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Habil_K

Habil_K

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Habil_K
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  • I agree with this opinion
    The survivor side has already received a lot of basic features.
    Adding more here would take away the reason for the perk's existence.
    In fact, it is already too excessive.

  • 20240201133555_1.png

    If you install it on the side with the iron plate, it will float.

  • @Spare_Them_Mori_Me said:

    No wonder the fall on GoJ wasn't working for me lol. I swer I had that trap perfect...

    The reason this is fatally bad is

    It doesn't only apply at that moment

    It lasts for 1 second after the penalty.

    You can use it to bypass traps at various points and pass by.

  • I didn't think it was that good even on the tester server.

    Except for attack speed.

    However, it was nerfed and applied.

    I think these results are natural.

    The current Trickster is too weak.


    Here's what a trickster needs:


    1. Return the laceration duration to 15 seconds

    2. Increase the number of bullets to match the injury condition of 8 shots

    3. Add-on reorganization

    - Iridescent Photocard

    Each dagger hit increases your movement speed by 1%. (up to 5%)

    Duration lasts 10 seconds, updated each time it is hit.

    (Also applies to ‘Main Event’ mode)

    (All penalties deleted.. I think the activation conditions and duration alone are sufficient penalties.)


    -Fizz-Spin Soda

    Main Event Deactivation time reduced by 35%


    - Ji-Woon's Autograph

    Main Event Deactivation time reduced by 25%


    I value variety in settings.

    But I also don't want your efforts to go to waste.

    There is a need to increase the performance of the dropped ‘Dagger Mode’ again.

    There is a need to improve the performance of the ‘Main Event’ mode itself.

  • @HandsomeJack_049 said:

    I think we still need to wait and see what the proposed solution is before coming to any conclusion. First, the solution may not even survive PTB. Basekit unbreakable was considered the strongest solution to a slugging issue; however, a PTB demonstrated that it was too powerful a tool for the survivor roster and effectively nerfed the majority of M1 killers - and the counterbalance (the instant game over for four slugs) was incredibly oppresive on the high end of the killer roster.

    Likely, we will see something akin to the anti-face camping measure: They will test how their proposed solution works and it will be changed or dropped depending on what happens. If it comes out that the measure unfairly punishes killers for playing the game normally and rewards the survivors for making mistakes on their end (3-genning themselves by not paying attention to gen placement) it will likely not survive the PTB. Considering that the anti-facecamp feature achieves the exact goal of addressing facecamping, while not punishing regular gameplay, I'm going to hold out any thoughts until we see what BHVR does.

    It is true that you can make the right decision only after seeing the results of the patch. I agree.

    When I saw the trickster

    I don't think this will be positive...

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596787#Comment_3596787

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596820#Comment_3596820

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596825#Comment_3596825

    Just a note on the concept of strawman arguments because its a great buzzword that gets misused often.

    Neither of the examples you raise are strawman.

    A hypocritical point doesn't necessarily make the person a hypocrite and highlighting hypocrisy in an argument is not indicative of a strawman. Same goes for irrational concepts they are often silly and can be highlighted as such on the basis of that irrationality, again doing so does not constitute a strawman if the argument is in of itself irrational.

    The term strawman is seen as some kind of online "I win" button but like most concepts and phrases it gets used incorrectly more often than not. A strawman is misrepresenting the point, or the person making it, in order to more easily refute the point rather than directly addressing it.

    No I don't agree with the OP, but their point is fallacious not because its a strawman, but rather because its a red herring fallacy.

    Bringing up a topic that is irrelevant to the point as a functional counter to the point. This is far more common than strawman arguments on these forums.

    i.e. How does 99'ing things have anything to do with 3-genning as a tactic?... it doesn't hence the red herring.

    3gen was a very useful strategy for low tier killers.

    The problem now is that this strategy is also useful for high-tier killers.

    If 3gen is blocked because it is unconditionally bad, low-tier killers will become even weaker.

    Weak killers need to be rewarded for useful strategies rather than blocked.

    99 Heal is a representative example.

    In this case, experienced nurses don't care.

    All you have to do is follow it and hit it one more time.


    But what about ‘Trapper’ and ‘Pig’?

    It is very fatal, which is why the pick rate of selecting ‘SLOPPY BUTCHER’ is high.

    Using just one perk is already a significant risk.

    In this game, 1 space of the killer's perk must have the same exchange rate as 4 spaces of the survivor's perk.

    (The killer has 4 perks. The survivor has 16 perks.)


    What about 99gen?

    Even if you know that weak killers are 99gen, it is not easy to check them.

    Being weak in this game means lacking mobility for most weak killers.

    However, I said this was excessive because it overlaps with ‘Ruin’.

    Above this paragraph.


    Finally, 99 Exit.

    This is mostly done to rescue survivors if they are caught by the killer before power is supplied to the exit.

    If the killer was strong, he would just open the door and leave, right?

    Why do you do this?

    I would do it because it's easy to save survivors from weak killers.

    However, if you recklessly increase the level of interpersonal combat between killers, it will have a serious impact on balance.


    I hope that perks such as 'REMEMBER ME', 'BLOOD WARDEN', 'FIRE UP', and 'TERMINUS', whose effects become stronger after power is supplied to the exit, will be actively utilized.


    I think this is a solution that can reduce obsession with 3gen.


    Thanks for reading.

  • @Chaosrider said:

    https://forums.bhvr.com/dead-by-daylight/discussion/398540/instead-of-stopping-3gen-give-the-killer-a-return-too

    Killer: You cant take my "tactics" away unless i get double rewarded.

    Also Killers: Survivors cant be allowed to have "tactics". theyre exploiting!!!!

    killer double standards as always.

    Hey, with that being said, you've been good at using 'MADE FOR THIS' in the past, right?

    You have no right to criticize killer users.

    'MADE FOR THIS' Only people who have never used a puck should throw stones.

    Is there even one person? haha


    @Grigerbest said:

    No thanks.=)

    The only thing I can agree is 99 gates. That should go away.

    Other things that you mentioned about 99 gens or healing is not even an issue.

    OK, I'll admit that 99% Gen and Heal went a little overboard.

    Because I'm asking for 'Ruin' & 'SLOPPY BUTCHER' as a passive skill.

    However, I hope we can somehow prevent the 99% Exit. (As a basic feature, not a perk.)

    Because of this, there are many perks that we cannot use.

  • Artists are powerful.

    However, if you lose the tempo once, it creates a huge risk.

    Maintain a tempo that pushes your survivors from start to finish.

    It is effective to use predictive shots by calculating the survivor's movement speed.

    If your opponent is good at avoiding crows, place two of them and strike in an area rather than a line.


    The Festering Carrion add-on is required.

  • Rework : Nope

    Nerf : Yes

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595756#Comment_3595756

    Hag is a good killer idk why you listed her. I doubt those other killers you mentioned though will be getting nerfs cope

    I did underestimate the fact that they capped his knife throw rate at 3, so even with 115 he has actually been hurt quite a lot given that you now need 8 knives to down and your throw rate is capped. Capping the throw rate to 3 and not 4 was a big mistake and if they revert this then he will be fine and the changes should be a pretty good buff. I still do not like going against this killer though.

    This means that it is scheduled to receive a nerf called a rework.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594949#Comment_3594949

    That extra 5% is a tremendous deal, just that alone would have helped since being 110 you can really feel the difference.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594983#Comment_3594983

    Imagine how much more trash those 4.6 killers would be if they were 4.4

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594937#Comment_3594937

    Again my counter argument is, imagine how much more trash they would be if they were 110%

    When buffed to 115%


    They massively nerfed the Trickster's ability, the dagger.


    The freedom of setting has been limited.


    This patch kills the character called Trickster.


    Hag, Pig, Huntress, Demogorgon, Clown, Doctor

    Next is their turn.

  • @Gabe_Soma said:

    Because he's now a 115% killer, with only 8 blades required to activate the main event and without any recoil at all.

    Is 'Main Event' mode useful on the jungle gym?

    I think 'laceration duration' would be much more useful.

    Reducing the ‘laceration duration' from 15 sec to 10 sec is a huge nerf.

    33% was lost.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592815#Comment_3592815

    You really don't think a killer going from 110% to 115% is not a big deal?

    Don't just look at the buff number, look at the original Trickster ability.

    If 4.6 is such an amazing buff, why are the other 4.6 killers struggling?

  • If that's a huge deal, why play Trickster?

    Play Trapper right now! 4.6 m1 killer!

  • @sizzlingmario4 said:

    Decreasing the laceration meter capacity back to 6 would’ve defeated the purpose of lowering the throw rate back to 3. Increasing the throw rate to 4 on the PTB was meant to keep the rate at which the laceration meter fills similar to the current Trickster (50% of 6 is 3, 50% of 8 is 4, though this is before accounting for the gradual throw rate increase the current Trickster has which is being removed), BUT that combined with the buff to 115% movement speed (which is a huge buff by itself) was a little too much. He still will have no recoil going forward and they removed the gradual loss of movement speed while throwing blades (meaning blade throw movement speed is now always 3.86m/s) which will also help him.

    The decrease to Main Event duration isn’t really a big deal since it will activate more often and part of that decrease can be offset through the combo score mechanic now increasing the Main Event duration.

    The terror radius increase is basically a nothing change btw, since he has a 40 meter lullaby which has not changed at all. If anything it’s a buff because it will make terror radius perks better on him.

    The minimum performance of Main Event mode has been increased.

    However, the Main Event mode itself has not been improved.


    If the main event is triggered on the 7th hit when you hit a survivor, can you defeat the survivor during the main event period?

    If possible, dagger mode is also possible in such situations.


    The fact that movement speed decreases with more dagger hits did not have much of an effect on the Trickster.

    It's not that important, but they keep saying the same thing.

  • @Aven_Fallen said:

    You are ignoring the removal of Recoil. I think even with 8 Knives needed and the old Throw-Rate, the removal of Recoil and the faster Main Event will make him stronger.

    The increase to 32m Terror Radius is more consistency than anything else, since he now has 4,6m/s Movement Speed. Because most Killers with 4,6m/s Movement Speed have 32m Terror Radius (even if in general some inconsistencies still exist). But the Terror Radius is not that important anyway, because he has a Lullaby as well.

    And last but not least, the reduced time of Main Event does not really do anything IMO. You get it far more often now (you will have almost 4 Main Events in the time it used to need to charge 1) and from my experience when playing Trickster, you did not really use the full 10 seconds anyway. Most of the time the Survivors go down pretty quickly and you cancel Main Event to pick them up.

    As long as the important dagger mode movement speed remains the same,

    The nerf is correct.

    Or I think the developers should increase the number of daggers a trickster can carry.

    That's how fairness is right.

  • I agree with this opinion.


    Recoil removal is not a buff for experienced tricksters.

    I don't understand why the nerfs are still maintained despite reverting the buffs.


    This is an obvious nerf to the dagger mode commonly used by tricksters.

    Add-on settings also received serious nerfs.


    I wish there were functions related to 'Main Event' mode pre-delay and post-delay. (Add-on)

    I don't want junk that loses functionality if even a one-shot misses. Anyway, this function does not apply to increase movement speed in main event mode. (Red add 'photo card')

  • @sizzlingmario4 said:

    Because making him 4.6m/s made him too strong with 4 blades per second. He also still kept the removal of the gradual movement speed reduction for each blade thrown (it used to decrease from 3.86 with more blades thrown, now it will always be 3.86). If they changed the laceration meter back to 6 it would’ve defeated the purpose of reducing the throw rate back to 3.

    Iridescent Photocard on the PTB allowed you to easily go entire matches without reloading. The effect was balanced with the old Trickster since Main Event needed 30 blades to activate, but became way too strong when this threshold was reduced.


    The reduction in movement speed you mentioned is not really noticeable in dagger mode.

    It seems like you are talking about a continuous decrease from 3.86 to 3.68.

    You can definitely feel it in the ‘main event’.


    ‘Main Event’ is a technique with considerable risk.

    Compared to that, is the return strong? I don't think so.

    The same would be true even if the movement speed was fixed at 3.86.

    In situations where you can kill in main event mode, you can also kill in dagger mode.


    What I am dissatisfied with more than anything.

    The add-ons have changed for the worse.

    As a result, the range of options for add-on settings has been reduced.


    To be honest, hitting 4 times per second was too strong.

    I admit it.

    However, I didn't know that the nerf would be maintained while rolling back.


    so. I think one of these two should be returned.

    Or get it all back.


    1.Laceration injury conditions

    2.Laceration duration


    This is too harsh compared to the recoil and normal movement speed of 0.2.



    -summary-


    What the Trickster got


    Recoil and normal movement speed 0.2

    Increased main event trigger conditions (raising the main event low point)


    What the Trickster Lost


    add settings (quite a few)

    Laceration injury conditions nerf

    Laceration duration nerf

    Reduced magazine capacity (as a result)

    Forced ‘main event’ play


  • @AddanDeith said:

    He is getting quite a boost man, don't worry you'll see. Movement speed alone and mft nerf will make him a smooth joy to play.

    He was very miserable last half a year, I almost never played him cause of MFT, I mean 3.68-3.86 vs 4.00 is fine, but 3.68-3.86 vs 4.12 MFT is unacceptable and miserable, if you get bad map it's gg. Now it's consistent and balanced.

    Devs really did a great job with this patch. It's only reasonable for killer who needs 8 blades in to have 4.6 speed, huntress and ds are 4.4 because they need only 1 hit in.

    Dagger mode movement speed remains the same as before the patch.

    Trickster's identity is dagger mode. Not normal mode movement speed.


    If you think movement speed 4.6 is a huge increase,

    Just go play another m1 killer.

    Considering the sacrifices Trickster made to get 0.2, this is by no means a buff.

  • Then kiss camping is part of the fun.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499496#Comment_3499496

    trapper's design is weird. he has counter-play on top of counter-play. I think in his current form he's just another 3 gen m1 killer akin to skull merchant vs good teams. against the average mediocre teams, you can trap corners or trap certain low visibility spots and hope the survivor walks into them in chase. long-range traps are not too particular effective.

    If they buff the Trapper, I hope they don't change the form and effect of the ability. Except for some addons.


    I think what needs to be changed for the trapper are the 'prerequisites' and 'constraints' that exist to use the ability.


    'prerequisites' 

    Trappers must retrieve traps scattered throughout the map to use their abilities.

    This results in too much wasted movement. In order to retrieve a trap, you may have to go to an area where there is no benefit.


    'constraints'

    Unlike other installation killers, Trapper can't walk over traps. The trap will be dispelled even if he wears an add-on. 

    The ability can't be used in Survivor Chase


    I hope that even if the survivor notices that the trap is set, there will be at least a small benefit from the chase.

    (Allowing the Killer to pass over the trap, wasting the Survivor's movement)



    And the Trapper doesn't have auto-fills in its abilities.

    Unlike other installation killers...

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499496#Comment_3499496

    A survivor that self-slugs can actually move away from the trap though. Staying in the trap is even better than being slugged for the killer, because you are aware at all times of exactly where they are, and exactly where their teammate needs to go to save them. And you're right, it does take 16s to pick up someone fully from the ground, but that may also be a hook denial if the person chooses to self-slug and crawls away somewhere out of sight to recover. Even then, it may not be a full 16s that the person picking up has to commit, depending on how much recovery was made.

    If the location of the survivor caught in the 'trap' was unknown to the survivor's team,

    I would have agreed with some of your comments.


    However, the 'Triggered Trap' is visible to other Survivor teammates... just like a downed Survivor.

    It is seen as an interface, and it is seen in the form of an aura. There is even an alarm.


    And I said 16 seconds.

    However, the truth is that it does more than that.

    Because the time it takes to escape is 1.8 seconds

    This is because it takes more than 11 seconds to fill all 6 times, which is the maximum.


    16 (+1.8 to 11).


    max 27 seconds vs 1.5 seconds


    What would you choose as a killer?

    It is the same for team members to go to the rescue.


    Of course, 11 seconds is the amount of time the team members pass on their way to the rescue.


    If another team member spends 30 seconds rescuing a trapped team member.....

    Well... good luck


    Even if you choose to fall down yourself and crawl away

    Survivors who are knocked down while the trapper is on their way to the location cannot move far away from the trap. It rarely takes more than 10 seconds to get to that location.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499496#Comment_3499496

    A survivor that self-slugs can actually move away from the trap though. Staying in the trap is even better than being slugged for the killer, because you are aware at all times of exactly where they are, and exactly where their teammate needs to go to save them. And you're right, it does take 16s to pick up someone fully from the ground, but that may also be a hook denial if the person chooses to self-slug and crawls away somewhere out of sight to recover. Even then, it may not be a full 16s that the person picking up has to commit, depending on how much recovery was made.


    If the location of the survivor caught in the 'trap' was unknown to the survivor's team,

    I would have agreed with some of your comments.


    However, the 'Triggered Trap' is visible to other Survivor teammates... just like a downed Survivor.

    It is seen as an interface, and it is seen in the form of an aura. There is even an alarm.


    And I said 16 seconds.

    However, the truth is that it does more than that.

    Because the time it takes to escape is 1.8 seconds

    This is because it takes more than 11 seconds to fill all 6 times, which is the maximum.


    16 (+1.8 to 11).


    max 27 seconds vs 1.5 seconds


    What would you choose as a killer?

    It is the same for team members to go to the rescue.


    Of course, 11 seconds is the amount of time the team members pass on their way to the rescue.


    If another team member spends 27 seconds rescuing a trapped team member... I express my condolences.


    Even if you choose to fall down yourself and crawl away

    Survivors who are knocked down while the trapper is on their way to the location cannot move far away from the trap. It rarely takes more than 10 seconds to get to that location.

  • @dbdthegame said:

    There's a lot of addons and perks that reveal themselves in that way. The point of the addon is to make solo escaping from traps impossible, and it does that.

    Time-wise, it takes 1.5 seconds to disarm the trap.

    Healing a fall takes 16 seconds.

    What do you think is more beneficial?


    In both cases, a survivor team member must go to help the downed person.

  • Why should I nerf it?

    I'm not sure ^^

    Let's all go play survivor.

    Until waiting time exceeds 1 hour

    Or until Nurse, Blight, and Spirit are the only killers

    May the end come to the m1 killer

  • I think pig, doctor, freddy, trapper

    The weakest thing here is the doctor.

    It's better not to use abilities that don't have addons.

  • Very suck update.

    It made the gap between Tier 1 and the other Tiers even bigger.

    What I'm talking about is a killer.


    The killer is not a user, but an idiot?

    Or are you sick?


    Just do it again with the original update

    or rollback


    When this update goes live, I will only play Survivor. I don't want to be a lunatic.