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  • Comparing J flicks to a dumb tech is comparing apples to oranges. J flicks are an unintended consequence using tools beyond what is intended, and dumb techs are ... well, dumb. It's an asymmetrical game, too. The two sides aren't supposed to have an equal amount of tools.

    Techs are pretty specific to individual killers. Trapper has the tech where they pretend to set a trap after faking walking into a pallet to prevent a stun and force a pallet drop. Pig has this tech where, if you crouch still behind a rock at a pallet, they'll literally run into you. Spirit as the tech where she stands still. Even pretending to break a pallet to force a survivor away from a loop counts as a tech.

    The most obvious reason is that killer powers are pretty much built-in techs. Survivor techs are these nifty little tricks that they can do with their limited basekit, so it's more impressive when they pull it off. Trapper catching survivors in traps is also a nifty little trick that he can do with his basekit, it's just less impressive because that's his entire job.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072573#Comment_2072573

    So then, you want immunity, nothing less will work for you. Just say so.

    Assumptive today, are we.

    There's a difference between saying "Give survivors 24/7 infinite mettle of man lol gg ez get good" and "DS doesn't address tunneling." Quite a big one. Least among those differences is that nobody is asking for complete immunity. DS is supposed to be a second chance, and tunneling is an unhealthy part of the game that should probably get addressed, despite how rare it is. That's all I'm saying. I don't know how you take that and see "immunity," but I would see an optometrist for that.

  • I use it with corrupt. The early game is one of your most vulnerable times as killer, and you want as much help as you can get. Don't expect it to stay up for long, but try to get as much use as you can out of it in the early game. I usually get around 1 or 2 hooks at 5 gens before it's cleansed, by its merits alone.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072498#Comment_2072498

    So it takes you off the killer, gives you back a health state and gives you a reasonable head start to make it to a loop or teammate, even against the fastest killers.

    That certainly all sounds like things that help you escape being tunneled. Aside from just giving you immunity to being hooked twice in a row, what else could they do? At some point you have to be responsible for the skill you are bringing, and not expect the perk to do all the work for you.

    Not necessarily, it doesn't address and prevent tunneling. It's just a slap on the wrist of the killer in case they hard-tunnel you, but won't block them from tunneling.

    There are some things that no amount of "get good" can do. No amount of mechanical precision will prevent the killer from tunneling you or camping you because you have no agency in that regard. If they tunnel you, they'll eventually camp you out (god forbid it's a Bubba). These are things that no amount of "the skill you are bringing" can fix. Old Brand New Parts? 6 blink Nurse with 50 million macros can't fix that. Old DS? Tier 500 NOED can't fix that. Ironworks infinite? No amount of stridor Spirit can fix that. No amount of brilliant looping will fix getting camped (especially since you can't loop while impaled on a hook). No amount of good looping will fix tunneling. You'll run out of pallets eventually and even the babiest of baby killers will catch up.

  • @GoobyNugget said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072465#Comment_2072465

    If i see a killer tunnelling me and o n l y me im going to blame you

    And i'm gonna know if its you because i have the exact same username on DBD

    Imagine not having a username "HIPAA Violation" or "I'm Toxic."

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072451#Comment_2072451

    That DOES hinder the killer. 5 second stun, up to 24 second lead, getting to a decent loop can extend the chase by about 40 seconds or more depending on how good you and the killer are at looping. 40 additional seconds, added to the end of a chase already that could easily be just as long. That's enough time for your team mates to do multiple gens.

    If it didn't hinder the killer at all then survivors abusing it before wouldn't have been an issue.

    I was referring more to the survivor aspect of it. The 5 second stun might as well be non-existent, as it's only there to give the survivor a head start (we all remember when enduring affected DS). Beyond that 5 second stun, it's a killer grasp escape, like a flashlight save. The blinding and stun are a minor hindrance compared to the fact that the survivor is free from the killer and able to live again.

    Survivors move at 4.0 m/s, so they make 16 meters in that 4 seconds (because falling from a killer's shoulder causes tends to knock the wind out of you). Killers move at 4.6 m/s if you're playing the good ones. Using 4x+16=4.6x, It'll be about 26 seconds until the killer catches up to you again. Sounds great until you realize that holding w is a very inefficient way to loop, and depending on how good you are at looping, that can be a few seconds to a minute or two. Either way, that opportunity was afforded by the killer grasp escape. It's not going to discourage tunneling, but it'll give you that ticket to try again.

    DS was never "abusable," it was just really, really strong. To abuse something implies you're using it in a way it wasn't intended. The perk description of DS was literally, "if the killer picks you up than you can stab them and get away for free lol." Even lockers weren't really "abuse." It was a creative way to force a grab, but nothing like tractor totems or survivor dribbling.

  • @HuDawg said:

    No it doesn't need a nerf. Ds is perfect the way it is. I feel like killer mains who tunnels are asking ds to get nerfed to the ground.

    It is far from perfect, in its current state. It's so situational it may as well be base kit to no difference.

    I was thinking more about a complete overhaul of its recent anti-tunnel shift and returning to its old capacity as a second chance. It is the "ultimate attempt to escape," not "a way to assault people who like to chase you around more than other people," after all.

  • @TheWarNung said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072365#Comment_2072365

    I haven't seen anyone doing that so far. Doing nothing for 60 seconds is massively inefficient, so high ranked survivors won't be likely to do that. Low ranked survivors don't need an excuse to do nothing.

    I'm still using DS in my survivor matches and still getting value out of it, so this idea people are having that the perk is useless now is bunk.

    It's an anti-tunnel perk, not a free invincibility perk. Let's all just take a deep breath and adapt.

    The devs are trying to make it an anti-tunnel perk, but with the befuddling decision to keep its old second chance functionality. If it wants to be a true anti-tunnel perk, it needs a complete overhaul, not just taping on the red tape to how you can use it. Now, it's a second chance if you get tunneled off of the hook, but it won't effectively discourage tunneling. The main purpose is to give the user an escape; a second chance, not necessarily to hinder the killer.

  • Why is he your second main and not your first

  • Ligeti, Requiem

    In the memory of the flashlight clicking Nea who I'm going to absolutely destroy.

  • @GoobyNugget said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072303#Comment_2072303

    Sorry but Bill would be higher if he didn't get me caught by the killer 90% of the time

    You should be flattered he's even going near you

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072276#Comment_2072276

    I would’ve put iri head in it’s own tier but it kinda just universal

    Huntress’ addons even without it are still OP

    I usually play her without add-ons. The moment I touch the flower babushka all the baby Megs in my lobby turn into flashlight clicking sweaty Neas, by some divine machinations.

  • Fashion police here to take you to jail for putting Bill in the fourth lowest tier, you felon.

    Also anyone who says they wouldn't let David step on them is lying.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072257#Comment_2072257

    Except this might end up screwing over your team mates. People who want to save their DS so they do nothing to further objectives, and can now continue to do so indefinitely instead of just for 60 seconds.

    Well that's the direction the Devs are going with the new DS, apparently only to counter hard-tunneling straight off the hook. Might as well make it a good perk to counter hard-tunneling straight off the hook, despite it happening like once a day.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072247#Comment_2072247

    Rusty shackles and mint rag are why I put her in the OP category

    Let me introduce you to my good friend, Iri Head. She'd like me to tell you that Mint rag can't hold a candle to her.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072251#Comment_2072251

    Leaving you on the ground for 60 seconds is also a huge risk for the killer. You might have Unbreakable, someone else might recover you. If they camp your body, that's just as bad as chasing you for 60 seconds, your team mates are free to do gens.

    That's the thing about DS/Unbreakable. If you get use out of one, you won't be getting use out of the other. From the killer standpoint it can be a pressure remover, but from the survivor standpoint it's not better. It's not like your teammates know you have unbreakable, either. It's Solo queue.

  • Might as well. He's somewhat fun and change is probably already in the works.

    Plus, his perks aren't half bad. Crowd Control can help you with early game chases and No Way Out seems like a very nice pressure reliever.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072241#Comment_2072241

    If you can run the killer for 60 seconds, you've already given your team mates loads of time to get gens done. Although I wouldn't be against a change to something like; DS only lasts 20 seconds, however if you're in a chase the timer is paused. Similar to the Deep Wound/Mend timer.

    20 seconds might have the inadvertent effect of making slugging easier, but the deep wound timer idea definitely works.

  • @ukenicky said:

    The only change I hope to see to DS is either allow you to heal yourself without it deactivating but idk it's just kind of useless imo better to bring a different obsession perk if obsession generation is important to you otherwise Borrowed Time and seriously taking hits for each other needs to be more meta which I think will be the case after a month or so.

    DS can prevent tunneling but if the killer slugs you and waits it out, voila it's.. Useless.

    Which is probably why the Devs should reconsider trying to make it an anti-tunnel perk. Chases can last more than 60 seconds, you can be on the ground for 60 seconds, and with the recent changes to really require you to be hard tunneled, the timer should be doubled, or outright removed.

  • Legion's iridescent button is actually pretty good and should carry him up by itself. I would definitely put Clown and Myers up in OP addons, too, just because of the expose add-on and the insta-mori add-on.

    Hag's addons aren't OP, she's just a very, very strong killer and any add-ons to her just throw her off the ledge and into the heavens.

  • @Seraphor said:

    Nah, I think that would actually be a bit of a buff. As it is now, Survivors can "waste" their DS after their first hook, leaving them with nothing for when it arguably counts more. It's situational, but survivors will almost always use it as soon as they get a chance to. Get it out of the way early, and you don't have to worry about it when the gates are powered or open.

    The issue is that 60 seconds isn't that long to be slugged or chased for, and even if you have unbreakable, you won't get value out of DS if they wait out those 60 seconds. Having two chances to escape is definitely stronger than one, although I see what you're getting at.

  • @ClownIsUnderrated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071166#Comment_2071166

    Honestly DBD wouldn't be where it's at right now thanks to all the licensed characters they have acquired. Like who knows what DBD would turn out to be if they never got Michael Myers, which is still by far the biggest steal BHVR managed to get.

    Well the flashy licensed characters tend to draw in the crowds more easily, but if they aren't actually interest in the game, they won't stick around for too long. The licensed characters learn cool and all until you realize that Myers is pretty bad and you can hit him with a piece of wood just lying around. There definitely is merit outside of the licensed killers, if the game's following is any indicator.

  • @Northener1907 said:

    Another nerf? It is already weak perk now

    I was considering reverting its recent nerf and then applying the lore-adherent changes.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071046#Comment_2071046

    While I do like perfection I know it is not always possible.

    tricksters concept is good but when huntress has a small window to land just 1 hatchet at normal loops Good luck landing 8 or 16.not to mention they decay after it feels like 12s and then 5s for each knife.

    Then you get punished for using his power want to be accurate cool tap it too quick and you may have recoil for some reason. Spam it and you go as fast as nurse.

    Not to mention we know pc dose better with ranged killers new ranged killer has not only recoil but random recoil so I guess f console players.

    And this started out as just wanting a simple answer is he going to receive any changes before ptb. Funny how ignoring feedback has them in this situation and yet they dont say anything about it.

    Exactly; his power sounds pretty good on paper. It's watered down huntress for beginners who can't aim. The only issue is that they watered it down too much, and figuring out how to un-water it down is gonna take some time.

  • @ClownIsUnderrated said:

    The game needs competition, and even though some have not lived up to well Home Sweet Home Survive may have the opportunity to be competition. But the problem is people who play DBD don't want to play any other asymmetrical game, and thus therefore the community says there was never competition from so and so because simps can't be bothered to give new games a try.

    DBD has a pretty low turnover rate, so the competition would be for new players, not veterans. Unfortunately, even for new players, Home Sweet Home Survive is pretty ... meh. DBD has already established itself in the corner and it'll be very hard for any other game to come in and take the reigns.

  • @Fraudette said:

    I sadly don't have high hopes for Home Sweet Home: Survive. Not enough people are covering it, only really smaller DBD fans are branching out and trying to get it out there, and the videos I've spotted in my recommended rarely get traction. Although I haven't played it myself, I've heard mostly negative things about it gameplay and queue wise, though people have told me its a fun game with friends that just gets boring quickly. If Friday the 13th never managed to surpass DBD before it was culled, I don't think this will without some major changes.

    In Silence is fun, but incredibly small and has very little coverage as well, along with almost never being compared to DBD.

    I always see these types of threads around that completely disregard the absolute genre monopoly this game has, along with a terrifying amount of huge licenses. A game will really need to excel to even be a noteworthy competitor, and they probably would have needed to come 4 years earlier lol. It's only getting more money, more players and more coverage the more content they pump out.

    People have been saying this game will die for years. It's been at lower points than this before, and it's only gotten bigger. A disappointing chapter isn't going to do the trick(ster- haha, puns). @/Shamelesspigmain said it best; they have a schedule they need to abide too, and they'll eventually make some much-needed changes. The pandemic isn't helping, and while it's great you're holding them to a standard, jumping on the bandwagon isn't a healthy mindset to join. Be mad at the game, absolutely! But be aware that a game doesn't just die from a poor chapter.

    I was going to say I agree with your points but then I saw your username and I need to say that I agree with your username more, 10/10, name a street after it

  • @Dr_Loomis said:

    I saw content and updates cease for Friday 13th. I found that saddening.

    If DBD disappeared, I wouldn't be bothered.

    No DBD means no Shirtless Davids, are you sure you're ready to give up on that?

  • Clueless enough to bungle through 5 years of running a massively successful game from a midsized two-horse company, I guess.

    Don't be so eager to jump on the BHVR sucks bandwagon. There are plenty of DBD clones out there, and they fail to tap into the DBD market. Trickster was a disappointment, yes, and BHVR knows it. Unfortunately, they have a schedule and a pandemic, so they're going to just dump him as is for now, work on a fix later, when they don't have to worry about a strict three-month regiment. Lucky for us, we have 20+ other killers to choose from in the meantime.

    Every time something like this happens, people get all of their theatrics out. "I'm uninstalling DBD," *posts picture of uninstalling on Twitter,* "the devs don't know how to run a company," etc. etc. etc. Everybody suddenly whips out their degrees in game design from the University of Reddit.

    Nevermind four years of a successful and somewhat fun game in a market that no other game has managed to tap, I'm going to take one action by BHVR, extrapolate to assume it insinuates all sorts of bad stuff about BHVR, act like the Karen at the mall who yells, "You've lost a very valuable customer" when the Nordstrom Rack refuses to take back the pair of socks she tried on, and then gets on the forums to declare a max exodus, BHVR is doomed, the end is near, so on. Everybody just gets so angry for no reason, and lets that anger control them to do stupid and irrational things. This isn't even limited to DBD; World of Warcraft, League of Legends, and even Overwatch see these histrionics every day.

    No community has need for these types of peoples. If you feel that this is the train to jump on, adios. The manager is out.

    I don't mean to say criticism isn't meet; quite the opposite. But there's a balance between blindly defending BHVR and blindingly attacking BHVR.

  • @Anghroth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069232#Comment_2069232

    Doesn't have anything to do with being ideological. We all know, having the strict schedule they do PLUS having to deal with the whole COVID situation is not ideal for anyone. But from the very beginning along the whole design procedure of the Trickster, they should have seen all the problems he might have.

    We are not demanding any changes to something that has worked for ages and suddenly we want it changed. That's not gonna happen in times like these, but releasing a killer in such a weak state AFTER all the feedback from the PTB and all the internal data since the very first design concept is just...it just blows my mind, how a company can operate like this.

    Considering how dogmatic he is I'd say it has very much to do with being an obstinate ideologue. And if demanding perfection is any indicator, I would say that the majority of this community does not, in fact, know the strain of COVID and having that much on your plate.

    Trickster's concept is a pretty good one; it's easier huntress. Instead of having to land one clean shot, you can split the pain up into multiple different shots. You don't need accuracy anymore, it's a great beginner tool. Hence, he's labeled "easy." Not too shabby. Until they watered down the idea of splitting up the pain with a questionable aiming system and requiring 8 shots when you might as well just M1.

    We don't know what kind of feedback the PTB generated. It was pretty "meh," but nobody was out in the streets, torches in hand, like Ghostface caused. Plus, people play differently on the PTB, which probably inflated Trickster's kill rates. BHVR knows that Trickster is weak, even with those figures, but they already delayed it by a week and they were clearly having trouble designing a fix and then implementing it, all the while with testing and tweaking. I'd rather have a bad Trickster in the game than no Trickster at all, as would BHVR, and so they released him in his current state. They'll probably fix him later, or even may be right now.

  • That looks more like a latency issue than hitboxes.

    But really, square hitboxes would be a nightmare. The current models are these big pills, that are especially inaccurate when injured (that's why they changed locomotion; it better reflects the hitbox dimensions). When you're injured, you're hunched over at almost a 90 degree angle.

    image.png

    Here's them with the old locomotion, I can't find one with the new locomotion, but it does look better. They look imperfect, but the swings on DBD are not so precise that they need to be that good. It doesn't matter if you have Meg's entire lower half as a hitbox or perfectly carve out her toes. The character models are very much imperfect, yes, but it's just so much lighter on the system to have a constant, simple hitbox like this. It's not a matter of BHVR being lazy or whatever; most games do this. To have individual and intricate elements of a hitbox, all perfectly in sync with the character model, is an absolute chore.

    Now, especially on your back, there is a large area where there is hitbox without character model. Usually this is insignificant, as the swing carries through and hits your rear, but with huntress hatchets and swings that just barely graze you, it can be frustrating. I don't think it would be that much of a chore to actually just rotate the pills so that they're more in line with your back, in addition to shrinking them a little bit, but I'm not a game designer.

    TL;DR, it's more complicated then just "press e to fix hitboxes."

  • The irony is that they're both Korean.

    You know who I bet don't get along? Yun-jin and Jake. Jake left the life of luxury as a heir to a chaebol to live in the woods with the furries. Yun-jin lived in aa literal basement until she could scrape by enough to become Korean Kim Kardashian but with actual talent.

  • @Unicorn said:

    Honestly, I'd prefer it to be a perk that works on death hook. That's when I usually used to use it anyway.

    I will say that this is some deep thinking though. Mega brain cells are on 100% tonight huh?

    No I just had a coffee at three and I'm going to be up all night, so might as well.

  • @Fantasy said:

    No, it doesn't need another nerf.

    I was more thinking about reverting the dog water state it's in right now and then applying something like this.

  • Felix and Elodie share some lore, as they are friends, but it remains to see what they'll do. It is in the lore that they had other friends, so we'll see what happens with that. As for Trickster, the devs said that they may give him his own map, perhaps in a mid chapter. I doubt a whole chapter dedicated to maps, though.

  • @Bromation said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070811#Comment_2070811

    Or it's just a free chapter for everyone, I get it's a company and they wanna make money, but not every chapter has to be made with only purchases in mind.

    Video game companies are usually running on very thin margins, so most of their work has to draw some sort of revenue.

  • DH would be a very watered down version of DS, both being second chances, but they are pretty different otherwise. It's kind of comparing apples to oranges.

    Dead hard lets you extend loops or make it to a loop by DHing to a window or pallet, usually when they would let you otherwise. It's pretty unremarkable otherwise, it's a loop extender. If you have DH up, hope you're at a loop and hope that you loop in a way that it'll be useful (EG, DH can't fix positional errors if you're too close and the DH would force a medium vault, or if you'd overshoot the pallet).

    Old DS, on the other hand, was pick me up and get assaulted. It's guaranteed value and much less restrictive. The pre-All Kill nerf DS was watered down to what I think was sufficient, as it's pretty easy to never get hit by a DS, and even then it was still somewhat better than dead hard.

  • No, I think that would just add more RNG, which is my main gripe with her. That's why I usually double box addons (total of 6 boxes). I don't want to kill anybody with an RBT, that deprives me of bloodpoints. I wish she would have more of a flat distribution, like Trapper, but I don't think giving her more RBTs is a solution.

  • Probably shave 10 seconds off of his cooldown, and nerf chewed pen/address book to account. We should probably reduce the stalking rate while in a chase, increase it while not. He's not meant to chase, he's meant to make a strategic approach and quickly strike.

    That and a shirtless cosmetic. Every male character needs a shirtless cosmetic.

  • image.png

    Guess I'll just stick to my David body pillow

  • Probably not for a while. Trying to ascertain what is camping and what is tunneling is really, really difficult. Just look at the new DS; tapping a generator does not indicate you're getting tunneled, and getting in a locker does not indicate you are.

  • @Hektic3000 said:

    There is no problem, this is how the game has been for a while. The dev's have said that camping and tunneling aren't problems or ban-able offenses. To stop yourself from getting camped you should hide better and not get found first. To help teammates from campers you should bring borrowed time and maybe put yourself in a position to take pressure off teammates. The killer only has 4 survivors to chase so there's a 25% chance that could be you, getting the game from a 4v1 to a 3v1 is always the best play a killer can make. Sometimes its not even the killers fault but its your teammates for making un-safe unhooks.

    So what I'm getting is play better and get good.

  • Lucky for me I'm an uWu omega so sign me up.

    We all know he's bad, probably more so than you described, we'll just have to wait for a buff whenever they find time.

  • @Hex_goes_byebye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069989#Comment_2069989

    They nerfed an addon. They addressed nothing from player feedback. What schedule could they possibly have to keep up with in order to keep producing bad products?

    The very clear three-month release schedule of deadliness they have to meet. They already delayed it once (probably with inadequate info considering how few people were on the PTB, and since people tend to play differently on the PTB). You can't address player feedback with inadequate or uncredible feedback.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070548#Comment_2070548

    I’m on PS4 so no. It’s just a lot of the survivors are darkened out. I can tell who they are but not what they are wearing cause they look like shadows.

    Eek, I've never played on console but I've heard it's not exactly optimized. I would put this under bug reports.

  • It's still perfectly visible with me, are you sure that you haven't messed with your graphics card settings?

  • @Blindninja said:

    If you all know the trickster is weak and not a threat, why are you playing as hard as you can? Just to do 5 gens real quick, never interact with him andnrun out the gate?

    Ooooooo fun...

    April fools to you too.

  • @Hex_goes_byebye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069557#Comment_2069557

    They held a PTB with enough information to get statistics off of.

    The PTB lasted a few weeks, and they made changes based off of it. Given, those changes were solutions in need of problems, but they have a schedule.

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