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Trickstaaaaa

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  • @BoriskyTheFox said:

    I mostly use dbd's steam forum and most people there think the game is survivor sided. Looks like this forum isnt so different than steam forum because i have seen many people here who think dbd is survivor sided as well. I just want to know why so many people here think killers are weak. Because i think its literally the best time to play killer. Killers have way stronger things than survivors do. I think the only good thing thats left for survivors is SWF. Killer Meta (especially DMS + Pain Resonance) is stronger, maps are weak for survivors , hex totems are stronger than boon totems (I know boon totems can be reblessed but killers can destroy it instantly so reblessing is just a waste of time).. I looked at kill rate stats and its above average, so it proves that killers are stronger than survivors. I think those who think survivors are stronger clearly havent played survivor enough. Soloq is a mess, its a horrible experience.. my mmr goes down because of my teammates mistakes and its not fair. Looping the killer nowadays is too hard as well due to the anti loop killers they have recently released. So, what makes you think DbD is survivor sided?

    Oh man you came over here now bruh... Greeting, but are you really the real Borisky? But I do believe it's survivor sided. But not because of what people may think. The reason I believe it's survivor sided is because it's a 1v4, it's only logical for me. It's the numbers game, in video games the team with more players always has an advantage. It's just logical that killers will have a harder time, just because they got to deal with 3 more brains. Now sure different killers will be able to handle it better, but even so the numbers will always be on the survivors side.

  • The game needs new game modes.

  • Not the self-care part for the survivor who set up the totem. But the fact that the whole squad can heal with it.

  • I honestly enjoy their original killers more than the license ones. But with the exception of nemesis since they added zombies with him.

  • I don't believe anything that has to do with gameplay is toxic. Now a player holding someone for 2 hours in a corner that is toxic. And a player hacking that is toxic. Anything else related to gameplay is not toxic. That includes killer hitting on hook, and or tunneling at 5 gens, or even camping at 5 gens. And a survivor clicking, or spamming Ctrt is not toxic. Now if a person is breaking the chat rules that is toxic.

  • It would be nice if tricksters could hold his main event. That's a nice change that has been wanted for a while, at least for me who has been playing him since the beginning. The 50 knifes might be a bit much as I saw on his latest PTB. But yes, the ricochet blade would be a helpful edition if it became base in my opinion. But I know a lot of people hate him as is, so that may not be the way to go.

  • Yes I find his power fun, since it's the closest thing we have to a machine gun. But yeah I know, some make him seem like he's the best thing since sliced bread. But when you play him, you realize he's weak if survivors have the basic knowledge that high objects negate his ability.

  • @[Deleted User] said:

    Yes. I also think people expect too much balance and competitiveness from an asymmetrical game. It's asymmetrical it's not supposed to be and cannot be perfectly balanced.

    Yeah cause it's a 4v1, just by that it can't be competitive. And to add the cherry on top... the game is too RNG based to be competitive as well.

  • Yeah some people act as if they are playing for a million dollars prize each round.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2795222#Comment_2795222

    Is Tombstone Piece reasonably fun, though? Getting deleted at 5 gens because Myers stalked a Meg on a generator and found you next isn't particularly fun. There's virtually no interactivity, just hi, bye, and queue up again, better luck next match.

    At least with Judith's, he typically has to get stalk off you. It doesn't create particularly enjoyable games, but it's balanced. Piece can be activated very early and ends up being a 'too bad' for whoever gets caught first. There isn't even a chance of counterplay unless you treat all Myers like they have instakills and jump in lockers (which will make you much easier to kill if he doesn't have them), because Piece is activated too quickly to really give off the telltale warning signs that you're facing a tombstone Myers.

    I agree with you it may not be "fun", and or balanced when paying survivor. But it sure is fun for anyone who has played with those add-ons... At the end of the day in my view, I'm looking at this from a fun perspective. The add-on makes myers fun to play as. And even with the tombstone piece if the user does not play it right, said user will only be able to insta-mori two survivors. So the other two could make a play under the right conditions. And it's a purple add-on so it's still okay because of that.

  • Honestly this is why it's best not to talk to people in-game, especially if they lose. Since losing in this games makes some very emotional. Just move on to the next game, no "gg" or anything.

  • Sometimes it's best to let reasonable fun things stay. It's a very rare add-on, it has a requisite for judith's tombstone to activate. So it can be countered by playing smart. But people should allow fun since the gameplay gets monotonous at times, so it's reasonable since it changes up the gameplay. While judith's tombstone admittedly is not "balanced", it's a very rare add-on. It's not like NOED since that is a perk.

  • The map is not as bad tbh for both sides. Because as killer you can get a nice 3, or even 4 gen set up. You can shut down the one half of the map. As survivor all you have to do is make sure to get one gen done on each side, and to complete the middle gen. And with that you can call it a wrap. For me haddonfield and the badham realm are my least favorite maps.

  • 0% in common with the people who play the game. For one how can a couple 100s of active forum users at it's best, be able to represent the 100,000s of active players. And the people that come to the forums like us tend to actually care more about the game, I guess. So no the average player does not really care about balance and things like that, they mostly just play the game.

  • @TragicSolitude said:

    Claudettes and Megs are useless.

    I feel some megs are really good tho.

  • Not really. When I play killer I can play without sweating, but it's not really relaxing, it's more intense if anything. One has to focus because you got to keep track of a lot of things.

  • The perk is fair. It got rightfully nerfed last year.

  • Honestly most likely not. But even the most experience killers fall for it every once in a while. I would say if you got no other choice go for it. For example 360s and window/pallet fakes probably won't work vs experience killers, but there may be 1% they do work. So if you got nothing else attempt it.

  • He is pretty easy to loop. Just don't try to loop him out in the open, or in short loops. While technically a ranged killer, he can't down at the same distance as huntress, he is a more of a short ranged killer. Anyway he has a "lullaby", albeit much quieter than huntress. But keep an ear on it. If he sounds like he is getting close, run, run far away into high wall loops. In some high wall loops, such as the shack if run properly it can be nearly impossible for a trickster to down you with his knifes. And since he is 110% it can take a while for him to down you without his power. And if he activates his main event you can stun him out of his power, similar to plague's vile purge. But the easiest counter is high wall loops, that hurts tricksters big time. And also if a tricksters camping be careful since he can shred survivors pretty quickly in short range, especially with his main event.

  • Gameplay is not toxic in my view, unless someone is hacking, or body-blocking someone for the whole match. So no in my view slugging is not toxic. It's boring to get slugged, but gameplay is not toxic.

  • Survivors run at a 95% speed when inured. There you go, plus it would make sense from a logical perspective since when humans are injured, they usually are in a more fragile state. That would allow for killers to end chases quicker, since they would be able to catch up at a faster pace. And it would make plague S tier.

  • It's good now. It's great on most killers.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781524#Comment_2781524

    I don't feel bad. I feel bored. It's tedious. I want to be chasing and dancing around with survivors, not playing the Superhot version of Whack-A-Mole.

    https://forum.deadbydaylight.com/en/discussion/comment/2781530#Comment_2781530

    Slugging isn't new.

    Mandatory slugging is. Or at least, it's made it's comeback from the times where a survivor could crawl into certain spots to be immune to pickups.

    Survivors don't like being slugged. I know I don't enjoy slugging.

    Why are we pushing killers towards more slugging? Surely we should be doing the...opposite?

    The thing is no one is pushing killers to slug more. It's rather that if a survivors keeps on purposely going up to a location, that they know the killer cannot physically get them to a hook, to troll or whatever. Then in that case no one will blame the killer for slugging. Since it's basically the survivors asking to get slugged. I had a bill and dwight doing that on the raccoon police department, and a kate on the thompson house. And you know what, they keep getting slugged since they were purposely going up there.

  • @Dwight_Fairfield said:

    I don't think its even about swf's. Its just the usual perks you get from the high level survivors. This is from one of my killer matches earlier and its the typical types of builds I always get;

    https://us.v-cdn.net/6030815/uploads/PYF4RVI6H2SM/norm.jpg

    Dead hard, DS, boons, unbreakable, borrowed time, iron will etc. Its standard level stuff in the higher MMR side. You just have to expect it. Its the meta.

    Wait, isn't boil over the new meta that is in 99% of killers matches?

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781120#Comment_2781120

    Why do people act like slugging fixes Boil Over when the teams that use it will pick up the player as soon as you leave and they'll return to contributing (and running straight back towards the trouble area when you arrive on the scene), if they didn't just bring Exponential anyway?

    When dealing with a player abusing Boil Over, and the team isn't crowding around like a bunch of hungry spectators, you have to throw the whole game to be able to kill them. Otherwise you can't do anything about them unless they screw up or you're Pyramid Head - perhaps Trapper as well, if they're not careful or their team doesn't help them disarm the traps. It's either a losing situation or a "I can bleed them all out, but it'll take the better part of an hour to do it." To that end, I don't see how "you won't encounter it much once the shiny new gloss wears off" is a good argument to keep things the way they are. They fixed Soul Guard/WGLF abuse and Breakdown abuse despite those being a rarity to encounter, because it turns out having that kind of broken interaction in the game isn't healthy even if it's just a few people running it for the purpose of being annoying. There's no reason for Boil Over to exist in its current state except to fuel trolls. Because when you're not using it to abuse map design, it's still a really bad perk that nobody is going to want to run over actual consistent and helpful effects. It's unfeasible for it to trigger on most maps, it tells the killer that you have it, and the drop still won't get you free if you don't orchestrate the situation or your teammates aren't there to block the killer. It's arguably the worst kind of perk - virtually no honest uses and plenty of scummy ones. I'm a little reminded of Insidious, but Insidious is easier to deal with once you know it's there.

    I could perhaps live with current Boil Over being a permanent addition to the game if they fix it so that every single trouble spot is now guaranteed to have a hook - second floor Asylum, RPD library balconies, second floor Eyrie, Thompson House gen, Badham two story house, Dead Dawg saloon, Grim Pantry main building. And those present their own issues, because several of those hooks could be bodyblocked by the killer (which is currently an issue with one of the possible Eyrie hooks, iirc) and there's still the problem with that hook being consumed if several people are abusing the area.

    To the argument that Sluzzy brought up, since I've seen a few other people who aren't just baiting echoing it: Stuff like maps or Small Game are training wheels for learning how to deal with Ruin. Those things make it easier, but the main point is that they'll help you learn the map spawns so that you can deal with hexes on your own. Same if you're dealing with a Blight with Tinkerer - Prove Thyself or BNP will help you, but teamwork fills in the gaps just fine; have one guy distract the Blight with a promising chase and have everyone else pile on the gen, and commit if the Blight comes back. Perks make it easier, but game knowledge fills in the gaps. Meanwhile, those perks and items are good enough (or the things they counter are common enough) that they're often worth bringing anyway. For instance, Small Game will help you place boons without wasting time and will work to counter any hexes the killer might bring, especially NOED.

    You can't do anything about Boil Over abuse without the right perks. It doesn't matter how well you understand the situation. Either the whole team crowds around for saves and you can kill them if there's no No Mither/Exponential shenanigans, or you're helpless. Needing a perk to deal with another perk is terrible design, especially when the counter-perk is nearly useless on its own. Do you bring Calm Spirit every game on the possibility you might be facing a god-tier Infectious Fright Nurse? Why not? Perhaps because Calm Spirit is close to worthless otherwise and the odds of you facing that particular scenario is quite low, so it's better to bring perks that will always help you?


    You could just let them play their slugging simulator? I played vs. a bill and dwight that ran the full boil over, and tenacity with no mither, spine chill build. And they sent me to the raccoon police department, and they keep running up to the library when I keep getting close to the middle. So you know what I did? I downed them and they keep getting up. So I just went after the other two teammates. And then I slugged them properly since they where just up there being frivolous goofballs. And I don't blame people for slugging in this case, since the survivors are clearly trolling. But even with that I rather the perk stay strong to give us who are playing normally a chance to escape the killers grasp. But if you guys believe the perk needs to get nerfed. Then why don't you guys tell me how to nerf it in a way for the perk to remain useful. But I think the solution is to add hooks on maps, such as what you suggested. Either way I play killer and this is not happening in most of my games. I seen some people use it, but they rarely escape. So I think people are exaggerating the power of boil over.

  • Solo-que is pretty bad right now with the event...

  • @CluelessWanderer said:

    I tried the Boil Over perk and eventually unequipped it. I agree it's very situational. I think it helped me once on Badham and overall wasn't worth it.

    For Killers worried about people using it to be annoying, I think we'll see a surge of that and then it will die off as soon as the kiddies get bored.

    Right people are using it to be frivolous. It's all a gimmick that 95% of survivors won't even use next week. It's not worthy of making the perk useless again. Plus it can be countered by slugging.

  • It wouldn't be a nerf for me since I never run dead hard. I run the good old spring burst.

  • Not my cup of tea. While I do find her more fun to play as compared to blight or spirit. I don't find her more fun than the ranged killers. So yeah even though the killers I like are not top tier, I do enjoy playing the other killers even if they are weak. I just don't find her fun enough to play and learn her.

  • Not really lol. This a game where you drop a wooden pallet and that stops a big monster like nemesis. I don't see how that can be a horror game lol. The only way this game could become horror theme is if all the killers could insta-down.

  • @Shaped said:

    Have you looked at the society we live in recently?

    It is always us vs them. Everywhere. Always.

    Not really. In most multiplayer game that I played people get along. There is very few games that have this issue. It's usually the one siders that seem not to have an ounce of empathy for the other side. Honestly I wouldn't mind the game forcing people to play killer, like we all load in into the lobby and the game randomly picks one person to play the killer role. But yeah I played many PVP multiplayer games where people still manage to get along. It's just that this game does not encourage people to have sense of unity.

  • Survivors are trying to get the envelopes. I would suggest playing during survivor "peak" hours. Where you are more likely to be paired up with decent teammates. That or finding some decent survivor friends.

  • Yeah I noticed that since the event began. It's probably that survivors are looking for the envelopes. Thus them spending less time working on gens.

  • I have to say I agree. While boil over is not going to become a part of the meta combo for most, you may see some people break the meta combos to change up their builds for it. I don't see why certain folks claim they don't like the meta. But when they buff useless perks into something viable, them certain folks start complaining. Like don't people wanna see useless perks become decent? Even with the dead man switch buff, I like it that they actually made it a meta worthy perk.

  • I don't think tricksters is strong by any means. But he is not the weakest at this point, in my opinion. His initial PTB release was when he was at his weakest point ever. Now maybe on consoles he is since his recoil. But overall legion since circle of healing hurts him big time, since his main power revolves around injuring quickly. But I can see the argument of trickster being the weakest overall since his kill-rate is slightly below 50%, despite his power not being hard to understand.

  • It's okay since it's an IRI add-on. Plus it takes quite a while to get to a reach TIER-III. Yeah it's not that good from a balance point of view, but it changes the gameplay, and that is what IRI add-ons should be meant to do.

  • Not really. It worked on me when I was a noob. But as I got better it hasn't worked on me in a long time. Also you got to remember those youtubers play many, many games, I'm sure they take the gameplay footage where they succeeded in 360 a killer. But it usually only works on unexperienced killers, and something I noticed is that it has a higher chance to work on consoles killers not always but sometimes.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771274#Comment_2771274

    You can basically take the game hostage and not only win, but force the killer to AFK or DC. With a little bit of coordination, it's literally impossible to hook anyone or keep them slugged.

    Until this is fixed, as well as the ridiculous disparity in BP gains from the new event (which honestly needs to be retrospective for me to be happy about any changes made now, survivors get double what the killer does, if not more) I'm honestly not at home to any balance complaints from survivors right now.

    That may sound mean, but it is what it is.

    I have no complains my friend. I actually love that buffed useless perks and turned them into useful perks. But I don't think that is a perk "issue", rather it's a them needing to put hooks in areas that don't have hooks. Such as the RPD library, and I seen hooks spawn on top of the tower. So I guess make a hook up there a guaranteed spawn.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771246#Comment_2771246

    Maybe because they think boons are working as intended and are not as OP as people think?

    I actually do think the perk is a bit too much, but only because it's a super SWF perk. And it especially hurts killers that rely on M1. But with that I fear they will nerf the perk to a 50% healing rate which at that point the perk is basically useless. Since I do enjoy having a healing build, I would rather the perk only apply to the user so the perk can remain strong.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/306948/recent-changes-and-the-event-made-this-game-ez-for-hi-tier-killers

    Just take yourself to Eyrie or Pantry with Boil Over. Get to the right spot and you auto-win because you can't be hooked.

    That only works with a smart solo Q team. Or with decent friends. And even so the killer can just slug, or ignore you and take out the team. And even if the whole team has the same idea they are a basically most likely what I would call a "goofy squad". They just plan on messing with the killer and throwing the game.

  • I don't understand why they don't just nerf the concept of boons themselves. Just make it so the effect of all the boons apply to the user. That way you only have to worry about said person using it. The perk would be fine if it's only applied to the user, as every other perk in this game does.

  • I doubt it's happening in 95% of you matches, I'm willing to say it's a one in 20 matches were you get squads like that. Doubt it's happening that prevalent as some are making it seem here lol. Regardless, it's not the perk that is the issue, it's the hook map spawn locations in that case.

  • They changed up the meta combos.

  • Don't really mind it, since it will saves console users analog sticks. And plus us who can't hit the wiggle buttons consistently on keyboards.

  • I was trippin, real talk 😂. But yeah that's what I mean the very rare add-on.

  • Fun iridescent add-on. Sucks from a balance point, but it's an iridescent add-on so it's fine.

  • They buffed a killer perk that literally no one uses. AKA dead man's switch. And turned in to a 'A+' tier perk. I can say that if the perk remains in the way they buffed it, it will surely become a meta killer perk. Since it's literally an upgraded deadlock. I mean the perk has the potential to be used 11 times, already better than deadlock since it can only be used 4 times max. And dead man's switch has a max time usage of 45 seconds, again better than deadlock since it only last for 30 seconds max. And I actually liked that they buffed a weak useless perk, and turned it into a strong meta perk. And I used it and it slowed down the gens, so it's a good buff. So lets hoped it does not get nerfed badly. So everyone is getting something good out of this update.

  • Because getting spammed with knifes can get annoying. And often people can't, and some don't know how to counter him. Although it does not mean he is OP or anything like that. Just that he can get annoying to face at times. That and what the first commenter wrote. Now I like his ability, since I think it's fun to use, since it's the closest we will get to a machine gun power. But I do see why people don't like him.

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