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If it'll disincentivize you from DCing...
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2013500#Comment_2013500
So should I be out here reporting every survivor who DCs for hatch? Cause that’s heavily abused and been in the game for years now.
No, because the devs have already said they have a system in place to punish DCers.
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You blame the person who exploited the bug?
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/2013078#Comment_2013078
I remember a while back i had a game where 3 gens were done and the killer (legion) got stuck inside a pallet. He didnt dc so me and my buddy stayed with him vaulting through him and getting hit and healing so he could still get bp while the 2 solos were doing gens. He was a trooper so we did what we could to help him out, had a nice chat after the match too.
That is a noble act, and I salute you for it.
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Please don't DC unless you have either an IRL situation that needs your attention or are actively trapped due to something like a gamebreaking bug. Thank you.
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I mean, I support hiding all names pre-lobby.
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The Trunchbull. 😋
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I think a few Killers would suffer from the loss of element of surprise (Myers, Wraith, Ghostface, Pig to a much lesser extent), and a few other Killers (Hag, Wraith AGAIN) would get screwed over hard by bringing in certain items.
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@Masterninja said:
Incorrect and nope.
With my change I not only buff the way it actually works, you can also combine it with:
Deja vu, detective hunch, better together, dark sense, alert, breakdown and buckle up.
I'd rather it be 16 meters as someone who uses Detective's Hunch. Duration means nothing to me if I just bring in a map.
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There's one other factor to consider that has not been mentioned:
With this idea in place, not all Hex perks necessarily need to be deactivated by hitting ALL the totems. Hypothetically, in addition to having Hex perks that need all five totems cleansed to shut off completely, you could have some Hex perk effects (stronger ones, most likely) scale down faster so that it takes less totem cleanses to shut it off completely (or possibly be weakened enough that cleansing the remaining totems is no longer necessary). The important thing that this idea enables is the ability to use "number of remaining Totems" as a knob to fiddle with to get the balance right. No longer would Totems have to be a wonky all-or-nothing balancing act of "It needs to be strong enough to warrant the Hex totem downside but not so strong that it obliterates teams who can't find one single lit totem."
Screw it, I am 1000% behind this idea.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2011035#Comment_2011035
If you want to make hex perks more consistent there are better ways of doing it, such as a hex perk doesn't appear as a hex until all survivors are cursed by it, totems only appear in the game after maybe a minute or 2, etc. Having to cleans multiple totems just to dwindle down the perks effectiveness would just be another chore for solo survivors and that was shown with Undying at its peak, sure it was good against sweat squads but absolutely overkill against Solo Q. If we bridge the gap between Solo Q and SWF then this idea might be considered, but as the game stands right now, no.
There are some key differences between this idea and Undying, though:
1) Cleansing the wrong Hex totem with Undying would accomplish absolutely nothing, whereas cleansing a Hex totem here would accomplish reducing the effectiveness of a Hex perk
2) Cleansing one Hex totem would affect ALL equipped Hex perks, not just one at random like currently. This means that on the Survivor end, they don't have to pray to Jesus that the perk they are cleansing is Devour Hope and not The Third Seal.
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@WeenieDog said:
what is this obsession with making hex perks consistent?
I thought the whole gimmick was that it's supposed to be powerful but can be taken away at any time. I think one of the bigger problems with hex perks is that some of them don't do anything worthy to be hex perks in the first place. I'd rather see the weak one get buffed in some way than to have them last forever.
I believe the premise of Hex perks is fundamentally flawed because of the lack of consistency.
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@Mandy said:
Camping/Slugging can be classed as a game mechanic, the same for survivors body blocking a killer from hooking a survivor - it's not "toxic" it's purely part of the game. There's penalty for killers with regards to emblems who decide to stay near the hook, but there should not be a way to stop them playing the game, as they are not breaking any game rules.
Out of curiosity, what's the verdict on a Survivor intentionally standing in front of the last Jigsaw Box to prevent their teammate from getting the Trap off? I had a game against a Survivor who admitted to doing so in post-game chat.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2010793#Comment_2010793
Genuine question: is it really fair and balanced that not every strong thing has a drawback? And why?
Perhaps the lack of a drawback is what makes them strong, and adding a drawback no longer makes it strong?
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Eh. I guess this stifles random key escapes to an extent.
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@IronWill said:
Ok so let me get this straight: survivors suiciding or giving up against certain killers is bad but killers lobby dodging for whatever reason isn't?
Both are a no-no IMO (except for when a player leaves the lobby because the ping is horrendous).
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All I can do is shake my head disapprovingly.
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You want DS to be way way better than Unbreakable, an already meta perk?
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2009310#Comment_2009310
Literally in his power description it says, "Movement Speed does not slow"
"Movement speed does not slow while in the Throw State."
According to the wiki, his movement speed decreases while in the Throw State depending on the number of knives thrown, down from the base 3.6 m/s to a minimum of 2.6 m/s after 30 blades. Using Main Event will keep him at a constant 3.6 m/s.
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@Thatgurl_again said:
https://forum.deadbydaylight.com/en/discussion/comment/2008354#Comment_2008354
But the trickster can throw faster than huntress
You are not wrong, but that does not mean Trickster can knock off a health state faster than Huntress.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2009207#Comment_2009207
It is supposed to make your movement speed stay at 110% but instead it still makes you slow, as well as it is supposed to give you unlimited knives but it still uses them up, it is only infinite once you run out
What it does, from what I am reading, is keep your movement speed at 3.6 m/s while throwing a flurry of knives instead of gradually slowing it down to 2.6 m/s.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2009108#Comment_2009108
What part of the Tricksters power tells you it is meant for zoning? The fact he has laceration shows that he should stack damage and be a ranged attacking killer. Deathslinger can technically zone very well as well, with his ads making survivors run where you want. Huntress can do this as well, actually a lot of killers can zone with their ability, doesn't make them zoning killers. And making Trickster a better ranged killer actually wouldnt be harder, why would you think that at all lmao. All he really needs is some number changes and that is about it, make his knives take a little less to injure and most importantly, make laceration longer before decaying or make decay take longer. Also fix his Main Event as it is currently just broken and bugged. But making him 115 and making the power more for zoning WOULD be much more work, because you are changing the entire foundation of the killer. Simply buffing parts of his kit is easier. Dont know what else you thought I meant, because that is all he needs.
His main event is not bugged, I believe. It isn't meant to make the Trickster move faster. It just makes it so the Trickster's movement speed does not decay while throwing knives.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2008886#Comment_2008886
That is exactly what I said, they are killers with strong powers but weak map pressure. Some characters have amazing map and gen pressure, some don't.
That's a problem considering that map pressure is probably the single most important part of being a good killer.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2008829#Comment_2008829
It is not like every killer needs extra mobility of some sorts. Huntress and Deathslinger both have trouble with map pressure, but their power makes up for it in the chase. Trickster needs his chase to be much better and have better potential and he will be fine, not every character needs to be a spirit or freddy.
Deathslinger isn't good, though. Largely because he can't pressure gens. Even Huntress isn't THAT good for the same reason.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2008818#Comment_2008818
The point of the post wasn't that he should stay as he is, I was stating that making his movement speed higher isn't a fix to his kit. His power is what needs fixing.
Here's how I see things: If he stays at 110, he is going to always have a hard time with gen pressure, which means he will have to have explosive chase potential to make up for that. Possibly to the point of chases being unfun. I think it makes more sense to give him SOME form of extra mobility in order to allow him to be more viable without having to just make him godly at chases.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2008768#Comment_2008768
But i mean, he wouldn't need drastic changes to his power, and him losing laceration during a chase is due to a bug, because that isn't what they intended. Honestly, something that would buff him exponentially is just to make him only take 7 or 6 knives to injure, and fix the laceration to work how it should, and maybe make it where while you are injured, only healing can remove laceration. Its not the speed that is wrong with him (while that is a problem with him at his current state), it's his power that is not the best and that is what should be improved to make him more in line with the other ranged killers. Other than the obvious comparisons, I really think Trickster is almost supposed to be the legion of the ranged killers and I hope they adjust his ability and fix it to work as it should. They don't have as much to fix as they did with the twins at least.
him losing laceration during a chase is due to a bug, because that isn't what they intended
Source?
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2008401#Comment_2008401
You act like Trickster can't down with his knives. I honestly feel like I'm talking to a brick wall rn
Oh, he certainly can. Just not at a loop. Which is probably the most important place for a 110% killer to have SOME answer to.
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@voorheesgt said:
110 is to compensate for distance of ranged attacks.
It's not like Trickster actually can reasonably injure someone from THAT far away unless there's NO way to block LOS, though.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/2008354#Comment_2008354
PH is not long range and you can dodge plague vomit if you're farther than 10 meters bc it's SO SLOW.
It's not as long range as DS or Huntress, but it is still able to hit someone from the other side of a loop/pallet. That to me is enough to count.
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@Clevite said:
I understand this. And everyone can play how they wish. But you can also play in a way that is more sportsmanlike than other styles. I recommend playing both sides and playing how you would hope the other side played towards you.
I mean, if you play this game long enough, eventually 4ks and 4 man escapes are going to happen so often that it is fun to play with out those outcomes being your only definition of a win. Tunneling and camping for the 4k or gen rushing for the 4 man out, is not as fun as an interactive game with lots of points where maybe it is a 2k /2 out game.
But, granted, this probably takes a switch in one's mindset and win definitions.
I am trying to play both sides, and all I care about both sides are the 3k/3-man escape.
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@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/2008410#Comment_2008410
Possibly. But it's my feeling the power of Main Event is what's sticking his speed and 8 hits where it's at.
Frankly, he feels like he should be 115 like Plague, as his power requires multiple hits to be effective like hers. And arguably, she has the better power anyway. There's no way Main Event is anywhere near as good as Corrupt Purge
Again, re-adjust his Main Event if need be.
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@FrenziedRoach said:
Trickster is kind of stuck at his 110 speed because of the way his power works. And I'm not talking about the 8 hits, I'm talking about when he can go ham and just spam knives.
It's that flurry itself that's keeping the devs from giving him less than 8 hits or giving him 115% speed IMO.
My hopes aren't high with this killer. He's going to end up being just another mid/low tier killer that's hardly played unless his kit is redone.
Can't you just adjust the Main Event to accommodate for any potential buffs to his movement? Kinda like how they adjusted Combat Straps to accomodate Pig's crouch/uncrouch speed increase?
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2008371#Comment_2008371
Ok and it takes about, four seconds to hit eight knives on a survivor if you catch them in a spot beneficial to you, about 10 if not beneficial to you. With the only penalty being slower movement speed whilst holding knives instead of your m1. But it takes only common sense to realise you shouldn't be holding your knives around a loop like Huntress shouldn't hold her hatchet round loops.
Huntress can injure someone at a loop with a well-timed hatchet. DS can too (though actually downing is harder). Trickster is more often than not stuck as a 110% M1 killer at a loop.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2008363#Comment_2008363
Ok, and? Huntress and Deathslinger have much stronger punishment for missing a shot/hatchet.
And a much higher yield for hitting, which you should be doing more often than not.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2008354#Comment_2008354
And after about an hour playing him this becomes incredibly easy.
Edit: wrong person
Edit 2: not wrong person I'm just dumb
It's still less efficient than Huntress/DS. That's the problem.
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The difference is that Huntress/DS only need one shot to injure someone. Trickster needs EIGHT. Also, Pyramid Head.
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@JasmineDragon said:
I hate how there is this split in the community. A lot of people try to defend toxic behavior and then the other half wants to defend the morally good play. I will say, not only does playing "fairly" create higher scoring games, quicker pips, and a better experience, but it teaches you to be a better player. You learn sooo much more about how to pressure gens and outloop survs. These people defending the toxic play as "just a strategy" seem to have such a bad understanding of chasing and pressuring. Its kinda a shame that this is even a discussion we have to have, if the devs rewarded the more optimal play a bit more I feel like we'd have a better current game state. Like if hook proximity slowed down sacrifice time, or if EGC paused for like 10 seconds when someone is hooked. Idk it just feels like more can be done to encourage people to learn killer properly
I'm more than happy to play fairly before the gens are done. All bets are off once the gates are powered.
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@JasmineDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2008242#Comment_2008242
what other point do you want? I already listed every relevant thing and their response was "yea but I wanna be right"
If you can get more hook states AND more kills through a non camping-tunneling play style, how is that not objectively better for both yourself and the community? What exactly is even the argument here?
The argument is that all bets are off once the Exit Gates are powered. Duh.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2008203#Comment_2008203
I have no idea what people like that are getting on with.
It's beyond cringy.
Always amused at the attempt to pull rank that always and literally goes nowhere every time it is used.
:3 face was the cherry on top.
I guess that's what it looks like when people run out of relative points...or you don't hold W after hooking someone in the basement endgame.
I'll gladly take the L. All Survivor gotta do is walk out the Exit Gate without the person in the basement. After all, they not entitled to a 0k. :)
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@JasmineDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2008188#Comment_2008188
Im sorry I forgot that being at higher ranks makes basement camping impressive. My bad. Im guessing what, 10k bp and a depip from your 5 hook game?
Black pip, thanks to all the extra hooks. :3
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@JasmineDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2008152#Comment_2008152
sounds like you got your ass kicked by some low rank survs and that was your first hook of the game :3
Nope. I did only get a few hooks before that point, but this was all in red ranks. ;)
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@JasmineDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2008084#Comment_2008084
i stand by my previous message. This is unfun, and quite frankly unearned. You've gotta learn to be at least decent if you don't want to get destroyed as by even somewhat decent survs. You'll keep losing, they'll keep getting those 4 man escapes. :/
I said you have to take your Ls, but I never see a game where 1 or 2 people don't die on third hook. I know rank means little but if two people get out on death hook, I had a bad game and 10 total hook states. A good game is 12 hook states. If I got a 4k with 4 hooks, god Id feel like #########
Oh, it feels pretty earned to me. As far as I can tell, they made the conscious choice to come back for their fourth, and I 100% capitalized on that.
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@JasmineDragon said:
As a killer main, and i mean this in the kindest way possible... git gud?
Memes aside, you always have better options. If you lost that badly, try to hook them deeper, you might be able to get someone as they go for the save. And if you ARE trying to just secure that kill, push the other people out. Go to the door and MAKE them leave. Game ends faster, you dont sit there losing points to hook prox. If you lost a game, you lost a game, oh well. We can't win them all, no matter how good you are
I've turned losses into wins by camping the basement after the last gen was finished because Survivors were desperate to secure that 4-man escape. The salt is always delicious.
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Clo-
@GodLikeTerror said:
My boy clown is the best final girl. There is no doubt about that one.
Goddammit, you beat me to it.
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All Killers are supposed to have the standard number of add-ons (4 Commons, 5 Uncommons, 5 Rares, 4 Very Rares, 2 Ultra Rares). Huntress currently has 4, 7, 5, 3, 1 of the respective rarities. So naturally she's going to have some of them altered to conform to this standard.
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Because the game doesn't bother to explain what a win is, so people have to set up their own personal definitions.
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I wish I had bothered to unlock it for Jeff so I could use it with the glass bead and pretend I'm Jesus.
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@Boss said:
IF we think of the same comment, then you should edit your post.
It wasn't about immersed players, it was about those that do everything in their power to hide & delay.
Immersed players are very different, they actually try to play.
I myself am all for an overall time-limit on trials, it just has to be forgiving.
I always imagined that it could start at a lower amount, and each Generator increases it, then the whole timer gets replaced by the EGC timer once that one activates.
Hmmmm, that is an interesting implementation...
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@RoachesDelight said:
https://forum.deadbydaylight.com/en/discussion/comment/2006368#Comment_2006368
The problem with that is majority of the time you don't know why that person left. There's multiple reason why they may have disconnected that's completely out if their control but they're immediately deemed a rage quitter with no actual evidence to support the fact. I've had somebody message me before profusely apologizing over the fact they got disconnected because their power flicked, but guess what? They still got abused and called ignorant things because for some reason people need to feel mighty and superior in a video game world and live in a self-centered reality.
Context is usually a good indication. If someone leaves shortly after being downed or after being hooked, they're probably ragequitting. If they randomly fail to struggle in the middle of the struggle meter while the Killer is not nearby, their finger probably slipped while mashing the button. If they die on hook when there's only two people left, they're probably trying to give their teammate a shot at the hatch. If they just randomly DC for no apparent reason, their game probably crashed or they had some situation that needed their attention.
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@RoachesDelight said:
https://forum.deadbydaylight.com/en/discussion/comment/2006334#Comment_2006334
Yes that's my point. I don't have a problem with the fact that there's a penalty in place. Personally I've only seen it around a 3 minute penalty, so idk if it goes up based upon how much you disconnect and that's why people complain or how it works exactly. What I have a problem with is the fact that there's a moderator sitting here essentially calling people rage quitters and telling people when they can and can't stop playing the game. That's not what a moderator does. A moderator should explain why they're is such a system in place and what their objective of using the system is and be a neutral voice of reason. Not to comment on a post and tell people they don't have a good enough reason to "rage quit!!!!"
I support calling out ragequitters, though.