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StibbityStabbity

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  • If we got a dude with dreadlocks and a very urban style of attire, I would probably main the hell out of him. Rap isn't my thing (though I don't mind it either), but the style definitely has an allure that is undeniable. Also, dreadlocks are just awesome.

    Okay, you can start denying it now.

  • If a Survivor teabags me, they better be able to back it up.

    If a Survivor teabags another Survivor that I downed, they just got a free escape.

  • @ProfGameAndTalk said:

    Douchebag Steve. I mean, it's in his name: Douchebag Steve. Especially when he gets that sailor hat on. Even douchebaggier Douchebag Steve. I should give him a name. Something like Tazerface Turbo Douchebag Steve. Hate that douchebag.

    He is no longer Steve in that outfit. He has transcended at that point. Transcended into a being of pure malice and ego. Loud, raging, confident, consuming all within its path. Steve died long, long ago. That is Scoops.

  • Ghostface because he always looks like he's meming.

    Blight, especially when they faceplant in rapid succession. Every bounce, in my mind, plays a "bonk" sound.

    Bing Bong, cuz Bing Bong. Bing. Bong.

    Whenever Legion hits and runs, I always hear them say "OOOH PIECE OF CANDY" and speed off for said candy. I also play Legion, and say that after every stab if I hear a heartbeat.

    Bubba just looks like a husky dude with a chainsaw. I don't find him threatening in the slightest, and actually find it kinda cute. Bubba is a good boi.

    Freddy is always a try-hard sweat factory.

  • Yaaaa, even small tight obstacles are terrible for him because of how slow he is. If Trickster aims during a loop he can't see over, he basically resets the loop for the Survivor and they can take him for a ride even longer. Furthermore, every 5 seconds you manage to avoid getting hit by his angry origami, the more he will have to use on you to down you. Simply looping him at ALL depowers him as long as you don't try to hide around low obstacles or give him a target for more than a second. Compared to Deathslinger or Huntress, he's much more finicky. Also, compared to Deathslinger and Huntress, messing up a loop against him is NOT a big problem so long as you only take a knife or two. Just running the loop well from then on will remove that mistake. Those two don't give you a lot of room for errors, Trickster does.

  • To make things harder on the Killer when trying to determine who is who. If everyone looks similar or the same, it can be hard for the Killer to determine which of those Neas he just hooked, and which one is going to jump out of his arms, look him in the eyes, pull out a glock, and shoot him dead on the spot.

  • @ItzPixelYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1994129#Comment_1994129

    Doesn't make sense to call him something just because an Add-on changes his power and like I said his power doesn't match his name. Might as well of called him Gambit or something. Cool stage name.

    Like I said, the name is technically also a reference to bring a trick shot with knives. I mean, if you don't agree with it, fair nuff, but it makes some sense.

    I personally like "The Idol" better, all things equal.

  • I mean, if you are looking for visual horror, I present the most horrifying thing in the game:

    Untitled Image

    Scoops brings the poops

  • Well, the name Trickster is not only his stage name, but also a reference to him being a trick shot with his knives. As such, I think that should have really been the focus on his ability: The ability to use the knife as normal, and the ability to make it ricochet at will. Make ricochets semi-auto, while the standards are the current auto. Since the ricochets require more skill, they take more time to "charge" and have a bit of a cooldown in between uses, but would benefit from doing much more Laceration. It would also fit his motif of showing off and wanting to prove how great he is by putting emphasis on skill shots.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1993731#Comment_1993731

    While it's true they corrected that aspect for the live release, as well as added the ability to break pallets with a rush attack, at the same time they Nerfed Compound 21 which people argued made him OP, and have ignored raising his PoV until this PTB, which will go live well over 6 months since his release. Basically because of Compound 21, People whined that blight was OP and it was nerfed instantly, whereas His POV height has been a lingering issue since his release, but only now is getting fixed. You see what I'm getting at here? Anything that makes the killer "OP" is instantly addressed, and anything that underpowers or hinders them in any way isn't worked on for months or even years.

    https://forum.deadbydaylight.com/en/discussion/comment/1993824#Comment_1993824

    Ghost Face's PTB had him revealed by survivors ridiculously quick and from across the map at almost any angle, and when he went into "Night Shroud" mode he emitted a 20m Loud "Spooky Wind" sound effect that basically was like the killer saying to all survivors within stalking distance "HEY! I'M IN STEALTH OVER HERE! DON'T LOOK THIS WAY!" Not to mention, his power recharge rate was almost 40 seconds at base, which when you added the latter 2 problems meant there was literally no point in using his power. Being that he's a licensed character, BHVR couldn't pass up on everyone avoiding to buy him, so they immediately went to work to correct these problems by live release, and only got 2 at first but the last problem 2 weeks later.

    Compound 21 was legit too strong. I love Blight. Other than Legion, he's one of my favorite Killers to play, and I adore actually finding a decent one when I'm Survivor. If they legitimately nerfed him into being a bad Killer, I would completely lose my #########, and I generally don't cuss on the forums. I'd be that passionate about it. Compound 21 was a bit much, and I don't think it was unwarranted to nerf it.

    That said, that hitbox fix for his Lethal Rush is what makes Blight who he is today. I cannot and will not undersell how strong of a buff that was for him. It may have been a fix, but looking at other Killers COUGHWEEZGASP Nurse THROATSOUNDSBRAP and how often bugs are simply left to linger and underpower them at times, fixing Blight for release was uncharacteristically sharp and quick for BHVR.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1992774#Comment_1992774

    I highly doubt he's gonna get buffed much. The trend with PTB to live seems to go:

    Killer is OP or features something OP in their Perks/add-ons = Apply a few nerfs within the first month - 6 months after live release until they feel balanced. (e.g. Pyramid Head, Huntress, Blight, Legion)

    Killer is underpowered = Wait 2-3 years to rework. (e.g. LeatherFace, Clown, Freddy, Plague, Wraith, Demogorgon, Trapper, etc)

    The only exception to this was with Ghost Face, who was so laughably under-powered in the PTB that no one wanted to buy him, so the devs did some small balance buffs right after release and then again a week or 2 later. Other than that, I can't think of a single instance where a killer was weak in the PTB, and buffed to at least Decent in less than a year, So yeah... I'm willing to bet that Trickster may get some minor tweaks to his mechanic, but nothing that will make him strong in any sense, at least not for another year or three after he's released.

    Blight was actually underpowered in the PTB on account of his hitbox being too wide during a Lethal Rush. As such, they skinnied it down a bit for release in order to let him more easily operate through doorways and around certain obstacles. The change bumped him from being "okay, not great" to being one of the better Killers in the game.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/1992769#Comment_1992769

    Iron maiden doesn't affect his reload btw. i tested it out yesterday,

    Very interesting. Thanks for testing!

  • @REL1_C said:

    I have already thought of a 4 perks to greatly counter the trickster, even if he gets buffed.

    Perk 1: Second wind - It takes ages for him to injure you if your movement is predictable, 20 seconds and a health state will be quite nice.

    Perk 2: Resilience - The killer capitalises on vaults, giving him a precise aim. If your injured then the extra vault speed will be perfect.

    Perk 3: Borrowed time - Borrowed time has never been so effective against a killer, this killer can simply M1 which obviously isn't too effective or take ages to use his daggers. Borrowed time and second wind don't stack so use borrowed time on another player.

    Perk 4: Smack down - Ironically, this is the only exhaustion perk I can see working. Dead hard isn't an option with his huge reach, sprint burst is easily countered. Balance landing could work but only on maps with a drop. Lithe is by far the worst, Head on is also pretty good but idk.

    You brought up Head On, which could backfire. He reloads at lockers, which means some might run Iron Maiden for faster reloads. This could make Head On detrimental to run against him. Sure, you get a stun, but now you need to survive the reveal. Admittedly, he's a slow killer. It might not be an issue. Just depends on the location and options.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1992465#Comment_1992465

    Number 3 is putting KI on deep wound survivors after he ends frenzy for a few seconds, not sure how it can be confusing.

    All these effects are triggered when you end frenzy.

    Mis-read that. My bad.

  • @AChaoticKiller said:

    I would add a reward system for getting multiple frenzy hits like this

    For each hit in frenzy you gain a token. Tokens are consumed when frenzy ends.

    1. Nothing
    2. Reduced feral frenzy fatigue
    3. Reduced feral frenzy fatigue and all survivors affected by deep wounds are revealed by killer instinct for 5 seconds.
    4. When feral frenzy ends you go into a fatal frenzy, your movement speed is drastically reduced for 2 seconds before moving at 5.2 m/s it then lasts for 8 seconds during which your attacks injure and down survivors, hitting survivors in this state adds 4 seconds to it’s duration. Survivors affected by deep wounds in your terror radius are revealed by killer instinct during this time.

    @CashelP14 huh ours are kinda similar but i feel that deep wounds just doesn't do anything to good survivors.

    Number 3 could be an issue. KI is how Legion determines viable targets to stab during FF. Adding KI on bleeding targets could quickly become confusing.

  • Ghostface is fine.

    I feel like Insidious could use some changes, though. Maybe the Killer would need to be out of LoS of a Survivor or require no Survivor within TR during the several second activation phase. It would allow sneaky set ups but not face camping.

  • @xiozen said:

    ...just watched a streamer using Trickster's Main Event to down a survivor who was at the exit (past the gate) but not far enough that when downed by Main Event they fell through the zone line so the killer was close enough to pick them up... but.... Main Event was still active when the survivor went down... and they crawled out... Main Event was still active as they crawled through the zone line... is that intended?

    That your Main Event PREVENTS you from picking up a survivor downed by Main Event.... sounds like a conundrum. Sad face.

    Currently, it prevents pick up. It also doesn't give the aimed speed boost (definitely a bug) . It also still goes through all of your daggers, you can just keep shooting past zero. However, that means you will need to reload right after. Don't know if that last bit is a bug, an oversight, or intended.

  • Nope.

    They are good for having strong moments, but other perks can offer more consistent buffs that may be preferable.

    My old build was BT, UB, DH, SC.

    Lately it's been BT, UB, SC, IS. If anything, this new build had been far better because I'm not planning on DH to help me, so I don't take as many risks. Also, IS can come in clutch.

  • Reduce his fatigue.

    Stop punishing his power when he M1s.

    Do a complete pass on his add-ons.

    The list for fixing Legion has basically been the same for months now. The same QoL fixes that would make them a solid mid tier Killer. Legion mains have given up on cool ideas to refine his core function and simply want some of his most punishing aspects softened. Nobody ever expects Legion to be good. Now we just want them to be average.

    In b4 new Legion nerf.

    Also, Deep Wounds is still boring.

  • This is fixed in the ptb now, isn't it?

  • At 11 hooks, the last Survivor would have 33% with a great skill check. If the other Survivors are dead, they won't be getting any great skill checks on a generator.

    For a solo Survivor, it's not a great perk.

    For more than one Survivor, however, the perk becomes much better. 4 Survivors left, 8 hooks, which is 24 tokens, would be 24% per Survivor. That's 72% of a gen done if all of them can use the perk on the last gen. To deal with pop, work on the gen without landing a great skill check and bait out a pop from the Killer. Remember that pop has a timer, and you can either make them use it or lose it. As soon as the Killer uses pop to get value from it, jump the gen. The first person to use the Perk then plays decoy and runs out to keep the Killer away from the gen while the others get their use out of it.

    Yes, the perk can be used very effectively and can be extremely punishing to the Killer. It just depends on the coordination of the team and how the trial is going.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990582#Comment_1990582

    But this killer has been on PTB for less than a day. You have to take into account the ever-increasing skill of players or else the killer will probably get overbuffed.

    The Lacerate meter isn't really a matter of skill cap, though. It's literally "Tunnel your current target or you lose progress". It has almost nothing to do with skill, and moreso the mentality that you NEED to stick to a target or else the knives you filled them with were for nothing.

    Are skilled players going to do better with Trickster? Sure.

    That said, even using the math of the Killer shows that the actual capability of the Trickster is kinda low. Crunching the numbers, you need to dagger spam a target up close for about 2.33 seconds in order to cause a single injury state. Alternatively, you could just M1 them. From a distance, each dagger has an offset based on the hand throwing the dagger, making consecutive hits harder. Every 5 seconds, the target loses a point from their Lacerate meter, meaning you MUST tunnel the target in order to make those knives count. If you M1 a target, all the knives you previously used were wasted, AND you caught up to them slower than you would have if you didn't use your ranged, because you have slowed movement while using your power. Yes, you can use them to force people around some obstacles, though Survivors will also learn that a simple counter to the Killer is to let them score a ranged hit if it means not taking a confirmed loss of a health state. Even with Ricochet, the ground is the only solid method of hitting where you mean to. That and straight walls, as you can predict the bounce. Off of rocks and trees, the trajectory is all over the place. The knives have a maximum distance of 128 meters, and do not gain any kind of damage bonus from... anything. Even if you trick shot someone (hence the name Trickster) from a distance, you will affectively do nothing unless you can follow up with another 7 knives within 5 seconds.

    Like I said, the math kinda goes off the rails as far as what the Killer has going against him. It's too bad, I like Trickster a lot, I just wish he did a bit more damage so it didn't feel like I was using water balloons instead of knives.

    There are a few scenarios where the power is good, but they mostly involve long, straight alleys (such as Haddonfield), or an abundance of chest high obstacles (such as Haddonfield). I honestly think this Killer was just made to do well in Haddonfield. What an awful world we live in.

  • @MadLordJack said:

    Maybe, if the ricochet deals half stabby damage than a direct hit. Good Tricksters would be honestly quite oppressive, but with a decent skillcap to get there.

    I don't particularly agree with this because of how quickly the Lacerate meter expires, though. You can easily lose a stab marker just chasing someone around a loop. You can lose it if they jump a pallet and you have a bad angle. People playing on PTB right now, with ricochet add-ons on, aren't finding it much easier to hurt Survivors. Currently, his powers damage is so low, ricochet would barely buff it enough to matter.

    NOW, if you wanted to buff his power to say 5 Lacerates needed instead of 8, then I could totally see bounced hits doing a bit less to make direct hits do more damage.

    As it stands, though, even if he was able to bounce daggers all over the map to the point where every inch of space that COULD occupy air was instead filled with a dagger, he'd still be the same as bringing a knife to a gun fight. And we all know who wins gun fights.

    Nea.

  • @panernaners said:

    https://youtu.be/fu0tDx0XaoI

    Oh god damnit now every one is going to think I stole this idea.

    I literally made that same comparison before you made this thread. It's not an unusual/unique comparison.

  • Nah, they just need to give Legion some QoL changes to make them less punishing to play. M1 needs to leave their power alone, and no Killer should DS themselves when they turn their power off. With just those two changes, as well as an add-on pass, Legion would be a solid mid-tier Killer, which is all anyone really wants anymore.

    Oh, and Deep Wound needs to not suck for all parties.

  • @beatddb said:

    So I've been playing with him for a bit now, and can't help but notice there isn't a single plus on choosing the trickster over huntress.

    Same movement speed, ranged attacks, reload in lockers, etc. Are a few of the shared features they have. However, the huntress have a few upsides over him:

    • Better ranged attacks

    Hitting a long distance hatchet with the huntress is great because 1) you show them who's the boss and 2) you injure them for one health state. With the trickster, however, if you manage to hit a long-distance blade you still need a few more to down them, making his long-distance control non-existant.

    • Faster downings

    In my games, it is WAY more easier to hit one hatchet than eight blades. To down someone with the trickster you have to land eight blades which, considering his accuracy and recoil, is harder than just landing a single hatchet.

    • More control

    The aiming action alone is enough to make survivors panic and change their route, good huntresses will aim to move survivors to empty spots on the map. With the trickster, blades don't feel threatening at all.

    Ok, I get that he has way more blades than huntress has hatchets, but I still feel like it's not good enough of an upside to choose him over her. I would consider it if he were a 115% killer, but right now he just feels like a weaker huntress.

    And of course, the trickster is just a newborn yet, so the things I wrote could be way off. Feel free to correct me.

    You're absolutely right.

    If his ranged was a bit stronger (5 hits to injure instead of 8 maybe), then his "quantity over quality" method might be a better trade off. I wouldn't mind his movement speed being 110% if his ranged actually presented a viable threat to Survivors, but they don't. Can you TECHNICALLY get 8 consecutive hits quickly? Well, yes, if you go by his attack speed. However, against a moving target that is actively avoiding you and breaking LoS, that starts to become a much taller order.

    If his Lacerate actually stacked and wasn't completely wiped out by an M1, then maybe the 8 hits wouldn't be such a big deal: Chase someone a bit and knife them up from a distance, squeeze in an M1 hit, and finish them off with the one or two remaining ranged hits needed to down them. Sadly, that is not how it works. Trickster is like a reverse Plague, where his damaging affect is lost over time rather than gained. This makes his power basically useless in any long-term strat for him: He either gets immediate value or none at all. This also makes misses less forgiving, as each miss is a chance for the Lacerate meter to start going down, making all the work he put in useless. Unless he M1s, which also makes the work useless. Or he switches target, which makes the work useless. Or someone body-blocks, which makes the work useless. The list goes on...

  • @TheClownIsKing said:

    Can nobody see how OP that would be?

    As it is, like Plague’s Corrupt Purge, Trickster already doesn’t need to stress hard about accuracy. Sure accuracy will serve him dividends, but “spray n pray” will serve many players just fine.

    Ricochet base kit will be too much.

    Except it won't. Plague isn't punished for hitting Survivors after puking on them. Trickster is. With Trickster, you HAVE to maintain you assault on someone and get them down a health state or else you have basically just wasted time. If they get away, Lacerate depreciates to eventually 0. If you M1 them, it goes immediately to 0. You cannot stack Lacerate over time. You MUST immediately make use of it or lose it. So the Plague comparison is not only not true, but in fact, Plagues ability is technically MORE forgiving and more capable of offering a long-term strategy.

  • @TheArbiter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990002#Comment_1990002

    If your teammates get to nine hooks I don't think you are worrying about gens at that point lol.

    If it's the l last gen on a 3 gen setup, that could be the winning play.

    I DO think the Perk is situational, but not bad at all.

  • @Crowman said:

    I would rather keep him 110 and make his power better. Because honestly have a 115 killer with a power you would rarely want to use over your basic attack isn't that exciting.

    I'd be all for that. The current combination, however, is woefully underpowered. 8 hits to tick a single health state against a target that is actively trying to get away is rough enough. Then the Lacerate meter goes down if you melee hit them (which would make sense if it was stronger in the first place) or if they get away and hide long enough... which they will, because downing them with Lacerates currently isn't that viable on account of how weak they are.

    As it currently stands, they either need less hits to cause a loss of health, faster movement, Lacerates that aren't penalized by melee hits, or a combination of these things.

  • Yup.

    • Currently too slow considering how weak their ranged attacks are.
    • Getting an active Survivor down one health state takes far too long.
    • Resetting their Lacerate meter on M1 hit sounds good on paper, but is honestly almost Legion-tier bad (I would know as a Legion main).
    • Their aim speed for their knives is too slow for how little damage they do (the amount of times I melee lunged when I was trying to use range was silly and completely detrimental).
    • Showstopper, the Perk, does not seem to consistently work.

    Yes, there are add-ons that assist with some of these issues, but a Killer should be designed to function fairly well without add-ons. This Killer is, so far, extremely add-on dependent just to be threatening.

    I said in another thread that they feel like a Huntress and Plague hybrid, but without Huntresses power and less forgiving than Plague. Currently, I stand by that assessment.

  • Honestly, he feels like a mix of Huntress and Plague, but with none of Huntresses power and far less forgiving than Plague. When PLAGUE feels like she has more power than a new killer, that's an issue.

    I tried him out in the PTB because I was really hoping he'd be fun, but he felt worse than learning Plague for the first time.

  • @Rivyn said:

    Just wait. One month after drop you'll see a streamer find a lovely combo, then the threads of 'TRICKSTER OP, NO SKILL, NO COUNTERPLAY, ETC PLZ NERF,' will pour in. Then the devs will slap a one second slowdown between aiming, lower his base knife count, and call it a day.

    He already kinda has that. Several times, I tried to hold M2 then M1 to use his ranged, and instead I got a melee lunge. So ya, there is already a notable timer for him to ready his ranged attacks.

  • Hmm, good idea. Maybe they could look at Ichi the Killer? A colorfully dressed mad man stabbing people to death with throwing needles...

    oh wait

  • So, it would let Survivors crawl off into the horizon while the Killer tries to hunt down the person that was going to go for the flashlight save and punish the Killer for not wanting to get blinded?

    Nah.

  • Swarming around me like angry bees because they just got unhooked and want to get some value out of BT and DS.

    I know you have BT. I know you have DS. No, I don't want to hit you, I want to hit the person that saved you. Go heal or something. Ask that person out on a date that you keep eying out. Do your homework. Clean your room. Feed the neighbors you have locked in your basement. Just stop trying to get hit.

  • Nope.

    Strong, but not OP. Very well designed and fun Killer.

  • Survivor: "Play a real killer, like Spirit."

    This was after I 4Ked with Clown back in October.

    Killer: "I'm old enough to be your dad."

    I asked a Bubba why he proxy camped me.

  • Iron Will is pretty strong.

  • @Dito175 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982787#Comment_1982787

    But does nea really needs a gun to do all of that stuff?

    Nah, she'll just unhinge her jaw like a snake.

  • @mylesmylo said:

    Almost 5 years of dbd and people are still going on about tunneling? Some people are going to tunnel, that's just how it is, nothing is going to change it. As much as its bloody annoying, its 5 years, just gotta deal with it.

    Did you read the first post? This thread probably isn't what you think it is.

  • The Entity would give Nea a gun. She would first shoot all the other Survivors. Then, she would hunt the Killers. You play as all of the Killers, and get systematically hunted down, shot, tortured, and consumed by her unending hunger for pain and suffering.

  • The same old tactics still work against Clown. Pre-drop pallets, don't try to loop him, keep as much distance as possible. In order to get the most out of the new bottle, Clown is expected to use bottles more often, which depletes his ammo faster. As such, a lot of people just treat his buff as just improved reload speed, which IS nice. While Clown CAN use the bottle to make a few hits he might not have been able to before, it's a marginal improvement at best and still requires that he use more bottles per chase. His resource management can backfire if its not handled well.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/231024/sorry-for-tunneling

    I love this so much. You’re most certainly forgiven.

    Forgiven? By Nea?

    I think not.

  • Fair? Eh?

    Balanced? No.

  • @Phasmamain said:

    I’d rather they put the time into making the perks good for a long time

    The theory behind this is that it would do just that. Changes that make bad perks good while not showing any issues of being overpowered could make them eligible for a permanent buff.

    The whole system would basically be a way for testing changes that could become mainstays in underpowered or under-utilized perks.

  • Well, we know it's getting an animation, so that's a thing.

    My guess is 5-10 seconds of opening it. They might include a skill check for some reason, but I kind of doubt it. It'll probably be like cleansing a totem, where it starts over every time you let go until it's open. I also wouldn't be surprised if they added a perk that gave aura reading to a revealed hatch.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/231024/sorry-for-tunneling

    My only gripe is is paragraph 8 i would have gone with strike of decisiveness, but in all honesty, Bravo made my day.

    Take my upvote and hold it up to the gods for all the world to see and revel in, The Tale of the strike of descision, and the humble Blight.

    My mind was running on fumes towards the end. I normally try to be "To the point" and not so flowery, so this was an exercise.

  • I don't like it, no, but if my life is anything to go by, it's basically all I have.


    Oh wait, you meant in the game?

  • @panernaners said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981621#Comment_1981621

    oh ok so like a skill check or like a quick time event? Yeah that's a pretty good Idea I thought you just meant they would automatically dodge if the killer swings.

    Well, they would activate the ability, and the ability would give a "Dodge State" on a timer. Think of it like current DH, but you don't actually speed up UNLESS the game specifically detects that you used it to invalidate an incoming attack. If you use it and no attack comes in, the timer would run out, and the ability would be "used" the same as normal but without a speed boost.

    So ya, it's basically just current DH but only gives a speed boost if a "hit" was detected during the i-frames timer.

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