Avatar

Remedicist

Remedicist

About

Username
Remedicist
Joined
Visits
0
Last Active
—

Comments

  • One of the Pig's best assets is her ability to force survivors to do other objectives: the reverse beartrap. This means that Pig also benefits from adding on more objectives on top of that to overwhelm survivors. This is why I tend to use Devour Hope, Plaything, Pentimento, and Deadlock on her with either the add-ons that increase the number of traps available or make the boxes take longer to search. From my experience, this build works pretty well.

    If you're looking more for a build that helps sneaking up on survivors and is more chase-oriented, I'd say M&A and Whispers is a good combo that helps you sneak up on survivors without unnecessarily losing speed from crouching all the time, and any combination of a chase perk and slowdown perk works well. Additionally, Last Will and Workshop Grease are great add-ons that pair together to make your Ambush Dash stronger. It's best used near or on the pallet though so that survivors cannot immediately stun you, or when they do not see you in general.

  • The only perk that I think shouldn't be a perk at all is Shadowborn. FOV is a basic accessibility option that we need in the game while the Shadowborn perk should be reworked.

  • Very absurd change. It worded perfectly fine before and they managed to make it worse. Most people don't equip perks that only work when injured.

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264816#Comment_3264816

    Depending the length of the rock loop huntress and trickster can line up a shot. But huntress just needs to hit it once where trickster is resetting his loop for 1/3 of a damage.

    Huntress Lullaby is because she can do long range damage by landing a hatchet and no indication would be super strong on her. Trickster cannot do that because you get the lovely notification of knives 1 and 2 going into you and you still need to get hit 4 more times

    Huntress's projectiles are a lot easier to dodge at loops though compared to Trickster's as Huntress has to charge up her hatchets while Trickster can immediately spam them. And Trickster has a melody because his time to down and snowball potential are both high.

    Although personally, I think if Trickster had a three round burst firing mode with no recoil and less of an arc, so that he could be played more at long ranges, as his primary mode, with a secondary firing mode that is his current flurry of knives with far fewer knives in that stockpile, I think he'd be a lot more fun to play as and against and it would increase his viability on certain maps.

  • The skill of individual teammates arguably affects the performance of the team as the survivors generally need teamwork to survive. Therefore, you could be pretty good at the game yourself, but your teammates not performing on par could drag you down and eventually lead to you not escaping and decreasing your MMR with it.

  • I've actually never tried it with mustard before. I personally like it with ketchup. The breakfast corndogs are also pretty good with maple syrup.

  • The only add-ons that I think need changing are his Main Event ones since Main Event is already very situational, but the other ones are already great. In my opinion, Trickster has one of the best sets of add-ons for his character in the game as they aren't op but are all very helpful to his gameplay. Want more knives? Bloody Boa helps a ton. Want faster knife-holding speed? Caged-Heart Shoes has you covered and helps a lot around all loops. Faster fire rate? Fizz-Spin Soda will get a ton of knife hits in before they reach that window. Wanna change or enhance his knife gameplay? All the purple add-ons do just that without any drawback to his normal knife hits. Even the pink add-ons have the potential to be extremely powerful as making Main Event never be worthless with a free reload or downing survivors in just a few knife hits is incredible.

    So I don't think he needs a complete add-on rework. However, I very much like your improvements to the Main Event add-ons. Right now, both sets are far too similar to each other, so changing one of them to reduce the number of charges needed to activate Main Event so that it occurs more often and increasing the values of the other one per knife hit to award the player by making Main Event last longer is absolutely brilliant and I love your ideas for that!

  • I'd argue high C tier. Power is extremely oppresive in some areas and weak in others. Difficult to use his power for longer ranges due to the random recoil spread when throwing many knives or the delay between throwing single knives with no recoil. Map knowledge is very important for Trickster: knowing what you can throw through and when you should bring up or put down your knives is important. Pallets and windows are basically free hits for Trickster. When survivors are grouped up, he has high snowball potential due to his very high time-to-down and can eat through endurance effects for the same reason. Spreading out against him is effective due to being a slower killer with no map traversal, but he dominates in chases if you play tiles and mindgame correctly. If you're a controller user, I pray for you.

  • The glowing effect is awesome!

  • I love Trickster, but I understand that he can be annoying to face. This is most likely due to his ability to spam knives. I think if they gave him different firing modes, but made his primary mode a three round burst and made his secondary mode the current volley of knives, either as a temporary ability or very limited supply, he'd be much less annoying for survivors to face against and have more skill involved in how his power is used.

    My answer for most annoying killer, though, is the Nurse personally.

  • If they can prevent camping with Twins' and Artist's power, I'm certain it's possible to prevent the same with Bubba. Why they haven't done so yet is beyond me.

  • I'll be taking this picture, thank you very much.

    @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263728#Comment_3263728

    13 of the month. Rank reset. Some survivors (and killers) with a particular mindset may be coming out of the woodwork for the next few days.

    Also I don't usually get dcs when I play Trickster but you could be right about the "13th" thing

  • For survivor, it's Leader. The number of moments that I have had where survivors healing me, healing each other, cleansing a totem nearby, or opening gates in the nick of time has helped has been innumerable for me. Plus it pairs nicely in my support build of Better Than New, Leader, Prove Thyself, and Vigil.

    For killer, it's Agitation. I like the feeling of moving faster towards hooks while carrying survivors, and it has helped me in many body blocking situations or maps with bad hook spawns. It also pairs nicely with STBFL in body blocking situations.

  • I've always been of the mindset that the bound envelope should give +25% to everybody and that the killer should have an equivalent offering of this. You never know how a killer or survivor is going to act pre-match, so why make exclusive offerings that benefit some group of people but not others? You shouldn't feel bad that you wanted to be nice and give bp to others even if it did not turn out how you expected as at least you were trying to be nice at the end of the day and still helped out someone in the match with it. Additionally, as @Archol123 stated, a camping killer won't get much bp anyway at the end of the match.

  • If it's the very beginning of the match, I tend to throw one knife at them and leave them to let them know that if I see them again, I will down them. I personally give one freebie at the beginning of the match. However, you can play as you want as you're the killer and can choose your style of gameplay. Don't let others dictate how you play the game.

  • Unless they're using Never-Sleep Pills + Mural Sketch, they generally can't reach you outside of their killer instinct range, assuming you hold w. I know it can be map dependent which is more of a map problem, but running away from them is effective and they can be looped the same as any other m1 killer. It is not very often that a Legion can down with their power as survivors spread out a lot against them. However, I do share the sentiment that games can be boring against a Legion when they run full slowdown, but I could say that about any killer (especially ones with higher mobility and map pressure than Legion).

    @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262781#Comment_3262781

    Hunk finally gave me an incentive to play one of the male Legions. Otherwise its always Stabby Queens. Go Susie, go!

    I love how Hunk's animation looks as he chases me. It's oddly intimidating in a goofy way.

  • @aprils4kids said:

    https://forum.deadbydaylight.com/en/discussion/354524/is-the-bring-the-light-challenge-bugged-for-anyone

    Yeah I deselected this rift and selected it again and I just got it to count my gens. Before this I only got 1 although I had did them all. So try this and see if it works for you. I'm on PS4 and it worked.

    Yup, I selected another challenge and then clicked the challenge I was trying to complete afterwards and it began tracking again. I finally finished the challenge so thank you all for helping!

  • @Rovend said:

    I report this on the bug forum days ago. The solution i used was to select another survivor challenge and then re select it. Try this a couple times and it should work.

    Beware that the same thing happen with the find 3 Pink Glyph challenge.

    I will try this. Thank you very much all!

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262702#Comment_3262702

    It should factor in cooperation, it just won't factor in if you let go and someone else progresses the gen before you get back on it.

    Ah, then I'm not really sure what the problem is. I managed to repair three full gens on my own last match while my team was looping this Hag, but it did not count towards my progress.

  • @Shroompy said:

    The challenge requires you to be on a gen for a total of 900 seconds (15 minutes). Doesnt matter if you finish the gen or not

    I know, its dumb.

    @Seraphor said:

    Yes, if you're just 'finishing' gens, you're not progressing it much. It's adding up the total amount of time you spend repairing, which equates to 10 gens worth of repairs.

    I've completed gens that I started, but I presume it also doesn't count completely if another survivor hops on later due to the gen progressing even faster (especially with prove thyself). This challenge does not seem to take into account that cooperation is a thing.

  • @Lost_Boy said:

    I mean if you play on console with a decent TV, you have a fair amount of picture customisation options. I was actually very surprised how dark the game was on my laptop. It's probably a good thing that you can modify the screen if it's like that on even good PCs.

    The image on my console is significantly brighter than the laptop and I've even adjusted some of the colour palette to make the red scratch marks stand out more.

    Pretty much the same thing as filters tbh.

    Same, I used to play on my Xbox and on a pretty customizable TV and the pictures were always nice-looking. I was very surprised to see how dark the game was when I switched to my laptop, but Nvidia filter helps correct that. I could barely see anything without the filter.

  • @VoidOfMe said:

    BTW, my filters stopped working, The nvidia overlay doesn't open when I use the shortcuts.

    Anyone knows anything?

    Try going into the game setting, enter windowed mode, then change what you need to in the Nvidia filter settings, and then go back to full screen mode. This method works for me.

  • Agreed. Some survivors also do not make falling noises currently, even without Balanced Landing.

  • It's strange that you can do well in a match and still not pip or even depip because the match ended before you could farm other points. They even stated that the grades aren't a measure of skill but rather playtime. So either make the emblems easier to get or remove depipping because both of which make no sense to be the way that they are in the current state of the game.

  • Yeah, I tried using iri earlier and it censored me. I had to say irid or IRI for it to work.

  • I have went through about 6 prestiges on separate characters and have not seen any mystery boxes either.

    (Steam platform)

  • I personally use Empathic Connection, Empathy, Situational Awareness, and Kindred. The Empathy helps with knowing where the chases are at or where to go to heal someone, both Empathic Connection and Situational Awareness help others know where I am, and both Kindred and Situational Awareness help me evaluate where everyone is in dire situations, and of course Kindred helps people coordinate when I am on hook. Aura perks in general help with a ton of coordination in soloq.

  • I didn't think about it before but your post made me realize that I haven't gotten any mystery boxes on any of the characters that I have been playing.

  • I've noticed as well that my games have had poor connection in certain matches despite my internet performing the same. It wasn't like this before.

  • Being able to configure keybinds is not an exploit. If anything, we should be advocating for controllers to receive more improved configuration, sensitivity, and dead zone settings and the option to use mnk on console.

  • Current Dead Hard is more fair and is more difficult to use so it takes skill in actually timing it, especially since pallets and windows cannot be used during its animation (which lasts 1 second long despite the effect only being .5 seconds long). Killers can now actually wait it out too. I personally don't see the problem with it.

  • Trickster.png

    No thoughts - head empty

  • I wish it showed the aura of his manifestation so we could know the direction.

  • @Laluzi said:

    Their reasoning for changing it was some of the most incongruous nonsense I've ever heard. "Nobody wants to use Pharmacy on a chest and store the medkit for later, only to find out that Meg stole it." Then... don't put down the medkit, like 99% of Pharmacy users? If you absolutely have to swap items, hide it somewhere less obvious?? Search the chest later, like you have the power to???

    It's worse than before. Only being able to get the medkit while injured increases danger, prevents you from getting it at times that are convenient for you, and increases the likelihood that there will be no chests for you to open by the time you can access it. Make it available from the beginning or make it a rummage perk. Perhaps both.

    They pulled that excuse out of thin air. I have never heard a pharmacy user complain that their medkit was stolen because they left it at the chest for future use. And why even store it back in the chest? If they wanted to put it down somewhere, it'd be way more beneficial to place it somewhere that they will run to safely for heals. However, nobody ever drops their medkit! A pharmacy user was way more likely to bring nothing into the match because they knew they were going to get a green medkit anyway. They nerfed it for no good reason.

  • Recoil is heavily reduced on controller 50%, but it still feels worse than mouse and keyboard due to it already being hard to aim on controller with a joystick compared to a mouse. I've tried both and controller is just way more difficult to control with.


    I agree, they should remove recoil on controller and make the recoil predictable on mnk because the recoil having a random pattern is just annoying. If they gave the recoil a pattern, then there'd be skill involved in controlling the recoil. They could also do this for controller if they gave controller proper and more fleshed out configuration and sensitivity settings

  • Hey, I use it occasionally 😤 (I am coping for the money I spent on it).


    Fr though, if they make more neon outfits for her in the future, I would use the hair more.

  • I could probably argue Huntress. You can tell she is coming, is loopable and can dodge her attacks with mindgames, but has skill with her ranged attacks both in close and far ranges and can mindgame survivors as well. Although, base-kit Blight is also a great choice as he is fun to chase as and against and is fair with a high skill ceiling. Demogorgon also has a balanced kit of chase potential and map traversability, but not op as both sides can mindgame each other and the match is a battle of attrition. All three of these killers create a game of skill on both sides when playing against them.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258660#Comment_3258660

    Oh man, these look so good! I'm really digging how you worked with his anniversary mask, because I was never really sure how to coordinate it and it looks really sleek with the black and blue bat to tie it together with the blazer... but those purples, man. That second outfit is fantastic. All separate sets and yet they match so well. That bat and that top make such a great pair.

    Ahh, thank you so much! I'm glad you enjoy them! I spend way too much time mixing cosmetics for characters. I shall show my Yun-Jin fits (I believe you have seen the first one as we played together once).

    YunJin.png YunJin2.png YunJin3.png YunJin4.png

    Mandatory Jeff appreciation fit:

    Jeff.png


  • I mix up Trickster a ton.

    Trickster.png Trickster2.png Trickster3.png

    I got more but these three are my favorites.

  • Everyone hating my boy.


    But I agree, Set B was more Christmas themed, and I like that it featured characters that do not generally get many outfits which is why I voted for B. Still, it was a no-brainer that Set A was going to win due to how good the cosmetics looked.

  • I think he is fine at 110%. His power has huge snowball potential right off the bat compared to some other killers. He could receive some quality of life changes that make him feel better to use though such as predictable recoil (recoil is annoyingly random right now) that would add some skill into controlling the recoil, and maybe have Trick Pouch (hold 4 extra knives) and Killing Part Chords (very slightly increased throw state movement speed) base-kit. All in all though, I feel mainly the recoil needs to be adjusted.

  • @StardustSpeedway said:

    They should just make a folder and sort them by rarity.

    100% best solution is to divide them by a menu bar that states the rarity, while still keeping the search functuon

  • I find that the lack of a hook counter has lead to more accidental tunneling than has prevented it entirely. A person who tunnels will always know what hook state their victim is at, but it is way harder to keep track of hooks as the game goes on if you are not trying to tunnel.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256712#Comment_3256712

    Trust me, I'm one of the first people who understand making a post like this just for the fun of it. I've been making "rework" type posts for quite a while now al though I haven't done so recently. Trickster is one of the killers I've also had a go at reworking and I think it turned out pretty good while also tackling the majority of his issues. If you're interested, here it is: https://forum.deadbydaylight.com/en/discussion/302442/my-attempt-at-a-trickster-rework#latest

    Also same thing here, even if he's kept the same I would and am still playing him. And I do agree, recoil is more of an annoyance than anything

    I'll definitely check out your post. Thank you for the feedback!

  • @Shroompy said:

    Gonna be honest chief, Im not a huge fan of this.

    It just makes him stronger in areas that hes already pretty decent in which is snowballing and camping, and doesnt address one of his main issues of being map dependant. He would also be even more annoying to play against as now his kit would have built in slowdown

    I can understand that as this was just a concept I had fun making. Personally, I don't think his map dependency is necessarily an issue of his power as all killers have maps that work well with their power and some that don't, so that seems to be more of a map design issue overall. To address his weaknesses though, I wanted to try and give him two things that he lacks in: tracking and slow down. Both of which he has to earn in a way by chasing survivors compared to someone like Pinhead that gets it passively.

    And to clarify, even if they kept him the same, I'd be happy playing him regardless as I find fun. I just thought that making Main Event more thematic to his theme would be interesting. I think if the devs want to realistically help him out though, they should remove recoil from his power on consoles as he underperforms on consoles due to controller joysticks being more difficult to aim with, and give pc players predictable recoil patterns since they are annoyingly random right now.

  • One time when I was playing Nemesis, I wanted to say "Hello, we are about to launch an all-out attack on your houze. Sincerely, the zombies" but couldn't due to pre-game chat not being available to killers.

  • @AMOGUS said:

    These are three perks that I've been thinking about and I want them to get either buffed or, preferably, the Boil Over treatment.

    Now that Sole Survivor has been buffed and has at least one or two niche uses, Poised might stand to be the worst Survivor perk in the game. Haddie's perk that lets you see other Survivor scratch marks comes very close but not quite (although I would love that changed too)

    Poised causes you to lose your scratch marks whenever a gen is done. Sure, you don't have to touch said gen, a gen simply has to go off... but so what? You'd see value for this in a chase... but running itself is loud and this isn't even factoring in blood pools, aura reading or grunts of pain (which Jane is infamous for, but you can just choose not to use this perk with her). This perk gets shutdown easily by the many other ways of tracking Survivors.

    What if we buffed Poised so that it at least includes running and walking sounds themselves? I don't think this is in any Survivor perk yet and it could be interesting... we could throw in grunts of pain and other info too if we wanted, plus a duration increase. More ideas are welcome.

    Now, for Solidarity... this perk causes you to gain healing progression on yourself while injured if you're healing someone. The rate is around 1 heal on another person = 50% of progression on you. This is honestly another bad perk because it requires you to be injured, requires 2 heals to get an effect and there's better self-healing perks like COH. Not to mention that Hemorrhage completely destroys this perk... and it's not an uncommon status effect either.

    I had seen an idea for a 1:1 heal on these forums... and I've been thinking it over. What if we went with this idea as proposed? Would it really be so broken if this was the case? We could add a gigantic cooldown or limited uses per trial if we're worried about the mythical 4 man SWF bully squad stacking it and then gg ezing Killers. Exposed or instadown Killers can shut it down, anti-chase Killers like Nurse or Blight can just do their thing and it won't matter, Legion and Plague can do their thing... M1 Killers would struggle but they can interrupt the heal or just quickly hit one of them.

    At minimum, Hemorrhage shouldn't work with this perk. (Same for Jill's perk Resurgence but that's for another topic.)

    Lastly, Reactive Healing. This perk causes you to gain 50% of your missing healing progression when someone goes down within 32 meters. Problem is, it's always 50% of your missing healing progression, and should as a result never end up completing a heal. Which makes this bad and requires you have some means of completing heals. Teammates can be... unreliable in solo queue. You would need to have a medkit in order to have this perk do anything and at that point you'd probably just use COH instead.

    I understand why this is so scary if it gets buffed, but I've seen a Yerv video where he tried to make this work with a SWF and it took a LOT to make work. We are talking dedicated builds and purple medkits. What if we just made it to perform 50% total healing progression instead? You would need 2 downs within 32 meters to gain a health state, I don't think that's particularly broken...

    And before you go "But 4 man SWF!", this perk only works if Survivors are injured, which would mean focusing Survivors down or using instadown/Exposed Killers or anti-healing/quick injure Killer would do the trick, and it takes 2 downs within 32 meters to regain a health state. 2 downs... not injures. Within 32 meters. See what I mean?

    There is other tactics that M1 Killers can use to counter Reactive Healing if a bully SWF is stacking it, it honestly wouldn't be that broken. (And I'm saying this because two common talking points for being against buffs or reworks is typically M1 Killers or bully SWFs.)

    But if this is still too much... we could make it so that the healing progress slowly comes over a certain amount of time, maybe. Or... a cooldown. Or limited uses. Can be balanced easily, I'd say, we already have the tools in-game for fair nerfs.

    Ah, and before I end this long post and wait for ideas or criticism, one last thing: People complain about Feng constantly getting cosmetics, and I am one of them. One reason Survivors like Haddie don't get cosmetics is because their perks aren't exactly good. So these Survivors aren't bought, and aren't played. If your favorite Survivor gets their perks buffed, you might see your main Survivor get new cosmetics.

    @dspaceman20 said:

    I definitely believe that if we buff the perk of unpolished characters more people will want to get them.

    I have a few ideas on how to buff them

    Poised: I think the most annoying thing about this perk is that you have no control over when this perk can be used. This is not necessarily a bad thing if the effect is good enough but in this case it's not. I feel to buff Poised it should be a token system. You get a token for every gen completed. And when you have a token you can use a token by pressing a button that will remove your scratch marks for a certain time. It let's survivor plan the best time to hide their scratch makes and it rewards survivors for doing their objective..

    Solidarity: this is simple. Make it 100% conversion rate. And let survivors know you have the perk.

    Reactive Healing: I think this perk should have its range buffed and it should worl if your in the dying state if it does not already.

    As a Solidarity user, it would definitely benefit me a lot if other survivors knew I had it equipped. Both of you have great buffs for these perks that would hopefully make perk usage more diverse between trials.

  • @SunsetSherbet said:

    Why would there be a slider? That's like having a slider to make your killer slower. Why would you ever do that? Higher FOV gives a massive advantage, so who would ever have it low? A slider makes no sense at all. Might as well have a slider for how often your killer M1 works.

    If you just increase FOV overall, it will be a buff. Which plenty will be against. I'm not against increasing the FOV, but a slider is pointless. It would be a slider to handicap yourself.

    That's not entirely true. When you increase FOV, you see what is around you a bit easier at the cost of clarity when it comes to seeing farther. As the camera gets wider, objects seem farther. If you put on Shadowborn, you'll notice farther objects are a bit harder to see, but you can see more objects around you. This means that a person with a higher FOV may miss a distant visual cue like a crow flying off, but see what is happening closely around them a bit better. Higher FOV is not inherently a good thing, it's simply all about preference. Some people don't like the wider view because of the fisheye effect, while others need it because of their motion sickness.

  • That certainly looks a lot better imo. Nice improvement.

  • They can't detect you in Frenzy if you have the oblivious status effect applied as their ability to see your killer instinct ties to your ability to hear their terror radius. This means if you simply hide from them while they are in Frenzy and while you have the oblivious status effect, they will never find you (at least not by killer instinct).

1 … 6 7 8 9 10 … 20