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Remedicist

Remedicist

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Remedicist
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  • I don't know if she is the most versatile killer in the game, but I agree she is versatile. My favorite build is the one I use for stealth, but I've dabbled in her hex and chase builds and they have been very fun as well. She plays differently from other killers, but other builds and strats do work very well on her. Her ability to track survivors so efficiently allows the killer to not need any tracking perks and pour it into other perks that pair well with tracking. For me, that's stealth. But for others, the chasing, hex, skillcheck, and even anti-healing builds have worked well on her from my testing. She has a lot more potential than people let on.

  • Bots just know how to avoid every power. They do not play in any human manner at all. If you place down a drone or a guard, they will almost always avoid those areas. If you place down a power, like a dream snare or trap, once again they will almost always avoid stepping on it like they know where it is. If you try using a ranged power, they will have the quickest reaction time you have ever seen. However, bots also just waste their own time a lot in general the moment they hear a terror radius.

  • The appeal is I don't play her for the 3 gen strat. I play her for the tracking she gives as I always wanted a pure tracking power killer, and the stealth playstyle I use on her that combines well with her power. It's been pretty fun for me and I've had enjoyable matches.

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371325#Comment_3371325

    fair enough i have been playing a stealth stbfl style by chaining drone auras to stay oblivious and then chase survivors with the brown addon (dissolution) and exhausted effect addon.

    still will try this out thanks for the input ^_^

    I do something a bit similar as well. I will place drones where I think survivors are likely to run to in a chase (main building and shack are usually two) along with other drones in key interest areas on the map so that chased survivors will be most affected by oblivious. And STBFL helps out a lot during those chases. For anyone that isnt in a chase with me at the moment, I would hope they are affected by Plaything so that either they won't suspect I am coming towards them or that they are putting their time into cleansing the totem. The reason I use the longer undetectable add-on is because sometimes I like to stay under the drone and pop out when I know someone is coming. Or if they avoid the drone and go around a building, I can do the same thing on the other side with the undetectable. However, I have considered switching it out for something else, such as the add-on that gives haste and quicker break action speeds.

  • It is a little too easy to complete. Not saying it has to be extremely difficult, but a sufficient increase would be nice. I like your idea on how it could be redone. It requires a little more time and thought put into the mini game than currently.

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369224#Comment_3369224

    does hex plaything actually give you value since you can make the survivor oblivious with the drones already?

    When it is applied, it does help sneak up on survivors that you arent already chasing if they havent cleansed it. Just helps account for stealth in many areas. On top of that, it create another objective for the survivors to do.

  • The Dead Hards fuel my STBFL tokens

  • @TeabaggingGhostface said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371166#Comment_3371166

    Favourite frame? I main grendel, he's tanky. Currently waiting for duviri to drop before i come back

    The two words that can scare any stellaris player: scientist died

    I've banned myself from playing skyrim

    Limbo Prime is my favorite frame. Very stylish, and I like the unique dodge it has of entering into the rift plane. The cataclysm also serves a lot of purposes, whether I need it for damage, crowd control, or protecting an objective.

    When my scientist and science vessel die at the beginning of the game from a random event, I cry.

  • I've been playing Warframe and Stellaris. Speaking of, a new Stellaris DLC dropped today. However, I mostly play Stellaris with mods, so I'm waiting for the mod authors to update their mods for the newest version of the game before I go back to playing that. I also randomly get on my modded Skyrim playthrough whenever I feel like doing so, such as today.

  • Depends on my mood, but I have three main build themes. The first is the medic: Botany, Desperate Measures, We'll Make It, and We're Gonna Live Forever. Second is the support: Better Than New, Leader, Prove Thyself, and Vigil. And third is the psychic: Empathic Connection, Empathy, Kindred, and Situational Awareness.

  • I thought it should have became a Scourge Hook perk personally. My idea for it was something like this:

    Scourge Hook: No One Escapes Death

    • At the start of the trial, 4 random hooks are changed into Scourge Hooks
    • The auras of Scourge Hooks are revealed to you in white
    • When a survivor is hooked on a Scourge Hook for the first time before the exit gates are powered, the following effects apply:
    • When the exit gates are powered, the survivor's aura will be revealed for 5 seconds, and the survivor will suffer from the exposed status effect for 40/50/60 seconds

    The numbers could be changed around, but the premise was that a specific survivor would be exposed for a certain amount of time during the phase where all generators are powered if they were hooked previously on a Scourge Hook. Imo, it incentives the killer to earn the end game effect, similar to something like No Way Out, and it also is guaranteed to stay alive for that duration on every survivor you previously hooked on the Scourge Hook, unlike current NOED which can be cleansed before it gets any use.

  • @Marik1987 said:

    https://youtu.be/DKzosO0lhfg

    https://youtu.be/IXwqWxNKdOU

    When, just when, will the devs adress this failure? 😭😭😭

    I've seen so many discussions for how Fredward could be changed throughout these couple of years. It is saddening that nothing has changed yet. I get that it takes time to think how they could rework him again, but this wait has gone on for too long. If they brought back OG Freddy with some of the listed changes and buffs we have seen in this discussion, I'd be a happy dude.

  • I like having options

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369180#Comment_3369180

    Yeah you are right. I just hope they do something next midchapter. I doubt it, I assume we see some perk-changes and thats probably it.

    I would love if Freddy would receive some buffs in any way at this point. He has been sitting on the back burner for years. But to answer your question, I used to main Old Freddy, so I would love to have his old power back with some buffs. His old power was very unique, befit him quite well, I really liked the good tracking in his dream world, and I believe it would have been okay on its own if it simply had buffs. Times have changed since back then when people had fewer perks, and both using Self Care was popular and failing skill checks was required. In today's time, if you added dream clocks to his old power, people would rather go to a dream clock than waste progress on a generator or medkit.

    Some buffs I would like for Old Freddy would be survivors get the incapacitated effect during the transition phase, reduce TR to 16m like OG Freddy, and make Distortion have no effect on the aura reading in his power (same way Ghostface's exposed isn't affected by Vigil, plus Distortion user's stacks wouldn't immediately deplete like back then). Some changes I would like would be adding the dream clocks and teleport abilitiy to his power. Overall though, I know that @GeneralV has some great suggestions in their discussion for returning OG Freddy to the game.

  • @DragonMasterDarren said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369116#Comment_3369116

    You are aware that being a pure information killer means exactly jack diddly when you have no way of capitalising on that info, right?

    SM can't do a ######### thing with the info her drones give her because, in chase, she is a pure 115 killer, with nothing to shorten chases, shut down loops, or even break pallets faster, you take chases as SM and even if you waste her drones on shutting down loops, you have to deal with windows and pallets, with no way of counteracting or making that entire process easier

    Knight a chapter previously could use Carnifex to break pallets instantly, chase a survivor down from multiple angles using Assassin, Or force the survivors very far away using Jailor depending on what guard was placeable at that moment, SM can't do any of that, her drones, in chase, are exclusively "go away from this loop" tools, waste all four drones on this and you are left with drones in less then amazing spots, and if survivors realise that, they'll just leave them there and go do gens

    But please, do tell me that SM is actually fun or even good in chase, and that her power isn't a steaming pile of uninspired dogshit, I'll wait

    Her drones don't have much lethality, but her add-ons weirdly address her problems. By that I mean her drones should be something that buff her or debuff survivors when she deploys it well and, therefore, gives her an advantage in chase without necessarily being lethal on its own.

    For example, the build I have most success with, since I like to utilize stealth, involves using Adaptive Lighting and Brown Noise Generator with Hex: Plaything and any other perks. Stealth and tracking are pretty great together, and she absolutely can act on the information she gets with the stealth as it makes it easier to sneak up and get cheeky hits on survivors during loops, or at points they were not expecting. As long as you know how to move unpredictably when the survivor can't tell where you are, you can hit them when they least expect it. This build is my favorite, has been pretty successful for me and, from my experiences, shows that she can do more than just holding 3 gens.

    She even has other add-ons that help her even more during chases with her drones, such as faster lock-on time, or giving her haste and increased break action speeds, among other things. Tbh, I think some of the add-ons she has should have been given by default in order to give the killer more strategy options. However, I suppose utilizing the specific add-ons for builds is part of the strategy. Other strategies I've had success with when using her drones for tracking and buffs or debuffs involves using totem defender builds, skill check builds, and slower healing builds.

    Again, just from my experiences, she seems like she can do far more with her drones than simply camp 3 gens. However, most people will always choose the option that takes the least effort and works. It's like tunneling, you can't make it go away, but you can give players more options so they don't feel like they have to do it.

  • You know what's strange is the failed skill check wake up during the transition phase of his old power wouldn't have been a problem if it had applied the incapacitated effect to the survivor during those 7 seconds.

  • @Halloulle said:

    I don't know which thread it was but Mandy commented relaying the dev's position on the incapacitated status effect and it seems the devs have decided that the whole status effect should be exclusive to certain killer powers. The reason she gave was, iirc, that a status effect that effectively gives you a time out from playing the game altogether and without a condition to end it (you have to wait it out) has been categorically deemed unhealthy for the game. (Other incapacitated status effects are part of a killers power and usually until you do X - like doctors madness where you need to snap out - or extremely short/limited - like doctor's regular shock )

    I agree with that.

    That being said, I could live with Eruption being an exception from that rule if it was sth like 5/7/9 seconds (though; i don't think that's enough to make it valuable - and any more and we're back to what's above) or required you to do that thing you need to do to get rid of skully's drones before you can do sth else again.

    I know they didn't think about the status effect way back then, but Old Freddy's power of pulling survivors into the dream world would have been better if the incapacitated effect applied during that 7 second transition time so that survivors couldnt immediately continue working on the gen, or failing a skill check to get out of the dream world (among other buffs he could have received over a full rework).

    I agree that incapacitated should only apply from killer powers.

  • @Caiman said:

    And to say something about the Skull Merchant, while I think her design is lackluster, the thing that really kills it for me is that mask she has. Everything else, I can at least kinda see something going on: she's wearing practical clothing for engineering (boots, coveralls) over her ritzy corporate flair (blouse, necklace, and earrings) and has a big stabby robo-arm and... weird things(?) on her fingertips that I still don't understand. That's all okay enough, nothing amazing but it's whatever, there's some sense of design to it. But that mask? I don't understand it at all. Why is it so flashy? What's it made of? Why does it only cover one eye with a bright red lens? Why does it have spikes on the gas mask's filter? I can't stand that mask at all, I don't know what it's supposed to be, and it looks so goofy, wrecks the whole thing for me.

    And above all else, why does the Skull Merchant not wear a mask that looks like a skull?

    The diamond mask look also looks bad to me. It's strange because some of the mask retextures in her skins remove the jeweled look on it, and it looks so much better without it. Idk why they didn't give her mask that clean metallic look in one of her skins by default. It would have fit much more nicely.

  • The fuller screams sound better and more natural to me. I like it. What they need to do though is make the audio level between all of the screams and noises the same.

  • The way her theme sounds when she is near 32 and 16 meters is cool. I don't know why they didn't stick with that kind of sound in a more emphasized chase format for the actual chase theme.

  • I've been using Adaptive Lighting and Brown Noise Generator add-ons with Hex: Plaything to create a stealth playstyle around her drones. I place the drones near gens with loops nearby or strategic main looping spots on the map, such as shack or main buildings. Basically, the good tracking she has pairs well with stealth, and I use it to sneak around certain loops or buildings while the survivors lose track of where I am. I don't worry too much about getting the exposed as them not knowing where I am tends to help get downs anyway. I suppose you have to be proficient with stealth gameplay, in terms of knowing how to move unpredictably around loops and buildings with the status effects to get this to work, but it has worked quite well for me.

    Alternatively, I've also used a hex defender build using her drones and that works as well. Any of these options have made it a blast playing her for me. I find the 3 gen defense boring, so only time that happens in my matches is when the survivors do it to themselves. However, I don't think she should be reduced to two drones imo. They could make the stealth a greater part of her base kit so that she has more options by default.

  • @Hensen2100 said:

    Have you read her addons? You can already have drones apply oblivious or hindered lol

    Still don't understand why people think you should just 3 gen from the start. She is a beast in chase and I have won every game so far doing a tunnel out strategy

    https://us.v-cdn.net/6030815/uploads/GNZ94582I1TB/skulls-png.png

    So if you get a survivor trapped at a loop:

    You get almost brutal strength, 2% haste kicking a pallet. Another 5% haste from kicking the pallet. And maybe another 5% from PWYF.

    So you kick a pallet with brutal strength and then chase the survivor, who you get wallhacks on, and get 12% movespeed and if the survivor stayed at the pallet too long they are exposed. How is that weak?

    It's double purples but this is just a strongest case scenario. Many of her greens with a purple are still very serviceable builds

    Not only that, but she is actually great at stealth when combined with her tracking capabilities. I've been playing her a ton with my main build consisting of Brown Noise Generator and Adaptive Lighting add-ons with Hex: Plaything and her tracking abilities (when you place the drones in more strategic points of the map than only just on generators) with the stealth make her pretty formidable imo. The tracking easily allows you to hunt down their movement while moving unpredictably with undetectable or oblivious, and I have gotten so many downs with that. It has been pretty fun for me.

  • If we want to find out what needs to be changed specifically, we have to look into what causes her to be so efficient at 3-gen situations. Knowing when survivors are around gens is strong information to have, but it isn't what causes survivors to not be able to complete the generators as, in most situations, the survivors could just split up on the three generators as she is only an m1 killer and can't be in three areas at once very fast. Therefore, I can only come up with two reasons her power causes frustration: the drone information in combination with gen kicking perks and her exposed effect on her drones. In a three gen situation, survivors will usually afford taking one hit around the generator before running to the other side of the map to reset and heal, while others do the same on other generators; However, this isn't possible against her because a survivor can't even repair a generator for 10 seconds before being exposed for 60 seconds. Some have said BHVR cannot completely get rid of the exposed because she'd be too weak without it. That is somewhat true, drones should deter survivors in some way but it technically doesn't have to be an exposed effect that does that. However, maybe changes could be done to how long the exposed effect is or how it exposes survivors, I'm not entirely sure. To be honest though, I think the problem has more to do with the gen kicking meta than it does with her power capabilities specifically, but I don't see gen perks being changed any time soon.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366591#Comment_3366591

    Video of a guy using those same addons for a full on jumpscare build

    https://youtu.be/Nb40aIDfflg

    This was made during PTB, in case that matters.

    I use it for her to have extra stealth capabilities as well. Can usually throw off a survivor being chased around areas with walls and cover.

  • Been using Brutal Strength, STBFL, Hex: Plaything, and Jolt with Brown Noise Generator and Adaptive Lighting add-ons. Has been workin pretty well for me

  • @Technature said:

    So she should have no power whatsoever?

    I'm not gonna disagree that she sucks, but you want to straight up remove her power?

    No, I don't wanna remove her power. I wanna change her power to something that stalls the survivors if they do not deal with the drone and, therefore, provides passive slowdown even if the Skull Merchant is not in the area. Giving it a new beneficial functionality.

  • @Crowman said:

    A killer power should impose some kind of threat to the survivor if they chose to ignore it. If survivors ignore the drone's area, they get exposed. It's fair as it is. It reminds me of when people were asking to removing pinhead's chains from preventing survivors from working on gens as if that wasn't the whole point of the power.

    Well yeah, I can agree with that. That's why I said instead of exposed, she should have that passive slowdown shock effect. Not only would that help her when she isnt near the drone so her drones stall survivors for her, but it isn't just a straight nerf because she is given a new tool instead that survivors have to deal with. I also think other things could be buffed such as no movement penalty when using the tracker, increased undetectable duration, increased sequences in the hacking mini game, among other things she could use a buff for. I obviously want her to be good because I like her power concept and always wanted a pure tracking power killer, so she is my new favorite killer for that very reason. I just simply don't think exposed is the way to do it, but that's just me.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366176#Comment_3366176

    So, what you want is for the zone denial killer with the weakest and most avoidable power there is, to not be able to even do zone denial... great.

    And no, again, fun is not an argument to be had if you are using it pretending to nerf the other side or forcing people to play the way you want, which is what you are doing here. Even less when you are talking about nerfing the only thing the new killer is good at and still is the weakest power there is.

    Sorry, but no.

    I can understand where you're coming from. I know we all have different experiences with the killer at the moment, so there isn't an exact consensus on what changes would be best for her. Thank you for your input!

  • I think the 3 gen bulwark problem, and even the holding w problem she faces, comes from the fact that her drones have the ability to expose. I think they should remove that and instead buff other aspects about her like increased stealth duration, increased hack sequence, no movement penalty from holding her tracker, maybe even add a new effect to replace exposed. For example, a taser that periodically could temporarily stop a survivor's action when within line of sight of the drone to give her some passive slowdown when she isnt near her drone.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366145#Comment_3366145

    You need to be 10 whole seconds in her drone radius to get the exposed effect and you have a so visually effective mark of it that sometimes what it would do is block the linesight of the killer. Disabling the drones are damn easy, and if they are inactive even more as you know exactly when the scanner is so you can do the minigame with the drone not even noticing. Removing the claw trap is just as easy as deactivating the drone. But above all that: Being unfun is not an argument. Killer powers shouldn't be fun for survivors, should allow killers to win and compensate going against a team of 4.

    Again, you are complaining about the most survivor favored power BHVR can have ever conceived since Freddy at launch, and the most worrying thing is this time is obvious they designed it this way on purpose. With Freddy you could argue that they didn't expect people to fail skillchecks on purpose to counter it.

    10 seconds is enough for survivors to want to hold w out of the zone. Again, that isn't very engaging. Killers like Wesker, Nurse, and Blight are popular because they have abilities that counter that exact thing. I think fun is an argument to be had because everyone who plays video games do it because they enjoy it. I know it can be difficult to balance around that, but this problem that she has has been making the community in general miserable from it. I agree, though, that the hacking sequence is far too short. BHVR should increase the sequence of the hacking so that it at leasts wastes the survivor's time more. However, they cannot do that because of the exposed effect. You see the problem here? Other parts of her kit that could be improved can not be because exposed in of itself is too overbearing.

  • @Caiman said:

    The first argument sounds like you're just complaining you can't loop the Skull Merchant in the exact same way you loop every other killer. Yes, her power is area denial, scaring people out of tiles is exactly what it's supposed to do, not being able to run her in a circle for 10 minutes straight is not her problem.

    Since I play her more than I go against her, I'm mainly complaining that the more interesting parts of her drone abilities can't be used in chase if survivors are forced to go away from loops. That's why I don't like the exposed because it does not make the chases feel very engaging for either side if either side cannot use their own skills and abilities in the chase. Simply from a gameplay perspective, it is neither fun nor interactive. I know that there are other killers like that, but I believe the community does not like going against those killers for the same reason. If her power is mainly meant for tracking and stealth, then they should buff her in those aspects instead.

  • Drones in scanning mode can only detect survivors on the same level as it. However, drones in active mode can detect through multiple floors. On indoor maps or maps with multiple floors, the Skull Merchant can manually activate her drones to see if there are any survivors above or below the drone.

  • @Batusalen said:

    Survivors complaining about one of the weakest, easily avoidable and counterable killer power BHVR can come up with. "What a surprise!", said no one.

    Being weak and unfun are not mutually exclusive. Her power isn't exactly avoidable on objectives either. The drones are something survivors have to interact with, which is a good thing because otherwise her drones would not serve much use. The problem lies in the exposed effect because it doesn't make sense with the power and promotes the worst gameplay one could think of: holding w and creating a bulwark defense around 3 generators. There are plenty of other areas she could be buffed in with exposed removed. I named the passive slowdown as one, but also extended stealth would help her greatly as a hunter and tracker.

  • I've been using the Brutal Strenth, Save the Best for Last, Hex:Plaything, and Jolt perks with the Adaptive Lighting and Brown Noise Generator add-ons. Been working quite well for me. This build increases her stealth and chase potential as the tracking is already fine on her.

  • I think the exposed effect on her drone makes chases boring. For survivor, they are forced to leave the loop and while that may be advantageous for the killer, it isn't fun at all.

    If they removed the exposed effect, the chases would be more fun for both sides and the killer could actually use the other tools of her drone. For example, if survivors are less likely to leave the loop, the killer could use her tracker and undetected status to catch a survivor off guard on high walls, and the survivor will have to predict this or peek on the other side of the wall before hand.

    Instead of exposed, they could add a taser effect that shocks the survivor in the area, and it could act as a passive slowdown for anyone detected and trying to do gens in the drone zone.

  • Legion and Wesker's vaults should have perk-power synergy with the speed boost, but they do not sadly.

  • I liked using her power in the beta. I've always wanted a killer with pure tracking potential, and the drones are a cool concept for doing that. Granted, I do think she needs buffs and changes in certain areas.

    For example, I think the exposed function on her drones promotes unfun antiloop gameplay for the other side, and I feel like they could have a different function instead. This could possibly be maybe commanding a drone to travel to a different area while it continues scanning around its path, or tasering a survivor to temporarily prevent them from doing an objective action for a little bit if spotted within the range of the drone so that it can stall survivors from afar. Something useful for better tracking or stalling in her drone rather than being used as an antiloop tool.

    However, I do not know yet if I will be getting this dlc or the new Stellaris dlc that comes out around the same time.

  • I really like the longer screams. I feel like it adds to the scary effect of being hooked. It's pretty eerie hearing the survivors scream for that long, but it makes sense. However, the survivors screaming even before being hooked is odd, but I imagine that wasn't the intended effect.

  • I'm not entirely sure. I came back after three months recently so I am a bit rusty, but I feel like the games for me were appropriate given the time I was off. So, from my perspective it does seem like a thing, but that is only based on my current experience.

  • None. Removing variety and options from the game wouldn't be my play. Every survivor is cool in my opinion, and I think every killer has potential. Just some of them need specific power changes or reworks (specifically Freddy and Trickster in my opinion).

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287205#Comment_3287205

    Going to end game is not a sign of poor Killer performance when the devs have flat out said a 2K/2E is the desired result, meaning the doors are EXPECTED to get opened.

    The 2k/2e makes sense, but if a killer is only getting that result or even more kills simply because they have that perk that instantly downs a survivor at the endgame with no work put into that, that's a problem. The 2k/2e should be balanced around the other parts of gameplay in which both sides contribute, and would most likely still be the case even if the perk was reworked. Even from a matter of fairness, the perk isn't fun to play against similar to the current problem people have with Eruption.

  • I think some form of increased basekit reload speed would be nice as long as there is still perk-power synergy. That way you don't feel like you have to use Iron Maiden, but using it still feels really good and no perk variety is removed.

    This is why I'm against with what they did when they removed vault perk-power synergy with Legion and Wesker. Perk diversity should never be taken away if the synergy isn't even overpowered to begin with.

  • Maybe. Maybe not. I usually can't tell.

  • @Tricksters_Wife said:

    (UPDATED 5.7.2 PATCH)

    Looking to get started on playing Trickster but feel hopeless as 5 gens pop in your face? Worry no more! I've been playing only Trickster since his release and I'm hoping to help you guys out in having more success with him :)

    https://us.v-cdn.net/6030815/uploads/3EQ8TZ9OMX16/tricksterbanner.jpg

    ¸¸♬·¯·♩¸¸♪·¯·♫¸¸¸♬·¯·♩¸¸♪·¯·♫¸¸

    🎵 trickster's overall kit 🎵

    Trickster is a killer that excels in certain areas and struggles in others. He's a medium-range killer due to his knife recoil and handedness. Using his power correctly takes an understanding of his timing, aim, the map you're playing in, and what loops to take advantage of. Sometimes using his power in certain areas isn't the best decision. Remember that you are still faster than the survivor when not using Showstopper even if you're not as fast as other killers and every second counts when playing him.

    These are the areas that he excels at and you should use his power at:

    • Medium/Low loop height
    • Open areas
    • Short loops
    • Long hallways without an immediate room to enter
    • Survivor animations
    • The basement (in certain situations)

    These are the loops that you should avoid using Trickster's power at:

    • Tall loop height that doesn't show the survivor's hair/top of head
    • Infinity loops
    • Killer shack (try to avoid this as much as possible)
    • Corners/maze-like areas
    • Any areas that break line of sight often

    ¸¸♬·¯·♩¸¸♪·¯·♫¸¸¸♬·¯·♩¸¸♪·¯·♫¸¸

    🎵 What to do at loops with trickster 🎵

    If you're at a short loop (a loop that doesn't have a long path of obstacles on either side of the pallet) then it's best to mind game the survivor with a basic attack. It's better to conserve your knives for a time in which it's a guaranteed down. If the survivor is good at reading your mind games, then it's best to use your power if it's not a tall loop. Do not destroy the pallet at low/short loops immediately as the survivor vault animation will keep them stuck and will be almost guaranteed to take a health state.

    Maps with long hallways (Lery's, Midwich, etc.) are excellent maps for Trickster. But doing well with Trickster in these maps takes knowing the map well. Don't throw your knives if you know a room is coming up quickly that they can cut across and break line of sight. You don't want to break in and out of your Showstopper channel animation a lot as this can slow you down significantly when the survivor is making distance around corners. If you are throwing knives down a hallway and they do happen to cut around a corner, stop using Showstopper and make up for some distance by running after them regularly. Try to do this as fast as possible as his laceration decay is 15 seconds.

    Take advantage of any survivor animations (i.e vaulting a window, pallet). Depending on your add ons and the area this can give you a significant lead on your laceration meter or even an entire health state. Correctly predicting when a survivor is going to go through a window or vault/drop a pallet is even better so you can start channeling Showstopper ahead of time and land more shots.

    If you're at an infinity loop with a survivor and it has no tall obstacles blocking your aim then using Showstopper is just as strong as the other loops. If you're at an infinity loop with tall obstacles on each side of the pallet as well it's best to immediately destroy the pallet and either continue the chase if the survivor hasn't made up distance and you're confident that gens are under control or to drop the chase.

    I don't know if many people know this but the survivor's tippy top of their head and/or hair is still very much hittable when peeking out over a wall. Even if you can't see 98% of the survivor behind a wall you can still land knife shots on the top of their head.

    Another thing to keep in mind while using Showstopper at loops with obstacles blocking your knives is that sometimes when you change directions of looping it'll give you more of an open space to hit your knives at (i.e if you're chasing the survivor clock-wise while using Showstopper but are struggling a little, try going counter-clockwise to get more of an open area to land knives). The same goes for moonwalking. Using Showstopper and moonwalking/utilizing the direction of your red stain is just as effective as moonwalking a basic attack.

    I try to avoid killer shack as much as possible with Trickster. It's not a good place to basic attack nor use Showstopper against a good survivor. If you're confident you can mind game at killer shack or if the survivors don't know how to use it then I would say it's worth a try. But other than that ━ drop a chase if they're going to confidently use killer shack.

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    🎵 aiming with trickster 🎵

    Unlike Huntress, who you need to aim slightly behind a survivor ━ when aiming with Trickster it's best to track ahead of the survivor if they're running horizontally in front of you. The closer the survivor is to you, the faster you need to track and the more ahead you need to predict and vice versa.

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    🎵 reloading with trickster 🎵

    If you have successful chases that don't use a lot of your knives, you can reload approximately every 2 hooks maybe 3. Reload when your knives are in between 12-16 unless you're using certain add ons that require less knives or you don't feel confident to down another survivor with those amount of knives.

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    🎵 showstopper recoil and distance 🎵

    Because of Showstopper's recoil and handedness, you should try to use it when you are medium distance or less from the survivor. This is approximately when you can hit most of your blades when not attempting to basic attack. You should not try to hit from very far away unless they're 1-2 knives away from filling the laceration meter or if you're trying to control a gen and use it to scare them off.

    https://us.v-cdn.net/6030815/uploads/9773VEOAB8DE/distance.png

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    🎵 using main event 🎵

    Main Event is a weird special attack to use. Since his 5.1.0 changes you're only going to get Main Event 2-3 times during a match. It's a very situational ability. Here are situations you should use Main Event at if you have it:

    • When you're close enough to a survivor to land all the shots needed to get them down (similar to how you cancel Legion's Frenzy when close enough to a survivor to land a downed basic attack on them).
    • When a survivor is unhooking. You'll be able to down both the unhooker and the person that just got unhooked unless they have BT. (I believe you'll have enough time to shred through BT as well but this circumstance very rarely happens to know 100% for sure)
    • If you're in the middle of a secured chase and you're out of ammo to get a down but not within range to basic attack.
    • Sometimes I use Main Event right before it ends while I'm approaching an area that I know has a survivor around, because they may accidentally run into you while you're using Main Event and you'll be able to land a lot of shots on them.
    • Cancel Main Event as soon as you get a down with it and you know no one else is in the area. It may feel like a waste, but it will save you a lot of time instead of trying to hold out the rest of the duration of it.

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    🎵 maps for trickster 🎵

    (Some of these are based on personal experience so what works for me may not work for you!)

    These are the maps that are good for Trickster:

    • Backwater Swamp
    • Lery's Memorial Institute
    • Grave of Glenvale (his second best map)
    • Midwich Elementary School
    • Haddonfield (his new best map ━ the rework of this map from the 5.7.0 patch works really well with Trickster now. It's full of low and small loops. The houses are still a bit of a pain, but you have a lot of outdoor space to work with and no killer shack to worry about!)

    These are the maps that are okay for Trickster:

    • Crotus Prenn Asylum
    • Springwood
    • Gideon Meat Plant
    • Coldwind Farm
    • Yamaoka Estate
    • The MacMillan Estate

    These are the maps that are the worst for Trickster:

    • Raccoon City
    • Red Forest
    • Autohaven Wreckers (depending on which specific realm you get some are better and are okay for him)

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    🎵 add ons for trickster 🎵

    So far these are the best add on combinations I've tested out for him personally:

    • Fizz-Spin Soda + Bloody Boa ━ (the best well rounded build for him currently, gives you more ammo and faster downs)
    • Bloody Boa + Melodious Murder ━ (helps with ammo and saves time spent on additional reloading since 5.1.0 changes)
    • Fizz-Spin Soda + Iridescent Photocard ━ (downs survivors within at least 5 seconds if played correctly)
    • Fizz-Spin Soda + Trick Blades ━ (very strong when you know how to aim with him, able to shred through survivors and possibly get a couple lucky bounced blade shots very fast)

    Other add ons I like to use without a specific combination are: Diamond Cufflinks, Trick Blades, Caged Heart Shoes

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    🎵 perks for trickster 🎵

    Trickster has weak gen pressure/control. I would suggest having at least 1-2 gen regression or control perks. Ruin and Discordance are my staple perks with him. The rest comes down to personal preference.

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    🎵 MOUSE SETTINGS FOR TRICKSTER 🎵

    I currently have a Logitech G502 HERO Wired gaming mouse that allows me to adjust the DPI. I suggest using a medium to low sensitivity when you play Trickster. This may seem counterproductive to someone who requires precise aim, but remember that survivors don't really move that fast or do crazy movements like typical FPS games do. But make sure it's not too low so that way you can still control your movement and basic attacks where needed.

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    🎵 miscellaneous tips 🎵

    • Keep your kill rate flowing and snowballing the survivors
    • If someone unhooks in the basement and you're close by, go back since the unhooker is an easy down without tunneling
    • Take advantage of your small terror radius
    • Don't be afraid to drop chases against good survivors to keep up with gens
    • Keep in mind you won't win every game with him. It's inevitable to get survivors that know how to loop him really well or get a bad map for him and feel like there's not much you can do ━ but that's the case with every killer.
    • There's a sweet spot that if you stop using Showstopper right as you injure someone with it, that you'll be able to catch up/stay well behind the survivor instead of them gaining a lot of distance. It takes a bit of practice, but it'll help you keep up with the survivor.
    • In the new Haddonfield map, you can still hit survivors that loop the cars in the street as long as they're still standing. As long as you can correctly predict where they are running and can hardly see the top of their head, their hitbox is big enough to get hits on them.
    • In Lery's Memorial Institute there are a couple of pretty high wall loops that have plants on top of the walls. A little hint ━ those are actually low enough to hit your knives. As long as you can predict where the survivor is going and track well you can hit your knives through the plants and make contact with their head. These loops are by the exit gates and in a couple rooms. (see below, images are older textures) ↓

    https://us.v-cdn.net/6030815/uploads/YJ0M46MTEXBH/plants.png

    ⚠️⚠️Note:⚠️⚠️ There's a current bug that I've noticed since around patch 5.2.2 (could've been earlier) that Trickster's knives will not validate. You will get the hit animation but it won't increase your laceration meter. Keep this in mind when playing him and be cautious that your knives may not hit every so often.

    https://youtu.be/BiIWVJ7X9Zg

    ⚠️⚠️Note 2.0:⚠️⚠️ With the announcement of reworked meta and other perks, this guide will probably change drastically to accommodate what's best for him. Ruin and Discordance were my main gen control perks along with Undying, but depending on what changes are made this could change.

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    So yeah that's about it and everything I can think of for my Trickster guide! I might continue to update this after each of his patches depending on how people like it so if you enjoy it let me know 👉👈

    This should help

  • This is a game I can't play continuously. I normally play it for a while, then play other things, then come back. It keeps things fresh. If you spend all of your time on one game, it will eventually take a toll on you and you will find it boring.

    With that being said, I don't really play DBD with the sole intention of getting kills or surviving. As survivor, I prioritize helping others so I tend to bring support perks as it brings me joy doing that.

    As killer, I don't really care how fast gens get completed or not because I don't like focusing on them so much, so I don't bring gen slowdown perks. My favorite perks to use are chase and aura perks because I have the most fun tracking and chasing survivors.

    The other thing is that I don't take matches too seriously since I'm just having fun experiencing the match. I'll mess around with survivors and killers, give myself random goals to complete that usually coincide with the build Im using, practice my looping and mindgames, etc.

    The thing is that you'll never get a general consensus on what people find fun. Maybe you like playing seriously and currently find it stressful. If you can't find fun in the game, chances are you're burned out and need to experience something else. As I stated before, I can't play DBD continuously because I do get burned out too, but I find it fun every time I come back.

  • @Remedicist said:

    Sorry in advance for the recording and editing.

    BHVR recently removed the synergy between vault speed perks and powers that have "special vaults." I did some testing to figure out which powers were affected by this change and here are my results.

    (Add-ons used: "Shadow Dance" - Blood & White)

    (Perks used: Bamboozle & Superior Anatomy)

    https://youtu.be/M3v5-pnsfs0

    1. Wraith (Invisible):

    • Vault speed add-ons work ✔️
    • Vault speed perks work ✔️
    • Vault speed add-ons and perks combined work together ✔️

    2. Myers (Tier 3)

    • Vault speed perks work ✔️

    3. Legion (Feral Frenzy)

    • Vault speed perks do not affect window vaults ❌
    • Vault speed perks do not affect pallet vaults ❌

    4. Wesker (Virulent Bound)

    • Vault speed perks do not affect window vaults ❌
    • Vault speed perks do not affect pallet vaults ❌

    Personally, I would like for these changes to be reverted so that we could have consistency from these perk synergies. It would give more fun and variety in builds for Legion and Wesker like it did before the change. Additionally, these vault speed perks working with their powers do not make them overpowered or overly oppressive as they both have cooldowns after vaulting with their powers in order to injure a survivor, so I find these nerfs to be unwarranted and unnecessary.

    Wraith and Myers are actually not affected by these changes.

    But I agree, Wesker and Legion should totally benefit from these perks. Imagine if Trickster and Huntress didn't benefit from Iron Maiden.

    They're just removing fun perk synergy builds and perk diversity, and it is annoying.

  • Most people wouldn't just increase FOV because they can apparently see the survivors on screen more often. In fact, this doesn't even make sense because if you have more objects that you can see on screen, they will appear less clear, especially for farther objects. This is due to the fish-eye effect and it may make a killer miss a distant visual cue or get hit by a pallet that they think they aren't in range of. Of course, increasing FOV also makes a killer more susceptible to flashlight blinds. If you use Shadowborn, you will experience all of this.

    Sure, it may help a miniscule amount in chases for the one time a player tries to hide under your character when you vault a window, but that's really it. If a survivor hides well, chances are that an increased FOV won't change that because seeing more on screen won't make you more likely to see a character hiding in a bush or behind a wall. In fact, due to decreased clarity from objects looking more distant, you might even miss it more often.

    People simply want an FOV slider so they can tune it to their liking for what feels better for them in terms of motion comfort and motion sickness. If increasing FOV were really that game-changing for killers, you would see it used way more often. Instead, you rarely ever see it used except for those that really need it to play the game. Therefore, I think an FOV slider should be an accessibility option.

  • The red stain is a big part of looping and mindgames, so I disagree. It should be kept as is.

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