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  • @AhoyWolf said:

    Dragon's Grip - Punishes those naughty Gen tappers!

    Haunted Grounds - So you found bones in the first 10 seconds of the match?

    Hoarder - If Survivors try to get preasents before Christmas you will know about it.

    These are great, I like it :D

  • @Jarol said:

    I have played many games with Trapper and the truth is I have won many, but there is something about him that bothers me... The traps are seen regardless of the accessories that are carried, now as they updated for example autohaven and ormond, in ormond if I have a complement that darkens my trap, it will be seen automatically, the grass also harms it, so far in the coldwind farm you can hide a trap well. Also, you should start with at least 3 traps without carrying accessories, this because the traps are separated and you have to take about 30 seconds to take them and place them in position. in that time a generator may already be in the middle. In my opinion if they nerfed trapper, to add a secondary ability that consists of hiding a trap with grass or some object to adapt to the map and hide that trap without the survivors noticing or throwing some kind of knife as if huntress or jason from f13 the game.

    Trapper throwing knives would be amazing. On the other hand, I´m not sure whether Trapper actually needs a secondary ability if his base power was more threatening.

    I agree with your statement regarding Ormond. I very much like using the Tar Bottle often, and on this map it´s actually a detriment to have. At least it´s only this one map. Don´t know how it could be addressed, either.

    To hide traps better, identifying paths Survivors will take in chase and propably not outside of chase with some LOS blockers is a good habit to pick up. A prominent example of where this approach usually works better than "classic" choke traps would be the Yamaoka Estate maps, which have very poor grass but many spots to trap that are just outside of LOS.

  • While I haven't experienced this, I would like to remind you that attempting to bypass the profanity filter the way you did with your title will contribute to a ban escalation, so you may want to edit this.

  • I'm sorry, but I feel like on Myers and Oni I just don't need them. And I don't think it becomes "easy" for the Survivors, either.

    Another thing is that 1 J. Myers Memorial only appears about every 5th-7th Bloodweb (p3 50) and I've fallen below my threshold of 50 already.

    You'll never see me without bags on Trapper though, playing without them is more crippling than anything in DBD other than BK Myers.

  • I´ve kinda fooled around with a Santa Clown Build recently.

    Haunted Grounds+Retribution+Infectious Fright+Flex

    It´s either an insane snowball, hard and fast, or very little/nothing at all is gained from it.

  • @AnnoyingNarrator said:

    https://forum.deadbydaylight.com/en/discussion/comment/1826754#Comment_1826754

    I like the ideas, especially the stuff with the added hinderance.

    I also agree with you that trapper should force survivors to step on a trap, but my problem is that if they see the trap, which is rather easy with no addons, they will avoid it. This can be used to deny some loops, but the survivor can just disarm it afterwards.

    By itself, survivors having to step on the trap is not an issue. But when combined with how easy it is to avoid and disarm a trap once you see it, it becomes a problem.

    Thanks. The grass of the reworked maps made it slightly easier to spot them, emphasis on slightly. The problem you describe is somewhat solveable, yet (as everything with Trapper) it takes lots of time and effort. What I mean is that no trap spot, with very few exceptions, works twice in any given match, so it´s very important to constantly shift "used" Trap around. Easier said than done, since all this time investment to -maybe- get value out of his power costs precious gen pressure.

    I think in general people underestimate the significant skill ceiling Trapper has when facing competent Survivors. These guys have faced Trappers for 5 years and one has to get quite creative to catch them off guard.

    My suggested changes are meant to solve the issue that currently, stepping on a trap while injured or too far away from Trapper has little to literally no consequences. When they escape on first attempt, which happens around 50% of the time, it´s actually faster than disarming the trap. With these changes, the traps should become more punishing for misplaying and stepping on one.

  • I disagree with some of your points.

    1) It´s your job to make them step on a trap (takes decent trapper skill)

    5) Wraith has better map pressure than most Killers

    Your other points have merit imo.


    The upgrade to 2 traps at the start and a base carrying capacity of 2 will help tremendously with his setup. I got more:

    Trapper Sack now gives +0/+1, Trapper Bag +1/+1 and Stitched Bag +1/+2

    A common complaint is that Trappers traps are not threatening enough. Rescue time is only 1,7 seconds, which I´d buff to 4 seconds.

    Escape time should be possible after a 4 second animation, each attempt taking 2 seconds - so without help, 6 seconds of trapped time are guaranteed. Escape chance unchanged.

    New base effects.

    -Stepping on a trap while healthy adds 5% hindered until fully healed

    -Stepping on a trap while injured increases escape time by 50% and/or causes deep wound

    -Stepping on a trap while in deep wounds causes the honing stone effect

    -A Survivor disarming a trap will now trigger Killer instinct as long as the disarming is in process

    -Disarm base time increased to 5 seconds

    -Longwood Dye base with the addons darkening the traps further accordingly

    -Serrated jaws now cause 5% extra hindered instead of hemmorage

    -Dead Hard will no longer avoid getting caught by a trap

    -Red Twine and Rainbow Map no longer reveal Bear Traps

    -Traps can no longer spawn closer than 30 meters from the edges of the map

    -Object Nerf or something at base for Trapper that mitigates the insane counter of Object towards his power, not sure what though


    Compared to other Killers, he still wouldn´t be high tier by any means, but in my opinion as a Trapper "main" these humble, I reckon easy to implement changes would help lifting Trapper out of the trash can of every competent tier list.

  • Of course. I love DBD, I very much like the team overall, and I think if they had the choice, the game designers would have loved to delay the release a little bit.

    I´ve been through worse times with DBD, and I like the direction the game is taking on several levels.

    The few very glaring issues which urgently need addressing (Object, Killer Power disparity, SWF balance vs Soloq balance, Haddonfield/Asylum) will hopefully be dealt with in time ( I´d appreciate sooner than later, though).

    Give these guys a break, I´m sure they love their product as much as we do.

  • I think many share the opinion of object being the most miserable perk in the game. It´s way too strong when used in a SWF, way too strong on certain maps and against certain Killers, like Trapper. Ignoring the Object is not an option for him.

    It also makes for unfun matches. Usually, the Object will either get tunneled and camped or completely ignored, either way a far stretch from a fun match.

    The fact this perk hasn´t been severely nerfed yet is the most baffling balance decision since the days of extreme pallet- and flashlightsaves.

  • Propably Claudette, but Nea, Ace, Nancy and Steve are also way up there. As soon as I see them, I assume they are sadistic trolls with the sole intend to make my match as miserable as possible. These Survivors will get hatch extremely rarely (and I tend to give hatch very often).

    Doesn´t help that I find most Object users to be among this crowd, which just adds to their bad name for me.

    Edit: Suprised to read about all the Feng hate. I think she´s very adorable, and usually the Survivor to get hatch if I can choose.

  • Hard to decide though whether they should take on Asylum or Haddonfield first.

  • @MandyTalk So I played 9 or 10 matches on Autohaven today and the tile spawns seem to have improved significantly. I think the update did what it was intended to do, very nice! Removed the Dead Zone section from my feedback.

  • Congratulations man!

    3 more pallet saves for me and I´ll be back at 100%, too :)

  • I think if you become a true master, Hillbilly is still a force to be reckoned with, allowing for tons of 5 gen 4ks. I´d say it´s extremely difficult though after his rework.

  • I still haven´t given up hope that one day Jason will make his appearance in DBD, finally completing the ensemble of classic Slashers (and the Band).

  • I´m quite familiar with every installment of the Halloween franchise. The answer to your question may vary depending on which canon lore you choose to examine.

    In the OG Halloween, he´s just undiagnosed but with clear psychopathic tendencies.

    With the addition of the Cult of Thorne story line (Halloweens 4-6) his motivation becomes rooted in supernatural forces. It is hinted in Halloween 6 that Myers heard the voices telling him to kill, but again this is a long way from scientific reasoning.

    For the sake of your paper, I´d recommend you focus on the Rob Zombie remakes. While they aren´t the best Halloween movies, they emphasise signifcantly more on the development of Michaels behavior as Rob Zombie imagines it. He delivers much more plausible causes (abusive household, overly sexual mom and sister, bullying at school) and show him exhibit early signs of developing psychopathy commonly found in real life serial killers (cruelty towards animals for example).

  • @Mandy said:

    Thank you for your well thought out feedback, it's much appreciated.

    With regards to your comments re Autohaven, have you noticed any change after the hotfix today as there were changes addressed to these maps specifically, so I'd be interested to hear your thoughts on them?

    I posted this right before I caught wind of the update, leaving parts of the post redundant. Sorry for that. Haven´t played today yet, so I can´t give a statement on that. Propably gonna edit the part about the Dead Zones out if the update successfully solved the issue. Thanks!

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1822612#Comment_1822612

    I'm not sure about Charms, I believe it's just going to be the skins - but I'm not 100% sure on that.

    Thanks. Fingers Crossed I get my Bear Trap charm one day ^^

  • @Aldath said:

    "n my opinion, this could 100% be done without compensating Killers in any way, shape or form, since many are already very well equipped to deal with premades."

    Out of the stuff I disagree with you, this has to be probably the one that deserves a quotation the most.

    There's a very small sample of the killer population with enough skill to take on SWF groups and an even smaller amount of killers that are strong enough to be used by an average player and do decent enough against said groups.

    I disagree on this one. Most Lobbys already feature a SWF of at least 2, and the kill rates across the board are currently very high. It´s debatable what causes this, yet it can´t be denied that most Killers are performing quite well right now. It´s propably a perception issue, since most of the time it isn´t obvious whether a SWF is present.

    If soloq gets buffs and the Killer performance drops significantly, some form of compensation should be justified. That being said, even if that happens, I´m convinced buffing soloq is a neccessary step towards better balance overall.

    What else do you disagree with?

  • @Mandy said:

    @CHED1 Please refer to our forum rules were we do clearly state that we do not appreciate posts about leaks or suspected leaks and do not allow them to be posted on our forum. So I've edited your post with regards to this.

    We've been very clear about this and said that Rift items will eventually come to the Store, minimum time was 6 months and the Nurse skin was recently added which I think was available on the Rift around a year earlier. I'm happy with this, people who grinded the rift got the skins early and people who were unable to do that (or newer players) will still have the same opportunities to get the skins further down the line.

    Do "Rift items" include charms? I´ve missed some charms I very much regret not to have, so I was wondering.

  • Just yesterday I faced a team of obviously not very experienced Survivors (still all red ranks lol). I was playing Trapper, we loaded into Coal Tower and I was very hyped to play a match on my favorite map.

    As soon as I find the first Survivor, I immediately realise they´re acting strange. She didn´t run, and a Dweet appeared around the corner.

    As much as I wanted to, I couldn´t bring myself to harm these precious little things more than I had to. We ended up farming 8 hooks, 2 each, and goofed off a bit. These guys also had a Key, and I realised I just gifted them the "Where did they go?" achievement. A shame they were on console, they seemed so nice, but I like to think they were grateful :)

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1820395#Comment_1820395

    Same, i never got the Tome 1 level 70 pustulas serum charm, it'd go great on Blight.

    They sure would. IIRC, I didn´t play when the first rift came out, and missed one of the others due to taking a break but completed every other pass. Unlucky we are, I guess.

  • @Boss said:

    They said only Charms will stay locked to the Rifts they were in.

    Just like event cosmetics, this may someday not be the case anymore, but as of now it's a hard no.

    Thanks. What a bummer, I would SO love to get the Trapper related charms (basically main him).

  • As someone who "mains" Trapper I kinda disagree. Trap placement oppurtunities have shifted in certain areas, but the overall gameplay hasn´t changed a tad for me. Still rank 1, still killing it with Trapper.

    It was right to gradually patch out the invisible trap spots (although they were very funny) but there are new spots where traps can be at least partially hidden.

    The bugs will hopefully one day be patched out and exit gates can be trapped again.

    The biggest detriment with the reworked maps are the Autohaven jungle gyms. They have walls so short it´s so ez to see a tall Killer over, that the survivor has to be seriously unattentive to get hit there before entity blocker, especially considering that certain walls are now see-through (not even accounting for stretch res gamers who can almost watch your feet over the wall at these locations).

  • I´ve encountered far more keys than usual, too. Feels really dumb getting 1-3 Kills robbed because of 1 item. They work the exact same way for Survivors as (now) old moris worked for Killers and should be dealt with accordingly. Not much can be done about it, a competent team will pretty much always put the key to good use.

  • I think the key changes are planned for around christmas 2021, the change being that opening the hatch now requires a 1 second chaneling. Chances of keys spawning in a chest reduced by 1%.

  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817972#Comment_1817972

    I feel like they're trying to say that if you've lost all five gens and all four of them are still alive, the key isn't really going to make a difference. You've basically already lost at that point. They could just as well leave through one of the exit gates. So the main problem with keys is not four people escaping through the hatch, it's one person making an escape they really shouldn't have made.

    Maybe your feeling is right, yet that´s not what was written. The claim of this person is that never have all gens been completed while in their lobby, which is an astounding accomplishment if you ask me, and I´m very curious what I could learn from them to never have that happen to me again no matter which Survivors I´m facing.

    I´d argue that the key problem extends to 2-3 people escaping as well. An otherwise winning match for the Killer can just be turned around just because one Survivor either brought or found an item - press x to turn an L into a W. So dumb.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817968#Comment_1817968

    Agreed, but not in my lobby. It's possible, it's just honestly hasn't happened to me.

    Do you stream by any chance? I just have to see a player who has never lost all 5 gens!

  • @AhoyWolf said:

    Maybe they should add a Killer that is able to kill all the bugs in this game.

    356dbf490b7166b48d9e75d859939a48.jpg

    The Exterminator comes with three teachable perks:

    Pretty good job so far

    You take great pride in your work. For every Survivor you put on a hook, gain a token. Each Token increases your movement speed by 0,4/0,5/0,75%.


    Release Schedule

    You are under great pressure to provide in time. Delivering an acceptable product has proven difficult for you.

    Every time you are stunned or blinded, gain a token. The next time you miss a swing within 2/4/6 meters of a Survivor, consume a token to make the environment glitch out to make it connect regardless.


    Known Issues

    You need to be aware of a multitude of things at a time, often resulting in neglecting most of them.

    For every loud noise notification triggered by a Survivor, gain a token. Each token reduces the sound volume of complaints by 50/75/100%.


    The Exterminator uses his Power, Good Riddance to find and sacrifice Survivors to the Entity.

    Use the power button to spray extermination Gas onto the environment, causing every Survivor who comes in contact with it to lose up to three perks you pre-selected in the Lobby. Those perks will be disabled until the match ends.

    Use the active ability button to switch into burning mode.

    While in Burning mode, extermination gas will be replaced by Fire of Fury , instantly Killing any Survivor who teabagged or used a flashlight during the trial.

  • From my experience (Steam, EU, Crossplay on) Survivor qeues are very fast in the mornings until around noon, but unbearably long in the evenings.

    I don´t know how they would address this. When Survivor qeues are 5-15 minutes there seems to be a significant shortage of Killers.

  • I have only 2 grievances with Dead Hard.

    First, I´m kinda sick of being exhausted on the ground, second, Dead Harding through set Bear Traps is completely BS. Other than these, I think the perk is mighty fine and hella fun.

  • Hard to make a pick. Since it´s rather recent, propably buying the Krampus skin - as expensive as a couple DLCs combined yet visually bugged to be a huge detriment to play with. Kinda sad

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1816763#Comment_1816763

    How is it bugged?

    The thing what bothers me is that it is just a Set-Cosmetic (which costs 1080 ACs usually), but just costs more ACs without giving any value back. When they introduced the Lisa-Skin I thought that the higher price is because of a different voice actor, which would have been justified. But I dont see paying 5 Bucks extra for no improvement over a regular Set-Cosmetic.

    (Ofcouse thats just me, if others enjoy their Legendary Skins, even better, they look really good, especially Krampus and Minotaur)

    I can see where you´re coming from there, and that´s fair. It´s the reason why I didn´t get Minotaur, couldn´t resist Krampus, though.

    Apparently, most of the times you can see white strings (propably related to his snow assets) reaching out from him to the sky, making him very hard not to spot and to read his movements.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1816757#Comment_1816757

    Consider yourself lucky

    I think they already use an anti cheat system, but it obviously doesn't work.

    Oh yeah, I should have written "some sort of working anti cheating software"

  • @Aven_Fallen said:

    I prefer expensive cosmetics over expensive Chapters. So I am totally fine with 10 Dollar/Euros for a complete Skin, they are optional, after all. And nobody is forced to buy them, e.g. I would like to have the new Ace-Outfit for Christmas Season, but it is AC-only and I wont spend money on it when I just use it in December. But this does not affect my gameplay at all.

    The only thing I dont agree with are Legendary Skins, because they just cost more without any justification (like other voice actors, name in lobby, etc.), but this is a different topic.

    I second this. Buying any cosmetics is optional. I share your stance on legendary skins, too. But I´d even be fine with these if it weren´t for the fact my poor Krampus is bugged.

  • I was fortunate enough to not encounter any hackers for 50 games+ (at least none that I noticed). I consider this a very impressive streak.

    I hope one day the DEVs will invest into some sort of anti cheating software to protect the game and the players. As of now, the only way to expose and prosecute hackers is through video evidence provided by the victim.

  • You should have included an option for "other" so I could have voted for using Object :P

  • Honestly can´t decide whether to pick Haddonfield or Disturbed Ward, both are incredibly survivor sided and very hard not to escape on.

  • You should have chosen a better picture to demonstrate. I see a bus and a main building within 5 seconds of running distance and is that a ....car loop in the back?

    If there are legit dead zones, this is not a good example imo.

  • My biggest grievance with new autohaven are the jungle gyms. The walls are now short enough to see tall Killers over (add stretch res to even see their feet) and there are lots of places to look through the walls now. This makes mindgaming these impossible unless the Survivor isn´t particularly skilled.

    I have yet to encounter the Dead Zones that are mentioned so frequently now, but I guess they exist to a degree.

  • @Lyonic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815281#Comment_1815281

    Don't understand why you cant just grab traps from lockers.

    Not sure how I feel about that. If the way they spawn around the map was improved, I don´t think this would be needed tbh, but a neat idea regardless.

  • Currently Santa Clown. Retribution+Haunted Grounds+Infectious: Has a present and needs to see where to deliver it. PoP goes the Weasel is another neat gift. Solvent Jug and Cigar Box to punish the naughty.

  • @DaKnight said:

    Do people really use thrilling as a slowdown? It's purely a tracking perk to me.

    And it's better than BBQ, because BBQ there is a margin for error in a tight match where you might not catch on to someone behind the generators aura in the heat of the moment. Thrilling eliminates that, and tells you exactly where to go next if your goal is defending generators.

    I´d argue that both have merit in their own regard, even depending on the Killer that uses it. Just to give an example: With oni, you might catch people healing somewhere rather hidden with BBQ so you know you can refuel there. It´s also helpful for finding the last 1-2 Survivors. Purely talking gen defense, TT has the edge though.

  • IMHO, Trapper is the Killer who needs buffs to his basekit the most, and he´s been in this position for years. He´s one of my mains (if not my true main) and even compared to Clown his power is not amazing. It takes a considerable amount of dedication into Trapper gameplay to get decent results. He has one of the highest skill ceilings of any Killer, which is great, but his limitations compared to the threat level of his power are too much.

    -rng based power

    -very limited chase potential (you have to be an M1 Superhero to be a good Trapper)

    -susceptible to meta survivor perks more than other Killers ( Dead Hard through Traps, multiple anti-slugging mechanics to prevent a snowball, Objects existence, DS triggers when trap grabbed, BT hit tanking while in a trap)

    -Suffers more than other Killers from SWF - 1 guy sees a trap, everyone knows about it

    -the worst early game and heavy limitations in regards to availability of his power

    -the most addon dependant of all Killers


    My wishlist for Trapper:

    -Starts with 1 extra trap, 2 trap base carrying capacity

    -reworked bags: Trapper Sack now gives +0/+1, Trapper Bag gives +1/+1, Stitched Bag +1/+2

    - Bear traps: Now apply 5% hindered until fully healed.

    -Increase rescue Time by 2,5 seconds ( now 4.3 seconds instead of 1,8)

    -Increase espace time by 1,5 second

    -first escape attempt now can be done after 4 seconds of stepping on the trap

    -Increase disarm time by 1,5 seconds

    -Stepping on a bear trap while injured causes 5% extra hindered until fully healed and deep wounds

    -Stepping on a bear trap while in deep wounds applys the Honing Stone effect

    -Dead Hard through traps removed

    -Rainbow Map and red twine no longer reveal bear traps

    -Range check for trap spawn : Traps now spawn no closer than 25 meters from the edges of the map

    -Removal/Rework of Object, which is easier to do than giving Trapper something to not be absolutely devastated by the perk

    -Longwood Dye Effect now basekit, the darkening addons will darken further accordingly


    There you go, Trapper is now a solid mid tier Killer. Unfortunately I´m convinced none of this will ever happen, since BHVR seems to be happy seeing their poster boy, the literal face of DBD, being one of if not the worst Killer in the game for whatever reason. Still love him dearly for his theme and the gameplay he offers, but the balance of his downsides vs his power is tilted against him so heavily, it´s not even funny.

    On a side note : I´d really appreciate if the DEVs could fix the Krampus skin. Edit: They did, awesome! Thanks and merry christmas!

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814681#Comment_1814681

    I don't recall ever having seen a good list of valid and proven arguments. Do you have any links to such threads or even better a link to such posts that contain a "shockingly long list of uncounterable benefits object provides".

    I suggest you use the search function. Should work better via a search engine, though, the forum search isn´t exactly the greatest. And no, I´m kinda too busy to do this research for you.

  • @1nsignia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814747#Comment_1814747

    Oh ok I put my settings public and put down my personal name. Phew thank God. I removed my real name and just left it blank. Thanks for responding.

    NP, glad I could help!

  • Base gen regression should be buffed for sure, either by giving the kicking more impact, addressing gen tapping or increasing base regression.

    Bear in mind that no Killer except maybe Nurse is equipped to deal with a good team of 4 without any regression, it´s by design.

  • I´m honestly very happy about it. Given that I used them extremely rarely, it basically won´t have an impact on my gaming experience at all.

    It´s definately a step in the right direction. I hope though that the next most broken things (Object, Keys, Iri Heads etc) won´t take 4 years to fix. I´ll honestly be very, very disappointed if any of these will still be present in three months from now.

  • What are your steam profile settings? If you´ve given your clear name there and set your profile to "public" they may very well have checked you out.

    If you did not give your personal information via steam, yes, you may want to be worried.

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