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SirCracken

SirCracken

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SirCracken
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  • @Jasix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2189024#Comment_2189024

    So you don't think survivors should be able to do one of their objectives for one minute - every round?? Nah. Maybe they will make a perk like Corrupt Intervention that blocks totems for 1-2 minutes - THAT I would be in favor of as that would require you to use a perk to guard your totems. Automatically disabling one of the objectives survivors can do though is completely unbalanced. That would be like saying a killer couldn't attack the first 60 seconds of a match - pretty sure most killers would not be in favor of their main objective being impossible for the first minute.

    Your comparison is not valid.

    Cleansing totems are not required for survivors to win the game. Injuring survivors is required for the killer to win the game. Even looking at all of the hex perks in the game so far, if they were always alive for at least 1 the killer is by no means guaranteed a win. But it would help incentivise running other hex's besides Ruin and Devour Hope.

    This is assuming that they stay alive for 1 minute at base without equipping a perk. Because every single totem support perk released thus far, (not counting Undying because it itself is a hex), has been really underwhelming.

  • I know a ritual to appease the entity. Follow these steps correctly and you should be fine:

    1. Create a circle of salty lip offerings, 6 in total, and equip a purple flashlight with the iridescent bulb add-on and nothing else.
    2. 1 by 1, shine the flashlight at the jars and repeat the phase, "Pretty Good Job So Far", for each jar. If you've done everything right so far each jar should burst into flames as you shine the light on it.
    3. Once all 6 jars are on fire, crouch and shine your flashlight into the sky 6 times. Remember: Crouch, Shine, repeat.
    4. Once you've completed each of the 3 previous steps, the jars should turn to ash and your flashlight will suddenly lose all durability. This is the entity accepting your sacrifice and your curse of bad luck has been lifted.


  • @KolbyKolbyKolby said:

    Totems are fine, for every game that totems get found quickly there's a game where they stay up for the entire duration of the game. It's the risk of bringing such strong perks, you may not always keep them.

    I really don't think totem should even have a chance of getting cleansed within the first minute of a game. As you said, there are sometimes games where the survivors never find it. But they are not even remotely balanced with the times that the totem is easily found and removed before the game has a chance to even begin.

    Totem spawns definitely need to be looked at.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2179340#Comment_2179340

    Well agree to disagree. That's perfectly fine. I disagree with a lot of what you said. And agree with some. But some of the stuff you said is literally every killer outside the big 3(nurse, spirit, blight)

    Lightburn - It takes so long..It's negligible and has happened maybe 3 times in the time I've used him.

    Map RNG - Again with most killers. And honostly..Because of stealth and his speed/uncloak/post cloak speed boost and free hits he can deal with it better then most.

    Reliant on slow downs - That's literally every killer outside the big 3. Even then blight can benefit greatly from it. But even the best huntresses use at least corrupt.

    Map pressure - We probably have different definitions. True map pressure is downing survivors in a fast and effecient matter and making people get off gens. Not making your presence known at gens to push them off. Wraith can actually excel at this with hit and run. Because you can start your snowball fast and effeciently with the build I posted. Chewing up health states matters and wraith is good at that.

    He can be bullied by good survivors - That's literally everyone but spirit and nurse. For as good as blight is. Even he can be bullied.

    But the change to his speed..And probably more important his visibility from a distance. Was big changes. The fact that you can now get around the map faster. Can catch up to survivors faster. Can push people off gens at the start and get a few hits to get your snowball rolling faster is pretty big. It's that in combination with now being able to run his more broken add ons that put him firmly in A. Right next to Oni, Huntress..Whomever it is you consider A-Tier

    You've managed to take away the most important thing I wanted to convey. Wraith is not part of the "Big Three", as you called them. He suffers under the same limitations as every other killer not in the holy trinity. You can do some neat stuff with him. But not enough to win games against good players.

    I think we can both agree on that.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2179285#Comment_2179285

    It's funnier reading comments like this. Because you can tell the people who have used him extensively after buffs. Or haven't used him at all, and just stuck with their pre conceived notions of how wraith used to be and that he's still the killer you can bully. Not to mention the add ons you mentioned aren't even his busted ones.

    A good wraith is going to imploy more of a hit and run...Force you to drop that pallet at a strong loop and move on until I catch you out of position again...Until towards the end when I've broken most pallets on map and there's nowhere safe for you to go. The fact is you can be the best looper in the world. It doesn't matter when the first hit after I find you again is almost always free. And with his speed boost and add ons. It's a very viable strategy for him.

    I have played him extensively after the buffs. He has so many weaknesses that you ignore in favour of spouting this strategic bravado. They are as follows:

    • He's still one of the only killers in the game you can lightburn.
    • He's still heavily reliant on good map rng. (Try creating a dead zone with only windows)
    • He's still heavily reliant on running good perks. (At least one slowdown perk is mandatory)
    • He still has little map pressure. (Albeit better map traversal)
    • And he can still absolutely be bullied by good survivors. (But this is true of many killers)

    It doesn't matter how consistently you ambush people. Downing survivors quickly with a strong power is the only viable tactic against survivors who know what they're doing. In high skill games, your proposed tactic of "Hit & Run" quickly becomes; "Hit & Run to the gen that just popped", because simply injuring people isn't enough.

    He certainly does have his strengths. But thinking that he's more viable than he actually is just because he doesn't have to use Windstorm each game is absurd.

  • @WishIcouldmain said:

    And according to some new Wraith is stronger then Oni.

    And the map isn't instantly coated in grease when I decide to play Blight.

  • @Raptorrotas said:

    If they were to ever add this, I'm 100% sure they'd gut the base charge timing , "to compensate".

    My mind is telling me to dispute your claim. But I know in my heart of hearts that you're probably correct.

  • Reading the comments of this thread has been so surreal. People stating how Wraith is "A" tier with add-ons now. And one even comparing him to Huntress in terms of power.

    Wraith is, and always has been, a mediocre killer at base. The QoL changes he has received of late are just that. He still struggles at safe loops. He still struggles against competent survivors. He just feels better to play now is all.

    And as much fun as it is breaking pallets 80% faster while cloaked, or having near-permanent wallhacks active, or uncloaking silently, a killer's add-ons are only as good as their power. And Wraith's just isn't good enough when compared to the alternatives to be considered, well, "good". He's only decent.

  • @Saltjar34 said:

    As everyone always says in these kinds of threads

    Just remove overheat

    @danielmaster87

    I'm sorry to say this guys, but overheat is here to stay. The devs could block a stampede of bulls in heat with how stubborn they are.

    But that doesn't mean the mechanic can't be made into something interesting. It's pretty damn unlikely. But still possible.

  • @GargledFire said:

    It would be weird of them to absolutely demolish Billy because of 1 or 2 charge time addons, just to add a reduced charge time mechanic to his base kit.

    Devs have stated they will not remove overheat... maybe they forgot he already has a cooldown for hit and missed saws, a drawback for holding his power(100% move speed), and a drawback for misusing his power(Bump state).

    If these 3 mechanics must remain alongside overheat, the way to balance Billy would be make him 115% speed while holding chainsaw, or overheat should only gain heat when starting a chainsaw sprint, not revving unless near a hooked survivor.

    If they were to remove overheat, all they have to do is increase the cooldown on hit or missed saws, alongside bump state. But since they have cornered themselves into keeping overheat, we now have to consider 50 different ways to make an unnecessary and unneeded mechanic viable while weaving it into the balance of all his other drawbacks and punishments in a fair manner.

    It would be weird of the devs to make a sensible balance decision, yes.

    The problem with old Billy was stacking his charge add-ons to get a massive benefit of insta-saw without any downsides. Tying that insane charge speed to overheat would even it out and encourage people to plan their chainsaws ahead of time so when they have a clear shot at a survivor they get that charge speed in exchange for risking losing their power.

  • @Kebek said:

    I've been promoting this change since the overheat was added. Hopefully devs will add it evenutally.

    @Bwsted That can easily be solved by appling these bonuses at the start of the chainsaw chargem, not during it while also setting up thresholds for the bonuses at 50% and 75% overheat for example.

    Pretty much this. The glow of his chainsaw could also be made to light up once you reach a certain threshold.

  • @Bwsted said:

    This has the potential to throw your timing off very badly.

    How? If the bonus you got for overheating was always a constant, (barring add-ons that change the values), then it would be a very simple case of just remembering the bonus as you rev your chainsaw. Muscle memory would take care of the rest.

    You can't seriously think Billy in his current state doesn't deserve compensation of some kind for his overheat mechanic?

  • @SoulVortex said:

    Yes, I use them a lot, in fact I'm quite used to using only them because of how strong they are together. Survivors are not aware of how it works, so they just run a straight line.

    And I don't know if it's because Trickster is the new killer, or if it's because the community thinks he's weak, so streamers and youtubers don't play him as much, so we don't see a lot of addons variations. Usually it's the USB and Soda, sometimes the photocard.

    I think he needs something more to be accepted and respected. And maybe some content creators using this kind of builds... I guess a lot of them are not posting videos and stuff because they almost always have 3 or 4 man escape, so what's the point of sharing the match, right?

    Or, and hear me out on this one, he's just a poorly designed killer who leads to really unentertaining matches? Your theory of content creators making this fake reputation for the Trickster to somehow keep people thinking he's bad when really he's not is just laughable. What possible reason could they have to do this for him specifically and not every other weak killer in the game?

    Even the build mentioned isn't has good as Cut Thru U Single + Trick Blades. Which you should know had you actually spent more time playing suffering as him, and less time inventing outlandish theories.

  • Because almost everyone collectively became a simp the moment the reveal trailer for Village dropped.

    I honestly don't think the character will be as memorable compared to the tyrants of previous games, or hell - even Jack Baker. I'll have to play Res 8 myself to confirm. But I think the popularity of the character is more because everyone is really horny rather than she's uniquely designed.

  • @danielmaster87 said:

    I called it, too. The flight speed add-ons are interesting, but I was scared of their power level from the very first time I saw them in the patch notes. I used them and did much better with Huntress than I normally do. The survivors didn't stand a chance. This add-on, when combined with windup add-ons is gonna be insane, because Huntress' entire weakness, besides that she's 110%, is that she has to windup her hatchets early at certain windows and pallets if she wants a confirmed hit. With these add-ons, she doesn't have that weakness. She can pretty much react and throw a hatchet and it hit the survivor very quickly without her having to preemptively ready her throw.

    This is just my opinion, and I am speaking mostly from the killer point of view as well, so don't take this as absolute fact. I just hope that if these new add-ons are okay, they're left alone and if they end up being op, they get nerfed.

    What on earth are you talking about? Huntress' most broken add-on was just nerfed and you're already gunning for one of her actually balanced choices?

    There is zero reason to nerf her hatchet speed add-ons. You still need to aim and adjust for survivor movement. Combining it with her windup add-on only decreases the time to chuck a hatchet by 10%. That 20% extra travel speed is nice, especially for sniping, but it's just ######### absurd to think that it's even remotely OP.

  • @Voodoo_Thirsty (Your comment was deleted for some reason so correct me if I misinterpreted something)

    This notion that representation of real life people in fictional media matters in any way is, to put it bluntly, nonsense. The quality of any artistic work will never be dependant on what characters are included in it, unless perhaps to people that have an unusual interest in race.

    It doesn't matter if every single character is from the same country. Non-existent or otherwise. Their design and how it's interwoven into the rest of the game is the only thing that matters.

    I understand if this response seems harsh and unprovoked. But I've come across this line of thinking quite a few times on the forums and I feel a need to dispel it as it's a very narrow and crude way of looking at the media you consume: "It's good. But It'd be better if it had more of X race because there's too much of Y race".

    Do not bother judging things by their ethnic background. Focus on it the ideas it presents and the execution of those ideas.

  • I can see that you put a lot of effort into this map. But it's extremely arbitrary. What does it matter where a character comes from if their design is interesting?

  • @OniWantsYourMacaroni said:

    Pyramid Head's ranged attack going slower,

    What do you mean by that?

    multiple killer powers consuming PWYF stacks when they previously did not,

    That feels rather like a fix than a nerf.PWYF tokens are supposed to get consumed by offensive actions,which most killer powers are.

    The speed at which his projectile travels along the ground was made slower in the patch that nerfed his speed while putting his sword in the ground. I played enough of PH to notice the difference after the fact.

    Nerfing a killer perk nerfs all killers to different degrees depending on how well the killer synergised with the perk to begin with. PWYF was and still is, a niche perk that requires set-up and planning to use well. There was 0 reason to nerf it so killer powers that couldn't injure now use stacks.

    The list of killers that use up stacks with their power include Clown, Doctor, Plague (both vomit types), Deathslinger, Blight (simply rushing uses stacks), and now Twins. Would you honestly call the nerf to them justified?

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2166754#Comment_2166754

    I can't even remember the last time they genuinely shadow nerfed a killer.

    I don't even know if they ever did that.

    Pyramid Head's ranged attack going slower, multiple killer powers consuming PWYF stacks when they previously did not, and probably more examples I am not familiar with.

    They've stealth-nerfed killers before and they likely will again.

  • Fun fact: In order for a killer to camp someone they have to catch them in a chase first.

    The More You Know
  • Sadly no. He uses a PWYF stack each time he performs a lethal rush.

  • @[Deleted User] said:

    I agree he would 100% fit in Killing Floor. I don't think that's a good thing, though.

    How so?

  • @Phasmamain said:

    I’ve noticed he looks more like a black person now. It was kinda hard to tell before

    Also his sailor themed outfit looks so good now

    I honestly find it hard to tell his natural skin pigment now. The horrible scarring and lacerations imply that the brown spots are indications of some skin disease more than anything.

    That is to say, his new face is horrifying. So I like it regardless.

  • @Friendly_Blendette said:

    only 299,999 thats a steal where do I buy it

    Go to our website at "WWW.TendedTotems.org". Discounts for killers rank 10+ and console users.
  • @Laluzi said:

    It's the reviews that killed it for me. Fantastic. (Hag is Tended Totems' biggest fan - just listen to the joy in that "BHGGAWWRVARRR" now that her Devour Hope didn't spawn next to the survivor with Small Game.)

    I think you could find a fresh client in the Spirit for Tended Totems™. Just had a match against her where I cleaned her Devour Hope, Haunted Grounds (oops), and Ruin within the span of a minute. Bet she's ripe for a special offer right about now.

    I wanted to add a closing statement about how "Tended Totems is not responsible for survivors running Small Game and Detectives Hunch", but couldn't make the font size work.

  • If the person isn't streaming I don't mind much. Because if they are streaming and I enter their chat they usually tell me to ######### off and throw a small collection of colourful insults at me, not necessarily in that order, before either ending their stream or banning me.

    Give someone a camera and suddenly the universe revolves around them...

  • Wait so the the dbd writers, the same people who wrote the archives, have gotten their hands on the right to create their own lore for Bill?

    Oh no

  • I'm about to state a very unpopular opinion but I think more add-ons like this should exist. Add-ons that completely change how a killer plays with massive trade-offs to balance it. When I see a Myers has this add-on he suddenly stops being a loopable M1 killer than can insta-down and starts being a loopable M1 killer than can instant-kill. Which I find much more fun to go against since there's no hook states to call back on if I get caught.

    I wish Pig had something similar that started the trial with active RBT's on all survivors but with a massively extended timer and no spare RTBs for Pig to use later.

  • What? No! I'm showing that OP isn't the only one that has suffered through this add-on.

  • Vigil could be buffed to counter exposed status effects with a duration. 20% less time on Haunted Grounds, Star Struck, Ghost Face Mark, etc.

    Wouldn't be overpowered and still have a useful niche.

  • @Woodywool said:

    https://us.v-cdn.net/6030815/uploads/2GV3CKMBV5GY/new-trapper.png

    It looks so nice!

    I'm really glad that they're going to update him so soon! (Maybe, we will see it on the 5th anniversary)

    I really don't like it. It looks...off to me. The big fangs and gap at the bottom of the mask just seems wrong. I wish he wouldn't get changed like this. His old design is fine as is.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2127176#Comment_2127176

    No. I was just in a match where I equipped Lightborn because there were 3 flashlights in the lobby. They kept blinding Victor.

    Damn. Someone should get Victor some shades.

  • I have no clue. But on a related note, if you equip Lightborn does that also make Victor immune to blinds?

  • @Dustin said:

    ######### that has to be a bug

    I get on the cliff but right there in the middle of it?

    Find me a man who can tell the bugs apart from the intended changes in this game and you will have found a liar.

  • I fully agree with this. I'd also like legendary survivor skins to change their voice lines.

  • Although it would be unlikely for a single survivor to cleanse in the times you listed, every other survivor should be looking for totems so cleanse while locating gens or repair, team mates to heal, etc. Always assume the killer has NOED. Because even if they don't you lose very little time to overall gen repairs.

  • @Another_LegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2121006#Comment_2121006

    Are you telling me that 1 survivor can break 11 hooks (11 hooks to kill? What are you doing!), out of 40-50. Oh no muh hooks.

    All it takes is 2-3 broken hooks to make an area completely safe for survivors, unless the killer has agitation, because they can't reach any hooks. Each map has around 12 hooks, not 40-50. It's really not that hard to see how broken this exploit is. Especially if every survivor is running Breakdown.

  • I remember when Legion had a game-breaking combo that was bannable if you used it.

    Why is this not being treated the same way just because it's a survivor exploit?

  • @Digwiid said:

    AND IF YOU CLOSE YOUR EYES

    Called it all the way back in January. Good job!

    Now point and laugh at the naysayers who all assumed otherwise.

    point and laugh at them!

  • Your message is admirable but pointless.

    No one who was already going to be toxic will be be convinced by this message. Everyone who was already going to be friendly would have likely done so anyway had they not seen this message.

  • Can I see a comparison between the two?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2086859#Comment_2086859

    Improving movement speed while throwing knives (or actual movement speed), improving main event, improving spread/recoil to make it more consistent (mostly for controller), tinkering with laceration decay (and laceration decay conditions), rewarding long range hits that take too long to follow up on somehow (goes hand-in-hand with decay). There are plenty of things they could do other than ricochet. It's a very thin line of balancing and I bet they experimented a bit before ending up with what we have now, but I know it can be done.

    And you can say "oh but then he'll just be more like huntress" but you're forgetting that he has a 16 meter terror radius with M&A with no hum. And no range limit unlike Deathslinger. And ricochet just isn't it for making him stand out.

    Funny. I've already made a post suggesting most of these: https://forum.deadbydaylight.com/en/discussion/239303/problems-with-the-tricksters-power-and-how-to-fix-them#latest

    Among my suggestions is the base-kit ricochet. But it is by no means the most important change I think Trickster should get.

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/2086796#Comment_2086796

    What good is "the only unique thing that Trickster can do" if it's useless balancing wise though? Sure, there's no harm in advocating for this to become basekit. That is of course if the devs decide to do more than just the common "buff" basically everyone is asking for, that being the ricochet knives. If the devs decide to do just this, you just shot yourself in the foot. You asked for a change, you got the change but it just doesn't do anything.

    What else is there to advocate for besides just making his power better? It's so boringly designed that there isn't much else you can do to make it stronger beyond decreasing how many knives it takes to injure someone.

    Also, the add-on is not as niche as you think. When suffering as Trickster, my go to add-ons are the ricochet + piercing knives. Tight loops become slightly more bearable as you can force survivors out of them, and you can make the shack completely unsafe even if the god pallet is dropped.

    All this takes way too much skill and game knowledge to be worth the reward. But it's still something. It's not like say, advocating for Franks Mixtape to become basekit on Legion just because. The bouncing knives have an actual use.

  • @[Deleted User] said:

    Why is everyone so hell-bent on basekit ricochet? Like it doesn't solve anything about why he's a bad killer. It's such an insignificant idea to buff his kit and yet every single post mentions it like it's the second coming of Jesus.

    Like the second coming of Jesus? Really? It's the only unique thing that Trickster can do compared to other killers. I think wanting to make it base-kit instead of relegating this feature to an add-on is a fine enough thing to want, among the many other buffs that Trickster needs.

    Do you not want him to get this change for some reason?

  • @Friendly_Blendette said:

    I used this distressing and the brown knives. I did worse than when I played perkless BK myers.

    I can believe that.

  • @Phasmamain said:

    I love the idea of an add on that rewards hitting consistent knives but with recoil and hitboxes it’s pretty much impossible to use

    It would be soooo much better if the knives were always pin-point accurate.

  • @katapad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071295#Comment_2071295

    Let's be honest here. In six months he will get a very minor buff that will bring him in line with the weakest killers. Then in another 6 months to a year, he'll get a full rework to make him average.

    Most likely.

  • "Slight recoil and spread"

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