Remedicist
Remedicist
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- Remedicist
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I like how Trickster swears at you
I like how Huntress goes insane
I like how Ghostie is done with your #########
I like how Pig's is very cute sounding
@Wampirita said:
Huntress throwing a tantrum is definitely the top tier stun noise.
Doctor sounds like he's enjoying it xD
And Ghostface is like "I'm SO DONE with it"
I can never unhear Doctor enjoying it because of you 😂
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Oni also has two add-ons, Wooden Oni Mask and Splintered Hull, that makes survivors drop more blood orbs when they vault and such, yet the add-ons currently are bugged and do not work when you equip them. However, currently Oni is bugged and survivors drop more blood orbs when they do vault and such which makes me think the add-ons somehow became base-kit as a bug.
I don't think Oni gaining his power more often is as game breaking as an infinitely fast Clown.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/3101369#Comment_3101369
I mean don't they save all that for stats anyway?
The stats are tracked, but I don't think a video of the match itself is saved and I don't think the server saves every bit of information that occurred in the match to recreate the entire match itself. Which is why we have to record these things ourselves, but I quite literally cannot record a thing currently which sucks.
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I think they would have to create a way for the gameplay of the match to save on their server or recreate all the events that the server picked up for this to work though. Also still awake gang.
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I think the characters are supposed to make breathing noises, or the huffing and puffing, even when Iron Will reduced the pain grunting noise by 100%, but it made all the noises silent instead when it wasn't supposed to. The 75% reduction at least fixes that while making the grunts of pain mostly hard to hear.
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Just to be sure, does this mean cleansed hex totems still break like usual? They do not become charred totems?
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@Zexbunny said:
https://forum.deadbydaylight.com/en/discussion/comment/3100738#Comment_3100738
I completely disagree. Trickster has spray, making it much harder to dodge. If Trickster has no obstacles, you're pretty much dead. If huntress has no obstacles, you can try to avoid her hatchets and not have it be a waste
Also, while they're even on health states, a huntress wasting 4 hatchets on you is much more rewarding than Trickster wasting 12 knives on you.
Well if Trickster wastes 12 knives on you and hits the other 12, he has 20 knives left which is around the time a Trickster should probably reload (same with the Huntress having to reload). I think a Trickster may have to reload more than a Huntress after each chase though, but again this entirely depends on the player and map situation. I still think any ranged killer with good aim will down you quick at a dead zone and up close. Any killer that really wants to down a survivor in chase eventually will too.
I would say Trickster is susceptible to loops in a different way compared to Huntress though. Where she loses her speed for holding her hatchet, Trickster's knives have worse accuracy and I'm not talking about recoil (although that does play a part). His knives never shoot directly towards the center, they shoot a bit to the left or right depending on the hand throwing. This is why it is hard for a Trickster to run a loop close to the walls without one of his throwing hands throwing a knife at the wall despite aiming at the survivor. This is also why it is possible to throw a Trickster off by running in front of him and making him miss knives, although that isn't advisable as they could just back up.
But putting that into practice with a loop, a Trickster can't run a loop very tight unless he wants to m1, which could gain you distance on the loop especially if the Trickster doesn't play mechanically efficiently (putting the knives down the moment he doesn't need it). I like to play mindgames in loop chases or use small holes to throw through because of this and if it works, I am rewarded with knife hits.
But regardless, I understand those that don't have fun playing against him since his power can be overwhelming at times. I do think he can still be beaten with a planned escape route and using his weaknesses against him, but that can be said about every killer since they all have unique playstyles and ways of countering.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3100712#Comment_3100712
You people really need to quit putting fun as an objective term. I find Spirit fun to play against and a lot of other people also do. Just because you don’t doesn’t mean she’s objectively not fun.
I agree with this. I like playing against ranged killers for instance, but for others it probably is not their most fun time and that is okay because we are all different. I used to not like playing against Spirit and Artist, but they grew on me the more I learned how to play against them. Artist especially is someone I never thought I would like playing as or against until I learner her and how to go against her and I am satisfied playing both roles as or against her now. Same goes for Spirit.
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@kizuati said:
god i dont understand how do ppl have fun versing trickster like i legit dont get it
i feel like a lot of the scenarios where with huntress you need to out mindgame eachother not to lose a health state,with Trickster you just gotta take the knives and hold W because he has 4 million
https://forum.deadbydaylight.com/en/discussion/comment/3100710#Comment_3100710
In a 6:1 knife:hatchet ratio of losing a health state, they have a similar number of ranged ammo in their arsenal. I honestly feel like any situation Trickster would have injured someone, Huntress would have as well anyway. Maybe faster or slower depending on the obstacles. Although the same cannot be said the other way around since Huntress has way more long range potential. Main strength I would say Trickster has over Huntress is his ability to throw his knives through small holes and windows more freely and quickly, making for some creative shots whereas Huntress has awesome amazing shots from her long ranged throws. I think people though don't see this all the time as they may be irritated from being hit with knives over and over despite not actually losing a health state. Basically, no other killers make me feel as tense in a chase as dodging projectiles from the ranged killers I love playing as and facing against.
I could tell you that the key to beating Trickster is having an efficient escape route in mind that involves tall walls or weirdly shaped structures like rocks and trying to chain them. Especially if you are in a dead zone, you should be prepared to run to that escape route when you hear the melody. Although this goes for Huntress as well as Huntress could definitely down you all the same in the same situation as Trickster can as I said before.
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I would say on-release Freddy, but I feel like maybe he'd have too much slowdown potential in this version of DBD unless they changed the type of debuff he gave for survivors in the dream world? Only one way to find out though.
If Oni wasn't bugged rn, I'd definitely say he is a very well designed killer. Blight is also very well designed with a high skill playstyle. Demo is definitely up there, but I think it has the ability to zone which may be unfun for some.
These are just the general answers though. The main killers I enjoy playing as and facing are Trickster, Huntress, and Deathslinger because I'm biased.
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Personally, I have a lot more fun with chase perks now and the killer buffs have incentivized me to use 0 slowdown perks and try out other builds I find fun such as chase and aura themed builds.
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For killer, you could run an aura build with the buffed Lethal Pursuer. It's pretty fun and you have some variety from the aura perks you can choose from such as Floods of Rage, I'm All Ears, BBQ, and Darkness Revealed (specifically these are duration aura perks).
I actually run an aura build on survivor too to help my team and I cooperate better in solo queue: Empathic Connection, Situational Awareness, Kindred, and Empathy/Bond. This build has helped my team and I organize ourselves many times from finding each other to heal, knowing which gen is being worked on, knowing where not to run to in a chase, and of course figuring out who should save when a survivor is on hook.
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Only two things I miss are Old Freddy and the creepy atmosphere of the maps
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I would probably go with C, but B is quite close too.
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Dissolution is kind of like Bamboozle for a pallet: you force survivors to take another path, in which you can predict this and plan to cut them off, because they know that if they vault the pallet, it will break and they will be downed unless they have Lithe active.
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3098728#Comment_3098728
Yeah, I like his lore and how it builds him as a psycopath, with the narcisism and all. It only bothers me how they didn't release any scary skin for him to this day.
I think it makes sense though. He looks normal on the outside but is actually a horrible person underneath, as per his name. His face pieces from the Cut Thru U Performance and Glittering Magpie make him look creepier though imo. But definitely, I hope they go with a blighted theme of his true self being revealed on the surface with the blight serum. Even if he doesn't have a blighted cosmetic this Halloween event, I hope they give him a creepy outfit in the spirit of Halloween from one of his performances just to mix things up a little.
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3098713#Comment_3098713
I'm still waiting for it and hope to see it one day. If a blighted skin made Legion, who had the least scary visuals in the game, look terrifying, imagine what it could do to Trickster.
Lore-wise, Trickster is a very realistically creepy fellow. I'd imagine the blighted skin would show his true colors on a surface level for sure
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I need me a blighted Trickster skin for sure
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*Pat*
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I've been running Kindred with Open Handed at this point because the killer is already out of the normal 16m range when that black bubble disappears. Also why is the bubble so large anyway? Can't they reduce the size of that?
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I have a question for WoO players: So I tend to use an aura build at times that involves using Open Handed. My question is: does Open Handed help or hurt Windows of Opportunity? On one hand, seeing a pallet farther can help you chain loops but on the other hand, Lery's exists and all you will see is yellow. I guess I answered my own question: it depends. So specifically, do you guys like WoO with Open Handed or not?
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@TeabaggingGhostface said:
We used to have that
Yup, did they ever say why they removed it?
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If you prestige 1 a character, all other characters will receive tier 1 of their perks and then you can find tier 2 & 3 of that perk in the bloodweb.
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If I hear any killer noise and don't see anyone immediately injured, I hold onto hope
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As others have said, BBQ is both counterable and promotes the killer to not camp by finding other survivors in an area. If anything, I think they should bring back the token system and make each token reduce the aura requirement by 2 meters, which would make all 4 stacks allow BBQ to see survivors that are 32 meters or more away compared to the usual 40.
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When I play Trickster, I'll sometimes try getting knife hits through windows and small cracks in the walls of shack or other structures instead of following them directly and hitting knives when I can. Less optimal but more fun and stylish tagging them with knives that way.
Btw, I love doing that with Ghostie as well!
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3032682#Comment_3032682
It's on his wiki page.
Yup, I found it since then. Thank you, though!
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I'm hoping this is a bug as a lot of players need to be able to see their equipped cosmetics to know whether the cosmetic piece they want to get would fit the style.
I've reported this in the bug section as well and hoping we get an answer as to whether or not this shop change is a bug:
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- Yun-Jin
- Jeff
- Quentin
Honorary mention since I play her too:
- Zarina
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@ShinobuSK said:
I want new skins for Artist
Your wish is technically granted
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Adam lore
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Both sides have been pretty fun and intense for me
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@Dead_Harder said:
Scourge Hook: No one escapes death
Whenever a survivor is hooked on a Scourge Hook, the killer gains 5% haste for 25/30/35 seconds.
No exposed, no endgame.
I think this would be a good new Scourge Hook perk. I'd rather keep NOED specifically an endgame perk and have the haste Scourge Hook be a new perk; However, I agree that your idea still fits the theme of no one escaping death as well.
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3095036#Comment_3095036
it changes theme of the perk.
the theme of NOED is that its suppose to be comeback perk for killer.
I.e your suppose get rewarded(empowered) as the killer for losing the objective.
since killers will inevitably lose all 5 generators in some games, the perk in practice can activate every game. It can also not activate, but if it does not activate, it just means your so outstanding as killer that you won the game with 3 perks.
you can argue that rewards for killing losing give too much reward, however keep in mind that that there are other perks that reward the killer for losing all 5 generators(e.g coup the grace, fire up, rancor, bitter mumur, cruel limits etc.) and they are not used very much. so lower rewarding just makes the perk garbage for comeback mechanic. bad version of blood warden?
NOED is not suppose to be earned, it is suppose given. I think if your going weaken the perk, its probably better to make it easier to counter. for example current noed is like old undying where you need cleanse all 5 dull totems, similar to how old undying bounced to all 4 totems. maybe instead needing to cleanse all 5 totems, you only 3-4 dull totems. so Noed only activates if more then 2 or more dull totems are left standing.
so now survivor can more realistically counter the perk by preventing the perk from activating.
NOED in its current state is given, yes, but I think that should change. A killer being rewarded with an effectively strong, powerful effect that affects every single survivor just for losing is not very fair. You could argue that it gives the killer a second chance, but I don't think that is a fun or fair gameplay mechanic to have in the game. On the survivor side, finishing all your objectives just to be punished for doing so with a one-hit down that had no incoming warning is not fun or fair.
This is why I think NOED should work like NWO and Remember Me: being rewarded with an endgame effect for doing your objective in the early and mid game. Yes, I know there are other perks like NOED that give the killer a power boost when losing an objective such as Deadlock, Rancor, and Coup de Grace as you had named some yourself. However, as I stated before, I think NOED has too much of a powerful effect for a comeback perk compared to the other comeback perks that simply give you a slight boost. This is why I'd rather change it to a rewarded endgame perk.
However, this is just my opinion. I also really like your idea of making the current NOED more easy to counter by doing 3-4 bones instead of all 5. This would give reason to do some bones here and there throughout the match without feeling like you are throwing the game for focusing on all 5 totems like in the current state of NOED. All in all, your idea is awesome too!
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This is a bug. I reported the same thing in the bug section. I hope they fix it soon since I don't get cosmetics without seeing if it fits with my current look.
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@Biscuits said:
Steam charts are public, might want to go look at them before you claim the game isn't dropping players.
The majority of the playerbase are console users though. If only we had a way of checking those stats for the individual platforms to see a greater perspective on how the game is doing player-wise.
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Yeah, the MMR is wack when it comes to playing killers you are not used to. The MMR is technically less, but not far behind your highest MMR killer because the game assumes you have enough basic game knowledge to do well with a new killer (even though ranged killers require a slightly different way of playing).
Your experience will be rewarded the more you play him. It will be rough at first but the more you play, the more you learn. Despite the fact that the best way to learn his power is to continue trying, here is a Trickster guide that may help you in your matches:
https://forum.deadbydaylight.com/en/discussion/270849/a-trickster-guide-by-a-trickster-one-trick/p1
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At the very least, all grabs should be changed to where they only occur while the survivor is injured. This would make the grab situations more consistent and prevent camping hook grabs on healthy survivors.
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Mettle of Man has a unique effect of not taking a hit. It is not an endurance effect, but it acts like one in a sense.
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Preach
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I've ran into everyone, except Pyramid Head and Oni, at least once. Quite a bit of Onryo matches too.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3094268#Comment_3094268
https://us.v-cdn.net/6030815/uploads/SEAJPJ2SCYA5/20220726164552-1.jpg
(but for the most part, I agree, DBD's art team is awesome)
(I may or may not use that outfit)
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Actually I gotta give it you, that was good
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I hate you
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@Izo_Quartz said:
a bit off topic, but does anyone have the images of the cosmetic concepts from the voting website?
https://forum.deadbydaylight.com/en/discussion/335760/winter-vote-cosmetic-display#latest
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I reported this in the bug section as well. I hope they fix it
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Yup, happens on PC as well for me and my PS5 buddy first brought it up to me so I think it is happening on every platform. It is like the fps drops when going through different menus despite the fps staying the same. Quite laggy overall.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3093532#Comment_3093532
Please no. I just started learning him and Clown is one of my favorites. If THIS is double blood orbs, they might as well make it a feature. It still takes forever to get his power unless you go where a survivor completed a gen while injured.
He technically has add-ons that makes survivors drop blood orbs more when they vault, but these add-ons are bugged and not working. Given that his current bug involves the survivors dropping more blood orbs when they vault, I presume the bug somehow made these add-ons base kit.
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My favorite classic slasher. I want him in the game too.
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@Marc_123 said:
I hate the new wiggle - glad i can use the old better one a bit longer.
Already to much skillchecks in game. At least mute the annoying sounds.
I like the new wiggle. The sound helps me time the great skill checks a lot better.
Although giving the players the choice to use whatever skillcheck system they want like currently or to mute the sound should be something the players have access to. I don't know why there aren't many accessibility options in this game and settings that allow the player to personalize their experience better.
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@Pulsar said:
I feel like making wiggle skill-checks permanent isn't THAT big of an ordeal? Right?
Apparently somehow more important than a solo queue information buff