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  • @Devil_hit11 said:

    DS now punishes survivor for doing the objective. Its too situational now hence why less survivors use it. Its a bit ironic right now because only way to physically get value of decisive strike reliably is to actually abuse the perk for its invincibility and you do that by body-blocking your teammates who is in the chase than pick yourself up with unbreakable(or pick-up DS). Its only other usage to act as late-game perk that allows you to crawl into exit gate but at that point, use Adrenaline for a late game perk. Its mostly wasted perk slot. It got MoM treatment, powerful effect that is not worth playing around compare to playing normal. Survivors just use Borrow time if they're expecting to get hit off hook.

    Well, DS resets if they do something other than get chased or hide. Point being, it's supposed to always be there if you need it, not something you actively seek value out of.

    Think of Unbreakable. People don't go out of their way to get slugged just to get value out of UB. They have it IN CASE they need value you from it, not TO GET value from it. DS should be treated the same way. Nobody should go out of their way to use it, it should be there in the event it NEEDS to be used.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348827#Comment_2348827

    If the Shrine was Random you wouldn't be getting Corrupt, Pop and Ruin in 3 days for Killers and whatever Survivors got, obviously the Shrine is being Manipulated now so that means there's a way to Manipulate it so that means the Shrine is being predetermined, meaning it's not random. I don't need any sources, just use your common sense. If it can be manipulated now then it can be Manipulated any time. For example just before the DS change DS was in Shrine and right after Object of Obsession was changed they put Object of Obsession into the Shrine. Are you gonna say those were Random aswell? Are you gonna deny the fact that those were big changes and BHVR Manipulated the Shrine to have those Perks so anyone could get them and use them and give feedback about the changes? Again if they can Manipulate Shrine then it's not Random.

    Or, they are random but the odds can be changed for every perk, and the devs CAN (read: possible but not commonly) manually put in perks to be listed while it is otherwise random. Regardless, they have stated it is random, you have no ACTUAL proof it isn't, I'll take the devs word over yours since they made the game. They have stated that the current combination was random, and while I don't believe 100% of what they say, we have no actual evidence to the contrary.

    So you can get all upset about what is in the shrine, I'm going to continue to not care because it's basically a random lotto of perks that anyone could get otherwise if they wanted them anyways.

    If you get some actual proof it's not random and not just "look at me, listen to me, it's not random cuz I said so", we can talk.

    Lastly, I want to point out that I agree with you about the meta. The slowdown meta is annoying in that it feels required, many perks are basically just patchwork fixes that should be standard in the game, and fixes to the game shouldn't be handed to us as though we're supposed to pick which fixes we want and which problems we simply have to endure. I wouldn't be surprised if the console optimization was a perk that all console players had to run in order to play the game.

  • I just like seeing pips as Survivor.

    As Killer, I normally go for 3 sacrifices. I don't tunnel or camp for them, though, cuz I want them to be a result of playing well, not taking some easy road.

  • As long as consoles are having issues, the DC penalty should stay off.

    Also, there should NEVER be a DC penalty if the map is RPD.

  • @dspaceman20 said:

    We always talk about others being terrible but have you ever thought to yourself that maybe we're the terrible survivors and everyone hates us?

    Only once, and I knew it the moment it happened. Blew a gen while someone else was on it and the Killer was not in chase. I knew I had doomed us, so I ran and got the Killers attention to try and give the other Survivor a chance. I took a hit, but the Demo went for the gen anyways. Claud stayed on the gen and went down. Everything cascaded to hell after that. Lost a pip for that, and I knew I deserved it.

    All because I tried for a Great Skill Check and missed.

  • Every game.

    EVERY.

    GAME.

  • Mind citing your sources? I cannot find any proof that the shrine is not random.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348763#Comment_2348763

    Imagine not understanding why i'm complaining and complain about it...

    Your complaint is silly.

    The shrine runs through random perks on a white list. Eventually, a combo that works well together was going to come up. Complaining about it is the same as complaining that someone rolled two 100s in a row on a 100 sided dice. While not likely, it's entirely possible and not a big deal. You're making a big deal out of it.

    Get over it. You're being silly.

  • @Crowman said:

    I don't think anyone is overrating Soul Guard or Power Struggle. They aren't even commonly ran perks over the others listed and I've seen a lot less Adrenalines over time.

    Deliverance is a really strong effect and not even that hard to get off. If you are running Deliverance you should be rushing for the first hook save to get it activated since even if the killer goes after you immediately you can unhook yourself immediately denying killer pressure from hooking you.

    Unbreakable is similar to Deliverance in that it can completely deny the killer's pressure by allowing you to get yourself off the ground so the rest of your team can do the gens.

    A well used Deliverance and Unbreakable can be absolutely game changing even if they aren't perks you can get off every match.

    As for DS, well forcing the killer to have to chase you twice for the next hook is still pretty good. It's not as good when survivors could also work on gens and have DS up. If anything, I think people are underrating DS since the nerf as there's been a lot of "buff DS" posts.

    Survivors don't really need perks in the first place so running strong perks that aren't always guaranteed to go off every game is better than running mediocre or weak perks that you can get value from every game.

    People are, indeed, underrating DS on account of the nerf.

    Soul Guard directly benefits from DS as well, and was often used as a combo for a late game self-save to run out the gates with near invulnerability. Specifically, SG + DS + Deliv + UB. Get an unhook whenever. Make a point to become the EGC hook camp for the Killer while everyone opens the gates. Deliv off hook after the gate opens. Run as fast as you can to the gate. If downed, the rest come into play. Killer can't pick you up because of DS. Killer can't wait out DS because of UB. UB triggers SG which gives an Endurance state. It was (and still is) a way to counter an EGC camp and save everyone, including yourself. It also denies NoED very strongly.

    Admittedly, it's a finnicky build that requires very specific things to happen, but when it works, it's literally unstoppable.

  • Imagine complaining about the game offering perks that are in the game...

  • Just because a perk doesn't see value in a match doesn't mean it's not a strong perk. Some of those perks, such as Unbreakable (which I run), are there specifically to deal with scenarios that otherwise have problematic outcomes. The point isn't to use them every game, but to have them for those scenarios where your options are limited or none. That alone makes them strong.

    Unbreakable also has a passive that lets you recover faster before someone finds you. It's not the best for that function, but it's an added bonus to being able to deal with a Killer that is slugging. You either recover faster and someone heals you the rest of the way, or you get back up and get another chance to make a play.

  • I think he's going to be more like Nurse where his stats will be heavily affected by how well people use him. He is, indeed, a strong Killer. He has a strong argument for being within the top 5 strongest Killers in the game, if not top 3. He is a bit map dependent, however, which technically hurts his meta and would likely hurt his stats. Indoor maps destroy him, which is not as much of an issue for Spirit or Nurse.

  • I haven't bought his DLC because it doesn't seem worth it. He looks like a boring Killer, his zombies aren't impressive, his power is mediocre. His perks are okay but not great. I can wait for them to show up in the shrine. The Survivors he comes with offers nothing I want. It'd be a waste of money to purchase the DLC.

    On top of that, I'm going to hold off on purchasing DLC or cosmetics until they fix the game for everyone. I am not experiencing many issues, but many are, and I'm keeping my money to myself until their issues are resolved.

  • At least it's not RPD.

  • Don't need to change the map at all. Just give me an option to never play on it, and we're good.

  • Been saying it for a while now:

    The biggest threat to me is always other Survivors. I can finish a gen with a Killer chasing me far more easily than I can with another Survivor nearby.

  • @MadLordJack said:

    Using one thing to counter another is absolute fetid, steaming bullshite of the highest order. You shouldn't be mega ######### just because you didn't equip the right perk or bring the right item, or becuase the survivors did happen to equip the right perk or bring the right item.

    There is no discussion to be had. If the basekit is the problem, that's where the solution has to be implemented or else it's merely a solution in hindsight. Everything else is just a bandaid, one that's unfortunately the Devs favourite tool. Look at NOED Vs solo's - instead of addressing the problem, they buffed a different perk. Wow. Such good thinking. Look at camping - instead of fixing the problem, they added a perk. Wow. Such good thinking. Look at bad early games - instead of fixing the problem, they added a perk. Wow.

    Such good thinking.

    Basically this. Every Killer should be designed to feel fair and fun for both sides without the use of perks. Killers should be designed to be strong without perks and countered without perks.

    The only way to change this would be to let Survivors know which Killer they are up against in a lobby, allowing them to stack perks against them. This opens up a can of issues, however, and is not a particularly valid option.

  • Most characters in video games are also modified from their human models in order to not simply copy a living person. This gives the art team some room to change features. This also gives them a degree of separation in the event that the model no longer wishes to work with the company and then raise legal issues, as their exact likeness is not being used.

  • Okay, doing a deep dive here. Not that deep, though, I just looked up all the unmasked killer models and such.

    Firstly, let's get some obvious ones out of the way. The male members of The Legion look completely normal without their masks. In fact, one could argue they are surprisingly attractive.

    Trickster is super obvious because he doesn't wear a mask.

    Michael Myers, when he was younger, was a fairly attractive man. Now, we don't know what age he is in the game, but if he's classic Myers, that means he's a fairly good looking man with a single (and arguably minor) disfigurement around his eye that doesn't really detract from his visual. If he's older, well, he's a fairly normal looking older fellow with a disfigurement around his left eye.

    Ghostface likely looks like a normal man as well. Going through the list of every Ghostface there's ever been, most have been normal or attractive men or women. DbDs Ghostface is male, so he is likely to be a fairly attractive male.

    So far, that's 5 men that are or are likely fairly attractive.

    Now for the women.

    Huntress, if you go by her in game model unmasked, looks fairly normal and kinda nice.

    Amanda Young has the benefit of having an actress portray her, so she looks normal. One could argue she is attractive, so we'll go ahead and include her.

    Spirit is going on the attractive list because, despite her rather severe mutilations, many find her attractive.

    I don't really know if I'd include Plague on the list. Her deformities are pretty extreme, and any beauty you can find in her design is juxtaposed by rot and decay that sets off ones "EW NECRO" alarm.

    So that's 3, maybe 4 that could be argued as attractive.

    Of ALL of them, only one of them is outright sexy: That's Trickster. He's the ONLY one that is very intentionally designed to be attractive without digging up unmasked models and the like. None of the females seem to be overly designed to be attractive.

    It's also worth pointing out that unmasked models aren't very good indicators of what a Killer looks like under their mask. Normally, only a portion of their face or head are designed to be seen, and this is generally made to simply work with their cosmetics. What they actually look like under their masks could be very different if you go by the devs. Case in point, the Doomslayer from Doom 2016 and Doom Eternal was in Quake Champions. While in Quake Champions, his unmasked model was the head of BJ Blaskowitz from Wolfenstein. This is not what he actually looked like, but rather a place holder model that was there to simply provide some human features if you looked closely enough at his visor. When ID properly modeled what his face looked like, Quake Champions changed the head model they used, but that was years later. Rainbow Six Siege has also done this with their older Operators. When the game was new, the majority of their Operators wore masks with only a few exceptions. Several of them have received updated facial models when the time came to unmask them. Notably Blitz, who went through multiple extreme makeovers including his eye color, head shape, cheek and chin shape, etc.

    In conclusion:

    This complaint seems be one of three things. It's cherry picked to the point of absurdity, an attempt at trolling, or manufactured outrage. The only thing which really was worth noting was the ratio of male to female Killers, where females have considerably less representation. If one wanted to argue for more female Killers, I'd be fine with that, since the data shows they make up only about 30% of the roster.

  • I don't necessarily agree with this list, but I completely see the logic in it.

    That said, I think you might be underestimating Plague.

    Also, I'd swap Huntress and Pyramid Head. PPHead operates at a pretty consistent power, and isn't overly burdened by the map or actions of Survivors. Huntress, on the other hand, is VERY affected by Survivors as well as the map.

    Also, food for thought: If the Trickster changes in PTB hit live, Trickster will down faster than Huntress. Other than "GOTCHABITCH" moments that Huntress can do around blind corners and the like, Trickster will actually operate at a consistently faster rate than her without being as hurt by misses or ammunition concerns. As such, PTB Trickster would theoretically be an A tier in your list.

  • Why do all characters have to look good?

  • Bubba is perfectly fine as he is now. He has strengths he can play to, weaknesses that Survivors can play around, a power that offers plenty of opportunities to use it, and a power that warns the Survivors when he's about to become particularly dangerous. These are all very healthy designs for both the Killer and the Survivor, as it gives both ample opportunities to play with and around each other.

    Yes, a camping Bubba sucks to deal with. Outside of that, however, his design is perfectly fine.

    Also, I realize that some people think his ability to link all three charges to outpace a Sprint Burst seems busted, but you KNOW you are up against a Bubba. You should be using that Sprint Burst to get to a window or obstacles where his power operates at a deficit. If you aren't, that's on you for not using his VERY WELL KNOWN counters against him. Running in the open, SB or not, is dangerous against him. We ALL know this. If that's still your play and you suffer for it, that's on you. If no window is within range of a SB, that is either extremely bad RNG or, more likely, a case of "you went the wrong way".

  • @SpaghettiYOLO said:

    Honestly, with the amount of players that just sit and rev the chainsaw constantly while chasing you shows the overheat feature isn't doing what it's supposed to do. Very rare for a Billy or Bubba to M1. Just one instant down after instant down after chasing you.

    For both Billy and Bubba, they should have to refill their chainsaws for gas after so much use. Introduce some tactics to it. And this is coming from a killer main. Because as it is, especially with Billy, the matches just devolve into instant down after instant down and overheating never does anything. At least with Bubba, he has to have charges, but still. Both of them refilling for fuel at lockers while keeping the overheating and charges on their saws will help with the much overuse of revving that overheating and charges were supposed to help with.

    Honestly, I don't know how people are still complaining for a buff when the exact same thing as before is still happening. Like seriously, so you can't rev your chainsaw infinitely anymore. That's good. You shouldn't be able to.

    Billy wasn't considered overpowered before he gained an overheat function. He gained a penalty for seemingly no reason (in fact, it was just to stop very specific, low skill builds for Billy). Giving him more penalties and limitations would make him so weak he'd might as well not be in the game, as it would drop his pick-rate to the point of virtually nobody playing him.

  • Bubba, Demo, Blight. Ghostface when he's photobombing.

  • I honestly don't even think the Stridor/Iron Will interaction needed to be nerfed. I just think Spirit needs to give some kind of information about what she's doing while phased. Omnidirectional moaning would be fine to let you know that she is close, without giving away her exact position. That would also kill her do nothing mind game. Which would be good. It's a dumb mind game.

  • A special event isn't going to change how people want to play. In this case, they probably feel pressured to perform, so they're performing pretty hard. It's up to the players how they want to play. Just do what you can to enjoy as best you can.

  • Ya, it's up, but it has a low percentage of showing up on account of performance issues.

  • Everything will be fixed up just fine. Nemesis will be buffed, Trickster will finally be a good Killer, console issues will be remedied and everyone will be enjoying the game as intended! We're all going to RPD baby, WOOOOOO!



    Life is pain.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2340156#Comment_2340156

    Of course I've used Dragon's Grip. that's 30 seconds the survivors can't touch the generator. On top of that the person who touched it is exposed for 1 minute so they can't touch the gen for another minute because the killer should be chasing them. If a killer hits a gen with DG that's at least 1 minute and 30 seconds that gen can't be touched for if the survivors choose to interact with it. Combine that with PGTW and other gen perks like Overcharge and you have a pretty mean build.

    It doesn't work well with Pop. I've tried. Often, they don't line up with CDs, so you are using one or the other. Every now and again, sure, but it doesn't seem the norm.

    Also, DG is only affective for 30 seconds. The chances of someone running up and diddling a gen within 30 seconds of you kicking it are pretty slim. I've only ever seen it proc once, and that's on a build I still run to this day. I keep it on there just to see if it will ever do anything, and it's a gen kick build.

    If you are getting tons of use out of DG, you're one of the only people I've heard of with that kind of luck.

  • @Gnarly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2339648#Comment_2339648

    Recalling the chains would release the survivor and if tier 3 or 4 they be effected with deep wound. The chain can either just fly backwards towards Pinhead or just fall to the ground or it would teleport/summon back to pinhead, it be quick enough where you lose little ground. Not a punishing a Clown reload. Either recall animation works as Pinhead can do both in the movies and the chains will rattle if moving towards a survivor and sound queue will be made when a chain is recalled.

    It be a Redeemer that can be applied to several people at once as there is no punish after throwing it onto one person and then hitting another. Mixture of Legion, Nemesis, and Deathslinger is more accurate.

    If you lose your 4 chains though, you are not able to hit a survivor, you would need to recall a chain. You can apply 3 chains on one survivor if you wanted making them 97% speed and if you leave them alone they would have to take them off one by one. If they release a hook, then it be recalled automatically.

    But there would be no standard attack to just catch up and drop them, meaning he HAS to follow and chase them? Does he have a basic attack as normal so he can just drop them, that would also recall the chains?

  • So, it's a mix of Nemesis and Deathslinger? Instead of reloading, however, he has to recall chains? So that would be a Redeemer with less range, but with 4 shots.

    Just trying to figure out the minutiae.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2339351#Comment_2339351

    I remember for sure that Clash was not disabled on the first occurances of the glitch. That said, BHVR is largely known for applying the so called band-aids, instead of true fixes. Hence why they didn't even stop for a moment to consider that having the event play out during the mess they made on frames and other things was going to be idiotic. Still, here we are. I am not entirely sure about Rainbow, anyway. It's enjoyable, most of the time, but many of the modifications they made were because they cater towards the "Pro" league. The recent Zofia withstand bs, for instance. And Ash still doesn't have a proper hitbox. But yeah, overall they manage things more aptly than what we have seen on this game, this far. Wonder if it is ever going to change.

    Probably not until they get competition that has staying power and, as well, addresses the issues commonly found in DbD. If an Asymmetrical came out with definitive win/loss states, and gave players the feeling they can fully play out a match without being instantly removed, it would highlight the shortcomings of DbD and perhaps motivate BHVR to do something.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2339351#Comment_2339351

    DbD has 500-600.

    This is false. Behaviour Interactive as a whole has about 600 employees. That includes non-developers (PR, for instance), as well as developers who are working on different projects. Furthermore, of those who are actually working on DbD, not all of them are programmers. You wouldn't want artists or lore writers working on the game's code, would you?

    The 200-250 for Siege also includes their writers, artists, etc. They have stated several times that by Ubi standards, they are a small team.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2339188#Comment_2339188

    Never said I don't share that vision, I just said that anyone exploiting that stuff is not skilled nor exempt from being at the core of the issue. But let me ask you something: have you ever played Rainbow Six Siege? If you did, according to when you did, you might know that Montagne, an operator with an extendable bulletproof shield, had game breaking glitches. Essentially, when the shield was extended, you could move, but not shoot, nor run or look above. People managed to find and exploit glitches that made it so he could have his shield extended AND shoot, meaning you didn't have escape from him, you could only try to find a way around him. And Ubisoft, the developers, DIDN'T disable him until they had an hotfix ready. They just kept him the way it was, ruining millions of ranked matches. Then something similar happened with another operator, Clash. Three times. Only on her THIRD time, they finally understood that she had to be disabled until the fix was implemented. How do you expect BHVR to do something like this, when even in a game based on RANKED matches, it didn't happen before a lot of time?

    I am playing Siege right now. I have been paying since Mira was added.

    I remember the Clash bit specifically. She was disabled MULTIPLE times. Nearly every time that exploit came up. My friends used to joke about maining her while she was disabled. That said, while it happened multiple times, it was still fixed. Ubi was also pretty open about fixing it. Mira had the same thing where she could hold up a mirror and a gun at the same time.

    The difference here, however, isn't random bugs or exploits happening in DbD. It's the CORE GAMEPLAY LOOP. To compare to Siege, it would be like if that game allowed Defenders to run out during the drone phase and shoot the attacking operators. In fact, in its early days, I think that was ACTUALLY possible, so they made it so Attackers didn't physically spawn in until the drone phase was complete. It's also why every level was given multiple LoS blocks to the attacker spawns. Even minor updates see assets added to block run outs and spawn peaks at the start of a match on certain maps with notorious issues. Most recently was Chalet, and before that Border.

    DbD does none of that. To make another point of this, Siege has roughly 200-250 devs working on it. DbD has 500-600. Siege radically altered the core gameplay to improve it when the launch was a mess, and pulled that game up from the ashes into a VERY good, albeit punishing, game. BHVR DID improve the game from its early versions, but many core gameplay issues remain despite how long they've been a problem. BHVR seems perfectly fine letting problematic core gameplay design issues just sit there, creating problems. In Siege, the devs understood that having problematic run outs and spawn peaks wasn't fair to the players, so they fixed it. They also understood that leaving those problems in the game would mean that players would use them. In DbD, we still have camping and tunneling, and they've scarcely been addressed. What's worse, when the devs come up with an idea on how to fix it, they make the fix an optional perk instead of a core gameplay adjustment. Imagine if, in Siege, to avoid a run-out or spawn peak that got you killed upon your character model being spawned in, you had to swap your rifle for a shield. Rather than fix the issue, they just gave you the OPTION to sacrifice your gameplay to avoid the issue. That's what DbD does. It's wrong.

  • If I see a DC before the first gen is done (as killer), it's basically a farming game for me. I'm not going to put people through that nonsense.

  • If I get hit, you're tunneling me.

    If you put me on hook, you're BMing me.

    If I can see you at any given point while on hook, you're camping me.

    If I die, you cheated.

    If I escape, the game was mostly fine despite how toxic you were.

    Alrighty, time to go to counseling.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2336310#Comment_2336310

    Anyone abusing something easy and problematic is just as much of an issue as the issue itself, along with the developers. But how does one put trust into the fact that the devs will fix faulty mechanics, such as horrible pallets distribution on many maps, SWF, camping and tunneling, spammable powers, when we know for a fact that almost all of them DO NOT play the game they created, let alone at ranks where people actually know what they are doing?

    It's their job, and until they fix it, they need to be held accountable for it.

    As for players, they operate within the allowed parameters of the game. If the game allows something you happen, you HAVE to assume people will do it. If you don't want them doing something, you have to remove it from the parameters of the game. You can't just make a game that is easily abused and expect people will not abuse it. That's just not how that works. In a perfect world, games could be filled with all kinds of exploits and never have an issue, but this is not a perfect world. Games need to be designed with strict rulesets that govern the gameplay in order to minimize problems. DbD is lacking in that kind of design, and whether or not the devs can do it, it's their job to fix it if they see it as a problem. Otherwise, they are essentially endorsing the bad gameplay.

  • @WexlerWendigo said:

    What would his power be though? He’s as generic as a horror killer gets

    Jason moves at 4.4m/s and has a Terror Radius of 12 meters. Jason has a lullaby of 24-32 meters. (You KNOW what it will sound like)

    Jasons power is Eternal Revenge. Eternal Revenge has 30 charges.

    Eternal Revenge recharges so long as a he is in chase. It recharges at 2 charges per second of chase.

    Unstoppable is Jasons primary ability.

    When used with a Survivor within Jasons Terror Radius, Jason slows down to 3.9m/s. During Unstoppable, Jason is immune to stuns and blinds. Any pallet dropped on Jason will immediately break, not hindering his movement. During Unstoppable, Jason can walk through dropped pallets or breakable walls. Any Survivor within Jasons Terror Radius during Unstoppable is Exposed. Unstoppable uses 10 charges of Eternal Revenge per second, and uses all charges when breaking a pallet, breakable wall, or attacking.

    Jasons secondary ability is Jason Lives.

    Jason Lives allows Jason to instantly appear at a hook that does not have a Survivor on it. This uses 20 charges of Eternal Revenge. When Jason Lives is used, a global notification (his lullaby sound) will let Survivors know he has used this ability. After using Jason Lives, Jason does not have a lullaby until he engages in a chase. Jason Lives cannot be used while holding a Survivor.

    I'm sure it would be nothing like all of this, though.

  • We'll be getting The Dingus. The Dingus doesn't do his intended job right, will start out underpowered, and get nerfed twice at the same time as receiving one buff.

    His power is Let The Survivor Get Away.

    Let The Survivor Get Away will do something that looks like it would hurt, but will be extremely easy to counter and let the Survivor escape so long as they don't do one particular thing, which is the only thing it can punish.

    The Dingus will also have some needlessly convoluted resource management that puts constraints on his playstyle for the sake of "depth".

    The Dingus comes with three perks:

    Mildly Useful: This one is okay, but not that great. Your mileage will vary. In niche circumstances, it will be strong, so it'll get nerfed in the first patch after release.

    Hex Perk: Useless: It will do something. You won't use it. Have fun getting adept.

    Overpenalized: This perk COULD be good, but it comes with absurd penalties and cooldowns which render it completely useless to bring to a trial.

    The Dingus is essentially a cross between two other Killers already on the roster, but with none of their benefits and all of their shortcomings. He will be disabled on launch due to performance issues. Payments are non-refundable.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2338934#Comment_2338934

    No there are only two lit totems so one of them is undying and one of them is ruin do the maths it's 50% chance

    You need to read what Undying does. It swaps places with the first totem cleansed so that Undying is always the first to be cleansed.

  • I'm an American, and brave men and women died in janitorial services at Disneyland for my right to shove whatever I want down my gaping maw.

    FREEDOM

  • @GeneralV said:

    Hatch is fine. Always was, always will be.

    Untitled Image

    ..

  • @Professor_Fizz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2338103#Comment_2338103

    It's a good thing line of sight blockers are so plentiful then, huh? Even on coldwind, the corn will mess up your aim. And don't even get me started on indoor maps.

    They are saying Trickster is OP. Like every killer.

    Sluzzy, you should like Trickster. He gives extra health states with Laceration. Surprised you're not demanding Laceration on every killer now. Huntress could have two she has to hit with to injure, meaning 4 total to down. She'd have to reload just to fully down someone. Legion could, uh... I don't know how to make Legion any weaker.

  • The only meta perk I bring is UB. Well, no, BT as well. I bring that, cuz unhooks can get hairy. That said, I have never felt required to bring the other second chance perks. I also rarely use UB. It mostly just serves as a recovery booster, and on a blue moon, I'll pop it to get up. Make that 4K slugger work for their melty skulls.

    Used to run DH, got tired of Exhausted on the ground. Never used it at distance to connect a loop, cuz I don't like that.

    Tried DS, it just made me do stupid plays because it was a safety net, so I got rid of it. Now I just make good plays and rarely need it.

    If I get tunneled, eh. I'll get over it in 3 seconds.

  • Hatch is fine. Key rework when?

    If hatch was removed, they better get rid of the DC penalties, cuz I'm not spending 45 minutes scouring RPD for a Survivor that wants to just hide. They can have the points, I'm out.

  • @Professor_Fizz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2338029#Comment_2338029

    Why? He's already a worse huntress, why give survivors even more time to start holding W and getting a huge amount of distance?

    Hell if I know. I wanted to main him, but BHVR wants to keep him so weak I went back to Legion.

  • @Lord_Tony said:

    they also keep nerfing him.

    during PTB trickblades dealt double damage and basically it took 8 hits to down instead of 16.

    Even this was considered "weak" and yet it was nerfed after PTB

    then he had a 24-32m lullaby and then they nerfed him again and made it 8-40m.

    Now then they will buff him by making him down in 12 hits instead of 16 but if trickblades in ptb for 8 hits was considered weak I'm not sure how well he will be after "buffs"

    They also increased his lullaby volume.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2337999#Comment_2337999

    Trickster is going to be a killer that will need 2 sepperate entries on tierlist.

    On his worst maps he's gonna be C-tier on his best maps high B might even be A

    I entirely disagree with that. Entirely.

    @Professor_Fizz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2337999#Comment_2337999

    I don't see how they're buffs, honestly. It feels more like an adjustment.

    It's a "buff" because it takes less hits to down, but every other aspect of him is essentially getting a nerf. So calling it an adjustment is completely fair. If he fails to injure before a Survivor loses line of sight, all of his work will basically get dropped and he'll have to waste time starting over.

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