Mister_xD
Mister_xD
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- Mister_xD
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Comments
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this has to be bait.
seriously, he's here claiming "i can play killer with no perks, no add ons, without using my power, without even trying to win and still get ez wins every game" - thats just screams bait to me.
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Decisive Strike, Iron Will, Sprint Burst, Kindred
Kindred and Iron Will are my two favourites.
Decisive Strike is only there so i can guarantee myself to have an Obsession every game so the Killer is "forced" to play nice (cuz they get scared of getting DSed by everyone so they tunnel much less) - also great when a Killer decides to still tunnel me.
and Sprint Burst is just the Exhaustion Perk of my choice. I felt like Dead Hard was a tad too braindead for me while Lithe was too situatioonal, so i went with that one instead. never unlocked the others, but i also dont feel like i missed out on anything tbh.
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@shalo said:
https://forum.deadbydaylight.com/en/discussion/comment/2082119#Comment_2082119
The XP gained from emblems is trivial, 18 XP for an iridescent, the 1 XP per second in game is the bulk of XP gained by far.
@NoObzBoiYT said:
https://forum.deadbydaylight.com/en/discussion/comment/2082119#Comment_2082119
Been afk for a bunch of game now. You just need to be in the game for like 9 minutes to get max fragment xp
well, looks like i was talking BS about the exp then. sorry for that. i could have sworn the Emblems had more significance in that...
however, that changes very little on the topic of AFKing being against the games rules and it being a bannable offense.
if you AFK and one of the Survivors has a way of recording the match and then sends said recording to the Support (which, if you use that "strategy" to grind out like 20 rift tiers, is definitely going to be the case in a couple of those games), you're going to get banned for it.
so its just simply not worth it.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2082141#Comment_2082141
Which is incredibly difficult to achieve Solo, with a TR that’s constantly moving around the map.
not really.
when you hear the Hearbeat, leave the general area. its definitely easier for SWF, but thats just one possible way to counteract it.
not bodyblocking / greeding things (like gens or unhooks) with Starstruck active should just be common sense, and you really dont need to be part of an SWF to hide for 30 seconds.
imo we ust gotta give players more time to adapt to the perk. the killer has been out for a week now and so has Starstruck - give the players some time to find strategies with / against the Perk before calling for nerfs.
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honestly, i feel like its fine.
its strong, but nothing OP - and we really need a Killer that brings us some perks that are actually usable.
in general, if you want to counter it, dont be near the killer when he chases someone, dont go for bodyblocks, dont greed gens right next to them and be stealthy whenever you're affected.
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okay im 99% sure this is a joke, but for the one guy who took it serious:
no. stop. dont do that. bad idea.
not only is AFKing bannable, but the EXP you need to gain rift fragments is earned by gaining good emblems - so you're literally risking a ban for basically nothing.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2079188#Comment_2079188
Just imagine a Dweet throwing knives at Oni or Myers...
i can see him throwing for a solide 5 minutes or so before the Killer even notices lol
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@[Deleted User] said:
Hey at least people can't complain about why survivors just don't take the hatchets to fight back. Trickster's knives do nothing to survivors, imagine to killers.
that'd be like attacking a tank with a stick... xD
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honestly, if that was their secondary power it could work out pretty well, but as a primary power, just like @Pulsar said above, it would just be worthless anytime you run into a SWF.
imo Legion should just get it as a secondary power.
that way Legion gets the buff they need and their trailer finally makes sense.
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Insidious:
while standing still, your aura is undetectable
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@HuDawg said:
https://forum.deadbydaylight.com/en/discussion/comment/2079077#Comment_2079077
Dont you get bps if someone kills themselves on hook?
much much less than when you 3 hook them.
basically, a hook suicide gives me:
200 "Caught" Sacrifice BP (first hook stage triggered)
500 "Hooked" Sacrifice BP (hooking the survivor)
200 "Entity Summoned" Sacrifice BP (second hook stage triggered)
200 "Sacrifice" Sacrifice BP (third hook stage triggered)
that totals out to 1100 Sacrifice BP overall.
however, if i were to 3 hook someone, i'd get all of the mentioned above, plus two times 500 "Hooked" Sacrifice BP (so 2100 Sacrifice BP), aswell as countless of Chase, Deviousness and Brutality points due to all the chases i was never going to get when the person suicided on hook.
and for emblems its pretty much the same.
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robbed.
both of potential points (BP & Emblem wise), aswell as a fun game.
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meanwhile Bubba just casually teleports his Hammer around
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2077700#Comment_2077700
have you played ghostface or tier 1 myers?
it's even easier to mind game because they don't know where you're going to so they stand still confused
firts of all, tier 1 myers doesnt mindgame.
for the rest, a vast majority of killer mindgames are you USING your red stain to make it look like you are going in one direction when in reality you are not. you make Survivors predict your next move based on the red light shining around the corner, while you yourself predict their prediction and act accordingly.
this is also effective when you want to make survivors panic vault something right into you at unsafe structures.
so no, you are not making it easier to mindgame. you are, in fact, reducing the overall amount of mindgames possible, so you make it easier for Survivors to predict your next move.
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you are aware that the red stain is literally the basis of 95% of the possible killer mindgames, right?
you're just doublenerfing killers with that.
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make her unable to hear survivors grunts of pain during a phase walk and instead replace those with normal breathing sounds.
this would solve numerous of problems:
1) survivors no longer have a huge disadvantage when they dont run Iron Will against her
2) Spirit no longer has a huge advantage when she runs Stridor
3) survivors no longer have a huge advantage when they do run Iron Will (IW nullifies all breathing sounds when injured, as the normal breathing is replaced with grunts of pain, which are reduced by 100% - therefore they are much stealthier while injured)
4) Stridor would still have good synergy with her power and would not be utterly useless, while also not being too good.
it would make her much more consistent and would force both sides to focus more on predicting each others moves and counteracting them instead of just turning into a guessing game / uncounterable down.
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Happy Easter!
enjoy your day ^^
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you know, playing this character really helps me appreciate all the others that much more.
even Legion feels like a powerhouse compared to him xD
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It feels like is an easy way to win the game without a decent gameplay
yes, that is indeed what it was designed to be.
basement is ment to be the place no survivor wants to end up in, as it makes escaping after an unhook that much harder.
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@[Deleted User] said:
That looks sick. I kind of wish Oni and other killers had different skins for their special weapons. It's kind of stupid that Minotaur Oni uses a kanabo (a japanese weapon).
oh absolutely!
those that have a physical object as a power (e.g. Onis Kanabo or Huntress Hatchets) could definitely do with some reskins of their power - the only killer where i think this might be a problem would be Trapper, as new trap skins might give him an advantage over the regular one (e.g. them being a tad darker / smaller and therefore harder to see - or in reverse, easier to see).
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@Zozzy said:
10 matches in a row of people being downed at the hook and going straight back on when ds would have let them escape.
always hilarious when no one runs the #1 anti tunneling perk and then complains about the killer making use out of that.
no DS for me means that i can quickly eliminate someone, should i need to. having no obsession makes me far more willing at going after the same person twice than having one should i even fear im missing out on map pressure.
and the best part is, they completely brought that uppon themselves.
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just one more reason to make it optional.
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noticed this aswell, someone just immediately lost all their lacertaion meter all of a sudden.
though that has to be a bug... there is no way that is intended... right?
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thats not only a bad idea, its also not possible due to the existance of Haunted Ground and the therefore emerging problem of being able to create builds that require 6 Hex totems, when only 5 exist.
4 Perk slots are definitely enough.
if you want a Hex, sacrifice on of those. its a high risk - high reward kind of deal, where you risk the perk blowing up and you not getting usage from it, but in return you also get rewarded with a perk that is much stronger than the non Hex Perks (at least in theory, there are a few exceptions ofc - e.g. Blood Favor or Third Seal).
you basically have to ask yourself: do i want lots of power or do i want consistency?
personally im all for consistency, so i never run Hexes. Though i can also not deny how god damn strong they are, considering ive been carried by my Devour Hope more than once (used to run that on Pig when i had no alternatives, it either blew up right away or it basically won me the game).
also your idea would, funnily enough, be a shadownerf to all Hexes.
because with having said 5th Hex-only Perk slot you make it so every killer always runs at LEAST one Hex, as there no longer is the downside of you having to sacrifice a Perk slot for it (which in itself just completely contradicts the concept of Hexes). This means every Survivor is gonna go on a Hex Totem hunt when they spawn, screwing over Hexes such as Devour or Lullaby that require a buildup - or NOED, as that requires a Dull Totem to stand when endgame hits, so not only do you draw unwanted attention to those, you also make it so if there is no other Hex Perk, everyone immediately knows you run NOED, so that wont ever activate either.
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should you really heal yourself mid chase?
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ive been constantly struggeling at maintaining my Rank 1 with him. i depip on him more than i ever do on any other killer...
also, feedback isnt useless.
they are, however, not immediately jumping into action right away anymore, due to the dilemma that happened after Freddy released - when they nerfed him in week one (uppon requests from the community), even though he was the worst killer in the game even before that.
so when it comes to balance, they wait ~ half a year before actually making any major changes to new characters, so everyone has had the time to adapt to them and they get a much clearer view on what the problems are.
however where i will 100% side with you is when we talk about PTBs. those are there to TEST things and then change them accordingly to feedback - in DbD however they seem to be more of a showcase of what is going to come next. and even if they make changes, they are usualy not what anyone asked for.
though i also can not deny that there are some VERY obvious flaws with the Trickster than, imho, should have been addressed inbetween the PTB and release timespan. most notably the 4.4 m/s movementspeed, that is just laughable.
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i think you split Huntress and Deathslinger way too much.
they are pretty equal in strength imo (with Huntress being slightly better)
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the problem isnt NOED, the problem is teammates ignoring it and then complaining about dying to it.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2072319#Comment_2072319
The numbers on freddy’s slowdown add ons are pretty bad now
the fact that he has those and can freely combine them with any slowdown perks he wants makes them way too good.
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april fools was yesterday, pal.
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did you just place Freddy in bottom despite the atrocious strength of his slowdown add ons?
those alone should put him on the top.
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because i played Claudette.
some people seem to be on some sort of crusade against claudette players.
like, congrats man, you got me. sadly though you lost 5 gens and the other 3 survivors during the process...
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@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/2066158#Comment_2066158
I really dont want a refund but my god hes terrible. I thought i could atleast enjoy him without winning but survivors have a feild day with this killer hes not scary or threatening ATALLLLL!!!!!
true, but that can still change.
after all, it is confirmed that there will be a big rebalancing of a killer (that needs it) 6 months after their release, so that should be the latest point in time where he should receive some big, needed changes.
though i would absolutely support changes comming sooner than that. imo the 4.6 m/s change should have already been made when he transferred over from PTB; im just hoping they'll give him a "hotfix" in a week or so.
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i have my pros and cons with them.
pro:
- cool new graphics
- rebalancing of certain loops is nice
cons:
- Breakable Walls feel forced
- way too dark on high resolution settings
- grass texture is a huge shadownerf to Trapper
- much less holes for Daddy Slinger to shoot through, especially on shack.
overall though, i do like them.
unless i play Trapper, then i curse their existance.
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chapter refunds are handled via steam.
if you bought him with Auric Cells / Iridescent Shards, there wont be a refund possible.
honestly, look up what you're buying next time.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2065526#Comment_2065526
Exploits be adapted and used to become part of a standard gameplay loop has been in game design since rocket jumping in quake, sometimes mechanics even unintended should be adopted into games because they provide fun gameplay opportunities.
J-flick as an "exploit" adds to a killers depth and skill ceiling and has its own counterplay, and even though it was an unintended mechanic is one of the best unintended mechanics being good for the game that I have ever seen in dbd and I think should be officially accepted as a mechanic.
again:
as long as the devs havent clearly stated it to be okay to use them / added them as an official game mechanic, you are exploiting the games bad design.
whether you like it or not, exploit abuse is not allowed by this games rules and could potentially get you banned. no matter whether that exploit is significant or not, an exploit is an exploit.
please stop trying to justify exploit abuse.
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@Firellius said:
Increasing his base movespeed: I can agree with that.
Ricochet Baseline: I'd rather have something else. I think Ricochet is RNG, and RNG in any PvP game should be minimised where possible.
Permanent Laceration: Only acceptable if there's some active way to strip the laceration. Even then, I feel like it should still decay on its own so you don't get capped by a single stray blade somewhere. This should especially not be combo'd with baseline Ricochet. Imagine getting downed by a killer missing his shot...
Long range accuracy: I feel like doing that would just invalidate Huntress, making Trickster an easier, more consistent version.
Main Event changes: Something to consider is that if the baseline goes up, you can't do too much about Main Event. It shouldn't be a killer that has a strong baseline and then a temporary OP mode. This kind of cooldown structure would demand that the Trickster's baseline is below average, while Main Event would be above average. One thing that would probably be a good change though is that interacting with items stops Main Event, but then also refunds unused charges.
Starstruck: That seems fine.
regarding the rickochet mechanic, its not RNG. its dependend on the angle your blade hit the surface from. in short: the angle you hit it from is the same angle its gonna rickochet from it again.
the laceration change also has a way of decreasing it, namely any health state updates. this means if you are injured, once you are downed or healed, all the laceration goes away. and if you are healthy, you need to be injured by something for it to reset.
and dont forget, people dont just randomly get hit due to the killer missing their shot, even if that hit was unintended, he still needs to hit 7 more shots for this to even be relevant.
same for the long range accuracy, he needs to riddle the survivors with blades, Huntress needs but one shot. a good Huntress would still easily be superior to him.
also, Main Event in its current state is just a straight up downgrade to him outside of it. it definitely needs changes to it - and its not like i made it significantly more powerfull - i just made it so you can actually choose when to activate it and that survivors cant hardcounter it by running circles around a rock / jumping into a locker.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2065494#Comment_2065494
Yea but its a currently balanced mechanic in its current state that be accepted even though its an exploit it doesn't suddenly trivialize all counterplay it still has counterplay
... are we talking about stretched res or j-flick right now?
cause for the first one, none of that is the case.
and for the second one, no its definitely not balanced and it should not be used for balancing discussions in the slightest - due to it being an exploit.
and even if it wasnt strong, an exploit is an exploit and that should simply not be used, end of discussion.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2065449#Comment_2065449
You know what else is exploit abuse that became a welcomed mechanic in the game stretched res, so lets just make another exception for an actually fair mechanic.
... no?
stretched res never became a " accepted tech", its still an exploit.
even if, as long as the devs have not clearly stated they think its okay and added it as a mechanic, such as the Tractor Tech, it is and will always be exploit abuse.
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because they are not a "tech" or "feature", they are unintended and bad gamedesign.
therefore, at least in theory, anyone using them is abusing broken game mechanics to get an unfair advantage over the other side - an advantage they shouldnt have.
i have no idea if the Devs ban for it or not, but in the end its just exploit abuse.
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its not that he is ment to look "scary" or like he was from a horror movie, its his personality that makes him very disturbing / creepy to me.
and since the way he dresses resembles his personality i think they really nailed it.
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i think the difficulty rating refers to how easy their power is to pick up for new players.
killers with more of an onedimensional power, like Trapper, will be ranked a easy, while killers with a more complex / hard to control power, such as Freddy (i know he isnt hard to play, but he is hard to understand for new players), will be ranked as hard.
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i want his knifes to be more accurate tbh.
just unloded on a guy who was sneaking around the edges of the map and besides turning everything around him into a cactus he never came into contact with my blades (yeah i was like two tiles away)
give me accuracy and make him 4.6 m/s (115% mms) and we got a base to build an actual killer on!
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@Todgeweiht said:
Well, trickster moves at 110%...
thank you for crushing my hopes and dreams after i got excited over the 115%.
i really thought BHVR listened to feedback there for once...
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everything you described as a problem there stayed the same as before the nerf.
neither was the stun timer reduced, nor is it in any way affecting killers to a point where it would be more worth it eating the DS / camping the hook than before.
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sure, lets buff Freddy.
out of all the killers, Freddy is definitely the one that needs buffs right now...
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@marciamarciamarcia said:
https://forum.deadbydaylight.com/en/discussion/comment/2057599#Comment_2057599
Who said it was a good game? As the OP, I certainly didn't think it was.
the person saying "gg" does.
just because YOU might not think of it as a "good game", doesnt mean that everyone shares this opinion.
and given that everyone has a different definition of what a "good game" is, you cant tell others the game was or was not good, as in their eyes this view might differ quite drastically.
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im probaply going to go for a more generic build on him tbh.
im thinking sthg like Pop goes The Weasel + Discordance + Enduring + Brutal Strength - should they have "fixed" Iron Maiden on him, so it speeds up his reload, i might consider dropping Brutal and Enduring for it and add maybe Monitor & Abuse to the mix.
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why would it be?
you just said it was, in your opinion, a good game.
there is absolutely nothing wrong with that.
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You may say "oh, but he DC, the survivor will already get a penalty and de rank". Yes but, for these survivors, losing points for them doesn't mean anything as for them making the last survivor escape no matter the cost is the priority.
this is exactly why we have the DC penalty system timing them out for DCs.
if they want to DC for their friend to get hatch, let them. they are shooting themselves in the foot here, as the more they do it the longer their timeout will be.
5 minutes alone are annoying to deal with, but that very quickly ramps up to hours or days, which they can only get rid of after playing X amount of matches DC free.
in short, a DC for hatch is never worth it. they gain nothing from it but ending their game night with their buddies right there.