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Viskod

Viskod

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Viskod
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  • @Kebek said:

    But they did, they released Trickster.

    (ok I'm not serious but I just couldn't resist)

    Surprised it took three replies for this.

  • The hatch spawning when all generators are done is a bad idea. The hatch already spawns when there is just one survivor left.

  • @AVoiceOfReason said:

    I rarely see toxic killers. Mainly just toxic Survivors in end-game chat.

    This is my experience as well. As a survivor I very rarely see killers insult people in post game chat, but as a killer if I do well I seem to always get the most salty survivors or if I had a bad game, they insult and mock me.

    I've noticed a pattern of newer survivors being nice, but as survivor rank goes up, maturity level goes down and it's the exact opposite with killers. Newer killers are the ones that tend to taunt and insult you after a 4k but high rank killers have been more prone to offer sincere advice, joke around, or let the last survivor go/take them to the hatch.

  • @AVoiceOfReason said:

    Because 99% someone then 1-shotting everyone wouldn't be fun. That's why. Unlike Plague who has to rely on fountains and cleansing, the Trickster doesn't have to rely on that. Being able to 99 everyone and then just 1-shot 4k would cause so much outrage, they would never hear the end of it. It's like Iri Huntress. No one wants to face that.

    That’s not what would happen. He isnt Ghost Face. Knives only deal one health state worth of damage.

  • I’m just sad he’s not good right now, because I love him and want to play as him.

    I am confident that he’ll be buffed and then hopefully I’ll be thrilled.

  • I’m playing him anyway as well. I just tell myself it’s all knife throwing practice and then when he’s eventually buffed I’ll be ahead of the game!


    Yeah that’s it.

    Ive got it all worked out.

  • They're throwing knives.

    Gun recoil, on thrown knives.

  • @Crypticghoul said:

    Once Trickster gets buffed this will probably be one of my favorite chapters.

    This is me here. I love everything about this Chapter but playing as the Trickster. Hopefully he'll get buffed soon to be a bit faster somehow. Either fast in his movement, or faster in his laceration stacks but he needs to be faster in something

    If they can fix the Trickster I'd probably play him more than anyone else.

  • None? I think it's fine as is.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063873#Comment_2063873

    @Viskod

    What? I feel like you are having a completely different conversation.

    A person who just got unhooked, went to a safe spot to work on a generator that was literally at 0% should not have their DS deactivate if the killer sought them out AFTER they were unhooked. That isn’t punishing the killer for tunneling that is making it easier for them to tunnel.

    Just FYI if you are responding to a forum member if might help to tag them.

    We must be having different conversations, because I think working on a generator regardless of its progress or how soon after you've been unhooked makes you a fair target and not effectively being "tunneled".

    Should the killer just not be allowed to stop you from working on that generator?

  • I think he should be able to spend 20 Knives to create a trap on the ground that adds like 3 Laceration to survivors who run over it. Persisting until that happens or until the Trickster reloads at a locker.

    It'd be more useful than Main Event.

  • I had a great time with it.

    I'd never put any time into Deathslinger but I just happened to try him out while this was active and it put me in appropriately low ranked groups and let me actually learn how to play him and as I got better and got more wins the people I was matched with seemed to scale accordingly.

    Then when I switched back to one of my more regularly played killers I was again appropriately matched with higher ranked players more often than not.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063856#Comment_2063856

    I only agree with your anti-camping idea because I've been saying that for years.

    But you're suggesting perks from Jake to avoid being tunneled... You shouldn't need perks to avoid being tunneled.

    I'm not looking for invincibility. I want the killer to be actively seeking out other people. Spread the pain. Don't focus on only one person.

    I'm suggesting that if you want to be more stealthy you have to invest in stealth perks. You can't have it all. If you want to be as invisible to the killer as possible then you need to use Iron Will, Calm Spirit, Distortion, and No Mither.

  • Why wouldn't you go back to the hook? Someone was unhooked, there are survivors over there. There could be just two or there could be three, they could be in a huddle somewhere near healing.

    That's not tunneling, that's just common sense.

  • I've never used it. My staples are Borrowed Time, Iron Will, We're Going to Live Forever, and then I switch out the last one depending.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2060885#Comment_2060885

    If you are unhooking people while being chased, you suck as a teammate. That's a textbook unsafe unhook. Why would you do that?

    I've got Borrowed Time and We're Going to Live Forever and I need those Bloooodpooooooints!

    @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063809#Comment_2063809

    Loops are not safe, and this game has killed stealth over the years of so many aura perks and the existence of the Doctor and Plague.

    If the killer wants to tunnel you, there isn't anything stopping them.

    If you don't want to make noise while injured or scream then Jake has two perks for that. True there's nothing you can do about the coughing and vomiting from Plague but cleanse.

    But it seems like you're looking for a solution that makes you invincible from the killer until he hits or chases someone else for x amount of time and that doesn't seem realistic. Sure, people are going to tunnel even after a DS and sometimes using DS on killers annoys them so much that they come after you again *just because* you used DS in the first place.

    But that's just people. You can't create mechanics that account for all people in all situations.

    I do think a good solution to camping though would be a stacking debuff that gets applied to the Killer if they remain within x meters of a hooked survivor while not being in a chase. The longer they stay near the hook, the slower their movement speed for a time.

  • I'll use Agitation, Iron Grasp, Mad Grit, and Starstruck with somebody I'm sure. I may not be successful, but I'll have a lot of fun.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2062854#Comment_2062854

    You use DS after getting tunneled, get off their shoulder, then they KEEP tunneling. Thanks DS!

    It gives you a second chance to get away and get to a loop or hide. It's not supposed to make you permanently invincible.

  • Well if it's not right off the hook then it's not necessarily what I'd call "tunneling".

    If someone I've hooked gets unhooked and 10-20 seconds later I just happen upon that person that got unhooked, it's not "tunneling" to thwap them, it's just bad luck that we bumped into each other again.

    Tunneling to me is when the killer is close enough to the unhook to immediately just go after the unhooked survivor instead of the person that did the unhooking and specifically chase them regardless of what else is going on or if other targets are readily available.

    But all that aside, tapping a generator makes you fair game regardless.

  • No if they change Laceration to remove its decay it should absolutely stay on a Survivor if the Trickster reloads at a locker. The only thing that should remove Laceration stacks is a loss of a health state from the Trickster either from getting hit with that final knife or a melee swing.

    One of his biggest problems is that you can catch people you're throwing knives at and hit them before you get that full Laceration meter and down them with knives, making throwing knives pointless, but you feel the obligation to commit to doing that because if you stop, then the meter decays and there was no point to even starting to throw knives at them.

    If you throw some knives at someone, but the chase starts going too long you should be able to leave them to chase someone else or scare people off generators and still have that Laceration stacked.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063714#Comment_2063714

    @Viskod

    The point is what I just said. A 0% gen is not contributing to the team nor to the progression of the game. Meanwhile the killer is still tunneling.

    So the scenario you're creating here is someone gets unhooked, has an active DS timer, is being chased by the killer again immediately, and effectively "tunneled" but they stop to foolishly tap a generator that's got no progress on it, and now they've lost their DS buff and that's bad?

    If anything they should lose DS for doing something so dumb and being a detriment to their team.

  • Except there's no trick to the Trickster. No realization that dead eye aim with the Deathslinger can cause someone to lose a health state by shooting them through holes in obstacles and boarded up shack windows.

    Trickster throws knives slowly while moving slower while taking a long time to get results from them and loses progress even while still chasing you.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063630#Comment_2063630

    @Viskod

    If a survivor taps a gen that is at 0% they aren’t contributing to the team.

    I don't understand the point you're trying to make.

    That's just someone playing poorly who could know better. It has nothing to do with the fact that if you are doing anything that contributes to the objectives then the killer should be able to stop you. It doesn't really matter if the person with an active DS ran to a Generator that's got barely any progress on it to keep it from regressing from 1% to 0% Tapping a Generator is tapping a Generator.

  • @My_Aespa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2062389#Comment_2062389

    Yeah... he is definitely a killer for newer players. I have only gotten killed by the Trickster once out of 5 games and that's because he was always near the hook until I died

    How is he a killer for new players? He's quite hard to use!

  • I love everything about this chapter but playing as the Trickster, and I'm still going to spend today trying to get Adept with him no matter how frustrating it is. I just wish we'd gotten a new map for these two. I'd love a flashy neon nightlife map.

  • To me his only decent Add Ons are the one that causes Knives to ricochet, and I think at least one ricochet should be baseline. And the add on that reduces the number of Laceration stacks required by 1.

    There's no reason to use any of the others if you have these two to use instead. Maybe the Piercing Add On, but only if combined with the ricochet Add On it creates a situation where a Knife can pass through a survivor, hit the wall, ricochet, and hit the survivor again adding more Laceration.

    I love everything about the Trickster but playing him. I love his design, I love his perks, I love the "idea" of his power, I love all of his voice lines, everything.

    But if I had to sum up his main problem in as few words as possible it would be that he's Too Slow. Everything about him is too slow, and a character like this with the backstory he has just screams speed to me. Perhaps adding stacks of Laceration to someone he's in a chase with should increase his movement speed until the chase is over or he hits them. This would fit him thematically in my opinion as it would represent his increased excitement and bloodlust from the wounds he's inflicting on his victim.

    I also think instead of having Main Event, which is terrible. He should be able to spend like 20 Knives at once and "throw" them at the ground creating a trap that adds 3 Laceration when someone runs over it. The trap would persist until someone ran over it or until the Trickster reloaded at a locker.

    Also Laceration shouldn't decay, at least while still in a chase with him.

  • If you're stopping a generator from regressing then you are contributing to team progress and objectives and entirely fair game.

  • The problem with Trickster is that you never want to use his Power. Survivors can recover Laceration while still in a chase even, so a couple of half decent loops and you've already lost progress, making using his power to cause a loss of a health state too much of a time investment.

    If you start throwing knives, but you catch up to the survivor and hit them, then all your laceration progress is lost and you would have caught up to them quicker if you'd just not bothered throwing knives in the first place.

    The only place they are a benefit is if you are out in a deadzone without obstacles or loops and the survivor is so far away that you can reliably hit them 8 times and injure them quicker than you could just catch up to them and hit them and even then they still get their speed burst putting even more distance between the two of you, or on a low wall loop where you can throw over the obstacles between you and the survivor.

    Also you never want to use Main Event. It's a detriment to you no matter when you use it because of the stuns that follow using it or cancelling it and the debuff preventing you from throwing knives right after it. It's really bad.

  • Delaying it is a counterplay. Bad players will waste too much time trying to down people with knives because it takes too long to do on anyone who is not running around in an open deadzone. It'd be quicker even as a 110% killer to just run after them and hit them with a normal melee attack.

    But this is the problem with the Trickster, using his power puts him at too much of a disadvantage. He's already moving at 110% speed, but throwing knives makes him move slower, it takes 8 hits to cause someone to lose a health state but survivors will automatically start to recover Laceration stacks even in a chase if you're not quick enough. It's just not worth it

    When you start throwing knives there's an obligation to be completely invested in causing that person to lose a health state with knives because if you manage to catch up to them in the course of a chase and just hit them with your weapon, then all their laceration progress is lost and the throwing of any of those knives was a pointless waste of time because you slowed yourself down to do so and you'd have hit them quicker if you'd not bothered with them to begin with.

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