TheBus4K
TheBus4K
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@Dsnooz said:
https://forum.deadbydaylight.com/en/discussion/comment/2360051#Comment_2360051
Killer queues would take forever. Players would just change from being survivor mains to killers mains if this happens.
What difference does it make? Currently the killer queues are already infinite 😂
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2360166#Comment_2360166
So a Survivor who is good is actually getting rewarded when they are better than the Killer player? Yeah, really unfair...
I dont really know how easy you want Killer to be, but it looks like you struggle a lot and want a lot of handholding.
Anyway, as I said, individual Killer Buffs are fine and needed for some Killers. But general Killer Buffs are not really something they should go for, neither for all Killers nor for specific groups (like M1-Killers).
I don't know if you don't want to understand it to fool yourself or what you are trying to do.
In a match between a good survivor and a good M1 killer player, the survivor is always going to have an advantage over the killer because of how the game is designed. It's not a question that if the survivor does it well, it's rewarded, the problem is that if the killer does it well, it will not earn anything, because if a survivor manages vaults and pallets well, an M1 killer will not reach the survivor unless you get Bloodlust or the survivor makes a mistake.
It's not a matter of wanting the killers not to have to struggle, it's that you don't want the survivors to have to struggle.
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@[Deleted User] said:
Why do all Killers need to be great at chases?
M1 Killers as they are now can Brute-force most every loop in the game wthout bloodlust (if they're fine with eating Pallets), and the ones that they can't need to be brought up by the community to be fixed.
Ghostface is about angle of approach giving you an Insta-down before the Survivor gets to a good loop, Pig is all about slowdown so she can eat those Pallets like a chipmunk, and Myers, well IMO he could use some love (Though I don't play him enough to give a proper opinion), but his kit is already so Unique especially with some of his Addon combinations (also his faster Vaulting speed in T3)
If the only thing you are going to do is eat pallets during the whole game, all you are going to get is 1 or 2 hooks and all the generators will have been repaired.
And as for the Ghostface thing, if he marks you, he doesn't slow you down or anything, the survivors are going to get perfectly into a loop. I don't know what you mean with "you're going to get an Insta-down before a survivor reach a good loop".
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2359961#Comment_2359961
Bad Killer players who play M1-Killers can only hit Survivors with Bloodlust at unsafe Loops. Players who are at least somewhat decent at playing Killer can do that without Bloodlust.
Again, I am talking about the player here, not the Killer-Character.
It's just that you don't even try to tell me a good point. No matter how good a player is, if the survivor is good, he will use the vaults as much as he can, he will not fall for the killer's mind games and he will not waste pallets.
A killer like Demogorgon, Doctor, Blight, etc., can prevent a survivor from abusing strong loops / using vaults and pallets a lot if they use their secondary power, but an M1 killer with a power that practically does not help at all in the chase all you're going to get is a 2-3 minute chase.
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@gendoss said:
No I really don't think so because M1 killer powers accentuate the M1 itself. Legion can injure people really quickly and if you play your cards right you'll be basically playing against a team of No Mithers. Ghost Face and Myers can down you in 1 hit. They balanced the M1 killers around their power and some of them should get buffs like Myers but I don't think it's worth reworking every single M1 killer.
Ghostface and Myers can take you down with one hit, okay, but unless you have the Myers addon, their powers don't last forever. Even if they last infinitely, to hit the survivors it will take a long time, simply because being an M1 killer without any range abilities or abilities like the Shred of the Demogorgon, loop on pallets or vaults it is much easier for the survivors.
@IMhereRUN said:
https://forum.deadbydaylight.com/en/discussion/comment/2359944#Comment_2359944
You don’t chase them. Some killers are just not designed for chasing survivors longer than 15 seconds if you want to play them effectively: Wraith, Myers, GF, Hag.
If you’re going from strong tile to strong tile chasing one survivor, there’s your problem right there.
So what are you supposed to do if all chases against all survivors last longer than 15 seconds?
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2359915#Comment_2359915
At red ranks the worst killrate was 57%, the highest 75+%.
If anything killers should be nerfed
kekw
@Aven_Fallen said:
"or even unsafe pallets"
If you get looped around unsafe Pallets, this has nothing to do with the Killer, this is a case of git gud. Besides, Killers already have their mechanic to help when they get outplayed at unsafe Tiles, this is called Bloodlust.
Seriously, unsafe Pallets are fair, Killers dont need to be buffed just because they are too bad to catch a Survivor at fair Tiles.
When it comes to general Buffs, some Killers need them, but not because they are M1-Killers, more because their Power is not as good as it should be. Myers would be a prime example, heavily outdated.
So are you going to ignore the fact that an M1 killer can only hit a survivor with the Bloodlust? Bloodlust takes too long to stack to wait for it to stack twice and take down a survivor thanks to Bloodlust. You waste an immense amount of time.
All the M1 killers I have named are not good killers. Not only because of their weak power, but because they can only hit with an M1, so even in just vaults they can loop you for a bit.
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@IMhereRUN said:
https://forum.deadbydaylight.com/en/discussion/266141/m1-killers-should-be-buffed
Ghostface, Myers DO have anti-loop ability…called stealth. You hit them before the chase ever starts. Anything else, is playing the killer wrong.
The Pig does have an ambush attack that is useful at some loops. However, experienced survivors tend to abandon the tile as soon as you crouch, but this also has counterplay because you can just uncrouch and close distance before they make the next tile.
IMO, they’re all fine. Sure, some killers are weaker than others, that goes without saying. But none are so bad that they are not viable.
Unless it's an indoor map, you're not going to get a free hit unless you're Wraith. If you get a free hit on an outdoor map, even a stealth killer, you are playing survivor badly. The problem is that there are 5 indoor maps compared to 31 outdoor maps.
And well, you have really answered me yourself, even if you really get a free hit, you are going to have to hit him again, and in chase the stealth is not going to serve you, especially against an experienced survivor.
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@Troman said:
Why? All M1 killers have killrate above 50%. So, no. It's SWF that must be nerfed.
And here we have a gentleman who loves statistics.
The killrate indicates nothing. At low ranks, any killer is good and kills anyone, at medium-high ranks not.
SWF or SoloQ, anyone can infinitely loop an M1 killer, until they run out of pallets (or Bloodlust stacks).
The only way an M1 killer can hit a decent survivor is by stacking Bloodlust, waiting for a survivor error, or for the survivor to enter a dead zone.
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@Ruma said:
I wish every killer had a special attack like Demo.
All killers should have an ability to hit survivors without using the M1.
Plague is another killer that I forgot to mention. If nobody gets rid of the infection and they don't give the Plague power, it's simply an M1 killer.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2359892#Comment_2359892
Tons of people dont even bother reading perk or addon descriptions.
^this
Too many times I have been called hacker for taking someone from a locker because I saw him with BBQ, it seems that they don't know how BBQ works.
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The addon of granting speed to the survivors was too op compared to the killers, thank goodness they disabled it.
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Woah, I remember when I barely had perks and did builds of this style, especially when my rank was low and I played against survivors who also had low rank.
Basically this build in high ranks is useless, but in mid-low ranks it's a lot of fun, hearing all the time notifications of survivors failing skillchecks xD.
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@gendoss said:
NOED.
You are comparing a weak perk that may not even activate with a perk that by pressing a key, you can lengthen the duration of a chase by more than a minute.
You are the definition of a baby main survivor.
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Hex should change 100%. They are super easy to find (only on 5 indoor maps are they hard to find, on the other 31 outdoor maps they are absurdly easy to find). The "High risk high reward" is an absurd phrase, because the High risk is incredibly high and the High reward isn't High.
Possible changes? One could be that the Hex totem didn't have fire, so the survivors couldn't differentiate if a totem is Hex or not, so they would have to break all the totems they saw (so they would spend more time looking for totems).
Another possible change they could make to perks like Ruin (and not NOED) is that when they destroy the totem, the effect will last for an additional 30-60 seconds, which could allow it to have at least minimal use in case survivors destroy it early in the game.
Another change could be that the first few minutes of the game the totems are locked (similar to the effect of Corrupt Intervention). This could come as a kit base in the killer or this effect could be a perk, but it would seem perfect for the early killers, literally the early of killers is a joke, especially with killers with little / no mobility.
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Repairing 5 gens is absurdly easy unless the killer is a Nurse / Spirit / Blight with Tinkerer and Ruin, and on top of that you want the endgame perks of the survivors to be buffed ...
First they have to fix the base game, the genrush and all the weak killers, then buff the endgame perks of the survivors. Survivors won't have a lot of good endgame perks, but they do have a ton of second-chance perks.
Let's all remember how absurd the game is going to get when the MMR is active and SoloQ becomes permanently a sweaty SWF.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2336301#Comment_2336301
Tunneling out of the hand,and the game mechanics should be changed to punish tunneling killers more
I'm not saying tunneling is fine, but in high-level games tunneling is the same as wasting a lot of time and throwing the game away. Everyone carries DS or at least 2-3 people have BT. Even BT in itself is a problem, since it allows the one who was on the hook to tank a hit to other survivors. If the killer tries to wait the 12 seconds for the BT to finish, the survivor will have already been able to reach a pallet or a vault and avoid a second hit.
If they want to fix the tunneling, they have to fix a lot of other aspects of the game.
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Okay...?
Well, get it or play with Laurie to equip the DS, I don't know what else you want us to tell you lol.
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Literally never lmao
@Kebek said:
Getting tired of teammates DCing when they get hit just cause.
(also RPD badge is still disabled even when RE map is enabled, fix that too)
There is no ETA for absolutely nothing. They always say that they are going to add, change, fix things "soon" or that they have it thinking, but months and years go by and they still don't fix things like grind.
I just hope that a game is born that can rival DbD, as the developers literally seem to take a break 6 days a week, and the remaining day to tweet about their merchandise.
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Nemesis and Demogorgon are good on that map too, as Nemesis zombies can easily lock someone up in a hallway and Demo can easily hit with the M2, but yeah, it's a horrible map for DbD. Very nice for a RE fan, but there is no point in adding it to this game.
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@Mandy said:
Thanks for pointing that out @Aven_Fallen I've copied it to here:
https://us.v-cdn.net/6030815/uploads/RS2BZLX9B8U3/zps9msm-5b1-5d.png
I understand that there are killers that are better on some maps than on others, but the problem with Nemesis is that zombies are only good on indoor maps, which are 5 in total, against the other 31 outdoor maps.
If you can't really add more zombies because it affects performance (as @TragicSolitude said), you shouldn't have built the zombie mechanic from the beginning. There is no point in creating something that cannot be balanced because it can affect performance.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2335904#Comment_2335904
"Prove Thyself makes survivors repair generators faster. Whether you are in chase with a survivor or not has nothing to do with it, so that perk is constantly in use and is annoying the killer, because the generators are repairing faster."
How is that Perk in use when you are chasing that Survivor? If you are in chase with that Survivor, only their Second Chance-Perks or other Perks which are useful in Chases matter, not anything else. And if they are on a Gen, their PT matters, but not DH, Iron Will or any other Perks which are not active at this point.
"Even if you are chasing the survivor with that perk, someone else may have that perk as well."
Yeah, but at this point, the 16 Perks vs 4 Perks is already done, because the Survivor is running a Perk which does not affect you at this point.
Like, my Build is Iron Will, DH, BT, DS. If I am just sitting on a Gen, neither of those Perks matters at all to the Killer. If they are chasing me, DH and Iron Will matter for them, but only when I am injured. And if they want to tunnel me off the Hook, DH, Iron Will and DS matter to them. (And if the Killer never tunnels or camps, they "remove" half of my Perks already. If they are a Spirit with Stridor who never camps or tunnels, they "remove" every Perk except for DH...)
You never play against 16 Perks at once, because no Survivor runs Perks which are active and useful all the time.
"Totem perks are ALWAYS good as well, because there may not be a Hex active at the moment, but the killer may have NOED and prevent it from activating by destroying all the totems."
No, they will not be useful. If you are not running any Hex-Perks, you cannot count Totem Detection Perks to your 16vs4-Argument, because those Perks dont matter against you. In fact, they help you, because the Survivor is more likely to waste time cleansing Totems.
But in the end, something like discussing about Hex-Perks being Basekit/in a fifth Perk Slot is pointless anyway, at least the Devs know that those are powerful Perks which should not be taken for granted. Bad ideas like Ruin-Basekit are as old as the Perk itself, so it will never happen.
"How is that Perk in use when you are chasing that Survivor?"
Serious question, I mean, at what point did I say that you can only face 16 perks IF YOU ARE IN CHASE? It's something that you have been saying in all your comments and you don't get it out of your head. You, even if it's not directly in chase, you are facing the Prove Thyself perk, because it's helping the survivors to repair faster and, therefore, they can escape earlier. What the hell don't you understand?
"Yeah, but at this point, the 16 Perks vs 4 Perks is already done, because the Survivor is running a Perk which does not affect you at this point."
A perk that helps survivors repair faster and can escape earlier doesn't affect you? Lol, I don't even know why I keep arguing with you.
"You never play against 16 Perks at once, because no Survivor runs Perks which are active and useful all the time."
This phrase doesn't even make sense, you just keep making things up to make you think you're right. At what point in my main comment did I say that killers face 16 perks AT A TIME? I said we were up against 16 perks, at no point did I say at once. Let's see if in your comment 9000 you don't invent something.
"No, they will not be useful. If you are not running any Hex-Perks, you cannot count Totem Detection Perks to your 16vs4-Argument, because those Perks dont matter against you. In fact, they help you, because the Survivor is more likely to waste time cleansing Totems."
Following your logic, the killer can carry perks like Discordance and that the survivors never repair together, so it's never useful, or use Mindbreaker and that the survivors don't have exhaust perks. In the end, the killer of 4 perks it has, only 3 or 2 are useful, and if the survivors each had a perk to find totems, they would still have 12 useful perks between them, so stop using these useless arguments.
"But in the end, something like discussing about Hex-Perks being Basekit/in a fifth Perk Slot is pointless anyway, at least the Devs know that those are powerful Perks which should not be taken for granted. Bad ideas like Ruin-Basekit are as old as the Perk itself, so it will never happen."
Well, you're right, they only look at his incredible statistics, which show that the Pig is a good killer, totally accurate statistics.
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@Phasmamain said:
Hex perks are already strong enough. The risk of bringing them is that they can get destroyed
I fully understand that the "high risk" of using a Hex perk is that they can destroy that perk, but the problem is that it's excessively easy to find the totems, in the first 20-30 seconds of a game they can literally destroy it, and on top of that there are more and more perks to destroy totems.
I'm not against Hex perks being destroyed, but I would like them to last more than 1 minute, and if it's not possible, at least they don't screw you too much by leaving you with 3 perks throughout the game (hence I am asking a fifth slot for Hex perks, so using multiple Hex perks would already be your responsibility).
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2335865#Comment_2335865
Sure you will only get high-level games... "high level" is just something people mention to justify strong stuff (or broken stuff even) in the game.
"Prove Thiself? Leader? Botany/Empathy/Autodidact/Bond/Desperate Measures/etc, perks to heal faster and find injured survivors? Detective's Hunch/Small Game/Counterforce, perks to find and destroy totems? All those perks are used off the chase and screw the killer. And I could go on naming more perks, but I think I've had enough."
And? This just proves my point, you never go against 16 Perks at once.
What does Prove Thyself do when you chase this Survivor? What does leader to? What does Botany do if the person is not healing? What do Totem Detection Perks do when you dont run any Hex-Perks?
Are you telling me that survivors with 4k hours will take the same time to find the totems as survivors with 100 hours? High-level games are going to completely destroy the use of Hex perks, whether you want to or not.
Prove Thyself makes survivors repair generators faster. Whether you are in chase with a survivor or not has nothing to do with it, so that perk is constantly in use and is annoying the killer, because the generators are repairing faster. Even if you are chasing the survivor with that perk, someone else may have that perk as well. I don't understand how you can't understand something so simple. The healing perks you will ALWAYS be able to use, there is or will always be a wounded survivor, especially if he is a killer like the Legion. Totem perks are ALWAYS good as well, because there may not be a Hex active at the moment, but the killer may have NOED and prevent it from activating by destroying all the totems.
Kindred, OoO, Alert, etc., perks that aren't always active but that are activated many times and provide a lot of information to the survivor (or to all survivors if they are on Discord). It may be that in one game you will literally face 16 perks AT A TIME, it may not be at the same time in another, but you will face at one point or another at 16 perks, be it at the same time or not.
I have the DbD Wiki open, can I name you some more perks? Or is it enough?
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@BioX said:
Perks should not determine the outcome of matches, ever.
Nerf all meta, let skill and experience determine the outcome
Then the M1 killers would die.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2335833#Comment_2335833
Yeah, but Totems can also stay up the whole game. Granted, this is not as common, but it can happen. Especially on the reworked Maps there are some pretty good Totem Spots (and some terrible as well, e.g. Autohaven). But I have played multiple games already were Ruin was not found, even on Maps like Coldwind Farm.
The "logic" of "16 Perks vs 4 Perks" is pretty flawed since you never face those 16 Perks. E.g. if you are chasing one Survivor, their Perks (Second Chance or stuff like Iron Will), matter, but at this point, not any of the other Perks of the other Survivors. Let alone that some Perks might not even go into effect, e.g. I run BT and DS, but if the Killer does not camp/tunnel, I will not have to use any of my two Perks.
Also, if we start with this "16 Perks vs 4 Perks", I wonder how many Perks are equivalent to the ability to press M1 to remove a Health State from Survivors...
In high-level games you will never see a Hex perk last the whole game, and considering that (I think) they will soon put the MMR system, I will constantly have high-level games, and Hex perks will become completely useless. Even on a map like Midwich, if you have enough hours in the DbD, you end up learning all the totem spawns (not my case, but I know people who do).
"you never face those 16 Perk"
Prove Thiself? Leader? Botany/Empathy/Autodidact/Bond/Desperate Measures/etc, perks to heal faster and find injured survivors? Detective's Hunch/Small Game/Counterforce, perks to find and destroy totems? All those perks are used off the chase and screw the killer. And I could go on naming more perks, but I think I've had enough.
It seems ironic that you have almost 9000 posts, I thought that number indicated that you were quite a veteran in the DbD, but it seems that you don't even know its perks.
"Perks are equivalent to the ability to press M1 to remove a Health State from Survivors"
I don't understand this phrase. Do you want the killer to not be able to remove a health state from the survivors with the M1? What?
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@MadLordJack said:
It exists purely for RE fans, not DbD fans.
^this
I'm a fan of RE, but I still don't see the point in making this maze-like map in DbD.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2335808#Comment_2335808
The difference is, you think your arguments are valid, I dont think that they are.
And sorry, but if you dont want a Perk to be removed from your Kit by breaking a Totem, then dont use this Perk. This is why I dont use Hex-Perks, but you dont see me complaining about those the whole time, because I use other Perks instead.
You just want very powerful Perks without dedicating Perk Slots to it.
At what point did I say that I don't want them to break my totems? I understand that you want to make things up to make it sound like you're right, but it's kind of sad.
The problem with totems is that in the first 20 seconds of the game they can destroy them, and that is something that doesn't make sense. Even new players who are unfamiliar with totem spawns can find them easily, because most are near gens and / or outdoors with nothing covering them.
The killer must face 16 perks and him having 4 perks seems like something nonsensical, but on top of that, the Hex perks are most of the time completely useless. Saying "bro, don't use them if you don't like them" is to have a very sad mentality, if something in the game (like the totem mechanics) is bad, instead of changing it, do we just stop using it? Wow, I hope you never belong on the balancing team.
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@Warcrafter4 said:
I think minor hexes could have their own dedicated 5th slot while major hexes like NOED/Ruin/Devour hope/Haunted Grounds still take up a normal slot.
Minor hexes can still be put into normal perk slots.
A minor hex are simply the hex perks that have a minor effect or have a very situational effect.
Minor hexes:
Hex: Blood Favor.
Hex: Crowd Control.
Hex: Retribution.
Hex: Thrill of the Hunt.
Hex: Third Seal.
Hex: Lullaby?(If it stays as is then its minor but could easily be buffed to be worth a slot)
Minor hexes will also be labeled as such.
This would be a rare thing for some players. "Hex: Retribution" doesn't seem like a bad perk at all, honestly I have used it several times and it provides a lot of information and help. Other people would say that NOED isn't strong enough, others that Devour Hope isn't strong, etc. etc.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2335784#Comment_2335784
Oh, I can read. But saying that it is high risk to bring a Hex-Perk is not really a reason.
If the risk is too high for you, dont use Hex-Perks.
If you think they are worth the risk, bring Hex-Perks, but dont complain if they get found easy, they are not meant to last the whole game anyway.
And I am not talking about your thread only, just yesterday someone wanted Corrupt Intervention Basekit and another thread a few days ago asked for NOED (or CI) Basekit...
"If the risk is too high for you, dont use Hex-Perks."
Your mindset is absurdly survivor sided. Totems are found incredibly easy without perks, and there are more and more perks to destroy totems. Saying "If the risk is too high for you, dont use Hex-Perks" is like saying several versions ago "if you don't like infinite loops, don't chase", infinite loops was an absurd part of the game and they changed it. The part of finding totems so easily is something that should be completely changed or, as I said, at least add a new slot for Hex perks, because it is completely absurd that they find totems so easily.
And regarding the other topics asking for base kit perks, one thing is to say that they give me "X perk" of base kit without providing arguments, but if they provide you with valid arguments, I don't know why to complain.
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@QwQw said:
Charlotte and Victor.
lmaooo
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@meekboss said:
I'm tired of not being able to play matches properly because they can't release a new patch without breaking there own game
^ I'm more concerned with this than with matchmaking. Every time they try to do something, they break 10 different things. The spaghetti code of this game is completely sad, if one day this game closes and people are out of work, I doubt the programmers will find another job.
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It's probably a bug with survivors, with killers I get between 1 and 3 cakes per level.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2330749#Comment_2330749
are you about to argue with someone's opinion on what's fun to go against...?
i also find twins very fun to play against.
I'm asking what you find fun in a killer that his job is camping and slugging.
If my question bothers you, it's a shame.
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@Itooshie said:
https://forum.deadbydaylight.com/en/discussion/comment/2330694#Comment_2330694
But didnt they all ready make thousands off of DLC and skins? What difference would 3 months really make? They already make heaps of sales. And the vocal community is a small fraction of the actual player base I think.
You can do whatever you want, nobody is forcing you. Nothing says this works, but to say that BHVR is doing a good job with the game is simply to be overly ignorant. Better to do this than say "w0w but th1s isn't g0nn4 w0rk!!11!".
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2330664#Comment_2330664
Huntress is way easier to avoid than trickster. Trickster is like a weird mix of old legion and huntress which makes him annoying to shake off, it's one of the reasons I enjoy him.
Not only is it a lot easier to dodge 12 blades from the Trickster, but on top of that the Huntress only needs to hit once, and with the new addons the hatchet can go even faster.
The truth is, I don't know where you want to go with your comment. I don't know if you think the Trickster is okay, if it's annoying, if you like the changes...
Whatever you say, it's a fact that currently the Trickster is in Tier D and with the buffs and nerfs that they are going to do to him, he will probably stay in Tier D, bordering on Tier C at best. What doesn't make sense is that it's the second buff that they make and it remains the same crap.
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@Meg_Survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/2330721#Comment_2330721
Victor?? There one of the most unique killers in the game, we have never had anything running up and jumping on our heads in dbd. So its just a different experience to me
So do you find it fun to go against Victor who is based on camping and slugging?
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I know that is your own opinion but... where do you see the fun in the Twins?
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For this reason a boycott has started in which for 3 months people will not spend any money on this game.
At the end of the day it's the only game of BHVR, they tried to make another game and it completely failed, we decide if DBD continues or not. If we stopped paying them for 3 months, for 3 months they would lose their only way of earning income.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2330645#Comment_2330645
You'd be surprised how annoying it is to outrun a trickster for over 20 seconds without getting hit and still go down. I think it's a positive change overall.
If it bothers you that in 20 seconds the decay meter doesn't start to decay, Huntress must be hell for you, right? Trickster is, after all, an absurdly nerfed version of Huntress.
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You better hurry to hit with the 6 blades, because the decay meter begins to decay after 10 seconds, and on top of that they have increased the speed at which it decays, in loops with high walls the Trickster will suffer even more than what already suffered.
The Main Event needs more hits to activate and they have only added that you can hold it for 20 more seconds (30 seconds in total).
It's the second "buff" that they do, with the first buff he continued in Tier D, with this "buff" he will continue in Tier D.
I don't understand the fear of just buffing him instead of so much nerf, even if they didn't nerf him, at most he would go up to Tier C, but nothing more.
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@Kees_T said:
I did played Trickster a lot with his add-ons that reduces knives by 1 to explode the passive, and that was HUGE.
You need to know when to use knifes now, for example, if you see that a Survivor is going to break LoS and you'll take some time to get their vision again, don't lose your speed by winding up and throwing knives, wait for a better position.
So you need to be smart when to use your knives in all scenarios. And his buff is huge, most 90% of the time you will be able to explode the passive and even if you losed 1 because of 10 seconds, it still applies pressure to the Survivor being chased and after regaining LoS you'll probaly have the chance to land more of them.
You just defined the Trickster problem, it takes too long to take down a survivor because of how difficult it is to hit them with the blades. Trickster is an incredibly nerfed Huntress.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2329479#Comment_2329479
You're misunderstanding that particular nerf to Main Event. It's not "You need 30 knives in your inventory to use it" it's "You need to land 30 knives to charge it instead of 20."
Oh.
Well, although you honestly just opened my eyes, it's still a nerf, now you need to hit more times to activate it, and on top of it you only have it for 30 seconds. It still seems absurdly situational to me considering it's his power. It may be useful in certain situations, but not in many others, considering that in the end you are slower than survivors when using it.
This ""buff"" will continue to keep him in Tier D, perhaps touching Tier C.
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@Science_Guy said:
USB was already arguably Trickster's strongest add-on, now it's DOUBLE base kit, and you think he hasn't been buffed enough? This thread is a joke.
That it was one of the best Trickster addons doesn't make it a good killer. Even if they give it to him as a base kit, it isn't going to make him a good killer for the other nerfs I have mentioned, but hey, just look at the buff!
Your comment is a joke.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2329418#Comment_2329418
Probably because they’re still being cautious about how potentially oppressive Main Event could be.
Using your example, if a survivor manages to make Oni miss, there’s a window of opportunity to try and get away. Main Event, when active at opportune times with few LoS blockers is completely relentless. I can see why they’re still being cautious.
That said, 30 seconds is a much larger window than (I think) many players realise. It seems short when read, but in game that’s a long time. I almost always feel like I get LOADS done, or travel far while Dark Devotion is active for example, but that’s also only 30 seconds.
I think the 30 second window will make Main Event much more flexible than what some are imagining.
You're going to get the Main Event during a chase, and you probably can't use it in the middle of that chase because you'll have less than half your blades. Let's say you manage to take down the survivor, pick it up, hang it up, go to a locker to reload blades and be able to use the Main Event. More than 20 seconds have already passed in that process, probably even 30 seconds.
This "buff" sucks. It's the second "buff" that they do to him, and with the first buff they didn't even move him from Tier D. With this "buff" something tells me that he will continue there. Let them be as cautious as they want, but the months will go by and the Trickster will still be crap.
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@ThiccBudhha said:
I feel like it is a blatant net nerf, but at the same time, he will probably feel more fun to play? No clue, I don't own him. They definitely nerfed more than they buffed, however.
More fun? You are going to hit a survivor with 5 blades, you are going to enter a looping with high walls and in just 10 seconds the decay will begin. In fact, in another 10 seconds you will have lost 3 of those 5 blades that you have hit.
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@adam1233467 said:
https://forum.deadbydaylight.com/en/discussion/comment/2329339#Comment_2329339
I really hope than we can have her remodel done, they made soo many remodels in like 2 weaks
Laurie's remodel is one of the few that has convinced me, I hope they put it on the PTB...
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I think you haven't understood me, at no time have I said that I don't believe you. If they have deleted the video, it is for some reason, right? They haven't been convinced by the model, it is not 100% ready yet, something has happened, etc.
We will have to wait for the PTB on July 7, there is no other way to know if the model will appear or not.
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@adam1233467 said:
https://forum.deadbydaylight.com/en/discussion/comment/2329309#Comment_2329309
was posted for 2 minutes in dbd korea twitter and the they deleted
So you can draw conclusions from that, right?
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How are we supposed to know that?
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Trickster.