Leachy_Jr
Leachy_Jr
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Fat failure cos the game isn't balanced.
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There's very few things that equal the pain of being kicked in the testicles but getting the M1 bug right behind someone rivals it.
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@Phasmamain said:
If you have 3 hooks for 5 gens MMR isn’t the issue
He is (hopefully) talking about low tier killers only getting 3 hooks, which in high level matches is actually realistic with horrible maps like badham and cowshed existing.
In fact if you get more than 3 hooks against a good squad on badham as trickster, id argue they aren't good at all.
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Then the game would turn to Pyramid/Slinger/Twins fest.
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Just a reminder that in game clown WALKS a 4.6 m/s, while trickster RUNS at 4.4 m/s.
Clown would stomp his ass into oblivion.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2473365#Comment_2473365
That sounds kind of counter productive. The Ruin Undying Twins would probably have a higher mmr.
When I play fair as slinger it's fair vs BS, when I use ruindying twins it's BS VS BS so I actually have a fighting chance.
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Imma play deathslinger for a few, the second I start getting beaten unfairly ruindying twins is coming out.
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WDYM propaganda this isn't china.
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@TacitusKilgore said:
It was going downhill HARD around 2018-2019. Current dbd is going uphill by a landslide, as much as we are allowed to hate on this game its in a good place right now, and the devs are trying hard to make it better. Things can always get worse sure, but the trend right now is leaning towards a better future for dbd. Maybe a less content full future, but nontheless a better future.
I mean, they added in a mechanic that 99% of the community didn't want, in fact I doubt they listen to the community at all. This MMR will make playing killers you are good with a pain because while it does get harder, it also becomes more BS with how unbalanced the game is.
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@Peanits said:
Nope: The first version of SBMM only used kills and escapes to calculate your rating, but it did not work out so it was quickly scrapped. The current system takes a number of different factors into account when deciding when your rating should go up or down (and by extension, by how much).
Basically, the way it's calculated is complex, and the goal is to have you "win" in about half your matches.
How come I can verse a squad on Badham and I lose, I get lower MMR, but as the same killer, perks, squad on coal tower I can win and go up MMR?
If the system isn't taking into account absolutely god awful map design it's wrong from the get go. Same with weak killer powers like clown and trickster. If a trickster can get 4 hooks against a decent team on badham that shouldn't decrease his mmr because 4 hooks against a good squad on trashham is a good result.
Or split the queues? casual queue and competitive queue.
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I miss him a lot tbh.
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@thefallenloser said:
I like how we're 100+ pages in and still top post without any dev response.
BTW, the Otz petition is cool and all (though it will most likely go unnoticed or completely ignored by the devs), but being able to lower the graphical quality is nothing more than a band-aid to these issues.
It's not gonna fix the random chopping when someone opens a chest or picks up an item.
It's not gonna fix the skipping when literally any status effect is applied.
It's not gonna fix the complete freezing and possibly crashing of the game when the killer swings around a corner too fast.
Devs, is it insensitive for me to say "get your ######### together?" The only thing that will fix these issues is a true optimization of the game.
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By the way, is anyone completely sick of the "WhAT Do yoU EXpECt ItS a 6 yEAr OlD ConSOlE iTs nOT GoNNa Run GAmEs gOOd" argument?
DBD is not graphically intensive or complex.
TLOU II runs at a stable 30 frames on PS4 and is basically the best looking game there is so far, and with a much larger scale.
MGSV runs at a stable 30 frames on PS3, a 15 year old console, and looks better than DBD.
I find it funny because the only game that runs close to dbd level is a 30 man GTA 5 lobby, and that game was released years before dbd, has 6x the players in 1 lobby, is probably 300x bigger than a single dbd map, and overall has much more "stuff" in it than dbd such as the ocean, the literal sky etc.
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You fired up my neurons and I came into the thread ready to fight someone to death.
Thank. God.
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The distance you get doesn't matter, it's what you get FROM the distance.
If I sprint burst in a massive deadzone i'm not doing much, if I dead hard to a window that I normally couldn't of reached that has the possibility to make the killer drop the chase, waste more time, or even lose the entire game.
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@isisturfister said:
https://forum.deadbydaylight.com/en/discussion/comment/2449946#Comment_2449946
tell me how movement speed mods, heal mod, repair mods, vault mods, dodge mods...... is getting outplayed
Can you describe what they were doing? I highly doubt they were hacking.
Certain survivor perks let you do things the base game doesn't, eg self care allows you to heal on your own. Medkits can allow you to heal insanely fast etc.
You should give the survivor side a look and see if you recognise any mechanics. Because I've only seen around 10 hackers in my time playing.
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@Ghost_Face_Main said:
Trapper, Deathslinger, and Blight exist.
Deathslinger has no pressure on that map so the games over in 7 minutes against any decent team.
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I made mine after seeing a streamer unironically take tinkerer over corrupt on trickster.
Must just be a coincidence. That or the Corrupt Ruin Undying Tinkerer Blights came back for a bit pissing people off.
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@Sluzzy said:
It's a badly designed perk, one that rewards killer for survivor simply doing the objective. And it actually has no cooldown of all perks.
It's broken and unfair. You feel cheated against it every time.
Thank you for your input sluzzy.
:)
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@Aven_Fallen said:
I agree that Tinkerer is a problematic Perk. IMO the most problematic one in the Ruin/Undying/Tinkerer-Combo. You dont need any Awareness to use it, it is just a "Pressure here!"-Sign.
But I disagree with your idea:
"If I were to rework it id make it activate on 70% still, remove the undetectable status effect and add a 7% haste bonus to the killer for 16 seconds. This makes it better on pretty much most killers, makes it more fun and now it actually has a use against good players by having a faster chase with haste."
This would not solve the problematic bits at all. The Undetectable Status does not really matter that much, except for grabs or stuff like that (or if a Tinkerer-Bubba comes around the Corner). However, with this the Killer would still get their "Pressure here"-Sign, there would still be the very strong combination with Ruin.
And on top of that, 7% Haste will allow Killers without Mobility to move to a Gen faster. And I guess nobody really wants to lose a Chase because the Killer got 7% Bonus Speed, which is out of the control of the Survivor.
I would say that the concept of tinkerer is good, I don't mind the "pressure here" sign because even if you are a good killer you are bound to get use of it because macroing perfectly doesn't happen that often. The issue I would say is how it's executed.
The haste status effect was more to make it viable on more killers and less obnoxious. Them god damn double speed blights crossing half the map in a second make me want to rip my hair out. The main concept of removing the undetectable was to give people a better warning when the killer was coming.
How about this: Activates at 70%, 5% haste for 12 seconds, can only activate once per gen, haste doesn't stack.
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PC exploit:
Step 1) get a 4 man SWF with 4 dead hards
Step 2) get a few people to become injured
Step 3) Call out to your injured teammates to dead hard while someone is about to get hit
Step 4) The killer lags, misses their attack and the survivor gets a crap ton of distance.
Step 5) Repeat steps 2 - 5.
The fact that this is possible is vile.
(EDIT: also if this gets removed for "promoting exploits", then BHVR sees the complaints about console optimisation but just does care. Also almost 100 pages hellz yeah.)
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@Mandy said:
I've tested him playing wiht a controller and I found it very playable - this was on PC, but the controls were pretty smooth.
You forget console FPS being 10x lower
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It can still be FNAF tho!!!!!!!! 1987 bite of 87!!!
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@[Deleted User] said:
My changes are derived from me being very bad at Deathslinger. lmao
I would change the following:
- Speargun shots are now hit-scan, rather than projectile.
- Maximum range of the Speargun is now 24 meters, up from 18 meters.
- The time to break free from the Speargun is unchanged, however the ability for Survivors to sway left and right has a stronger effect.
- ADS camera sensitivity is no longer reduced.
- ADS time is now 1 second, up from 0.15 seconds.
- Movement speed and camera rotation is no longer reduced after missed shots.
Sorry to say but those are really bad changes. It removes his counterplay which is dodging his shots, makes him unfun to play and just makes him worse for the game overall.
If you wanna touch slinger, you HAVE to keep his quickscope or he's not slinger anymore.
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I wouldn't do anything really. I would say he's literally perfect as he is now besides some add ons being weak.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2398647#Comment_2398647
Myers seems to be alright, if you consider that a bar.
It's more of the charging bar at the bottom of the screen like a oni charging demon dash. Good to know myers is still playable tho.
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FYI for console players:
Killers that have power bars suffer a constant low framerate when using the power bars (eg plague puking). This primarily effects:
- Bubba
- Oni
- Plague (she is borderline unplayable)
- Pyramid
- Twins (releasing victor, playing as vic is fine)
- Doctor (only has very minor drops)
I will update the list as I gradually test some other killers. The only exception I've found is billy, he suffers literally no performance issues when charging his saw.
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powers with a charge bar have MASSIVE performance drops, such as oni, plague, pyramid head, etc. The only exception I know of is billy.
So ya pyramid feels awful to play.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2397488#Comment_2397488
He's not the worst when we have killers like The Pig who's literally an M1 killer with no power until she downs someone if she ever does.
At least pig has slow stealth and a slight stall when they down someone. Trickster can barely get a down in the first place and even when he does he can't snowball off of it unlike pig
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Yea he is better than nurse if you have survivors that have the combined IQ of a goldfish and actively try to run in the open against a 110 killer whos power only works in the open.
Plus he has a 40m lullaby, so the only person the survivors can blame for being caught in the open is themselves.
As for how good he is, I still think he's the worst in the game. If I'm asked to try and win Id take clown and myers any day over trickster.
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Probably Billy but even he can be unfun sometimes. It really is all down to personal preference.
My favourites are Billy, spirit and deathslinger.
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Lethal persuer, shadowborn, im all ears, infectious, enduring and brutal strength are really fun and decent perks on him. My personal favourite combo is infectious + Lethal persuer.
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@meatisadelicacy said:
Can someone explain to my the reason anyone would play Trickster over Huntress or Deathslinger? Not salty here, I don't play killer much and when I do, it's none of the ranged killers. He just seems so bad. Like, how many poorly designed, unfun ranged killers do we need in the game?
There is no reason to play him over slinger unless you like playing trickster more because of his character or how fun he is.
I play both slinger and trickster. Unlike what people say you will not get people in the open if they have half a brain so his main strength is useless.
I urge anyone who plays trickster and "consistently 4ks" (you don't), to play deathslinger, and come back with ONE reason in terms of viability why you should play trickster over slinger.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2392675#Comment_2392675
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%.
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.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2392611#Comment_2392611
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.
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.
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Some killers are worse than others. Weird.
Still, something dies at the BHVRs servers whenever somebody unhooks or dead hards :L
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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.
@Kebek said:
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
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%.
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@Th3Nightmare said:
This is a damn joke, I don't know if it's the "NEW FEATURE OF SERVERS" but it seems like a joke to me.
I find it a shame. Killer isn't worth playing, it's NOT fun.
https://www.twitch.tv/th3nigh7mare/clip/BoldEncouragingWrenchNomNom-8docfo2-Xtr33KCe
https://www.twitch.tv/th3nigh7mare/clip/BoldEncouragingWrenchNomNom-8docfo2-Xtr33KCe
Now if you mindgame the survivor correctly, not only do they have dead hard to back them up they also have this :)))
It's probably unintended all memes aside. If it's not then looks like I'm never playing m1 killers without endfury.
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Slinger because slinger.
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Slowly transitioning to twins main from clown main I see.
Try this build + RCPD offering: BBQ, Devour, Undying, Agitation. This build should be illegal.
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Weird, I experienced no lag spikes on deathslinger but quite a few on trickster. I'm guessing it's killer related?
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@Aneurysm said:
I didn't play the PTB but ptb trickster looked pretty miserable to go against. Probably still will be.
"They tried to make him more fun to verse for everyone by doing absolutely nothing to his 1v1"
Going 8 to 6 blades is a big 1v1 improvement. It's also lazy. Balance in 2021 seems to be killers that can guarantee a down without the survivor having much input, and to compensate the killer is crap at anything outside chase. I do find that boring, yeah.
Edited the post because I worded it badly.
It means from the ptb to current live. So on ptb he had 6 to damage and he still does. Instead of doing something to that they nerfed his 1v4.
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@Phasmamain said:
He’s still really good in the 1v1 and definitely better than before. This is most definitely a buff
I would disagree tbh. The main issue he had was that he could not get to locations to get good knives off due to his 110%. Now with reduced time before decay and the fact that he still is 110 he gets screwed over even harder by bad map design and STILL has no backup if his power doesn't work at loops.
IMO he's only just barely better, but this reload change I would say makes him worse than before as now he has what may as well be negative pressure on the map.
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@Aven_Fallen said:
They did nothing to his 1v1? They reduced the number of knives from 8 to 6, this is not "nothing".
Even tho, they should have scrapped everything except for the Main Event Changes and went back to the drawing board, the changes they did on the PBT are just unhealthy.
Nerfing his 1v4 by making him reload often is not the correct Nerf.
Did nothing to his 1v1 from the PTB, people were complaining that 6 knives is too little which I somewhat agree. They tried to combat the unfun complaints by making him weaker in 1v4 which is the complete wrong change to do as you said.
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@WeenieDog said:
Now that I think about.... Did they ever change the edge of revival + cut thru u combo?
otherwise, 4 knifes to injure/down is kind of ... yikes.
They didn't change them add ons, only the USB and some other ones.
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Depends entirely if they know how to counter twins.
If they don't buddy up and take hits - very very strong
If they do buddy up - mediocre.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2383194#Comment_2383194
Billy came out when there were double the number of available pallets on the map with pallet vacuum
Old Billy is an absolute crutch in today's DBD
And it has been proven before he was reworked that he was still a fun balanced killer despite there being no double pallets and no vacuum.
If you want to get pallets out the way you play blight or bubba as they absolutely much through pallets. Old Billy while he was still decent at getting pallets down requires you to catch them in a chase through mindgames, curves and zoning.
He was honestly the complete opposite of a crutch.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2383186#Comment_2383186
Ohhhh that was called Ryan tech? Yeah I used it and I do miss it a lot.
Anyways, you should participate in the freeBilly event thingy tomorrow.
People just want Billy to be fixed, we all know that bhvr won't do anything but it is worth a shot.
Considering that my frames will be getting fixed on console I probably will take part. If you see a boosted M1illy running endfury, bbq and bam you know is me lmao.
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@Snowbawlzzz said:
"what the heck???? OVERHEAT???? You mean I don't have infinite mobility with infinite one-shots anymore????? WHAT THE HECK it was perfectly balanced!!!!!"
I know right? Having infinite one shots against rank 20 survivors who don't know what a pallet or window is is pretty OP.
Fortunately I balance around people with more than 7 hours in the game, and in terms of good players, the overheat was an unneeded mechanic that only made billy less fun and worse.
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@OldHunterLight said:
Wait, I used to main billy for 2.5 years and never heard of Ryan tech? Maybe I used it but unsure of what it is by that name.
When you charged the chainsaw to 99, then got stunned by enduring, a while ago the progress didn't reset so if you instantly revved again after the stun the chainsaw would already be around 75% done meaning you could break the pallet and zone much easier.
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@MadLordJack said:
She should have something to give survivors genuine counterplay to her traps. At least Trapper's can be disabled.
You can already activate them from a safe distance and keep running away out of lunge range. Unless you are in a massive dead zone you will manage to get to a pallet or window due to her 110% speed pretty much guaranteed.
She kinda has twins style counterplay, a teammate needs to set off traps to have longer chases for other survivors. Similar how the counter to twins is to take hits for vic.
