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StibbityStabbity

StibbityStabbity

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  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100831#Comment_2100831

    brightness wise i'd guess its going to be similar to the Grave of Glenvale.

    i guess they just increased the brightness a bit for the pictures - if i remember correctly, the Autohaven Wreckers rework screenshots were also a lot brighter than the map ingame actually was.

    I was just about to mention this.

    Ya, they likely increased the brightness and reduced fog in order to take detailed screenshots. When it launches, it will probably be a bit dimmer and have more of a haze to it, similar to Saloon.

  • I'll be playing this while wandering through that cornfield. As Survivor.

    https://www.youtube.com/watch?v=_eQQKVKjifQ


  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100550#Comment_2100550

    But then it would still completely screw half the killers.

    I'm a sucker for mechanics that involve some skill and the ability to read the opponent. Reading incoming attacks and dodging them revs my engine.

    Untitled Image


  • I think you are all underestimating how fabulous Trickster is. He's so pretty, he doesn't run at super sweaty speeds in order to catch up to Survivors, as that would not be dignified. Also, I don't think his clothes are well suited for strenuous activity.

  • @ethan99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100570#Comment_2100570

    I didn't know he had a scoring event for long range shots (never tried it).

    But the damage from the knives heals so fast even if you doubled it would it be worth it?

    If it took longer to recover from the knives then yes, 8 knives with double at distance may be viable.

    At the moment I only use them at loops with low walls, which I feel is a waste :(

    Well, the next buff for him is going to make Laceration Decay activation take longer (from 15 to 20 seconds), though I personally am not even sure if Laceration decay needs to be a thing unless the Survivor is healed. It would be like Ghostface or Myers losing stalk simply because they stopped stalking.

  • @ethan99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100555#Comment_2100555

    I would say make ricochet basekit, and reduce the needed knives to injure to 6.

    I agree with the single knife throw, the flurry accuracy is so random that when I do throw the knives it's always single. Spam them and you will need to reload very fast :/

    If single knife was implemented maybe make the max you can carry be 40/50.

    Well, considering they'd be used for trick shots (and his name is Trickster so why wasn't this part of his design already?) I don't think the ammo count would be that big of a deal. I'd IMAGINE at most they'd do double Laceration at their longest, which is 2 charges of Laceration. If the base amount of Lacerations was reduced to 6, it would be 3 charges. There's a math to it, but long story short, dropping the required hits from 8 to 6 would make every hit worth 1.5 charges instead of 1. So doubling that would make a trick shot basically 3 charges.

    It's also worth pointing out that Trickster already HAS a scoring event for hitting a long ranged shot, which is any shot past 16 meters. So the game ALREADY detects shots from a set distance and gives a bonus score for them. Applying extra damage wouldn't be that hard, as they already have an event connected to distance.

  • @ethan99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100534#Comment_2100534

    I understand that Trickster is ranged, but his range attack is so weak it's faster to go for the M1.

    I agree I don't want Trickster to be 115%, as he would just become another m1 killer.

    At the very least his knives should make the survivor "mend" making him Legion 2.0, or reduce the number needed to injure/down.

    The most common suggestions are dropping the needed hits from 8 to 6 (though some argue 5 or even 4, but I feel that would be a bit too strong sometimes) and making knives ricochet once as basekit to add more identity to the character. Less common, but I feel are good, are suggestions that using a single knife throw instead of a flurry should reward bonus Laceration charges based on distance, as it's a skill shot.

    Edit: And don't get me started on Main Event. It's currently weaker than it's PTB form, and the PTB form was already weaker than simply not using it.

  • @MadLordJack said:

    I kind of hope they abandon the "dodge" aspect of its power completely and remove the I-frames. Everyone knows it's strong enough when used for distance, being able to hard-counter killers that use their powers for hits is just too much (Nurse, Spirit, Blight, Hag, Pig, Wraith, Trapper, Twins, Huntress, Demogorgon, even Deathslinger and Plague).

    I'm personally opposite of this, and feel it would be better if the distance gained from Dead Hard only applied if the game detected an incoming hit was dodged. That way it couldn't be used purely for distance, but would actually require the Survivor to make a read and dodge a hit.

  • The devs have mostly determined that ranged Killers move at 110% as a balancing mechanic. Since they are a threat from a distance, they move slower. Plague is an exception on account of how her projectile works, as they arc and require a bit more finesse. It's pretty standard video game logic. The issue is that Trickster isn't really capable of doing that much damage quick enough to make the normal slow speed feel warranted. They either need to make his power stronger to warrant the slower movement speed (this would be my personal preference) or speed him up while making sure his power doesn't become overbearing.

  • While playing Trickster, I had multiple survivors crouching up and down rapidly.

    It's good to see Survivors bowing to Tricksters superiority.

  • It's a known bug. Chests are key dispensers at the moment.

  • Why not just give a Survivor Endurance for a set amount of time for successfully stunning the Killer with DS?

  • @GannTM said:

    I don't think I've ever held W more in a video game in my life then I do when I'm at Midwich. Every pallet except for like 2 god pallets are super unsafe. Gens are almost impossible to find for whatever reason. It's not even good for killer because of these breakable walls and trying to get to the second floor gives me a migraine. It's a shame this map is like this because it's undoubtedly my favorite aesthetically, but my gosh it's so bad. Sorry for the rant, I just have so much hatred for this map and the fact it's not my least favorite map is saying something.

    Apparently the shape and size came from Konami and wasn't something BHVR could readily modify much.

  • Tell me about it. I basically threw a match today because my killer kept bugging out on walls, getting stuck on them and getting faced in odd directions. It's a known bug, but holy crap it legit cost me a game with how much it happened.

  • @ClamorVentus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098838#Comment_2098838

    I think its between the 20 and 30% of players? I dont remember but its between 30 and 10%

    Untitled Image

    Here ya go.

  • So, new players will only face Trapper and Trickster?

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098500#Comment_2098500

    Is it really? I love baiting people to DH and hitting them anyway. It feels like a wasted perk.

    Don't use it to dodge hits. Use it to extend loops or chases from afar.

  • I'd love to see the game, just for a week, use the kind of balance these threads demand.

  • @Mistikus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098384#Comment_2098384

    yeh i know but i dont care as long as i dont see TTv in my looby

    Fair nuff.

  • @Leachy_Jr said:

    I wonder how many people will get banned for abusing this bug, hmmmmmmmmmmmmm.

    Welp incoming is the 4 man breakdowns, no mither, tenacity, soul guard squads.

    Breakdown squads are already a thing. That said, they are pretty rare, but it's a thing.

  • @Mistikus said:

    am i the only one who dont check survivors profiles before a killer match. i just play a game i only avoid twitch stremers most of them tend to have toxic players with them

    @Pulsar said:

    I have no idea how you know it's a SWF but

    MMR is tracking individual Killer statistics. That's why you can't switch.

    I mean, if they are all running extremely similar names, it's a dead giveaway.

    SaltLord, SaltMaster, SaltMiner, and SaltKing might all be a swf. Just saying.

  • @Friendly_Blendette said:

    Like when you're description is "go home (ablist slur) muslims we don't want you" I am gonna play like the biggest dick towards you.

    I believe the appropriate response is to be like Batman:

    You won't kill them, but you don't have to help/save them.

    Otherwise, TECHNICALLY SPEAKING, I think Sandbagging IS against the rules under unsportsmanlike conduct. I don't know the ins and outs, though. Also, reporting them for abusive chat COULD go a long way.

  • I was accused of playing the most OP killer in the game: Trickster.

    I thought they were joking, but either they were trolling insanely hard or seriously thought Trickster was the strongest Killer in the game.

  • @Zixology said:

    My only guess would be that many Killer mains are trying to justify camping/tunneling JUST because Trickster is weak. So, they just play Trickster so they can camp/tunnel to their hearts content, thinking that makes it okay and absolutely everyone will agree with them.

    Fun fact though... It doesn't matter what killer it is. If you camp/tunnel people, they won't want to keep playing that match.

    Just speaking from math and mechanics, Trickster isn't even that good for camping and tunneling. He doesn't really negate any tunneling/camping counters, so the ONLY thing it gives is a terrible excuse.

    One thing I WILL bring up with Trickster, however, is that his slow speed and luck-luster power makes dropping chase at bad tiles a good idea. To Survivors, however, it can look like he breaks chase to follow unhooks quickly, which is partially correct, but only because LoS and his slow speed is such a big deal to him. Some loops are borderline hopeless, and chasing around them to try and give a "fair game" is completely detrimental. To the Survivors, however, it will look like he just favors tunneling off hook, but it's only logical to go for the play you can make than try for the one you can't.

    All said, if players are using his weakness as an excuse for bad behavior, they are total dongs. NO Killer gives an excuse for bad behavior. Except maybe Hag. And Twins.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098062#Comment_2098062

    I mean at least they were quick this time changed in a week and not the normal month and a half

    While true, I would have rather waited a month of a half to get really good mechanical changes that makes him mid-tier than a few small changes that makes him F+. Maybe we'll luck out and get both, though. Who knows? It's nice to see the devs reacting quickly to an issue, but I hope that isn't the end of their changes.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098092#Comment_2098092

    Ahh, okay! Thanks for the info. I knew that it let totems jump around, but I didn't know it was twice. I just thought it was always until Undying was cleansed.

    Actually, you might be right. I remember having it and playing with it, and could have sworn there was a cap of two or three hops, but I can't find any text that supports that.

    Either way, it was brutal when it worked well, but now it's more consistent without the option of it doing overly well.

    Also, with current Undying+Ruin, two Survivors on comms can find both totems at the same time, cleanse them at the same time, and both park slots become wasted. I don't much care for that, hence why I said I think Haunted Ground is a better guard than Undying is. I would have preferred keeping old Undying, but limiting it to 1 totem hop per Hex. That's just me, though. It would eliminate the ability to find both first and cleanse them in unison.

    EDIT: Oh, it hopped infinitely, but with only 5 totems in play and two being used for a Hex, it only allowed 3 hops.

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098101#Comment_2098101

    I hope I read it one day on the patch notes. Even I am not sure if bhvr ever touches again the fatigue after frenzy, because it seems to be their major control mechanism for the Legion. Sadly. But maybe I am wrong with that. Every change would be appreciated, I assume.

    Oh ya, I hope so too. It's a relatively small change that would only bump his potency up a notch or two, which would make him consistently mid-tier, but it would be enough to make him feel much more rewarding to play. MandyTalk even agreed that those two changes would be pretty nice, so I'm hoping that BHVR feels the same way. (ie: "Well, it's not a HUGE buff and would be easy to implement, so ya, we could do that")

  • It's a psy-op. Basically, they are just trying to tilt you so you don't think clearly and make mistakes as a result.

    Designated chasers/runner/loopers/huge-nerds do the same thing. Get your attention, mess with your feelers, and try to force you into drawn-out engagements to burn the timer.

    In that regard, it's just another mind-game, but it's intended to coax out mistakes rather than bad guesses. Personally, I try to laugh it off and play as normal. Doesn't ALWAYS work, but works most of the time. If the SWF is THAT GOOD, I'll lose. Oh well.

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2097925#Comment_2097925

    Really? sighs

    What you have seen there was the Legion without op addons. Aka. that was the Legion outside of the 2 exploits and outside of using powerful addons.

    Every guy who has experience with the Legion without those things will tell you the same, if he is honest too you.

    Do you really think that all those attention catching streamers would have not shown a addon-less Legion without addons, if a op playstyle with it would have been possible? o_O Sure they would have. That you can believe. Even bhvr itself has multiple times said that the pre-rework Legion was weak, especially also after the rework. They haven't said this with Franks Mixtape in mind, or the exploits, -they have said it with the basekit in mind.

    And what should I tell you more?

    I have wrote my idea here multiple times down. Imo, the idea is easy to understand if someone really reads it and know the Legion of today and if you ask me for counterplay to the Legion of the past, or to the Legion today - then the video helps you to the Legion of the past and if you want to, I can even write something to the Legion of today, but it will be a long posting and since you haven't even understand my idea, it is questionable if you would read a even longer posting, since then we speak not anymore from just an idea.

    Btw. where is your evidence that the Legion was op without addons? Where are the videos? Anyways, it was just a rhetoric question, since you can't give me, what not exist.

    @TheClownIsKing

    You mean I should then ask one more time? *head on equipped*

    I only visit these forums now and then anyway, since I was part of the "leaving-dbd-wave-after-the-Legion-rework", which was to see on Steam before you ask.

    Sometimes I just like to know if dbd has gone more open towards new playerbases (as always the same), aka. with the necessary new concepts for it, or not. If yes and they would put something like my idea (or also others) in the game then yes. If not, then no and I stay again like perhaps others away from DBD.

    @StibbityStabbity

    Almost every idea I have read here on the forums where good, besides the ones that let the Legion change through their members, imo. Because then I fear that swf's have a too easy play with the Legion, since they just need to warn their mates via a mic. if the Legion switches to a other mate, or depending on the idea - to a survivor.

    I think it's fairly obvious we won't see any major rework of Legions power, so most Legion players only ever ask for QoL changes anymore. You still see a few people that ask for radically different reworks, but MOST people agree that simply removing his power penalty for M1 and reducing his fatigue based on the amount of targets hit would be enough to make him a solid mid-tier, which would be fine. Imagine penalizing a Killer for trying to be lethal...

    As it currently stands, however, his performance tends to be below-average, with SOME scenarios cropping up that boosts him, though these are few and far between.

  • @mintchapstick said:

    What even WAS the nerfs? I keep hearing about them, but they happened when I was on hiatus.

    Undying used to cause other Hex perks to hop to another totem twice or until Undying itself was cleansed. As a result, Ruin could bounce around enough to never be cleansed.

    It was inconsistent, but when it worked to its greatest affect, Ruin + Undying was a mean combo that gave little option for the Survivors. NOW, it's been nerfed pretty hard, and doesn't perform nearly as well. I would argue that Haunted Grounds does a better job at guarding Ruin than Undying now, though Undying has gained a benefit when combined with Devour Hope.

  • I dunno, I think having a Streamer Mode in the game that blurs/removes names for the sake of the other players wouldn't hurt anything. Or it could just assign names generically in order to give the Streamer something to work with while protecting the names of the players in the match.

    Survivor 1, 2, 3, 4, and Killer.

    The player would be able to bring up their Steam profile after the fact if they wanted to sign their profile or something, so the Streamer could still get the usual benefits without incurring issues for the players that wish to not be so openly showcased in a Stream.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098035#Comment_2098035

    That's their plan.

    Just like they did and still do it with other killers.

    I was going to bring that up in a sarcastic manner, but I didn't want to chance anyone taking it seriously.

    I completely doubt Survivors secretly meet up, discuss who to throw against in order to deny buffs/garner nerfs, and act on those decisions for months at a time until they get their way.

    UNLESS THEY DO

    Untitled Image


  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098035#Comment_2098035

    Yeah, that's a fair concern. Though I think the devs do know that he's a killer that needs buffs.

    They are buffing him, which is good, but the changes are currently very minimal. I'm worried that they are going to keep pushing small changes that don't really address his core issues (Laceration decays current mechanic makes it only good for chasing one target, Main Event is a hot mess and a detriment to the Killer, etc) until he's "good enough" to compete with the other low-tier Killers.

    Either way, I don't much care for the amount of people that just give up against Trickster, despite how weak he is. AFAIK, the buffs aren't even live yet, and I'm basically being handed free wins that make it look like I'm doing well with him. I can just feel by butt flexing in terror for the inevitable bite it's going to get.

  • @mintchapstick said:

    I've had this experience as well. It's sort of bizarre, considering that he tends to be an easy win for survivors right now.

    Ya, and that's part of my concern. If this is normal against Trickster, it's going to inflate his win rate despite how weak he is, and stifle any serious consideration for buffs and reworks to his power.

  • @[Deleted User] said:

    Probably the same sort of people who complain about you staying near the hook when they all swarm you immediately and aren't doing gens.

    I literally just had another match where I had one DC and two suicide-on-hooks, and the PC players didn't say anything mean in the post-game chat. They were chill. So I REALLY don't get why this is such a thing right now. They don't seem salty at all, but they are totally fine DCing or offing themselves the first time Trickster does something worthwhile.

  • @Dragonshensi said:

    There’s a reason why anytime I encounter a Legion they never use their ability. They just go straight for the M1. The ability is pointless except for quick travel across the map lol

    Which sucks because Legions power is at its worst when only used for map mobility. If used properly, it keeps the Survivors injured, allowing all chases to be ended with one M1 and a hook right after. Yes, it's easy to counter (spread out, heal, stay spread out), but when it works, it's very efficient at allowing Legion to juggle the Survivors and set the pace of the trial. Using it for map mobility is just robbing the Killer of the benefit it actually provides.

    That said, I feel that this wouldn't be as much of an issue if Legion wasn't so heavily penalized. Those QoL changes Legion players have been asking for would really help push the Killer in the right direction, and make using Legion properly feel better.

  • Only do it if it's a Deathslinger.

    I'm totally not an undercover agent...

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094224#Comment_2094224

    I mean what would this change? Nothing. So, imagine you're given info she's phasing. Ok. You can do 2 things now: You walk and stop running, so she goes out of phasing and normally hits you, or you continue running and she hits you anyway.

    She shouldn't be able to hear when phasing. She should only be guided through scratch marks and know the approximate location so she has to guess. As long as she can predict 100% accurately where you are (decent headphones) knowing she's phasing influences absolutely nothing lol

    I was more pointing out that she needs to give SOME kind of data when phasing or during her phase. Something to work with. Knowing when she phases would help with the "stand still" strat at pallets, as it would remove that "mind game" entirely (the fact this "strat" is a tip on the loading screen makes me think it won't ever be changed by who knows). I'd also like something that gives SOME idea of where she is when phased. Even if its a spooky blowing wind sound when she's within a set distance, to let you know she's close. Something. ANYTHING. Playing against Spirit just sucks cuz the Survivor has basically nothing to work with.

  • @GannTM said:

    I just wish they would give her some kind of indicator she's phasing and to make her take more skill. That's all we want.

    Basically this. Counterplay is based on using info provided during a scenario. Spirit kinda defeats that entirely. With Nurse, you can see them charging their blink and which direction they are going, so you have SOME data to work with, even if it's going to be rough to use. Stealth Killers move slowly and can still be seen. Fast-bois give you some kind of warning they are coming and you normally have at least a moment to TRY and react. Spirit has nothing. It's just a coin toss. Being easy to use doesn't help matters much.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094127#Comment_2094127

    It was a maybe but your pfp sealed it as a very hard, very solid no.

    This better?

  • If you want to win with no sense of humor, Nurse.

    If you want to win and chuckle the whole time while spreading smiles to the dying, Blight.

  • If I burned my hand on the stove, would you kiss it tenderly to make it better?

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2077683#Comment_2077683

    Bloodlust 2 and 3 aren't the issues with bloodlust, bloodlust 1 is because of how quickly you get it. If you wanna keep bloodlust, tier 1 should kick in at the same time tier 2 does now, or somewhere in between, and survivors should get an effect or visual cue for when bloodlust triggers, like the killer suddenly gets a red effect that shines on them for a second.

    Maybe, though I almost think it depends on the Killer. Killers with few chase options are honestly better served getting it sooner, while other Killers aren't. I mean, it would be BEST if every Killer had their own pre-requisite time for BL1, based on their kit, power, and expected threshold. I don't think that is going to happen, as it would require every Killer getting a deep-dive into their strengths and weaknesses to determine a good timer. If a blanket method is used, like it is now, it's probably going to be aimed to favor weaker Killers, but perhaps unfairly benefit stronger Killers as a result. If it's changed to favor the more mid-range Killers, lower tier Killers that suffer in chase are going to become that much harder to use in chase.

    It's a tight-rope act, really.

  • I agree that they should be able to DC without a penalty if someone else DCed. It should also not count against their pips or rank. Same with the Killer. On top of that, DCing should no longer count as a Kill for stat tracking. It should be it's own category. That way, the devs can see which Killers cause DC, which maps cause DCs, which items cause DC, etc. Basically, use it as a way to assess what people are willing to play through, and what they aren't. It would also serve not to skew other stats on Killers, such as kill rate.

    I don't believe in feeding a Killer hooks if someone DCs, because that unfairly inflates their kill metrics. That Killer could be low tier and in need of a buff, but boring so people DC. It would make them look stronger than they are, which would tell the devs that prefer big data that the Killer is, in fact, fine. In the case of Freddy, it would tell the devs that Survivors don't like going against him, and that his kill metrics are likely not that much higher than average. So he's annoying, but not super powerful. That would allow them to focus more on making him more fun than simply nerfing him.

  • @OniWantsYourMacaroni said:

    I would love to get Bloodlust removed.

    Only thing it does is freezing my game for a solid second everytime i get it :)

    It srewed me over so much more than it helped me.

    I can only imagine that Bloodlust must be at the bottom of a massive "If/then" tree in the code in order to cause that much of an issue. I don't know for sure what causes that slowdown, but it SOUNDS like the App is running down a massive list which freezes it up.

  • I think Red Stain is

    A) A great band name

    B) A good trade off considering that Killers get scratch marks. Killers can track movement from a distance so long as they are keen enough to see it, and narrow down location from there. Survivors only get to know where the Killer is when they are close by, letting them know what the Killer currently sees. It's basically an inverted version of the scratch marks. Killers can play around with their Red Stain to mindgame Survivors, and Survivors CAN use their scratch marks to throw off the Killer. It's a great balance, each with their trade offs. I see no issue in it.

    As for Bloodlust, I wouldn't mind seeing ranks 2 and 3 go, but I think rank 1 should stick around. I don't think we will see some of the weaker Killers ever really get buffed the way many people would like, and they benefit greatly from Bloodlust 1. Many lower tier Killers would basically fall off entirely without Bloodlust, because their powers don't really make up for the loss in speed they would suffer during chase. Yes, they could be reworked to the point where Bloodlust doesn't need to be a thing anymore, but I just don't see that kind of thing happening.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075993#Comment_2075993

    They only nerfed his addon though not the actual killer there’s a difference!!!

    Actually, ya, they nerfed the Killer too. Some of the changes to Main Event made it worse than it was in PTB. It got a bug fix, but also the inability to use it while mindgaming, a long wind up, and a long cooldown.

    • Knives now cause 1.5 Laceration charges per hit. This will bring the total needed hits down from 8 to 6.
    • Make standard knives ricochet once. Ricocheted shots do 1 charge of Laceration. Addon Trick Blades gives the obvious double ricochet with no damage penalty.
    • Laceration no longer regresses passively, but DOES reset on M1.
    • Healing does not REMOVE Laceration, but DOES cause Laceration to regress at its current rate.
    • Main Event can be stored and used. It will shine for several seconds to let the player know it is ready, but can be activated at any time.
    • Main Event no longer loses charge when using M1.
    • Main Event no longer causes Trickster to automatically throw knives. He must still use M2 and fire as he normally would.
    • Main Event only slows down when actively throwing knives. While moving and aiming, he moves at 110%. When throwing knives, he slows down to 92%, but does not get slower as he throws more knives.
    • M1ing during Main Event shuts down Main Event. This uses the entire Main Event charge.
    • Main Event, while activated, loses charge 25% more slowly when not actively throwing knives.
    • Single shots, at a distance of 24 meters or higher, cause double Laceration charges. Yes, this would let him do "trick shots" and snipe. This does not work when he uses automatic fire. M2 tap only.
    • Addon: Edge of Revival Album removes the default ricochet in favor of the bursting knives.
    • Addon: Edge of Revival Album stacks with Trick Blades, but only gives a single ricochet before the knives burst.


  • @DickWarlock said:

    that was the real trick all along

    I see you are a stuntman. Do you do your own stunts?

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