Lochnload_exe
Lochnload_exe
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I'm still waiting on a Native American survivor or even killer. I think they could have a really great and deep character. We will all get a character we want eventually!
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Ive seen this said by a lot of big DBD killer and survivor mains and it is probably the most accurate way of stating it. If an average survivor team goes against an average killer, the game is balanced and either side could win but put the best SWF team against the best killer main, and that best SWF will always win. Survivor can get away with more mistakes and win, killer has less space to mess up before the game is already gone.
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I personally don't think the problem with Hex Perks getting destroyed so fast isn't the hex's fault, it's most the maps. Give better totem spawns and we will see. i do believe that all hexes should be exponentially stronger though. It is a perk that can be taken away, bringing a hex should give you a noticeable effect because the survivor chooses when it stops working. This is a unique idea but maybe just for a new hex perk and not all of them.
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@MadLordJack said:
Trickster needs something. 115 base movement would be that something, and it wouldn't even make him that strong because he still would have the same weakness - being unable to play maze tiles with his power.
Edit: to clarify, I don't want that to be the buff he gets, I would rather his power be made stronger. Probably by removing recoil and automatic damage regression.
I am not saying that making him 115 wouldnt make him better, it would, but that isn't the change he needs. His power is lacking, and since it isnt that great people think him walking faster would fix it, when that isn't the case at all. His power would still be underwhelming but now he can just m1 better.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2009217#Comment_2009217
What it does, from what I am reading, is keep your movement speed at 3.6 m/s while throwing a flurry of knives instead of gradually slowing it down to 2.6 m/s.
Literally in his power description it says, "Movement Speed does not slow"
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2009217#Comment_2009217
What it does, from what I am reading, is keep your movement speed at 3.6 m/s while throwing a flurry of knives instead of gradually slowing it down to 2.6 m/s.
In his power description under Main Event, it says this exactly, "Wielding an unlimited number of Blades, his Throw rate is significantly increased and his Movement Speed does not slow while in the Throw State." It says it right there in it, movement speed not throwing speed.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2009178#Comment_2009178
His main event is not bugged, I believe. It isn't meant to make the Trickster move faster. It just makes it so the Trickster's movement speed does not decay while throwing knives.
It is supposed to make your movement speed stay at 110% but instead it still makes you slow, as well as it is supposed to give you unlimited knives but it still uses them up, it is only infinite once you run out
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2008934#Comment_2008934
you are, once again, trying to create a killer power based on the stats here.
thats a bit like saying the Wraith would be deserving of being 110% mms (assuming for a second that he was), because if we just make him throw the bell and make it instantly down survivors it would be a strong chase power.
while you would technically speaking be right with that statement, it goes entirely against the basic design idea the killer portraits - Wraith is a stealth killer who mainly relies on sneaking up on targets to get easy M1 attacks on them. and Trickster is a zoning killer who mainly relies on forcing survivors in a certain part of the map he wants them to be in to get easy M1 attacks on them.
of course there is the possibility that you might injure / down someone with your power, but this isnt the main focus of it. the whole point of the laceration meter is to NOT have him be a strong chase killer. injuring someone with your power as Trickster is ment to only be possible when the survivor is out in the open, in a deadzone. if they are running you on a Jungly Gym you will not be getting your knifes to work for you, unless they vault sthg right in your face that is - and even then you'll only get a few hits in, not enough to damage them.
in other words, his power is a TOOL he can use to make it easier for himself to get hits on survivors, much like a Trappers Beartraps or a Clowns Afterpiece Tonic Bottles. it is NOT his main way of injuring / downing survivors - and its not intended to be.
if you want to change that, you'd have to entirely rework the way his knifes work. they'd need to be easier accessable / hitable in looping tiles and they need to have more lethality to them.
its possible, but it isnt what their intended usage is.
also, he would absolutely not be the first killer for them to increase the base mms from 110% to 115% because their power is lacking chaseability. they did this exact thing back when they reworked Legion, because Legions power wasnt ment to be a strong chase power, but a power to quickly apply map pressure, give them mobility and information power instead.
so once again:
we have two options.
1) we entirely rework his power to somehow justify his 110% mms (your idea)
2) we acknowledge that his power is merely a secondary part of his kit that is ment to support the killer in chases instead of being his main chase capability and change his basestats accordingly to 115% mms.
both are possible. its just that 1) would be a LOT more work to do.
What part of the Tricksters power tells you it is meant for zoning? The fact he has laceration shows that he should stack damage and be a ranged attacking killer. Deathslinger can technically zone very well as well, with his ads making survivors run where you want. Huntress can do this as well, actually a lot of killers can zone with their ability, doesn't make them zoning killers. And making Trickster a better ranged killer actually wouldnt be harder, why would you think that at all lmao. All he really needs is some number changes and that is about it, make his knives take a little less to injure and most importantly, make laceration longer before decaying or make decay take longer. Also fix his Main Event as it is currently just broken and bugged. But making him 115 and making the power more for zoning WOULD be much more work, because you are changing the entire foundation of the killer. Simply buffing parts of his kit is easier. Dont know what else you thought I meant, because that is all he needs.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2008786#Comment_2008786
but his power stands in direct corelation to his movementspeed?
as ive explained before, the chase strength of a power determines the general speed of the killer.
having a very strong chase power means the killers speed will be below average, so they are reliant on their power to get chases - and if their power doesnt hold such raw chasing power then they are average speed so they can chase normally and then use their power to assist them during chases, while being perfectly capable of chasing without it.
and as you yourself said: the Tricksters power right now does not at all justify him being a 110% mms killer. and its extremely likely that it was never ment to be an oppressive chase power, it looks a lot more like a zoning ability - which once again doesnt justify a 110% mms.
i think what you dont understand (no offense) is, that its not a killers movementspeed that determines their powers strength, but its the powers strength that determines a killers movementspeed.
you dont design a killer and say "okay i want this dude to be 110% mms, so lets find a power that works with that", you design their power and THEN decide on your overall stats on the killer.
so when we have a power that is obviously lacking the needed strength to be even close to those who are 110% mms (and this wouldnt just be easily fixable. 6 knifes would be a beginning but i highly doubt that'd be enough, Huntress and Slinger are both still a lot deadlier, so you'd need even more, as, as explained before, his core power design isnt centered around chases but rather zoning) sometimes its the better call to just up the movementspeed and then make some minor tweaks on the power.
and just because ive seen you say this a lot:
just because a killer has a ranged ability does not mean they would have to be 110% mms.
there are multiple exceptions to this rule: Plague, Clown and (to an extend) Executioner all have a ranged / projectile based power, while still being 115% mms killers.
The difference to those killers you mentioned though are that they aren't ranged killers technically. Their powers are fairly close ranged, and clown is not in that category, you could say the same thing about doctor then as well. What I'm saying is that the Trickster's power is not that amazing as is, and I believe they meant it to work differently but it isnt, that is why he is 110%. I never said they made him 110, then made his power. Just as you said, that is not how they design a character. There must be a reason why he is 110, and it is probably because they wanted the power to be stronger but that isn't how it worked out. I believe if they make the knives work faster at killer (such as decreasing the amount needed) and making laceration work better he could be good. The key is to make him unique and different than the other ranged killers, and I think with the addition of laceration, I could see them trying to make a killer that could keep ticks on survivors with the knives weakening them and then if they escape next time you see them you can down them faster. You can see almost the way they wanted him to be played by things in his kit that are there, but other things do not help that. He slows down while throwing knives, meaning if he was meant for zoning then that would hurt him because less distance. But slowing down for throwing knives is just like aiming with deathslinger and huntress. You do slow down with plague though, but again you use her perk in very close quarters. You can use Trickster's ability close as well but with an ability that throws far and so straight shows they meant him to be used mid range as well. I understand deathslinger and Huntress are much deadlier, because Trickster isn't meant to be a one shot injure type of ranged killer, he is a different take on that type of killer. If they wanted him to be used differently, then yeah make him 115, I'm still gonna play him, but the way they have made this foundation for him, he just needs his ability tweaked and made stronger, hell his whole ultimate right now is like busted.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2008880#Comment_2008880
Deathslinger isn't good, though. Largely because he can't pressure gens. Even Huntress isn't THAT good for the same reason.
That is exactly what I said, they are killers with strong powers but weak map pressure. Some characters have amazing map and gen pressure, some don't.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2008819#Comment_2008819
Here's how I see things: If he stays at 110, he is going to always have a hard time with gen pressure, which means he will have to have explosive chase potential to make up for that. Possibly to the point of chases being unfun. I think it makes more sense to give him SOME form of extra mobility in order to allow him to be more viable without having to just make him godly at chases.
It is not like every killer needs extra mobility of some sorts. Huntress and Deathslinger both have trouble with map pressure, but their power makes up for it in the chase. Trickster needs his chase to be much better and have better potential and he will be fine, not every character needs to be a spirit or freddy.
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@Ancille said:
A quick preface: I'm of the mentality that all killer perks/killers/survivor perks should be balanced towards a B+ (4/5 or whatever metric you wish) allowing both counterplay for either side, and still allow them to feel impactful. I want a healthy game that's fun for everyone, not bias towards either side (maps imo are allowed to be slightly killer or survivor sided as it encourages both sides to adapt on the fly, which I find is the spice of the game).
That being said, decrease the number of knives required for an injured state by 1 knife (I'm low-balling it for the sake of balance), and either increase the window for him to use his "ultimate", or simply allow him to hold it until some other caveat, i.e. it remains until you down a survivor, encouraging it to be used for split pressure which is how I envision it was intended to be used.
As is, it's very cumbersome to get value out of. It requires you to manipulate it to be very close to max, and then fully charge it on a full health survivor to get real value out of it. Many times (against him or as him) it seems like it's frequently being wasted entirely, or you end up activating it as to not waste it, and then stand there like a moron waiting for the rest of the duration before you can pick them up.
TLDR; less knives for an injured state (which is tricky, too few will make him busted but as is, the amount of effort for the payout isn't quite right), and make his ult less cumbersome/increase the amount of control the player has on activating it. The animation slowdown on the initial swap feels a bit severe, but I understand it as it gives a visual cue for the survivors to start dancing.
I fully agree with this and I think his power should be made stronger, and honestly his whole ultimate needs help
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@swager21 said:
he should get that extra 5%, its already really hard enough to hit 8 knives.
The point of the post wasn't that he should stay as he is, I was stating that making his movement speed higher isn't a fix to his kit. His power is what needs fixing.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2008786#Comment_2008786
him losing laceration during a chase is due to a bug, because that isn't what they intended
Source?
Re-reading his power bio, it does in fact say it will go down after a short time of not being hit with a knife so it was intended I suppose I'll give you that, but it doesn't make it any less bad design and it is not the movement speed's fault for it, his power needs to be adjusted that is what I'm getting at. Making him faster won't actually help his design in any way and he will stay the same, but working on his power and improving it is what is gonna make him much better.
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@Mister_xD said:
killers are given 110% mms instead of the usual 115% mms due to the strength their power has during chases.
these killers are slower than the others, as the Devs want you to focus on using their power instead of just chasing normally as you would with anyone else.
the Trickster however can not deliver in this section. his power is not nearly strong enough to justify the 110% mms in the slightest.
when we look at literally any other killer that has 110%, they all have the ability to end a chase within just a few seconds - Hag, Spirit, Huntress, Deathslinger, ... all have extraordinarily strong chase powers after all. this is something Trickster can not compare with in the slightest, he takes 8 knifes to INJURE a survivor, 16 to down them - plus the automatic decay, so he has to hit them in a certain timewindow. how is that comparable to a Huntress or Deathslinger, who both require but a single shot to injure survivors?
the Tricksters power isnt centered around chases. however, its more ment to be like a zoning ability. by constantly shooting knifes at survivors you can herd them in a certain direction you want them to go into.
this means that his power only really shines when he meets survivors who are outpositioned and in a deadzone without too much cover - any jungly gym is going to give him a very hard time at trying to down someone with his knifes alone.
but doesnt that sound a bit familiar? a killer who can zone survivors and harshly punish those who are outpositioned / traversing from one loop into the other? it certainly does - its exactly what the Blight is doing.
yet Blight, on top of that, has insane map pressure, a much more versitile way of using his power around loops AND is a 115% mms killer.
so we have two options here going forward:
1) acknwledge his lack in chaseability and make him a 115% mms killer with some smaller buffs to him. make it so he isnt reliant on his power but instead has his power as a tool to assist him to achieve hits.
2) buff his power to the point where he gains enough strength in chases to be considerable as a 110% mms killer. this would need some drastic changes to the way his power works however and would, by far, be the more complex option right now.
But i mean, he wouldn't need drastic changes to his power, and him losing laceration during a chase is due to a bug, because that isn't what they intended. Honestly, something that would buff him exponentially is just to make him only take 7 or 6 knives to injure, and fix the laceration to work how it should, and maybe make it where while you are injured, only healing can remove laceration. Its not the speed that is wrong with him (while that is a problem with him at his current state), it's his power that is not the best and that is what should be improved to make him more in line with the other ranged killers. Other than the obvious comparisons, I really think Trickster is almost supposed to be the legion of the ranged killers and I hope they adjust his ability and fix it to work as it should. They don't have as much to fix as they did with the twins at least.
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@TAG said:
The difference is that Huntress/DS only need one shot to injure someone. Trickster needs EIGHT. Also, Pyramid Head.
That's why I am saying people should talk about fixing his power and not something not related to it. They need to buff and work on his ability not just movement speed.
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@Phasmamain said:
Plague and PH are both 115% to be fair so it’s not out of the question
Yes I agree they both are but I wouldn't say their power is necessarily ranged like how deathslinger's, Huntress, and Trickster's range is. I agree Trickster being 115 would make him better, but not as a ranged killer. Huntress would be better as a 115 killer as well, doesn't mean thats the answer.
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I got a couple, my biggest one doesn't have to do with the game itself, but when someone is talking about a killer idea they would like, the community always goes "WhAt WoUlD tHe PoWeR bE?" I hate this so much, because it just means you aren't creative and that is why you are shitting on this person's want for something they like? Also I hate when people think they understand what is balanced or not because they say so or they use it so it is fair to them. Not have a game like this works, we are a community and we should work together to make the game as good as it can be for both sides.
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It could have been one of the women he tortured and killed to put into his music. In the Nurse's lore it doesn't say the name of all the people she killed but her addons say it, so it could be like this.
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It is honestly just an opinion thing and it happens with every single chapter. People are upset about it, don't like the chapter, and then go on the forums and fill the pages with hate. It isn't like the devs are gonna change the killer for you, especially when the killer is still liked as much or more as they are hated. But again the only difference is that the people upset are louder than the people pleased. I also think it's funny because all the arguments against this killer can be applied to other killers easily yet people still dismiss it.
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I believe the problem with NOED isn't the fact it instadowns you, its just how easy it is to use the perk. I think 1 of 2 of these changes could really help this. Either,
1) The perk should still be a hex, but the amount of Instadowns you have depend on how many totems are still up. If all 5 totems are still up when generators are done, 1 totem becomes active and it is noed, and each totem still remaining gives 2 instadowns, including the totem NOED lights up, so if no one does bones, you have 10 instadowns ready at the end. This means that "doing bones" is an actual strategy meaning even if you can't find all the bones, when it becomes active they could only have like 2 instadowns if you do enough bones.
2) The perk would act like a BBQ and no longer be a hex perk. Each survivor gives you 1 token from hooking them, and when all generators are done, you get 1 instadown per token. This is only 4 hits, but that is still extremely powerful if used right, and it rewards the killer for actually doing their objective well, and if they don't play good they don't have that strong insurance waiting for them.
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I know it's a horror game and all but are you guys still basing killers off whether they are scary or not? Like how often do people actually get scared of this game, I can't remember the last time something scared me in this game, and I don't really count ghostface or hag because loud noise doesnt equal scary lmao. Anyways, I would be way more scared of a torturous psychopath than someone like the twins or blight. Someone like the Trickster could really exist, someone like wraith couldn't exist.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1984213#Comment_1984213
No, it is absolutely our right as the fanbase to discuss what we want and don't want in the game. The game owes its success to us, the paying customers, so at the very least even if we don't have control, we at the very least have a right to discuss what we want and don't want.
Using my earlier example. If BHVR theoretically said, "We are doing a Backyardians Colab!"
https://us.v-cdn.net/6030815/uploads/3IA2A1LNSS30/image.png
Are you saying we would be wrong to say we don't want this?
Because that's precisely what you're saying. The devs can make it work!
No, I'm simply saying it isn't nice to hate on something because you don't like it or want it. FNAF is a horror game, doesn't matter who it is focused on or not. You could argue the same thing about Stranger Things that it is just a teen romantic drama and it's focused on a younger audience. I am not wrong technically by what you are saying, but does that make it a fact? No, because Stranger Things is a horror thriller, and has an adult audience and theories and lore behind it too. So was Stranger Things a bad addition? No, but you could still use your exact argument against it.
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Technically, Pop Goes the Weasel was the counterpart to Decisive Strike, and Pop was nerfed before Decisive. NOED isn't strong it's just not healthy or very nice, usually only gives the killer one extra kill. Please stop acting like your side is the side that gets bullied or mistreated more, both sides have nerfs and buffs, and the devs are getting around to everything.
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Honestly, it is a little silly seeing people put down ideas simply because they don't like them or want them. At this point in the game, any idea could be possible. Everyone always said Pyramid Head would never work in the game, then we got a Silent Hill chapter. Everyone said Ghostface would be boring and we already had similar killers, bam he got added. The devs said we would never see non-human killers, then they added Demogorgon. Any idea is possible and the devs have basically shown that they are creative and can make an idea work. Obviously, people know that an FNAF chapter is not likely since Scott stated he isn't doing collabs right now, but to put down ideas or theories because you don't like something isn't very nice or healthy for the community, especially saying FNAF's fandom is reason enough not to have a chapter for it, when DBD has one of the worst, toxic communities on a game, and other collabs didn't attract toxic fans from their fandoms.
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I personally love the skin, it looks much different than his others and way more unique
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I think the only two changes that could happen that would greatly make Coup de Grace better would be
1) Make it the same as it is, but 1 generator means 2 tokens. 10 sounds like a lot, but you can't choose when you use a token, so it would just get more use out of it
2) make it 100% again and make it toggleable somehow, so you can choose when you use the lunge.
2.5) this is just for fun but id like it to work on special attacks again like it did in the ptb, meaning pig, demo, blight, etc. would have a stronger special attack
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Yeah personally I love all the new stuff in the update, ive been having a lot of fun, and it took like 1 round to get used to the UI, not that bad as everyone said.
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You are not forced to bring any type of perks. Yes, bringing those perks really helps against that, but tunneling and camping honestly hurt the killer much more than helps. If I'm getting camped or facecamped and my team decides not to do the objective while they have so much freetime, that's our fault. If the killer tries extremely hard to tunnel me, my team should do the objective while I run them around. A killer doesn't have to bring any perks either. Again, those perks really help, but good killers and good survivors know what is broken and unfair for both sides. I agree camping and tunneling isn't fun to go against, but you can't whine that it makes the game unplayable, because it honestly doesn't. I'm glad DS got nerfed, because it still functions the exact same way but now you can't just do whatever you want and get away with it, its anti tunneling, and now it functions properly.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1915302#Comment_1915302
Still canon til the devs say otherwise.
actually, the devs said that cosmetics are technically canon in the lore, but they are other versions or different multiverse versions of the character, like how there is future or past versions of skins. This means that in the Susie skin, she was more hostile and dangerous, but the regular Susie is not.
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@SirCracken said:
And may I ask exactly where all of you were during the launch of his re-work? Because very few people seemed to be complaining at the time.
But regardless, the general survivor consensus is that Freddy is no longer fun to verse. I, however, see little reason to support this claim. For example;
Stuff that you have to keep track of against Freddy
- Your sleep timer
One of the most important things to keep track of. As long as you're awake Freddy has effectively no power. This makes him completely unique in that his potential is determined by the survivor's decisions.
- Dream snares/pallets
With snares, it's more about trying to get into the Freddy's head and predict where he's going to place them. Since the threat of snares often shuts down a loop, this means that survivors have to plan where they are going during a chase way ahead in advance.
And with pallets it's just another thing to memorize in the map, like pallet locations and loops.
- Freddy's position
Another obvious but still important factor. Since Freddy can teleport and falling asleep means losing the ability to tell how close he his, survivors have to actually use their eyes and tell where he is coming from. This also encourages learning the layout of maps and generator spawns.
So tell me, people who find Freddy boring, how exactly is keeping track of 3x the factors than a normal killer would offer somehow make Freddy brain dead to play?
Because I can certainly tell you that when I play Freddy "just spamming snares and teleports" isn't a viable way to play him.
He is boring because he honestly takes like 0 skill. Every one of his powers is something extremely easy and extremely strong. He has insane map pressure, without having to do anything. He has extremely good anti-loop powers, without having to do anything. He is like a jack of all trades, master of none, except he literally is a master at all. I rarely play him even though I used to be a strong Freddy main before his rework, and when I do occasionally play him again, I just get a 4k easy peasy, how is that fun?