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Mister_xD

Mister_xD

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Mister_xD
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  • i mean, it does make sense that the guy with a ranged attack and a small TR has an easier time than the girl that wears bright red clothing and has to literally slowly walk straight up to people.

    Daddy Slinger can round a corner and shoot immediately, Miss Piggy has to round the corner and then slowly and awkwardly walk over to the Survivor, giving them plenty of reaction time.


    the only way of really addressing this would be to buff her ambush to allow her to attack from significant distances

  • for me that entirely depends on what stage of the game we're in.

    if we're at 3 to 5 gens, ill cleanse every totem i get the chance to.

    if we're at 1 to 2 gens, i'll stick with remembering the spots and checking them once the endgame triggers or me having all 5 memorized, so i go around quickly to break them.

  • i just recently switched to low settings.

    seeing people ingame has gotten SO MUCH better with that!

    like, i no longer lose a blendette just because she walks in front of a dark surface! how cool is that?


    Deathslinger looks significantly worse though without the shadow of his hat covering his eyes.

  • personally, i'd go for Oni then Blight and then, if you really have no other choice left, Trapper.


    Oni is a Killer who isnt extraordinarily hard - that doesnt mean he'd be an easy Killer (far from it), but he also isnt someone you'd have to spend months training with. In addition to that he is a very strong Killer to play as and can very quickly turn the tides in your favor. You should definitely consider running Monitor & Abuse and Infectious Fright on him, should you chose to play as him.

    Blight is probaply the hardest Killer out of these three. Now, i am not too educated on how good Blight CAN be on the highest level, but he does seem pretty strong, somewhere around Onis level i'd say. However, Blight is much more punishing than Oni is. He is not capable of dealing quick mass damage like Oni could and smaller mistakes with him get immediately punished. That said, once you did master him, he could be on par with Oni, if not better. As for Perks, pretty much any map pressure Perks are great on him. BBQ & Chili, Tinkerer, Pop Goes The Weasel, Hex: Ruin, etc - Perks that allow you to learn about the Survivors whereabouts and then quickly push them off of gens while inflicting heavy damage on them in the process.

    Trapper you really shouldnt bother with for the time being - and im saying this as a former Trapper main. While he is most definitely the easiest out of those three, he is also, by far, the weakest. While Oni and Blight are both Killers I'd personally rank somewhere in A-Tier (so only surpassed by S-Tier Killers like Nurse or Spirit), Trapper would easily fall all the way down to whatever the lowest available Tier is. He is just terrible and unless there is going to be a Trapper update in the future that manages to address all his shortcommings and issues, he will, sadly, stay that way. As for Perks, Corrupt Intervention is pretty much a must have. Then something like NOED so you at least have a chance at getting more than one kill by the time the gens are done?

  • this killer can singlehandedly make me stop playing this game and go play Minecraft for the rest of the week :)

  • its fine when you play on low graphic settings.

    if you try to play on ultra and get one of the new maps, good luck.

  • @NoFace said:

    I knew it. When he came out, I thought his terror radius was slightly bugged, but this makes more sense. I thought his terror radius was bigger than they said, but it didn't effect any perks in a very tiny range.

    The way I found out is standing on the edge of his terror radius and someone went down with Infectious Fright.

    apparently there is.

    Ji-Woon Hak (Korean: 학지운) or "The Trickster" is one of 24Killers currently featured inDead by Daylight . He was introduced as the Killer of CHAPTER XIX: All-Kill, a Chapter DLC released on 30 March of 2021. 1 Overview 2 Lore 3 The Trickster's Perks 4 Load-out 4.1 Weapon: Polished Head-Smasher 4.2 Power: Showstopper 4.2.1 Power Trivia 4.3 Add-ons for Showstopper 5 Achievements 6 Customisation 6.1 Default 6.2 Prestige 6.3 In-Game Store 6.3.1 Outfits 6.3.2 Heads 6.3.3 Body 6.3.4 Weapons 7 DLC 8 Cha

    i never knew that was a lullaby, i always assumed it was just a part of his Terror Radius...

  • first and most important:

    do you have all Perks or are you still missing the teachable perks of those characters?


    if you are missing the Perks, i'd buy them in this order:

    1. Clown
    2. Blight
    3. Oni
    4. Trickster
    5. Deathslinger


    if you have all the Perks, i'd buy them in this order:

    1. Oni
    2. Blight
    3. Deathslinger
    4. Clown
    5. Trickster
  • I just love Demodoggo, Trapper and Daddy Slinger.

    and i just hate Freddy, Pig and Twins.


    for Survivors i dont think i have any such characters, mainly because they are all just reskins of one another.

    okay maybe Laurie. that *ahem* brought Decisive Strike and Object of Obsession into the game.

  • how does the name "Nurse" imply a Killer that is teleporting through walls?

    how does the name "Legion" imply a (single) Killer that is running around, stabbing people quickly?

    how does the name "Hag" imply a Killer that is drawing magical triangles on the floor, being able to teleport to them and hex totems?


    sometimes the Killers name / lore just doesnt fit their playstyle. the important thing is that the name fits the lore and vice versa.

  • okay now i am convinced they started development of him on an April 1st.

  • okay, first of all: Hey Sluzzy, how are you doing today? good to see you've not given up on this yet, its always quite entertaining to read your posts ^^


    secondly, for all those who might not be aware of how this works:

    each map has an estimated maximum and minimum amount of pallets that can spawn. This is needed due to the random nature of how maps are created, so the amount of possible pallet spawn tiles varies from match to match.

    this leaves us with two possible, problematic scenarios:

    1) there are not enough pallet spawn tiles for the game to reach the minimum amount of Pallets. This will force the game to ignore the otherwise in place "pallet deadzone", which is around each pallet to prevent double pallet spawns, and forcefully create double pallet spots until the minimum amount of pallets has been reached.

    2) there are too many pallet spawn tiles for the game to place pallets in, as is the case in the screenshots above. In that case the game will just randomly start filling in pallets until the maximum number of possible pallets on this map has been reached and leaves the remaining pallet spawn tiles empty.


    so in conclusion, while Sluzzy is right that there might not be pallets in these otherwise possible pallet spawns, this in no way means there were no pallets on the map or that the game would be killersided, in fact it means that the Survivors had the maximum amount of pallets to play with, which is beneficial to them.

    Thanks for reading and have a good day ^^

  • somwehere around 5k.

    saving up for the CryptTV Hag body

  • hey,

    this is your third discussion on exactly this topic within just a few month (and checking your profile you made at least 5 of them since August 2020)

    we get it, you dont get matched fairly.

    we all know and agree that this sucks aswell.

    but PLEASE stop making the exact same discussion every other month, it is getting annoying and you just end up getting the exact same responses every time aswell.

    MMR is not active for matchmaking and it will stay that way until the Devs openly announce for it to do so.


    YOU REALLY DONT NEED TO COME BACK AGAIN AND AGAIN TO REPEATEDLY TELL US MMR ISNT WORKING, BECAUSE IT CANT WORK IF IT ISNT EVEN ACTIVE YET.

    Thank you.

  • i always get pretty salty when chat filter decides to bann an entirely random word for no reason whatsoever and kills the entire conversation with that :)

    literally just had it censor out a NAME (dunno which name it was exactly, but it was sthg like "john", which really, REALLY shouldnt be banned - especially since one guy in the lobby had that as his profilename)


    please just remove the chat filter already BHVR ;-;

  • No.

    you should be able to freely choose your character and load out without any restrictions on it.

    and we really should not start taking away Perks from some Killers just because they have a good synergy with their power, that'd be ridiculous. and how about the other way around? should we just ban perks like Spine Chill from Survivors when they go up against a stealth Killer? if not, then we got an unfair doublestandart - and if yes, then how are you planning on implementing that without immediately giving away the Killer choice in the lobby?

  • whether you wanna do totems or not is entirely up to you.

    there are some arguments for doing it (e.g. preventing NOED or the free BP) and there are some arguments against it (e.g. time not spend on gens), but in the end you should just play the game the way you want to.

    Dont let anyone talk you into playing in a way that you wouldnt enjoy.

  • are we talking straight up buffs without any major power changes?

    500% Trapper. his power COULD be good, but it just isnt.


    if you include some, potentially major, power changes, i would also throw in Trickster, Legion and Twins.

  • the community in a nutshell:

    "why isnt there a new gamemode? the same thing over and over again is stale and boring!"

    "wait why cant i play against this killer the exact same i play against every other killer? they are boring to play against and overpowered, nerf them BHVR!"


    sigh

  • @konchok said:

    The BP bonus hurts perk diversity in the game because the reward for using the perk is massive. It makes it so much easier to get the survivor pudding as well, so the BP bonus is more than 2 times regular. And I do feel that getting that much BP does hurt the overall balance of the game because it means killers can bring in pink and purple add-ins every game. Imagine if survivors were all running 4 BNPs every game, why is it fair for killer but that same scenerio is obviously broken for survivor.

    you are aware that Survivors too have Perks that can increase the amount of BP earned, right?

    also, no one says that BP earned as a Killer have to be spend on Killer - you can also just farm BP as Killer and put them into a Survivor if you so choose.


    and while i do (at least partially) agree on the perk diversity argument, isnt it also beneficial for Survivors to basically be able to immediately call a fourth of a Killers Perks immediately?

    in addition to that, anything that reduces the insane grind of this game is never unwelcome.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2243903#Comment_2243903

    The only way Deathslinger would get 2 shots off before Trickster can get 16 knives off is if you're at a spot where Trickster keeps having to put his knives away. Also it's not just dead zones that make Trickster incredibly lethal. Any kind of short loop that you can shoot or throw over, Trickster will get a down faster. Will that happen frequently? Well, that's up to your ability to deny Survivors access to tiles you can't handle.

    Also frequently if you shoot in a dead zone as Deathslinger, the Survivor will be able to use the injury speed boost to get behind something. Against Trickster you can't just hold W away post injury because the dude is still throwing knives. I have 100% had people go down vs me on Trckster because they tried to just hold W post injury to get away and it failed miserably.

    I'm not gonna say that Trickster is better than Deathslinger. Deathslinger's downs are consistent enough that he's considered mid-high tier for a reason. But... there are reasons why someone might want to play Trickster over Deathslinger.

    so in short your argument boils down to "i can down people much quicker when there is no cover for them" - alias when they are in a deadzone.

    thats nice and all, but Slinger is much quicker at downing them at quite literally any loop there is.

    even the short autohaven loops have been buffed to the point where Survivors can take cover behind the truck to avoid your shots (and lets not forget the zigzag survivors can run to make you miss shots even in deadzones that further increases the time it takes you to down them), so you dont really have much of a point here.


    but you are right with one thing:

    there is a reason why someone would pick Trickster over Deathslinger. That reason being said person being bad at aiming and rather having 70 shots in a non lethal machinegun over one shot in a very lethal rifle and / or not being confident in their reeling abilities (which, lets face it, is not a hard thing to do)

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2243346#Comment_2243346

    You do realize that Deathslinger's whole loop of Aim->Shoot->Reel->Swing->Wipe->Reload takes a very long time, right? That's why Deathslinger has Deep Wound in his kit. It's there to offset his downs taking a while to get.

    If the terrain cooperates, Trickster can get downs *way* faster than Deathslinger. That's why you might go for Trickster over Slinger. Slow and reliable vs fast and unreliable.

    the time it takes me to shoot and reel someone in twice as Slinger around any loop is much less than hitting 16 shots as Trickster.


    the only time where trickster might be faster would be in a deadzone, which means the survivor is dead anyway due to deadzoning themselves, regardless of the killer.

    and im not going to pick Trickster over Deathslinger just because he might down someone slightly faster in one specific scenario that is entirely reliant on the survivor screwing up to ever happen in the first place.

  • Deathslinger.

    he doesnt feel overly punishing for not hitting your shot and yet you also know you gotta put work into him if you want to win.

  • Trapper now starts out with all traps in hand and is able to carry all at once throughout the trial (= there is no restriction to how many tryps you can hold at once other than the maximum number of traps in the trial. he still has to recollect already set down traps if he wants to move them)

    oh look, he is no longer absolutely horrible and, at least partially, up to the standart every other Trap based Killer is on.

  • NOED as a perk usually gets the killer one more kill before everyone else leaves.

    if the killer manages to turn a 0k into a 4k because of NOED, thats because the team got overaltruistic and fed them - on top of not doing the totems properly.


    honestly, NOED is hardly worth a perk slot IMO.

  • @BrokenSouI said:

    I can't even bothered to be comment anymore. There's so many threads about this. It's obvious the people who use him and know how to use him. And have good aim.

    Compared to people who just parrot what their favorite streamer is saying. No one is saying he's OP. But there's killers in worse spots.

    the only killers that coule even be argued to be in a worse spot than him would be Trapper for being so laughably weak and Twins for being such a fundamental design failure.

    and given Trickster is the newest Killer out of all, he really should not be in the spot he is in right now - especially not since all the feedback about him (that usually contains solutions on how to fix his issues) has been the exact same ever since the PTB.


    and no, this has nothing to do with people just "not playing him enough" or "not being good enough at aiming" - because anyone who actually took the time to play him and learn his power ended up realising very quickly that there is literally no reason for anyone to play him over Deathslinger, who does everything Trickster does just in much, much better.

    so the only ones defending his current state either havent played him enough to realize that themselves yet, or are simply in denial over it.

  • apparently im a Nurse main.

    i... dont know how that one happened.

    (Slinger, my actual main, was place 4 btw)

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2231359#Comment_2231359

    I was thinking we remove the killer instinct effect from Victor since it allows Charlotte to switch back the moment she hears it.

    Instead, I'd like to see survivors become oblivious, essentially making Drop of Perfume basekit. Then, remove scratch marks, grunts of pain, and blood trails from Victor's perspective so that survivors can potentially lose him.

    Finally, make Victor pin a healthy survivor to the ground for a few seconds before the survivor gets up and have Victor cling onto them. Reduce the attack cool-down to 3 seconds, like a normal killer M1 cool-down. Drastically increase the cool-down when Victor is crushed.

    i dont know if i like you removing all that information from Victor tbh.

    imagine him on a Map with many LoS blockers (e.g. a cornfield map), that would make it almost impossible for him to be used properly.

    i agree that something should be dont about his chase, obviously, and your change would certainly make it feel a lot more rewarding to outplay / kick him which i too think is a good change, but i fear it might be a tad too much for many to handle, especially when combined with his very short height that makes grass and any small structure his natural enemy.


    besides that i really do like your ideas - especially the pinning down someone sounds very interesting!

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2231315#Comment_2231315

    well, imagine a surv touching a gen and it get done 25% after a hook. Or imagine a survivor after all gens are done moving 4% faster and you need 3 hits to put him in dying state

    for your reverse PGTW:

    Survivors have a multitude of Perks, Items and Add Ons that help them getting gens done faster, Killers got a variety of Perks to slow that down, there is nothing wrong with that. in addition, you're really just describing a Brand New Part here.

    and your reverse NOED also already exists. its called Adrenaline (which is the Perk NOED was designed to counter) and (to an extend) Hope.


    in addition to that, both the mentioned perks have a clear activation requirement to them.

    PGTW requires the Killer to succesfully hook Survivors, so it rewards good gameplay.

    NOED requires the Survivors to not cleanse all Dull Totems, so it punishes bad gameplay on their side.

    DH has no such requirement. the Exhaustion mechanic for this Perk is literally only in place so the Survivor cant use it multiple times in one chase and being injured is something that is going to happen every chase you have (unless you let yourself get oneshot, then you'll only have the Perk from chase two onwards) and doesnt require you to go out of your way at all to achieve (it actually activates as a safety net when the Survivor failed to do their job). In addition, the Survivor is able to freely activate the Perk at will, something that too isnt the case for both of the previously mentioned Killer Perks (PGTW has a time restriction on it and NOED only lives for as long as Survivors let it live + only activates in endgame).

    again, the only thing that comes close to Dead Hard on the Killer side of things is Nurse. you press a button and immediately "outplay" your oponent. That not only feels super cheap, frustrating and makes the other side feel powerless, its also not healthy for the game.

  • the Twins are one of the very few Killers where i think the fundamental power they have is deeply flawed.

    i do not think it is possible to simply nerf or buff them to a level where people would be happy with them.

    here my key problems:

    1) Victor is too oppressive in chases. its super easy to land a hit with him, kicking him does literally nothing and every chase you have is just gonna be you getting downed by Victor immediately / Victor clinging onto you until Charlotte calls him back and then have him down you very quickly.

    2) They are way too good at camping hooks. especially in combination with the first point, as soon as you are found there is literally nothing you can do to not die. Victor gets you downed super quickly and then he'll be standing in front of your hook to make sure you wont ever be getting off of that thing again - and immediately redown you if you should.


    basically, if i could change some things i'd do something like this:

    1) Hook trap deadzones get completely reworked to no longer be present, unless a Survivor has been hooked. around the hook someone is being sacrificed on a new one will be created that will prevent the Killer from placing Traps nearby and Charlotte to release / leave Victor, aswell as disarm any Traps currently standing within it. That would also have the sideeffect of allowing trap based Killers to actually place traps around loops that feature a hook now.

    2) rework Victor into being a supportive role in chases instead of the main chase power. Charlotte should be the one striking the final blow, not Victor. Victor should, by clinging onto a Survivor, make that task much easier for Charlotte though. So basically, make Victor unable to down someone, but buff the negative effects (strengthen the ones we have / add new ones) he applies to Survivors while clinged onto them and also make him harder to get off. We could even add positive effects to Charlotte when she is chasing someone that has Victor on them.


    that would effectively get rid of the Victor spam to make chases more interactive and make camping (hopefully) less attractive and effective with them.

    1. its super annoying
    2. its uncounterable (and before someone says it: please do explain how exactly you picture me to just "bait out" the DH for distance)
    3. its entirely for free


    the perk basically just boils down to "press E to gain a free healthstate" or "press E to outplay your oponent", which, simply put, should either not be a thing in the first place or come with some serious downside to it.

    imagine the Killer having a button that immediately outplays the Survivor uppon activation and allows you to hit them, something that is entirely and only dependend on human error to ever not work out. oh right... Nurse exists. would you enjoy only facing Nurse, especially when she is good and can negate that whole "human error" downside? obviously you wouldnt, because there is no counterplay to what she does. Its a similar case with Dead Hard. it doesnt matter what kind of input you make as a Killer, a single button press negates it all.

  • Chapperz

    JustJamesUK

    WolfskiHD


    the later is, sadly no longer streaming regularly :(

  • more importantly: why is it that they forced it on everyone instead of making it deactivatable for those who dont like having every second word censored for no reason.

  • because its the only map in the game that was designed with a shack and breakable walls in mind and they tried something new to see how it works out.

    every new map we got from that map onward just ended up being an indoor map (yaaay ._.)

  • he isnt weak, he is still low A to high B Tier, he is just super unfun.

    whoever came up with the bright idea to actively punish players for using his ability doesnt seem to fully grasp what makes a game fun.

  • im getting some serious "finish repairing 4 generators in a single trial lol" vibes from this one.

    its literally almost undoable outside of farming games! ;-;

  • @ZonkyWizard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2226052#Comment_2226052

    That horrible. I'd hate for that to happen to me back then. I thought I read somewhere that earning the legacy on characters wasn't easy at all.

    it really wasnt.

    bloodwebs back then were horrible and took much more BP to complete than they do now - plus there were much less ways of earning BP (no BBQ, no double BP offerings, BP offerings in general gave less, a lot of score events didnt exist and Bloodwebs only featured a single Perk each (said perk wasnt always obtainable aswell, ill post a screenshot of that down below))


    so yeah, losing it and then hearing the Devs talking about "not returning it to honor those who earned it back in the day" really feels like a slap in my face.


    ÿØÿà

    (also apparently the only screenshot that actually includes my legacy... i thought i had more than just this one)

  • F3IOGPEDVXJQ.jpg

    what else could we possibly want?

  • Trapper.

    even used to have his legacy blade until ~ summer 2018 when the Loss of Progress bug happened...

  • i still remember my first time seeing a Prestige 3 Killer and just instantly knowing "well, we are dead"

    yeah... good times...

    (and yes, we all died. back then seeing a Prestige 3 character ment they were gonna beat you in record time. it was way before Legacy even was a thing, mind you.)

  • there can be multiple reasons for it.

    the biggest one would probaply be being able to play with your friends.

    since Killer is purely a solo gamemode its automatically less appealing to people who want to play with others.

    then on top of that killer is much more stressful, meaning anyone who just wants to casually play and / or not pay the game too much mind wont be choosing killer.

    also there is those who simply do not enjoy the killer gameplay and prefer the survivor one and those who never got into learning killer and now dont want to go in and keep losing.

  • just like Mandy said, we have not gottan much information on it yet.


    however, if it really works the way they described it to work in the stream, purely existing could be a bannable offense.

    So i really hope there is either going to be a huge catch that prevents the abuse of this auto ban system or that they just wont go through witth it at all.

  • to be honest, ive been off playing a lot of Minecraft lately.

    Its great because its so much less stressfull than DbD is.


    and when i do play DbD its usually with friends trying to get some Tome challenges done, which means im playing Survivor (A because there is no multiplayer for Killer and B because i already completed all the Killer Tome challenges)

    so yeah, thats where i have been lately xD

  • i think you just gotta give players some more time to learn him properly.

    after all, he has only been around for roughly 24 hours now and he does require quite some precision and timing.


    dont forget, back when Deathslinger dropped people also said he would be the worst Killer in the game and yet, after players had the time to properly learn him, he has proven to be quite effective without any changes at all.

  • i mean, a majority of the Spirit counterplay relies on the fact that the Survivor runs Iron Will and the Spirit doesnt run Stridor.

    that there is no counterplay any time one of those two requirements isnt met is pretty common knowledge, so him proving that there is no counterplay when the Survivor isnt allowed to run Iron Will basically just shows something everyone (at least a vast majority of people) already agreed uppon.


    thats why my change for Spirit would be to deafen her for grunts of pain and instead replace them with normal breathing, aswell as immediately cutting the chase music once she starts to phase.

    that way we get rid of the annoying perk reliance, Stridor wouldnt be OP on her (while also not being useless) and the stand still "mindgame" is much harder to do.

    do that and fix footstep sounds for both sides and i think she could be a really fun Killer to go up against.

  • because everyone knows there is no counterplay for that, so they dont even bother with it or play it down as much as they can so it doesnt seem as OP as it is.

    its about the same level of an argument as "just mindgame the nurse! see, she isnt as OP as everyone says :)"

  • ive always viewed him as a strong killer (though i have to admit i underestimated him quite a bit when he first released, but that changed prety quickly)

    i dont necessarily agree with him being S-Tier, but he is definitely somewhere in A-Tier together with powerhouses such as Oni or Huntress.

  • the thing they dont seem to realize is, that they eventually have to keep giving out more and more BP to even keep the grind at the same level.

    each Chapter brings us at least one new Character on both sides that requires to get fully leveled and on top of that 3 teachable perks (per character) that require you to level everyone else a bit again.

    so in order to have every character fully maxed out, you need to invest more BP than before each time a new character drops, due to not only that new character requiring to be leveled up, but also all the previously maxed out ones.


    This either needs to be addressed by the Devs actively reducing the grind by making it easier to max out someone (something they already did a long time ago and something that i think would, once again, call for some sort of Legacy campaign - e.g. removing perk tiers / making it so an unlocked teachable gets unlocked for everyone), or they need to keep increasing the rewards earned to fight the ever increasing grind (something achieved by e.g. the addition of the Tomes or the ranking reward system).

  • so just to be clear:

    you either want to buff one of the strongest Perks in the game or you wanna nerf one of the worst Perks in the game?

    and all of that because there is one out of 21 Killers that can actually use Stridor effectively?


    how about no?

    if anything, we should be thinking about nerfing Iron Will or buffing Stridor.

  • to be fair, ive seen more RE posts today than any other time since it has been announced.

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