Lliart
Lliart
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Confirmed once more, ironwill footsteps are still not heard.
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Really? I can't even hear them half the time
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2427088#Comment_2427088
Then just acknowledge that it's Hellraiser, like everyone already knows. I'd wager half the reason why people are so angry with your fandom is because you outright refuse to acknowledge what everyone - yourselves included - already knows; namely, that the next chapter is Hellraiser. The other half is the nonstop threads.
Or just let them speculate instead of berating them? You can always just not join in the discussion if you find it that abhorrent. So on the discussion goes.
@WickPJ said:
So, as we know next killer can be Pinhead or Springtrap. Yet I just want to give here my idea what Behavior could do to make Springtrap(When he will come out) one of the most fun killer to play.
It's pretty simply, make him base on jumpscares just like in FNAF games. How, you may ask, Well that's also simply. As a power he just need a Dash like Demo's Shred but with pretty loud noise like his scream from Fnaf 3. Plus very low Terror radius. For example 24 meter terror, 4,3 ms with large Dash with loud scream. Add to it addons that reduce his terror radius so he can have actually 0 Terror. And voilà, a killer that can give a heart attack so Dead By Daylight finally will be a horror game. Cause for now we have actually only killers from Slashers like Mayers, Freddy, Letherface etc. but they are less brutal in game than in movies.
I honestly really like this idea, although I feel that it should be made similar to the Pig's dash in a way where it incorporates stealth, but has that swift charge like demo.
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@FancyMrB said:
I have been commenting a lot in the speculation threads that it is very exciting that it looks like Pinhead is coming to DBD, but that doesn't mean Fnaf will not come eventually and fnaf fans shouldn't be disappointed. Neither should Candyman fans. We all have our dream chapters. If its not now then later!
Also, Pinhead and the cenobytes works as a paragraph, while I believe fnaf will make for a fantastic full chapter. (I really want a spooky Pizzaria map). So Fnaf fans, be glad its not just Springtrap for now.
For some reason I see a lot of people gatekeeping what a horror icon is this last week, and my question for you all doing so is why, and what makes a character a horror icon to you? What is your personal standards for an IP to be in DBD? For myself I guess I have no standards lol. If its horror then its all right by me! I grew up reading King, was a teen when Saw came out, and a young adult when Fnaf arrived. I just love horror in all shapes and sizes ;3;
I know a lot of us grew up with our first step into horror with Michael, Jason, King, Chucky, Freddy, etc. Yes, they are very iconic horror franchises and a lot of them have made their way to DBD. That is something to celebrate and its very cool another big name is joining. However horror didn't stop in the 70's, 80's and 90's.
For a lot of other people FNAF, Outlast, Amnesia, Dead Space, Supernatural, etc, were their first steps into horror and I argue are just as iconic as the old school films. They too have a place in DBD and with how big FNAF is I do not doubt its day is coming. (Off topic anyone else hyped for Dead Space remake?)
Instead of turning chapter releases into fandom wars let's just chill the bees and enjoy the fact we have a horror game rich in all kind of horror genres ^^
I'm sorry, but I do not have faith in BHVR's capabilities to do such a thing. Sure, I'm happy for the Hellraiser fans who managed to get the iconic character they've been asking for, but BHVR is a prideful, and frankly tone-deaf company when it comes to their game. For instance their promise of a less grindy game. While they've had a huge BP doubling festival for all of July and part of August, it still is only a band-aid fix for a major problem.
I know it's unbecoming to be so down in the dumps because a property in a game wasn't added, but knowing BHVR's track record, do you really have faith that BHVR will listen to feedback and add Springtrap to the game, nevermind fixing some major issues with the game? I'm not asking this as a bitter fan, but as someone curious. Do you have faith BHVR will listen and how do you know? (Also can I have some 'cause lord knows that having trust in a gaming company is hard to get on your own.)
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@Kwek said:
https://forum.deadbydaylight.com/en/discussion/comment/2425808#Comment_2425808
Not so sure about tearing people apart with hooks, ever saw leatherface mori? :D
True, but I'm goin' for a feel that's reminiscent of the movies lol
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@Voodoo_Thirsty said:
I'm really clueless when it comes to FNAF games and its lore, all I know is that it was pretty famous when the first game came out in 2014 or so.
Can someone kindly explain to me why FNAF is wanted in DBD so much in 2021?
Honestly I'd much rather have Springtrap due to feeling that Pinhead conceptually isn't... ######### what's a way to say this with respect... I guess inspired?
While I know that Springtrap is the more recent of the two properties, I feel that he'd be ripe for cosmetics with the different animatronic suites, gameplay styles that evoke that spooky Weeping Angel vibe possibly. Maybe even a rushdown mechanic that deals in stealth like a combo of pig and blight!
Pinhead on the otherhand feels like he'd be derivative in terms of powers, evoking either Pyramid head powers that would involve suffering and hooks or Deathslinger who reels people in. While I will concede that his mori would be sick af with tearing folks apart with hooks, I don't feel that Pinhead has much to him aside from pedigree for being an older horror icon. This isn't even mentioning the legal turmoil that the Hellraiser IP is going through atm that is similar to Friday the 13th.
Just to clarify, I'm not knocking folks who want Pinhead in the game, I'd be happy for y'all for getting a property you've been waiting for so long to get in. I'm just saying that I feel like Pinhead does not have much to him in terms of a playable character in Dead by Daylight. Not saying that he wouldn't, just saying that I don't see as much potential in him. After all, while he is the master of pleasure and pain, he is still a follower of Slaanesh in a way and I've always been a Tzeench and Khorne kinda guy lol.
EDIT/SIDE THOUGHT/OFF-TOPIC: Did you know that Warhammer came out before Hellraiser? I could've sworn it was the other way around lol
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2416935#Comment_2416935
Maybe they intend to address the grind another way? Removing perk tiers isn't the only solution in the universe.
It isn't, but aside from increasing bp gain or decreasing bp cost permanently, I don't see how else BHVR could accomplish this. Sure the temporary bp boosts are fun, but it doesn't address a very arbitrary problem that can be fixed quite simply with a numbers tweak.
Of course, numbers would need to be adjusted after the first initial tweak, but that's something that'd be said about ANY tweak of numbers. Just look at the numbers buff given to Trickster today.
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Ranks for perks are just absolutely silly. BHVR already stated that they're trying to lessen the grind so why would they keep such an outdated system with so many perks in the game now?
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These ideas feel stupid in the funnest ways. I've always felt that Bloodfavour didn't have that potent bite that a hex perk should have. A bit more reward for the risk of running a hex.
Blood hound I'll have to agree with Seraphor in saying that aura reveals of blood is fine in of itself. That extra stand still doesn't feel like it'd come in use that often, especially with how long blood pools stay baseline.
Poised I feel is a smidge too giving with the tokens, although it goes with the Oprah hostess feel of giving stuff away. I feel boldness actions like flashing a killer, stunning them should give the tokens, maybe healing giving a token.
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The main problem I feel is that this all links back to the emblem system and how broken it is at the moment. Say one was playing an instadown killer like billy and you slug someone that you instadown. This down is 1 point. You go off to get another survivor in order to snowball and/or build a bit more pressure. The other survivors heal the slug back to full, taking 2 points away from you. You end up with negative points because you wanted more pressure.
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@Venzhas said:
https://forum.deadbydaylight.com/en/discussion/comment/2366905#Comment_2366905
Correct. People will cry for copyright things so i doubt seeing this in game one day
Technically this isn't copyright at all. In Japan, Onryo are an evil spirit characterized by long black hair (more often than not having most of, if not all of it covering their face), a white funerary kimono (At least I think it is, either that or a gown I'm unsure of the name lol), and either pale white skin or deep blue skin.
This is honestly one of the skins that COULD see the light of day since it is based off of mythos and Japanese folklore instead of a licensed property. Look at games like Fatal Frame or even The Grudge series. Onryo aren't limited to The Ring.
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@gendoss said:
Use Dragon's Grip.
I mean if it were that simple, many others would already use it. As things are now, Dragon's grip does not warrant as much need over other perks like hex ruin and undying, as well as sloppy butcher and corrupt intervention or pop.
My favorite fix that was thought of was having baseline gen regression increased to 150% with a 3% taken off with the kick itself, Ruin's regression reduced so that it regresses as much as it does on live, and reduce pop's burst a smidge so that it does what it does on live. Basically nerf ruin and pop so that they have lower numbers, but still do what they do on live. Like how BHVR made Demo move the same speed with rat liver, but increased base charging and reduced the percentage on rat liver.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/260945/increase-base-regression-speed
Well heres my take
Base Regression becomes 1.5x speed
0.375 c/s (gens take 80 charges)
but ruin + pop the two most popular regression perks are nerfed accordingly with the new changes
ruins numbers become 100%, 116%, 133% (or 0.375/0.435/0.5) (that way the perk doesn't benefit from the change its the same effect
and pop changes to include a stipulation that gen regression is decreased by 33% for the first 20 seconds of the gen regressing so the regressing gen doesn't benefit unless survivors abandon it for an extended period of time
now base regression is better which means that other perks benefit but these perks don't become stronger because of the changes (except when the gen is abandoned with pop)
but also another change survivors have to work on gens for 3 seconds to end regression, no more tapping a gen to stop its regression making kicking a gen meaningless a lot of the time
This suggestion is FAR more thought out than I could ever come up with and it makes me so happy to read these numbers. I would personally LOVE if a of these changes here went through, especially because the feel fair for both survivor and killer. Pop and Ruin become more balanced and feel less oppressive to go against, and people can freely run perks that aren't devoting half their build to gen defense.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/2312104#Comment_2312104
well this "far too powerful" perk can be broken within the first few seconds of the game, rendering it useless.... and between the new totem perk and detectives hunch with maps i don't see any reason why ruin would need a nerf.
The point is for there to be a buff to gen regression. You are only focusing on the possible ruin nerf. Again, the main word here is POSSIBLE.
The main point of me wanting an increased gen regression speed is because I want to run perks that aren't pop and ruin. If Ruin remains and extremely powerful perk, then that just means that I'll be forced to run it again. Even with this stated, a 300% regression speed feels WAY too punishing, especially for a perk that's about as hit and miss as Ruin.
In an ideal world if gen regression gets increased, I would want the numbers to be changed to 150% normal regression and ruin to still be 200% regression. Just adjust the numbers of Ruin so it does the same amount of regression that it does on live. Does that make sense?
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@Purgatorian said:
Ruin would have to be nerfed too. 300% regression on 150% base is a bit too much. This is from someone who runs ruin.
I thought Ruin was a 200% regression? And even then I thought it was an artificial changing of regression with Ruin, so it changes regression instead of stacking onto the regression speed. If it's the latter of stacking though I do wholeheartedly agree.
Also that's another point lol, does Ruin stack on the normal regression speed or does it artificially change it to be 200%?
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@akanadi said:
emblem system isnt reliable on how you played
Exactly. It doesn't represent well on the deeds of the player. Instead if specifically harms instadown and/or late game killers and forces others into playing with game delay perks instead of running builds that are more innovative.
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I was honestly really surprised not to hear anything on emblem adjustment in the anniversary event. Kind of disappointed actually all things considered.
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I'd say this is a well thought out idea. While I myself don't have ALL the numbers in front of me, this does feel fair and would be better than what we have for Hemorrhage right now.
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@Tempest753 said:
If I understand what you're saying you're saying improve base gen regression speed, keep Ruin's power level identical to where it is now and lower the instant regression from Pop to something like 15% or whatever?
I completely agree. A lot would need to be done to find the right numbers, but I think this would be a step in the right direction for the game so it's not Pop/Ruin or bust when making a killer build.
Exactly what I mean, thank you.
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/2262704#Comment_2262704
I suppose but I'm confused on what u mean with ruin stacking with the buffed regression. You can't kick gens if ruin is up.
What I mean is the regression rate that is going to be buffed will stack with the nerfed Ruin regression rate to bring it up to what Ruin does live right now. No kicks required with that nerfed ruin
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/2262551#Comment_2262551
It's just level one ruin which is trash. Gens take 80 sec to get done. Current ruin would regress it in 160 sec. You're ruin would make it take 320 sec. Nobody would run pop if the regression was halved. Ruin and Pop don't even need to be nerfed again and ruin regression level of kicking gens is cool but not the most impactful change they could do because the survivor could just tap the gen. If they want to buff base kicking gens, make the progress go down immediately by 5% that way tapping the gen mid chase wouldn't completely negate the whole action of kicking the gen
What I'm saying though is that nerfed Ruin would stack onto the buffed regression, not change it to rank 1 Ruin and only have that regression. It would still be what it does on live, ya know? Although I really like that 5% go poof that you're offering, so maybe that could be added onto the nerfed pop numbers and stack with a halved pop to make it do what it does on live but let killers run other things.
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@TruffleTurtle said:
If they halve the regression of ruin, they might as well not make it a hex because it sure would suck and not do anything to warrant being a hex perk
But it would still be just as powerful. Basically it would work exactly how it works on live, it's just the numbers would be shuffled about. The gens would regress at the same rate as live with ruin so it would still be pretty powerful enough to warrant the hex, especially since it's automatic regression with Ruin and not without.
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I feel auto-regression wouldn't be a good idea, but I do agree with the above person that regression speed as is is too damn low. It shouldn't take 5 minutes to fully regress a generator when it takes 80 seconds to complete one, and this is without additional perks or help.
Maybe the devs could do what they did with Demo's rat liver where they buffed his charging movement speed but nerfed the liver to be the same as it was before the change. Basically make it so that, like Marik said, Ruin and Pop are nerfed to half their values and make generators regress quicker so that while Pop and Ruin still do what they do in live while making killers who don't use Pop or Ruin not a pain to use.
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@Babawizwiz said:
https://forum.deadbydaylight.com/en/discussion/252937/decisive-strike-after-both-unhooks
more ds bad posts, sigh
I mean did you even read it? Basically it makes it so that it does everything that DS currently, the whole turning off if you progress the game thing, but DS activates on the second unhook as well. This feels fair to me imo since it does protect against the traditional form of tunneling without taking away the nerfs that exist.
Honestly it feels really unfair and dismissive to the OP to just be flippant instead of trying to give constructive criticism. And hell, I'm a Wraith main! Just dismissing the point without actually reading or paying attention to it is harmful to the game's health and shows that you do not care for simple conversation.
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The problem is the recoil. Why does he have recoil on his hands?
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Okay, predate, tony, keep on topic here. This is about the twins, not perks. You wanna complain about perks do it in another forum.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2197460#Comment_2197460
Yes, in fact, she was. Same reason why J-flicking was removed. It creates uncounterable positions at no cost. An uncounterable position either needs set-up(devour hope, trapper and hag trapping #########, literally being in a deadzone etc), not lunging 5 meters away to hit a survivor without another survivor being able to either make distance or kick Victor.
"But I'm a killer, I am supposed to be able to hit survivors"
Yes, just like survivors need to be able to dodge killers. Creating uncounterable situations for hits by simply moving your mouse a little bit is like survivors being able to create unhittable situations by constantly running at 117%(which, they cannot, because killers need to be able to hit, just like survivors need to be able to dodge). Twins and J-flicking Blight broke that rule, and thus have been altered.
I feel that comparing a successful Victor lunge to the J-flick is a tad overexaggerating though.
While I agree that survivors need to be able to dodge killers, but making the cooldown 5 seconds instead of 3 just feels terrible to play as, especially if the survivor doesn't know what to do and just faffs about in front of Victor instead of running away or kicking him. It also removes the burden of knowledge, making countering the Twins a bit too simple.
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I feel gatekeeper though does need a smidge of help. Yeah I get keeping gens from popping, but I don't want to be forced into bringing a gen defense perk in order to do well as a killer. I think tweaking the numbers would be perfect, but I really just wanna branch out with my perks instead of being forced to use the same ones in order to keep the status quo.
And devout don't even get me started on. Quite often I've seen a game where I've gotten everyone on last-hook and been shown what feels like an undeserved bronze. This is probably why 4ks are seen as wins, which is what the devs DO NOT want to be intended.
I guess what I'm saying is it's high time for an emblem adjustment after 3 years.
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Seriously. The emblem system needs to be worked on next lol
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2166389#Comment_2166389
I don't disagree with you at all, I think you're very right. I do think this is something we can improve upon for sure.
I feel a good place to start in this improvement is the emblem system. I saw a feedback post not too long ago on the subject of emblems and it was enlightening.
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While this rift is better, it still feels a smidge grindy. :( I don't know if it's just in my head or not though.
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2164137#Comment_2164137
Uhhh it's a perk - it's a high risk perk. I blame my lazy teammates for not doing any totems. I did three dull totems - and found Devour Hope as soon as I could when it became apparent.
All killers use the tools (perks) available to them to win. Had they not had Devour Hope they would have still got a 2k definitely - and probably a 3k... and possibly a 4k unless I would have been lucky and found the hatch.
I know you are trying to paint the Twins as mainly limited to slugging/camping due to being "underpowered", but that just isn't my experience. The most sluggy/camping killers at red ranks that I run into are Wraith and Bubbas....and that is few and far between.
It's more so that I don't want The Twins to be pigeonholed into being a slugging/camping killer. This nerf is honestly something that will hurt them in the long run, especially without any real buff to off-set this in any way. Trust me when I say playing the Twins right now feels like dragging them through mud. The 8+ seconds it takes to have Charlotte wake up and get moving after a successful hit, even if it isn't a down, is immensely hurtful to them in the long run. I recommend giving them a go if you haven't already and testing the change first hand. It does NOT feel pleasant.
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2163970#Comment_2163970
Nope there wasn't any camping or slugging that I saw. I did 4 rescues, but was lucky enough to only be hooked once. I rarely go against slugging or camping killers - and if I do they are usually the occasional purple rank that ends up with red rank survivors. In my experience not that many red rank killers tunnel - and even less camp.
Had another match against Twins about an hour ago - they 4k'd us at 1 gen left. Unfortunately we did not get to Devour Hope in time which resulted in 2 people dying - 1 via Devour Hope Mori before we found the totem. Again - no slugging or camping. They did "slug" one survivor but that was because they waited 20 seconds or so to pick them up because I think they were afraid of DS. This was a rank 2 Twins with just under 1k hours in game.
While my experience since the change is only two matches - seemed just like any other match with Twins I have had before.
The first one I am willing to concede that they were a good twins player and did well working past that 5 second stun. The second match though I feel is more Devour hope doing work than Victor at that point.
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Honestly I think it depends on the killer. Evan I can't really picture talking, mostly just him grunting and sighing. Maybe an audible "Hmmm...." Or something here and there or a few one word statements like "Rabbit in the trap..." or "Prey..." same as Hillbilly.
Doctor definitely would talk with such things as "Beautiful specimen~..." or "Such delightful Pituitary glands, heheheh~!" or even a few literature references to show off the good ol' doctorate.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2163210#Comment_2163210
I haven't had a chance to try out the Twins change myself, but you could be right. I'm definitely not trying to argue the devs are infallible here - they certainly do make some bad changes and some pretty ridiculous bugs often make it into patches. Still, the negative changes in a patch are almost always outweighed by positive changes. I feel the game has been steadily improving over time. Like I know I wouldn't want to go back to even six months ago with stuttery skill checks, old Undying, old OoO, old DS, old Iri Heads, old Moris, much weaker Wraith, weaker Clown, much less progress on the realm reworks, a grindier rift, no hook state counter on the HUD, etc.
I mean I wouldn't either, no way... Buuuuut this Twins change feels awfully similar to when the devs added double stun to Nurse in terms of clunkiness and sluggish gameplay. I agree that the patch is good on the whole, but nerfing a killer that is already rarely picked feels like a big mistake.
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@Jasix said:
Just went against a rank 1 twins - they had no issue getting a 3k.
So guess it's not THAT bad - shocker hyperbole on the forums.
Well was it due to camping and/or slugging with Victor? 'Cause that's the behavior that I personally want to veer away from. The point of this funeral is to point out that that style of play isn't fun for either side, not to lament any power loss. (Albeit tanking a 5 second stun upon a down and not being able to switch back to Charlotte upon Victor landing on a healthy survivor immediately is kind of a power loss.)
I mean if you enjoy being camped and/or slugged that's you, you do you. I personally don't fully like playing that way.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2163142#Comment_2163142
The last part is a huge yes. People just complain too much about things that are comparatively insignificant. The game is in a better state now than it has ever been in.
Devs: *Make a number of balance changes that had long been asked for: reduce the grind in the rift, remove the need to spam spacebar in struggle phase, nerf iri heads, nerf OoO, nerf Freddy, buff Demogorgon, etc.*
Several people on the forum: OMFG RAT LIVER IS 1% WORSE WHILE HOLDING SHRED NOW! THIS UPDATE IS HORRIBLE AND THIS GAME IS TRASH!
I'm complaining about the twins nerf lol. They play TERRIBLY now and only further promote the camping slugging playstyle that they're known for.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2162767#Comment_2162767
Wow, that legit sucks even tho I never used pwyf on them.... Ok, I see why people are upset,but I still think they aren't hurt from what they do best, at least not totally
That's the issue I feel though. They aren't hurt from what they do best and are instead encouraged to continue what they do as opposed to diverting to a more healthy playstyle.
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@Moxie said:
Hey! I am currently still in mourning and am in the "grr im so angrey" stage:
ADDITIONAL STEALTH NERFS TO TWINS NOT MENTIONED IN ANY PATCH NOTES:
-No longer have collision. Remember how you could block door ways with Charlotte? No longer! This was deemed too "creative" by the Devs, so that has been taken away. You can now glide through Charlotte like a specter or something
-Back to Back view. Remember a couple patches ago, when you latched on to a Survivor you switched back to Charlotte right away. That's gone. Now we are back to Victor View after he latches on, adding another 1.5 secs to Charlottes "awaken" time.
Still testing all Add-ons and bugs. I will update this when I discover more.
Here's hoping that it's at least recognized that this feels like hell to play as by the devs. It takes so long to switch to Charlotte and it does not feel good at all. Not to mention like you said with how it takes 1.5 seconds after piggybacking to switch automatically back to Charlotte feels terrible as well.
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Exactly. That'd be so good and counter the sound bugs going on with footsteps!
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2158936#Comment_2158936
You mean to say that an anti-camping measure prevented killers from camping?
That's like saying survivors 'abuse' sprinting when they run away from a killer.
I think what he's saying is that it rewarded survivors for doing nothing but hanging near the hook without actually saving. And I'm not talking about camping killers, I'm talking about killers who are at the end game collapse and their friends are like the Chris Pratt raptor meme.
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Updating this post, the bug still exists. Played a match as survivor and the items from chests without plunderer were a green toolbox, a purple medkit, and a purple key.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2146850#Comment_2146850
Based on what do in the movies and what spirit does in game. They all do phasing while grudge and ring don't do anything else really beyond phasing.
Grudge MAYBE you could say weird crawling and loud noises but that's about it
Ring basically just crawling and phasing
Well are you basing this off of the american versions or the japanese versions? The japanese ring ghost actually uses hair a lot in their powers so I think that could be different enough
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2146229#Comment_2146229
The Spirit is a knock off brand of Grudge/Ring....why wouldn't you want the real thing?
Actually, the spirit is an Onryo, simply a vengeful spirit. The Grudge/Ring died of specific circumstances in which their power could be based off of.
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Naw, the skirt is lined with flashlights like they're knives.
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@PokemonGOPlayer said:
It has been proven multiple times that Trickster just has a very high learning curve, learn how to play him before complaining, the right add-ons can make a massive difference in outdoor maps.
That's the thing though. On outdoor maps he's pretty ok. On an indoor map one might as well DC from the match. With say Huntress or Deathslinger on say Lery's one can at least get hits in, but with Trickster you still need those 7-8 hits in order to at least move the survivor down a state. Saying that the Trickster doesn't need further work when he still has quite a lot wrong with him is ignoring the core problems with him
Core problems:
- Main Event is still woefully underpowered and needs to let the killer save when to use it.
- Getting behind cover or looping tall walls destroys Trickster as he is a 110 movement speed killer, forcing him to eat up more time than most other 110 movement speed killers.
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Can we @ one of the devs at this rate? This King needs to be paraded like our great Lord Sigmar?
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This, this, this, ALL of this. I'm not the most experience DBD player at 793 hours, to boot I'm mostly on the killer side of things, but a lot of this emblem system is quite ill-refined. Rewarding perk choice over gameplay is something evident in quite a lot of DbD videos by fog whisperers.
And I will give the arbitrary "The devs know the system is broken." But this doesn't really excuse it for being broken for as long as it's been since the emblem system has come out. It's been three years since the emblem system has been put in. THREE. YEARS. And we haven't seen hide nor hair of any adjustments to said system. One has to recognize the difference between knowing a system is broken and actively working to fix a broken system. This is especially true with how broken a lot of killer emblems feel.
This brings me to a a problem that I feel you missed in your original analysis, Chaser Emblems are especially painful for killers right now. Currently, chaser emblems on killers with instant downs or killers that end chases quicker are lower exponentially than ones without. One would think that a killer would be rewarded for having a shorter chase, but they are instead punished. This isn't just with instant down killers either. This problem exists whenever the killer player manages to get a quick down due to survivor error, or if they win the match too quickly. The killer is actively punished for finishing the game quickly.
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Seriously. This.
I am at a loss as to how making the killer player tank a five second stun for getting a successful down would promote healthy gameplay on either end. It feels as if this change is being made to remove the burden of learning from certain survivor players and is allowing The Twins to be bullied further than they already have.
It is extremely discouraging to see that such a change was thought of and harkens back to the patch where they gave the Nurse two stuns for getting a blink hit, as well as making flashlight and pallet saves MUCH easier than they were supposed to be. Granted, this is quite a bit of hyperbole considering how drastic the above change is compared to the Twins change, it still evokes that same tone-deaf style of balance that said patch showed. It is removing the burden of learning and making an easy to play against killer even easier to play against.
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As much as I'd love more expanded cultural killers, couldn't this be a legendary costume for the Nurse? While I understand that yes, La Llorona is VERY different from our Wheezy girl, Allison feels like she'd be perfect as the one with a legendary costume for this concept.
After all, a ton of folks think that the Mordeo, The Birch, and The Look-see would be great killers, but they're coming to the game as legendary costumes for The Huntress, The Hag, and The Doctor respectively.