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Remedicist

Remedicist

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Remedicist
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  • I would say Demogorgon is a stronger killer. It has stronger chase potential with its power due to being able to launch itself to lessen the distance quicker and cause survivors to have less reaction time from the attack. Dredge has a little chase potential with its anti-loop power, but it slows it down enough for a survivor to leave the loop. So for the most part, Dredge is an m1 killer and can be looped as such while Demo can easily alternate between m1 and m2 and make looping a bit more difficult. Demo can also place more strategic portals. Sure, Dredge can teleport at will, but maybe not exactly where it wants to go. I will say that survivors can definitely feel the Dredge's presence more though due to Nightfall and being able to quickly come to them with their teleporting.

    Despite me thinking Demo is stronger, I like playing Dredge more simply because I like teleporting around a lot and the teleport power being its entire ability means its cooldown is a lot less and can use it at will. The concept of Dredge and the Nightfall mechanic is also very interesting to play as and against as well.

    Overall, I believe that Demogorgon is stronger in chase and has decent map mobility, while Dredge is decent in chase but has very quick map mobility.

  • Weirdly, they meant to buff Calm Spirit yet the drawback is more severe than the benefit of the buff.

  • I'd say B tier. It seems really strong when you first face it until you realize you can bait locker and remnant teleports in chase. It is some nice counterplay. Dredge is really fun to play as and against imo. The Nightfall mechanic is one of my favorite powers in the game. I also feel that Dredge will have a lot of cosmetics that can be mixed for unique styles in the future.

  • @DY86 said:

    https://forum.deadbydaylight.com/en/discussion/332969/question-about-tricksters-low-kill-rate

    My main problem with trickster is how slow he feels. Even with play with ur food i tend to have a hard time doing his dailies. Hes not weak, but hes super average overall. I mean, hes a weaker version of Huntress.

    When u hit an axe with huntress u immediately reap the benefits. But with trickster it takes too long to payoff and in a genrush meta it kinda hurts him a lil.

    @dbd900bach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045749#Comment_3045749

    YES! Trickster feels really slow and I still have no idea why! He's as slow as Huntress but feels so sluggish sometimes. I really do think he needs a rework because his power is just unfun for survivors and makes the killer miserable trying to get to work

    Yup, my friend and I had a discussion about this once where he weirdly feels slower than Deathslinger or Huntress despite having the same 4.4 movement speed. I'm not sure if he us genuinely slower or if it his posture from the camera view, but something about him makes him feel a lot slowerslower when he is running with base movement.

    Personally, I think he just needs some buffs and not a rework. But if the rework involved something with a music power throughout the trial, then I'd be all for it as that'd be interesting to see how it'd work.

  • I can't even see the charms that a survivor has equipped

  • @humanbeing1704 said:

    I swear they fixed blocking basements like years ago

    They made the basement stairs themselves wider so they couldn't be bodyblocked, yeah. In this case, it is the entrance of the basement in this building that is the problem because the shelf takes enough space for it to be bodyblocked.

  • @Hilidaris said:

    Sorry kiddo, you're not cool enough to enter the club, you got rejected by the bouncer.

    True. The bouncer kept hissing at me when I got close 😞

  • Aren't the queue times long enough? Every killer has counterplay, anyway. Whether you want to learn it is up to you. We should be advocating for better map designs so that the counterplay against every killer is balanced. But it is an asymmetrical game so maybe that will never happen. It is possible that every map could be designed and changed to match the killer it has in the trial (different versions of the same map correlating to the killer in the match); However, that'd probably take a long time to implement given the track record of every other update to the game. I think the game filter feature you thought of would just be unfair to killers that just want to play the killer they like.

  • For me personally, no. I really dislike long queue times and just want to get straight to the game. Besides, I like the randomness and variety.

  • I'm someone that likes to use Iron Will and Calm Spirit together in my build. I'm okay with the Iron Will nerf because 75% is still a lot of stealth action from my experience. However, I really dislike the Calm Spirit nerf. The buff part makes sense, but why make it slower at doing the actions? It just makes you feel like you can't do certain objectives because it would be a bigger waste it time and it sadly makes me want to use it less despite it already being a niche but cool perk.

  • I find the grind makes me want to play less because I cannot play the way I want if it takes too long to get the perks and add-ons I need. It's a frustrating feeling. I'm feeling the grind all over again after switching to pc as well. And knowing the new prestige work wont make the grind any less is not very appealing.

  • @GeneralV said:

    Because she is fun.

    Fight me.

    Off topic but I am glad to see you commenting again :)


    On topic, I personally think she is fun to face and maneuver around. I think she may need some tweaks but nothing extraordinary that makes her unfun to play as as well.

  • We people just wanted the effects of the bp gain from those perks to be a base kit mechanic. Instead, BHVR made an incentive mechanic that isn't a reliable way for gaining bp due to forcing players to possibly play a side they do not want to play. This is the same reason that some people already do not complete all of their daily rituals.

  • @Viridyan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043016#Comment_3043016

    Again, the Oblivious effect is:

    Survivors do not hear a heartbeat inside the Terror Radius.

    They are INSIDE the terror radius. Where does it say reduced? Are you reading a different definition? Is there a different definition?

    You read that from the wiki. However, in-game it does not remove the heart beat inside the terror radius. It completely removes the terror radius. And since the heart beat is linked to the terror radius, it also removes that as well.

  • Fun fact, there technically is something like a deafness status effect in the game called the hearing status effect. This is the only status effect that does not tell you when it has applied as far as I am aware, but you hear it happen from perks like Knock Out, Blast Mine, and Hag's Disfigured Ear add-on.

    Anyway, oblivious status effect removes the terror radius from the specific survivor and therefore will not apply on them. You seem to think that the TR still exists when a survivor is oblivious, but for that specific survivor it does not exist. Besides, a killer with no TR already has the advantage of not being heard or not knowing where they are coming from. You could argue that certain terror radius perks should work also based off the lullaby, but that would have a strange interaction with Huntress and Trickster.

  • @[Deleted User] said:

    It hasn't been. It's still beyond ridiculous for a new player. BBQ and WGLF bonuses should be cooked into the base game.

    I don't understand why they don't just make the bp parts of BBQ and WGLF base kit. The bp incentive thing doesn't really help if you mostly like playing one side for instance. Some people don't even do certain daily rituals if they aren't for the side they want to play or the character they want to play. I don't think the bp incentive will do much. Meanwhile BBQ and WGLF bp bonus is simple and works just fine.

  • Honestly, I am glad to see that the community loves Sadako regardless of the strength of her power! But pls, BHVR, some buffs and condemn rework would be nice.

  • 1 - Ormond

    2 - Garden of Joy

    3 - Yamaoka Estate

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3040414#Comment_3040414

    There's that pressure though. That's why I don't play VHS & Evil Dead much because I feel like I should have chat enabled but I don't.

    To be fair, even VHS has icons and communication wheel for those who cannot or do not want to use a mic and it helps the teamwork flow

  • @versacefeng said:

    I think Bamboozle is inefficient on him.

    Once a good survivor knows you're running Bamboozle on trickster, they'll just W key to counter it.

    That's my experience running it as well. I also feel like I get some free hits in if they vault through anyway.

  • I mentioned this in another post but I felt it would fit this post as well:

    Screenshot_20220701-184452_Brave.jpg


  • The sounds and animations always make me wanna play her again. They were just done so well!

  • Curse you and your valid opinion!

  • If you give all survivors the ability of communication (not through voice chat, but through icons and auras) in order to give all survivor players the same amount of information that swf has, and then give changes to killers accordingly to adjust to those changes, then I think all sides would be more fair and fun.

    I feel that some survivor aura perks being perks instead of just having that information already in their kit (compared to swf that have the information without the perks) just hurts solo players and creates an imbalance in the trials for killers as well. For example, many have stated that survivors seeing each other's auras when a survivor is on the hook (part of Kindred's ability) should just be base kit as swf have this information without the need of the perk.

    I also mentioned icons that survivors could have near their hook count that shows whether these survivors are working on a generator, being chased, searching through chests, or just walking around. This is basic level of information that the survivors should share.

  • Imo, he benefits from survivors using vaults if you time it right as they are essentially free knife hits. If you cut off their vault locations, they will start to try finding and using high wall tiles to block your knives, which are his weakness. And those weirdly shaped giant rock loops.

  • I just wish they would give us the option to choose from the music they have made. This game needs a bit more customization like that. Same with picking lobby backgrounds.

  • Thank you for the code!

  • tumblr_nkai5qOdFQ1rp0vkjo1_500.gif

    I badly want this Freddy outfit from New Nightmare.

  • @DarkEnigma333 said:

    Has anyone noticed its 99% of the time console survivors that are extremely over the top toxic? and akmost always a PWF. Im never the one to complain about toxicity and not typing this out of anger but I've noticed almost every single time this is the case. Is it because they dont have to deal with chat after match? I think this is the case.

    I think most of the DBD player base comes from consoles so it could just be you see them more often as there are more console players in general. Personally, though, I haven't seen one player from a specific platform be particularly more toxic than another platform player.

  • Old moris just were not fun and were boring. I am a fan of the finisher mori, however, as we will get to see moris more often at least

  • In general, they have a lot to fix with console controls. Part of the reason I switched to pc as well was because of the console controls not being as finely tuned and the settings not being as customizable.

  • Since Huntress can hit hatchets outside her TR, the lullaby makes sense to have imo. Plus, as others have said, hers is very iconic and distinct.

    Trickster actually has a very unique lullaby in the sense that it is donut shaped, meaning the terror radius begins just around the time the lullaby ends. This means he can be used with TR perks to confuse survivors. I've got the jump on some survivors using Monitor and Abuse or Plaything on him.

    Arguably Huntress is the same way. When you do not hear the TR, you expect her to be farther so TR perks can work on her as well, but arguably less useful.

    Freddy's lullaby helps him out a lot since anyone that hears it cannot judge how far or close he is which is neat for an m1 killer (also very iconic on him). Some people say the oblivious effect hinders his perk variety, however, but I personally think it is okay.

    The Sadako one just confuses me since the lullaby makes her less stealthy since you know she is near.

  • Favorites:

    1 - Trickster: Very interactive chase imo. Probably biased but I love trying to dodge the knives and I love Trickster's laughs during the chase.

    2 - Oni: Love the power. Matches are always tense.

    3 - Nurse: I surprisingly have fun going up against a Nurse whether they be good or bad. Something about the way you juke them is very satisfying and I can appreciate a nice Nurse play on their part. Only time I do not like versing against them is an exposed perk build Nurse, but I do not come across that often.

    Least:

    1 - Artist: I just don't like the way she shuts down loops.

    2 - Cenobite: Chain hunt is just annoying in solo queue but fun in a swf.

    3 - Demogorgon: I actually like chases against Demo, but I do not like that it can charge its power and can let go and immediately hit again. Reminds me of old Slinger zoning.

  • If there is a licensed cosmetic that they genuinely cannot keep forever due to the license holders' will, but want it in the game regardless, such as the Stranger Things cosmetics for example, then I'd be all for it personally. I'd rather have a limiter time licensed cosmetic than none at all (looking at you, Freddy). I think they have good intentions if it is for a licensed character due to their limited control over it. However, if they did this with the original characters, I would be against this as they have complete control over their characters' cosmetics and that would definitely just be a money-grab situation.

  • I was always under the impression that deep wound deactivates endurance from occuring again, as in you would have to mend before you could heal or apply an endurance effect again. Although this must have been because we never had a way to proc endurance this many times until now. Maybe deep wound should not allow endurance from occuring until fully mended, but then the problem of Legion occurs where they could prevent Dead Hard from working entirely. A better idea the community has thought of would be to make survivors affected by endurance have no collision, which would solve the bodyblocking issue while still making the anti-tunneling part useful.

  • There was a time I used a fast track, self-perseverance, sole survivor, and left behind build on Yun-Jin just to see what being lore accurate feels like but I felt like a menace just having it on me.

  • @TeabaggingGhostface said:

    Imo it should have a cooldown per gen instead

    That would be pretty cool, actually. I like that idea as it brings the opportunity to proc more times if you protect a generator well for that duration.

  • I would say it is most likely because Nemesis can still be looped and juked even if it is harder than some other killers, where as Artist places a trap at a loop while still chasing behind you and if you walk into the direction of the crow trap, you get hit. People believe this is effectively shutting down the loop completely and it usually forces you to leave the loop and hope there is another one nearby while also hoping she isn't directly behind you.

    I don't think she is too overbearing personally. If you know how to use line of sight blockers, you can escape to another loop while she is setting up crows. But this may be why people find her boring as it eliminates looping in that area whereas with Nemesis, you just need to be smart about how you loop it. Most killers need to played differently in chases anyway, however, so that is nothing new.

  • Lobby Background: I would love the ability to pick any backgrounds. Trickster's was also my favorite.

    Freddy: I prefer on-release Freddy with @GeneralV tweaks.

    Trickster: Those are some interesting changes. I agree that it does feel like you have to reload almost after every chase. The bloody boa add-on (carries 54 knives) being base-kit would be nice, but I'm not sure if this would make Trickster's chase potentially too oppressive or not if he could immediately get into another chase without reloading. However this would be a good quality of life change nonetheless.

    I personally think Main Event is quite oppressive but does not get used much due to its low duration of usability. However would being able to carry it with no duration be too oppressive and unfair? I guess only one way to know is for it to be tried on the PTB. The very least they could do is extend the duration of how long it can be carried to 60 seconds.

    The Trickster has very high down potential with his power and therefore I don't think it would be fair to make his movement speed 4.6. However, I do think there are more interesting ways his power could be buffed in chase such as his knives always bouncing once off the ground base-kit (as opposed to the trick blades add-on that bounces the knives twice) and making it so that the laceration meter only takes two knives off the survivor automatically when not hit for a period of time, while the rest the survivor will have to take off by doing an interaction. This would give the Trickster some small slow down in his power but nothing too big.

    Ghostface: I also prefer the old chase music (which for some reason is back on the PTB again). However I think allowing players to pick their chase music would be even cooler.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035198#Comment_3035198

    That's neat, but I feel like her unique chase theme should be based on "Hello Zepp".

    I agree, actually. That would be far better.

  • I think it is because, compared to Spirit, Blight's power can be more inconsistent depending on the map and loop tiles. He can't go speeding off in a single direction, or have complete control over his power movement, consistently like Spirit can. At times as well, his power can be ineffective due to some objects making Blight slide off instead of slam and can completely ruin his play for an action that was out of his control. The 4.6 movement speed helps correct what the power at times cannot do. If the maps were more balanced and the object hitboxes were more consistent, then the 4.4 Blight would be an interesting proposition. But as it is right now, I would say Blight needs the 4.6 movement speed.

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032682#Comment_3032682

    Scorpionz did a kyf a very long time ago and tested it, I have not found anything on youtube but If I have spare time I can try and record it on a kyf.

    I think I found it actually.

    https://youtu.be/S7PXPOnRuaU

    At 1:28, is that the sound?

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030422#Comment_3030422

    This is actually a lie, many people don't know but slinger has an audio cue that plays when he aims at you its sort of like a ringing sound, however faint it is in the game and a good survivor can make use of it.

    I know he definitely has an audio cue but I've never been able to hear it. Is there a video of it somewhere?

  • I'd prefer better totem placements in general, but if they cannot do that then this is a really neat idea

  • This post made me realize why new Iron Will deactivates when exhausted. Hard to be quiet when you're out of breath and running, I suppose. Gameplay wise those, it is weird that they nerfed it twice. But relating to the actual post, I think exhaustion itself is the downside, right? It literally deactivates a perk after the effect occurs.

  • I switched to pc a month ago and I've been slowly getting teachables on every killer. Due to this event, I've almost gotten every teachable and only have Wraith and Spirit to go. Very close. Personally I've had fun matches with this event

  • Thank you, kind person

  • Just went to test this out in customs and indeed the description is wrong. The mangled effect does not apply when shot, only when reeled in and hit.

    DeathslingerShoot.png DeathslingerShot.png

    The yellow add-on is still better unless you are going for some hit-and-release playstyle

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