OopsAllHexes
OopsAllHexes
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Absolutely unnecessary Soul Guard change. Wasn't OP at all, was only good for certain uncommon situations. The cooldown is completely unneeded.
LMAO at nerfing Lucky Break like that, now you NEED a healing build to make IW + LB work at all.
Don't think I'm fond of new OoO either, I'm okay with it being gone but needing the Killer to specifically read your aura for the bonus speed seems bad and being the Obsession with this perk gives the Killer free aura reading on you while you can't see them. Doesn't seem very fair for the Survivor. This perk is pretty much deleted, it's C or D tier now.
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@dbd4life said:
buff was fair since he was too weak., but his ability can make him more annoying than deathslinger so making him even stronger would be a mistake.
Why did you bump this?
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@SlightReturn said:
Supposedly they are releasing an MMR system to address this issue among others but there is no ETA on a release
They already did in the past but they keep rolling it back.
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@Dwight_Fairfield said:
I completely disagree that Leader is complete trash, or Alert is A-tier. You actually have no mither in the D tier, too. No.....just no.
This person actually has Buckle Up, Leader and Premonition in the same tier as Sole Survivor, which might be THE worst Survivor perk in the game.
OoO is also above Unbreakable and Borrowed Time, Spine Chill is above freaking Borrowed Time, I don't even...
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I had heard that those files was to throw off who the next Killer was. They put those files in to disguise the fact that the next Killer was The Nurse...
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2145516#Comment_2145516
I don't want to be that guy, but I'm saying if you don't know how to run tiles with his knives then that's a problem on your end. There's methods with him that make it easy to throw at people at solid loops. Like knife curving, and needle threading. People don't expect it, because people don't know about it. The chase won't take too long if you know how to run tiles, and mind game. There's a reason why I get so many dc's and people giving up on first hook pretty much every single game, it's because people don't expect for me to actually be highly skilled with him, and they doubt me at first. You also gotta remember most of these streamers also don't have much of an idea how to play him. Tru3 is a mixed bag, because he also doesn't know how to play him correctly either, and yes I have watched a ton of his Trickster videos. He still doesn't know how to play him correctly. I do enjoy his content though.
"I don't want to be that guy, but I'm saying if you don't know how to run tiles with his knives then that's a problem on your end."
Sorry to say that you are, indeed, that guy, making a Twins-level Killer out to be OP.
I guess I'm just "playing poorly" if I can't hit knives at long walls. And if I can't connect knives at shack, well that's my fault. Not the Killer's fault for being slow. :)
"There's methods with him that make it easy to throw at people at solid loops. Like knife curving, and needle threading."
I have no idea what you're talking about, sorry, Youtube isn't helping me either. Are you referring to add-ons or something? And if people don't know about it, why are you just mentioning this and expecting me, someone who isn't you, to know about it?
"The chase won't take too long if you know how to run tiles, and mind game."
Imagine trying to run tiles and mindgame as a 110% Killer with a power that slows you down.
The balance behind 110% Killers is that they have a strong power in exchange for being slow. Trickster does not have a strong power, Main Event is also bad. You shouldn't be actively trying to mindgame as a 110% Killer, because they get looped easily.
"You also gotta remember most of these streamers also don't have much of an idea how to play him. Tru3 is a mixed bag, because he also doesn't know how to play him correctly either, and yes I have watched a ton of his Trickster videos. He still doesn't know how to play him correctly. I do enjoy his content though."
Then explain to me and the forums how we commoners just "aren't playing him correctly", since you're saying that basically NOBODY knows how to play him correctly except you.
It's honestly more likely that you go against rank 20/not very skilled Survivors who don't understand how to easily bully Trickster than you actually being a Trickster god, but I'm okay with being proven wrong.
EDIT: What Bard said is also correct. Feel free to post a video that shows off what these methods are. And, if it's going to be something like "zone Survivors out of loops", good Survivors will not leave loops against Trickster, they'll take advantage of it. They'll only move if it's a loop with no walls or objects to block knives with. And if they DO move, they'll get to another loop before the slow 110% Killer catches up.
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@GodLikeTerror said:
This is not the idea, because if you know how to be consistent. Usually the laceration won't go down most of the time. I don't have a problem with the laceration meter, and we will be seeing more dc's against him which I already get all the time, because I'm really good at him, and it's hard to have a full round without someone opting out on hook or dc'ing. So this will only create more problems where survivors just give up or dc. Make his movement speed 115% so tiles can be played a lot easier to where laceration won't have a chance to go down.
"Consistent" by not abandoning the chase because it's taking too long, you mean? Trickster suffers from not being able to spread pressure easily because of laceration decay. Huntress can apply pressure with actual damage, Trickster just gives small boo-boos that go away. Survivors absolutely do not fear his knives, and will take several before they consider moving. There's no reason to do anything cool with them, no reason to bother hitting anyone else with knives EXCEPT someone you plan to tunnel... it's depressing.
Streamers have said it better than me. I'm not citing them because I don't want to be a robot, however Tru3 put the "sunken cost" problem into words for me, and it makes sense.
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@Leachy_Jr said:
It takes 2 minutes of thinking with lucky break or 1 match of killer on the PTB to realise how stupidly broken it was. There's no internal discussion to be had, a rank 20 would know it's broken just reading the perk.
The removed scratch marks mechanic needs to go, no timer reduction will compensate how absurdly strong that is combined with the injury speed boost and iron will.
Make no blood pools permanent and add a bonus BP effect to chaser actions as if I remember correctly survivors don't have a perk that increases chaser BP.
No, you and the rest of the community just need to adapt and learn to listen for sprinting, or run perks that counter it. Like Stridor.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2137693#Comment_2137693
They had to answer with the colorblind issue.
They had to answer because of Almo starting a controversy. https://youtu.be/KNwnlCJI2LU
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@BananaBlooD95 said:
Make it activate on other survivor only, from 32m, once per hook state, 20-25-30s from rank 1 to 3 & give an icon for the hooked survivor and light up the perk for the user when you give the bonus to someone else (like how Spine Chill activate when the killer look at you).
Would make it great against killer that camp, forcing them to lose even more time without being really oppressive.
Why not just tie it to secondary action instead though?
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Thing is, Noob3 was going on for over a year by that point, and toxic Neas hadn't been popularized, even though Noob3 was in the spotlight.
I suppose Nea getting better hairstyles may have helped her popularity, idk
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Tying Camaraderie to Secondary Action or Activate Ability, removing the "other Survivor" requirement and allowing it to work in both hook phases but only once would easily make this perk much better tbh.
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@BioX said:
Point of this thread?
Clickbaiting for fun.
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@MeltingPenguins said:
It's something I keep seeing in passing:
A mention of there being a third (forth if you count dcs etc) to escape a trial no one supposedly has found yet?
Is that a thing?
It's two. Escape via gate and escape via hatch. I suppose it could be three if you count using a key to escape via hatch, but that's still technically the same as escaping via hatch.
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@Sup3rCatTree said:
https://forum.deadbydaylight.com/en/discussion/comment/2134690#Comment_2134690
It an ultra-rare and maps only last for a maximum of about 40 seconds including perks (streetwise), So it wouldn't be that OP or take that stealth aspect away for the whole game, and plus the map has to be activated so you can't always know when to activate it
This is what I was going to say. This is also a map add-on, nobody runs maps outside of archives challenges so this probably would help give reasons to use maps.
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@yobuddd said:
Befuddled
When the killer picks you up, he sees all hook auras in the shape of gens, and all gen auras will look like hooks. Wiggle 1/2/3% faster when you are within 6 meters of a hook.
Vertigo
All hooks except basement hooks rotate on their poles at a rate of 4/3/2 seconds per rotation. The killer can only hook a survivor at the moment that he’s directly in front of the hook. When a survivor is on a hook, it continues to rotate at a speed of 10 seconds per rotation. Survivors may be rescued from any side except directly behind.
Vertigo sounds like a map effect, not a Survivor perk.
Befuddled could be interesting, but then the Killer realizes that they just have go to a area that didn't have a gen aura previously to find a hook. Could confuse newer players or people not used to the perk, but it gets quickly rendered useless.
vertigo DID give me a interesting idea for a meat factory or someplace with ceiling hooks that you have to climb some stairs to get to, and a rotating belt that occasionally rotates the ceiling hooks to different spots while a Survivor is hooked. Imagine moving to a different location on the map automatically, flying through the air on a hook.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2134580#Comment_2134580
I purposely deranked, why would I want to go against sweat with friends in red rank?
Not every team is a SWF team. Some solos just have game sense, you know.
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@Astrian said:
https://forum.deadbydaylight.com/en/discussion/comment/2134056#Comment_2134056
You are not running into actual sweat squads where their use of comms is stopping you from winning games.
You facing off against Joeschmo and his buds playing a couple of rounds of dbd and the actual team of competitve players using comms to their fullest extent are few and far between. The reason why survivors are so strong is because doing generators isn't hard. A good survivor can loop a killer for a long period of time, meanwhile their 3 buds are all on gens, ideally separately. By the time you catch the one person you're getting looped by, thats 3 gens done.
You are not losing to communication, you're losing because you're bad and you don't know how to apply pressure to gens. Basic common sense and game knowledge can usually provide for what Joe and his buds are saying on comms about your position.
I'll bet my left nut that you are not playing at the level where SWF having communication is the reason why you're losing games and not the fact that you could be playing better or that you just flat made mistakes during the game.
only 2 killers are viable at red ranks (nurse and spirit) it's obvious killers need buffs
Every killer besides Trickster is viable at red ranks. Red ranks are no better than Purple Ranks and barely better than Green ranks. The majority of red rank players are still awful and clueless at the game than the majority of the pack. Being at red rank does not require skill you just have to play the game for an extended period of time.
The games you're talking about where only nurse and spirit are viable are maybe 1% of red rank games.
No offense, but I wouldn't say Twins is very viable either without playing in a very, very scummy way that is countered by sticking in pairs. Pig and other mostly M1 Killers... not so much either, without big assistance from add-ons or perks.
Tony most likely isn't running into actual sweat squads though, most SWF squads are only 2 mans iirc according to official stats by BHVR, Tony sounds very Killer biased.
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@Yords said:
Okay but just imagine spirit with stridor, thrilling, sloppy, ruin, and undying
or nurse with infectious, knock out, BBQ, corrupt, and sloppy
Killers don't need a 5th perk slot.
Don't get me wrong when I say this, Tony is suggesting something that will end in disaster, but focusing on two extreme ends of this doesn't feel like a effective rebuttal to this suggestion.
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@Astrian said:
https://forum.deadbydaylight.com/en/discussion/comment/2134174#Comment_2134174
Let's be real, Trickster ain't even viable in white ranks
DoritoHead is also implying that Twins is viable in red ranks. Sure, they're viable... via camping and slugging. And with the upcoming nerfs, that's going to be weakened further.
Pig and some of those other killers on that list aren't viable as well. They're not in tourneys for good reason.
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@RagingFury73 said:
I don't know why but it seems like the killers are faster now. Seriously, the time to wiggle before you get hooked seems less. I don't even bother anymore. Think pc players cheat. Then on some of the perks, if you changed anything on them. Please change them back to how they were. It just seems different.
The new killer, I haven't even used him yet. He doesn't look scary at all.
I don't know, maybe I'm just tired of the adjustments.
If Killers are getting to hooks faster while carrying you, maybe they are running Agitation?
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@Mister_xD said:
i think the twins kind of need two things to be addressed.
obviously the first one, like you correctly said, is the camping potential. Its just ridiculous how charlotte / victor can literally stand next to a hook while the other one applies gen pressure.
secondly, i think Victors chase ability kind of needs to be tuned down a bit. chases with this killer are always the same right now: get hit by Victor, run Charlotte around, get downed by another Victor. basically, Charlotte can just spam out Victors until her prey is downed, which isnt really fun for many.
the way i would fix them would be by making two rather drastic changes - one to an already existing gamemechanic and another to the Twins directly.
1) Hook Deadzones. i would completely remove the current hook deadzones for Traps, however when a Survivor is hooked a large hook deadzone around that specific hook is created. Killers are unable to place traps / switch to Charlotte or Victor while inside this radius and any already existing trap / Victor inside of it immediately gets destroyed / disarmed.
this would make it so trap based killers such as Trapper can trap everywhere again for their chases, but once they hooked someone they wouldnt be able to just place a trap right next to the hook to make saves near impossible.
2) Victors chase potential. i would completely remove Victors ability to down a player. Instead, Victor should always latch onto them and be a nuissance - however, i would drastically buff that aspect of him to make up for it.
idk how exactly that should be handled, im not a Twins player, so those two points are mostly made out of the perspective of someone that has to go up against them, but imo Charlotte should be the deciding factor between those two in a chase, much like how Plague isnt able to just puke on you until you're downed (excluding Corrupt Purge ofc) and needs to put some work into it herself, however Victor is there to make it easier for her to achieve it (more than he currently does).
for example, why not make it so Victor reveals his own aura to Charlotte, aswell as Killerinstinct of Survivors around the one he latched onto, makes them oblivious, deafens them, makes them incapacitated, etc. i would also increase the time it takes to get rid of him, just make him a real nuissance - but not deadly by himself.
Any gen pressure they apply is meaningless unless they sit there and camp the gen as Victor. Even if they succeed or miss a pounce, it doesn't matter, the Survivor will be right back on the gen in 10 seconds.
As for your nerfs:
- Absolutely unneeded, and Survivors will abuse the hell out of this. Why does this not JUST affect Twins, but Trapper and Hag? This is so unnecessary and hurts several Killers.
- It makes sense that you don't play Twins, given what you're suggesting. You want Charlotte, a M1 Killer, to have to do the downing herself so you can loop the Killer for several gens, I suppose. Which makes sense, M1 Killers are the most fun for Survivor players... meanwhile you want what Victor can already do at his base to be... basekit...? Victor already reveals his aura to Charlotte at all times AND does all of that. Victor needs to prevent Survivors from vaulting or throwing down pallets if you want to make him unable to down, because you're suggesting that a Killer loses their only downing potential AND actual threat to the Survivors in favor of things that are already basekit. Tip: Tracking is absolutely useless if you can't get anything off of it. Legion proves this nicely at times.
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2132729#Comment_2132729
You mean you enjoy whats left of the Power (after the base kit nerf).
For me another Problem (which is a bit OT) as Killer was the fact that the Kits of the Killers are kinda limited in playstyle if you can say so. So you have to play in a certain style which is so boring after a long period of time, so i started switching and tried other Killers if i like playing them. I enjoyed playing twins as they are so versatile and they offer a well rounded kit.
I had Freddy all the time on like lvl 3, because even he is/was considered to be OP, i never had fun playing as Freddy because his playstyle is so dull. Its like Bubba... Man, who the hell can enjoy bubba for longer than 10 Matches in a row? 😂
Survivors are not bound to a Base Kit or something like that in terms of having special abilitys, so i can play whoever i want and can still be Top Tier...except for bill i guess lmao. The fact that i can build my very own Survivor and Gameplay Style is game changing for me.
As Killer im always bound to my kit. I have to playlike the way, that is set from the devs and cant break out of that pattern to play like i wanted to. That may sound weird because Killers are all about their Abilitys, but as i mentioned before: After playing a Killer for 100 or even 500h+ i cant imagine having fun anymore.
I would like to know how you keep your Killers Kit & Playstyle fresh and enjoyable...?
Add-ons can help, Killers like Myers are capable of using add-ons that change how their power works. You might find Myers fun to main if you find his add-ons interesting.
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Possibly never because of how rare it is. Double pallets has been pretty much removed so I doubt the devs will spend more time on it.
Also, this isn't as bad as it could be tbh, because some Killers like Slinger and Trickster could get past those blocks... and these seems like kinda short loops too, Survs would have to throw down pallets after one loop or two.
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I have a question?
Maybe I read this wrong or missed something, but what's to stop Legion from just tunneling Survivors like original Legion?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2130824#Comment_2130824
How exactly am I supposed to read the Spirit if I can’t see ######### she’s doing? I can’t adapt to the Spirit I play against anyway because I find myself dead in 10 seconds and I have no time to even adapt to how she plays.
You can guess based off of outside information. Killers have objectives, you can typically guess whether a Spirit will go back to a gen or hook or not based off of thinking what a Killer's current priority would be.
As for chases, there are options that you can take that cover several options. You do not "need" visible information like other Killers, this is why you are told to adapt. Spirit does not work like other Killers, you need to predict the Spirit's next move and choose options that negate multiple options for the Spirit.
You're at a T and L wall? Wanna know something that can be effective? Walking to the other end of the OTHER loop. Spirits will typically expect to you to stay at a loop by walking around it or walking away from the loop.
You're used to using your eyes and ears, you need to use your mind against Spirit, eyes and ears come second.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2130829#Comment_2130829
The mind games at tiles like T L walls and shack are guesses but it is equal fair guess for both sides. It gives both sides a chance to choose something based off their surroundings and the side that outplays the other gets rewarded. With Spirit, the guessing game is entirely in her favor because survivors have no information while the Spirit has all the information to work with. This video explains it better than me:
"Equal fair guesses" I'm sorry to say this but this is completely and totally false, Survivors can position themselves at corners and use cracks in windows like at shack to completely remove counterplay for the Killer. ANY tactic that a M1 Killer can try can be shutdown by a good Survivor. It's the equivalent of the Spirit power since there is no counterplay for the Killer. Hiding red glow is worthless if the Survivor takes advantage of their third person camera to see around walls.
And, yet AGAIN, another person using a Jund video for their opinions. Ugh.
Quick question: Does Jund actually try to argue in this video that 50/50 coinflips at vaults is somehow okay while Spirit isn't?
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@Baby_Victor said:
https://forum.deadbydaylight.com/en/discussion/comment/2130723#Comment_2130723
Originally, Plague could choose to not use her fountains...so survivor meta was to not use fountains until absolutely necessary or because they popped all gens, and stole plague power and then used her fountains against her when it would hurt her the most. If they chose to use them immediately then Plague could keep every survivor broken for the rest of the match or just pop one fountain for snowball.
I liked not using fountains. Even if I only had strong mid to late game, broken survivors were louder, had that green wispy sickness cloud and they could always be one shot. Spreading sickness was so much fun and the games felt diverse because I wasn’t sure which strategy survivors would use or if I would even or wouldn’t have a chance to use corrupted bile.
THEN. Well then they made the changes. Now fountains will reset if they all get corrupted, forcing corruption on Plague (whether she wants it or not) and started her with a pre made fountain so even less fountains needed to be used before the reset.
My point is, I didn’t wanna be a Huntress, I wanted to be a Plague player and lock the game down with sickness. I was very disappointed in the BHVR changes and hardly touch her anymore. :/
Unfortunately, that's what made Plague unfun to play as, because "don't cleanse" was a viable strategy and it took too long to get her power. Or it was straight up impossible since Survs would genrush without cleansing, which made you a M1 Killer who could only make people broken. And as we all know from old Legion, injuring doesn't matter nearly as much as downing.
You can still keep infecting people, I don't know how this helpful change makes you stop playing a killer.
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Yeah... I don't approve of the new mori change because it is definitely useless now, you almost never see it used outside of a tome challenge, and being able to remove a problematic Survivor out of the game if the Killer is dealing with a very advanced team who knows how to rush gens optimally is now no longer possible.
4 hooks would take too long or be impossible if a Survivor intentionally played immersed so your offering became useless. I'd rather just have a timer activate per Survivor after being unhooked once, and they can be moried at any point after the timer runs out.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2126291#Comment_2126291
Could work.
I think it's worth testing
I believe so as well. I also forgot to mention that Main Event should be able to be held on for 60 seconds to help give Trickster a opening to use it and/or a lessened speed boost if a Survivor becomes injured to a Trickster Main Event knife.
I also want this to work with M&A and perks like Dark Devotion, since this could set up some interesting playstyles or builds for Trickster outside of running meta perks like Ruin and Pop. Killers with perks that compliment their power are always more interesting, like Myers and M&A.
The laceration meter decay also creates some interesting situations like this:
David is getting chased by Trickster. He's had a lot of knives put in him, his meter is red, and is exactly one knife away from becoming injured. Jane steps in and bodyblocks for David, taking a few knives to help David escape. Currently, as long as David and Jane both make it to a loop or a building, Trickster gets delayed big time by having to catch up and throw more knives in Jane if she keeps bodyblocking. If Trickster leaves, those knives are going to vanish very quickly, any time spent chasing David will also have been completely wasted. However, if my idea was implemented... Trickster could abandon them both if he feels it's not worth it, leaving them to go hide and do gens. Jane and David can run away and go do gens, knowing that they're going to suffer from interaction speed penalties for QUITE a while... or they can chase after Trickster to stay in his TR to make their meter drain faster, giving a chance for Trickster to potentially catch one of them out of position and either M1 or hit them with knives.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2126268#Comment_2126268
Lowering the amount of knives creates an Old Legion scenario.
He will excel in chase despite having his power be awful.
What about making the laceration meter go down much slower outside of the terror radius? That could really help things. Keep the meter drain automatic but make it more of a lasting threat and more concerning if you get 5 Trickster knives thrown in you but they didn't injure.
One of Trickster's weaknesses is "sunken cost": if you have 6 knives in a Survivor, you are encouraged to tunnel (this indirectly makes him similar to Old Legion) Huntress and Slinger don't have this issue, hit the Survivor once and you can at least injure them if they're healthy, then go. Trickster? Not so much.
There needs to be more incentive to throw knives at other Survivors without needing to engage to help with pressure, currently Survivors don't fear his knives and will be more cocky specifically because they know that a few knives is nothing unless it actually injures.
Maybe Survivors could face penalties outside of the TR depending on how many knives they have thrown in too? Interaction speed penalities would make bodyblocking for Survivors who are about to lose one health state a bit more costly, plus throwing in the laceration meter slowdown when outside of the TR.
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@PerfectlyPink said:
Easily the worst killer on console. Holy hell, he's a nightmare; I play at very high sensitivity so I don't get 360'd and so I can lunge around corners, but playing him at high sensitivity makes trickster almost unplayable since you can't correct your aim fast enough or precise enough to hit zig zagging survivors. Third killer in a row to be a ######### to play on console too.
Twins, at minimum, is more playable on console. The last true "much worse on console" Killer we had was Slinger, now it's Trickster. Outside of stuff like Blight's j-flick, the other killers were only slightly better.
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@Firellius said:
'literally useless' - He still takes away a health state and reveals their location. Yes, they can throw him off straight away, but then he also respawns straight away and you can chase him again and down him.
'If you miss a single pounce, your map pressure is destroyed, because you're now crushed' - This only flies if you don't do the full pounce distance, because otherwise, the survivor has to run up to Victor, which takes longer than the recovery. It's next to impossible to kick an ankle-biter Victor. And even if you do, he's back almost before the crush animation is finished, so it's not like you lose a lot.
Revealing a location is useless if they're on the other side of the map, which is a common scenario for Twins. Charlotte walking across the map to continue chasing or pick up a Survivor who has been downed is not uncommon, and these seconds can and will quickly add up. Victor having to run across the map is also valuable time too.
Full pounce distance is a okay thing to bring up, but this doesn't account for indoor maps... and TC is still correct in saying that if they get kicked, that's map pressure lost. Victor is Twins' only way of actually pressuring Survivors on the other side of the map, Charlotte is a M1 Killer otherwise.
It doesn't matter if Victor quickly comes back either, that's still a bunch of time wasted if he's kicked without injuring or downing someone.
Twins straight up need a new ability, preferably the ability to "mark" locations as both Charlotte and Victor to make the other one move to that spot automatically. Something like the mechanics surrounding the "Followers" from Identity V's "Dream Witch"... imagine a tranced M1 Killer moving around with no terror radius or heartbeat on a fixed path made by the AI to move to a destination, and they can break pallets automatically.
It would make it FEEL more like they're actually "hunting together" instead of "I stay here and tend to the kids (hooked Survivor) while my brother goes out and hunts for food (Survivors)".
It'd be easy to set markers too, just tie the "set marker" to Secondary Action.
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@Luciferr_2nd said:
Watch this 30 second clip
You can see that victor is literally useless on healthy survivors, it doesnt do anything and they got him off in like 5 seconds anyway.
Twins rework im begging theyre in such a bad place. Dont even mention the fact that if you miss a single pounce your map pressure is destroyed because youre now crushed. Most punishing killer in the game for missing a hit, which is really hard to hit on console btw.
If the RE killer isn't console/controller friendly ill be incredibly pissed and annoyed ive never been more excited for a license.
I honestly hope that the RE Killer is console friendly too. Trickster is another aim-reliant Killer (which is bad on consoles) with a unnecessary recoil that really only hurts console players, and Killers like Twins and Blight both are better on PC for separate reasons.
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@ShamelessPigMain said:
this is great but where is shirtless trapper
Trapper is already mostly shirtless. :)
I'd be more upset that we're losing "big beefy strong Trapper" with the new update.
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I would be very interested in this, now that maps have been reworked heavily and perks have been changed.
Personally, I expect to see Dead Hard in at least top 3.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2120930#Comment_2120930
its a spectrum of how much help your killer needs from you and rng to win, with nurse and spirit just needing skill (and not much in spirits case) on one end and trickster, clown, trapper, and legion being on the other which requires you to both be better and rng, whether it be from the map or survivor mistakes. Also this game favors survivors at the absolute high end, against a perfect team even spirit and nurse would likely lose on most maps.
I can confirm that this is actually the case, looking at tournament videos on Youtube is a pretty good example. Even Nurse herself can and will fall to genrush.
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@TTV_WAWAbyWibWib said:
https://forum.deadbydaylight.com/en/discussion/comment/2120898#Comment_2120898
No people actually say that and that's why. If people don't like "Just throwing pedo around" then they probably want you to use the word MAP. It's more sensitive to people who hurt children.
... Who CARES what people who hurt children are offended by?
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@TTV_WAWAbyWibWib said:
https://forum.deadbydaylight.com/en/discussion/comment/2120893#Comment_2120893
Sounds like you better go back and read what I said.
Do you agree with """""MAP""""" then?
It's strange how I didn't see even a indirect hint that you were against it.
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@lob said:
https://forum.deadbydaylight.com/en/discussion/comment/2120865#Comment_2120865
u think it will become a among us and fall guys sitaution
Unless BHVR fails on a first-degree level like Fall Guys did with the rampant hacking and extremely bad servers, I doubt it.
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@TTV_WAWAbyWibWib said:
https://forum.deadbydaylight.com/en/discussion/comment/2120829#Comment_2120829
I think people like to say MAP now to be polite and normalizing and stuff.
I sincerely hope you aren't tolerating pedophilia right now.
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@Northener1907 said:
Yes i liked him. He is not my new main but i am playing with him so much.
1) I also hate him laugh. But i know also survivors hate too. And when i get them down, i know that is so annoying for them with laugh. So that makes me happy :)
2) Him face is not bad. I wish they would make him more scary but i dont hate him face. It is fine.
3) Him perk good lol, i am seeing so many people using those perks on other killers.
4) Him power good. And no Old Legion and Trickster clearly so different killers. Legion is anti-heal killer, Trickster is not.
5) No, it is not trash. I dont agree with you.
- The laugh can make it harder to hear more subtle sounds in and out of chase.
- Face is definitely fine, he looks like a Dead Rising boss and I love it.
- His perks may need slight buffs, Starstruck is the only really "good" one by itself.
- I'm sorry but his power is indeed bad. Objectively worse Huntress, his power is better for zoning Survivors out of loops than actually downing. Main Event still can't be held for more than 10 seconds and his power specifically involves the "sunken cost" fallacy. Also, thrawn was saying that Old Legion and Trickster are the same in that they are both slow and their (Old Legion and Current Trickster's) powers were weak. Which is true.
- Appearance is unique, but gameplay-wise, he's painful to play as.
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@ShrimpTwiggs said:
Even if it's as simple as making a killer every four months instead of every three. Would they really lose players if they did this? I can't see how this would make anyone stop playing the game. Now correct me if I'm wrong, but four new killers and survivors a year with all the new perks and bugs that would come with them seems like too much work for the programmers and design team to keep up with. And this doesn't even include things like the PTB and Hotfixes. Otzdarva did a pretty in-depth analysis on it and I know at least his audience seemed to agree it was far too much.
I know I'm not the only one who thinks this but I feel like if more people talk about it, the devs may open up more to the idea of being more lenient. And I believe that better quality releases would be healthier for the game in the long run. Does anyone think the playerbase would drop if this change was made?
A streamer's audience is more likely to agree with anything the streamer says VS other people they don't know about, even if the streamer they agree with is wrong.
I have to wonder if they are still expanding their team. Cote said they were doing that on the 3rd or 4th anniversary stream... clearly they need more staff.
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I'd rather just allow Trickster to hold Main Event for a minute upon charging instead. That would pretty much fix Main Event and make it more useable.
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@piggygooik said:
https://forum.deadbydaylight.com/en/discussion/comment/2120422#Comment_2120422
i agree entirely
it's not even all the devs its just mainly alomo
for god's sake he aid dream pallets are stronger than Freddy's snares
... Honestly, I would have thought the same thing myself, especially since pallets are everything on some maps like The Game... are snares really better? I make a habit of intentionally setting off Freddy snares when he's chasing someone else when I'm asleep, pretty much making them useless outside of chases.
Who is Alomo by the way? Is he the guy who said that they should wait a month or two before releasing Trickster?
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2120436#Comment_2120436
I do agree but I guess I'm just used to not running them on 110% killers. That's why I like them, they're powers felt strong enough that I could stall the game as long as I had tracking perks to keep them busy saving each other. Most games it felt like overkill, but with Trickster it just seems different.
Oh well, at the very least, I've come around to the guy.
That's supposed to be the balance behind 110% Killers: Their powers are strong, hence why they have that speed.
Slinger has his gun, Huntress has her hatchets, Spirit is Spirit...
Trickster is just... Huntress... but he takes more hits to take a health state... but he has more ammo. This almost copy and paste idea sounds good on paper... but it falls apart when applied, as we see in game with how Trickster barely manages 2 kills.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2120384#Comment_2120384
I mean I absolutely like it... but why no pants? I mean sure he is probably early in the morning or something but... why would you be panting with no pants?
TBF, I think it's because of what the cosmetic is:
"Inspired by a nightmare, Jeff put on his apron and painted until daylight."
I'm assuming he woke up in the middle of the night and started painting until dawn, hence how he's wearing a t-shirt, socks, and undies, but no pants.
... I think Jeff would be the type to wear boxers though.
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The devs don't play the game and don't understand balance. The Trickster buffs haven't done anything at all since you still get recoil when throwing knives, Main Event is bad... Demo is one of the only things they've done right so far.
They need to make some sort of team with people from all skill levels who play this game for varying amounts of time and listen to that.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2120060#Comment_2120060
I highly doubt that you have gone against a Depip Squad at any point in your playtime. And you will most likely never go against one of those Squads because they are super rare. Only because you lose games does not mean that the other side was a Depip-Squad.
What evidence do you have for doubting them going against a Depip Squad at least once in their playtime? Are you assuming that they have low hours or something?
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2119913#Comment_2119913
^^ this
And like, many have pointed this out before: The mechanics are there:
The mechancis to adjust the map to the killer and the addons & perks brought, barring certain killers from perks, perk/addon combos, likewise for survivors, or to just punish camping, tunneling and slugging fairly.
But bring any of that up and you'll have a very very loud minority in the community cry bloody murder because 'sometimes camping is totally necessary and slugging is a legit tactic'... no, darlings, it just means you don't know how to play well and can't accept that in a game you sometimes lose. do some soulsearching.
Never knew the killer was losing when Survivors rush the hook when doing rescues. Or that they deserved to lose because they got genrushed by a 200 hours team on several gens at once and now have nowhere to go during EGC.
Do you think slugging to deal with genrush is fair btw?