TropesDaMan
TropesDaMan
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- TropesDaMan
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Comments
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@Angy_Quentin said:
7 minutes is all i can spare to grab you through a solid wall. Get completely clowned on my dearest fog creature.
ah your behind a wall. tch i expected more from you
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@zonkednb said:
Many people here are unable to break free from DbD :(
cue queen moment "I WANT TO BREAK FREE"
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thats…just insane, the amount of crap i see wow
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@AlphaYandere said:
I was recantly told to off myself cause i love the Character Jinx from Arcane and designed my whole Steam Profile around her. I dont even know why he was so mad. In the Match i encountered this weirdo i was Surv, he was also Surv so he was my m8.
We went against a Bubba and unfortunatly he spotted me direct at the Beginning of the Match in a Deadzone. I obviously got downed and getfarmed by Nea (the weirdo), tunneled, farmed again, tunneled, dead…. after the match i got the comment from Nea that i'm a disguasting lol fan that shoul off myself with my cringe ass profile. (i don't even play lol… i mean i did but i'm not even lvl 20) also he mocked me for speaking japanese. Sorry that i'm learning a 3rd language i guess. (German, English, Japanese)Another Jinx fan!
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@JesterVittorio said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081529#Comment_4081529
now that the dust has settled do you still think jason is not a springtrap clone?
bro pulled up the next month just to assert hes right
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@pidgeon said:
Let me introduce you to Hex: No One Escapes Death
How can you, when you cant escape death, surely you dont have the time
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086630#Comment_4086630
gauging distance is pretty important based off the sighs and moans you here it's why Stridor used to be the common "oh hey, this has synergy right?" kinda perk at first glance (stridor at one point overruled Iron Will too) however Spirit mains used to say that perk was a trap specifically because it made survivors sound closer than they really were.
Spirits favourite survivor is definitely Rebecca lol she has like, the longest injury noise in the entire game you can track her with your eyes closed just by whacking her.
im not deaf myself, but Spirit can be tough as it is since survivors will employ prey tactics like retracing footsteps or standing completely still which can throw you off
Shes a killer i would like to play more, just the fact im horrible at tracking throws me off, can you at least hear noise notifacations?
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@Gh0st2317 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086605#Comment_4086605
Mix, I'm intrigued
so am i
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@100PercentBPMain said:
spirits honestly incredibly overrated. her base kit is pretty bad just like Wraith.
she's an accessibility issue for the hearing impaired that's where her issue comes from. before her addon nerfs/reworks she used to be deaf friendly to play as at least thanks to Fathers Glasses (RIP)
Her enjoyment to verse is also kind of map dependent since grass affects her gameplay pretty significantly for both sides
maybe thats why i suck i have hard hearing in one ear
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Not only do i agree with the statement i like how chill people with sadako pfps are in this forum
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Generally i suck at versing a Spirit to the point where they feel downright bad for me and let me live, considering im still trying my best
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@pidgeon said:
They're both very powerful killers right now that require more skill to play against than as imo
cant play them for my life lmao
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@Rulebreaker said:
Do you want gameplay story, end chat story, what I've done story, mix?
mix
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086579#Comment_4086579
It hides which spell you're casting lmao
this entire time i was teching and i had no idea
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@pidgeon said:
I have a few odd stereotypes
- If you play against Sadako its either a baby or OnePumpWillie himself.
- If either Vecna 1.0 or 2.0 spins before casting their spells you WILL lose the match.
- The bloody outfit or the mothman fit for Pyramid Head automatically makes you hit all your shots.
- Sables wearing red are good most of the time, don't expect anything from the rest.
I just spin as Lich because i find it fun, i didnt realize it meant something
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@pidgeon said:
I have about a 65/35 killer/survivor split with way too many hours in this game and have never experienced killer anxiety. I constantly hear about it a ton from content creators and people on forums, what is it like and how do you guys deal with it.
Feel free to answer in the comments so other killers can learn how to deal with it!
I find it quite common for me yes. However something i can reccomend is think about the fact its just a game. or find a killer that makes them enjoy the game, win or lose. Skully and Artist are thoese killers for me
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@pidgeon said:
Deathslinger just needs minor buffs to basekit and the player needs to hit their shots and he would be A tier
His add on are his main problem, if we could give him a pass that would be great, not to mention rework Hellshire Iron
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086528#Comment_4086528
Its the one being reworked. The strength of the old version is that it lets you sidestep understanding killer macro (keeping some track of where each survivor is and which gens are likely being worked on) and just go directly to where you now know survivor are or at the very least to a gen that needs to get kicked. Omnipresent Evil makes it incredibly quick to hop over and do what you need to do at the location and the relatively quick recharge lets you go right back to something else as needed with the add-on providing information on where to go the whole time. In this sense its strong as an assist to learn killer macro but if you crutch on it you won't improve. Once you have killer macro down you were better off running something else most of the time and my personal preference was the brown that gives him the haste for longer.
Its new version seems stronger to me so long as you have that macro down, you don't need to leave Omnipresent Evil to regress a gen and can go right on to wherever else you need to go. Unless the survivors stop working on the gen and crouch before you get close, unlikely given how fast you move unless they do it the moment you enter the mode and at that point they are not progressing the gen, you know whether or not they are there and can Jump Scare as needed.
It seems an interesting add on, thank you for the info. i appreciate it
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086505#Comment_4086505
The thing is, thinking not enjoying to play against it and actually playing against it are different things. Which is the big problem, people jump to conclusions way too fast and then things get changed before they were actually properly tested. Fog Vials are a great example, you would probably see 0 complaints about original Fog Vials now (assuming they made them equal on all maps, what they eventually did). People complained because they were new and many people were using them, therefore they were very common. But instead of waiting a few weeks and let new toy syndrome disappear, people mass-complained and they were dead a week after going to Live. And yet the same people complain about Survivors bringing 4 Medkits all the time…
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086515#Comment_4086515
The problem is, if you make it work like Overzealous, it will be bad. Assuming that you mean that it should get an activation requirement which is too much to justify the benefit (which is the case for Overzealous). And I dont know if removing it in chase will do the Perk any good either, because what is the point then of bringing it? Maybe to line up for Flashlight-saves, but to be honest, I would rather use Background Player for it.
I hope for people actually playing against the Perk and then getting a feel of how they perform against it. And actually testing to play against it and not going to the Forums after one person had the Perk and they had a mild difficulty of getting them (but still a 4K…). I am also not sure if people are not underestimating it. We all chased someone with Iron Will and Lucky Break at some point and I think it is fine. And Elusive is nothing different, even if it is less investment and not on a timer.
And last but not least, the Perk being free is also not entirely correct. To have its use in a chase the Survivor needs to actually be good. So its not like it is an unearned buff, which turns mediocre players into Looping Gods. There are other Perks which are way more free.
But to be honest, I dont care too much about the Perk itself. I will most likely not use it, especially not when I consider that it will be nerfed anyway. I just really dislike the fact that new things for Survivor which MIGHT be good are nerfed immediatly. Makes it hard to feel any excitement about new things when you know that they will not stay like that.
Your exactly right, i shouldnt make any assumptions if i havent play against it yet. Im mostly influenced by other people complaining about it
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@TheGoon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086534#Comment_4086534
well thanks for letting me know at least
No Problem
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@TheGoon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086524#Comment_4086524
Oh wait I accidentally quoted the patch notes. Is there a way to fix that or is it just kind of stuck like that?
you gotta make a new message sadly, i just wanted to let you know
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086483#Comment_4086483
Or maybe, just maybe, the perk hasn't been finalised or released so people are just sick of the doom-posting over something that hasn't even happened yet. Crazy, I know!
I think that no one trusts BHVR anymore.
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086503#Comment_4086503
Yup, it was incredibly strong. You don't really get the full haste time because some of it is spent in after throw slowdown but 13% haste was massive and the "downside" of pushing the survivor further was regularly to Jason's benefit as it pushed the survivor away from resources or towards edge map if you were a bit more careful with when you hit them and that's before you consider the possibility of the survivor colliding with an obstacle and not even getting the extra distance.
May i ask whats your opinion of the Deputy Badge? im on switch so i havent gotten the choice to play Jason, and ive heard that too is a immense add on in terms of strength?
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@TheGoon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/468317/ptb-to-live-changes-the-slasher
Bruh, what do you mean he gets a worse slowdown than huntress for holding his power? He has a maximum capacity of one brother.
I think you quoted the wrong thing jsyk
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086516#Comment_4086516
Omg, is this my first time being accused of being a killer main?
It's like my very own forum baptism! However, I'll bite on the whataboutism for some fun:- Nurse needs work, yes. I'd prefer her to have a unique item/station to limit her, ideally keeping her play as is but giving survivors more agency against what is an impossible killer to counter at certain levels of play.
- Ghoul is not OP, but is unfun to go against and gives massive value for autoclicker-tier gameplay. Ghoul needs a sidegrade to make him require more skill intensive, and his mark shouldn't be tied to deep wound. He doesn't need slowdown on top of mobility and chase power.
- I hate Noed. It's a pity perk for bad players. I never use it and what it either immediately visible so survivors know to find it, or reworked entirely.
Any more, bud?
Another NOED hater? my respect for you grows
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086500#Comment_4086500
I normally like your takes but in this case we're opposed forever. Within different tribes, never to reconcile… You… You survivor main!
For real though, the problem with the perk is it's too strong, too free, no investment required and always active. Its use in chase appears to be an oversight. Make it work like Overzealous or remove its chase function and it's golden.I too like Cogs takes, and enjoy reading them, Your not wrong when you say it takes no effort to activate, a cooldown needs to be added or something
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@ghost916 said:
Idk man ive lost faith in bhvr. They dont play their own game yet make balance changes based on numbers. So when I paly as legion and everyone's running around trying to get flashlight saves and not doing the objective, i get a 4k and that leads to legion nerfs
Many of the devs play the game after hours, you can see that in a few messages in a thread or two. and yes they play both sides
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@cogsturning said:
My thoughts are that pretty much no new or recently reworked perk or item is allowed to be useful because this community won't tolerate it. So even if it survives this first wave of whining (which I doubt) it will almost certainly not survive the second wave after it goes live. Fog vials and Fast Track are good precedents for what happens nowadays.
i do think im not going to enjoy playing against it, but im not the type to be (oh my god this perk is utterly horrible to go against nerf it now) if that was the case i would join on the "screw SB" bandwagon
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You never know, you gotta stay positive
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@FerrousFacade said:
I'm buying Jason day 1. He was a ton of fun on the PTB and the only nerf that effects how I played is the one to coroner's coffee and it honestly needed a nerf.
All i heard lately from my buddies who have pc were how strong the add on was
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@ghost916 said:
BHVR needs to learn to respect our intelligence enough to actually play the game theyre making balance changes to. Its completely obvious that most of the balance team either doesnt play this game or are survivor mains. You nerf Jason but leave the survivor elusive perk untouched? Like are you kidding me? Theres too many videos online showing killers losing survivors for simply hitting them. Jason now isnt worth the money with the bad animations and lackluster perks, I say vote with your wallets boys. Let them know we dont want slop
Generally its not as bad as you think, it just nerfs boring playstyles like camping. they even buffed a few of his add ons. Hes still a fun looking killer, and weve waited so long that people are still gonna buy him
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086339#Comment_4086339
Technical documentation is part of my job, I type and write a fair bit and it needs to be clear (but I dramatically overuse commas and regularly use them incorrectly). This is a global forum so I don't expect good writing and wouldn't assume anyone coming here has English as their first language. I also understand that at the end of the day we are discussing a video game, a video game we are both clearly invested in but a video game nonetheless :) , I know I come off as blunt sometimes too and get overly passionate about a silly game. To some extent I am hoping that if this post gets enough comments BHVR will increase the priority of an endgame rework or at least get it onto some sort of roadmap.
I also want to state that I don't think anyone slugging for the 4k makes them a bad person (again video game) but I can say that I would not want to be acquainted with or be friends with a person that would end their matches that way on a regular basis. The best thing I can liken it to in the real world is someone picking up a dollar they saw someone else drop and not giving it back to the person that dropped it (assuming neither of those people really need money). Its ultimately a minor act of selfishness but would make me question the rest of their ethics and motivations.
- The most recent change to hatch was in 5.3.0 so around five years ago. Prior to that change hatch would spawn in closed depending on number of survivors alive and generators completed. It still spawned in and opened automatically with one survivor left but you could find or bring a key into the trial to open it earlier. You could still technically slug to prevent it but to a much lesser extent and only if a large number of gens remained. The dev notes on there state the reasons they made those changes as being a nerf to keys and to prevent survivors camping the hatch (you could find it before it spawned in as well) and just waiting for their teammates to die. Slug for the 4k is a side effect of these changes. I wasn't playing at the time so some of this might be me misunderstanding (spawn logic was a bit weird).
- There are a lot of bugs that have been in the game for that long or longer or disappear for a single patch and then come back in another. With how poorly the game code was written its entirely possible they have tried to make updates internally that complete broke something. Given how long the endgame has been considered a problem on both sides this actually seems more likely to me than slug for the 4k being intended.
- There are a lot of bugs that have been in the game for that long or longer or disappear for a single patch and then come back in another. With how poorly the game code was written its entirely possible they have tried to make updates internally that complete broke something. Given how long the endgame has been considered a problem on both sides this actually seems more likely to me than slug for the 4k being intended.
- I am not abandoning my teammates though, I am slugged on the ground with no way to help them if I could help them I would and the most effective way to do that would be to die. There is nothing I can do in that situation to help them and me being there is actively detrimental to my teammates escape since if I wasn't there hatch would spawn and they would have a chance of escape. I am not in any way decreasing the game experience for anyone else by being allowed to leave, my game experience and the experience of the other remaining survivor are the ones being degraded. If your argument is that the killers experience would be degraded if I was allowed to leave then you have a small point but we are talking about a degradation from winning with a guaranteed 4k to winning with a guaranteed 3k and with a 4k still being incredibly likely. Comparing that to someone being completely unable to meaningfully interact with the game its obvious who needs to be prioritized.
- It depends on whether or not they find the other survivor, if they find them of course they go after them but at that point the match is really truly over and you are not getting back up, no point in me being there anymore. If they don't you get proxied in the hopes that you lead them to the other survivor or the other survivor tries to get you back up. If the other survivor isn't nearby I'm dying to bleed out. If the other survivor is nearby then they get found and downed, no point in me being there. No matter what me being there is not doing anything or changing anything. Maybe just crawling around is fun for you but I think you will not find many people that agree.
- I am certain BHVR is aware but development projects (I am a software dev but not a game dev) are complicated projects and a small amount of spaghetti code can make things difficult to alter even if you want to make changes, even if those changes sound simple. Given the sheer amount of spaghetti code in this particular game and BHVRs clear money sidedness it wouldn't surprise me if its on the list of things to change eventually but so far down the list it may as well never see the light of day. There are also the slugging changes that didn't make it to live which would have effectively nerfed the ability to slug for the 4k (without outright removing it), so you could argue that they had intended to resolve it there but the pushback they received from those changes have made them hesitant to try again (as we can see from the diminishing returns changes having so few other changes, though soon?).
- I am aware it is possible and even mention that I have done it before but maybe a handful out of thousands of game, so a ridiculously low chance of it happening. We are talking matches where the two remaining survivors must dramatically outclass the killer to such an extent it makes you wonder how matchmaking put those two survivors against that killer alongside the two survivors that died.
I understand why someone will slug during the match but once the killer has won (3k) I don't. I cannot see how someone could need a 4k that badly. It may be a game but if I found out a friend was doing it regularly I would re-evaluate that friendship, this game just isn't that serious or truly competitive and if they are not thinking about how it could effect the downed survivor then they quite likely have a childish mindset that I don't trust. If they want the hyper competitive experience we have the comp scene and as a bonus if they don't like certain perks or think matchmaking is poor both of those are in the hands of the players over there. I also wouldn't mind much if it was only an occasional thing but its becoming more and more common to the point that its been nearly every match that the killer wins recently, it wears on you and makes me less and less likely to play survivor.
You can claim that its intended but we have no confirmation of that, I think its far more likely to just have happened by accident and all their attempts at addressing it have been shot down or de-prioritized. I don't mind losing, some of my favorite matches ever in this game are ones I lost, but slugging for the 4k isn't something that allows the survivors a meaningful way to interact with the game. Hatch race at least gives everyone something to do. I am not saying its perfect but its far better than the situation slugging for the 4k creates.
If you want to really tackle DCs, and I agree they happen more on the survivor side, then you have to address why they are happening not band aid in more punishment. They come from a place of real frustration with the game but a desire to keep playing because there is a good game hidden in here and there isn't anything else like it (this doesn't apply to everyone, obviously there are people that just have poor attitudes but those players will never be saved). The reason I have had such a problem with this thread is that slugging for the 4k is clearly one of the primary causes of that frustration that BHVR could tackle and there are so many people defending it. To me personally it is the single greatest cause of frustration, how could it not be when the expectation is for me to just sit there after the match is lost. The biggest problem for this of course is that if they focused on a patch to lessen frustrations people would want their personal grievances included and dealt with, everything would be seen through the lens of balance changes and it won't be allowed to be imperfect at first and fixed over time.
While survivors DC more often, killers complain more (you can dispute this if you want but I have seen too many youtube videos from killers that win nearly all their matches and still complain to think its not true). Those same killers love to claim that all it would take for kill rates to go down is for survivors to learn, they never consider that killers also have skill issues and that kill rates would go up if the average killer player was better. Those skill issues are just not as easily noticed because the game does favor the killer up until we are talking about the absolute highest level of play, simply because it is much easier to snowball on the killer side. When they lose many never consider that they got matched against survivors better than them and they lost because of a skill issue, many jump directly to the game being survivor sided.
PTBs are a great reminder to me that I am probably (not saying with any certainty) better than average, I won all my matches as Jason and my survivor matches were significantly easier than normal (actually weirdly gave me some hope that mmr really does work at least a little). I'm not saying there are no struggles on the killer side but your average youtuber that plays this game for a living or just an absolute ton is not a good judge because they are ridiculously good at the game and out of touch with the struggles of the average player particularly on the survivor side where game knowledge is a bigger part of the game than on killer (it still matters just less in my opinion).
Your average player is average on both sides and they always will be average, even if good tutorials exist you can't force someone to watch them or remember what they said and that is before getting into how different implementing the actions are from just knowing. If you push these players too hard this is what happens. Obviously a balance does need to be struck and we shouldn't push the average killer too hard either but so many simultaneously claim that killer is miserable while winning the majority of their matches. If its miserable while you win imagine how miserable your opponents must have been. I want to reiterate that I am not saying there are no problems on the killer side there absolutely are such as the disparity between maps (which I think effects killers more than survivors), but anytime someone even tries to bring up survivor frustration or survivor issues you are met with people that will insist its just a skill issue and that no changes should be made even if those changes would have no effect on balance, I have even seen people claim that survivor perks on a PTB were overpowered and then they are unused a week after they go live (not saying its never true but more commonly its completely wrong).
I agree that DCing so early is silly but at the same time there have absolutely been games that were lost simply because the killer had a good start. I won't give up but its demoralizing that it can happen that early while its simultaneously possible that the killer could play poorly most of the match and then snowball to a victory near the end, no such comeback exists for survivor. I and the few friends I have that still play survivor are currently trying to teach a new player how to play, I have recommended they focus on killer but they want to join for survivor sometimes. It has been a terrible reminder how on point the entire survivor team needs to be in order to even stand a chance, my solo queue matches are better than playing with them because they are so new. I don't expect to win and am still enjoying my time but the matches shouldn't be the wild blowouts they are either. Unless the killer goes out of their way to play incredibly nicely we lose with many gens left and that's one new player playing with three experienced players (not sweaty or incredibly good but at least decent I think).
(and now I think I have written too much and I don't think I can be this verbose again, sorry for the wall of text)
This is so neatly writed that im going to treat this as a short story to read for fun
- The most recent change to hatch was in 5.3.0 so around five years ago. Prior to that change hatch would spawn in closed depending on number of survivors alive and generators completed. It still spawned in and opened automatically with one survivor left but you could find or bring a key into the trial to open it earlier. You could still technically slug to prevent it but to a much lesser extent and only if a large number of gens remained. The dev notes on there state the reasons they made those changes as being a nerf to keys and to prevent survivors camping the hatch (you could find it before it spawned in as well) and just waiting for their teammates to die. Slug for the 4k is a side effect of these changes. I wasn't playing at the time so some of this might be me misunderstanding (spawn logic was a bit weird).
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im going to admit slugging is boring for the killer itself
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@pidgeon said:
I feel bad for the mods that have to read all of these comments..
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@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086484#Comment_4086484
This game has a large live design component, no perk is immune from balance changes.
i wasnt saying it was immune, i was trying to say that there has not been interest showed in changing it, i could have worded that better
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@zonkednb said:
It's not releasing into live alongside Jason, so there's no real evidence for or against the idea of it being changed.
It's going to be problematic if released in its current state. It's a fog vial with no sound/visual cue, no cooldown and activated for free on any loop. I've heard people say "Just use your eyes instead of relying on scratchmarks" but that massively underplays both the hesitation losing a trail causes in terms of free distance, as well as how a killer, confined to limited FoV and first person (aside from Chucky, wolf Drac and head Krasue), spends considerable time in chase not being able to see the survivor.
I played against it on the PTB. It wasn't an issue at first but as soon as players at large realised it works in chase, it became infuriating to deal with. It basically makes leaving any tall loop free if the killer doesn't have LoS. If it didn't work in chase it would have a niche use for hovering for a save, opening the opportunity to do this close by and when injured, or, once you leave the light trail, it should go on a fairly long cooldown after the 5s is up.I know, thats why i said possibly unchanged because the devs have no intent on changing it at the moment
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I only dont like Cross Examination
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086454#Comment_4086454
The player gets wired money directly from BHVR.
He gets a cigarette that gives him aimbot for the next 5 seconds
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086239#Comment_4086239
We don’t know the name. Its just been stated that they will be original and not licensed and later they have shown a short teaser of a motorbike with an invitation that is very likely driven by the survivor
so another biker like Yui… interesting
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so like do we know this survivors name or did we get 3 random perks before the survivor
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@JordaJ6 said:
I want to discuss Trickster’s current 4.4 m/s movement speed and why I believe it no longer aligns with how his power functions in the modern game.
To be clear, this is not a post arguing that Trickster is weak or incapable of winning. Plenty of Trickster players still achieve strong results. The issue is whether his movement speed properly reflects the requirements of his power compared to other ranged killers.
The fundamental difference between Trickster and killers such as Huntress or Deathslinger is that Huntress and Deathslinger only need to win a single interaction to secure a health state.
A Huntress can play around a corner, force one mistake, land one hatchet, and immediately earn value.
A Deathslinger can win one mindgame, land one shot, and immediately earn value.
Both killers can have line of sight denied by map geometry, but because they only require a single successful projectile hit, they can still threaten survivors around strong structures while operating at 4.4 m/s.
Trickster does not function this way.
Trickster requires sustained line of sight over time.
Winning one interaction is often not enough.
Winning two interactions is often not enough.
He frequently needs multiple seconds of uninterrupted visibility to build enough laceration to secure an injury.
That requirement becomes increasingly problematic against strong survivors because modern map design is filled with structures that repeatedly break line of sight.
Survivors can:
- Hug tall walls
- Rotate around jungle gyms
- Maximize elevation changes
- Use connected structures
- Chain together long-wall loops
Every time this happens, Trickster’s progress is interrupted.
The issue is not that survivors are counterplaying him. Counterplay should exist.
But, with Gen spreads and the dynamics of a match, the option to just never take a chase to a strong main or shack or something like Docks in the Backwater Swamp maps doesn’t exist in practice.The issue is that his power requires sustained visibility while the game increasingly provides opportunities to deny sustained visibility.
Counterplay Is Good. Dependence Is Not.
I want to be very clear here.
I am not asking for maps to become easier for Trickster.
I think it is healthy for Dead by Daylight to have structures that counter specific killer powers.
Just as there are areas that are strong against Huntress, Billy, Artist, Nurse, and other killers, there should absolutely be areas that are strong against Trickster.
There should be loops where throwing blades is inefficient.
There should be structures where survivors can deny line of sight.
That is good game design.
The problem is not that these structures exist.
The problem is that Trickster has become disproportionately dependent on whether they exist.
When I encounter an area that heavily denies blades, I don’t mind abandoning my power temporarily.
What I mind is not having a reliable fallback.
If a structure is designed to counter blades, I should at least be able to rely on standard 4.6 m/s M1 chase fundamentals until the survivor leaves that area.
Instead, Trickster often finds himself in situations where both his power and his movement speed are working against him simultaneously.
The power is being denied by the structure.
The movement speed prevents him from effectively compensating through basic chase.
At that point, the map is not simply countering his power.
The map is countering his entire character.
That is why certain maps feel dramatically different on Trickster compared to most killers.
The issue isn’t whether blades should work everywhere.
They shouldn’t.
The issue is whether Trickster retains enough baseline strength to function when blades are temporarily unavailable.
At 4.6 m/s, he did.
At 4.4 m/s, that safety net largely disappears.
Other Ranged Killers Receive Compensation
This is where comparisons become important.
Unknown is 4.6 m/s.
Artist is 4.6 m/s.
Both killers have multi hit projectiles that can be denied.
Both killers can lose pressure when survivors understand how to interact with their powers.
Yet both retain 4.6 movement speed because their powers are not considered reliable enough to justify a permanent 4.4 penalty.
The same logic should apply to Trickster.
In fact, I would argue Trickster is even more dependent on maintaining visual contact than either of those killers.
If a survivor dodges an Unknown shot, Unknown can immediately threaten again.
If a survivor avoids an Artist bird, Artist can immediately threaten again.
When Trickster loses line of sight, his entire injury sequence is delayed because his power relies on accumulation rather than individual impact.
He is uniquely punished for every interruption.
My Issue Isn’t With The Rest Of The Rework
Ironically, I actually like most of the other changes.
I think reducing blade count places greater emphasis on accuracy.
I think slowing Trickster while spam throwing introduces commitment and decision making.
I think Main Event being tied to sustained performance rewards strong macro play rather than existing as a passive bonus.
I think there are a lot of genuinely good ideas in the current version of the character.
My only concern is specifically the movement speed.
Movement speed is what determines whether a killer can still play standard Dead by Daylight when their power is unavailable.
If survivors bring me to a structure that heavily denies blades, I should still be able to rely on solid M1 fundamentals until they leave that area.
That was possible at 4.6 m/s.
At 4.4 m/s, many of those situations become far more dependent on the specific map, the specific tile, and whether line of sight exists at all.
The result is that Trickster’s performance often feels less connected to how well I play and more connected to whether the map allows me to use my power in the first place.
Conclusion
I am not asking for infinite blades.
I am not asking for easier downs.
I am not asking for stronger Main Events.
I am not asking for the removal of counterplay.
Maps should have areas that are strong against Trickster.
Survivors should be rewarded for breaking line of sight.
The issue is what happens after they successfully do so.
When Trickster’s power is denied, he needs enough baseline movement speed to continue functioning as a killer through normal chase fundamentals.
Right now, he often does not have that option.
A killer whose power requires sustained line of sight should not simultaneously be burdened with a movement speed that makes maintaining that line of sight unnecessarily difficult.
If Trickster is going to remain a character whose power depends on prolonged visual contact, then he should have the movement speed necessary to remain effective when that visual contact inevitably disappears.
I genuinely look forward to any interaction and discourse about this. If you took the time to read this and respond, thank you. Whether you agree or disagree with me.
damn. thats a long discussion but im an a avid reader so. They need to change his speed back to 4.6. he is litearlly garbage on his own map which is ironic cuz his entire moral, is that everything that has to do with him is perfect
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@Slurp_Ramen said:
Jason gets nerfed/sided graded when he’s by no means S tier and cross examination is heading to live with 0 changes.
I’m at a loss for words.
With no other balance changes, once the honeymoon phase of this chapter is up it’s probably gonna be very boring for a while. So much for the big anniversary, hopefully next year will better with the community grimoire chapter.Cross Examination is just too strong
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@MechWarrior3 said:
Where did you see that?
Check the pinned discussion
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@Straywoods said:
Thank you TropesDaMan for the compliment, you're so right though, he really can be an oppresive killer when used rightly. I know for a facted my concept has alot of flaws in it.
its a really cool idea and i am eager to hear if u update it
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086202#Comment_4086202
Some here want it because they lack the mentality to ge thgough loss in online vedeo game.
DBD players, "refusing to learn from their mistrakes since 2016" no offense to everyone just those who make othrs miserablw due to themselves screwing up
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086204#Comment_4086204
...sooooo gonna be honest here the joke here eludes me and I feel miffed I don't get it.
Saying that they told me that I wanted basekit unbreakable?
I was half expecting a "thats pretty much what you just said" to come out, and i heard Watson. ill see myself out
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086051#Comment_4086051
Did I say I wanted basekit unbreakable Watson?
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@elana23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086191#Comment_4086191
To me she does not feel rewarding at all🥲 scanning people 3 times is hard enough and then its just an injury only, not even a down
Thats what makes her feel rewarding, i won with a power thats hard to utilize, relying on mostly my own skill!
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@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086175#Comment_4086175
This is straight up not true, new line owns the newer movies
Looking back on what i read for the answer your right, sorry about that
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@elana23 said:
She feels incredibly weak to me, other killers like Legion and Plague can injure much faster and easier and I really dont like the recall undetectable
Skull Merchant main here! She is very weak, one of if not the weakest in the game. I main her because i enjoy the effort needed to win and feel highly rewarded. Sadly no, there is no update. in fact there were rumours of her getting reworked with a kamikaze drone power but those were dismantled. latest changes to her were some HUD changes

