Mister_xD
Mister_xD
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so, you obviously are a rather new trapper, so here's a little hint:
never chase without at least one trap in your hand. that way they wont be able to loop you on god loops, as you can just immediately shut them down in front of their eyes and force them to leave.
you can even fake it and force them to leave without placing the trap, so you can shut down the next loop aswell.
equally important is your earlygame setup. honestly, learn to ignore the gens - you are going to lose at least 3 of them by the time you placed your traps anyway.
trapper is all about the momentum. if you can get someone in basement, you have a powerplay right there! use it. defend the hook. trapper is designed to defend the hook and the general area around it!
i cant tell how many games i already turned by 180 degrees, thanks to an basement hook and a solid basement defense.
dont expect to pip as trapper though. that is probapy not going to happen a lot.
gatekeeper is usually pretty bad
devout is dependend, but usually silver to gold (if you use your defenses, you wont get 9 hooks, rather like 6-7, though a 4k)
malicious doesnt work with traps i think, so hit them when they step in one!
chaser also does not work with traps! if you pick them out of a trap, you will get no chaser emblem points at all for that hook! hit them to get some (you will miss out on 500 BP for grabbing them out of the trap)
trapper has, by design, some problems.
you will have to learn how to deal with them, though thats gonna take some time.
i wish you best of luck with your future trials though!
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i do understand why you really want this character, but as sad as it makes me to say this:
it is, from a technical standpoint, not possible to add him into the game.
he would literally be blind in tall grass, there would be no way for him to break down pallets / gens with his foot (whole new animation needed), he would not be able to carry survivors on his shoulders, he wouldnt be able to even reach the hook or vault windows.
on top of that, thanks to his very short size it would be immensly hard for survivors to spot him and he would probaply not even be able to walk at normal killer movementspeed.
the devs would need to come up with a solution to make him normal killer size, which honestly would feel very wrong for this character, but it would be the only way to implement him.
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thats just sad.
some people just always have to overreact like this, dont they?
i think they need a little time out from the game to be able to calm down again.
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killers feel everything, thats why they grunt when you stun them.
even though you can not injure them, they do feel the pain.
one of the entitys main methodes of punishment for killers is also pain. some killers actually didnt wish to kill for the entity, so it went ahead and broke their minds by making them suffer - yes, actually trapper didnt always have these hooks growing out of his body. that was how the entity broke him, by exposing him to insufferable pain until he did what it wanted him to do.
thats a theme that runs through many of the killers, though some are killing by their free will, who would be the ones that look human, e.g. huntress or clown.
also, if the killers had problems with their bodies when they entered the entitys realm, they kept them. thats why billy is hinking and looking the way he does, even though the entity didnt have to torture him.
i do believe he does feel the pain he gets from his broken body.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/739302#Comment_739302
New gets out always when there is a new comment
then it says "1 new", but not just "new"
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i made a huge post about why i thing the Shrine is bad and how i would change it, though my main problem with it would be, that it doesnt have enough perks in it (combined with the randomness of the perks showing up).
ill leave a link to the whole thing here, if you wish to learn about it in a more detailed way (with a possible solution to it):
@Mister_xD said:
hey all, today i'd like to discuss the shrine of secrets, my problems with the current version of it and how i would personally change it.
the Shrine of Secrets:
so how does the Shrine of Secrets even work?
basically, it allows you to grab killer and survivor teachable perks without having to level the character first. this can be accomplished by earning shards by leveling up ingame and then spending them on the desired perk, unlocking it for each of your characters and allowing it to appear in the bloodweb of those characters (the perk will not automatically be added to their inventory).
the shrine contains 4 perks to choose from - 2 survivor perks and 2 killer perks. you can only obtain those through the shrine and you can also only buy each perk once during one time periode. the shrine will automatically refresh every week on wednesdays, adding 4 random new perks to it and allowing for new purchases.
if you wish to purchase a perk that is already in your posession, you will, instead of gaining the perk, get a certain amount of Bloodpoints instead.
the shrine is the same for every player and the perks on it are randomly chosen - it is a great chance to obtain perks from characters that you dont have unlocked yet.
My problem with the Shrine of Secrets:
i personally have two main problems with the shrine, though i am only going to address one of them in my rework suggestion, as the other one is really just a personal thing.
1) the currency needed for the shrine being shards. back in the day i used the shrine from time to time to cash in some Bloodpoints, though with the store addition i rather spend them on cosmetics, so the shrine is pretty much dead for me. as i have mentioned above, thats just a personal problem i have with it.
2) the shrine being random. this is what i believe hurts players the most, as they have to wait ages for the one perk they want to appear on the shrine (e.g. BBQ). combined with the ever increasing number of perks in the game, it pretty much forces players to buy the chapter only to be able to obtain a certain perk, as the chances of the perk actually appearing in the shrine are very slim and they usually have waited for long times aswell, so they rather just spend the money on something they dont actually want (e.g. Leatherface - lets be real, the only treason people buy this killer is eigther them not knowing about the game too well or them wanting to have BBQ, as thats pretty much a requirement right now).
My change suggestion:
the Shrine of Secrets should always contain all possible teachable perks for both Survivor and Killer. this can be achieved by adding a list with the names of the perks and a price behind it, similar to this (they should be split up between survivor perks and killer perks, so killers are on the right and survivors are on the left, as it already is the case in the store):
- Monitor & Abuse - 4000 Shards
- Overcharge - 4000 Shards
- ...
by clicking on the perk and confirming the purchase, you will spend the Shards and obtain the perk you wanted. this way there will always be the perks you want in the shrine and no one has to wait months for this one perk they really want (or in BBQs case, need) to appear in the shrine, as it is always there now.
but wait, did he just say 4000 Shards? thats more expensive than it currently is! (current prices lie between 2000 and 2700 shards)
and that is the drawback to the perks always being obtainable: they will cost more.
though, there is another feature i havent talked about yet: the current shrines randomness. yes, i want that to be a part of the new Shrine of Secrets aswell - but this time instead of being the only perks available, those are the perks that will have a reduced price instead! so, just as it works now 2 Survivor perks and 2 Killer perks will be chosen randomly. those will then be highlighted by appearing with their perk symbol and description above the general perk list (similar to the current shrine, but parted in a killer and survivor section) and the prices will be set down to 2000 shards for these perks, until the shrine refreshes the next week.
those would also be the only perks you could purchase and obtain Bloodpoints for. after purchasing a perk from the list, you wont be able to purchase it anymore from there.
it would be neat if we would add the little box behind the perk name and prices with a check mark inside of it, if the perk is already in the players posession (similar to those that can be found in the character info), so its liek a little checklist for the player, where he has all the perks listed and can see exactly what he has and what he is still missing.
and thats it!
sorry for the wall of text, i hope you made it through it unharmed! here, take a cookie for your troubles :3 🍪
please share your opinion on my idea down below in the comments!
have a wonderful day / night,
i'll see you in the fog!
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i mean...
you can also just look if the discussion says "new" next to it or not, so...
it owuld still be a neat QoL change.
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back in the day there used to be one that would make the map considerably darker.
that got removed due to lightning issues though.
i personally like the idea of @indieeden7, adding an additional gen would help. though, it may be a little too strong if all 4 would add additional generators.
i would also like to see an ultra rare offering that increases the fog and makes it very thick.
oh, and one that tremendously reduces the fog aswell. no idea why they never continued the "reduces the fog" offering series...
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dont hookfarm and the killer wont get a grab.
if they camp, do gens.
if they camp and the gate is open, leave.
even without the grab you would only switch hooks anyway, as you'd be hit before you save them and then downed right afterwards and then you are the one being camped.
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yep, they are.
especially on SWF.
honestly, imo they would be in a better place, if:
purple keys would onlly allow the key user to escape
the survivor using the key could be grabed out of the hatch
(add a longer animation? so its actually a little bit risky to use one and you cant just jump into the hatch in front of the killer mid chase?)
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NOED can easily be avoided by fullfilling your secondary objective, the totems.
if you dont care about them, thats fine, but you shouldnt complain about getting hit by NOED then.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/737877#Comment_737877
it's a perk that rewards noobs and that's a fact
its a perk that punishes for failing at the secondary objective, and thats a fact.
it cant reward a noob, if you did the bones.
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@FiftyCalReaper said:
https://forum.deadbydaylight.com/en/discussion/comment/737762#Comment_737762
Do like League of Legends. You can't play another match until the one you abandoned is over. And the more you DC, the longer your time penalty is.
In League, if you AFK or DC from a match, you have to wait for 5 minutes before you're even allowed to jump into a queue. And then it goes up from there until you have to wait 30 minutes before you're even allowed to queue up.
it will probaply be similar in DbD, once the dedicated servers are fully released.
though we have no official statement on how exactly it will play out, so we might get surprised here!
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i personally think the timer should start ticking down as soon as the survivor enters an animation.
that way they will really have to run and mend somewhere (mending does also start the timer, so dont mend if its not safe!) instead of being able to do silly things like hook rescues or tapping on regressing gens without a real penality.
and yes, with that change the timer will also tick down while in the killers TR and in a chase. so again: dont do something stupid and only mend when its safe.
PS: if the survivor didnt start an animation, but the timer started ticking down, as they left the TR, the timer will pause again when re-entering the TR.
i think that way it would be a lot better than currently, where deep wound literally means nothing.
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wait...
that is still a thing?
why?
devs? why?
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dedicated servers should introduce a new punishment system for DCs.
but yeah, currently its just ridiculous how many just quit for whatever reason...
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they could always free their friends by blinding the killer while he was carrying them.
the only reason why people always try to do it during the pickup animation is, because you cant look away in that case.
if someone shines a flashlight in your eyes while you are carrying someone, just look up and you wont be blinded.
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the thing with all the legion changes is, that they were not implemented with the intention to nerf the killer, rather to get rid of the unfun aspects of his power.
that, in fact, is the case with every single "nerf" he received during that time.
other changes that do not tie directly back to preventing the old legions unfun aspects can also be found, though those ended up buffing the killer (-> mms increase from 110% to 115%)
here's a list of changes and the reasoning behind them:
- the reduciton of Legions FF movementspeed: it was too easy for leggion to catch up to survivors after entering FF. there was no way of escaping the chase, since he would just press M2, ignore all your defenses and have cought up to you within just a few seconds. there was no skill needed to use the power.
- the vault speed reduction: this actually ties back directly to the very first change, though it was not intentional. it seems like the legion could vault things as fast as he was moving, so a reduction of the movement speed lead to a reduction of the vaulting speed.
- the legions attacks during FF no longer reducing the deep wound timer: because everyone hated that. he pressed M2, hit you and repeated that until you went down. there was no way to avoid that at all.
- the legion losing his FF after missing an attack: thanks to the 0 cooldown legion had after missing an attack, he could just spam the button until he hit someone. it was not possible to outplay a legion, as they would recover immediately and attack a second time right away. you could just not avoid being put into the deep wound status effect, so now a legion gets punished for getting outplayed.
- the deep wound timer not ticking down while in the killers TR: to avoid the legions moonwalk "tactic", where they would just turn around and follow the blood and scratchmarks of a survivor until the timer ran out and the survivor fell / they cought up to the survivor and just M1ed them.
- the killer no longer being able to see the deep wound timer: to avoid someone abusing the change above to track survivors. it would be like a pocked whispers, where you could always tell if someone with a deep wound timer was inside your TR or not.
- the stun increase after leaving FF: since legion is no longer a lethal killer during FF and has to break out, it would be very strong for them to just press M2, hit you, break out immediately and M1 you. thats why the stun they receive has been increased, so the survivor has a chance to get away.
- the increased FF time: to make up for the loss in movementspeed, the devs increased the overall time you are in FF. fun fact: with that change you travel more distance than before, even though the movementspeed is slower.
- the general movementspeed change from 110% to 115%: since his power is now only a secondary power, they have to be decent at normal chases without their power.
i believe thats it...
if i forgot something, just @ me and i'll add it to the list.
(i wont include add on changes... that would be waaay too long of a list then xD)
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i play him from time to time.
honestly, a very fun killer that has good potential.
the only reason i dont play him that much is, because i just got him to lvl 50 and am currently unlocking his perks on my other killers / prestiging ghostface, so i play those more...
i also enjoy hissing at people. yes, he can do that. and i love it :3
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you're gonna play for a few months before you can hit red ranks.
honestly, i'd say you'll need somewhat around 300 to 400 hours of playtime to be able to hit high ranks. that may sound a lot now, though its actually not that much... with 300 hrs you still have much to learn (take it from me, i got 2.7k hrs and i am still learning the advanced strats).
in the end, 300 hrs should be enough to be able to hit red ranks, at least as survivor.
for killer it will probaply take longer, as the gameplay is harder.
but in the end, its all based on how fast of a learner you are. if you can pretty much copy paste all the tactics you see, you'll easily get there with less, though if it just takes forever for you to figure out how to do sthg correctly, it will probaply take longer.
here a little tipp from me:
in order to get better with one side, you will have to play the other side, to be able to understand how that side handles your tactics.
so if you cant deal with looping survivors, play survivor and learn how to loop and how you do it. and then when you play killer again remember how you would loop this area and then play accordingly and cut them off.
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yeah, thats actually intentional.
its ment to stop you from being ablt to track survivors with their deepwound timer, as you could pinpoint their general location just by looking at when the timer starts ticking and when not.
thats also the main reason why the pig nerf that would stop the traps from working in her TR didnt make it (i think they tested that once in a PTB some time ago).
honestly, imo deep wound is way more beneficial to the survivors than actually for the killer.
its been nerfed too much in the past...
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he is actually very different than myers.
while myers uses his power to mainly stalk and then oneshot survivors, ghostface should use his power to ambush and mindgame around loops.
i honestly prefer ghostface over myers. he has a better start into the trial and he can choose when to disappear and when not to. myers will only really have this jumpscare aspect of his, when in tier 1, which he cant return to once he hits tier 2.
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looking at Identity V, even the killers have emotes there!
why isnt that a thing for DbD? :(
i wouldnt even care if you'd have to obtain them through the store (as long as there are shard emotes).
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depends.
if you were toxic, i wont give you hatch, no matter what happened.
if it was a normal game, i wont give you hatch neigther.
i will however allow you to go, if i feel like something unfair happened during the match, e.g. you being rank 20 and stuck with me as your killer or someone crashing.
some time ago i would also let players go when someone DCed on purpose, though thanks to the increase in DCs at that time, i stopped doing that.
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i really like the way it works right now tbh.
also, with that change it would literally just be a weaker version of billy.
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so apparently hitting enter when trying to add something to the poll will post the discussion, so...
i'd like to mention that i am willing to rework the time that the survivor is exhausted after being hit by the clowns gas to something similar to 5 seconds.
that way it wont be a thing during a chase, though its rather easy to obtain your perk when no longer in a chase.
please tell me if you would prefer this or not, thanks!
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well, you still can.
its just that now everyone is in the lobby at the same time, so you can no longer judge weather its a SWF by them joining together.
also, yeah that offering part should be added, honestly...
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that would be really cool!
though, it would also be a lot of work for basically nothing, so i doubt they'll implement this, sadly :(
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honestly, that depends on the killer you wanna play.
some are add on dependend, some are not.
if you wanna learn billy for example, dont run them, his power is already viable enough without them.
if you wanna learn, lets say clown, i'd recommend you to at least run add ons that reduce the recharge time, increase your movementspeed while recharging or add more bottles to it. you basically still only have the base power, though you can use it more often, which helps tremendously if you are new to the killer and cant use the power efficiently quite yet.
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grabs are working perfectly fine...
i see no problem with that at all...
nope. eeeverything how it should be...
definitely.
110%.
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@YeetMasterDoctor said:
https://forum.deadbydaylight.com/en/discussion/comment/735219#Comment_735219
No, its called hitboxes, which they can fix
actually, window hits are working perfectly fine, regarding hitboxes.
the thing that makes them look bad is in fact latency, as on the killers screen everything is fine, though the survivor, on their screen, already ran away from the window, which makes the whole procedure look weird for the survivor.
this is a problem of the peer to peer connection that is currently used to connect players with each other during the trial (so the killer is the host), though dedicated servers should be taking care of that.
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because the devs didnt think about the possible fact that a survivor could just onetap the gen midchase to stop it from regressing.
at least thats what i believe why that could hve happened...
they probaply just didnt quite think it through and it'd be a lot of work to add now, so they are focussing on other things first.
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i always feel bad if its a secret offering, everyone assumes its a mori and therefore only focusses on gens, the round ends super fast with a survivor victory, just so it gets revealed the killer was using a splinter.
it would really just be better if they were not shown at all...
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/735314#Comment_735314
I dont know if that is the right change. Spirit can't see the survivors, has an alert and when she uses her power she can't see them and has to channel (what makes a big difference).
Even tho Wraith can't lunge and can be seen, it has not that much of a counterplay. Missing a hit usually screws up legion because they have no tracking besides a very limited vision and earing + the extra speed that makes it worse to control the hit.
i thought i already mentioned above what happens if you miss an attack as wraith though?
a massive slow down and slowly turning visible would be the consequences, so you would basically be allowed to escape for free. btw, during this time you would also not be able to interact with anything, as its already the case when you get pallet stunned with enduring while invisible.
now, like i mentioned before, the idea is inspired by Identity V's Ripper, who, as i also mentionen above, is heavily inspired by wraith.
my main question is: why does he have that ability, though our bing bong boy doesnt?
and not only does he just have the invisible attack, no, Ripper can turn invisible passively, so only outlines of him are visible (similar to wraith, just that he doesnt need to ring a bell); he gets the speedboost wraith gets while invisible; he can lunge attack out of the invisibility without any penality (other than the usual hit or miss animation ofc); he can even launch a ranged attack that is able to travel through walls AND he can very easily track survivors who have been hit by said ranged attack or who entered the ground it traveled over within a certain time periode, as they will leave a huge track of fog behind them on the ground.
all of that is in his basekit! the only downside is, that he (like any other killer from that game) needs to charge the power by hitting players (which really doesnt take long. the ranged attack is always available, the ability to turn invisible is divided in 2 levels, lvl 1 is achieved after hitting a survivor twice btw, and only really changes how fast he passively turns invisivble).
now i ask you:
why does the wraith imitation have all this, though the original does not?
how comes the Ripper is actually a really solid killer, though the wraith is not?
and its not like my invisible attack suggestion would add any of that strong stuff, its just a nieche thing to add for him, honestly. you wouldnt really be able to use it during chases and it wouldnt provide you with any extras - heck we can count this as a special attack like chainsaws or hatchets, so perks like STBFL or sloppy dont affect it.
just a little something to be able to gain an early first hit, if you catch them by surprise.
PS: here a video of the Ripper gameplay:
https://www.youtube.com/watch?v=JKOj6KRo4Pk -
@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/735225#Comment_735225
That's way too strong.
I like the OPs suggestion though. Very cool idea.
and how so?
you have no lunge, you get a massive slow down (even after a miss), you cant grab, you can be spotted while sneaking up to them, its not an insta down, etc.
heck, spirits main power is that in better!
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because camping is an extremely weak strategy that, if you would just do generators, leaves the killer with 1, MAX 2 kills.
if a killer wins by camping, the survivors played poorly and allowed him to win.
also, i feel like many dont quite understand the difference between "camping" and "hook defense".
just to clarify:
camping = the killer staying close to the hook, even though there is no proof of anyone around and therefore they just try to secure the kill.
-> the survivors do gens and the killer loses the game, as they gave up all their pressure on the team.
hook defense = the killer knowing someone is around and therefore staying to defend the prey. here an example of one of my latest games: i play ghostface and down 2 survivors. one gets hooked, then i pick up the other one, hook them and while leaving the area i spot scratchmarks at a tree next to the guy i hooked first. i go back and find a nea, trying to rescue him. i ended the game with a 4k and got called a "camper" in end chat, even though i in fact did not camp, but just defend the hook.
-> the killer gains a benefit from staying around the hook, while also having a legitimate reason for it, and in fact increased their pressure on the team.
also, some killers were designed to defend the hook.
you cant really blame me for playing out the killers main strength, thats just using the killers power optimally. prime example: leatherface. he sucks at chasing, he sucks at tracking, he is godlike while defending his prey.
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/735208#Comment_735208
What do you mean by invisible attack? Explain in more detail so i can understand better please
attacking while cloaked.
the ripper from Identity V (who is heavily inspired by DbD's wraith) has that (even with a lunge attack) and i feel like this could give wraith some more use.
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@Fibijean said:
@Imwrathan @Mister_xD If you don't mind sharing, where are you guys from? Just because it would be good to get an idea of which regions are working well and which aren't.
dont worry, i dont mind that ^^
i am from germany :)
hey an alle deutschen :p
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i dont play nearly as much as i did back in the day, though i still play a couple of games per day.
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i would stilll love to see an invisible attack though...
like, why not have it working like when carrying a survivor? and after the attack, no matter if it hit or missed, he gets the slowdown he'd get with a carry attack and slowly gets visible.
good for ambushes, though nothing OP.
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a strong killer, though nothing that would need to be looked at in the future.
certain add ons could need rebalancing, but thats it.
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honestly, i see no difference to my games before dedicated servers.
though i have to admit i got very confused when i saw the "host disconnected from lobby" message in end chat as killer a couple of days ago... it was then that i started realizing i was even playing on them in the first place
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demodaddy is not a good nickname.
i prefer the demogorgerous flowerface.
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i read the "10 is worst 1 is best" part :p
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start recording this and report them with the evidence.
no one forces you to play such annoying rounds, if they literally do nothing for like 10 minutes or more, just DC and look for a new game.
there is no problem in that, if you only do it on rare occasions.
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its the only game where i can actually be the monster that chases the others down.
i mean, how many games offer that?
DbD is easily the best out of them (also due to the setting - i love that. thats also why Deathgarden failed in my eyes, it doesnt have the right setting, it doesnt feel right imo)
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enjoy the gameplay more.
that doesnt mean i never play survivor, i do that quite often actually, though in the end i dont enjoy myself as much as when i play killer...
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im just gonna say tis:
irl a beartrap will do a lot more damage to you than in this game.
basically, one wrong step and its game over for you.
so yeah...
clown in swimming trunks.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/733020#Comment_733020
1 You don't know the killer's a spirit 'til you see her.
2 Even if gen tapping was the counter ( which is really bad, since you waste a lot of time), the spirit still gets a free hit
and?
you also run staright into a beartrap without knowing the killer is trapper. you also go for the basement safe without knowing the killer is bubba with insidious. you also get grabbed off a gen without knowing the killer is michael, wraith or ghostface.
you are only able to react to the killer once you know which one it is.
should we just go ahead and reveal which killer it is from the very start of the game then?
also, in order to achieve that grab in the early game spirit doesnt need the prayer beads. if she just walks up to you, outside your FoV, until you start getting a heartbeat and phases over you also wont notice.
thats why the balancing problem cant be measured in "but in early game if i dont know its her, she can get the jump on me" - there are many killers who profit from exatcly that, thats nothing unique for spirit.
now, we look at what can you do when you know its her?
first off, keep your surroundings under observation.
if she comes towards you, expect her to phase and only then gen tap. a free hit is a lot better than a grab after all. or you could sneak away from the gen.
in the end the counterplay to the prayer beads bracklet is the exact same to her normal phasing: outsmart her.
spirit is a killer that is highly reliant on mindgames, so if you can get into her head, you win, prayer beads or not.
in the end, prayer beads only help her out when she tries to get the jump on you and surprise you, so: keep an eye at your surroundings. thats important.
perks like spinechill or premonition can additionally help you out a lot against her, so yes those are in fact counters. not necessary, though they help massively.
its like your bamboozle example: bamboozle is certainly not necessary to deal with those loops, though it greatly helps.
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dont get me wrong, the ultra rare combo is super good too, but those two just give him such a huge boost in the two parts he is mostly lacking, they are actually really amazing.
like, the traps literally hide themselves (you dont need to hide them in tall grass necessarily or parts of them can stick out no problem) and you can carry so many with you it allows for a fast setup and really helps in a chase (you can block more pallets / windows).
imo easily his best combination.