Lyonic
Lyonic
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@I_CAME said:
The gen slowdown meta exists because gens go too fast. It takes 80 seconds for a single survivor to do one gen. You're against four people. You might as well not even play at high MMR if you aren't going to run at least corrupt intervention. Coconutrts is one of the best huntress players in the world and has been getting destroyed in high MMR games when he doesn't run some kind of gen slowdown. If a high level player like that is struggling while playing a strong killer then there is a problem with the gen speeds. Same thing happens with Otz.
too much attention is being given to these "content creators". Can we start looking at the average gamer, rather than someone who has no-lifed DBD into a job - make no mistake, they carry water for BHVR
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I am a bubba camper and I use deadlock - gives me some breathing room and can slow up the game.
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@KillerMain4Ever said:
I dont know when this came to be, but you can no longer continously place and pick up the traps that the Trapper carries, there's a cooldown for it, and tbh, it is a pretty unnecessary subtraction from the game that just takes away from being able to squeeze out a little extra BP, literally doesnt hurt survivors one bit, I say this needs to be reversed, not cool.
dude the real trapper nerf is how ez it is to get away from a trap. I remember you used to be able to actually get to someone in a trap. There is realy nothing you can do but use mankey addons to play trapper.
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@Hawk81584 said:
I think you just dont want to look in the mirror and say......."maybe im just not that good"......i have come to the realization as a survivor ill never be great at the game.....i think some people are just to quick to say its the game....when in reality its the person at the controls that is the real problem
With respect dude, I have played DBD for years and have chosen to have no "main" and play all killers. I actually refuse to play nurse as I thought and still do, that it should be removed from the game. The problem is survivors like you saying "get good". How about take away Deadhard, Borrowed time, Desisive Strike. These are your crutches
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@Sepex said:
This isn't really the kind of game you go into a match expecting to curb stomp your opponents. I don't doubt your a good killer hence why you face tough survivors.
Lower your expectations a bit and you'll probably have more fun. Too many different factors and Rng influence how a trial goes. It's not just skills and perks.
nothings says "rng" like getting a bully squad to the face - rotating protection hits, sabo's, hook body blocks, flashlight saves, flashlight clicking, tbagging, broken tiles for m1 killers.
They need to run seperate SWF lobbies - I would opt out 100%
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@GannTM said:
I don’t think this is an exploit but ok.
its 100% exploit, they run round walls my chansaw cant follow
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Any protuding branch, twig, blade of grass - it wont stop the survivor or the killer... BUT BRING OUT OLD CHAINSAW? DERP DERP DERP
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2846829#Comment_2846829
It actually is going to vary quite a lot depending on how often they play, if they're doing missions and rift challenges, and also if they're taking advantage of giveaways and events.
I think it takes about 1 million bloodpoints to get a character from level 1 to level 40 (very rough guess). Now an average player, before any bonuses, will get about 25k per match assuming they're using a bloodpoint offering. A brand new player though will probably not do as well, so they're looking at about 15k per match until they get more comfortable at the game.
However, that's actually a serious underestimate because the bonus experience points you get from all sorts of things can greatly increase that amount.
- If anybody uses Bloody Streamers in your match then all the players get double bloodpoints including you.
- There is a yellow offering that pops up pretty often which also doubles your bloodpoints for the match.
- Daily missions are worth about 30k bloodpoints. So if you do a daily mission every time you play that's like getting a free match worth of points.
- Rift challenges likewise are another 20-30k or so, so again if you're always doing Rift challenges as you play you'll be getting a lot of extra points.
- Once a month you'll get bonus bloodpoints based on how high a Grade you reached. Odds are you won't get close to red ranks starting out, but even as a new player if you play regularly you'll be able to get to Silver or even Gold which is a few hundred thousand Bloodpoints.
- And also about once a month or DbD has bloodpoint events and also periodically gives away free codes on Twitter and elsewhere. If you keep an eye out for those they're typically 50k or 100k or more bloodpoints a pop.
So if you play 2-3 matches a night you can actually get more like 50-60k average bloodpoints per match you play assuming you are taking advantage of everything above. (Not literally every match gets that much, but when you average out all the bonus points over the matches you play over that time you get quite a lot of bloodpoints to spend.) So you can essentially get 1 million bloodpoints in around 20 matches if you spread those matches out over a couple of weeks to be doing daily missions and challenges and such as you go. (If you try and grind it all out in one or two sittings it will take a lot more matches since you're not doing as many missions/challenges per match.)
Of course, that's all just unlocking one specific character's teachables. If your goal from scratch as a new player is to unlock EVERY character's teachables by getting them to level 40 then multiply all of the above by 40x. (It will take a while.)
And as far as trying to get literally every perk on every character? It's going to take a LONG time because you're looking at spending multiple millions of bloodpoints on every single character to do that. Personally I have no interest in even trying to do that, but that's just me. 🤷♂️
50-60k average, as a new player? no. no chance no not know how.
Lets be real here, we are talking killer. Suriviors are just skins, thats it - no gameplay differences.
You are lucky to scrape 20k bloodpoints per game if you are lucky.
If you want to get to 40 it takes more than 1 mil.
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@EterniquE said:
Dude I'd love to play this game with my friends but they all refuse to keep playing because of this stupid grind. Some of my friends started, enjoyed the game alot, after they realized what to do to get most of the perks, they said f it and left. Devs wanna fix soloQ? Make this game newbie friendly. That way everyone can play with their friends, veteran or new player.
The thing that makes my heart sad is that, lets say you do as your friends do and get X perks... They cant have the fun that you can have when you have every perk unlocked, so many fun combos and synergies....like tears in th..
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2846795#Comment_2846795
Yeah, the bloodweb itself is a slog. 2 million for rank rewards? Have fun spending 10+ minutes mindlessly clicking on a bloodweb.
The grind is worse than any MMO I've played in the last decade. Games like FF14 give you a bonus when you've been logged off for a while and they reduce the grind on older content so players can catch up. Good luck catching up in DbD.
I remember farming ore spawns in WoW and it was less tedious. Heck how many times i must have ran the deadmines....
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I have to say mate, no disrespect intended, I really would like to bag and sell what you are smoking. 50 hours.
You get like 200ish games in 50 hours. (15 min games).
Lets say ON AVERAGE being super generous as a new player with no perks/skills/clue you get 20k bp per match. Thats 4 million bloodpoints.
Please let me know about the bagging.
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@[Deleted User] said:
I would say about 50-150 hrs, this assumes you only play killer, you are not prestieging, and you unlock and use barbecue and chilie somewhat early.
50 hours to get every killer to level 40? Then get all the perks unlocked on 1 killer? 50 hours? as a new player to the game who knows nothing and has to learn each killer as they get them to 40?
50 HOURS ?!?!
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@[Deleted User] said:
This is possibly the least newbie friendly game I have ever seen. I thought it was bad when I picked it up in 2018 and the grind is worse now. I've recommend it to friends who quit within a week because the grind is mindblowing. You would think new player retention would be a priority for any game supported by cosmetics/microtransactions, but BHVR logic is incomprehensible.
I just dont get it at all - I mean, I play Eve online, which I would say has a really hard learning curve comapred to other games. The thing is, atleast with eve you can see the light at the end of the tunnel. With this game? it's just horrible.
I know if i had not invested the time I have into this game I would drop it.
The bloodweb gives me PTSD.
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@espooked said:
3 million bp and almost 7 pages of perks but still no iron will. this game is dogsh!t on grind. most perks are useless I just want an option to not allow certain ones in ur bloodweb j
thank you mate - the grind is real and un needed. it gives nothing to gameplay, only grind for grinds sake.
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@Shaped said:
That sounds worse honestly. Imagine never getting add ons you want because rng gods hate you.
You get tokens to spend -
so you could spend 1 yellow totken on the addon you want.
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@fulltonon said:
BP is the whole reason I play this game...
I play for the fun of the actual game - trying out new perk combos on different killers. Addons add extra flavour too! It makes me provide a different experience for survivors other than "insert 4 meta perks".
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If a survivor wants to unhook another - I should be able to grab them. Not any of this glitching the animation to bait a swing. Its such a toxic part of the game. Anyone who is not a survivor main (and Behaviours target gamer) would agree.
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@ad19970 said:
I don't think killers should even really need counters in form of perks for Boon perks, the Boon perks should just be balanced on their own.
To be fair, the only Boon perk I really have a problem with is Circle of Healing. If they just balanced the perk probably, it wouldn't be a problem.
The nerf to 75% healing was nice I guess, but not enough in my opinion. It should at the very most be 50%.
This is the thing that really annoys me about this game - you get these elite people who only want to discuss meta. "ANYTHING THAT TAKES A SURVIVOR OFF A GEN IS FINE
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@Crowman said:
Thrill of the Hunt + Hexes makes blessing time really long that it becomes not worth blessing the totem.
That's really the only option killers have.
That does not seem fair though right?
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/309029/flashlights-are-op
look at a wall lol
what happens when there is no walls?
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@Aurelle said:
Agreed. Flashlight blinds are broken considering they can still blind you while facing a wall. I hate flashlights with a burning passion.
not only that, but the time you may have invested into getting that down in the firstplace.
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@dugman said:
Flashlights are annoying when they work, but they're inconsistent. All you have to do usually is look at a wall or obstacle when you pick someone up and they can't blind you.
I admit, Lightborn is a fun perk when you're against those flashlight squads. Sometimes I run Lightborn in combination with Brutal Strength or Agitation just to get free hits on flashlighters, it's kind of hilarious. 😄 But honestly it's not as powerful as a lot of other perks, and in a way it's counterproductive because once they realize you're immune to flashlights they'll stop trying to blind you and stick to gens which is the better strategy for them.
Lets say there are 4 of them with flashlights - by taking lightborn I have just nullified 4 items. Which is great right? I used to waste so much time trying to fend of people going for the save.
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@ryseterion said:
Look, i love lightborn just as much as the next guy for some laughs but flashlights are nowhere near being op. If you actually need to waste a perk slot to counter an item which is so easily countered anyway, you have some learning to do.
As far as I was aware - the only way you can "counter" them is to look at a wall while picking up. Anything else puts it on the survivor.
When there are no walls, whats the counter?
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@TruEternity said:
I wouldn’t run Ruin with gen blocking perks like DMS or Deadlock. You lose a lot of the value that Ruin provides in regression, and survivors will be incentivized to find ruin even more since gens are blocked. Pain resonance and DMS are a great combo though.
@Rivyn said:
PR works with DMS, yes. Ruin does not directly, since blocked gens do not regress.
Yeah it was more of that I would be likely to chase people off the remaining gens and get value.
Just while I have got you - What about adding on Deadlock? More gens blocked, means map control.
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@maggotsimpson said:
Yes, if you hook a survivor on a pain resonance hook and you are running DMS it will force the survivors off the generator and block it. DMS is not super good with ruin because while gens are blocked by the entity, they don't regress with ruin, it'll pause the regression while the gen is blocked.
Thanks for that ! Was thinking of doing some deadlock too !
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Would Hex Ruin also work with Dead Man's Switch?
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@ThiccBudhha said:
No offense intended, your build is terrible for facecamping. You do not need slow down or to trick them into believing you aren't facecamping. That is some gimmicky stuff for the memes.
I suggest NOED/Rancor depending on how ambitious you are to 4k. The rest doesn't matter too much. Bamboozle if you need help getting the first down. I personally run Agitation and Iron Grasp to counter sabo/altruism.
Your goal is to just down someone as soon as possible. Fake playing nice so they unhook early. Tunnel the person off hook. Eat decisive a$ap. This is where a lot of people go wrong and try to play around it. Don't waste your time. Get them out of the game and start looking for your Rancor target. NOED is the harder perk to use because they can still spam second chances and escape unless you play your cards right, so I recommend Rancor instead if you are only bringing one or the other as you can kill without needing to interact with anything else and they have no counter to it besides playing immersed. Combine the two to force them to look for NOED if they are cringe enough to stay. Remember you can slug to draw out the Rancor.
Slow down with deadlock, corrupt intervention, no way out is about giving me time to get guaranteed kills.
For example, if on first hook, the team try to save and get downed. Slowdown does not matter.
But, if they swf and just want to hamer gens.. That means 120 secs for hook eats the 2 min afforded by deadlock. Same thing for nomway out, with 1 hook i get 24 seconds.
I dont mind giving ranchor a try but if im leaving a hook, the next person dies anyway, its just a a matter of speed.
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I meant no way out, not no escape xD
@Tsulan said:
Insidious, NOED, Corrupt and No way out.
Insidious does not work with any swf
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I could maybe switch out enduring for coup de grace?
@NoOneKnowsNova said:
Personally, while Devour and Undying are great perks on Clown, Enduring and Brutal Strength aren't.
The reason I don't find these perks great is because Clown is already strong in the chase and Devour does more work than Brutal and Enduring.
Personally, I'd replace them with a tracking perk and a slowdown perk.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1874000#Comment_1874000
Dude Deathslinger is an M1 killer, there’s a reason he’s the number 1 choice for STBFL.
So if I use devour hope - i can spear, then 1 down survivors?
@TheClownIsKing said:
Well I’m very biased here.
Clown. When learned how to use properly, he’s a beast in a chase.
And he’ll be even better when the Antidote goes live.
The only thing with Clown that can make him very difficult is the constant on the spot planning, and the constant scouting of everywhere the survivor could run to ahead of the chase.
Give me some clown tips ! :P I know you can use toxin to close long gaps and stuff...
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I always role with franklins if I see 3 or 4 items. I think it counts as a slowdown, as they tend to go back for the items. Sometimes they put themselves in really stupid situations to get an item back. The real issue is that you cant change killer anymore. 4 swf? all rocking flashlights? tilting cosmetics? time for bubba
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@chieften333 said:
Spirit would be the best, she is a pure m1 killer with map mobility to boot.
If you're looking for a pure chase oriented killer, I might recommend clown. He is ONLY chase oriented, but he is also considered one of the worst killers in the game due to his lack of mobility. At the very least he's due for a rework which will be fully released in 3 weeks. So make of that what you will.
The issue I have with spirit is that:
- there is defo a skillcap
- people know how to backtrack scratch marks or use iron will
- a lot of it is mind games are not based on skill but on chance
Clown is one of my fav killers because I find his tonic lets me close the gap most of the time. Obviously the early pallet is abit rubbish. Think I will pick it back up and main it for the Undying Devour combo. Would you suggest bamboozle and brutal strength? or maybe switch bamboozle for an information perk?
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/1871276#Comment_1871276
Have you seen the totem spawns in the new reworked maps? They might aswell put and LED panel saying "CLEANSE RUIN HERE". Ruin is dead with the new undying nerf, pack it up guys.
well - its a gamble sure but hex totems are a gamble.
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Remember - Killer CAN defend totems you know. Trapper/hag/twins or even just proxy camping it.
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@Exor said:
I tried this on the PTB with Infectious + BBQ on Blight, my results are that it is semi reliable.
From my experience the totem spawns on the disturbed ward are still mostly garbage, same with campbells chapel (I saw around 4 totems facing gens that are a few meters away on both of these maps). On the game its WAY more reliable with decent spawns (although I saw 2 questionable totems on that map too). Even with all those spawns I still managed to get it to trigger 9 out of 10 games, and the one game it didn't trigger still ended up being a win, since the Survivors sacrificed hook states to destroy the totems in time.
The greatest strength of this combo IMO is the fact that once Survivors notice you have it, they panic and focus hard on the first lit totem that they find and even if they manage to break it, it usually happens once you already have 4-5 stacks, at which point the game is more or less over, unless they get lucky with both spawns being broken early.
Of course all of this was on the PTB, so there was no matchmaking in place. Against more coordinated teams (or simply teams with more experience) most games could have ended without it ever triggering OR causing enough panic for the survivors to lose.
YESSSSSSSSSSSSSSSSSSSSSS
you got it man - you know what im saying.
That panic, once they realise that, although they have managed to bang out a few gens - they are now on the chopping block unless they find those totems. Again, most likely you will have gotten a 4th stack and if you do get a fifth and start taking anyone out the game - regardless. Just bliss!
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@Fastball said:
https://forum.deadbydaylight.com/en/discussion/219292/hex-undying-devour-hope-new-slowdown
Out of experience, on average I would say about 2 of the 5 totems on any map are going to be hard-to-find. With 1 of the 5 being really hard-to-find. The other 3 are going to be in plain sight and immediately cleansed.
Theirs a reason devour hope is rarely used by killers, and thats because 1 whole perk slot gets removed in seconds with bad RNG and it never being useful at any point.
Devour + undying will make it to 5 tokens in probably 1 of every 3-4 games in its current PTB iteration.
Overall still horrible odds of getting it to work because of how bad most totem spawns are.
You seem to know what im saying about totems being hard to find sometimes which is great - I would be interested to know if you feel devour hope only gives you value as a perk (2 perks) as insta down at 3 tokens; instead of your emphasis on 5 tokens.
All have some degree of making a survivor exposed. My argument is that all of these are time based, devour hope lasts until cleansed twice. That's the difference.
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@FellowKillerMain said:
Iunno. If survivors cleanse totems like they have been with Undying in it's current state, then it won't be any different. Because it's not like the change creates any extra totems, so they run around and cleanse everything, and then there's nowhere for Devour Hope to respawn.
Although, I haven't been able to play the PTB. Other people on the PTB forums have claimed it's been decent.
Again, I think people do bones because hex ruin is visible as soon as they hit a gen. Devour hope is not. You dont know there is a bomb under you until it starts going "beep beep boom" - 3 tokens.
I am genuinely so excited to play killer again. I think this is huge.
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@Deadeye said:
Ruin Undying still is a good slowdown. I don't think you can call Devour a slowdown, it is simply a game changer as soon as it activates (as long as you play a killer that does mainly M1). The thing is, you need to get there and up to that point you have a 2 perk game with no gen slowdown. So it depends if you managed to be good enough or if you already lost 3 gens. If they stop doing gens for 1 or 2 hooks while they cleanse the totems and then need to go on again with 2 perks vs 4 survivors, you again have no slowdown. So you basically have to win the game before they finish the cleansing. I wouldn't call it slowdown
No, the act of cleansing totems is something that means survivors are not on generators. Instead of viewing slowdown as something having a direct impact on gen progress or blocking gen - try to view it as something being more important than repairing gens. An M1 killer with 3 tokens is essentially a t3 myers, forget make your choice - its take your pick. devour hope does not have to have 5 tokens to impact - it really just needs 3.
Scenario: survivors are repairing gens and have no hex run/lullaby etc anything that is visible to the survivor. Then on the 3rd hook the killer now has insta down on all m1 attacks until they cleanse 2 totems. If they dont get it done before the next 2 hooks - its unlimited mori. Thats the power im talking about. Because the tokens get carried over, I think the impact of this offers more to slowing a game down than something like hex. You could even argue that if you wanted to - you could just start slugging at 3 tokens. Which is what I will be doing.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1844556#Comment_1844556
but it's better for the game financially. do you value money or players more? i don't know about you, but as a veteran player, i would support this system, because it would make the game last longer. i see no harm in that. also, since the new characters are locked until next mid-chapter, there is plenty of time to farm those iridescent shards.
should the mods send this discussion to feedback & suggestions?
Exactly! It's about keeping the game going as long as possible. Don't MAKE the devs abandon the game you love to work on other more fruitful endeavors! This gives players a chance to support the game and get some nice bits to make the game more interesting.
Still looking for more ideas so keep them coming guys! Lets make this great!
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@Moundshroud said:
Ok, I'm going to cut you some slack because you are clearly new.
- There aren't penalties for those things (per say) because they are valid tactics.
- There are Perks that let you get back up from the ground (Unbreakable and No Mither).
- Camping, poorly done, is damaging to the Killer more than it is to the TEAM of Survivors.
That is the rub. You guys are a TEAM and the needs of the many outweigh the needs of the few. It means until you and your peers learn to coordinate, how to do safe rescues, how not to bunch up, how to LOOP, etc. you are in for a rough ride. I have confidence that you will learn these things though.
The needs of the many outweigh the needs of the few - its easy to say that when you are the many. When you queue for 10 mins for die in 2 mins because of toxic play. It's why I have always suggested shared BP for all survivors. If you die to let others win, why should you be penalised in the BP?
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@JPLongstreet said:
Boil Over is terrible, and a good killer will actually benefit from it by swaying with it. I'd take Soul Guard over it any day.
or dead hard - as i would be in a wounded state. hmmm. it kind of is making this not what i thought it would be.
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Id be aswel to drop boil over and flippy floppy and replace em with tenacity and soul guard then?
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@Raccoon said:
It's pretty memey, but I'd swap Flip Flop for either DS or Soul Guard.
but flippy floppy works with unbreakable and and and the boil over. Its synergy.
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@Slashstreetboy said:
IMHO, Trapper is the Killer who needs buffs to his basekit the most, and he´s been in this position for years. He´s one of my mains (if not my true main) and even compared to Clown his power is not amazing. It takes a considerable amount of dedication into Trapper gameplay to get decent results. He has one of the highest skill ceilings of any Killer, which is great, but his limitations compared to the threat level of his power are too much.
-rng based power
-very limited chase potential (you have to be an M1 Superhero to be a good Trapper)
-susceptible to meta survivor perks more than other Killers ( Dead Hard through Traps, multiple anti-slugging mechanics to prevent a snowball, Objects existence, DS triggers when trap grabbed, BT hit tanking while in a trap)
-Suffers more than other Killers from SWF - 1 guy sees a trap, everyone knows about it
-the worst early game and heavy limitations in regards to availability of his power
-the most addon dependant of all Killers
My wishlist for Trapper:
-Starts with 1 extra trap, 2 trap base carrying capacity
-reworked bags: Trapper Sack now gives +0/+1, Trapper Bag gives +1/+1, Stitched Bag +1/+2
- Bear traps: Now apply 5% hindered until fully healed.
-Increase rescue Time by 2,5 seconds ( now 4.3 seconds instead of 1,8)
-Increase espace time by 1,5 second
-first escape attempt now can be done after 4 seconds of stepping on the trap
-Increase disarm time by 1,5 seconds
-Stepping on a bear trap while injured causes 5% extra hindered until fully healed and deep wounds
-Stepping on a bear trap while in deep wounds applys the Honing Stone effect
-Dead Hard through traps removed
-Rainbow Map and red twine no longer reveal bear traps
-Range check for trap spawn : Traps now spawn no closer than 25 meters from the edges of the map
-Removal/Rework of Object, which is easier to do than giving Trapper something to not be absolutely devastated by the perk
-Longwood Dye Effect now basekit, the darkening addons will darken further accordingly
There you go, Trapper is now a solid mid tier Killer. Unfortunately I´m convinced none of this will ever happen, since BHVR seems to be happy seeing their poster boy, the literal face of DBD, being one of if not the worst Killer in the game for whatever reason. Still love him dearly for his theme and the gameplay he offers, but the balance of his downsides vs his power is tilted against him so heavily, it´s not even funny.
On a side note : I´d really appreciate if the DEVs could fix the Krampus skin. I paid good money for that, and strings reaching down from the skyes pinpointing his every move is a heavy downside for a 15 dorrar skin. As cool as it looks, it just adds another heavy downside to a Killer that´s already plagued by a truckload of them. As a customer, I´m very disappointed they sold this with this massive bug attached to it. Shame on you!
Don't understand why you cant just grab traps from lockers.
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@Steel_Eyed said:
Hard pass on buffing Trapper. His snowball is ridiculous as is and I get trap PTS for like the next ten games.
Trapper only works on non indoor maps - and even then, some games outside have it rough.
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@Starshadw said:
I don't feel like Trapper needs buffing - for certain, playing him requires a different strategy and very different tactics than other Killers, but I've faced some Trappers who are absolutely BRUTAL. Some maps are more difficult for them than others for certain (indoor maps can be painful as it can be harder to hide the trap), but the same is true for every Killer - some maps are better than others.
Indoor maps can be so hard. The traps sitck out so much - I wish you could spend an extra x amount of seconds to "conceal trap" - give it a blended texture or something
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@Yords said:
Yeah, Trapper is a pretty weak killer. Some buffs should be to have the trapper sack base kit, disable the dead hard through trap BS, make it take much longer to help someone escape from a trap, give the trapped survivor the deep wound effect after escaping only by themselves, and disable maps to let survivors see the traps. I got these ideas from not otzdarva's video on how to buff the trapper, but even with these buffs that is still not enough to make him better than a c tier. Remember that survivors can just disable your traps. When playing solo queue, I personally take over being the designated trap disabler. It is pretty effective.
Oh yes and OoO needs a nerf, it is BS. The devs' excuse for not touching it is that it is "very thematic" and fitting with the Halloween lore. Ridiculous, also they completely ignore DS.
What if trapper could trap a gen? like dragons grip but when they stick their hand in they get trapped.
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@TicTac said:
What means clipper killer?
Because Otz maisn trapper - he points out all the places we used to be able to put traps and it would clip through terrain. Its so easy to spot traps now.
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@the_new said:
its not trapper that is the problem its OoO although i do think trapper needs a buff
How would you buff him?
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@unsafepallet said:
https://forum.deadbydaylight.com/en/discussion/comment/1813854#Comment_1813854
I'm agreeing with you, red rank survivors being able to bully new killers because of matchmaking isn't okay, and basic mind games don't always work on a try hard SWF, but Spirit basically ignores the basics of chasing with her power. Her skill ceiling really isn't that high and that's why people hate her.
When Otz is asking the devs for changes it's usually to make the game better for everyone, and he really does take new players into account.
Just pick up Spirit and try using her good perks like sloppy butcher or stridor. As a red rank survivor myself I guarantee you it is very hard trying to outplay even mediocre Spirits with those perks.
I will give it a go but im on the ropes man, I just want to have fun with my fav killers from movies :(