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UndeddJester

UndeddJester

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UndeddJester
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  • @AbsolutGrndZer0 said:

    Today in salty players…

    https://us.v-cdn.net/6030815/uploads/FKANW2KX3ZWF/salt-score.jpg

    https://us.v-cdn.net/6030815/uploads/KVN6WNKLMO4N/salt-1.jpg

    https://us.v-cdn.net/6030815/uploads/LNZ5W1LFQPKP/salt-2.jpg

    https://us.v-cdn.net/6030815/uploads/WIBMJ0JJK54O/salt-3.jpg

    Like seriously, she got TWICE my score almost, so why is she making such a big deal about it?

    The "Playing the game" line was me saying something along the lines of "imagine just playing the game"

    As for slugging, the only time she could be talking about is when I one time downed the Ada, then chased off Ash because he had a flashlight. But that's not slugging IMO.

    The Yui running Masquerade toolbox with extra charges and BNP with Vigil+Sprint Burst is moaning about a Pig being sweaty... yeah... OK my guy. Meanwhile there is this Jane who is going for Adepts, who has far more reason to be upset, instead being an absolute G.

    Also "ran circles around that useless Pig and got a 4k"... you did huh? I don't think "Running circles around" means wha they think it means... especially against a Pig with pure aura read and no anti pallet chase perks like Brutal Strength, Spirit Fury, or add-ons like Workshop Grease or JMF.

    Man... what can you really say? It hurts to read 😅

  • @CountOfTheFog said:

    I have not played in a week due to some personal issues. I load into my first match in a while…

    https://us.v-cdn.net/6030815/uploads/6Y74CPZAD12W/20240623-153710.jpg

    I can't handle her. Just seeing 👀 her running down the hall as I'm being unhooked is terrifying...

    https://us.v-cdn.net/6030815/uploads/8Z4IJ2QU45HT/20240623-154508.jpg

    Literally the Scariest Killer in this game, on this map but even worse on dead dawg Saloon where she blends in with Literally everything 😒

    I'm pointing to all of you who use stealth and do not use the Distressing perk! Stop ✋️

    You know not how this Killer jump scares me!

    #DistressingPig

    https://us.v-cdn.net/6030815/uploads/5OOI534CX2ME/20240623-153739.jpg

    If ever I see Purple top Sable with the mini skirt and bonnet combo, I will be sure to move slowly... like exposure therapy 😁

    Just remember...

    Untitled Image
  • I believe Nemesis' problems to be addressed are: -

    • Zombies can be used to boost away from him and deny whip stack progress.
    • Zombies are too slow, uninteractive and boring, tending to be an annoyance instead of a threat.
    • The zombies don't feel dangerous like Resident Evil's zombies.
    • His whip is unclear where it hits, making it hard to learn for newer players.

    My list of changes:

    • In addition to the injection chests, add ~8 self defense item spawns (knives, tasers, etc) held as a temporary item.
    • Zombies now walk at 2m/s, scaling up 2.8m/s when they are pursuing a survivor. This is affected by add-ons.
    • Instead of survivors getting hit and sprint boost away, a zombie will now grab the survivor and start grappling and biting at the survivor with wiggle checks taking 5s to break free. At the end of the wiggle the survivor gains an infection progress. Failing a wiggle check will gain an additional infection. Nemesis hitting the survivor for either a wound or infection will immediately end the grapple for no additional effect.
    • Survivors carrying a self defence item can use the active ability button to consume the item to kill the zombie immediately for no negative effect. Doing so will cause a loud noise notification on the zombies position.
    • Nemesis whip now draws its blue strike along the ground from the start of the first hitbox to the end of his last hitbox. In addition each hitbox of the whip leaves its own blue mist. This is so hits are more clear and less misleading for newer survivors to figure out what Nemmy is doing when he drags his whip.

    This would make zombies more dangerous but also much, much less mind numbing to deal with. Survivor duos can effectively lure a zombie away without it taking an absolute age, and in solo, you have a limited resource that helps you deal with them effectively.

    This also makes them feel much more like Resident Evil zombies, and because they actually have a decent movement speed click, they will pursue survivors longer, traverse the map quicker and give Nemesis more useful information throughout the trial.

    Additionally as survivors run low on resources from killing zombies towards the end of the trial, where Nemmy is at his strongest, zombies also become a greater threat, making his end game something to be greatly feared and respected.

  • Vigil slowly becoming more valuable every update 😅

  • I remember having this exact discussion a ways back when Singularity was released. He is quite tricky to get used to on console, and I made the suggestion of automatically pointing to face the closest survivor, which was met with this exact counter point… so basically this thread but in reverse :D

    Sadly it's one of those situations where it's kinda impossible to satisfy both. While dumbing down a killer isn't good, in the same breath it should be manageable for console players to use the power…. my one thought is after you get used to it on console it is doable to play Singularity, but you have to be a bit more strategic with your pod placement and then just hope its not a bad map for you like Midwich or Red Forest with a lot of LOS blockers.

    An option would be nice, but I believe the issue is BHVR not wanting to create a spreadsheet of menu options for each killer individually… which is understandable if you don't want to create this very intricate and hard to maintain web of settings. e.g. A small setting you want to change, you don't want to then have to set it 35 times…

    So sadly can't really think of a nice clean solution… At least placement of the pods themselves takes good skill, especially on more cluttered maps.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745053#Comment_3745053

    We see but I really not keeping my hopes up on the bug fixes. Since bugs are one the major reason he feels so bad to play(at least imo) I feel they would had said something in the dev blog. Something along the lines "We also looking at fixing some of the most problematic bugs knight has" Maybe these changes will make him better but on paper, I still think this a net nerf at best.

    True, and Twins was the same... but we can dream right? 😭

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744967#Comment_3744967

    I get where you coming from about having to think about how to cut survivors off but I feel they don't want you to chase the same survivor as your guard/work together with your guard anymore since being near a hunting guard going makes their chase time go down 3x faster. To me it seem they want you to use guards to chase a survivor while you chase another but since guards are so easy to loop and outplay you really never see any value in doing this. I feel most really just choose to use Carnifex all the time to break pallets super fast and get hits that way. I don't see any other meaningful way of using your guards since they still going to be bad at chasing survivors. Maybe Im wrong but on paper all this seems to be a pretty big net nerf for Knight.

    Yeah, that's why I wanna see the findings in the PTB... I think the direction is good, but he may need more put into his kit to shine.

    My hope is along with the rework, he'd also get a slew of bug fixes to make the guards more functional/dangerous.

    I think the changes are interesting, will likely need buffs, but as with anything on the PTB, its the concept, not the numbers that is important, and its sn intriguing heading.

  • I think the direction is good. The guards being easily exploitable is a thing, and we'll hopefully see a slew of bug fixes and AI improvememts to the guards... but what I see in this update is the Knight needs to actually think about how he's gonna cut survivors off.

    The 8m change is a clever value to use... it means the Knight can't just stick a guard on a survivor and zone them by forcing them to run in a straight line while he hovers along side waiting for the survivor to run out of map. He actually has to make the guard go one way while he goes another and actually cut of survivors, preferably by overshooting his guard and having them push survivors into him.

    I would like like full Map of the Realm, though I think in conjunction with the half MotR basekit change, the detection ranges being increased for all guards should mean they amount to roughly the same? I hope so, cause it seems like it'll be more important than ever with these changes.

    The option to cycle guards is very nice. Though one concern is that if the pathing of the guards if up to 1.5 times longer, that means I have longer before I can use another guard... If the jailor is out hunting for 24s, that mean he takes even longer to end? Maybe a feature I can cancel, wait the 3s and bring out a new guard if I want would be nice?

    Will be interesting to see what happens on the PTB

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744752#Comment_3744752

    Seems like im more like your friend then. Im almost running into enemies when fighting. Thats why I enjoy Radagon so much. Super fast but you can punish almost everything. Fighting him very close is incredibly rewarding due to him using mostly similar melee attacks that are easily dodgeable.

    Hehehe, are you one of those chads who rolls close to him when he does that triple hammer smash attack? The one that blows up a huge wave actoss floor in front of him and paints the Elden sign on the ground?

    I've seen a few people do that, and I'm just like "nah"... I move to about mid range and dodge through the shock wave xD

    Sounds like playimg with you would be a blast... shame there is no crossplay support 😭

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744536#Comment_3744536

    I never noticed that debuff…Thanks!

    I'm pretty good at Malenias first phase. Her attacks are for the most part fairly simple to dodge. Second phase is where I still struggled. I died a bunch of times to the valkyrie-attack. I know how to dodge it, but it always hits me when I'm outpositioned.

    After around 2 hours, I decided to go a bit for lore accuracy and got Finlay. With her I finally was able to get her down, giving her back her dignity. All things considered, I'm not that big of a fan of her fight. It's amazing but waterfowl sometimes feels a bit too punishing. Especially when playing on keyboard and mouse.

    I should really get that arm... For the majority of the run I played as invader Millicent (with the other hair style) that's why I also used flame grant me strength. It kinda makes one look like an invader.

    Then when I had to get her talisman I decided to change my hairstyle. Forgot about the prostethis though.

    I wish one could unlock her specific cosmetic piece in game. That would be awesome.

    Up until now Godfrey was by far my favourite boss. I think this has changed now. Sadly. Although first phase is still one of the best bosses this game has to offer imo, second phase was a bit awful. I went for the safe route and only punished two specific moves. Both of his dash grabs. One hit per move. This resulted in me taking almost no damage whatsoever, but made the phase alone take roughly 17 minutes (he started spamming the ground slam for some reason).

    Radagon was truly amazing. I struggled hard in my previous runs due to not having light roll. The fight is fast, punishing but for the most part really fair. I'm also now addicted to his theme.

    I wished they would have just made his healthbar bigger and let him he the final boss with elden beast being optional. It feels a bit bad to end a such magnificent game on a boss like Elden beast, when Radagon could have been such an amazing end.

    So your like the letmesoloher of elden beast? You got that fish framed on your wall?

    Btw... Its only 12 and a half hours until the dlc... It's almost time!!!

    Hehehe, I love Malenia's fight, mostly cause almost every single attack can be countered.

    When I fought her first time, I used a shield to block Waterfowl whenever she threw it, and I eventually figured out she does it at approximately every 1/3 health loss. I now can roll through it, and usually use some kind of throwable or ranged attack when I get her that low to bait her into using it.

    The Valkyries is a run for your life attack admittedly with the same 1/3rd health logic in phase 2. If you run, the only one to really watch out for is the 4th (i think) Valkyrie cause that one dives right on you... then its just avoiding Malenia herself.

    I actually get quite annoyed at Godfrey myself... but the funny thing is though, the split between Malenia and Godfrey as best fight tends to revolve around what kind of player you are.

    I've got a mate who prefers Godfrey, and I prefer Malenia, and the thing is our builds are always very similar... we both run dex/dodge builds. However I noticed this when we started a Malenia/Radahn duo run...

    The difference between us is he tends to hug close and dive forward into attacks, trying to stay in under the enemy and keep swinging between attacks. I on the other hand prefer to roll away, bait out attacks and counter punch. Kinda like the difference between Joe Frasier and Muhammed Ali.

    As you describe Malenia's waterfowl and Valkyrie attacks punish a go forward style a lot, as you get caught underneath her and eat a lot of near unavoidable hits. For a counter punch playstyle however both these attacks are quite manageable, and fshe gets staggered on a lot of hits, so I can counter hit and break her combos a lot of the time, so it fits me like a glove.

    Conversely Godfrey has his arena wide stomps, with strong fast attacks that keep the pressure on you. For a counter hit playstyle, his dashes up to you coupled with both the ground shatter and arena wide stomps are annoying to deal with, as his fast recovery doesn't give up much time to move back into range of him to land a few hits before another attack comes. In this case hugging close to him and taking odd hits in between his attacks avoids this problem, so keeping under him and punishing him between attacks works far better...

    It's this difference of these 2 fighting styles succeeding to very different degrees on these 2 bosses, on more or less identical builds that is so awesome to me, and why I tend to nerd gush about ER 😅

  • Hmmm... not too sure, because regarding the state of SoloQ, I still find the biggest annoyances of mine tends to be the actions or more importantly the lack thereof of my teammates 95% of the time. If I buy 60s of time, I wanna see at least 1 gen progressed 50% and all the team reset/healthy. Sadly that rarely happens.

    If you want help with Lightbringer though, I would recommend taking something like Overzealous, Counterforce, Inner Strength and your choice of last perk. A map with tracking killer items add-ons is handy if you struggle with totem spawns.

    Cleansing totems gets a lot of points towards Lightbringer and this build isn't a complete throw to justify doing it.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744591#Comment_3744591

    Like I said before and this is also why I used Billy as an example, it is really this basic level. You don't even have to walk into the saw, it is only mobility.

    Ofc it does not give anything in that department, but that is also not what the term is used for? The skill floor says how hard or easy it is to pick up a killer, the skill ceiling tells you how hard it is to master the killer, and anything in between is up for debate anyway because you don't have a metric for the middle part. We could just say how hard the killer is to learn/play properly, because there are no set borders here like if you say you know Billy to 40%,like what does that mean? That's way too subjective, but setting floor and ceiling is very clear in the sense of what it means: the bare basics and mastery of the character.

    I would say huntress has less of a margin of error, because trickster missing a knife is not a big deal, there are 40 more to come, but huntress not only loses distance but also a rather limited Ressource... Debatable which one has the lower skill floor, but I don't think that is the topic ^^

    Sure, and we can definitely agree on that... all of this is completely subjective anyway, so while this is an interesting conversation, everything will just come down to opinion at the end of the day regardless xD

    Back to the OP

    Returning to the OP, I do feel like Trickster has a bit of an identity crisis. Trickster mains from what I've read want focus and reward to being accurate with their knives.

    When I read their reworks the general trend prioritises accuracy over spamming knives. Their reworks are far more in depth and awesome, but if I make small tweaks to current Trickster instead of doing a huge rework, my changes to him would be:

    • Add a mechanic where successive knife hit (maybe with a 1 knife miss buffer) grants a tier up like his old scaling faster throw speed for 15s. This would be a small but nice reward for accuracy.
    • Increase Main Event required hits to 20.
    • After 3 successive hits, every successive hit with a knife (again both with a 1 knife buffer) will grant 2 stacks towards Main Event instead of 1.
    • Increase available ammunition to 60.

    Thi should hopefully still keep relatively accessible, but give him some actual skill expression for accurate knife use.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744584#Comment_3744584

    Yeah sure makes sense, but why is it the floor then? ^^ For me the floor is where you start of when you try something... The skill floor for chess is being able to move chess pieces and know where you can place which piece. It is the bare minimum, for fighting games I would not even go that far into character specifics... Just knowing which button does what is basically already the floor, maybe knowing what special attacks are available and such, but not much more... So for example for Unknown it would be that you have a projectile and a teleport and that only an indirect hits can damage, but not necessarily that you can hit through walls or how to do advanced stuff, like putting a clone at a specific spot, by tapping the m2 to prevent a spawn of a clone at a position you don't want it to spawn.

    It's a fair argument, although I suppose I would have to ask if the term skill floor has a purpose if its literally just referring to the basic controls of a killer?

    Like even Hillbilly has a low skill floor if we're just counting the difficulty of throwing out his ability and bambi survivors being silly/running in straight line from him... and technically we could say his skill floor is low just because he can use the chainsaw to run around and otherwise just be an m1 killer...

    Nothing wrong with defining skill floor like this, but it doesn't really give much to talk about as a metric of the difficulty of playing/learning a killer.

    Personally I'd say skill floor is a more useful discussion point when referring to how much time you need to put in to understanding the basic functionality of a character at an average level of play.

    For Hillbilly this is the basics of curving, developing accuracy and building tile knowledge of where you can and cants realistically turn.

    For old Trickster this is the basics of developing accuracy, knowing at which points you can pull up knives to land consistent hits at a variety of tiles, and being aware of your available ammunition and main event progress.

    Huntress skill floor is similar points to Trickster... but I'd argue her variations of this are far easier to learn than Trickster 😁

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744582#Comment_3744582

    Well I guess that just comes down to how you define it, I would say the definition I go by is more accurate, considering there is a reason the phrases are called floor and ceiling... Like the highest and the lowest thing... So saying skill floor is somewhere in the middle is a bit off ^^

    I'm not arguing that trickster was a bad killer and getting good results needed some commitment to learning him, but that was not the topic.

    The skill floor is just the bare minimum you need to play the character... For an ego shooter it would be to point the cross hair at the enemy and press m1, based on some quick searches I would assume that to be the general definition.

    Well I suppose I make that distinction because I define a skill floor as a starting point of actually attempting to develop your skill on the character.

    I wouldn't for example say Eddie Gordo in Tekken has a low skill floor because you can mindlessly bash buttons and accidently win. That to my mind isn't a skill floor 😅

    I'm of the opinion the skill floor is where you start from at a baseline of actually trying to get good at a character, and playing against a halfway competant opponent is a vital part of that process, as you aren't developing any skill if you beatvup on someone who doesn't have a clue what they're doing... if that makes sense?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744576#Comment_3744576

    I didn't differ between old and new trickster, both have a low skill floor, just like most killers.

    All those things you mentioned are advanced knowledge and not stuff you need to immediately know when going into the match, that is what skill floor means... Skill floor does not mean what you need to know to play against good players who already know how the killer works... It means if you play this killer for the first time, how hard is it to play the killer at the most basic level. Use knives only when at low height loops, otherwise just play m1 when there are constant line of sight blockers... That kind of basic is what skill floor means.

    As for the accuracy... Did it matter if you hit or not? As far as I am aware your throwing speed just got faster over time, no matter if you hit something or not?

    My edit I think covered what you were looking for, sorry.

    Accuracy did matter, because yes at low walls you didn't have to care, but at high walls and structures like shack you really did need to think about what you were doing, as you'd lose sight quickly, so every miss counts, and you'd also lose distance.

    I don't believe skill floor reflects the most basic levels of play against the lowest of level players. Bambis do not represent the skill floor. To my mind, skill floor represents the basic requirements of the killer to be effective for an average level of play.

    Huntress has a low skill floor. Her power is easy to understand, and a new player can be effective with her at an average level of play without a lot of time invested. If you guess a survivor position amd have halfway decent accuracy, you can pre throw and get a wound.

    Trickster is not the same. He takes a lot more effort to understand how to play effectively at an average level of play. You can't just guess a survivor once and score a wound, you have to understand how many knives you can realistically get off at this juncture, be sure you hit them, and correctly predict the survivor movement to get another angle in time to maintain the pressure. This takes far more map and power mechanic knowledge that Huntress or Deathslinger or Pyrid Head and alike.

    At least that's how I see it.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744567#Comment_3744567

    I don't think his skill floor was very high at all... Most killers don't have a high skill floor, because you can just pick them up and play them as m1 killers and just occasionally use the power. Throwing the knives was not that hard, an example for a high skill floor would be Nurse, because if you are not able to use the blink you are useless...

    But throwing knives and by seeing where they land and adjust immediately is super easy to do, it is not like huntress where the one throw you get at a time needs to be precise... And even Huntress does not have a high skill floor, you can just hit hatchets while people are in animation lock. Even Billy or Blight who tend to be hard killers to master have a rather low skill floor, you can just use their power for mobility and play them as an m1 killer from there... Or use only 2 rushes to get someone in a corridor, same for the saw or a backrev. The point is neither of those or trickster has a high skill floor.

    If you disagree then I guess we have different definition of skill floor and I would like to hear yours. I would define the skill floor as the minimum requirement you need to get something done with the killer, which tends to be m1 killer gameplay for most 4.6 killers.

    Ok dude, you might say old Trickster was low skill floor... I disagree but fine... however you can't say old Trickster is a lower skill floor than modern Trickster... that's just not true.

    Old Trickster was a 4.4 killer, and any Trickster main will tell you the secret of old Trickster was knowing when you could and could not pull up your knives. If you pulled up at the wrong time, the scaling throw speed on each throw wouldn't matter, cause the survivor breaks line of sight; and if you miss often, those windows are few and far between on certain maps.

    Like yeah at the bog basic levels of play against Bambi's he was alright, but against decent survivors old Trickster became quite hard to play well if you werent accurate with knives, especially for console where most of casual player base is.

    Main Event usually came too early, or too late to be any use for players not carefully tracking/planning for it, and if you couldn't hit knives well, then tough crap, you're a 4.4 killer, good luck walking people down. This is why a lot of Rookie Tricksters resorted to proxy camping hooks and chewing through health states on trades instead of risking prolonged chases.

    Nowadays modern Trickster doesn't share these same problems. He is 4.6 and can play normal mind games if he needs to, main event comes up often and can be thrown at any half dead zone without worry, and this also means missing knives doesn't really matter.

    His problem is he doesn't get better with accuracy, spamming is just as effective with the exception you might run out of knives at the wrong time. As such there is far less reward for high level play compared to old Trickster.

    Edit: My definition of skill floor is simply how much skill you need to have to be effective.

    Old Trickster couldn't easily fall back on 4.6 m1 killer playstyles, so had to play well/be accurate with his knives, which had recoil to account for, a slow startup and required knowledge of when you could and couldn't use them. Main Event wasn't a crutch you could rely on if you lacked these things, so his baseline required skill was actually reasonably high to my mind.

  • The main problem for Trickster right now is the contradiction in vision for what he should be.

    Trickster mains want him to be about skill expression via being rewarded for accurately throwing and hitting his knives. They want his whole gameplay to revolve entirely around his knives, rather than using them to zone and score a free m1.

    This however makes him unappealing for the casual player, his skill floor was very high, and his skill ceiling only went so high, as you needed to reach the high level of precision it took to play him passably well... so instead he's been reworked into being a knife spamming machine, which reduces his skill expression, but makes him more accessible.

    As a result he's in this weird place where he now has a lower skill floor, but without those nerfs he would have an insanely high skill ceiling for a sufficiently skilled player that absolutely must be reigned in... so his high level play got gutted.

    This has resulted in Trickster being dumbed down a lot, someone you can easily pick up and do alright with as a new player but with limited ability to really shine as a strong killer at higher levels of play...

    It's kinda hard to think of a way to alter his power so he has a high skill ceiling, but also a low skill floor, just by the nature of how the power works...

    Throw speed ramping up on each successful hit would be a start, but you have to watch it carefully, and Main Event needs to be looked at with great care to be somewhere between useful but not busted... chewing through health states during trades being a shining example of a problem to worry about.

  • As long as the license holders agree, and there is financial incentive enough for BHVR to do it, then is possible… but if I were a betting man, I would not expect them to come back sadly… while AoT is a great IP and I'm not aware of any license issues, at this point in DBDs life cycle, I can't imagine the demand is there really for AoT :(

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744081#Comment_3744081

    sorry! I have Covid and I was so groggy this morning and tbh I forgot I even posted. But what I meant is, when you load in on disturbed ward, are you just doing nothing? By definition, the moment you injure someone on that map, you are denying the chance for them to get haemophobia, since you said denying them that achievement is being a dirtbag. That’s sort of what I was trying to get at. My apologies if I misunderstood your original post too!

    Ohh right got you! Yeah, in the case of Disturbed Ward I meant in the context purely of DCing to deny people the achievement after you've been beaten is pretty scummy.

    Playing the map normally is fine (though I will admit, if I see an offering for it and get disturbed ward, I might go friendly, but thats on me, not an expectation you can put on anyone else). All fair 😁

    P.S. Hope you feel better soon!

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744140#Comment_3744140

    Its done… around 12 attempts later, the fish is cooked….

    I can also beat Radagon hitless now lol…

    Its amazing how good of a boss Radagon is compared to Elden Beast.

    Final thoughts: this run was amazing. I got extremely good at the game and learned a lot while using very little (literally just flame grant me strenght and the shamshir, which is a super good weapon btw.).

    Millicent now sits on her throne. Waiting for the land of Shadow…

    https://us.v-cdn.net/6030815/uploads/50TU2EFEQYF1/20240619200428-1.jpg

    Its done… around 12 attempts later, the fish is cooked….

    // ...

    Millicent now sits on her throne. Waiting for the land of Shadow…

    Ggz! Well played dude! You should buy Malenia's gloves from the crone in the Roundtable to give you a prosthetic arm! I'm curious if you fought her as Millicent, and how it went? 😁

    I got extremely good at the game and learned a lot while using very little (literally just flame grant me strenght and the shamshir, which is a super good weapon btw.).

    Awesome, you're hitting that satisfying point of Mastery. I find I enjoy all Soulsborne games much more on follow up playthroughs than the first playthrough 😁

    I can also beat Radagon hitless now lol…

    Its amazing how good of a boss Radagon is compared to Elden Beast.

    I know exactly what you mean. Radagon has some BS attacks, like that lightning dash is pretty busted, but overall he's a great fight, and the BS can be forgiven as the final fight xD

    Elden Beast though is just cack. I raged so hard when I best Radagon and this annoying cheap fight came up at the end. I was so mad that I lost all will to play for a month... a friend of mine talked me back into finishing it and joined as a summon...

    It was then I took my hatred of this fight and decided to help other people... for all of my characters I get to the end and just throw down my summon sign to help anyone who needs it beat Elden Beast.

    I must have killed it like 100 times now, with like 800 attempts... newbies struggle to survive long enough to kill... 😅

    Now I know Elden Beast like the back of my hand, it's not that bad... I can beat this fight solo almost every time unless I get really cocky... but if he decides to be a stain and refuses to use his normal attack loop, it gets very annoying 😑

    P.S. I also noticed you have Baldachins Blessing on your status effects (the red square with a down arrow). This means you have accepted the Blessing from Fia the Deathbed companion, and it means you've got a 5% health debuff... so you've been playing the game on a mini hard mode 😅

    To get rid of it, use the Baldachins Blessing in your inventory. Should be half way down the first page or so. It's the grey shield thing with a glowing centre:

    https://eldenring.wiki.fextralife.com/Baldachin%27s%2BBlessing

  • Untitled Image

    Edit: Oh! I thought you traded for the kill, I can see that sliver if I zoom right in 😩

  • Excellent! Which ending did you go for? I had a brain fart moment and accidently locked myself into the frenzied flame, as I had to betray and kill my doppelganger for the Millicent Prosthesis… 😭

    Also props for the lore accurate Shamshir. I did my Millicent playthrough with the Hand of Malenia for the Waterfowl, did try to look into weapon art swapping, but couldn't get it to work 😒

    Also, nice tie... as they say... they all count xD

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741480#Comment_3741480

    Yep this, every last word. I don’t know if you have it already, so why would I just hand it to you? I also think it’s just entitled to expect going into a match that the survivors will cooperate and think “oh double iri? Gotta let him get this achievement!”. Nah dude. I did it once and then I looked at their profile and they had already gotten it. And then I looked on the dbd stats site cause and they did it several times already. Nah.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739240#Comment_3739240

    Don’t know how you can deny haemophobia without injuring anyone any time you go on disturbed ward.

    Apologies... I've re-read 4 times and I'm failing to understand what you mean if you wouldn't mind helping me... I think a word is typo'd there, but Im not sure which one 😅

    The OP talks about DCing to deny a survivor achievement. If you haven't injured a player on Disturbed Ward, (such as say you've been looped for 5 gens), you can DC to prevent anyone from getting the achievement.

    I don't know if you were questioning my post, but if you were, I hope that answers it? 😅

    If it was a statement, I probably agree... but I'm.not sure 😁

  • I keep having this bizarre experience where as much as people hate on Skull Merchant, she is almost always the killer to break my crap game streaks....

    Purely coincidence, but after game after game of bad luck, sweaty killers, idiot team mates, trash map spawns, dodgy hits due to ping etc, etc... the game that puts me back in a good mood again is almost always a Skull Merchant. I get some good vaults off, some pallet stuns, manage play around her power and nit be made to feel like a useless goober, succeed at pulling off my meme builds…

    Win or lose it feels like an even contest that could have gone either way… completely anecdotal I understand, but it does make me chuckle how far my experience with this killer deviates from everyone else. XD

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743907#Comment_3743907

    Interesting take.

    I mostly agree, that the absence of body language and audible cues makes it harder to identify the true intentions but there really is no way to fix that. Emojis wouldn't help, especially if you're already in a bit of a bad mood because then everything would be understood as sarcasm.

    I think it is on the winner to keep in mind that their opponent might not be in the best mood after losing and the loser to try and be calm enough to understand that sometimes a gg is nothing more than a gg. Especially since sore winners tend to write gg ez instead. Meaning, when one side absolutely stomped the other, saying gg first might not convey the intended message and in a normal to close game the loser should try and understand that their opponent is actually trying to be nice.

    When I lose badly in a game, I rarely respond with a gg and instead say well played. The game wasn't good for me but I can aknowledge that my opponent played well. There is no need to lie in the end game chat and logically it makes little sense for them to be spiteful when they won. Sometimes the game can be a context clue for the opposite but I view that as the exception, not the norm.

    Emojis wouldn't help, especially if you're already in a bit of a bad mood because then everything would be understood as sarcasm.

    I think it is on the winner to keep in mind that their opponent might not be in the best mood after losing and the loser to try and be calm enough to understand that sometimes a gg is nothing more than a gg.

    Can't argue with that. Thats really the takeaway I guess.

    Losing players should endeavour to try and take a gg as just a gg. Yeah some players are problem players, but if you're hitting tilt, taking a break to ensure you don't snap tbe wrong persons head off is probably a good move.

    Winning players can say gg, but should be aware and empathetic of potential high emotions that may colour it differently, and should be prepared/attempt to mitigate that implication to the best of their ability. Even giving 5 seconds before saying GG, just to give the losing player a chance to say it, or at least calm down a little would help.

  • Tbh, the only reason people are complaining is cause of it being annoying to lose your item.

    I myself get annoyed by the perk, cause usually I only bring strong items when I have a specific build idea in mind that needs one, such as Scavenger, Champion of Light, or some quirky MFT + altuistic Medkit build... this loadout basically deletes my build, which is obviously frustrating...

    However it's quite a stretch to call this perk combo overpowered, especially when it's revealed to you on your HUD that you're affected by it... I haven't seen games where the Killer has ran it and we've been effortlessly smoked by it as a result... the game has still been absolutely winnable with this combo in play.

  • @Xernoton said:

    The problem is not the winner saying gg first but the loser being salty and taking it the wrong way. More often than not, the winner is probably genuine and they wish to express that they had fun playing against their opponent.

    I know it's easy to assume the worst about people but that's not good.

    This is very true.

    The only thing I would mention is that this is a common problem of text based communication. There is no body language, facial expression or context clues to draw from, which is why emojis exist, as a means of helping us provide context and meaning.

    E.g. Say you pull a practical joke on someone. Compare the responses:

    • You jackass
    • You jackass 🤣
    • You jackass 🤎
    • You jackass 🖕

    The meaning of each is quite different, so this means without supporting emojis or properly framing your GG in a sentence, the reader of a text message has to infer intent, and likely if a person has just lost, and especially if they lost badly, they are likely not in the healthiest mindset in that moment, and thus not likely to read "GG" with the best case scenario in mind...

    So my point largely is, saying "GG" is not inherently toxic... but if your intent is to genuinely convey "Good Game" to another player, this point is very much worth bearing in mind... and I would argue that failure to acknowledge/address this point once aware of it does kinda throw shade at that "GG" being genuine.

    Thankfully I'm on console, so have no need to navigate this space at all... but when I used to play PC, I almost never said GG first if I was on the winning side, because I'm aware it can provoke a negative reaction. If I ever did, it was when the game was genuinely on a knife edge that could have fallen either way in the scramble that realistically noone could be mad at... and even then I actually used a whole sentence to say how good a game it was.

  • Since his nerfs, he is a lot fairer. The only reason left to be annoyed about anymore is he is an insane skill check.

    He is hard to dodge because of his flicks, and he recovers fast from a miss, so you can only predict when he will take an injection and try for an m1, not react. This gives him a lot power to zone you, and to prevent you leaving tiles, all the while he can walk you down for m1s while charging his power the whole time. Billy can ofc course hit you the same but Billy without his chainsaw is just sn m1 killer, so he doesn't have the same value off an m1 from Blight.

    All of this means that he required exceptional knowlege of tiles to have even half a chance, this makes him very frustrating to fave... not aided by the fact he tends to be played by uber sweats.

  • In chess it's the person who loses who offers the handshake. If you consider GG the gamer equivalent of a handshake, then the winner offering a GG first has this kind of energy:

    Untitled Image
  • I just wanna see the Super Chainsaw Brothers rip and tearing it up…

  • @radiantHero23 said:

    Guys… I cant wait anymore… Shadow of the Erdtree is just 2 and a half days away….

    I am not ready… but I must… to honour the maiden who fought valiantly along side me, my ally on the battlefield and dear friend, who laboured for so long aganst her sickness to reach the base of the Haligtree, only to remove the needle and wither into rot as the person she was, rather than ascend and become a weapon of the Erdtree. In her name I continued on, the quest to return the dignity and the sense of self to the Blade of Miquella, too lost in her resistance of the Scarlot Rot. Our honourable battle returned the pride she forfeited in meeting Radahn's measure, facing the scarlet bloom for the last time to finally be one to prove a match for the Goddess of Rot. It is only fitting to meet her Lord and face him for true dominion of the throne.

    Also an aside:

    https://www.youtube.com/watch?v=bI8SZkdaGFU

    It's funny that we called this build being problematic even with the aura nerfs months ago… I now live with anxiety for a random note to appear in the patch notes one day 😩

    EDIT: For ease of reviewing, is standard scream build Pig, Hex: FTD, Ultimate Weapon, yadda yadda.

  • @Iron_Cutlass said:

    Id like to add to this, the Rightful Owner challenge requires you to get 4 Kills when someone gets the Hand/Eye of Vecna, and is intended to be the counter-achievement to Hand-Eye Coordination.

    It's not like you have much agency on the Killers you face, so even if it is Vecna, and you manage to get the Hand/Eye of Vecna, it is likely that you will be tunneled out because the Vecna player is trying to get the counter-achievement.

    Well… just for the sake of accuracy, since a Vecna player can attempt this any time, there is a reasonable likelihood they already have it… but the point is still valid, as the player with the Vecna item will likely be targetted just for the unique mori, or out of spite because killers and survivors in this game hate each others guts… so the point stands :D

    I dunno, personally I'm on the fence about it, just cause to get every achievement in DBD you have to play A LOT of games… its about the same kind of attempt rate/success as repairing gens on specific maps outside of offerings, and even offering attempts are limited for players unless they have a lot of hours. I've been playing over 1200 hrs, and as someone who never uses map offerings, I have maybe 1-2 map offerings per level 3 survivor for each map. Point is offerings aren't reasonably a feasible method for a new player to go for achievements/trophies… so attempts on Vecna would be about the same chance as your average map achievement requirement.

    When attempting it, you can actually farm chests. As long as you keep removing items from chests you can keep searching them, and although 1 in 20 sounds really bad, it's not actually as unlikely as you think it is.

    My point is, there are also far nastier ones to go for, such as escape Disturbed Ward without getting hit, escape as the obsession without getting hit, as the last survivor alive repair the generators and escape via the gate, the boon a hex totem 20 times trophy, escape RPD after opening the gate 20 times…. Somewhere in all that guff you will probably have a reasonable set of attempts at Vecna even when he isn't popular.

    That being said… I wouldn't mind if the escape requirement was dropped. Simply acquire and use one while in chase would be reasonable as the killer becomes rarer in pick rates.

  • Pop and Pain Res were leagues better than all other slowdown perks.

    Now all regression perks are roughly in line with Surge, which isn't bad at all... at this juncture I think the killer side is in the right spot.

    The point of balance now should be on toolboxes, they got Sabos buffed... too much on Commodius and Alex's toolbox, but the other changes seem fine. Next port of call is to diminish just how much toolboxes can swing a game, or look at creative ways of combatingtoolboxx rushes.

    Maybe a new general perk "Tripwire", that gives a loud noise notification when a toolbox is used for longer than 2 seconds on a generator. This would mean survivors may want to start saving toolboxes to finish gens, rather than just dumping them in right at the start.

  • The biggest issue with this mode is you've got a lot of crossover powers and unique interactions that can potentially interfere with each other:

    • Pig box, Plague fountain, Nemesis/Wesker Singularity chest spawns, etc.
    • Sadako TV, Xenomorph turret, Trapper trap spawns near gens.
    • HUD status effects interactions like Pig headtraps, Plague infection, Nightmare Dreamworld, Pyramid Head Torment, etc.
    • Huntress and Trickster interacting with lockers… then how does Dredge work on top of that?

    There are potentially loads of places where there can be problematic interactions between killers... so it just makes sense to start slow and keep it simple for now.

  • She is extremely popular as a character... keeping people salivating for another year for her mask is just good business 😏

  • Killer Bot Idle would be a good way to do this, that would be relatively a simple to implement method.

    In fact an "idle" option for killer and survivor bots in custom games would be useful so you can explore maps on killers to.

    Useful for things like practising Pig dashes, Blight bounces or Hillbilly curves at certain tiles.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740836#Comment_3740836

    Scamper during Hidey-ho mode and Slice & Dice charge attack are both core parts of Chucky's character, definitely no question there.

    However i will say this, if Scamper during S&D is to have free camera, it should only be for the first second of the charge, as being able to have free camera movement during slice & dice's entire duration would just make it too strong.

    But mainly my focus is on scamper during hidey-ho since that's what's missing currently.

    I was meaning only during the actual scamper itself, not the whole slice and dice. That would indeed be busted 😅

    Tbh, even if the camera simply just didn't move when you scamper, that would be better that what it currently does… I can't stand how it drags the camera behind you. It totally screws up the aim of your S&D

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740829#Comment_3740829

    So far, i haven't really seen the use of scamper during slice and dice much at all, most chucky players i've seen just use it to dash forward only similar to Hillbilly & Wesker.

    Honestly, i'd rather have Scamper be more of a focus around stealth and mind gaming in general.

    Indeed, my personal opinion is that scamper is a unique part of Chucky's identity... and should be a big feature... however the old scamper was admittedly kinda cheap....

    The problem is S&D is hard to aim accurately, and when you scamper your camera is pulled behind you... this makes it so your aim is pulled off your target, so you almost always miss.

    I'm convinced free camera during slice&dice scamper would make it actually usable, with worthwhile skill expression…

    EDIT: so that's the direction I would go, especially if old scamper can't be brought back, at least make s&d scamper good. Either way scamper should be a prominent part of his kit.

  • I'd be more happy to lose it... if scamper during slice and dice wasn't completely useless 95% of the time.

    Like even people who think the Chucky changes and greater cooldown are actually stronger... you have to admit you never see a high skill Chucky use Scamper.

  • I still don't see the harm in having a basekit effect where once survivors have recovered to 95%, they can press a button to enter Desperation and crawl 50% faster, their grunts of pain are also 50% louder but bleed out 300% faster... leave bloody trails for 50% longer to simulate bleeding more... why not?

    But I've gotten a lot of pushback for that idea, and I'm not really sure why... the arguments basically just amounted to "No". 🫤

  • Obviously Vecna still OP... plz nerf 😏

  • As someone who started May 15th 2023:

    If you purchase all the content via bundles and alike, I can confirm from a brand new account, it takes approximately 1050 hrs to level everything to tier 3 on both survivor and killer sides, assuming you make good use of lobby bonuses, special events and cakes etc.

    To buy all characters raw for a brand new account with no sales or use of shards is about £205 overall. Each £1 equates to 5hrs of content just to complete everything, which given renting a 2hr movie is about £3, not bad I'd say.

    If you just take the base game, my friend has about 150 hrs, and has unlocked with iridescent shards 19/24 of the non licensed characters, and gotten each to level 1. (He did absolutely grind the hell ot of the blood moon event).

    Not making a point just sharing what the grind is for anyone interested 😁

  • @Nazzzak said:

    Having it recharge in chase defeats the purpose and honestly seems like a way for killers to keep getting value from their aura perks without worrying about them being countered: cant find the survivor with your aura perks, that's okay, they'll have to come to you sooner or later. So you can use your aura perks to find those without Distortion, then either way wait until all tokens are gone to find the Distortion user/s or else just wait for them to throw themselves in front of you.

    I don't use Distortion and ultimately don't care if they want to rework it, but this whole 'recharge in chase because it's unfair to your team mates' argument just comes off as kind of manipulative. The person who benefits most from this is the killer. If my team mate needs Distortion to stay in the game then so be it. If they're useless then they'd be useless with or without that perk.

    A fair argument, though my counterpoint would be that if Distortion recharged in chase, it would mean it becomes a perk that is more about scouting aura perks with the safety of not having your aura revealed in the process.

    Once you know the aura perks in effect you can use lockers to avoid aura perks. This is quite easy to do normally, but the problem a lot of the time is you learn the aura perk is in effect by being caught because if it...

    So with this change the avoidance playstyle is still viable, but needs the Distortion user to use their head if they want to commit to that selfish playstyle and completely avoided chase by making use of lockers to hide their aura instead of just having a brain dead passive that gives it them mostly for free.

    Edit: This change also makes it so those of us who do want to take chase, while using Distortion to figure out the aura perks in play can do so without having to run under the killers feet to get their attention.

    So I think the trade off is very much worth it. (I also want Otz's buff to reveal the Distortion users aura to survivors so they can figure it out too if they pay attention).

  • @solidestcross63 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740342#Comment_3740342

    I see these things pretty much everytime I go into a match against one of them or else I wouldn't be complaining about it

    You see a triple loop Hillbilly who lands consistent hits every game... his turn rate it awful... just frigging juke him, it's not hard...

    You see a Bubba score a multidown on 2 or more survivors every game.... don't stand in a dead zone togther... just split up.

    You see a Myers effortlessly full stalk 3 survivors to build perma EW3 with tombstone before survivors can repair gens and escape... this is just daft, because this strategy is not strong as all, and I really have to ask what the hell you and your team are doing if you give a Myers staring at you for this long enough time to get to t3.... Even if he gets to tier 3, you deny his power by just jumping in a locker…

    I'm afraid I'm gonna have to say, if you're claiming to be falling to these things every game man... either your massively overexaggerating to try and save face, or it's just a collosal skill issue... probably both.

  • @solidestcross63 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740318#Comment_3740318

    I've seen clips aswell as personally seen a hillbilly run around the entire map 3 times and then down someone all in one chainsaw. I've seen a Bubba down an entire team in seconds. And have seen a michael with infinite tier 3 and tombstone pretend to be friendly and kill everyone

    OK.... but an exception doesnt prove a rule...

    Those things can happen sure... but have you ever tried to do these things? How many times do you succeed? How many times on average do you see these killers pulling it off when facing them... cause whether I'm playing as or against, I very rarely see these things.

    I have played all these killers for a reasonable amount of time, they're all in my top 10 favourite killers, and I've got enough knowledge to understand how big my skill gulf is on them compared to someone who is truly talented on the killer.

    The only way you can claim these things are overpowered and skillless is if you could easily do them consistently... you simply cannot... and I dare you to try. These scenarios you're describing are more realistically a high skill killer capitalising on a very bad set of survivor mistakes...

    Especially the Infinite Tier 3 Myers. That is absolutely a survivor skill issue.

  • The problem is you haven't really said why an instant down mechanic doesn't take skill, so trying to explain why your arguement is flawed is like basically trying to explain how the game works...

    I guess the fundamental point is every instant down mechanic has some degree of a trade off.

    Hillbilly - Has to slow down to charge his chainsaw, and when charged his rush is hard to aim/control, especially around terrain, and is relatively easy to juke unless Hillbilly guesses where the survivor will be correctly and is also very accurate in hitting that location.

    Myers - Has to build up his power over time, he has to take huge pauses from gen pressure in order to get access to his instantdown, which requires a good understanding of map state and macro control. Once he has the power, he is a slightly more effective m1 killer, that still has to win all the standard mind games that any other you label as "skillful" has to do, without really any additional help.

    Bubba - Slows down significantly when he charges his chainsaw, guaranteeing survivors can make use of corners to gain distmace, and has to be far more careful of his hitbox around terrain, meaning he can't hug anywhere near as tightly as other killers. A single mistake costs him greatly, and the skill of Bubba is knowing the timings of loops very well to ensure he has the chsnce to outsmart and catch survivors.

    So the blanket statement "instandowns have no skill" just doesn't make sense. The instadown is part of the skill expression of whatever ability it is tied to... it is a boon for a particular power that could have any level of skill expression... and more often than not, removing the instadown of an ability would require you to make the ability far easier and less skillful to use....

    So your argument just doesn't make sense.

  • I'm struggling to process this argument... I don't want to disrespect you man, but it actually dumbfounded me reading this thread...

    I suppose the only argument I can get my brain chugging for is to point to Hillbilly....

    Hillbilly has consistently been one of the most beloved killers in the game... he was the strongest killer when he was released and remaining top tier for a long time, and has then flip flopped to be one of the most difficult to play for little reward for years, then back to one of the strongest again, and yet he has consistently been a favourite for survivors of all levels pretty over the entire games lifetime.

    He has also been consistently labelled as a killer to be respected as having a high skill floor and a very high skill ceiling... and he was the killer that introduced the instant down mechanic... the OG instadown killer... there is a fundamental error in the entire baseline of your arguement, and you are grossly misinformed...

    I gonna be honest man... it sounds like you just got smoked by a Billy and/or Myers back to back and just came to complain, cause tbh... this is a Nuclear meltdown take...

  • Initially I thought this might be a nerf to Deliverance in a SWF, but it isn't really, cause all you do is unhook a second or so sooner....

    Then I thought it was something to discourage last second unhook attempts before stage 2 being something you should always do... Then I realised you can resolve this by the exact same thing, just attempt to unhook slightly sooner...

    So I don't understand what it's for tbh... it almost seems like a weird gag or a goofy self imposed challenge for both sides...

    For it to actually be meaningful you'd have to do something like make it "self unhooks with less than 30s before self sacrifice", but I'm not convinced that'd be a healthy direction.

    Also I'd be curious how that affects multiple self unhook attempts 🤔

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739827#Comment_3739827

    i'm totally gonna pretend i inspired him to make this video with my thread, despite the fact his suggestion was nothing like my own, even if the ideas work well together 😅

    Validation confirmed xD

    @Beaburd said:

    You know, it's funny, if you check my post history I've been stating how, despite being a stealth player, I dislike this perk because of how uninteractive and unfulfilling it feels to use and that I really wish I did not have to use it.

    That said, I'm sad to say that I hope they don't touch it at all for the foreseeable future.

    As much as I hate to admit it, survivors don't have another realistic way to combat the varied aura reading capabilities that killers have right now (there's seriously a lot). You can't hide in brushes, behind objects, or generally try to be stealthy without being revealed by 'Nowhere to Hide' or 'Floods of Rage' randomly. Lockers aren't a realistic alternative because they're not always available, and often they're too obvious as hiding spots when they are.

    Right now this is the only line of defense we have against all the aura reading, which sucks, because it can be hard to make it consistently work against those small terror radius or undetectable spamming killers.

    —

    My hopes are Behaviour starts adding more varied, active, and conditional aura-blocking perks that force survivors to plan ahead when using it or lose the benefit (still think Still Sight should give aura blocking instead of killer aura reading). This way aura blocking is a still thing, but it requires more effort and thinking to pull off, with the risk of being exposed to aura reading if you misplay (whereas distortion is a guaranteed block).

    Stealth survivors deserve to be able to play too, so until we get other tools to play that way, I can't see it being appropriate to touch the only real tool we have to combat it right now.

    Thats all a fair arguement, and I think this is why, while I don't agree with shared stacks idea, I am very interested in the combination of:

    • nerf to recover in chase only from ratcoffee's thread.
    • buff to reveal auras to allies when triggered.

    When you have aura perks, lockers are a fine counter once you know the perk is in effect... the problem is a lot of the time without distortion, you learn about the aura perk being in play either by getting caught by it... which means you're caught... or it's too late to make any real use of it.

    Even if Distortion doesn't get nerfed, I'd certainly be putting forward this aura reveal to allies when aura is revealed idea forward for inclusion as part of some other perk. It's a very cool idea.

  • It seems that in every rework suggestion I've seen from the Trickster community, the focus always seems to be on rewarding Trickster for knife accuracy instead of spam... and I think this is something BHVR should consider, even if they don't use this rework specifically, it's a direction they might want to consider heading rowards as the core design philosophy of Trickster.

    This rework mostly reverts Trickster to his 4.4m/s state (with some number tweaks)... but the real highlight is the combo system that rewards accurate knives building up to your next Main Event.

    I like this direction, and I really like the idea of his music ramping up as he builds his combo system.

    Losing 1 laceration every 10 seconds though seems a little weird to me... that is so long for the laceration to decay.… or have I misunderstood something?

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