TWiXT
TWiXT
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@MadLordJack said:
The mechanic exists as a failed attempt to balance the sheer number of projectiles he throws, not to be accurate to real-world physics.
Yet as I've mentioned in a previous response, the devs seem fine with keeping the physics behind the projectiles themselves (the arc) somewhat realistic, so why can't they at least do this much for the physics behind rapid throwing?
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@Blindninja80 said:
https://forum.deadbydaylight.com/en/discussion/239580/bhvr-doesnt-understand-physics-trickster
If they completely took the recoil away he would be too strong honestly
I'm not saying they should take it away, I'm saying that they should change its direction!
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@MeltingPenguins said:
Replace the recoil with a stagger as if he's stumbling forward cause he's more show-off than precision you mean?
Yeah, what the other's said, this seems a haphazard attempt at balancing, like, eesh, is there anything done right with this killer?
Not a stagger, more of his vision moves downward and towards the middle, or slightly off center from the middle either left or right, not up and to the left or right as he is now as that makes 0 sense when it comes to throwing objects, even ones as light as throwing knives.
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@Deadeye said:
the argumentation is kinda flawed. if the law says everything, then it means everything. you could also say the "as that's what happens when you Catch an object" part about a gun shot. action and counter reaction when shooting, action and counter reaction on landing. when you accelerate the knife, you get the "feedback" or counter reaction back into your hand. try throwing a knive over 10+ meters but instead of holding the handle you hold the edge with the tip against your finger, and then tell me again about "no reaction".
basically it is just kinda stupid to call it recoil. just think about it as worse aim when trying to throw faster. you can take your time to aim or you can just spray and pray. when throwing 3 knives per second I'm pretty sure 99% of all people will have a worse aim compared to one throw per 3 seconds.
No the Reaction is simple, the weight of the object adds to the force you apply to the throw in the direction you are throwing it, which continues after the object has left your hand until met with an equal amount of resistance. This does not translate to the object applying an opposing force to the throw, just that whatever kinetic force you put into it continues in the direction you hurled it. I was stating that they took the saying too literally, just like you did with this comment, so my advice to you is to prove this theory wrong: go out, grab a hammer, and perform an overhand throw as hard as you can on open ground, and tell me how much your body was tossed "backwards and up" from the attempt.... go on, I can wait.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2073874#Comment_2073874
isn't the entity's realm some alternate dimension?
You can fall from a great height and not get hurt
physics can be wrong it's all about perspective reality.
And yet, Plagues Barf, Clowns Bottles, Huntresses hatchets, and even Tricksters' Knives traveling in the air have somewhat realistic arcs to them. As I've previously stated, I know this is a game in a fictional universe with Fictional characters and all, but if they are gonna to keep the physics of the gameplay remotely consistent then they should at least TRY to get this much right. Either that or change his animations from an overhand throw to an underhand one, then at least the recoil would make more sense because instead of throwing his arms in a forward and down motion, he's swinging them forwards and up.
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@mintchapstick said:
Are you saying his arms AREN'T guns?
Truth be told, they might as well be... if we're talking bb guns.
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This isn't even about how bad his recoil is, just that the recoil exists. They could've easily had the momentum of the throws going in the opposite direction for the same amount, and that would've been more accurate physics wise.
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I Dropped from rank 2 to 7 in just 2 days of playing him for roughly 13 hours combined, came to the conclusion that I actually do better with him If I just avoid using his power until certain niche situations arise, because using his throwing knives amounts to all hinderances, and little to no advantage much less reward.
Reference: https://forum.deadbydaylight.com/en/discussion/238914/day-2-of-trickster-and
At least now that I'm rank 7, I'm having a blast with the other killers I play since matches are far less sweaty and frustrating, so at least he can be useful as a way to purposely de-rank to the less stressful ranks while having a little fun. I'll play my normal killers until I reach the sweaty ranks again, and then just play Trickster for another 13-ish hours to de-rank.
Edit: Also OP, There's no better data for the devs to gather than people refusing to buy or play the Trickster. If this chapter goes down as the one least purchased, and with a killer that's the least played (beating out plague) then that's a real hit to them financially. Nothing would motivate them more to make an effort to improve everyone's opinions of the Trickster than the loss of money and reputation due to negative feedback about him. On top of that, If the people who bought him simply don't play him, that cements the message the community is not happy with this chapters release. If I were devs facing down that kind of scrutiny from the community leading to higher ups in the company demanding correction for this problem, I'd get right on it before everyone forgets the Trickster even exists.
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Anyone else feel like the throwing knives should have been a deck of Playing Cards? I've seen videos of professional Trick card throwers embedding the cards into vegetables from 20ft away, so they can do damage. Sure the damage amounts to little more than paper cuts, but then again, so do these "Knives". Just a thought.
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Anyone else feel like the throwing knives should have been a deck of Playing Cards? I've seen videos of profession Trick card throwers embedding the cards into vegetables from 20ft away, so they can do damage. Sure the damage amounts to little more than paper cuts, but then again, so do these "Knives". Just a thought.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2066984#Comment_2066984
I love how a fundamental right that all Americans have is somehow construed as being "political"
Well, To be Fair... BHVR is based in Canada.
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Mewling Quim
Old timey way of calling someone a "whiney (slang word for female genitalia)"
Fun fact, Loki called Black widow this very thing using these words in the first Avengers Movie when she was Reverse interrogating him. It's funny to understand this translation whenever you watch that scene, and know they only got away with it because the masses didn't know what he was saying.
edit - Oh wait, you meant non-offensive things... sorry. Well still, this is offensive, and not blocked so go nuts using it guys.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2066944#Comment_2066944
You have every right to ask for and demand a buff. You paid for this, the killer is simply not viable and therefore not playable. We're used to trash killers and weak killers but there are genuine infinites against Trickster. The state he's in now he is absolutely not a playable killer.
Like I said. Asking for them to buff him will fall on deaf ears because:
- Only Killer Players are complaining atm.
- Only survivor players are Ok with how he is now because he's "fun" to play against.
Survivors mains outnumber killer players by a heavy margin, and BHVR have proved time and time again that they will listen more to the requests of the masses than the minority. Take for example - Spirit's Prayer Beads add-on; It used to silence her phasing sound altogether, and within just 3 weeks of her release, that got nerfed. Or Legion, 3 months after release, nerfed to the point of being almost useless. Compare that to how long it's taken them to Rework or Buff Freddy, Clown, Wraith, Trapper, Leatherface, etc... Chances are because this is only Day 2 of them getting feedback from us about Trickster, they aren't even looking at our posts anymore.
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@StarFire112 said:
https://forum.deadbydaylight.com/en/discussion/238914/day-2-of-trickster-and
The devs have 2 braincells in total shared between all of them that are competing in a deathmatch.
Dont expect any changes soon.
Sadly I'm expecting him to go the way of Clown or Freddy. 2-3+ year wait before a "rework" is done because only killer mains complain about him being underpowered, and survivor mains don't complain because its "fun" (translation: easy) to play against him. I'm not asking them to make any changes to him, nor am I expecting any. I'm just expressing my overall experience trying to "git gud" with him thus far. I guess it doesn't help that I started in the red ranks (now purple 7 and a half thanx to the many losses), but If after playing him for a week or 2 I manage to hold my own in those ranks playing him, then I'll at least believe he's kinda "decent", otherwise, like the old mori's, I'm just gonna use him to de-rank on purpose if I find myself getting too frustrated in the high ranks and just want to have some fun and casual games again.
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@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/comment/2061980#Comment_2061980
Nurse yes, blight no because his rush attack doesn't make use of the exposed status
Can confirm, Nurse + Starstruck is really effective, the only problem is that if you don't have any tracking perks that reveal nearby survivors locations, you'll never know exactly how many survivors have been exposed. For example, I used it on nurse with Infectious Fright, and Spies from the Shadows, this gave me warning for most of the times that survivors were near enough to get hit with starstruck and the general areas I needed to pursue them in before the exposed effect wore off. It was really gimmicky but once I started chain downing survivors after a hook, they were forced to adapt by staying as far away from me as possible after downing someone. Being Nurse and not having to worry about an instant unhook, or any body blockers was quite nice.
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His heavy breathing masks survivor breathing completely, and muffles their footsteps, grunts of pain, etc... it really needs to be turned down.
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I stopped using his power altogether in my last match and actually did Better than all the previous matches using it... let that sink in:
Choosing to be a 110% movement speed killer using M1 attacks only is literally better than using his throwing knives!
The only situations where his throwing knives have ever been useful is on a small pallet loops that he can throw over, and the survivor chooses to stay at it instead of running away. Otherwise, I see no reason to use his power at all.
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@Mr_K said:
Everyone loves a squeaky toy.
Admittedly, Smacking Feng for Squeaks is one of my guilty pleasures in this game.
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SPIRIT
Blinding the Spirits Husk works to blind her where ever she is while phasing/haunting.
PIG
Make the Ultra Rare add-on Rules Set No.2 (hides Jigsaw box auras for survivors until their RBT is activated) part of Pigs base kit, and replace it with:
Heart Monitor Trigger (UR):
Reverse Bear Traps now activate without a timer when a survivor with one is unhooked. If a survivor with an Active Reverse Bear Trap is Sacrificed, all other active Reverse Bear Traps are Triggered.
Tremendously increases Jigsaw Box Search time. (+8 seconds)
Tremendously Increases Jigsaw Box Skill check Difficulty. (-20% skill check success zone)
Removes all Great Skill Check Success zones from Jigsaw boxes.
"You are not a good listener. I think you missed the part that if he dies, you die." - Amanda Young
TRICKSTER
Throwing knives Ricochet by default but hitting a survivor with a ricochet shot does only 50% laceration damage.
Trick Blades Add-on altered to allow throwing Knives to ricochet 2x, but adds 50% damage to the first ricochet, and 100% to the 2nd, Meaning that 1 ricochet shot is the same as hitting the survivor directly, but hitting the survivor after 2 ricochets doubles the damage. This is meant to add more skill in trick shots and allow a greater reward for landing them.
TWINS
If Victor is past a gates threshold, the escape zone is blocked for all survivors, whether he's currently attached to one or not.
If Victor is crushed while controlling Charlotte, she gains a 5% movement speed bonus for 10 seconds.
Cat's Eye add-on upgraded from uncommon to Very Rare, Makes Victor completely silent unless charging a pounce or pouncing.
Rusted Needle add-on changed to cause Hemorrhage effect as soon as Victor latches onto a survivor, and add Mangled after Victor has been crushed by the survivor.
EXECUTIONER
Rust Colored Egg add-on changed to "Considerably (.5 seconds) reduces the cooldown of Punishment of the Damned."
Crimson Ceremony Book add-on changed to Survivors affected by Torment Tremendously suffer from the Hemorrhage Status Effect regardless of their health state.
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@PureHostility said:
https://forum.deadbydaylight.com/en/discussion/comment/2046927#Comment_2046927
That would be even more clunky than some people consider it right now. On top of that, due to weird hit boxes on certain objects, as that would probably be used for tracing your line of sight, I guarantee you, it would be billion times worse.
It works just fine right now, besides some weird percentages of people who cannot hold GF around middle of their screen without blocking their Los with their own character.
I don't really see it that way tbh. Yes, there are some objects the killers stain currently shines through, but because of this change, those would also have to be dealt with properly. On top of that, It makes the whole reveal mechanic more fair for both sides: Survivors can't reveal GF without exposing themselves to being stalked by him, and GF can't stalk survivors who are obstructed by objects. Currently, this is not the case, as any survivor can and do often reveal him from behind cover without ever presenting a target for him to stalk. It is admittedly bad on the reveal side because the survivors own model can block the reveal, but if this were in place, then they would never have to worry about that. I'm talking about an invisible Flashlight beam that extends 32 meters, and is as wide as 2/3rds of the center of the screen starting at the survivor models head! This would not only emphasize the add-ons he has that reduce range of reveal, but also the ones that reduce how much he is exposed before being revealed. However, it does come at the risk of exposing oneself, but to me, that seems like a fair trade for his mechanic to be honest.
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Top:
Doctor
Plague
Legion
Huntress
Pyramid Head/Executioner
Least:
Shape/Myers
Trapper
Clown
Nurse
Billy/Oni
I know what you're thinking... Why? The top ones have map control/pressure over the survivors, the bottom 5 either don't "Gel" with me, or don't have any control/pressure at all (in the case of Nurse... It's actually less about her power and more about how grating her screeches are on my nerves...playing her is seriously Anxiety inducing for me, and I don't know why! As for Billy/Oni, I never gelled well with their mechanics, I'm at as much of a loss as you are). As for the Top 5, It should be obvious as to why: they all offer control and pressure on survivors with the right builds.
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I've said it for a long time:
They need to change the Reveal mechanic from a 2 dimensional area of the screen behind the survivor to a 3d invisible flashlight beam emanating from the survivors heads (due to size differences between the models this would put it at emiting from the avg male survivors chin, and the avg female survivors hairline). Think something like the killers red stain, only wider, invisible, and extending as far as 32 meters, but like the killers Red Stain and flashlights, It's distance can be blocked by objects, especially when the survivor is crouching below them.
This way, survivors can only reveal Ghostface when their characters head is high enough to see him, so no more crouch-hiding behind a box to reveal him, or using the 3rd person camera to reveal him around corners, but it also ensures that the survivors reveal mechanic isn't blocked by their own model anymore, and that a relatively unobstructed view of GF will reveal him every single time. To me, this idea just seems more fair, and will work better than the current system does, but what the hell do I know... I'm not a game developer.
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This was suggested before, pretty much immediately after the Deathslinger came out. Honestly it's a good Idea, but, Many people were debating about What the range should be before the hatchet becomes a 1 hit down. Out of Obvious Bias, Initially Survivor mains stated it should be 40 meters, Killers stated it should be 8, and while @Peanits thought it sounded best at 24 - 32 Meters, People debated about how often they get a clear 24 meters for a shot, which is to say... incredibly rare. Source discussion:
@pemberley said:
Tbh Forever Freddy was FUN next to the nasty combo that is Iridescent Infantry Belt.
It’s demoralizing to play against and honestly I have never met someone who used this combo who DIDN’T tunnel. They often have moris too.
In some ways, Iridescent Huntress is worse than the camping Leatherface.
Personally, I LOVE this Ideas Concept, as It would add an element of Skill to earn the 1-hit down with the Huntresses most powerful add-on, and help balance it compared to what it currently is, but Realistically, most maps (especially indoor) simply don't provide enough unobstructed range situations of more than 16 meters for a projectile at best. I am Admittedly a killer main, but I guarantee, if the devs do Adopt this idea, and make the hatchets lethal at a 24+ range, the add-on will become useless to even the most skilled Huntress players. Whereas, Putting it somewhere between 16-20 meters, seems far more do-able for decent to skilled players, while completely shutting out new Players to Huntress.
As we've seen with Deathslinger, that 3 meter "sweet spot" for his Ultra Rare Iridescent Coin add-on (15+ meters = exposed, but only has an 18 meter range), simply makes it too impractical to be useful, no matter how skilled the player is, and that's at a distance of 15-18 meters. If they were to use this to "balance" the Iridescent Hatchet, they would absolutely NEED to set it at a minimum 16 meters or a maximum 20m, because of how all of the maps and loops are designed. Otherwise, anything more than the maximum 20 meters I've proposed, will simply be seen as nerfing it into the ground and making it useless, even to the most skilled Huntress Players.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2046361#Comment_2046361
They kept picking up their toolboxes since my add-on caused them to drop it so that's what caused them to lose probably, I can't recall the match too much besides it being unfun, but thx so much :D
You're welcome, and mad Props My dude!
As for replying OP's Post:
The 3rd Time I Played Myers/Shape. This is gonna take a little explanation, because it was in the "Dark Times" of DbD for killer players like myself, Somewhere around mid 2017. So first lets start with what the Survivor Team Brought In:
Perks:
Decisive Strike x 4 - 2017 version... Meaning Survivors could pick and choose when to use DS, once per match, at any time they were picked up. 1st time down? DS, 1st/2nd unhook and downed? DS, Downed at the hatch (which killers can't close at this time)? DS!
Borrowed Time x 4 - Again, 2017 version meaning Once per Trial, for 20 seconds after unhooking a Survivor within the Killer's Terror Radius, both Survivors are protected by the Endurance Status Effect. Any damage taken that would put Either Survivor into the Dying State will instead trigger a Bleed-Out timer of 30/35/40 seconds... need I say more?
Self Care x 2 - yada yada yada 2017! It basically was equal to a green medkit that never ran out and could only be used on yourself.
Sprint Burst x 1 - Does what it does now, but no Exhaustion status effect.
Iron Will x 4 - Back when even Stridor had no effect on it.
Sabotage x 1 - Back when hooks didn't respawn and were permanently destroyed.
Offerings: Petrified Oak x 4 = Keeps 4 Hooks from appearing in the map, back when the max hooks that spawn was 15.
Items:
Toolboxes + Brand new Part x 3 - Old BNP, which instantly Completed a gen from 0 progress, and didn't use up the toolbox!
Purple Flashlight + best add-ons - Instant Blind for 6 seconds, Every, #########, Time!
Me as Myers:
Beast of Prey lvl 1 - Old, Crappy, only shut off TR after 20 seconds of chasing.
Monitor and Abuse lvl 2 - Decent for Myers, but only reduced TR by 6 meters out of chase.
Save the best for Last lvl 1 - Old but not gold version, Recently Nerfed so it could no longer make machinegun builds. Had to chase survivors for 20 seconds before receiving any benefit.
Whispers lvl 1- Pretty much the same as todays version.
Offering: Shroud of Separation - I split them up so they could do 3 gens instantly! sigh...
Map we Got: Blood Lodge - ... What can I say... Old Blood Lodge = Pallet Heaven
Given this information... How much "Fun" do you think that game ACTUALLY was for me? At least I wasn't petty enough to DC!
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@CornHub said:
https://us.v-cdn.net/6030815/uploads/74OFBPIT6DH4/20210324-174438.png
I hope they had fun bcuz I sure didn't.
Whoa! Dude, If I went up against THAT survivor squad Playing Twins like you did... I honestly can't say I'd have gotten even 1 kill, much less 4, and this is coming from a career killer main with over 1.6k hours as killer! Bravo, You are definitely a better killer than I am, no matter how sweaty/unfun they made it for you, and I'm sorry that it went that way.
Don't get me wrong, On my best killers I'd be all "bring it on!" but I HATE the Twins, so I haven't put in any real effort into playing them. I Admire those who do/can win with them despite my perceived flaws of them, and humbly submit when they can accomplish what I admit I am unwilling to do. Kudos Dude! You've earned my respect!
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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.
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PLAGUE
A few Buffs I recommend for Plague to streamline her ability without making it too Oppressive:
- 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.
- 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.
- 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.
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One last "Harrah!" for our resident Ass-man, before they "correct" him next week. For all who support this sentiment, give us your best cheer in the comments!
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First of All, I follow these "Unwritten Rules":
1 - Play how you want to play and enjoy the game.
2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.
3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.
4 - When the gates are powered... Anything goes!
5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.
6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you open it again. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.
7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follow:
A Game breaking bug rendering you incapable of playing a normal match.
A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics, or bullying/griefing you. (Record if possible, and Report them after leaving the match.
Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstance.
Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.
Don't be a petty DC'er.
8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.
Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reason to do it other than petty ones.
9 - If it's a legal mechanic in the game, don't be afraid to use it. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.
10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and overall... have fun!
Otherwise... for me it's pretty simple: I'm a Sadist IRL and having survivors act Toxic or vomit their insecurities all over their keyboards in the post game chat REALLY does it for me. The Idea that I've Genuinely Hurt them IRL by beating them in a game is not only funny as hell, it gives me a feeling of POWER over them that can't be matched. Games like this are my outlet for these Urges and helpfully keep me from expressing them IRL which would be to my detriment. However I understand that Other, more Normal players definitely don't share my necessity to cause pain in others, and often fall victim to it due to endgame chat vulgarity, or groups of survivors whose only intent is to bully the killer, and gloat about it through their actions if not their words. I may be a Sadist, but that doesn't fully mean I lack comprehension of my fellow Human beings emotional suffering, In fact, I think it makes me more keen to it.
Hence Why I created this list of rules. They are not created in my own self interest, and I Intentionally kept them as Unbiased as possible. So please, whether you follow them or not, you can at least keep them in mind. As for dealing with overall survivor toxicity, all I can say is either you should:
- Embrace it as a sign of weakness like I do.
- Follow the rules I've listed to avoid it as much as possible.
- Stop caring about it and just do you, no matter how much they complain!
As for Survivors in-game tactics... while frustrating, they can be dealt with as I'm sure many have already made suggestions. Overall choosing to play killer is choosing to play the "power role", and while it's a thankless job... It's only as powerful as you make it! Perseverance is my best advice. Take up the Challenge, Learn from it, Adapt to it, and eventually the survivors tactics/toxicity won't matter anymore because you'll be dominating them and devastating their expectations. Survivors often make the fatal flaw in logic by believing the killer player is no better than an A.I. Bot in the game, so Prove that assumption wrong, and they'll panic. Stop following patterns, or being predictable, and you'll learn new things that make you a MONSTER to face.
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For me, during the MMR test, It was a WILD ride! I have mained killer for over 1k hours, so it was really jarring when I queued up as Plague (my go-to girl) for a casual match and ended up getting completely destroyed for 5 games in a row by the sweatiest survivor teams I've ever faced. I guess I earned that since she was my best killer with the highest win rate in my roster, so in that sense MMR was working properly, but wasn't fun at all. I even compensated with my best build for her to try and counter those kinds of survivors, but alas, it still wasn't enough, which for the first time ever really spelled out to me how limited her abilities are against good survivors. This made me incredibly melancholy, because I'm of the mindset that "No matter the killer you play, as long as you play them well and have the skills to win, there's nothing that will stop you." Yet here I was, doing my damnedest to compete against these teams, but finding myself woefully restricted/handicapped by her limitations to the point where I couldn't do anything. I was playing my BEST killer... but felt completely helpless. Let that sink in!
Then I decided to play the killer I NEVER play: Hillbilly. Suffice to say it was a ######### joke! The survivors felt less than new... like they couldn't even comprehend the most basic mechanics or objectives of the game, and I dominated them so savagely, that they were DC'ing left and right, or giving me the more Hostile version of "Trash Talk" in the post game chat, So AGAIN, it seems the SBM/MMR was working correctly... But, they definitely didn't have a good time.
Conclusively, To me the SBM/MMR system needs to adjust for the the basic killer players success rate, but also needs to account for their overall losses and Not just "Per Killer", but overall. Otherwise our favorite killers will feel useless due to how often we played them resulting in us facing sweatier opponents, and the killers we never play will simply ruin all new survivors experiences to the point they want to uninstall the damn game. These "Extremes" based on our playtime with certain killers vs others, are incredibly harmful for the game as a whole, and offer no motivation at all to improve our skill levels.
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Killer main with over 1k hours as killer... For the most part it feels fair as killer to me, but my attempts at playing survivor have been an entirely different experience. First 2 games were against rank 1 killers... who massacred us effortlessly. Me being a rank 20 survivor, and most of my fellow survivors in the same brown rank range, this was undoubtedly HARSH. Still, I kept my chin up, and made excuses for why we were paired this way. Overall, My conclusion was that it was testing me based on how good I was as killer for some reason. Either that or it just wasn't working as intended... dunno.
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@dspaceman20 said:
Wasn't that nerf to the addon a bit justified? I heard that it took away skill because all the killer had to do was aim it at the ground and get extra damage in.
It's not really justified when it reduces the amount of knife hits needed from 8 to 4, but only on the condition you hit the survivor with a ricochet shot every time. If the survivor is running in a straight line, then yeah, aiming at the ground behind them would bring them down very quick, but otherwise it made the knives easier to dodge, and impossible to pull off on loops unless you were right behind them, in which case you were better off just hitting them with a basic attack.
Imo, The way they should've changed him is to make Ricocheting knives part of his base kit, where they ricochet only once, and make the add-on add 2nd ricochet to the knives, but still reward ricochet hits with more damage progressively: 1 ricochet = 50% bonus damage, 2 Ricochets = 100% additional damage. That way hitting the ground behind survivors to make it bounce up into them would only reduce the amount of knives needed to 6, but hitting them with knives that bounced twice would reduce it to 4 and reward some crazy trick shots.
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@Firellius said:
I think 'Chains of Hate' works fine as a title. You could pick something more eloquent, but I don't think that fits the more tangible and physical nature of the story. Deathslinger isn't someone with 'enmity' or 'loathing', he just f'ing hates people.
Besides, sometimes being more eloquent can come off as more pretentious or try-hard. In the end it's about how evocative the language is, and Chains of Hate feels strong enough to be a term in DBD.
Idk, Yeah "Chains of Hate" gets the point across and is cool and all, but for some reason I'd argue that "Chains of Hatred" just sounds a bit... cooler. Like 33.33% cooler for some reason.... Anyone else getting that?
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2019490#Comment_2019490
Chains of Execration sounds so pretentious lmao. If it was called that from the beginning we'd think BHVR were trying way too hard. And it doesn't sound catchy either. It's uneven and lame. Chains of Hate just rolls off the tongue, it's a good name for a chapter and fits Deathslinger's character.
I apparently really should start marking my posts with a /s when I'm trying to be sarcastic in a humorous attempt... this forum takes comments way too seriously.
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The thesaurus for alternatives to HATE gives us:
loathing
hatred
detestation
dislike
distaste
abhorrence
abomination
execration
resentment
aversion
hostility
ill will
ill feeling
bad feeling
enmity
animosity
antagonism
antipathy
bitterness
animus
revulsion
disgust
contempt
repugnance
odium
rancor
disrelish
Idk about you guys.. but Chains of Execration (1 : the act of cursing or denouncing also : the curse so uttered. 2 : an object of curses : something detested.) has definitely got my vote! /s
Edit:
added a /s to the end of my comment... (That means "sarcasm").
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@[Deleted User] said:
Isn't it better to have cheaper DLCs and overpriced cosmetics than the other way around?
BHVR: ... wait wha-?
Me interrupting: HOW DARE YOU INSINUATE THAT THEIR TRASHY DLC COMPARES IN ANY WAY TO HOW PRETTY MY CHARACTER LOOKS WHEN I PLAY! 🤬
... 😘
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@pigsaag said:
https://forum.deadbydaylight.com/en/discussion/comment/2019331#Comment_2019331
it's a say. do you know what says are right?
"It's a Saying or Exaggeration. You do know what Sayings/Exaggerations are, right?" I think is what you meant to say, so in this ilk, here's a reply for you regarding my initial comment:
It's Humor... You do know what Humor is, don't you?
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DUUUUDE! DO YOU KNOW HOW MUCH AN EYE GOES FOR ON THE ORGAN TRANSPLANT MARKET?So... you're uh, selling an eye for $10 American? DM me with the details, I'm an interested buyer.
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New perk concept!
Sacrificial Lamb:
Your selflessness is both respected, and well rewarded. After being rescued from the struggle phase Sacrificial Lamb activates for the remainder of the trial. While Active Survivors you rescue from a hook receive a 150% movement speed boost for 1/2/3 seconds that doesn't trigger the Exhausted status. You gain 200% more blood points in the Altruism and Boldness categories for every survivor you safely rescue from a hook, or any time you take a protection hit while Sacrificial Lamb is activated. Otherwise for every unique survivor you have rescued that successfully escapes while you do not, you gain 100% bonus blood points. Bonus blood points are awarded after the trial has ended, leaving the trial before it has ended results in no bonus.
This just popped into my head. Has good risk and great reward to it, so... maybe the devs might like it. Idk, What do you guys think?
Edit: thought it needed an in game mechanic advantage other than just being a points gaining perk so added gifting a sprint burst that doesn't exhaust the survivors right after you rescue them.
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Well... technically it is a MATURE rated game, so I suppose the devs feel that since only "mature" people play it, they can deal with a bit of vulgarity. I don't think they factored peoples "mental maturity" into the equation though...
@Shoottokill_Shinsou said:
Because it's fun to be healed by "Oni's Fat Cock"
Case and point.
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The EGC was created for 2 reasons:
- to keep survivors from holding the game hostage after the gates have been opened
- to increase the urgency on the players during the endgame
The primary problem however is that despite the good intentions of the EGC... it can still be delayed indefinitely by simply 99'ing the gates. Sure the killer can open a gate themselves to start up the EGC, but in all honesty, the only time I've ever witnessed that happen is when the killer is just giving up, or trying to pull off an obvious Blood Warden play. Otherwise the EGC isn't really accomplishing either of the 2 goals it was created for.
Adding an automatic regression mechanic to the gates could inspire the survivors to actually open them earlier than they are comfortable with, but its more likely that a lone survivor will just camp the switch and keep it at around 98% complete by taping it every 2 seconds while their teammates pull off their final plays against the killer. Unfortunately, this neither creates enough urgency on the players, and still allows them to hold the game hostage unless the killer opens a gate themselves, so with this proposal, not much will change.
I always thought that the best solution for the exit gates is to have them automatically open within 90 seconds after being powered. The idea being that they naturally gain 1.11% towards opening progression every second, so if no one touches the gate switches, they'll open themselves roughly by the time 90 seconds are up, and if survivors put any progress on a gate themselves, they just reduce how much time it will take for the gate to open. The bottom line goal is to speed up the endgame and not allow survivors to delay the EGC until they feel comfortable opening the gate, but still give them the opportunity to open the gates at the normal rate if they need to hurry out. Another benefit of this is that it makes the EGC situation where-in the killer has closed the hatch and only 1 survivor remains less of a 1 sided scenario, since the killer will have 90 seconds to locate and bring down the final survivor before the gates open and they can escape. This way, the survivors can't hold the game hostage, and since everyone will know that in 90 seconds of powering the last gen/hatch closing the EGC is going to activate, everyone should experience at least some urgency during the Endgame. As an added bonus, Endgame Perks that the killers possess such as Remember Me, and the upcoming No Way Out could be tweaked to delay the automatic opening time for the gates, which will give more value to them.
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When I used those add-ons as a way of challenging myself, I called it "Gamer Stereotype" Blight: Overweight, but taking weight loss supplements, and addicted to energy drinks. Think Southparks "make love not warcraft" episode, and you'll get what I'm talking about when it comes to "Gamer Stereotype".
This build is pretty much like "Heavy Smoker Nurse" or "Burger King Myers", in that it nerfs the killer so hard that IF you do manage to get any kills, you damn well earned them!
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Plague and Legion make good use of it by pairing it with Blood Echo and Monitor & Abuse, or a stealth perk like Dark Devotion, Trail of Torment. Bottom line is that for the right killers, It can be very good with the right build to compliment it.
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I once suggested that they make Ultra Rare add-on Rules Set No.2 (hides Jigsaw box auras for survivors until their RBT is activated) part of Pigs base kit, and replace it with:
Heart Monitor Trigger (UR):
Reverse Bear Traps now activate without a timer when a survivor with one is unhooked. If a survivor with an Active Reverse Bear Trap is Sacrificed, all other active Reverse Bear Traps are Triggered.
Tremendously increases Jigsaw Box Search time. (+8 seconds)
Tremendously Increases Jigsaw Box Skill check Difficulty. (-20% skill check success zone)
Removes all Great Skill Check Success zones from Jigsaw boxes.
"You are not a good listener. I think you missed the part that if he dies, you die." - Amanda Young
Now you may think this is OP as hell on first glance but you have to think of how it works:
Pros:
Potential to kill more than 1 survivor if you manage to sacrifice a survivor with an active RBT.
Jisgaw boxes take longer to search, and have slightly smaller success zones.
Encourages team mates to protect each other until the RBT's are removed.
Cons:
RBT's aren't activated until the survivors with them are unhooked, granting survivors time to try and remove their RBT before unhooking their allies.
RBT's no longer feature a timer, nor do they activate via gens, so there's no gen slowdown due to getting a "friend hat" from the Pig.
Pig has to fully sacrifice a survivor on a hook with an Active RBT in order to get any other RBT's to trigger and kill other survivors, Mori's won't do it.
Jigsaw box RNG is still a thing, so it's still highly possible to get the RBT off your head with the first or second Jigsaw box searched.
Basically This has the potential to create a chain reaction of RBT deaths, but in practice, it'll likely only get 1 other survivor at most by the time someone dies with an active RBT, if that. Still, it puts a lot of pressure on survivors to try and get their active RBT off before unhooking someone whose RBT hasn't been activated yet, as well as help each other stay alive until all RBT's are disarmed. I thought this would be a far better alternative for the Ultra Rare add-on slot.
Despite the cons which I feel make the potential power of this add-on more balanced, and the fact that it would follow the Saw franchise lore surrounding Amanda (Pig) better, I got slammed with a slew of comments from survivors saying they would DC in droves against Pig if the idea were implemented, and the only thing anyone agreed on was that "Rules set No.2" should be base kit. I believe that the reason they shot it down so harshly is simply because they didn't understand that I had balance in mind when coming up with it, which is why I took the liberty of spelling it out this time around.
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Killers:
Doctor: His power offers great map control and anti loop, plus you his builds can be extremely versatile compared to other killers, I mean, I can think of 5 builds off the top of my head that completely change his gameplay which makes him incredibly unpredictable and fun to play as. I also can't get enough of his laughing at survivors when he shocks them, and Aesthetically he has some nice cosmetics that make him more intimidating.
Plague: Her power is highly underrated and she regularly puts survivors between a rock and a hard place when playing her (cleanse = best ranged attack in the game. Don't cleanse = remaining 1 shot downable all game while also being significantly easier to track.) With the right builds you can heavily punish survivors, and since she's picked the least amongst the killers, most survivors these days have no idea of how to counter her. The fact that she also renders all healing perks and items moot is also really nice.
Survivors:
Feng Min... she's just adorable to play against or as, I call her "squeaker".
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/1993080#Comment_1993080
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.
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.
@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1993080#Comment_1993080
I thought ghost face was nerfed for being too strong in the ptb but they overdid it so they buffed him back up.
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.
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@KlapzCheeks said:
Youre thinking of counters to him in his PTB state, hes gonna get buffed its just a matter of how. If he hits live like this I wont even buy him.
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.
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This is a sad day for me...
PTB:
The Blight
- Adjusted his first person animations and camera position to be higher up
Sigh... an Inevitable change for sure, but he just won't feel the same anymore. Gone will be my days of hunting down those wonderfully bouncy buttocks for the sake of giving them the fun spankings they deserve. I guess he'll just have to obsess over survivors mid to upper backs like all the other killers do...
Oh well, It was fun while it lasted.
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Sigh... this is a sad day for me, and other "low POV enthusiasts".
@TWiXT said:
To be fair...
Most of the other killers chasing survivors are too tall to really appreciate the detail the devs put into them. With Blight's PoV though, I have discovered a new appreciation for Survivors:
I literally feel like Jane's booty is close to engulfing my whole head right before I give it a hardy slap, Feng's cute little derriere defiantly bouncing in my face is just begging for a good spanking, David's rock hard buttocks Only challenge me to see if I can bounce more than a quarter off them, and Kate's Ravishing rump repeatedly taunts me to the point that I can't wait to pick her up for a night of raucous ravaging!
The only times other killers get a glimpse of the devs fine work on survivor posteriors is when they are vaulting through windows, which is too brief to really soak it all in, much less admire it, but Blight gets it all the time as part of his hunched over perspective that lets us REALLY see all the little, fine, and sumptuous details. If anything's gonna put me in the head of a drooling maniac, so worked up he's literally bouncing off the walls, mindlessly charging at a tempting gaggle of college age cuties... its a face full of those sweet, sculpted mounds of jiggly flesh, playfully bounding away from me.... shudders.
Let's Face it. Blight's an ass man! So Instead of complaining, Lets just embrace and enjoy it! There's a lot to be learned, and appreciated from the perspective of a man whose sole motivations, and PoV, are Literally bent on pursuing his dreams. 🤪
very sad, but inevitable... At least they fixed his sliding issue, but playing him just won't feel the same anymore.
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The forums won't let me "quote" my own edited comment on here, so... @TheClownIsKing I'm copy and pasting it:
This was in response to your reply:
"It may seem crass, but time and time again it’s proven (or they’re caught out) that the most vehemently opposed are closeted themselves.
There may be exceptions, but they’re rare."
And I finally edited my response to better respond to this as of 7:47pm GMT -
No matter how often it's been proven right or wrong, making that assumption is an overall dick move. I know you are a good person (or at least... I believe this to be true), and I know you don't want this whole post to devolve into assumptions of your sexuality and angry rebuttals about how you're declaring:
"I'm right, and anyone who doesn't agree with me is secretly gay"
And I know you really just want everyone to focus on what's important:
An LGBTQ+ represented character introduced in DbD is a good thing that shouldn't be bemoaned or combatted, and instead generally accepted or applauded!
That last jab... doesn't achieve this, and instead antagonizes the readers into focusing on how you just called them out/said they're secretly gay with an errant assumption.
I Like you dude, and while I'm not the best person in the world to try and act all noble about things regarding DbD debates, I'm sincerely trying to help you avoid mistakes in your wording.
Be Positive about this subject, and don't resort to being antagonistic. That's what the ######### do... You're not an #########, so don't do yourself wrong by going down to their level.
I'm sorry for repeating myself, but have faith that I'm only looking out for you here, and to see you being so vicious like I used to be... Just breaks my heart.