Kebek
Kebek
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Yeah but so what. God pallets exist and free hit pallets exist too. Neither is necessarily badly designed as long as map isn't literally filled with them.
It's ok for maps to have area with extremely strong pallets and ares with very weak ones as long as both is minority.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2401071#Comment_2401071
But for example Billy wants to use his chainsaw for map traversal. Isnt PWYF and preserving stacks in this case more a hindrance than a benefit?
On which killer would it be really viable in your opinion?
I wouldn't say it's really ever a viable choice since that perk is very inconsistent mainly used for fun or silly builds even when the effect is very strong. I'd say it goes best with either bubba or michael. Others can get value out of it too but they'll be less consistent with it.
I personally like the perk just for the sole reason that it's fun in meme builds and that it enables full tombstone build to be actually pretty good. That's more then I can say for so many other killer perks.
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The absolute best one is Tombstone Myers as once you get it going, tombstoning someone doesn't eat your stacks.
Other then that, all instadowning killers can benefit from it decently. Even one stack for bonus 5% can be huge if you make it count.
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@WexlerWendigo said:
Keys should be nerfed but are simply nowhere near the level of old mori’s.
Not in solo que (most of the time) where your teammates suck but when used by competent team, they 100% are on the same level of old mories.
It's just that DBD is asymetrical and making equal comparison is not that simple with so many factors that go into it. Still, as you said, they need changes badly.
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I wouldn't, he's perfect as he is now.
. . .
But if there had to be some changes done, I can see a couple things that could be adressed without ruining him for people who enjoy playing him.
So depending on how many changes people would like to see either or all of these could be valid changes. All of it would also come with some addition buffs to his base numbers etc since we don't want him nerfed, just adresses what people don't like without changing his power level if at all possible.
- Small CD for canceling ADS, about 1,5s.
- Increasing TR by 8 meters to 32m baseline.
- The "Ringing" mechanic would also apply when out of ADS whenever a survivor is in the middle of slinger's imaginary ADS for a quickscope (from wiki - When Deathslinger is aiming at a Survivor within the maximum range of The Redeemer, that Survivor will hear a constant ringing sound that gets progressively louder the closer to the centre of Deathslinger's sights they are, warning them of an impending shot.)
All of these changes would help with the frustrations people have with slinger but wouldn't ruin his gameplay for people playing him. I as a slinger main wouldn't mind any of these coming to his BUT since these do help quite a bit with evading him and his shots, some small number buffs would be warranted to counterweight these need additions which are still basically nerfs.
So, anything from small number buffs to reload time, miss CD, MM while reloading, reeling speed or even if it came to it, chain durability. Depends on how much would it affect him and how much easier would it get to evade him either with holding W due to bigger TR or just simply thanks to more free feedback on what he's doing.
Anyway, that was just a quick thought I gave to the idea of a slinger rework that would hopefully satisy both sides.
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Yup, fun is important but not a sole balancing factor.
The best part for me is that the general idea that slinger is unfair/unfun in chase has shifted at least here on the forums. There are couple loud people who won't stop with the hate but now very often, far more people disagree with them and support the idea that he's just fine as he is.
That just shows how easily can opinions change, back when he released, majority people here agreed he's unfair and needs changes but now it's the opposite and they don't mind him anymore even when no changes were ever made to him.
It makes me happy that the hate of him has shifted to general neutrality or even some people liking to face him. I sleep better, knowing there's less incentive from the community for devs to ruin him with unneeded changes.
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Rip my favourite killer face.
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No but we can definetly get a pig nerf.
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@ccactus623 said:
https://forum.deadbydaylight.com/en/discussion/comment/2397746#Comment_2397746
Short of the stronger loops he can either shoot you or zone you and due to the small terror radius ( monitor) you cant get much of a head start. The best counter is gen rush and hope he's bad. I'm not suggesting he's op or anywhere close to that just right now I would rather stare at a wall for 5 mins than play against him. There's a few other killers I don't like but at least I find them fair
Exactly, odds are against you and in his favor. To beat good slinger in chase you have to have great understanding how slinger's redeemer works and when it's most likely he'll go for a shot and also a perfect execution of that understanding. That is debatably, one of the hardest to perform counterplays in DBD (that is also very risky) so it's natural that most survivors see it as not having one and insted call it RNG or killer just sucking.
And that's also why he's just fine, a killer that solely focues on chase dominance shouldn't be easy to beat in chase. On the contrary, when you play enough slinger and you eventually get to face a survivors who really knows what he's doing, it's night & day difference compared to someone who just loops him like he was basic M1 killer or mindlessly wiggle to hope it works.
I get the frusrations people have with his power but just look at him. He wasn't touched at all since his release, meaning devs either don't have a clue how to adress him or he's just fine and they consider him well balanced. Both are just as likely imo.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2397771#Comment_2397771
Clown's not decent at all. He has no map pressure and his chase potential is middle of the road at best.
Trapper needs some love, but he also synergizes well with perks cause he's all m1
Trickster is...not good. They've made his 1v1 in open air chases really strong, but they've done literally nothing for his 4v1. They also took a chunk outta his base knife count so he does need to reload more frequently and it takes 30 knives to get main event. So he's just sorta in the same bad position he was just now more annoying.
Legion...All I can say is Look How They Massacred My Boy
Pig is better that folks give her credit for. She's one of the few killers whose power forces survivors to slow the heck down. She's not great in chases, but she's a stealth killer so chasing is less important than stalking someone from box to box. She still has mind games at loops with crouches when survivors aren't pre-dropping palettes and holding W to the corner. Not great, but no where near the worst.
Blight, high skill cap high tier killer.
Nurse best to ever do it. Survivor slayer since the day she dropped
Spirit maybe the most hated killer in the game since Legion got put in the grave. She's strong though when the game isn't broken.
Doctor he's fine. He is a healthier place gameplay wise and gets the job done without too much stress. Horrible chase music though.
Pyramid Head's never been the same since they nerfed his thicc booty, but he can hit you through walls so not gonna complain.
Plague(ThePlagdude) She exists? Like she doesn't really suffer too much in anything, but she doesn't excel at anything either
Hag she's fine. Generally if you're getting her traps out and making smart plays you'll win
Myers(Daddy) people say he's bad, but he has an insta down, good addons and the longest lunge in the game at tier 3. The only thing that has changed is the speed in which the game is played around him. He's mid imo.
Twins, Charlotte's boring, Victor is based and combined they've managed to break the game despite not being particularly good. We have never truly recovered from their release.
Nemesis, he's not particularly strong and his power gives out free sprint burst. Zombies either do nothing besides be radar dishes or get used to keep you from eating enough infected wheaties to get you big boy tenta. He is comfy to the play though. He's the most comfy killer and moves at 4.6 despite the size. Low mid.
Deathslinger(yeet haw) He's not playing dbd which is too his benefit. He's also no playing red dead redemption which is to his disadvantage. He's good enough that people hate him, but not cool enough to have a beer with John Marsten and thus has to fight the level geometry for all eternity.
Freddy(Sharphand Joe) A true rags to riches story. He went from a killer who couldn't play the game and is now a killer that CAN play the game fairly well at that. Dev team did a good job(do the same Legion)
Wraith(Speedbonk) It's your boi Wraith! He's finally been buffed enough to the point where we might have to start keeping an eye on him. Like I don't think he's high tier, but please do not make him any faster. Like I think we're hitting the upper limit of how much speed is safe for him.
Billy(Of Hills fame) He was one of the 5 power characters of the game. Honestly I don't think overheat was needed for him, but we got it so eh. He might not be top 5, but he's still top ten.
Oni is reverse Billy as rather than overheating due to power use he has to instead warm up to use his power anyway. Between top knot, flicking, and being able to drift around some terrain pieces. He's ok if you can get you blood fast enough. Which to me makes him just below Billy.
Bubba(Saw is Family) He's went from camping because he is an ultra defensive killer with bad chase potential to being a killer who camps just because they want to. That is to say his changes made him really good at running folks down while still maintaining his cut everyone who steps into his no no cone. Yet you can take the tents outta the Bubba but you can't take Bubba outta the tents.
Demogorgon(Bussygorgon) He's got a little bit of every thing. Tracking, chase potential, quick palette breaks, teleport trapholes, He's not great a single thing, but he's decent at many things. Probably taught Victor how to pounce.
Ghost Face is better suited to the current game than myers is, but at the same time he is objectively a worse version of Myers. He's daddy myers with guardrails and a instagram. He gets his power up front and can stealth and crouch. Unless someone looks at him then he loses stealth, power, and has to play the game like a pleb. Myers likes it when you watch him watching you while Ghost Face is like me and has a panic attack at getting noticed. He can teabag though .
Cool semi-tier list. I'm glad I just stated my opinion about my pick of worst killers so that I don't have to go into arguments about opinion based topic.
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Tbh if both sides bring meta stuff, it is kind of balanced meaning 4 man SWF with meta builds and meta skills against god tier nurse with meta build. Those two are perfect for each other as both are unbeatable in normal match of average gameplay.
The thing is, DBD is a game of chance that will throw such nurse against 4 random solos or throw that SWF team against someony playing his one game of Legion in a month.
Only way to get rid of this is proper matchmaking but then, people will lose on purpose as constantly playing against each others top % meta gets boring fast.
Simply said, it's unfixable. Best way to go about it is just keep on balancing everything as we're doing now.
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The thing is, that' really hard to say since all killers are kind of decent at least.
If I had to pick 3 that are imo some of the weakest ones compared to others, it would most likely be trapper, legion and as much as it saddenes me, possibly even Myers.
(please don't buff trapper I dread of playing against him more, let him be bad just for my sake / jk obviously)
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Because his design is actually very good and requires a lot of skill to play properly and beat a good survivor team.
He's a chase specialist, small TR hels him to get close as he has no mobility so that you can't just pre hold W vs him and actually have to engage him in chase. His ranged attack is very precise with needle hitbox and lengthy reload to give survivors time to get after each use, limiting his snowball. The zoning poses a constant threat so a survivor never feels safe, you can try to make his shots harder but can't loop him mindlessly like with M1 killer or other ones with huge activation times for their power (that also snowball harder).
If you don't like him that's fine but his design is perfect as it is, there's nothing wrong with it. A chase focused killer with amazing consistency and high skill ceiling that also has quite a few weaknesses to compensate and give survivors breathing room.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2397584#Comment_2397584
That's the problem though because like I've said, I face this killer and these particular things quite a lot and I still don't really know any concrete method of 'countering' it
And don't get me wrong, I don't die to this stuff every time - I just don't feel very accomplished when I win against it either because I don't feel like it had much to do with my own skill (For example, getting broken maps or set ups that literally anyone apart from nurse/spirit would struggle)
I get what you're saying but that's just nature of DBD. As survivor, you're just 1/4th of a team, you aren't mean to have consistent ways to counter something, otherwise killers would lose every single game if all 4 survivors each could consistently counter their chase.
You rely on your teammates playing optimally before killers gains enough pressure to kill you all. Some are easier to beat in chase (legion) then others (spirit) but ultimately, no good killer power will have consistent way of avoiding it or outplaying it, you got to take risks every now and then and with some stronger, you just lose if they get close enough and have LOS.
That's the nature of DBD, everything you do matters even when you don't feel like it. Just making it hard for the killer is more then enough.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2397516#Comment_2397516
If I knew what the 'counter' or 'right play' was against these combinations I wouldn't be asking this question to begin with.
At that point your best bet is to go watch good survivor players who stream their gameplay against wraith with this combination. Here, nobody will give you straight simple answer that work consistently every time, just general tips.
I doubt you'll find better way to learn counterplay to anything other the figuring it out yourself or watching others who did so.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2397483#Comment_2397483
Shadow dance isn't as common as Bamboozle, for me but I still see it a lot
https://forum.deadbydaylight.com/en/discussion/comment/2397484#Comment_2397484
It's harder than it sounds because he'll either bodyblock the pallet then hit you with the uncloak speed boost (Which some wraiths are insistent on using at every single tile) or you try to leave the tile and do some shift + wing (which case, he catches up in 2 seconds due to his immense speed once again)
Pre-dropping is the safest bet, but shadow dance renders that kinda pointless as well
Yeah no #########. That goes for any killer that's good. Or do you simply counter killers like blight who are better at everything wraith does (besides stealth) without much thought or risk to it.
You need to adjust to his gameplay, read how he plays, mimdgame and all that. Ofc it isn't simple, otherwise it wouldn't be fun. And in the end he's still mostly M1 killer, nowhere near as hard as outchasing spirit, slinger, nurse, blight, oni etc
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2397474#Comment_2397474
This is where shadow-dance comes into it, you pre-drop pallets, he breaks it in 1 second then catches up with his insane speed
https://forum.deadbydaylight.com/en/discussion/comment/2397477#Comment_2397477
Well I wish I was you, because almost every wraith I face (which, again to stress - is a LOT) over 50% of them have bamboozle.
That's why you loop it first.
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Pallets, he still gets obliterated by throwing down pallets and efficint gen pressure. Also chaining tiles when possible.
Wraith's chase power is nowhere near actual good chase killers.
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Cakes increase blood sugar, people are probably on a diet after overeating from the last event.
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Yeah you see, that is intended, it has lingering hitbox of 0,333s. It's needle like width compared to PH's PoD that also goes through walls so to make it easier, there is this gimick that allows players who know about it to increase their consistency with hits.
If the lingering were to be removed, it would have to be much deadlier then it is right now, even with the lingering, it's still akward and easy to avoid most of the time. Not even speaking about the crouch dodging that works against it too.
Besides, nemesis adjusting his aim still has to guess the correct side you'll be dodging to. If anything, it's a skillful part of his kit.
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Trapper, basic M1 gameplay until I step into a trap I very very likely won't see or won't have an option to evade.
No other killer annoys and bores me as much as trapper. Hag close behind but at least her traps aren't 100% guranteed damage, she can still mess up.
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I hope not, rework would mean they want to significantly change their power, possibly scraping it. They're so unique, it would be a shame to rework such an amazing design when all it needs is a few changes to adress the issues players have with them.
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Even when the comparisons to old Legion are unjustified as you've said, he's nowhere near as broken as old Legion way, trickster is still not really well designed with all the other ranged killers we had already.
He's a mix of other ranged killers who is overall easier to play at average level and less punishing with mistakes in aim. I still think he lacks personality and need further changes, not buffs or nerfs but actual mini-rework to make him more unique. Mainly, less focus on the 1v1, more on 1v4 (we have slinger for 1v1 ranged domination who does it in far healither way).
The recent changes buffed him where he was strong already and made him even more snowbally in those scenarios and nerfed him even further where he was weak already too, making him struggle there even more. Not good changes imo, lazy ones I'd say.
What should imo happen is to changes his knifes to focus more on often getting main event and using it for power bursts (more in line of Oni's or Michael's gamepaly) while also adding a new mechanic of "removing knifes" for survivors that would replace the laceration decay while either making him 115% and significantly increasing the number of knifes required for single damage (even like 12 knifes for 1 hit) or just raising it sligtly and keeping himat 110%.
Among many other changes such rework would need ofc.
I just don't think the way he was handeled was the proper way to go around him. He is kind of fine design wise but I just wish he was more unique insted of beiing semi-huntress. A power burst ranged killer with stall mechanics would be so much more cool imo then what he is now.
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Yup, that's why the strongest chase killers are often despised, spirit, slinger, nurse, PH are among the best chasers in DBD and each one of them had/has large amount of haters who want them see gutted. Any killer who in some way manages to bypass pallet safety to a high degree is often seen as unfair even if he has a lot of other weaknesses to counterweight tha strenght.
It's a pity really, I personally don't enjoy basic M1 powerless gameplay that much as if you just safely drop pallets, you're near untouchable. Only way to get hit is to be greedy for more loops then you can get. Having to face a killer with very strong chase power against you is from my POV one of the most fun things in DBD.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2395153#Comment_2395153
With the hatch you have a chance to escape. It's basically your life or death is being decided by you finding that hatch: you can either win with the hatch or lose dying. It's pretty important, so no wonder survivors want to get the hatch: it decides the whole game for them. For the killer, on the other hand, the game is already won. Difference between 4k and 3k is like difference between getting 32000 bp and 31500 bp
So you're again saying that killer's objective doesn't matter while survivor's does. Cool, that's asymetrical gameplay for you, always with the justifications why one greeding for finishing one side's objective is ok but for the other it's BM.
In the end, you beiing dead or alive is only difference of 5-7k BP and your PERSONAL definition of victory since objectively even if you escape, survivors lost so you lost too so you surviving shouldn't matter then. In the end, it's plain unjustified greed for free BP and shaming killers into giving it for free.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2395137#Comment_2395137
Yeah, except the killer has already won with 3k, but he wants to be toxic and waste 4 more minutes of the survivors' time by refusing to participate in regular gameplay.
Same can be said for survivor greeding for the hatch when the basically lost already so they should stop hiding and just die.
You're basically saying that killer is obliged to give up on killing one person and just let them go for free while the survivor has no obligation towards the killer and is insted entiteled to their free escape.
Double standards are strong with this one.
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No, game is progressing as one person is slowly dying. Killers is actively attempting to find the last survivor with intent to kill them and the last survivor is evading him with intent to survive.
That's basically both sides doing their best to win. Perfectly fair and within the rules.
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Depends, feedback doesn't mean we say something and devs listen and implement it. It's sharing out views on balance of things that devs take into consideration. When the whole community agrees on something (that's reasonable), it's clear that devs bend to out wishes.
Imagine if trickster came out like he was on PTB and everyone said he's fine, literally everyone, new players, veterans etc everyone would agree he doesn't need any changes. We would never see a surge of buffs as drastic as happened to him since his launch, there would be some if he underperformed but not as many.
Same with many other killers like twins, blight, spirit etc. A lot of their kits were influenced by the community. Same for perks and so on, a lot of old 2016-2017 ideas for perks actually made it into DBD nearly identical to original posts.
I'd say we made quite a difference already, if you don't agree, just don't give feedback, it's that simple.
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Because that's just like, your opinion.
People are free to dislike him and his playstyle as with everything in DBD.
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That would be so annoying to play with.
I can see luck rework be something like this to a lesses degree, if that small indie company ever decides to rework luck.
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"If I DC it means I didn't lose because it's not dying, it's just me leaving because of X dumb I just made up."
That about it really. I'd guess this probably goes in their heads when they do it.
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It's the same kind of problem that actual gen rushing is, meaning either game itself spawns or survivors just split it the moment game starts to 4 different gens before even the first chase is initiated. Then even single mediocre chase ends in 3 gens beiing finished by the time of killer gets his first hook.
Exact same thing, one side does something that causes game to be short and boring for the other one without much they can do about it.
But try fixing either without limiting players options or giving either side unfair bonus to their sweaty strategies. It's just not that simple if it's even fixable at all.
Imo, incentives are the best way to go around addressing these issues, give actual rewards or make gameplay more rewarding and supportive of playing in a fun way for both sides. Trying to push for punishments or even mechanical limits to gameplay will just result in different kind of abuse, rendering any fix useless in the long run. Some small fair stuff can work but never anyting major (like the old, no hook progress when killer in x range of a hook "feature").
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Nah, those are never coming back nor will such an event be ever held again as was said many times before.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2392693#Comment_2392693
Yeah but that's where the issue is:
You ain't gonna get a survivor in the open when map design is horrible, he has a 40 lullaby, is 110% speed, has nothing to zone people to reduce W gaming potential and gets slowed even further when using knives.
I dislike using my public matches as a point to prove something but I've versed what I would say is 2 really good tricksters. All others have been bad to mediocre. 1 of them is my friend who hard mains him and I got consistent 1:30+ chases on coal tower when doing 1v1s, the other was a super good PC trickster on Yamaoka and I decided to get him to chase me near the end of the game. I got a 1:30ish minute chase on a map where the middle is guaranteed death so you are stuck to the few tall wall pallets on the edge of the map.
I only ran these good tricksters because they couldn't catch up to me at all and in turn decay removed the knives. OLD TRICKSTER would've downed me faster. Now imagine if I was running exhaustion perks and was on a decent survivor map for trickster chases, easily 2min+ chases against a killer whos ability is 90% chase.
Making him 115 would solve almost all of his current viability issues. Make it 7 blades to lacerate and 15 second decay time and then we have something to work with that's good for both sides.
It's difficult to argue what would make him more enjoyable for both sides. Personally, I thought we had more then enough ranged killers before trickster released so as for me, I'd like him to get some kind of a rework that would keep him ranged damaging killer who's unique when compared to other ranged killers.
Just number changes to make him overall stroger don't feel like the right change imo, it makes him better but he will ultimately still lack personality. Some form of rework (like what I suggested before) would be much welcomed.
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To make me suffer of course.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2392654#Comment_2392654
What trickster are you playing? He has the least lethality out of all ranged killers when in the open. More importantly because of his 40m lullaby and his power slowing him down to slower than survivor speed the only person you can blame for being in the open is the survivor player.
His ability even with the new changes is not lethal at all when pre dropping a pallet guarantees you lose at least 3 knives in decay due to having nothing against pallets, nothing to catch up and nothing to zone with. 115% would make him better at catching up and better at pallets as if his blades fail he can always become a 115 m1 killer. It would still be fair for the survivors as well because if they increased the decay time to 15 seconds (or even if they kept it 10 seconds) they would still have reliable counters to his blades.
Right now he is too easy to verse. He's a killer whos ability is dedicated to chase and alturism punishment and he's literally garbage in chase. Clown has a better chase game than trickster, and that's bloody clown.
He is very lethal when his knifes can get you, meaning any open / semi-open loop. High wall loops he plays just like huntress, eating the pallet and huntress is considered one of the best killers even with massive weakness to high wall loops like that.
If as trickster, you're godly at landing all of your knifes, he can get a down fastest out of all ranged killers baseline. Ofc if you miss half of your knifes to get a single down or throw knifes one by one on an unfavorable loop, you're gonna struggle. In a open loop, he's extremely strong, no CD guarantees pretty fast catch up to injuring a survivors while strill throwing more knifes at them.
I'm not good at him, I hate his power's throwing arc but I can see that if I managed to land near all of my knifes, he'd be quite deadly. He's forgiving with mistakes in terms of getting someone caught in 1 chase but landing all knifes is deceptively hard.
Making him 115% is a massive buff, many don't realise how big it is for a ranged killer to have those extra 5%. He couldn't stay the same if he were to go to 115% just like old Legion couldn't stay the same when he became 115%.
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@Leachy_Jr said:
He needs 115 so bad but BHRV is too focused on "consistency". I really don't get how trickster isn't allowed 115% when blight is 115% who may as well throw himself at the survivors and have borderline infinite mobility.
https://forum.deadbydaylight.com/en/discussion/comment/2392600#Comment_2392600
You underestimate how much his 110 screws him over. Ill gladly take 115%, 7 knives to lacerate, 60 total knives and 15 second decay time over anything they give him with 110%.
No no no no no, that would be so so so terrible to play against. He's got quite deadly chase power already, quite likely the most deadly when caught in the open out of all ranged killers.
If he were to become 115%, he would need serious changes, not just small number tweaks. If lethality of the knifes were kept (damage upon filling the meter), it'd have to go to like 12 knifes (with obviously carrying more, like 90) and scrapping of the decay completely and replacing it with "remove knifes" action for survivosr that have any laceration. Besides other less major changes ofc.
That would be about the only way I can see him going to 115% in a healthy way.
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Nah, missing all of those shots has it's drawbacks, beiing forced to reload or suck up the 110% chase is one of them.
Take the ultra rare huntress addon or play slinger insted of trickster. Solved
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Blood hunt
It was like that during anniversary too, once it ended it got better, now it's bad again. At least that's how it goes for me.
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now
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Thank you, worth the little wait.
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I usually go for the most dangerous targets, meaning people who do useful things for their team , mainly sitting on gens.
If someone is running around trying to get in my way protecting teammates, that means they're not on gens so they're no threat, ignored.
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Give it two years. They're small indie company with just one guy developing the whole game afterall. At least it feels that way.
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There is an Ace outfit so for me it's already a success. From my point of view, any rift without Ace outfit is a faliure.
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Nurse
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Killers who are either M1 killers without any significant changes to normal M1 chase gameplay like legion or even worse, trapping killers like hag but mainly trapper. Those I dislike because for one I'm a oblivious trap magnet and the fact that if you run into their trapped area, you're doomed without any ACTIVE chase interaction, they just set up a trap beforehand and now you've run into it. I just don't enjoy that as survivor.
On the opposite side of the spectrum, I love killers who constantly put you into danger with active chase power they need to use properly all the time to become a threat. So basically, nurses, slingers, PHs, spirits, twins etc. All those are absolute joy to play against imo even if I fail miserabely even now and then, getting downed fast easily.
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Besides me beiing quite a hoarder with everything including addons and items, I have no reason to use them once I've unlocked everything again after each chapter.
If I run out of party streamers or pudding but still need more BP to finish getting all perks on some character, I'll use my special cakes too but if I've unlocked everything then there's basically 0 benefit to use one.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2386749#Comment_2386749
Yes, there is a reason.
Can we know it ? (now preferably)
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2386448#Comment_2386448
As if that's going to stop people from crying about spirit.
It never does for any killer.
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But that's a good thing.
The few of the strongest killers shouldn't really be easy to pick up and play really well near instantly.
It's good to have strong easy to play killers (like freddy) but for the absolute strongest, not so much.
