Kebek
Kebek
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- Kebek
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A bit late to the party but whatever. Personally, I despise any kind of gameplay affecting modifications be it stretch res, sensitivity changes / macros for flick on all killers who can abuse it, filters to make tracking easier, sounds modification, just name it.
All of that is in my view, plain and simple exploting as you're gaining gameplay advantages you shouldn't have under normal conditions.
In perfect world, devs would just put limit on all of that so that you can't adjust it yourself but that won't happen as not enough people do it for them to care with making a fix if it's even possible to limit all of this from technical standpoint.
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If want to really get it you can farm it in a scummy way, ofc it's more fun to get it naturally but here is how:
So, just catch someone normally, find a hook in open space, walk really far away with clear LOS and throw 1 practive hatchet to be sure you got the aim right (if you're not sure). Then proceed to camp from distance until someone saves, you'll get about 2 hits per hook.
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One day you're going to give up on DBD and we'll miss your hilarious biased opinions.
You always manage to provide good entertainment, keep it up.
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I think that would be creating more exclusivity just for the sake of exclusivity.
In nother words, completely pointless. Legacy doesn't even look all that well compared to the amazing skins art team is pumping out, people just want legacy because they can't have it.
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It is toxic (as you fight their toxic playstyle with your own = more toxicity overall) but who cares, if someone annoys you, you're free to kill them in any way you see fit.
In their case it's deserved but that doesn't make that playstyle any less toxic. Personally, I enjoy 4 man slugging from time to time just because it's so different from the 12 hook "desired" playstyle. If devs didn't want you to play slugging builds they wouldn't print slugging perks.
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Ghostface is a strategic stealth killer. Michael is more of a low TR snowball killer rather than an actual stealth killer. They are simmiliar in some regards but overall play very differently even if they share the stalking mechanic.
GF has the absoute best stealth ability in DBD by far, he's not supposed to snowball and expose all survivors but he can do it if survivors play into it and he's prepared.
Michael has decent snowball ability (outshined by Oni and possibly even Plague unfortunately) and some stealth aspects but those serve mainly to have easier time to stalk as even with 8m TR (with M&A) you still give survivors enough time to react so not all that powerfull stealth.
Right now, I consider GF to be a better killer but that's mainly because MM is outdated, he was released ages ago and devs never touched him again as he's considerd a fun and decently strong killer. Good survivors will although destroy Michael as he's got the possibly worst early game in DBD and his T3 isn't all that dangerous and can be made near useless by not healing and rushing gens.
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@Michi said:
Hag is very unique in many regards. As mentioned already she does not like to chase, she lives in the future and she is a very manipulative and investing killer. But keep in mind that Hag is always reactive, not active. You prepare an outcome for specific situations and then you lightly steer survivors into said situations to make your plan work. Hag's effectivity depends on how survivors play. She is also unique in the regard that gen rushing backfires heavily but only 1-2 sruvivors that harass her are enough to make her struggle.
I am reading often that people do not like Hag because of the no chase style and having ,, no interaction" with her. The thing is she has both of these but the difference is here that the survivor has to force it. You can interact in so many ways with Hag but people refuse to do so. You can also force her to chase you but again you have to take the initiative, not her. In these ways she is very unique.
Tbh I think she is one of the best designed killers because: she does not need any perks or addons (good basekit where I can run fun builds all the time), she can adapt to many situations, she does not struggle with the speed of the game but at the same time she has plenty and good counterplays and force survivors to act differently which is very refreshing.
But I really wonder what the point of your thread was? It is kinda coming out of nowhere? How did you get these thoughts all of sudden?
Probably due to Otz's video with you that released recently (the midwitch game). That would be my guess.
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Hag is extremely strong and about the same in difficulty to play. I'd say she's better than both blight and freddy, imo 3rd best killer in DBD when truly mastered but people will often say how both blight, freddy are stronger (and argue even that blight is harder to play) which I don't agree with.
My view always was that hag was as hard to master as is nurse, that's why people rank hag low, they don't know how to properly play her and her power isn't as obviously strong as nurse.
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They won't because it COULD make killers tunnel more which is bad because survivors don't like it.
Better not give us that QoL information and ignore the fact that hard tunneling killers focus 1 single player all game so they don't need to remember hook states at all.
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It's unfair that killer who is better at loops than you is allowed to kill you ? It's certainly not unfair, if anything it means matchmaking isn't working if it's putting you vs much better killers than you are a survivor. Secondly, you can always improve and play better or just die enough to face worse killers who are on your level.
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Unfortunately it got patched out, confirmed by a mod. I didn't manage to find new workaround since so I hope devs will add toggle option eventually, although I doubt they will, it's a QoL change afterall.
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Survivors:
1.Ace
2.Ace
3.Ace
4.Ace
5.Ace
6.Ace
7.Ace
8.Ace
9.Ace
10.Ace
Killers:
1.Deathslinger
2.Myers
3.Nurse
4.PH
5.Bubba
The rest I wouldn't miss all that much. Still, the more the better so I'd rather keep all of the killers. Survivors, I just need Ace, I never play anyone else.
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Judith's tombstone is very easy to counter, the purple tombstone piece is the harder one.
So, the obvious tell is that Michael's stance is different if he's using JT (his has a visible mori hand, go to check wiki on JT for more), first main thing is to understand how the addon works. He needs to full stalk all 3 survivors (if used with the turf of hair which is always) so you gotta break LOS as much as possible, denying any stalk. Meanwhile, rush gens like crazy as he's not pressuring at all, you're free to do gens really fast. Always assume Michael has some TS if it takes him long time to reach EW 3 and better use the other counters I'l list if you assume he might have the purple TS, it's better to be safe than moried.
Secondly, notice who is the obsession as they are the key for really easy win. Pre-throw pallets before he gets pallet stunned if he's using Nemesis to deny him PWYF stacks. If obsession, just try to avoid him as much as possible so you don't feed him mobility.
Thirdly, once he actually does reach T3 and you still have gens left, you need to abuse the trigger condition for the mori. He needs to be littlerally so close to breath on your neck to mori you. He can't mori you if you are on uneven ground (stairs), in animation (holding M1 on a gen) or the most important one A LOCKER . Always check where is the closest locker to your position and if he attempts to mori you, just run to it and hop inside if he it means getting downed early, you can try to loop a little before entering a locker but it's risky as if you fail, you die.
If you do all that, you should have really good odds to win even versus very fast tombstones. The main problem as with everything is your teammtes need to do it all as well and tombstone is rare is it's natural that nobody knows how to play againt it. At that point if your teammates don't know what to do, it's matchmaking issue as you need good teammates to win vs any strong killer and TS myers is the same.
Hope this helps.
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And then killers would got the same for gen rushing.
Speed limit
- All generators become blocked for 30 minutes or until all survivors were hooked at least once.
Sounds about as balanced as All for one.
Now seriously, even if your perk existed, the only things it would accomplish is massive rise in 4 man slugging builds. People would hate such massive limit on free decison making and most likely would do their best to cheese it besides everyone would complain about it so much that it'd get nerfed faster then old MoM.
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Isn't blood warden bugged right now ? Whenever I used it, I couldn't see it activate on the opened exit gates.
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To add room for failure.
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But but but I need 100% foolproof counterplay or it's not counterplay. Meanwhile I'm gonna loop this Legion in shack leading into 2 jungle gyms.
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You don't, it's a gamble you have to take. If they can do a tight high wall loop you rely on a either tricking them with your red stain to land a shot but if you can't do that, you gotta force the pallet down with M1.
It's the huntresses main weakness, there really isn't a workaround that I know off, maybe some huntress main can share more if there is a way.
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Old 3+ blink nurse and infinites were hard, not impossible, should they have stayed ? Obviously an overstatement but some things DO need to get balanced as they are too strong or just plain annoying in one way or another.
It was ages since a really bad intentional change by the devs, I don't see single reason why should we be content with things like SWF, NOED, Iri heads or anything that creates problems and just leave it alone.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2001251#Comment_2001251
One survivor stands in away that you can't reel the other survivor in.
Funny I guess.
That's actually very difficult to do. Reeling is really fast so unless you have something to anchor the reeled survivor and proper timing, it usually doesn't work. Survivors that pull it off imo deserve to get away for those few seconds before I reload and shoot again.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2001248#Comment_2001248
Thanks, there's some interesting ideas in there. I actually like No Way Out so I'm glad an idea similar to yours came to fruition even if it wasn't in the form of a NOED change
That was actually my least favourite way to rework it as it toned it down a lot so it's probably better it's another perk altogether. My favourite one was the last, that rewards you for hooking everyone with many status effects on survivors. I wish that was the way devs rework NOED.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2001214#Comment_2001214
If you have a better idea, suggest it
Ages ago I've made suggestions on NOED rework, unfortunately the idea behind it was insted given to the new perk No way out in much weaker form.
@Kebek said:
I've lately been thinking about possible NOED reworks that would make it less "abuseable" and a bit more skill based while still keeping it's effects strong for an endgame perk without feeling too "unfair or opressive".
-Hex: no one escapes death
Once the exit gates are powered if there is any dull totem remaining exit gate switches are blocked for 60s and a random dull totem becomes a Hex totem with these effects:
- Survivors interacting with exit gate switches are exposed for 30s and their aura is revealed while they interact with exit gate switches and 5s after.
- Opening exit gates takes additional 10s and any unfinished progress on exit gate switches regresses at 100%.
-No one escapes death
Hooking a survivor grants a token. Once the exit gates are powered you gain following effects for each token:
- Exit gate switches are blocked for 15s per token.
- Pallet breaking and vaulting speed is increased by 3% per token.
-Hex: No one escapes death
Once exit gates are powered a dull totem becomes a Hex totem with following effects:
- Single exit gate’s switch is blocked until the hex is broken.
- Survivors that were hooked once suffer from oblivious and blindness status effects and they take additional 20s to open exit gates (affected survivors are notified instantly when the Hex activates)
- Survivors that were hooked twice suffer the same effects and are exposed and and can be moried.
I think these would promote skilled gameplay a bit more and make NOED mash better with other endgame perks. Just brainstorimg for possibilities.
Right now I don't want to bother thinking of more proper ways to fix NOED but if I did, they'd need to adress the main issues it has. I still think my old ideas for NOED rework would fit much better then giving that mechanic to a new perk.
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It wouldn't solve main issues NOED causes. There are better ways to rework it.
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This happens very rarely if it's natural otherwise if you have someone follow you for a body block, that's 1 less person on gens. I never had any issues with it and I play slinger a lot.
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She's actually quite strong killer, only difficult to play properly. Your average player will do terribly with her as you need to have mastered proper use of her corrupt purge and have enough game sence to use it effectively.
If you don't use all her strengths properly, you're going get looped as nearly powerless M1 killer but if you player her correctly, you can snowball 4 survivors in 1 fountain. Plague mains are terrifying to go against, unfortunatly, there's possibly even less of them then nurse mains.
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@Aven_Fallen said:
Such a Killer will not come into the game anymore, the Devs are better at Balancing than they were in 2016. They will not do the same mistake like they did with releasing Nurse.
Why should killer with less then 100% speed be a mistake or unblanaced ? I don't think such killer would need to bypass looping completely like nurse does (which is still fine as she creates her own counters), just have power unique and strong enough to warrant slow mm speed.
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@Sand said:
https://forum.deadbydaylight.com/en/discussion/comment/1999261#Comment_1999261
This is off topic and by no means do I want to seem rude at all, but you have 0 BHVR read posts and almost 9000 posts... That is just shocking tbh! You were very helpful in answering my question so I assumed you were a mod but how have they not read a single one of your posts?
They read most of what is posted on the forums but unless you make very specific post that needs something cleared up by a dev, they usually won't comment just for the sake of it.
You can see that TAG has 8,6k comments but 147 discussions out of the nearly 9k posts. I have just 2,3k posts but of that 204 discussions so better chance for a dev response (especially if I make a post on something warranting dev response) as those apply only to your discussions, not your comments at least from what I know.
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No, you have set time of 4 min for the match to end. Holding the game hostage is killer body blocking a survivor(s) in a corner indefinitely / stalling the match only for that purpose to last forever, not caring about actually killing anyone at all or 2+ survivors intentionally hiding and not doing gens forever etc.
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Best totem design to exist.
High risk, high reward as it should be.
Promotes healthy gameplay.
Undying's best friend.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1998845#Comment_1998845
My main problem with nurse is actually how she changes gameplay too much. Firstly She is 96% move speed which no other killer has needed showing how insanely strong her power is
Secondly her power is available at all times unlike other strong powers like blood fury or corrupt purge
Thirdly is her insane synergy with certain perks mainly infectious sloppy and knockout
Different taste in powers then. I for one loved to play even vs the old busted 5 blink nurse, no caring if it was unfair or fair, I just really enjoy facing nurses, so I was happy there were so many of them.
Since here release I was hoping devs would evenutally add another killer with less then 100% movement speed so that we can have more of these extremely game chaning killer.
It wouldn't even need to be entirely chase based killer, imagine a killer who controls for example like a small pack of entity creatures and you gotta micro-manage them to do well. That would be awesome.
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I was certain that Deathslinger would need some buffs to be good when he released (for example, I wanted each spear hit to decrease DW timer) but I was wrong.
When I began to main him and got better with him, I learned he's already extremely strong killer when played well, he doesn't need any buffs at all.
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That's very subjective. Nurse is imo the best designed killer in DBD. You have basic powers that all revolve around looping somehow and then there's nurse who completely ignores them and insted creates completely new gameplay with LOS, mindgames and creating distance.
That's a design sucess in my eyes when you have foundation that all killers have to follow but then one is able to create new balanced gameply purely with her power alone. I wish more killers could have as unique design as her.
Besides that, not a single killer needs major rework anymore, just updates to old kits to make them more modern.
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Self care is imo a great perk for one main reason, it allows me to be very greedy with pallets. I can take a hit and it's no big deal as if killer drops the chase I can be healthy again in 32s which is faster then looking for someone and healing in 16s as you take 2 people away from gens (16+16s + travel time) insted of just 1.
People misusing it to heal vs legion or run to corners of maps isn't the perk's fault and usually, you can't rush gens as your solo teammates are dying every 10s so you need to be healthy for saves or for your chases to be long enough so that you compensate for their bad ones.
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To stop killers from complaing that survivors got precise hook counter and killers didn't get anything.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1996072#Comment_1996072
How can you really think slinger is better? Huntress does almost everything better. She has unlimited range, way more generous hitboxes, has 5 shots basekit, doesn’t get slowed nearly as much for missing/hitting shots, has significantly more powerful addons, and to top it all off she can down you over a pallet.
Slinger has a smaller terror radius and that’s about it. Even his faster projectile speed can be mimicked with hatchet charge speed addons.
As slinger main I kind of have an inner urge to respond to this.
Unlimited range doesn't do that much for her as in all loops you're closer than 18 away, more range doesn't help vs looping. Bigger hitboxes come with negatives and positives, they're easier to land but slinger's small ones can shoot through and mainly over even the tiniest holes and obstacles and there's a lot of them if you know about them. 5 shots is better that I agree but good slinger doesn't need more than 1-2 shots anyway. But you do get slowed down far more for attempting shots, slinger moves at 110% at all times while beeing able to shoot whenever. Her addons are much better true but a lot of slinger's are decent too, not as busted as her but good enough. Slinger can down over pallets too, you just need to know how, it's not as simple as hitting survivors while they vault.
His main advantage is instand ADS, that's massive advantage if you use it properly. His chase potencial in 1v1 is better in almost all tiles. Not saying that huntress can't destroy survivors in loops but an amazing survivor player will loop her far longer then he could deathslinger.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1995973#Comment_1995973
Yes, not lately with deathslinger, but frequently with huntress. Slinger is just easier because you can practically instantly shoot a survivor with no counterplay to it. Huntress on the other hand does what he does a bit slower, but far more flexible (no range limit).
Huntress can threaten anyone who is out in the open and slinger has to walk over to them as a 110% killer. Huntress also doesn't have to constantly reload and it becomes even less detrimental when using her addons that increase hatchet capacity.
I don't mean to argue but
The instant shots don't make it any easier to land hits compared to huntress, good chaotic movement is very hard to hit with slinger (medium-long range) but with huntress thanks to her much bigger hitboxes, it's far smaller issue. Instand ADS gives slinger more chances to shoot compared to her thus he spares time by getting a hit earlier than huntress can later with a bit smaller recovery CD. Also high range is of no use in a loop as survivors is less then 18m away from you.
The rest isn't related to difficulty so I won't go over that.
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@Yords said:
Huntress for sure. She is just so much better than slinger and fun to play as or against. It comes down to reads and accuracy with hatchets.
Slinger is decent at best honestly, but huntress is pretty strong.
Do you have alot of experience with both ? I'd say slinger has more options for reads with his shots but as slinger main my opinion on this is quite biased.
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Neither as both are about the same power level.
Deathslinger has higher 1v1 chase potencial and focuses on fast chases due to his high consistency.
Huntress has better 4v1 snowball with slower deadlier projectiles and higher range.
Both extremely dominant chase killers when played by someone who is good with them.
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If they're active they do (used before last gen poped).
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1995526#Comment_1995526
It is not an actual Anti-Tunnel Perk. And it never has been, a Killer who wants to tunnel will not be prevented by DS at all.
Nothing short of 100% invincibility will. DS is the best perk to discourage tunneling to ever exist and it still will be.
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I'll be refering to him as DIO as often as I can anyway.
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As deathslinger main it's my go to slowdown perk usually as the only gen regression perk. With a bit of pressure and slugging, surge can make some significant regression, especially on 3 gens as long as you keep survivors busy.
I'd say surge is extremely underrated as it spares you time from even walking to gens, you don't need to bother wasting time walking anywhere.
If it's condition of only M1 attacks was removed and it triggered from downs done by powers it really could be a meta perk.
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Once we get the DIO skin it will.
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You do have a point but his main thing is beiing easy to play as his power actually is much slower in getting hits compared to huntress and deathslinger, in all aspects. We already have a lot of exprience with evaluating ranged killers, considering the lot we have and it's difficult to see any trickster's strong sides when compared to the others.
As deathslinger main, whenever I see low wall loop or survivor vaulting a window where trickster needs to hit 8 knifes to do damage, I always think "slinger would hit that survivor ages ago". Same with huntress to an extent as they both suffer from tight high wall looping unlike slinger but trickster still needs far more time then her for his damage to proc, not even comparing their snowball.
I don't think that his main reason to exist should be "easy to play ranged killer". That's why I already proposed changes in the feedback section to give him more identity.
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And what great year of spearing survivors it was . . . If I don't count all the bugs we had in the meantime.
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I wish pig still had her old RBT, that would make this build actually strong.
Don't worry about it, killer playing the whole match perkless to put all his perks into endgame is a meme build, not a meta one.
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https://www.youtube.com/watch?v=TQHVolBbcHI&ab_channel=ultimaT@GentlemanFridge said:
So... Korean flamboyant psychopath = anime? That seems like a massive generalisation.
This might help you understand why people make that comparison to anime.
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1988959#Comment_1988959
not really, most deathslingers i have faced are rank 14-17. his harpoon is insanely accurate yet i still dont get how people can literally miss trough a scope
It has a delay, not a hitscan. Medium and long shots require slinger to predict direction survivors will run to. Other then that, it's mainly impatience mixed with lack of experince or whater makes people miss these days.
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1988896#Comment_1988896
he gets 60 knives when he only has to hit 7. deathslinger has to reload after 1 harpoon shot but this guy can fire all he wants.
from my experience, id say it goes like this: Deathslinger>Trickster>Huntress
You're free to have an opinion like that but have you ever actually faced good deathslinger ? He'll down you sooner then trickster ever could dream of and quite possibly even faster then good huntress if he doesn't miss.
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He does seems like inferior version of huntress and deathslinger. Still I don't know if buffing him will do him any good as in my opinion he's quite out of place in terms of his power's uses.
We have huntress for snowball and slinger for chase consistency. Trickster's power is watered down version of both slinger's & huntress's powers combined. I really don't know what it's main intent behing creating it was.
I don't see how we can buff him into some sweet spot where he feels unique. He'll either be better then huntress/deathslinger or worse as he has too much of both to have anything unique to his power that slinger/huntress don't already have and do better.