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ManWithALemon

ManWithALemon

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ManWithALemon
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  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237281#Comment_2237281

    Your choice, although it's a shame people like you don't know how to be civil.

    Trust me, I do, but since nobody on this cesspit of a forum does, I see no point in bothering.

  • Oni. Pulling off dash mindgames and fakes and flicks just seemed to come with ease to me. Don't know why. I usually struggle greatly with learning any new Killer.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237066#Comment_2237066

    You're being unnecessarily aggressive right now.

    You're allowed to have an opinion, but this is just ridiculous.

    Duly noted and ignored.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237183#Comment_2237183

    2 feet ? Ok lol. You should probably just get better aim with him. And learn how to use them

    Sounds like someone got roasted by a Trickster because they can't play.

    Just put a physical object between you and him next time. You become invincible. Pro tip.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237143#Comment_2237143

    Yeap. And most times are a non issue. He's not nearly as bad as people say. And certainly isn't worse off then the killers I listed

    Oh, you know, the thing that completely and utterly destroys his power and turns him into a 110 M1 Killer if Survivors have more than 2 feet of distance on him is a non-issue.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237119#Comment_2237119

    But he's not "better off m1ing most of the time" A trickster can down you way faster then those other killers can dream of. Maybe try getting good with his aim. Did you know you can keep laying in blades while they sprint away from their first health state ? They don't make it very far

    Did you know that line-of-sight blockers exist?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237112#Comment_2237112

    Doesn't matter. Trickster doesnt need 115 %. And is better/more of a threat then those killers

    Ah yes, the 110 Killer who's better off M1'ing most of the time has a useful threatening power that is worthy of losing 115 speed.

  • I always, ALWAYS run Detective's Hunch.

    I rarely see NOED anymore, but that doesn't change anything. I am so, SO sick of matches where I do four bones and then I get punished with a NOED facecamp because the other three grease monkeys on my team didn't do one.

    That said, this is going to change soon. Now that Counterforce is being added into the game, I'm running it in every single Survivor match I play from now on.

    Speaking of which, I just want to put it out there: Counterforce is absolutely busted. Small Game might as well not exist anymore.

  • @shalo said:

    How about a Rank 3, bottom 99% Trickster on Midwich vs Rank 1 and 2 survivors as a comparison?

    https://www.youtube.com/watch?v=QBmO7_LfMoU

    Man, that person really sucks at the video game.

    Anyways, your point?

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237051#Comment_2237051

    People who are good at huntress aren't automatically good with trickster though

    Their powers are different in terms of control, output. The result might be the same i.e a survivor taking damage but most killer powers are 'x happens and survivor takes damage'

    They're probably just fine with Trickster. It's just that he's the worst Killer in the entire game.

  • @whycantIwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237036#Comment_2237036

    Trickster is a killer that throw blades fast and has recoil and need to track survivors movement pretty well, huntress has 1 big hatchet that goes really fast and requires 1 hit, trickster requires 8 hits (7 with the add-on) obviously you'll miss some blades because of walls and other things covering the survivors, this killer isn't meant to pay attention to your shots, you have 60 blades, you can waste them trying to hit survivors, you can't with huntress but she injures right away, it's not about landing every single blades that makes you 1% trickster, it's when to use it, land enough at the right places to get quick downs and apply lots of pressure since most of the usually safe loops are totally unsafe, even when huntress can have a hard time at some of the loops which trickster does not, trickster is harder to play than huntress since he requires continuous tracking while huntress require some patience to throw it at the right place when they try to dodge you. a big loop which has long walls is a pain for trickster and can take away your progress while huntress you simply follow until you have a clear shot for 1 hatchet.

    You are obviously trolling anyway so this discussion ends here, good day

    So you're not meant to pay attention to your shots and instead know when to blindly spam them as opposed to going for an M1 or dropping the chase.

    You know who else has to do that? Every single Killer ever made.

    In order to be a good Trickster, you have to have basic knowledge of when an M1 attack is and isn't a good idea. What a skill cap.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237036#Comment_2237036

    Do you perhaps have any examples of what a really good trickster looks like then?

    No. There are no good Tricksters because they're all playing Huntress.

  • Well if the top %1 of Tricksters aren't very good at Trickster, I'm not sure if their opinion of Trickster should be that worthy of being taken into account.

  • Hit more than 25% of your knives. I dare you.

    If this is "top 1% Trickster gameplay" then my belief that he's a training wheels version of Huntress has been further cemented.

  • First 20 seconds I see a Bill running in a straight line and then turning around and running into the Killer.

  • I've never met a Ghostface who doesn't bring boring builds and hard tunnel off the hook.

    Can we swap Ghostfaces?

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2236651#Comment_2236651

    No, they do not. Blueprints only increase the chances of where hatch/basement will spawn. Shrouds only increase the chances of how survivors spawn. Map offerings only increase the chances of going to particular realms. Sure luck offerings do provide a definitive numerical value to increased luck, but they still don’t guarantee a self unhook.

    Only BP & Mori offerings are 100% guaranteed, oh and my mistake, coin offerings, provided they don’t exceed the chest spawn cap.

    Shrouds do not "increase the chances". Look at the description.

    Desktop Screenshot 2021.06.01 - 17.19.57.07.png

    "All Survivors start the trial separated."

    Not "tremendously increases the chance of all Survivors starting the Trial separated from one another." Not "slightly increases", not "moderately increases", not "considerably increases". There's no chance increase about it. It's a guaranteed spawn, unless it bugs out like it did to me or someone plays a conflicting offering.

    Speaking of which, let me reiterate: Do you know WHY map, hatch, and basement offerings only increase the chances? It's very simple: So that they do not conflict with one another. Map offerings increase the chances in case multiple map offerings are at play. Same for basement blueprints, and hatch blueprints. You can only play on one map. You can only have one basement. You can only have one hatch. They don't cancel each other out, they simply alter the odds of the gamble. Which is why when only one map offering or hatch blueprint or basement blueprint is played, the outcome of the map or hatch or basement is always what the offering said it would be. Because the only thing that prevents them from being guaranteed is another offering.

    Offerings guarantee their change. The alteration caused by an offering happens 100% of the time. The only, and I mean ONLY, thing that can offset an offering's guarantee is another offering. That's when they either cancel out or simply become a gamble.

    Shrouds guarantee their spawns unless a conflicting Shroud is played. Ergo, because the Killer played a Shroud of Separation and none of us played any Shrouds ourselves, we should not have spawned together. But we did, because of a bug.

  • Because you are completely wrong.

    Every single offering guarantees their effect. The only, ONLY offerings in the game that simply increase the chances are map offerings, and the only reasons they increase the chances instead of guaranteeing it is so it doesn't conflict with other map offerings. Every single other offering has a guaranteed effect. Coins guarantee an alteration of the numbers of chests in the trial. Oaks guarantee an alteration of the hook spawns. Reagents guarantee an alteration of the mist. Luck offerings guarantee an increase in luck. And Shroud offerings guarantee an alteration in Survivor spawns—or at least, are supposed to.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2236606#Comment_2236606

    Like map offerings, Shrouds only increase the chances of the described outcome in the offering, it doesn’t guarantee it.

    The only 100% guaranteed offerings are Mori ones and Bonus BP ones.

    That's the silliest thing I've ever heard.

  • It's a stiff competition between the "can't switch" sound on Twins, Trickster's chase music, a clicking flashlight, and Nemesis's tentacle.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/254271/what-is-the-point-of-shrouds-of-binding

    Because it’s still random.

    Shroud of Binding helps improve the chances in the off chance a killer chooses to use Shroud of Separation.

    Shoutout to the time a Killer played a Shroud of Separation and I spawned with all three of my teammates even though the only other offering played was a bloodpoint one.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2236566#Comment_2236566

    So... Essentially what has happened here is that you are doubling down that killer stealth doesn't ever work in spite of you never trying it?

    Really?

    Surely you can at least see how weak a position that is... Right? I mean, how can you hope to accurately judge something if you refuse to experience it?

    I'm not saying you need to try stealth killers. People are allowed to have their own likes and dislikes and stick to them. I just don't think you have a leg to stand on with this assertion you are making.

    I mained Myers for a time. I one-tricked Ghostface for months on end. I sought Pig help from Peppa Pigsaw, a former Pig main who used to be on the top of the Pig main roster. I can probably get more marked stabs than 95% of Ghostface mains.

    I know what I'm talking about when I say that stealth Killers are a joke.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2236457#Comment_2236457

    That's not quite what I was getting at for Blight... but I had a feeling something like that would be the answer. Yes you don't need to be stealthy as Blight, but you do need to bounce off of all the random stuff in the map to keep your Rush going.

    Speaking as someone who has played Myers, Pig, and Legion with stealth perks way too much... most of the random level geometry that aren't part of a loop are big enough to conceal killers as they approach generators and there is a LOT of it on most maps. If I'm approaching from an angle that puts a tree or rock or something between me and the Gen, any Survivor on that gen won't be able to see me and be able to just run off. Also, if all the Survivor has to work off of are the omni directional warnings that I'm coming... well... then they have to guess which way to go. Sometimes they guess wrong and that results in a stupidly easy hit. It is honestly pretty easy to do that sort of thing on most maps. Not all maps mind you... but most. Ormond, Rotten Fields, and Shelter Woods in particular make stealth play nearly impossible... but the vast majority of maps are at least workable for stealth.

    Having eyes DOES NOT counter Killer stealth if the Killer is good at concealing their model behind stuff as they approach.

    That's how I'm able to ambush people in places that are good for me as Trickster. They neither hear nor see me coming until I'm 16 meters away, at which point they can't get anywhere safe against me. They aren't messing up... I'm purposely robbing them of the info they'd need to not get caught out. Sure, Spine Chill, Premonition, and maybe new OoO make this not work, but most red rank Survivors aren't running those perks. Seriously, this is stealth killer 101. Trickster isn't exactly a stealth killer, but 16m TR on a ranged killer is close enough.

    I'm sorry, you can talk about how good and sneaky you are all you want and how map geometry is really great for stealth Killers even though stealth Killers are in fact a complete meme the majority of the time. It changes nothing. Maybe it's just because I despise stealth Killers almost as much as I despise immersed Survivors so I make sure to always look around on a gen, but in my experience, it is so, SO easy to counter any and all stealth. The only viable stealth Killer in this entire game is Wraith, and that's because he is completely invisible until he gets close and then swoops in at Sprint Burst speed. Everyone else simply does not have enough objects to conceal the majority of their approaches as they get close unless the generator is inside of a jungle gym. It's just not realistic nor possible. Most gens are out in the open. It's not hard to rotate your mouse and look around.

    And that's not even factoring in the fact that Spine Chill just, you know, exists. And contrary to what you claim, Spine Chill is in fact a Perk that red rank players enjoy running.

    Trickster is a 110 Killer with a 32-meter Terror Radius, regardless of what Perks you equip. You HAVE to be bad to get stealthed by a Trickster. The sheer lack of situational awareness it requires is phenomenal. The fact of the matter is, most Survivors just have that phenomenal lack, because most Survivors are in fact terrible.

  • Badham. Every single building in that map is a W key fest with god windows and pallets, and the stuff on the streets isn't exactly the most unsafe thing in the game either.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2236302#Comment_2236302

    Ok, at this point I gotta ask, how much do you play Killer? And if you do play Killer do you play any of the non invisible stealth killers or Blight?

    I'm asking because you seem to be thinking that either they're in a structure and can't see you coming but are safe or they're out in the open and aren't safe but can see you coming from a mile away and literally nothing in between. There is in fact a 3rd option. They're not really near anything they can use to loop and don't see you coming. Most maps have a lot of random level geometry that can't be used to loop. What they can be used for though is to hide yourself while approaching a generator that way you can rob the Survivors of their time to run and still have them in a really bad position when you show up. Myers, GF, Pig, and Blight all need to take advantage of those objects so if you have played them, you should know just how many of them laying around there are. If you don't play one of those 4 then I can understand not getting this.

    I only play Killer because Survivor is boring. And I don't play stealth Killers precisely because stealth in this game is a complete joke and having eyes of any kind will render Undetectable a useless status effect unless you're playing on five of the thirty-six maps that are indoors. As for Blight... he moves at over double the Survivors' running speed. I don't NEED to be stealthy when I play Blight.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2236197#Comment_2236197

    Its not a case of them having bad pathing, Its a case of me forcing them to either have bad pathing or take a hit. That's not them messing up, that's me outplaying them. As for Gen RNG, sometimes they spawn in jungle gyms, sometimes near them. I don't think I've ever seen ALL the gens do one or the other. There's almost always at least a few exposed Generators and as Trickster, those are the ones you really want to contest. Besides that... like I get that knives at high wall loops aren't great, but its not like Trickster can't pull off at least some normal M1 mindgames and moon walks there to get hits. In fact, since he's medium height instead of tall, he's the best ranged killer at M1 gameplay. I do it pretty frequently in fact. It's my experience that Trickster can either knife spam, or moon walk most tiles in the game. The main exceptions being Shack and some main buildings. As for the using their speed boost to get somewhere strong... firstly that's much less effective vs Trickster than anyone else because he can just keep on throwing knives. Secondly, I personally run Sloppy Butcher, so that if somebody runs to Shack and I tagged them with an M1... well... I can just leave them. Either they'll heal and Sloppy will make it take a long time or they won't and I'll get the down later the next time I ambush them. I don't care which.

    You seem to be in the like... 1% or less of Survivors that know the lullaby exists and can hear it. I don't think I've ever noticed a Survivor actually reacting to the lullaby. Even if I get 1 who can... oh well? I've got 3 other targets who likely won't hear it or react to it. I'll be fine. Seriously... Trickster's lullaby is not nearly as big of a deal as you're making it out to be.

    To a certain extent, yes Killers should be balanced with bad Survivors in mind. DBD is not an ultra hardcore competitive game, its a party game. Because of that, the Devs absolutely need to try to keep certain killers from ruining the party vs bad Survivors. I mean... I'm pretty sure that's kinda the whole reason for Bubba getting a rework instead of just buffs. He was oppressive vs bad Survivors but worthless vs good ones. So... they reworked him. Made him stronger but harder.

    So, they either are inside of a jungle gym, meaning that they're already in a favorable spot, and you're already in a bad position against them, or they're out in the open, didn't see you approaching from out in the open, and they let you get so close that you can control and corral them as a 110 Killer. So yes, I would wager that this is ENTIRELY on the Survivors having both bad pathing AND bad situational awareness. There's no outplaying going on here, just the Survivors letting you play in the first place. Sure, Trickster can pull off M1 mindgames, but the reason 110 Killers need strong antiloop powers is because being a 110 M1 Killer vs. a 115 M1 Killer is MASSIVE. A 110 Killer is significantly worse at M1 mindgames because they catch up to the Survivor 33% more slowly. This means that whatever mindgames you can pull off will take much, MUCH longer than if you were 115, meaning that the chase will take very long and you will waste a lot of time. Also, he's not the best ranged M1 Killer in the game, because Demogorgon and Pyramid Head both exist and are 115, which massively outweighs the height advantages at almost all loops. He also doesn't have nearly the zoning potential that Deathslinger does. Also, if you think Sloppy butcher actually slows down healing: Botany Knowledge, Desperate Measures, We'll Make It, group healing, Emergency Medkits, Ranger Medkits, healing speed addons for Medkits, and Inner Strength would BEG to differ.

    I really think you're overexaggerating on the "not reacting to the lullaby" anecdote. I don't think Survivors don't hear the lullaby. I think that they do, but because they're cocky and bad at the game, they will ignore it in favor of staying on the gen. Which, again, is entirely, ENTIRELY on them being bad. It really is just a 32-meter uneraseable TR on a 110 Killer.

    And last but not least, if you genuinely think the game should be balanced around not average players, not bad players, but the lowest skill bracket of players who will hand wins to a Killer like Trickster, then we have nothing left to discuss.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2236111#Comment_2236111

    If the person running Trickster understands the concept of shepherding and can actually do it, it isn't too difficult to push Survivors away from good structures. I'm aware that Killer doesn't always have a ton of control where a chase goes, but they have more control than you seem to think they do. Like... sure the Survivor might feel safe cause they've got a Jungle Gym near the Gen they're on. What exactly are they gonna do if I approach them from that side though? Run past me and feed me a free M1? Nah, they're gonna run the other way and I don't have to deal with the Jungle Gym. If they have another strong structure on the other side... well then I just won't contest that Gen. I've got 6 others. Losing one isn't a big deal.

    I actually did know that Trickster has a lullaby. However, nobody ever hears it. Literally. Nobody. It is really really quiet compared to either Huntress's or Freddy's. Heck at one point I was on a stream where the streamer was actively trying to show us the lullaby and I still couldn't hear it. For that reason M&A does in fact help a lot. I've tried running Trickster without M&A... people start running much earlier and Trickster starts sucking because they have the time to get to strong loops. With M&A, they usually don't get anywhere good before I'm on them. On paper, sure you're right... but in practice Trickster's Lullaby is a non issue. Maybe that'll change as Survivors get more used to going against him, but after seeing countless survivors misplay horribly vs Legion before Trickster came out... I don't think that'll happen.

    For your first point, you seem to be placing a LOT of faith in Survivors having extremely terrible pathing and gen spawns HEAVILY favoring you. If they're at a jungle gym (not NEAR one, because be honest with yourself, gens don't spawn NEAR jungle gyms; they spawn IN them) and you approach them from one side, they're just gonna, you know... run to the side of the jungle gym that you're NOT on. Now they have both distance AND a jungle gym to use against you. Congratulations, you're now a 110 M1 Killer who can barely contest. And if they do feed you a free Laceration or M1, guess what? They're gonna use that hit boost to get to a jungle gym/building/high wall/any LOS blocker of any kind, and then you're in trouble again because Trickster's anti-looping capabilities don't magically become stronger against injured Survivors.

    For your second point, again, this is ENTIRELY up to Survivors lacking situational awareness, not you being sneaky. I, for one, can hear the lullaby easily, and was aware of it the literal first match I played against him. It might not be the loudest thing in the world, but you know what it is? Distinct and obnoxious. It's very different from the usual background noise you hear in this game, and much like Trickster's TR music, it's annoying as all hell to listen to. It's very, VERY discernible for reasons other than sheer volume.

    You are right about one thing, most Survivor players rarely ever learn and adopt counterplay and will usually stay bad. But should we really be basing a Killer's capabilities off of bad, nay, terrible players? Should we really be judging viability off of Survivors who would probably lose to an M1 Nurse? Should we really make balancing decisions off of low levels of play against people who cannot or will not get better and adapt? I don't think so.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2235933#Comment_2235933

    Here's the thing though. If the Trickster player can get into or manufacture chases where the window of opportunity to hit the Survivor is very long, Trickster is much more lethal than any other ranged Killer. Sure, that can be very difficult to do but it isn't impossible. That strength alone makes him... not exactly good, but not the worst either.

    Also... If I'm the Trickster, I am running M&A and almost always approaching from behind something. Sure, 4.4 Killers close the distance slower than 4.6 ones, but under those circumstances, the initial distance I need to close is going to be less than 16m. Sometimes a lot less. I get up close all the time as Trickster.

    "If the Trickster player can get into or manufacture chases where the window of opportunity to hit the Survivor is very long, Trickster is much more lethal than any other ranged Killer."

    The problem is that to get to scenarios like that, the Survivor will need to run out in the open or use loops with very short walls. And if a Survivor worth their salt understands who Trickster is, they're just gonna, you know, not do that. They'll stay behind high walls, go to jungle gyms, beeline to shack, and so on. It's much less up to the Trickster than it is to the Survivors where they go, since if they know where TO go, Trickster is little more than a 110 M1 Killer.


    "Also... If I'm the Trickster, I am running M&A and almost always approaching from behind something."

    Oh, boy, have I got some news for you!

    Trickster has a lullaby. Yes, you heard me right, as if he weren't already a copy-paste Huntress as-is, he has his own discount lullaby. It sounds nearly identical to the first layer of the Terror Radius music, but without the telltale heartbeat. It reaches out to approximately 32 meters, like a normal Terror Radius, and it is not reduced by TR-altering effects.

    Monitor and Abuse? 32-meter lullaby.

    Distressing? 32-meter lullaby.

    Oblivious? 32-meter lullaby.

    Undetectable? 32-meter lullaby.

    That MnA you're running isn't helping you. No matter what you bring, you're effectively a 110 Killer with a 115's Terror Radius. Meaning all those times you were able to get in close to Survivors? That was them having a complete lack of situational awareness, not any stealth or element of surprise on your part. They heard you coming as if you were a Trapper, and yet they completely ignored it until you were right there. That is, once again, entirely on them, not on your gumption.

  • He is lethal at close range. But the fact of the matter is, at that close of a range at loops, most of your windows of opportunity to hit Survivors are going to be very small and narrow, meaning Trickster will have to grace that window multiple times since he'll only get 2 or 3 knives in for each one. Something like a hatchet or a Shred or a Punishment or a spear, on the other hand, will take that small window and get a full health state of damage out of it, not one-eighth of one. This means that even at close range, other attacks usually prevail as they can do much more with a narrow grace period than Trickster can. You simply cannot escape the fact that it takes more time to hit someone with your power 8 times than it does to hit them once.

    Not to mention, he's 110. 110 + close range power = you're never getting within that range lmao

  • I wouldn't. It's made to be a hardmode Perk. You're not meant to get use out of the dying recovery.

    All I would do is increase the grunt reduction to 60/70/80% because needing to run Iron Will just to have a stealth playstyle with it is stupid. I'm already wasting an entire Perk slot to turn on hardmode as is.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2234183#Comment_2234183

    you’ll only need 2 tonics maybe 3 per chase anyway so having 1 antidote is enough

    Forgot to mention that having one bottle left throwing an antidote then reloading is always a good option

    Yep, that is literally the one consistent use for the antidote in the entire game.

    But you're moving at reload speed with a 10% increase, so it's not like your mobility is that enhanced anyways.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2234170#Comment_2234170

    I do agree that his purple bottles are better for most situations since it’s meant to be his main bottle. The antidote is just to help you get hit at longer tiles and for some other niche things like pallet breaks and carrying.

    Predropping is still strong but the antidote will help you catch up when you don’t have direct line of sight to the survivor

    It's a very niche use that mathematically lowers your mobility due to the slowdown caused by reloading and uses up your purple bottles, but I guess in those 1-in-a-million scenarios where it has value, it's okay.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233494#Comment_2233494

    1. longer loops allow the antidote time to activate and be used effectively
    2. Can’t forget cigar box though that’s more utility than chase but still amazing
    1. Like I said, they'll just camp the pallet since that's Clown's biggest counter anyways. That antidote won't help you mindgame loops of that length.
    2. Cigar Box is a purple that actually gives you a reason to use yellow bottles. Bleach is a green that just makes the purple bottles even better than the yellow than they already are.
  • None. The map reworks either do nothing but add unnecessary breakable walls that buff the nearby windows to hell, or they make the map unnecessarily harder to see on and THEN add unnecessary breakable walls that buff the nearby windows to hell.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233208#Comment_2233208

    I’m talking at a loop here where the 15% isn’t enough

    1. If the 15% isn't enough, the Survivor is camping the pallet and you can only use the yellow bottle for lunge mindgames that aren't going to work anyways.
    2. Flask of Bleach exists.
  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233191#Comment_2233191

    You can use both you know? That’s the point

    You use the 10% extra speed with the 15% slow for easy hits at loops

    You'd get more value out of just using 2 purple bottles to make the Survivor hindered for longer.

  • And they are a completely inferior chase tool to the purple bottles in every way.

  • Considering that Clown's yellow bottles are mathematically less mobile than walking normally when you factor in the reload slowdown... yeah, I'd say he needs a buff.

  • @Itslat3ncy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232239#Comment_2232239

    I agree, I just think he's a little overrated with how strong he really is.

    He's very good right now. Even without Swift Hunt, if you uncloak on top of the Survivor, they either drop a pallet and then you catch up instantly, or you just get a free hit.

  • A literally invisible Killer who moves at Sprint Burst speed and has the ability to lunge at mach 10.

    He has stealth, chase, and map mobility. Wraith is in a very good spot right now.

  • @CoalTower said:

    Trickster is perfectly viable. Just practice more.

    Nurse main moment.

  • @gnehehe said:

    I would like to see 2 demo puppies randomly wandering on the map xD

    Nemesis wins KEKW

    They'd probably be more threatening than the zombies.

  • They're mid-tier on a good day. And regardless of strength, they're not fun to play.

    It's not fun to have all of your power relegated into one Killer and have the other be a basic sluggish M1 with no kit of her own. It's not fun to have a power that is practically designed to be used in a scummy way. It's not fun to lose your ability to break walls or pallets because you decided you wanted to use your power. It's not fun to get kicked in the face for missing a single attack because you decided to try and use your ranged jumping attack as a ranged jumping attack instead of being a 150% speed M1 Killer. It's not fun to get kicked in the face for hitting your attack. It's not fun to lose your entire power for latching on to someone. It's not fun to eat a 3-second fatigue time for switching to an M1 Killer with no kit. It's not fun to eat a stun longer than Legion's fatigue for downing someone with your power with an animation that doesn't match up and makes them feel even more buggy and unfinished than they already are. Twins are not fun.

    People love to whine about how it's not fun to go against Twins, but if they played as Twins they'd realize how good they have it when that Killer is in the match.

  • If you want an actual answer as to why Wraith's uncloak is so much better: Speed.

    A cloaked Wraith moves at 6 meters per second or more with Windstorm. A crouching Pig moves at 3.6. One moves at Sprint Burst speed and the other slower than a Survivor.

    When you're playing Pig and you want to use your dash at a loop, you have to crouch down to your slower state and then hold still to charge the dash. This means that if a Survivor just runs away from the loop when you crouch, your only viable option is to slowly stand back up into 115 M1 Killer mode and hope you can catch up—which you won't. So you crouch at a pallet and then the Survivor just W keys over to the next one.

    When you're playing Wraith and you want to use your uncloak at a loop, and the Survivor just runs away, you run up to them at 6 meters per second, uncloak, and then get them with the lunge + uncloak speed boost. Unless they position themselves very well at the loop or get a very well-timed/lucky pallet drop, they're getting hit, no matter what.

    There's also the fact that when you lunge while receiving the speed boost, you move much, MUCH faster than a Pig dash and cover distance in a much shorter amount of time. It's faster, more expedient, and less reactable.

    So yeah, Wraith wins purely because, in the words of the gnome himself, he's fast as fucc, boi.

  • It's strong as hell but it's not a free second chance so it's not meta.

  • I really don't see how Nemesis's whip is better than Shred in any way. Shred has a longer range, faster pallet break especially with Barb's glasses that he doesn't have to earn, faster missed attack cooldown, much larger hitbox, better zoning, and isn't a 3-hit down against non-contaminated Survivors. And portals outshine zombies in every way, so...

    I like Nemesis a lot, but he's giving me major "just play Demo" vibes.

  • Remove the ability to interact with pallets and windows for 1.5 seconds after the dash. That way DH can still be used for dodging but free distance to a safe vault is out of the equation.

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