it.

    Guess I should just camp more?

    In that scenario, you wouldn't even have had a chance if they'd taken Sprint Burst, or if they triggered Balanced Landing or Lithe. Dead Hard isn't that strong.

  • If there is a general issue with pallet stuns that Enduring has nothing to do with, then no.

    If Enduring is currently bugged to reduce stun durations by 100% and you are exploiting that bug, then yes, you might get banned.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067735#Comment_2067735

    I think learning the correct frequency is a part of doing it correctly? I dunno, it seems like the hardest thing in the game to mess up - no offense to your friend.

    Skillchecks would be okay, but I kinda like that it's not all the same mechanic. The pressure to pay attention and not give in is very fitting of what is actually happening on screen, even though it's not the smartest mini-game ever.

    It'd help if the frequency was knowable and if you got a chance to experiment to figure out what works without risking screwing over the other survivors. But there's also an issue with the game's registration, because I have another friend who has latency issues that sometimes dies and I can hear him mash the button at the same pace I normally do. And I don't think I've ever had a surprise stab.

    But aside from how finnicky it can be, it's also just bad for your wrist/keyboard. Buttonmashing went out of fashion for a reason, and I'd love to see the struggle phase redone in a way that's easier on the wrist and less latency sensitive.

  • I'm gonna kick this one back up again. A friend of mine has trouble with this thing where I think he's mashing too fast and it ends up misreading keystrokes and kills him. There's no reason not to change this to something better, like the aforementioned skill checks. It'd save us all a lot of sore wrists.

  • @_HN_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2066815#Comment_2066815

    See, right there, this comment?

    THIS is the problem with the survivor side right now.

    They are convinced that "going out of your way to slap the guy that is already wounded and will go down with that hit" rather than hitting the guy that is clearly trying to prevent you from doing that is "tunneling".

    Here's the thing. It's not.

    Going for the wounded is ALWAYS the right call and will ALWAYS been. It's not "unfair", it's literally the right play.

    And guess what? If that wounded person is the one that just got unhooked, it means that you, as a survivor, made the wrong move by unhooking someone infront of him.

    95% of the time when I end up downing someone that just got unhooked in the game its either because when I go back to the place where the unhook took place, I only find the unhooked marks and follow them, or its because someone thought it was the right move to do the unhook in my line of sight and that I'll somehow ignore the right target and run after them instead.

    Stop blaming the killer for doing the right play, a play that often YOU gave him and try to learn to play and git gud.

    Do you see any killer whining about survivor going for the gen that is 80% up rather than the one he is camping and is at 10%? OF COURSE not.

    Oh and also, stop pretending "face campaing" is a problem. If a killer facecamp someone, you have no excuse to not do at least one gen each, a killer that only focus on face camping cannot get more than 2K if the survivors know how to play around it and dont play in his strategy.

    I'm frankly sick and tired of always hearing the same inane whining from the surivor crown, litterally trying to brand each and very RIGHT moves on the killer part as "toxic" while on their side they will use and abuse each and every dirty trick in the game, from swarming a killer to bodyblock him to kit him in a corner of the map where he either have to cancel the chase and go back to defending the gens or lose the game.

    Just stop. Grow up, and try to get your head out of your ass and realize that the killer is just playing the game, the same way you are.

    That is a very long tirade from someone who missed the fact that they were taking protection hits, meaning the killer didn't just 'go for the wounded one', they were going for the previously hooked one.


    Anyway, I've seen a bit more tunnelling here and there but it hasn't been unmanageable. There's been a good bit more camping though, which has been more frustrating.

  • Increasing his base movespeed: I can agree with that.

    Ricochet Baseline: I'd rather have something else. I think Ricochet is RNG, and RNG in any PvP game should be minimised where possible.

    Permanent Laceration: Only acceptable if there's some active way to strip the laceration. Even then, I feel like it should still decay on its own so you don't get capped by a single stray blade somewhere. This should especially not be combo'd with baseline Ricochet. Imagine getting downed by a killer missing his shot...

    Long range accuracy: I feel like doing that would just invalidate Huntress, making Trickster an easier, more consistent version.

    Main Event changes: Something to consider is that if the baseline goes up, you can't do too much about Main Event. It shouldn't be a killer that has a strong baseline and then a temporary OP mode. This kind of cooldown structure would demand that the Trickster's baseline is below average, while Main Event would be above average. One thing that would probably be a good change though is that interacting with items stops Main Event, but then also refunds unused charges.

    Starstruck: That seems fine.

  • Another option is making Kindred's 'Reveal the killer's aura if he's within X meters of the hook' baseline. That'd help less coordinated teams to muster the only counter to camping: Giving up on the rescue.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/238450/complaints-regarding-the-trickster

    I played him all morning. Like 5, 6 hours. I’ve had 1 hook. 1. ONE!!!

    For context I can decimate red ranks as Clown. Trickster is utter dog crap.

    That's definitely a you problem because all the tricksters I went up against had little difficulty. Some even used that power so well that they couldn't be taken for a chase because any moment of LoS would immediately net someone 2 or 3 blades.

    Loads of people are up in arms over this killer. He's new. Give it time.

  • No, the worst perk to play against is objectively NOED. Unbreakable is only a problem if you over-slug, and even then, you still take someone out of play for a full minute and kill off one of their perks.

    Not everything has to be 100% killer sided all the time.

  • How does not having an obsession encourage tunnelling? I've seen that sentiment before and I'm not sure how it works.

  • This game cannot be the single most frustrating and unenjoyable experience. League of Legends and Overwatch exist.

    Jokes aside, solo queue is a nightmare and emblems need a bit of reworking. Some killer emblems are too unforgiving, while survivors rank up too quickly and easily, creating this general bog around rank 4/5 where half the survivors think it's a good idea to unhook someone 2 seconds away from the killer, without BT or DS.

  • What I'd suggest for spirit is a decrease on the delay for the audio cue of her power, so survivors get a little more time to make a breakaway play.

  • A 4-man slug is a tactic that's fair enough on its own, but I do wish there was some kind of contingency so the first sluggee doesn't spend 3 minutes unable to do anything about the fact that they're losing.

    I'd personally want survivors to always be able to pick themselves up from the dying state, but it would require crawling over to a generator and then doing a 15 second standing up animation on top of a full recovery bar. If a killer has given you that long (That's usually, what, a full minute? Two?), they don't deserve the hook.

  • Amidst the wildly terrible ideas, though... No bloodlust against your last hooked target? That could be mild enough to dissuade tunnelling without throwing a complete spanner in the works.

  • Presumably, cleansing a Haunted Ground totem while Undying is live still counts as cleansing it. I'd rather it kept this function too, as it is an interesting interaction between the two perks.

  • @AChaoticKiller said:

    I don't get why they haven't addressed this yet, imo at the 30 second mark or so the survivors entire loadout should be locked.

    If the killer can't switch survivors shouldn't be able to do so with their items/characters especially when the lobby shows survivors so the killer has a chance to adjust their loadout depending on what they see.

    Honestly, locking survivor loadouts in at 30 seconds is pretty much perfect. Gives the killer half a minute to slap on Franklin's for any keys that pop up.

  • Increasing skillcheck chance wouldn't really fully solve the issue, you'd still be left with heavy RNG influence.

    I'd rather go for either:

    1) Healing a survivor for one health state grants a token

    Or

    2) After healing for 3 seconds, press the active ability button to force a skillcheck. 30 second cooldown.

  • In my opinion, it's the best 'battle pass', since there's no fast tracking upon purchase. This means you can just go as far as you can and then decide if you want to buy it or not. Takes the pressure off, unlike other hard-FOMO style battlepasses.

  • Definitely in agreement with Felix being the best looking male survivor, with the only other one that competes with him for that, in my opinion, being David.

    But his perks are pretty bad. I like Built to Last as a concept, but there's no valuable items to use it on. Visionary is kinda pointless after playing for about a week, and Desperate Measures suffers from the 'why not bring We'll Make It or Botany instead' issue.

    I mean, three people need to be injured or downed in order for Desperate Measures to be somewhat comparable to Botany, and at that point, you've got problems that a little healing ain't gonna fix.

  • @Toybasher said:

    Dead Hard for distance is annoying especially when used on long-loops like Ironworks Window, the silo thing on one of the farm maps, etc.

    But something that especially annoys me is how it can be used to dead-hard THROUGH trapper's traps. Absolutely infuriating when you trap a long-loop and the survivor dead hard's over it, meaning as Trapper you're getting your leg caught if you want to pass without picking up and replacing the trap. So either way a ton of time is wasted.

    I'm curious if it would be any better if it simply gave you endurance for the duration (Slightly longer than currently by like a second and a half, or 2 seconds) with no "Dash". (Being hit would inflict deep wound) AFAIK currently Dead Hard works by both giving you a short burst of speed and also completely deactivating your hitbox for the duration.

    That'd probably annoy killers even more, honestly. It'd be a proper 'third health state' in that case, which is what is being complained about, since you'd actually get the hit cooldown and the survivor gets the speed boost from being hit, in contrast to now, where the distance covered is minimal and the killer incurs the miss cooldown instead.

  • Maybe they thought it was a 'pls nerf' thread?

    Anyway, I fell in love with Spine Chill when I got it. Aside from the greed moments, it is also just phenomenal for figuring out the killer's intel perks, as mentioned, and it's great for stealth play. If a killer is keeping an eye on the hook, Spine Chill lets me know, so I don't fall into a trap when I go for the unhook.

    It's also amazing against stealth killers like Wraith, Pig, Myers or Ghostface.

  • Alternative idea for Autodidact: Gain a token when you finish healing a survivor. To guarantee you can stack it up.

    EDIT: Alternative alternative idea: Press the active ability button while healing a survivor to force a skillcheck. 30 second cooldown.

  • It's really bad and it gets really good. (If you're lucky)

  • I think Doctor was the second or third highest kill rate killer in that graphic BHVR released, so I suspect he's a lot stronger than people give him credit.

  • For Autodidact, I'd rather have it guarantee a skill check every X seconds of healing than leaving it up to chance.

    For Visionary: Perhaps have it show regressing generators in a different aura, and add "When repairing a regressing generator, immediately get a skill check with a 15/20/25% bigger great skillcheck success zone." and hitch the cooldown onto that.

  • @Yords said:

    Literally OP.

    Imagine sending someone to a cage, camping it and then hitting two people (downing one) and doing it two more times).

    Doesn't the cage move to the opposite side of the map from the killer?

  • The devout emblem absolutely needs to be revisited. Particularly the '9 hooks or bust' stipulation is extremely detrimental to the game, as well as the 'only kills count' problem.


    I made a topic about it and suggested a rework:

    https://forum.deadbydaylight.com/en/discussion/235262/devout-emblem-needs-some-work