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StibbityStabbity

StibbityStabbity

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  • @dezzmont said:

    Also, while we are at it, Pig change from a Rank 1:

    Pig's movement speed while crouched increased to 4.4.

    Pig's terror radius reduced back to 28 meters.

    Charge time for ambush cut in half. Roar no longer plays until .5 seconds from the end, to make the ambush no longer self defeating but also still allow mindgames.

    Pig's trap boxes now alert her half way through searching them with a special noise and overlay distinct from gen explosions.

    Pig's traps now have their timer 'regress' while survivors are slugged.

    Normalized the RNG on pig boxes, akin to trapper traps. Box alteration addons also alter 'expected' boxes.

    Jigsaw's sketch made green.

    Annotated Map is now yellow.

    Interlocking Razor made purple. Now causes survivors who stop

    Amanda's Secret loses its 'downside.'

    Interlocking Razor is now purple, and now causes a survivor to take an injury state if they stop searching the box. This cannot down them.

    Rusty attachment now also causes Haemorrhage.

    Razor Wire is now brown, and also increases the difficulty of skill checks.

    Last Will is now Green.

    Combat Straps are now green, and Moderately reduce crouch and uncrouch activation time, and increase the time it takes for your terror radius to 'unspool' by 1 second.

    Workshop Grease now moderately increases the chance for Jigsaw Box skill checks.

    Lots of buffs to her addons to allow more diverse playstyles. The big one is to make her more of a stealth killer, and to move power from her 'slug/lockout' potential which doesn't feel very fun. She still slows herself, but no longer to insane degrees and its harder for her to get a 'last box' scenario where one survivor just is out of the game, while at the same time she is unlikely to lose a trap to the first box searched.

    This is a legit attempt to sidegrade her to a healther space more focused on lunge to break loops and stealth, but because so much of Pig's power is wrapped up in her slugging/grindy gameplay it seriously risks knocking the wind out of her sails despite the general buffs. Careful Monitoring (and perhaps abusing) is needed. They ideally will try to play like a 4.4 killer at loops by using the much more powerful ambush to try to set up 50/50s on loops, but because this is still weak at a LOT of loops they can abort to playing normally as just a M1 killer if needed.

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    Judge of Hell Scoops:

    Jimmy nearly died typing up your changes, so I took over. I have sentenced the souls of the lost and the damned to the Unholy Executioner for far lesser things. You can live for now, but when you are awoken by the click of my flashlight, and made to walk the hall of a thousand pallets, you will know what your crime was, and that you deserved it.

    @CryptFriend said:

    Forgot to remove the fact that you can kill survivors with the Tombstone Piece, as my offered change to the actual Tombstone makes it redundant

    If you could fix that, I'd be grateful @StibbityStabbity--uh, I mean Jimmy Dibbiddydoo.

    @Leachy_Jr said:

    Not a good change for deathslinger, here's an actual good one:

    MS is now 115%, but still has 24m TR

    ADSing takes 1 second, when you first start ADSing, his speed starts decreasing to 110% after 1 second (when you can fire), then 105% after 2 seconds.

    Remove noise notification when being aimed at.

    Have 2 detection zones: Make a hitbox for environment and another one for survivors. Make the environment hitbox the same size it is now but make the survivor detection zone much bigger than the harpoon, similar to a huntress hatchet.

    Increase the amount of charges on the chain from 100 to 120.

    Increase reload speed by 0.25 seconds.

    Decrease missed shot cooldown by 0.25 seconds.

    The changes made there in your post would make him the worst killer in the game.

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    Jimmy DuBiDably:

    I... oooooh.... *pant* I got that *COUGH * all on there for you guys. Man, phew. I think I have carpal tunnels. Someone get me a doctor, or a nurse.. WAIT NO NOT YOU!

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    Nurse:

    EEEEEEEEEEEEEEEIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

    Main post modified. I am going to die from all that typing. It would be kinda nice if we kept the amount of changes a bit smaller now. Lets people sort of go through and add things, or modify them on the fly, instead of coming up with huge write ups that get changed by the next huge write up.

  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2036362#Comment_2036362

    Its almost like the community consensus is NOT that killer is too strong (as a whole. Freddy is toxic even if he isn't OP, and spirit and nurse are really good in ways that aren't ideal for the game), and in fact there is actually a lobby crisis over the issue :P

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    Jimmy DeadByDaylight:

    Well, we recently saw a post that stated Trickster was similar to facing Huntress with 60 hatchets. Given the roster of Killers that surpass her in many ways, and how we felt we shot pretty low with Trickster, we were under the assumption that broad reductions in the entire roster were needed. Except with Trapper, we were pretty happy with him. Still, we'll roll with whatever gets changed.

    @TWiXT said:

    PLAGUE

    A few Buffs I recommend for Plague to streamline her ability without making it too Oppressive:

    1. Survivors suffer the Hindered status whenever they vomit for the duration of the vomiting (roughly 1.5-2 seconds). This is a small and periodic de-buff to survivors that makes the Plague more of a threat in a chase but not so much that she becomes OP or too oppressive.
    2. Also while a survivor vomits, they have a 6m AoE that infects everything within its radius. This allows the sickness to spread throughout the maps less predictably and reduces the workload on the Plague herself. Currently survivors spread the sickness to each other by rescuing an infected survivor, working on a gen with a fully infected survivor or healing a downed infected survivor, all of which require direct interactions, otherwise the Plague has to infect them and all objects herself every time. Adding this will make the sickness spread feel more like an actual Plague, apply more pressure to the map for her, make the add-on's that increase infection time on objects more noticeable, increase the chances of the sickness spreading to other survivors, and help her gain the contagious (25bp) scoring events more often.
    3. Allow her to channel corrupt fountains from afar. Like Freddy's Gen Teleportation power, but I can't decide If I like the idea of her Teleporting to corrupt fountains which uses it up without giving her corrupt purge, or if she should simply be able to gain Corrupt Purge from across the map at the expense of her movement speed for 5 seconds. On one hand, If survivors cleanse they give her either incredible mobility or the best ranged attack in the game making it her choice in how to use them, on the other, she doesn't have to go to the fountains anymore and can gain her Corrupt Purge right after initiating a chase while giving survivors a small window of time to try and find cover, or gain distance from her. Either way would be a buff that saves her precious time.

    With these 3 changes, she would make life a little more difficult for survivors and really emphasize the choices survivors make regarding whether or not they cleanse, and when to do it strategically. With the first 2 buffs, infecting the whole team and chasing survivors is given a stronger edge that would encourage them to try and cleanse asap, but then with the 3rd buff, they are either giving her the ability to traverse the map quicker, or gain Corrupt Purge at more ideal times without having to go out of her way to obtain it. I Like these 3 buffs because they keep balance in mind and allow her to focus more on the chase and keeping up pressure on the map, instead of how it is right now: where she spends the majority of the beginning of the match trying to infect as many survivors as possible so that she'll be able to apply more pressure by the mid-end game. This is incredibly time consuming and frustrating for the player, and the infection mechanic itself doesn't really pose enough of a threat to survivors that would encourage them to cleanse vs remaining sick.

    It's why I came up with these suggested buffs, but please tell me if you think they would make her too strong to go up against, because while I believe they have balance in mind, I also mained Plague for about a year since she initially came out... so I admit I am a little biased because I just want to see my go-to girl match up more evenly with the better designed and streamlined killers like Spirit, Bubba, and Blight.

    @Yords said:

    Spirit

    • The spirit has given a small indicator when they are passively phasing and it now happens for .5 seconds at base every 3 seconds.

    Every 1 second while phasing at base, the Spirit will reveal a glimpse of herself to survivors for .5 seconds. During this glimpse, the spirit cannot see survivors. The original husk that is left behind the moment the spirit phases disintegrates after the first glimpse of the spirit is shown while phasing.

    Addons can be changed according to the new phasing.

    -Ideas from Otzdarva's community-made patch notes

    @TWiXT said:

    KILLER PERKS

    Spies from the Shadows: 

    The Crows no longer respond to your presence, you see the auras of all crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.

    This proposal gets rid of the confusing/annoying explosion sound notifications, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become a better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you."

    If they also filled more dead zones (corn fields! seriously all that corn, no scarecrows, and no crows whatsoever? also the center areas of most Macmillan maps, etc.) with crows, that would also be nice for helping this perk gain a better level of consistency.

    @ReverseVelocity said:

    Nightmare

    • Freddy's main ability has been replaced with his pre-rework one. His Snares have been replaced with the ability to pull people into the dream.
    • Survivors can no longer wake up during the Dream Transition, this is to prevent survivors from being able to self-care in front of him and Freddy not being able to do anything about it.
    • Freddy will keep his Dream Projection from the current rework, but the cooldown will be reversed. The more survivors that are awake, the less time it stays on cool down.
    • After using Dream Projection, the Nightmare will be able to hurt awake survivors for a short amount of time. Successfully hitting an awake survivor during this state will pull them into the Dream World. Freddy will be fully visible to awake survivors while he can hurt them.
    • During the Dream Transition, survivors will be highlighted in blue while The Nightmare is visible to them, and will not be highlighted when he is not. This is to make using the Dream Transition glimpses for mindgames a lot easier.
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    Jimmy DeadByDaylight:

    Your changes were added!

    Main post updated. Further updates coming for posts I haven't gotten to. I see that Legion change up there. Gonna eye that one.

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    Jimmy Dibbiddydoo:

    Whoa guys, whoa. We were trying to make things easier on Survivors, cuz the data shows they think the game is pretty stacked against them. I don't know, maybe our spreadsheets are all wrong. Tell you what though, I went ahead and ran all the changes I could figure out. Just remember to be specific with your changes. Oh, hey, uh, Scoops, you can chill out for a bit. We'll just see where this goes. I'm sure if any of this gets out of hand, someone will say something. Besides, you always... have... her...

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    Judge of Hell Scoops:

    Hmm...

    Main post updated. I tried my best to keep up with all the suggestions. Truth be told, there were some I didn't understand, so I didn't add them. If you don't see yours up there, and you were suggesting a new mechanic, you may need to try again. If so, make sure to break down the process of how it works. I will read it over, and try my best to translate it in typical "THIS IS HOW YOU DO THIS" videogame/update log fashion. I will continue to update.

    ANOTHER THING

    Generally speaking, if someone comes along with a change/update/whatever that would alter something already listed, the original will be REPLACED with the new suggestion. I know, it sucks, but it keeps things a bit fresh to see what happens when peoples ideas get muddled, replaced, mashed, etc. That is part of the point of this thread: To see what things would look like is all suggestions were run with, good or bad.

  • Took a break, gimme a bit to update...

    Also, just saying, the point of the thread was, like, the opposite of what is going on here.

    That's life, though, I'll roll with it.

  • @Amberclad334 said:

    Okay for one, remove breakable walls.

    Second, a new blight mechanic. Whenever you play as him, visceral cankers spawn throughout the map. It takes approximately 2:00 for the cankers to "charge", this cooldown can be decreased by injuring survivors within a certain radius of the canker.

    But when Blight is able to interact with them, his lethal rush can one hit down survivors for 60 seconds. If survivors interact with them before blight, they gain a one minute haste status effect. If anyone interacts with the cankers, they go on cooldown.

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    Judge of Hell Scoops:

    Breakable Walls are not a killer mechanic specifically, so those are off the table. Adding mechanics to Blight that drastic is pushing it, but I'll allow it. For now.


    @WeenieDog said:

    one change I was thinking for deathslinger was to give him a similar wind up to huntress (he holds up the gun and takes a deep breath) but let us configure his sensitivity. One of my main problems with him is that his sense is too clunky that quickscoping is 'the' way to play him. Let him flick his shots and let the ringing sound queue you get when he aims at you actually come into play.

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    Jimmy DBD:

    Oh hey, charge up time for Deathslinger! I like it! Huntress has a 3 second charge up on her hatchets, so we'll go with that for now. Lemme know if you need that changed! Not sure on the Blight changes, but I like the haste thing. So sure, let's go for it!

    Main post updated.

  • @DecisiveDwight said:

    Guess I'll give it a go why not right...

    Ok let's do a trapper his main ability he now starts with 2 traps rather than one and still sees all traps on map within a certain distance however his traps also take a little longer than they currently do to disarm. His perk agitation I would rework so that once he is hit with a pallet and stunned he gains haste of 5,10 or 15% depending on perks level this will have a cool down of 20, 30 and 40 seconds to prevent stacking. His addons i cant think of anything to adapt right now.

    This is all i can come up with probably not that great but wanted to give our nice little Trapster some love.

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    Jimmy DeadByDaylight:

    Are you... buffing a killer? I must be missing the bigger picture, but okay.

    Main post updated

  • Survivor queue tends to be far longer now.

    Trapper is still Trapper, with no real changes to his base kit.

    Meta Perks are currently DS, UB, BT, and DH. DH can be swapped out for other Exhaustion perks, though Sprint Burst or Lithe tend to be the popular hot swaps. Another hot swap is Soul Guard, if you wish to have Endurance upon getting up with Unbreakable. Normally this takes the place of BT or DH. SWF builds will vary more.

  • Being the last person alive isn't going to make that magic butt-knife suck back in between your cheeks.

  • You mean Billy or Bubba?

    Or both?

    I don't see many camping Billys, just Bubbas.

    Also, I think most people want to go for the unhook because their altruism and sense of duty to their team becomes overwhelming. It's a good trait to have in team based scenarios, but not always the best if pure survival is at risk.

  • Personally:

    Survivor - Safety pip or pip up. Having fun is nice too. Pips are the only solid thing I really have to judge whether or not my trial was productive, and while it is certainly not a flawless system, it does well to make me feel like I proved my worth.

    Killer - 3k or more. 3k with hatch is fine. 3k and letting the last one out of the gate is fine. I just want my 3k.

  • @landromat said:

    Iron will and dead hard. Delete it ASAP

    What if Iron Will simply made injured Survivors breathe like healthy Survivors, rather than nearly mute out all sound?

  • I still think he's one of the worst Killers in the game. The current changes weren't enough to buff him enough.

    They could have made purple sticky punch speed him up while slowing down Survivors. This would make him use less ammo, reload less often, and get far faster downs in chase. He would be an absolute chase maniac, and he'd maybe be a solid B tier. He doesn't have any kind of map-wide pressure, he can still only really 1v1, and his speed outside of chase is mostly poopoo. Instead, they added a new bottle that gives a slight speed boost, but requires him to basically double down on the amount of bottles he uses, and make him only gain a very slight buff in chase.

    Is it a buff? Yes.

    It he strong now? Hell nah.

    They could have basically rolled the speed boost into purple punch, make his addons either affect the Survivor slowing affects or Killer buffing affects it causes, and let him use the one kind of bottle to do it all. Swiss Army Farts, baby. That kind of buff would have worked out just fine and made him one of the stronger chase Killers in the game while not really buffing him anywhere else. Again, with that, he'd basically be a solid B tier.

    Or they could have made his gamer-pee-bottle cause an injury after the short white smoke period. Injured only, no downs. The white period would act as a warning to get out, so the Survivor has a chance to avoid a big kick in the groin, before they receive a... big kick in the groin for sticking around too long. It would also make pre-dropping pallets against him extremely dangerous, because he might Gamer-Pee the pallet. It would make him split his ammo like he currently does, but the result would be far better. He'd also still have the same lack of map-pressure, though would possibly gain some carpet-bombing capabilities.

    My main point is that he's simply not that much better than he was before, and he's still low tier. There are a number of things they could have done to make him better, but they picked the most marginal.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035693#Comment_2035693

    His sleep power would basically be useless then. His teleport recharge is already tied to how many are asleep. So how do you propose he be "fixed" or "earn" his abilities ? Would his teleport no longer be tied to it and a base recharge of about 30 seconds..? Because if you keep it tied to the dream world. You'd never get to use it. If you untie those 2 things..And just make it so snares and dream pallets are for his dream world. Is that even enough to justify having a sleep mechanic at that point ?

    As long as he's hitting people and putting them to sleep, that shouldn't be an issue. Also, make hooks no longer wake people up, which would keep them asleep longer. As long as Freddy is being active, people will be asleep. If that's not enough, increase the charge time slightly for each person asleep, so long as he's hitting them to put them to sleep. If that's not enough, make blowing gens no longer wake people up, so long as Freddy is hitting people to put them to sleep. If that's not enough, make it so that players can't wake each other up and can only use Clocks to wake up, so long as Freddy is putting people to sleep.

    See where I'm going here? As long as Freddy is being active to put people to sleep, you can buff other areas. I'm not calling for a nerf, just a slight balance shift so he doesn't passively gain bonuses. You can buff other areas in turn. The absolute WORST thing about facing Freddy is how Survivors will passively enter the Dream World. Get rid of that, buff other aspects to give him strength without a full stack of sleeping nerds, and BADABING, he's fine.

  • Also, just adding to my previous post, MANY wall hacks for other games are specifically called "ESP". It's just a cheeky way the hack makers decided to label wall hacks. It's a well known thing, so the term "ESP" in gaming has morphed to mean wall hacks.

  • It just means wall hacks. ESP is psychic stuff, so they said you magically just knew where everyone was by reading their mind. In gaming terms, that normally means wall hacks or indicators of player positions.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035686#Comment_2035686

    Ok....You just said it yourself. Against good teams. He stands 0 chance. So he should be nerfed because he's a pug stomper ? 🤷

    No, I said I don't like his passive power-up. I would prefer him to actively get his power up than receive it passively. I don't want his potential nerfed, I just want him to work for it rather than passively gain it. I would personally just remove the sleep timer and make him hit people for sleep. If that meant keeping Survivors asleep on hook and when unhooked, fine. So long as Freddy is the one putting them to sleep with his actions, not through a timer that just gives him benefits.

  • @Tomskrex said:

    Survivors call for Freddy nerf -> Freddy gets nerfed

    Freddy gets nerfed -> Freddy gets played only for memes

    Gets played only for memes -> Not competitive

    Not competitive -> Other killer comes at his place

    Other killer comes -> Survivors call for nerf

    Survivors call for nerf -> Killer gets nerfed

    See the pattern here? Freddy is unorganized team stomper but struggles versus good teams. I've lost versus very organized teams with Freddy. No killer is "OP" If he was OP killer he would have 90%+ 4K rate, he doesn't though. :)

    I don't disagree with this sentiment, but I DO think that Freddy gets too many passive bonuses. I don't think his POTENTIAL should get nerfed, not at all. I just don't like that he passively builds to that potential, while other Killers have to work for it.

    Also, Freddy has one of the highest win rates in the game. The stats are best taken with a turbo-sized grain of salt, but it's hard to say he doesn't have the highest win rate when the only stats we have say he does. Against tourney team? Nah, he doesn't stand a chance. Good comms and/or sticking to objectives ruins him. Overall, though, his win rate is the highest, and actually by a notable margin.

  • God speed you black emperor

  • I'm personally not a fan of making perks overly reliant on others. Furthermore, with the case of getting stared down while slugged, UB doesn't do much unless you pack Soul Guard with it. Seems silly to require 3 perk slots to deal with one issue. With the changes of DS to make it far harder to abuse, adding a bit of time to it in chase wouldn't hurt anything. It would rightly be stronger if tunneled off hook, while being completely normal if not.

    Besides, after the changes, it will only let someone get away long enough to make sure they aren't tunneled, then deactivate the moment they try to progress the match anyways. If the timer went on forever, it would still essentially remove that Survivor from progressing the trial. I'm not saying it should go forever, but an extension on the timer for being chased or slugged wouldn't punish non-tunneling Killers.

  • Okay, chill pills are probably on the menu now.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035499#Comment_2035499

    I read it incorrectly but either way the response to it is ridiculous to get that angry over something so trivial.

    They asked if it was a bug, were upset over the time spent dealing with the bug, and have reported it in the bug reporting section.

    It's entirely normal for people to get flustered over issues, large or small. They also did the right thing and opened a thread in the bug report forum. OP did nothing wrong. Maybe a bit overly-passionate, but nothing wrong. Certainly not worth haranguing them for.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035482#Comment_2035482

    Its not a bug and I can't believe it's that serious to get that angry and swear all over the forums.

    So it's NOT a bug if they complete the challenge but don't get rewarded for it?

    In the screen cap, they escaped with Open Handed and no charges on their item, which is what the challenge demands. They did not get credit for completion. How is this not a bug?

  • @Kirkylad said:

    Damn is it that serious 😳

    A bug is a bug, and tomes are a form of progression, so a bug affecting progression is, in fact, serious.

    So yes.

  • None. I would simply rebalance or rework them to be viable without making them too powerful.

  • Not even playing Devils Advocate here, but I legit wouldn't mind if the timer paused while in active chase after the other changes go through. Alternatively, for being slugged on the ground, maybe the timer would pause within terror radius. I dunno. Something to give slugged Survivors a bit of a bone. Maybe tack on another 10 seconds if downed while DS is active instead of the TR thing.

    I have been on the receiving end of a Killer slugging me and waiting out the DS while others were basically circling around, trying to get their attention. DS isn't always a deterrent. Obviously, those teammates SHOULD have been working gens and not doing their best vulture impersonations, but I still feel for the sluggy that gets watched by a Killer for a minute while waiting out the DS.

  • Almost always hook the third. If the fourth or the entire team has been try-hard, though, I'll try-hard back at them.

    After hooking the third, I go looking for them. If I find hatch first, I hope they can get around me to get a gate open, cuz I'm going for the 4K. If I find them before hatch, I'll down them and go from there:

    • If they are struggling, they get a hook.
    • If they aren't struggling, they get the hatch.

    I'm not out to punish anyone for playing Survivor, but I'm going to play in a way that gives them fair chances, and I don't mind giving them the hatch if they conceded their loss by the end. If they get to a gate, have it part way open, and clearly meme and plead to leave, I might let them go based on how I felt things went.

    Also, if a Survivor DCed, I will just meme and not take the trial seriously. If someone is try-harding, they will get tunneled, but everyone else is basically free to get easy BP and some Killer memes. I generally won't punish Survivors if someone on their team got salty and left early. Giving up on hook is trickier to gage, though, and it's kinda case-by-case.

  • That's been the general answer for this kind of issue.

    "If you disconnect a lot for any reason, stop playing DBD."

    I have had the same thing, though normally it's just a single bad day where the game wants to drop trials back to lobby. Then I lose pips, get a DC penalty, and simply have to wait for whatever is giving the server diarrhea to fix itself. For players that have that issue more consistently, you will mostly just find people telling you not to play, and no word about anything ever getting fixed.

  • Spinechill kinda counters a lot of Killers, because you can simply stay out of range and deny them a game in the first place. I run it all the time and when I just want to win, I vacate when I see it on for more than two seconds. It gives the Killer absolutely nothing to work with.

  • @Moundshroud said:

    A bigger problem (far bigger) than camping or tunneling (which are both simply tactics) is people identifying these tactics incorrectly. :) I was just in a game with a TTV guy, and I guess the people in his/her entourage. At the end, I gave a GG and was told I get no GG because I'm a camper. I had to explain:

    1. I'm Spooky Myers on a LARGE, Survivor-friendly map. We were on Rancid Abattoir. This means I can't afford to camp and have any chance of winning.
    2. If 2+ of them hang around the hook in my clear aura reading range, I'm not going to leave; I'm going to go after them.
    3. If I'm in a chase with you, and you keep running around the hook, it is you that is preventing me from leaving.

    Basically, camping means whatever any salty Survivor wants it to mean these days. It is really just a catchphrase they use to try and blame other people for their personal failures. For the record, I got a 3K on that game, and the ones that died perished in vastly different time frames of the game, and/or in different quadrants. The one that got away found the hatch. My 105% speed Myers clearly was not camping in any sense of the word.

    All hook defense is camping.

    All chases are tunneling.

    All Survivor actions are toxic.

    Doing gens is gen-rushing.

    Pretty sure I got these phrases pretty figured out if I do say so myself.

  • It's worth pointing out that there are some ways to technically deal with these issues, but they would require changing a lot of fundamental elements of the game to the point where it wouldn't be DBD anymore. For better or worse, DBDs identity is kinda linked to the mechanics that are now becoming issues.

  • It's been stated for a long time that large maps are problematic for multiple reasons. This is just one more. Smaller maps would alleviate the issue without requiring new mechanics or changed mechanics.

  • @SMitchell8 said:

    I play both sides and can't see why holding the forward button is a problem, seems a bit petty tbh.

    It's not a problem in and of itself.

    The issue had been getting brought up that, on larger maps, running away in a straight line is technically stronger than all other options, and it's only possible due to map design.

    Personally, I have no problem with shift w. It should always be a solid choice. That said, I agree with many others that the staggering size of some maps is more the issue here.

  • @Ivaldi said:

    Lets be real here.. It took him 47 seconds to down a survivor while just doing a W chase. He would have wasted even more time against someone at the Killer shack or a T/L wall. Literally every killer with the exception of Trapper, Doctor & Bubba have a way to counter "W gamers".

    Wraith - Has high mobility

    Billy - Has high mobility

    Myers - Has small TR and high mobility in Tier 3

    Hag - Traps

    Huntress - Ranged Attack

    Freddy - Gen teleport to cut survivors off

    Pig - Sneak attack

    Clown - Slowdown Bottles

    Spirit - High mobility

    Legion - High Mobility

    Plague - Ranged attack

    Ghostface - Sneak attack

    Demo - Lunge attack

    Oni - High mobility

    Deathslinger - Small TR & Ranged attack

    Blight - High mobility

    Twins - High mobility

    Ji-Woon - Ranged attack

    Legions high mobility comes at the cost of lethality. Also, in larger maps where shift w is a valid tactic, Legion gets far less use out of his power. Simply put, Legion doesn't really benefit in a notable way in any chase from his power. What few gains he gets, he loses during fatigue.

    Most Legion mains will tell you not to use his ability for mobility. It is for keeping pressure up and slowing the game down, or for easy downs if the Survivors refuse to heal.

  • I get the point of this:

    He's saying the killer can hit a max number of kills and win. Saving from hooks would be needed to keep the kill count low. If the killer camps for the kill, he gets it, the Survivor comes back, but the killer has 1 kill now, only needing a few more to simply win.

    The amount of kills needed to win would need to be determined, and many perks and mechanics would need to be adjusted or completely overhauled.

  • @Sluzzy said:

    Someone speaking the truth! BBQ with slow down perks are really overpowered most of the time and DS and UB don't hold a candle to them even before the unfair nerf DS is getting. BBQ and PGTW and Ruin do carry killers, and DS and UB might never be used. The hypocrisy when DS and UB is only 1-time use perks that are so situational on what the killer does! DS will punish for doing literally anything but PGTW rewards for doing something. How is that remotely fair? DS was nerfed to be so situational and punishing, and killer perks are dependable and winning the game. A DS user loses the perk for touching a gen and the killer touches it and it drops 25%.

    Vintage.

  • I'm hoping that BHVR is being cheeky and not revealing that a single ricochet will be basekit, with his knives needing 6 hits in succession to down instead of 8 until launch. Not a great idea to work everyone up before release, but at least he would feel more viable. If not, well, oof. I really wanted to play Trickster, but it's going to be hard to justify putting time into him if his upper limit for damage over time is woefully below other killers.

    Also, I decided to crunch the math real fast:

    From the moment Trickster enters aim to the moment he launches out 8 blades takes 3.49 seconds. There is a 1.133 times throw rate modifier after 4 blades, which would drop the time for all 8 blades to about 3.46 seconds, followed by a 1 second cooldown before normal movement again. While moving, he travels at 3.68m/s, but it drops as he fires, hitting 2.68m/s after 30 blades. So, assuming every blade hits in rapid succession, the full process of aiming, firing, and injuring a Survivor, and getting cooldown from Showstopper takes a total of 4.46 seconds.

    Huntress takes 3 seconds to fully charge a hatchet, though can be fired at a minimum charge of 1.25 seconds. Obviously, a hit is an injury. After throwing, Huntress has a 2 second cooldown. Huntress is slowed to 3.08m/s while aiming. This means that Huntress takes between 3.25 to 5 seconds to injure a Survivor and recover from her power.

    The math works out kind of oddly, looking at it now. Huntress is technically BETTER at quickly securing an injury at the distance that Trickster seems designed for (mid-close), while Trickster IN THEORY would be better at long ranged injuries if he could somehow land all 8 shots during auto-fire. The chances of that are rather slim, given how his blades swap firing position based on which arm is throwing, and the fact that he has recoil (on throwing knives, lel). This is on account of him clearly being designed for closer-ranged engagements. So his design gives him more damage at ranges he is not intended to perform at, while Huntress (who is designed to be completely viable at longer ranges) does more damage faster than Trickster within his designed range. Furthermore, Trickster technically gets buffed for whiffing attacks with a slightly faster firing rate at 4 and 8 blades, though also gets debuffed with severe movement speed loss over time.

    Given the math, I simply can't really say what he was designed to do well. He can pressure a low loop with the threat of Lacerates better than Huntress, but Huntress is better at being fatal in the same conditions. He can technically be more fatal than Huntress at long range, but his firing mechanics don't make this likely and probably not viable. His Laceration meter is a whole other can of worms as well, but it's worth mention in the long ranged lethality comparison on account of him needing to hit all 8 shots from range before any Laceration loss occurs.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2026297#Comment_2026297

    I'll never give stuff from my collection event to my mama. I just looted 3 in 1 game

    Well, this one owes me a bit. I'm the dedicated runner in most of our games, and she can't loop to save her life, so I keep pressure off her and she gives me items at the start of the trail. Except keys. She tries, but I leave keys to die in the forest.

  • @Dizzy1096 said:

    The new chapters are meant to be fun for survivors. Stop being entitled killer main, we have enough OP killers in the game with Spirit, nurse, freddy, deathslinger, pyramid, leatherface, huntress, and now soon wraith as well, we don't need anymore.

    You forgot Trapper.

  • @landromat said:

    me, who looted and gave my teammates 3 red keys: 🤨

    This. I play with someone that finds a key in nearly every game she's in. It's come to the point where she has to pass them out because her collection is so large.

  • UB by itself is perfectly fine. If the Killer went off slugging for long enough that the Survivor can trigger UB, that's on the Killer. Most Killers know they are taking a gamble if they leave a slug anyways, so it's normally a calculated risk. Without the ability to UB+Gen in the Killers face while sitting on DS, UB really loses its abuse potential and becomes a very solid and healthy perk.

  • It's not fair.

    At all.

    Furthermore, the comparison to SWF is not particularly valid. Their team is talking to each other. Okay. If you want the same benefit, talk to yourself. They only have access to intel available to their team, you should only have access to intel available to yours.

    That said, advertising their ttv in their name IS KINDA INVITING IT, as well as inviting any other bad actors that want to get them flagged by ruining their chat. I have a friend that checks out ttv names in my lobbies, just to see what they are saying. Not what they are doing, not where they are hiding, just to let me know if they are being kind, sandbagging their team, or talking trash in general. If they are kind, I will treat them like all other Survivors. If he tells me they are sandbagging or trash talking, they get tunneled. Not camped, though, I need SOMETHING to do other than stare at a hook.

  • @Mr_K said:

    I think its worse to have a killer dependent on an addon to do well.

    Agreed. It's a clear lack of design stability.

  • There are a lot of killer players saying it's not toxic to hold W. Boring, but not toxic. My guess is that the original post suggesting that it is considered toxic might be wrong.

  • On THIS list, I would say that Legion is firmly C tier. Depending on the map or if the Survivors split up, he could dip to D. Just depends on the scenario.

  • So, they might still buff him more before release. If they make his knives hit a bit harder, at least he will be a bit competitive. If they give him single ricochet, at least he will have a fun mechanic. If they get rid of Main Event, nobody will notice or care. In the event of any of these things, cool. They did a good.

    However, if he releases and the current changes are all he gets, I think people will be justified in their disappointment. Yes, one can play him and learn him to death, but it's not really the players job to do something they don't find fun just so they can give super-accurate feedback. Furthermore, playing Trickster on the PTB and giving feedback clearly wasn't enough (so far). If no further changes are made to Trickster before release, then BHVR hasn't really given any real indication that ANY feedback will be taken into account. At that point, you could play him for a year, write a novel about the issues with him, get a team of scientists to describe his issues and the solutions to them, and you'd still have BHVR just sitting there in their office saying "So how can we nerf Legion today?"

  • @Jacoby2041 said:

    I think they're doing the "######### up constantly and never listen to anybody in the community and see how long you can get away with it" challenge

    At this point they're speedrunning it at any%

  • @Cancan71 said:

    I just read the changes, what exactly is the trickster nerf? Is it the main event activating automatically and not being able to cancel it, because I don't think it's that big of a nerf. I know his addon got nerfed but it's only 1 addon. I think the Trickster is going to perform the same as he did in the PTB.

    I like that they buffed 4 of the new perks and didn't nerf any of them.

    I'm going to wait until he comes live before making judgements on him and see what changes and bug fixes he gets. I remember during the PTB the Blight and the Twins were ranked very low by the community when compared to how they are ranked now.

    By the way, can Poised work the same way as the new Self Preservation? I would love if that happened.

    The add-on nerf was the only thing Trickster had on the PTB that made him feel threatening or viable. With it's nerf, throwing actual knives will no longer be an option: You are stuck with origami paper blades.

    Also, Main Event doesn't activate automatically. Instead, when you choose to activate it (which still has a limited window of activation), you automatically throw blades. You can also cancel out of Main Event manually now. While the changes to Main Event, thus far, aren't bad, the ability itself is very flawed. You can lose your ability to use it at any given moment, you cannot store it for later use, and it can (and many times does) become available when you absolutely don't need it, so you either use it at a bad time or lose it. Furthermore, you lose Main Event charge from M1ing, so similar to Legion, Trickster is a killer that is punished for using basic attacks.

  • His best add-on got nerfed, and his special ability turns into him a fire hose attached to a cutlery store.

    Ooooooookaaaaaaaaaaaaaaaay....

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