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StibbityStabbity

StibbityStabbity

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StibbityStabbity
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  • I'm here to help. With murder. I'm here to help with murder. I mean, I'm here to help, and I use murder. I don't mean I help with people murdering, I help people by murdering. I mean, well, you get what I mean...

  • Yaaaa, the Survivors shouldn't feel like they need to tone down their playstyle because the Killer is bad.

    IN FACT, it's better if they don't. If his win rate is horrifically low, he stands a better chance of getting a buff.

    So to all you Survivors out there, go ape on Trickster. Make every Trickster player uninstall. Do whatever it takes to send the message "This Killer desperately needs to be buffed."

  • @Raja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070209#Comment_2070209

    So you're supposed to not run at all and let the killer get you because bhvr can't fix their game? Literally the only way not to "exploit" it is to walk meaning you'll get slow vaults and get hooked each time the killer gives chase

    They meant that continually exploiting a bug is bannable. Having it happen by accident and just running with it until the end of the trial is fine. Sucks for the Killer, but it's a bug. Nothing to be done about it until it's fixed, so long as others don't try to replicate it for an advantage.

  • BT is a good perk. I personally run it all the time. I also don't mind people using it to body block the Killer when they go for the unhooker, but I hate it when people use it as "free reign" to swarm the Killer like an angry wasp until the timer goes out. Just, you know. Run away. Stop trying to get hit when nobody needs the protection. Go. Shoo.

  • OKAY, HERE.

    I.

    GO.

    • 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.

    All of this would give him more power, but offer some counterplay. He would gain the benefit of his ricochet shots, but the lower damage on them would still reward direct hits more. This allows him to maintain some pressure while, at the same time, allowing Survivors to take a lesser hit in order to get away. His speed is not enhanced in order to give room for his ranged power to be stronger, and would make using LoS and dodging him viable counterplay. With him downing Survivors a bit faster, and being capable of making jungle gyms more hazardous, getting injured still provides a speed boost benefit to Survivors to get out and try to reset.

    Obviously, some of this is a bit strong, and I don't expect ANY of it to be used, but this list could withstand a bit of pruning and still improve Trickster dramatically.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069710#Comment_2069710

    Yea at least legion is fun to play that's why you occasionally see them

    Ya. Legion can play around his faults and penalties. He still plays at a massive detriment just for playing as intended, but it's possible because his penalties are sort of "on" and "off". Trickster has those issues, but also has the issue of an underwhelming power alongside those other penalties, and his power has penalties. I seriously don't know why the devs thought that bludgeoning Tricksters power with a nerf bat during its creation was necessary, but that's what seems to have happened. They took every part of every mechanical operation of his power and said "give it a glaring downside." That is nuts. It ends up making the Killer become his own counterplay. No wonder Survivors find him boring, he beats himself.

    My guess is they absolutely feared making a strong Killer and the backlash it would create, so they made sure that EVERY positive aspect of Trickster came with some kind of debilitating side-effect. This is not only silly, but doubly so considering how WELL RECIEVED Blight is, and he's one of the strongest Killers they've come out with in a long time. Strong Killers with good counterplay are almost universally enjoyed. With Trickster, they went to the extreme opposite end.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069773#Comment_2069773

    It is a problem when almost every killer is doing it and you forget that you can rely on your teammates because solo queue is absolute garbage right now. Also even if the devs said it’s fine a long time a go doesn’t mean it actually is, the devs are just wrong saying they aren’t problems.

    Well, the devs are the ones that make the game. If they don't want to treat it like an issue, then no, it's never going to be fixed. Until they decide that camping and tunneling are issues that need to be resolved, they are simply gameplay.

    I personally don't like camping or tunneling. I get that sometimes it's needed, and I don't mind seeing it when the gates are powered and the Killer hasn't sacc'd anyone yet. Ya, they are going to camp a 1k to get something. When it happens from the offset, ya, I'm not showering the Killer in praise. However, it's up to the devs of the game if this is how they want their game to be played, and the answer right now is "Ya, sure, whatever".

    Also, for the record, they HAVE tried anti-camping mechanics in the past, but Survivors abused the hell out of them. The devs had to turn them off because Survivors were making hook phases last forever by getting into infinite chases around hooks while someone else did all the gens. That brings up the other issue: Players in this game, both Survivor and Killer alike, are VERY willing to exploit anything they can to either win or BM the other team. Any anti-tunneling or anti-camping mechanic must be made in such a way that exploiting or abusing them isn't possible, or at least incredibly hard. Thus far, no method has been found.

  • @Komi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069722#Comment_2069722

    When would be a good time to activate Main Event? I usually end up wasting it due to a convenient loop/tile being nearby that they hide behind.

    Never. Main Event is currently a detriment in almost every way imaginable. The few benefits it gives is not worth the onslaught of penalties is showers you in.

    Main Event has a start up time. During that time, you could have landed a few more knives to injure someone. Now you lost them because of that start up time.

    Main Event makes you automatically shoot unless you cancel the ability. This KILLS your ability to mind game, since you are literally shooting a water hose of KNIVES wherever you look.

    Main Event makes you move incredibly slow.

    Main Event does not let you vault windows, break pallets, open lockers, nothing. Only shoot knives.

    Main Event has a fatigue at the end, so if someone is still standing, they can get away.

    Main Event puts your normal knives on a Cooldown, so now you're just an M1 Killer with no power for several seconds.

    There are a few times where Main Event could theoretically be the right call. IF you have it active and you see a Survivor taking another Survivor off a hook, then yes, use it. The chance to injure them both is worth it. Other than that... you're better off not using it.

  • At this point, I am literally only playing so I can ride out Trickster to see where it takes me. I legit don't care about winning or losing, I just want to see the sights.

  • Use his knife-pee-stream to guide Survivors away from places you don't want to chase them. Despite how weak an individual knife is, Survivors don't seem too keen on eating one just to hop into a jungle gym. Sure, you are throwing a few knives out by doing this, but would you rather land 6 and lose them all because you can no longer get LoS, or lose 6 and actually get an injury out of it?

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068595#Comment_2068595

    Legion may not be the best killer and could get a reduced fatigue penalty when canceling the power but is still one of the most fun killers to play with and in close maps is powerful or if the survivors are dumb enough to leave the last gens together they are dead.

    The new killer can't be compared to legion, the trickster is really weak in comparison, probably the weakest killer in the game so far. Literally every other killer plays better than him because hes a crippled m1 killer and has a nerfed hatchets power, he really doesn't excels at anything other than being glamorous.

    Actually, the new Killer CAN be compared to Legion in that the two are unfairly penalized for playing the game normally. Both get power penalties when using M1. In fact, unless I'm missing someone, I think Legion and Trickster are the ONLY two Killers in the game that get power penalties for using M1 (EDIT: Forgot about Ghostface, though that's a biiiiit different). It looks like they reduced it on Trickster, but it's still there.

    The point of comparison I was making, however, is that Legion shows that the devs are perfectly fine leaving a Killer in a state where they essentially punish themselves for playing as intended. Legion does just that. Trickster gains rather severe penalties when using his knives despite how weak they are, and is insanely penalized when using Main Event. Similarly, Legion eats a DS every time he shuts off Feral Frenzy, and loses his power charge whenever he uses M1. So ya, I have no reason to think they are going to buff Trickster, because the exact same kinds of problems can be seen on Legion, whom the devs seem to think is perfectly fine and okay. Is Trickster weaker than Legion? Absolutely. Are their shortcomings similar? Well, ya.

  • @AlmosCumDaddy said:

    You joke, but... if David's perks were all basekit.. No Mither, WGLF and Dead Hard (and DH didn't count toward exhaustion) ... could be pretty interesting

    Holy crap your name is wild.

  • Barely graze it. Don't take wide turns. Watch what the killer is doing and react accordingly. Look for ways to connect loops to extend the chase while looping. Don't overly commit to any action where the killer can cut you off. Create false expectations so the killer makes bad assumptions.

  • This would be a buff to DS, as it would present one less thing survivors could do to deactivate it. I vehemently oppose buffing DS, regardless of the circumstance or outcome.

    Now, if you'll excuse me, I'm going to bathe in my own pee. Forever.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068722#Comment_2068722

    This is incorrect. Achievements can be changed on any platform. Some consoles are a bit more strict, but if an achievement is no longer possible to obtain, you can change the achievement.

    I have heard very specifically that they don't to change console achievements.

  • Just saying, there is an achievement for all 4 survivors escaping through hatch. Apparently that is set in stone, so changing keys to only allow limited escapes is a no-go.

  • I actually agree with the OP, but I think the biggest issue is that certain perks promote fishing for value. DS is one such perk. The timer, prerequisite for activation, and strong affect it has makes people covet it and seek out its use. They want value from the perk they brought, regardless of the cost. If it was redesigned to somehow be more available while not open to abuse, it would likely lead to more healthy teamwork and gameplay.

  • If you don't enjoy blazing through the map at break-neck speeds, drive by smacks, and face planting five times against the last person on hook while screaming "get off my lawn", then no. You won't get Blight. There's nothing wrong with that. For the rest of us, he's the killer we want and love.

  • I know someone that seriously thinks like this.

  • I honestly don't expect a buff. They might shift his balance a bit, but my guess is he will gain some kind of benefit while also eating a new penalty.

    My reason for this is simple: I don't think the devs see killers in Tiers, ranks, etc. They only see them as doing what they are designed to do. Whether a Killers function is viable, strong, weak, etc, doesn't matter to them. Only that they work as intended. Wraith got a buff alongside a nerf. Not because Wraith would have been too strong, but because he's supposed to have very set gameplay and counter play. When they buff one aspect, they nerf another. Wraith is supposed to have clear cut counter play. Spirit is supposed to deprive the survivors of usable data to work with. Trickster is supposed to be a death by a thousand cuts. Whether or not any of that is balanced doesn't matter. Strong or weak doesn't matter. Only that the intent of the gameplay is there.

    Maybe we will get ricochet as base kit. Cool. Maybe that will also increase the amount of hits required to 16 for an injury. Big oof. I wouldn't be surprised, though.

    Maybe I'm being very pessimistic. Probably. I was a Legion main, however, and look at that track record. QoL changes that would make Legion a solid mid tier killer have never happened. He's still punished for using normal attacks. He's punished for using his power. His power lacks any real bite. Trickster has the same issues, and my guess is they are fine with that. If they're fine with Legion punishing the player for playing as intended, how will Trickster be any different?

  • Soar like an eagle, you glorious nutcase.

  • So far, I either get people that understand he's rough to play, or people that somehow think he's OP and insult me for playing a broken killer. I just laugh it off cuz they got beat by Dan Hibiki.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065446#Comment_2065446

    Yeah, but I rarely used the knives. :) Remember, I said I play Spooky Myers. Thus I'm chasing people at 105% with my kitchen knife. His baseball-blade at 110% felt quite quick to me. I was braining people with the basic attack FIRST. Most people start with the knives, lead with them and rely on them. I didn't rely on the knives. I ran:

    Play With Your Food, Star Struck, Agitation, and Nurses Calling *Mostly... I tried several other variations.

    *Just like with Myers I would use PWYF to token up with normal chases so that I was at 125% speed before I'd brain them with the bat. If I could catch them again with the Bat I'd put the target down and often slug to make sure I got some people in my Terror Radius and then pick up and Insta-Down. I used the knives more often than not to create Generator Pressure and drive people off Gens without having to get close. They don't know if I'm coming or not. They just assume it because I'm throwing things at them.

    To me Trickster is a weird mind gaming M1 Killer who uses the knives to disrupt and create havoc, not put people down. I consider the extended chases required to do that pointless. If you get someone now and then because you catch them in the right terrain to whack them with the bat and then spray them down... great. But that isn't something I'm relying on. The knives are my bird-dog, to get people out of where I don't want them... jungle gyms with bouncing blades... off Generators... and so on. I would sometimes flush people out just by suddenly sending knives into an area that looked suspect to me and damn if they didn't go running. They assumed I'd found them, and thanks to that I did. The knives are NOT effective weapons. I use them for mind games and flushing out prey.

    I found it very effective. BUT I have to stress in the face of so many unhappy people (with the Trickster) that I specialize in a SLOW Killer normally that uses mind games and ambushes and intercepts as his primary style. I treated Trickster very much like a Spooky Myers who gives up a zero Terror Radius in exchange for the ability distress and grief Survivors and ideally flush them out into the open. It worked for me. But it was also boring. I already play Myers and like him MUCH better. :) Thus I just want Trickster's Perks.

    Do I think he will get some changes? Oh, almost certainly. To make the Trickster work you have to play like a crazy mind gaming Stealth Killer when most people don't do that. They will end up having to change him quite a bit so he conforms to how the majority play.

    So, I have found that using a stream of knives to the side of a Survivor often makes them go the other way, so one thing Trickster can do is steer his victim around a little bit.

    That said, opening with knives is actually not a bad thing to do, because Trickster does not get a slowdown from injuring people that way. It lets him close the gab on the second injury via bat-to-head very quickly. He can still use his special magic ability: KNIVES, to herd his victim away from areas that would make him lose them, though it's honestly only a matter of time until Survivors learn to sum up whether or not taking a few stabs from afar is worth being corralled into a deadzone.

  • @DarKaron said:

    You know, it's funny.

    I loved Blight from the onset, but everyone and their mother said he was garbage.

    Day 1 release, he was considered "okay".

    A couple months later, everyone finally started to catch onto what I was saying from day 1 of his gameplay being available to test.

    Now, he's considered OP, and needs a nerf by the Survivor hivemind.

    What a journey my boy has been on.

    Nobody is actually saying he's OP. Yet. The point is that the day will come when Blights strength is realized and a nerf is demanded. Today is not that day.

    His J Flick should be fixed, because it's an exploit, but even without it, he's a very strong and healthy Killer.

  • Just started my long road of maining Trickster, and I've already noticed a lot of female characters throwing themselves at me. I kill them and toss them on a hook, but they never struggle, never try to do gens, just follow me around until I kill them. This has already happened several times.

  • @GannTM said:

    Well good luck with that

    Untitled Image

    Hats off to you

  • @Boss said:

    At least your name fits.

    Ya, Trickster and Legion aren't that different in that regard.

  • UPDATE BUDDUN DUN DUN

    So far, I've been getting 3ks and 4ks. Not bad! Most of this comes from basic Killer gameplay, though, and only using blades to sparingly get some cheeky injuries when Survivors want to hump a pallet. TONS of complaints about how busted OP Trickster is, which just rattles me bones.

    The amount of people that think he's OP is pretty absurd.

  • @[Deleted User] said:

    Let us know how he feels after consistent playtime with him.

    I can already tell you "kinda bad". Thus far, he has a few SCANT things he can do, but if anyone wanted to say Plague or Huntress could do it better, they wouldn't be lying.

  • @Elena said:

    "My bedroom door is now locked."

    I wondered where the rest was going 😳

    oh bby

  • Worst is birthday cake.

    Every time I see one, I know it's an advanced apology for how short and one-sided the trial is going to be.

  • I personally don't like the idea of fixing a Killer by making their power cause survivors to be equally bad at the game. Survivor gameplay should be consistent with strategy adaptations. Messing with that consistency will be genuinely upsetting for them.

  • Clearly, you need to play him for 6+years in order to really learn his play style, and then spend another 5 years getting used to it. Then he'll be good, easily A tier...

  • @Mr_K said:

    You see, its not recoil.

    The Trickster is just getting excited and bending back.

    He's trying not to look at his raging murder boner.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064345#Comment_2064345

    Using Knives to injure and down survivors awards no chaser so he has an even worse problem instant down killers like Leatherface suffer if they use their power to downs survivors.

    Ya, it's brutal. I was seriously thinking of maining Trickster for the hell of it, and still might, but I'm losing rank like mad regardless of how well I do.

  • The depip confused me. Got a 3k in him, 11 hooks, and... depipped? Like, I dropped a million BP on him and got no good perks, no good addons, so I'm running him with an awful loadout. His power is pretty week. And now, he depips on a 3k?

    The hell is going on with this Killer...

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063748#Comment_2063748

    I can understand Twins complaint, it's often hard for me to land them especially when I'm right behind them.

    But Tricksters recoil? That seems easily controllable to me just by moving my right stick down a tad bit.

    I play on pc, so I'm only reporting what I've seen from others. On pc, the recoil is not a big deal. The offset of the knives is far worse. It basically penalizes good aim.

  • Twins pounce is rough to land on console for many players.

    Tricksters recoil is brutal on console players.

    PC players complain about those two things as well, though not as much.

  • For the same reason Killers can see hooks, generators, and totems. Killers can track objectives in order to contest them. Jigsaw Puzzles are, in fact, an objective when RBTs are in play.

    Also, a Pig that is camping a Jigsaw Puzzle is a Pig that isn't pressuring the rest of the team. Almost any Killer can ensure someone is going to die, and they will get far more out of it by camping a hook or tunneling the weakest player than by camping a Jigsaw Puzzle.

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054168#Comment_2054168

    I don't think they did, as recently I saw a Pyramid Head attack instantly out of m2.

    If they did though, then that's good, as he shouldn't just be immune to pallets and windows without requiring the mechanical skill of Nurse.

    It's still in, but the window to be able to do it is incredibly small and hard to make use of. After the nerf, players tested it and found it was still there, but the difficulty in timing it made it too inconsistent to try and use in practice. If you see it in use during a trial, it was likely a fluke or lucky timing more than being intentional.

  • NOED is meta/OP?

    I mean, it's not fun, but I wouldn't call it meta nor OP.

  • DBDKillerRanks001.png

    Any grade with a "-" denotes that they are that letter tier, but more or less only because they have some corny mechanics that essentially force them into that tier. Otherwise they'd be, in the very least, one tier lower. Also, camping probability and BS addons were ignored, though common perk builds were not.

    This is based mostly on personal experience playing/facing them, though a few were boosted a bit by having SEEN performance I haven't otherwise experienced. Killers are also in order of strongest to weakest within a tier, left being stronger and right being weaker. Any Killer on the far left can technically bump up a tier through situational advantage, while Killers on the right hand side can bump down a tier for the same reason.

  • @C3Tooth said:

    I feel survivors have full control on Plag's power.

    No cleanse: M1 killer.

    Everyone just decide to cleanse too much: Plag loses all the fountains for power.

    Well, yes, but they are operating at 1 shot at that point. Every mistake becomes magnified in that scenario. Similar to not healing against Legion, the Survivors are basically giving the Killer what their power is intended to do. Sure, you can operate in this state to avoid the Raspberry Rain, but it's at the cost of being a one-hit-blunder.

    Realistically, the best option is to look for areas where all the gens are done and cleanse there if possible. This would make Plague have to go out of their way to Kool-Aid Carpet-Bomb anyone, which is time they would normally rather spend pressuring the more active areas of the map.

    @DoctorRogue said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052308#Comment_2052308

    Strawberry Stomach Slam is now going to be how I refer to Corrupt Purge for the rest of time and its all your fault.

    I do what I can.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052427#Comment_2052427

    You've never faced the bully squad have you?

    All survivors circle you at minimum safe distance, doing gens and such right in your face, body blocking if you try to do anything. Making those survivors more invincible, knowing that even IF you do down them, you can't pick them up, is a terrible idea.

    I have faced a bully squad, yes.

    I've also beaten them. Guess you haven't.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052414#Comment_2052414

    They would have to significant reduce the duration of DS if it could pause via any mechanism.

    The survivor would be untouchable, invincible, if all they need to do is run around in front of the killer.

    Does that not seem broken to you? Run around IN FRONT of the killer to become INVINCIBLE?

    Another suggestion I've seen is have the DS timer pause when in the dying state... but again, downing a survivor makes them untouchable then, and if they have Unbreakable too, they're guaranteed to get themselves up, and the killer can't do anything about it.

    So, the Survivor would not be healing. Would not be working gens. Would not be cleansing totems. Would not be unhooking. Could still be slugged. The only thing they'd be doing is wasting their own time to increase the timer on DS while accomplishing nothing. They would not be advancing the objective or helping their team in any way, and instead throw out their worth just to increase a timer.

    What do you realistically think they are going to do that is so troublesome?

  • @Seraphor said:

    Example 1 will be rectified by the DS changes coming on Tuesday. Jumping on a gen will deactivate DS so you'll be safe to grab people off them.

    Example 2 is merely the limitations of the perk. Would you suggest DS should be up indefinitely? Killer lost a lot of gen pressure chasing you for the full 60 duration of DS. You've done a good job in giving him the run around for that long.

    I personally wouldn't mind DS pausing the timer if the Survivor is in chase. After the updates that prevent abuse come through, of course. With DS no longer allowing flagrant abuse, extending the timer on it in chase really isn't that bad of a thing. It would definitely punish tunneling, while giving the survivor a larger window of safety if things are going badly for them.

  • In that case, I would have widened the Pizza Box more until it was consistent while not becoming the basketball the current hatchets have today. Still, I'm curious as to what went wrong there. I see some people mentioning issues on console, which is fair nuff since it's harder to get accurate shots on a controller. That said, still seems like a middle ground could have been achieved.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/237382/small-qol-change-for-spirit

    https://forum.deadbydaylight.com/en/discussion/comment/2052327#Comment_2052327

    The best way to fix spirit by giving her counterplay without actually nerfing her directly is to give counterplay but for both sides.

    Spirit has a passive phase, just add that to her power as well:

    • Her base power lasts 5 seconds. Make it so you phase back in 3 times for .5 seconds
    • Once at 1 second in
    • Once at 2.5 seconds in
    • Once 4 seconds in

    When phasing back. Spirit keeps the movement speed bonus of her power but becomes visible to the survivors. However, she also is able to see the survivors. This gives counterplay to spirit. You know when she is using her power, and you can see her periodically for a short burst. This lets you know what direction she is going and gives you a chance to make a decision based on that, creating counterplay. But, maybe the spirit knows that because you saw her going one way, that you are going to go the other, so now when she phases back invisible, she doubles back, and lands a hit. But next time, you now know that she knows. So instead of doubling back, you keep going. This creates a mindgame and counterplay around her power while not actually nerfing her, because she gets the benefit of it as well.

    What if, instead of phasing in and out, her husk simply moved to her location at set intervals? It would move to wherever she is every 1-1.5 seconds, complete with the trail she creates. Every time the husk updates its position, the phased Spirit get a quick, 0.25 second peak at what is actually going on in front of her.

  • As someone else on the forum once pointed out, you could still be "tunneling" someone by not tunneling them.

    Sure, you see that person get saved from the hook, but you fear DS. So you hook other Survivors, kick gens, hit other Survivors, do everything you can in the time it takes for DS to wear off, but the moment it does and you hit them, it's because you were tunneling them all along.


    I almost couldn't type that without smiling. Been working on my poker face, though. Gotta be top notch.

  • @Woot1234 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052304#Comment_2052304

    Lobby wait time of a minute takes so long anyway. Everyone except one survivor is ready and then everyone has to wait for the timer go to zero... Just lock survivors at 45 seconds and give killers the last 15 to adapt to late swaps. Killers can't swap who they play so 15 seconds is enough for last minute swaps e.g. light born, franklin's, or sloppy butcher.

    If killer bails then the next one maybe gets at most 30 seconds with survivor load out still locked.

    Ya, I like that suggestion. Good call.

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