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WaveyTrey

WaveyTrey

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WaveyTrey
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  • @TheChaddyCat said:

    I mean the name changes are useless and trick blades being base kit would help but not alot. It should just take less knives or vive him a slight movement boost

    It would. He wouldn’t have to throw straight at you like Huntress. Instead of having to always push survivors into the open he can do the opposite. He can lure/push survivors into places with multiple surfaces where his blades can bounce, and hit anyway. It’s harder for survivors to tell exactly where he’s aiming (Making him The Trickster). They have to watch him AND all the walls of where they run him. As he can always throw some directly at you, and others off the walls to hit you from an angle you wouldn’t expect. Since survivors will always be trying to dodge whatever knives he threw before this makes it easier for him to predict where a survivor might move next. This way that he can actually hit moving players. Meaning there’s no need to lower the amount of knives to down (Unless it’s Lucky 7). If a survivor is inadvertently pushed out into the open he simply has to aim directly at them, or down with the bat. In indoor maps he would be considerably more powerful. Trickster would probably be like the first killer to fully benefit from indoor maps other than trap based killers.

    I used his trick blades once. Because they’re so rare. While using that add ons he feels complete. That should either be base kit, or a common add on. If anything make his Memento Blades (Super Common) a single wall bounce, but with the laceration penalty/BP boost. So he gains a wall bounce, but it takes a bit more to down. Then his Rare is giving him 2 wall bounces with no penalty. So he’s balanced like the Trapper where he has to give up an add on for some utility since most of Trappers add ons are insanely good. I’d take bounce penalty Trickster that has utility over the Trickster he is now.

  • @danielmaster87 said:

    I run into wild card survivors all the time. Using stuff like Lightweight, Premonition, Self-care, Urban Evasion, etc.

    My solo survivor Jake use to run Fixated, Pharmacy, Premonition, and Sprint Burst. Mega immersed build. I would ghost killers throughout the trials, and get through the hatch if it spawned. If not I was the last to die. I remember one time I dodged a GF all match even though I kept grabbing his attention by looking at him, but never exposing. Wasting his time. I was the GF 😂. With the last gen me and a kate doubled on it. She took the hit, and moved. I got greedy and stayed. Finished the gen. She healed with Adrenaline, and when he tried to hit me I dodged his second swing with Sprint Burst. He looked at me for like 5 seconds and started to tunnel.

    As toxic and buggy as DBD can be it creates all kinds of wholesome times and memories with friends and enemies alike. Some memories are laughs, and others are cries. Some are salt. (Once a ****ing ZOMBIE positioned itself outside the locker I was hiding in, and immediately downed me after I used Head On on a Nemesis). It was just out of reach of the stun, but was able to hit. I was soooo mad. It sat there WHOLE time as Nemesis searched around first before deciding to check the locker. I stopped playing for a couple of days. 😭

  • And for whatever reason YOU CANNOT HIT THEM. Auto-aim always makes you miss an Ace. Also I noticed that hackers tend to use Ace, and or Jeff Johansen. I’ve seen the wildest **** against Aces. One time an Ace’s face went all the way up to my screen, made a grin, and when I looked around he was suddenly upstairs slow vaulting in the Saloon. As if he teleported. In the same match I shot him WAY before he reached his vault (He screamed and everything). After 2 seconds of being shot HE COULD STILL MOVE UNTIL HE VAULTED OVER, and then he broke free from the harpoon! I was leveling Deathslinger at the time right when cross play started. So I realized the ghost stories about hackers are true, and happens more often than we think!

    I fought a cheating Jeff last night in Haddon. During the death hook he was saved, and used “sprint burst” around every single spot that broke line of sight until he was all the way across the street. Thinking ai wouldn’t notice the sudden burst of speed because he kept turning and what not. No way he got that far that fast even with slow grass Trickster. I chose to let the slugged Feng go. I tunnel him immediately at end game collapse, and I made him D/C. Serves him right.

  • I run Trail of Torment, Dragon’s Grip, Make Your Choice, and BBQ. Works like a charm most matches. ToT + DG tempts players to touch the gen. If they touch it they’re exposed. If they don’t that’s 30 seconds of regression and 30 seconds + of Undetectable. If survs scream from DG or MYC I run right back to down them. So sometimes the injured persons are sent to rescue and touch the ToT gens. Which is what I want. As injured persons are downed faster, and with Blight’s speed it’s easy to cut people off and down them.

    Canker and Fox Glove are his best add ons imo. Recovering quick after rushing lets you keep your eyes on them and maintain pressure without always having to land a rush attack (The game always stagger when you get into proximity of hitting, making you miss). Best part is I rush to pallets to cut them off as the recovery lets me get to swing faster. Tbh he’s my favorite killer. Way more fun than nurse, and since I’m on Console it’s much less stressful.

  • Camaraderie. As long as someone is close to the hooked person the hook timer stops. He wastes more time camping for every person with it. So your team finishes gens because he never bothered to perimeter camp.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2339597#Comment_2339597

    Na. Not worth the perk slot to me if you lose the stacks with his knives.

    You’d be surprised. His problem is wasting all his knives just to down someone because he’s too god darn slow. Giving him that slight speed does mitigates that in the long run. His power is actually VERY situational. It isn’t meant to be spammed. That’s why his Main Event is useless. People haphazardly throw knives to hurt people not down them. You’re building up the power when it isn’t necessary. Whenever they’re hurt, rescuing, etc THEN you spam his 60 knives. Because it’ll more likely activate when you actually need it to.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2338703#Comment_2338703

    That's not a bad idea. Does downing/injuring people with knives make you lose stacks ?

    Throwing his knives does make you lose all his stacks; However, when you’re ready to down people with his knives you don’t need stacks anymore. Since they’re ranged attacks. He has so many by the time they’re injured you will certainly down them. As opposed to using maybe 20 just to injure them, then they become even sweatier or use the speed to reach a high wall. Or worse survivors come to body block knowing it consumes his knives! You simply need speed stacks to get first blood, close gaps, or push them out of those high wall loops. Even if you can’t he’s now fast enough to drop chase, and dash to wherever he needs to go. Using pallets on him will always give him speed to get them with just his bat. Plus the person you’re after will become Oblivious if they stun/blind you. So combined with the speed you can mind game a bit too.

  • My brother heard me playing with him while smoking. We don’t even play DBD religiously, but as a gamer you can see the flaws in a playable character. I like him personally. I love how colorful he is. He stands out amongst the killers because it shows you that humans can be monsters too. He’s a sadistic psychopath that goes on power trips due to his privileged position.

    Trickster’s main issue is that he’s too FRIGGIN SLOW. Players always run to the high wall loops to juke/lose sight, and he’s too slow to do anything about this. Players will automatically KITE YOU THERE.

    The ONLY way I’ve mitigated his speed flaw is by giving him PWYF, and Nemesis. Literally..! The idea is to find the obsession to increase his base speed, and then force players into becoming the obsession to maintain his increase as he injures with his basic attacks. With his speed boosts he can close the gaps in the spots he could not. Sometimes enough to push them into a bad area. If you don’t you make him faster. This way you hold onto all your knives for injured states, rescues, slugs, etc. You have 60 without add ons so it’s easy to chuck at then nonstop until they fall down after they’ve been hurt. It’s alright to expend the speed tokens because once they’re injured he doesn’t need to be fast. He needs his knives to down. Once Main Event is 1 knife away repeat the Nemesis process until survivors go for a save. Use the Main Event to knock the rescuer down. Leave the unhook 1 knife away (Wait out BT). If they DS you, that’s good. Start a chase. Get faster. Leave them be. If not tunnel, and kill them simply for DSing you. Since nothing will save them from your speed increases other than body blocks. When you passively tunnel players until death hook the others will almost always come to save said person, and when they’re doing this they aren’t doing gens. If done right you can psyche players out. Even then it’s really hard especially once players realize what you’re doing.

  • Run Prove Thyself and WGLF. Focus on gens, rescues, and body blocks. Maximize your BPs every round so even if you do lose because of bull**** you get like 150K BPs with the anniversary cakes. Shrug

    As Trickster I’ve been using Melodious Murder and Memento Blades. BBQ, Distressing, etc. The same as other killers with Bloodpoint boosts. Like with Nurse BBQ, Distressing, distance add ons, and that one add on that gives you extra devious points for phasing through people. Then I’ll camp/tunnel sweaty players to tempt their sweaty friends into being hooked on purpose. All so I get the BBQ stacks. Whatever I can do maximize Bloodpoints per round.

    Then when the game is up and running all your characters are maxed out. Because I want the Bloodmoon, but the staggering makes it hard to complete the trials too. I want that moon, and I have a week to get it!!

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332779#Comment_2332779

    What? I dont have to learn anything new, i already know how to slug 😂

    And yes, some of the survivors are really good. Ill have plenty of time to chase them when their entire team has their dick in the dirt.

    When you get better and have access to more perks youll see most survivors arent very good. Most teams have 1 or 2 that suck in chase, those are the ones you want to get rid of early. Then you have time to chase the really good one. Then there are some games where theyre all good, those games you camp your heart out

    You’re proving my point with this VERY response. This game always boils down to how fast someone does WHAT, and not WHEN someone does WHAT. Hue! If I down him quickly enough he can’t rush gens. If I hook them quickly enough they’ll all die and can’t rush gens! If I use perks to extend the chase that gives my buddies time to rush gens! If I use a perk to get my friends up FASTER they can’t slug. Hue! Hue! Meaning deep down there’s no actual skill involved whatsoever to this game. That’s all there is to DBD. Doing things quickly. It’s hollow, and empty. It’s like rubbing out quick as opposed to learning to hold it when to release! Making it more enjoyable for everyone involved! Hahaha! DBD is just pure stroke of luck with some muscle memory involved. Nothing deeper. As such every adept survivor memorized everything, and that makes everything difficult for killer. As killer requires slight more thought as to what they’re actually doing. And I mean SLIGHT. You only win because you’re against players that play less than you. That’s it. That… Is part of why this game is so braindead…! Lmfso.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332261#Comment_2332261

    I think that's the point of this post, the chase to gen time ratio is heavily skewed toward survivor. Especially when shift + w and camp pallet meta is so strong right now.

    Exactly my point.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332779#Comment_2332779

    What? I dont have to learn anything new, i already know how to slug 😂

    And yes, some of the survivors are really good. Ill have plenty of time to chase them when their entire team has their dick in the dirt.

    When you get better and have access to more perks youll see most survivors arent very good. Most teams have 1 or 2 that suck in chase, those are the ones you want to get rid of early. Then you have time to chase the really good one. Then there are some games where theyre all good, those games you camp your heart out

    The reason I say this is because L4D was not exactly about how fast survivors would progress. It more about WHEN the special infected attacked. For survivors it was defending yourself as this happened, and for specials it’s finding opportunities as to WHEN to attack. Then it becomes about acting on those pivotal moments and having synergy. DBD is lacking this because it’s 1v 4. So something must change fundamentally in order to make it about WHEN the killers kill. WHEN the survivors die. As that is the only pivotal moment in the game!

    As of now the game is: Gen rush for survivor as comms give away killer position. Camp/Tunnel/Slugfest for killer as killer can’t do anything against players that memorized everything, and has combined perks that counters killer.

    You’re making this about YOU and your experience due to playing for so long. It’s about the game as a whole. Everything in DBD as of now is based more on how fast someone achieves an objective, and not WHEN someone achieves their objective. As long as it’s based on that players will run Ruin/Undying to stop gen rushing. Players will use WGFL to stop slugging. They’ll use Prove Thyself to do 3 gens in 1 and a half minutes. It’s simply awful.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332779#Comment_2332779

    What? I dont have to learn anything new, i already know how to slug 😂

    And yes, some of the survivors are really good. Ill have plenty of time to chase them when their entire team has their dick in the dirt.

    When you get better and have access to more perks youll see most survivors arent very good. Most teams have 1 or 2 that suck in chase, those are the ones you want to get rid of early. Then you have time to chase the really good one. Then there are some games where theyre all good, those games you camp your heart out

    It shouldn’t be that way! Why can’t you not see this. The moment Hex: Ruin fundamentally changed for the worse I knew this game was becoming braindead. Nothing was wrong with Ruin. At all. I hopped on right when Demo came out if I can remember. People simply needed to get better at skill checks. If you’re that bad at them get Tap and learn Stake Out (Automatic Great Checks). The only complaint about Ruin was when lag made you miss anyway, and you’d lose. Outside of that Ruin was perfect. Since it was breakable. Heck, they even added a toolbox add on that REMOVES SKILL CHECKS altogether. They could’ve just added that instead of changing Ruin! Hahaha! The devs keep making the game WORSE. Even now the games frames are dipping every time someone does anything. Even the icons of this game are questioning the state DBD is in. The only way I feel this way is because to me DBD is a successor to L4D/L4D2, a game I played for combined time probably 10,000 hours. I spent all my teen years playing those games. Sunrise to sunset. Days on end. Even now I think of playing it, but DBD? I usually take shots and play throughout the night. It isn’t like LFD, but it’s something.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332765#Comment_2332765

    Bro. Ive got 3k hours in the game. I described my morning to you where i won 2 out 3 games doing nothing but slugging this morning, and that was without gens taking 120 seconds a piece. No, slugging is not remotely impossible 😂

    There’s no actual skill to this game anymore. Just how long you’ve been playing as you developed a muscle memory. That isn’t skill. As such survivor is the easiest feature whereas killer is only difficult because of how easy it is for survivors. So unless there’s some tipping scale or uncontrollable factors introduced the game that requires skill (Wit) to overcome then this will grow more stagnant. So they’ll add Nemesis, or some favored character to encourage players to play. This game is stagnating low key, and becoming more braindead. Muscle memory isn’t using your brain. A reflex isn’t skill at all. Lmfso

  • @WaveyTrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332754#Comment_2332754

    You would still get a 4k game by not tunneling and removing them from the match. The only reason you eliminate survivors right away is to stop one more from doing gens. Whereas if the time is LONGER for more players you’ll take the time to hook everyone. Then when they’re all in final phase you eliminate them one by one before they get out. You would time WHEN to slug. Slug all four at once when they’re all injured. Slug when 3 are left. Etc. Again, survivors have more than enough arsenal/comms to make slugging nonexistent anyway.

    You want to sit there and say “I have 5K hours so I’m a gawd at this game.” So by changing it up you’re now “Even” with others to a more/less extent. It’s the reason why devs do their own thing. Players will NEVER be happy with what the devs do. You don’t want fundamental change, yet everyone complains about the way the game is. That’s what happened with Ruin. Ruin was fine as is. As the Hex made doing gens based on HOW GO YOU ARE AT SKILL CHECKS. Then they turned it into the current garbage. Even you, with a thousand hours, will admit to this. 🤷🏽‍♂️

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332765#Comment_2332765

    Bro. Ive got 3k hours in the game. I described my morning to you where i won 2 out 3 games doing nothing but slugging this morning, and that was without gens taking 120 seconds a piece. No, slugging is not remotely impossible 😂

    That’s not every single game you played. I’m talking about the game as a whole. Not for people that have played 5k hours so they’re like robots. Even then some players run EVEN YOU in circles because of their synergy, and because they’ve played longer. Half of these perks are useless because of the way the game plays now. There’s a reason people run Corrupt, Ruin/Undying all the time. Nothing else works as good regardless of skill. Because. Of. How. The. Game. Works. It’s awful. Just admit it. You don’t want change because you’ll have to learn something new. Lol

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332731#Comment_2332731

    Im not saying it cant be better. I am saying

    1) its not going to die because of the mechanics. If that were true it already woukd have.

    2) your idea woukd turn the game into a slugfest which i think is the opposite of what most of us want. Most of us want to be able to shoot for 12 hook games, which as you said there isnt time for now.

    You would still get a 4k game by not tunneling and removing them from the match. The only reason you eliminate survivors right away is to stop one more from doing gens. Whereas if the time is LONGER for more players you’ll take the time to hook everyone. Then when they’re all in final phase you eliminate them one by one before they get out. You would time WHEN to slug. Slug all four at once when they’re all injured. Slug when 3 are left. Etc. Again, survivors have more than enough arsenal/comms to make slugging nonexistent anyway.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332731#Comment_2332731

    Im not saying it cant be better. I am saying

    1) its not going to die because of the mechanics. If that were true it already woukd have.

    2) your idea woukd turn the game into a slugfest which i think is the opposite of what most of us want. Most of us want to be able to shoot for 12 hook games, which as you said there isnt time for now.

    You’re not accounting the variables that exist already that would mitigate this tipping scale factor like perks, add ons, items (Health Kits/Toolboxes), and sheer team synergy that would stop slugging altogether. With WGFL slugging is impossible. The moment you slug, and leave them there someone is ready to raise them up before you can blink. Watch any stream with a genuine team. They make jokes out of the killer because the amount of time it takes to do anything for them is reduced to NOTHING with their coop perks. Then off they run to heal/do gens before you reach them.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332261#Comment_2332261

    I think that's the point of this post, the chase to gen time ratio is heavily skewed toward survivor. Especially when shift + w and camp pallet meta is so strong right now.

    That’s because as long as there are 4 survivors alive they can gen rush with their combined perks for as long as they can force a killer to dedicate a given chase. So to mitigate that is to extend the time it takes to finish a gen, cleanse a totem, etc if there are more survivors alive running about. If a killer can slug at the right time it doesn’t matter if time is hastened for them. If survivors are agile enough they can stall even with extended time limits. It now becomes a matter of when to kill survivors, and when to be killed by the killer. As opposed to how fast someone does what. Because that’s where it is now. How fast I can kill all 4 players. How fast I can get all these gens done. It’s so brain dead now. No one is having fun now. So why not change it up so everything is fresh FOR EVERYONE.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332711#Comment_2332711

    This has been how the game works for 5 years. Im not saying it cant be better, it certainly can, but its not doomed because of the mechanics.

    Its doomed if they dont address all the lag and bugs that have gotten out of control but thats a different thread

    No. The game is just bad as of now, and people just don’t want to admit this. Anyone with game knowledge knows this. The only reason LFD is superior in every way is because the objective was simple (Reach the Red Exit Gate) yet there were many uncontrollable variables ON BOTH SIDES. Also it was 4 v 4. Whereas this game is 1 v 4. The fact is 3 gens pop in 2 minutes. It’s because it hasn’t changed in 5 years some survivors memorized where everything is. There’s nothing “random” anymore. It’s THAT bad. The only way to fix this is the make it change based on what’s happening IN THE TRIAL. If the game is unfortunate enough to give killers terrible maps, awful gen positions, and terrible totem spawns what can any killer actually do? Nothing. If people disconnect what can survivors do? Nothing! Unless the game itself changes the game’s dynamic changes this game will perish. Simple. When survivors run Prove Thyself with comms and Spine Chill so gens get finished in no time flat. Literally, the game as is? Just blech.

  • Slugging is already mitigated by WGFL. Survivors rise up in 5 seconds. Try again.

  • What’s unbearable is being forced to run Corrupt, Ruin/Undying because survivors gen rush. What’s unbearable is seeing team mates dc, and then depiping because of it. Seeing killers tunnel/camp because that’s all they feel they can do. The way the game is now is just awful, and it’s getting WORSE. Unless the dynamic of this game changes it’s doomed. That’s the direction it’s headed. I don’t even play this ritually and I see it a mile a way. C’mon.

  • @Bran said:

    that would make the game unbearable. at that point, the killer is going to punish themselves for doing there objective. which leads to slugging anyways...so....yeah

    The game is already unbearable. They also likely wouldn’t. As the killer is in total control of this. If the killer feels confident, or has survivors in a bad situation they’ll kill regardless of the time cuts from less survivors. Also killers have perks that mitigate the time loss such as Remember Me, Blood Warden, Corrupt Intervention, Thrilling Tremors, Pop, and a myriad of add ons/perks that helps them against the main objective. As of now it’s just gen rush palooza, and Undying/Ruin. It blows. Literally.

  • @Bran said:

    you had me until you started you said "this is how the trial should go".

    but seriously. it doesnt matter what level your or the survivors are because the loops and pallets will waste your time no matter what. so even if your like the best...it doesnt matter in the slightest.

    Yes it does. If it takes longer to achieve an objective that gives killer more time. If the survivors are killed they’re given less time. So it isn’t about how much time there is say for Corrupt, but how much time you’re willing to extend/reduce. If it takes 120 seconds to do a gen while 4 people are up that’s a good enough time to catch someone, combined with perks like corrupt, thrilling tremors, etc. The killer would have to think “Should I kill him/her now to give them more time? Or should I just remove them so there’s one less person on the field”. This would also stop camping. Since the more you sit on someone that died the sooner they get out. You could only camp, say, the very first survivor. If there’s two left you can’t camp all day as one survivor can complete the tasks in the time it takes for them to die. It’s things like that which would change if objective times were based on how many people are around.

  • I made a similar suggestion in a stream. PH is the way all killers should work. Once they down you enough and meet certain specifications they can Mori you. For example, The Doctor will “Treat” you on your last down IF your madness is maxed. For trapper it’s the last down and you’ve been trapped. Etc.

    Each killer should have a different means of escape, or different objectives. Some require gens (light) like the basic killers. Whereas Demo should require you to “Seal it away”. For Pig everyone starts off trapped. Then you have to distract the pig while everyone gets the trap off before their head pops. Then you solve another puzzle to get the correct key to open the hatch. Etc. Some killer Should demand hatch escapes.

  • I combine it with Head On to make it even worse! So when I DH you won’t expect HO, and vice versa. Works almost every time. 😂

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/260608/killer-idea-dren-from-splice

    You'd like to expand upon your idea.

    The Creature

    Movement Speed — 110%

    Terror Radius: 24 Meters

    Height: Short

    Power: Hybrid Lethality

    Having a variety of tools at its disposal, The Creature can quickly surprise survivors.

    Special Attack: Lethal Pounce

    Create a path by holding the ability button, then release it to finish the path. When at either endpoint of the path, press the ability button to dash across the path at high speeds until you reach the other endpoint.

    • Colliding with a healthy survivor will damage them for a single health state.
    • Colliding with an injured survivor will apply deep wounds.
    • Colliding with a deep wound survivor put them into the dying state.
    • Colliding with a dropped pallet will destroy it.
    • Colliding with nothing will cause a short fatigue.

    After using the path, it will automatically be removed. Only 3 paths can exist on the map, creating more than the maximum amount of paths will overwrite the earliest one.

    Special Ability: Lethal Flight

    Press the ability button to spread your wings and take flight in the air, completely disappearing. While The Creature is in the air, you will be able to move as if you were still on the ground, but you cannot perform any actions until it lands. Pressing the active ability button will cause The Creature to land wherever you're positioned at after a short delay and audible warning.

    • Landing on a survivor will immediately put them into the dying state.

    Cool-down of 75 seconds after landing.

    Special Passive: Lethal Intelligence

    Attacking survivors with either your basic attack [1 Point] or Lethal Pounce [2 Points] will increase The Creature's Intelligence:

    • 3 Points: Decreases Lethal Flight cool-down by 10 seconds.
    • 6 Points: Decreases Lethal Flight cool-down by 15 seconds and increases maximum amount of paths from Lethal Pounce by 1.
    • 9 Points: Survivors deep wounded by Lethal Pounce will have their bleed-out timer uncontrollably deplete.
    • 12 Points: Lethal Pounce can no longer be interrupted by dropped pallets.

    YES! I like all of this, but don’t you think Dren would fit though? She’s very creepy/bizarre, and the way she rapidly evolves would fit into the game’s mechanics. Nemesis is an example of a power becoming stronger once specifications are met. So this wouldn’t be difficult with her/him/it.

  • No no no. This add-on is hit or miss. Especially on the map.

    1.) His charges regenerate insanely fast, and he gains more charges altogether (7). Usually by the time he finishes sticking himself after rushing twice (Dropping from 7 to 5) he can rush again. Meaning short, closed area rushes that don’t require too much turning are excellent with this add on. Especially if he speeds up every time. You’ll hit survivors before they can react a lot of times.

    2.) You can definitely zip around the map to find people for sure. You psyche players out because they think you can only rush 5 times. If combined with Rat/Crow he moves at god tier speed. Again, hitting players wandering around before they can react. This works really well with ToT, Tinkerer, Dark Devotion, Nurses, Stridor, and Spies. Things that allow aura reading while hiding his own TR.

    3.) You can also strike players at weird angles you normally couldn’t. Places survivors think they’re safe. This is due to his odd turning. He’ll slide around a merry go round and hit anyway. Most times he’ll crash into a solid wall for you if you turn him just a little bit. The down side being you lose sight of them while continuing to rush. However, if you can anticipate where they might be (Like Nurse) then this wouldn’t matter as much. So it’s best to use the adrenaline to catch them when they’re running on unsafe tiles, etc.

    Adrenaline SUCKS in open areas like corn maps, red forest, etc. Maps where you have to make sharp turns to hit survivors out in wide open areas where they can spin you all day. Maps with lots of junk lying around like Azarov’s, or Asylum? Oooh yeah. You’ll get all type of insane hits with his rushes. I stopped using them because I ran out. Much like Nurse the add on changes your whole muscle memory. So if you want to use adrenaline vials you have to dedicate to this play style, and only use him when you have them.

    Tbh I wish such add ons were purchasable, or not as rare. As some of them change how the killer plays altogether, and having a limited amount means you can’t master that playstyle unless you keep getting them. I think this is just plain stupid.

  • The only add-ons Nemesis needs are add ons that produces more zombies. I got really heated the other night when a zombie whacked me after Head Oning Neme, but that’s the magic of the zombies RNG.

    Two zombies aren’t enough. The zombies should keep spawning much like during a zombie apocalypse, and then lower the rate in which Nemesis gets stronger from absorbing the zombies. However, since there’s more zombies they become killable via interaction. Like the way you kick Victor when he’s immobile. Say you creep up behind a turned zombie. You get the action command to kill it. Sometimes the zombie will detect you, and hit you. Putting you at risk of infection like the movies. You can only perform said action if a zombie isn’t aggressive (Turned), or after it’s been stunned somehow.

    This gives survivors another objective. For if Nemesis puts too much pressure, or if survivors are careless, the map fills with zombies! Like any apocalypse you’ll all be overwhelmed if there are too many. 👀

  • @DwarvenTavern said:

    Never watched Splice, is it good?

    It’s not amazing, but it’s definitely bizarre. Like jaw dropping bizarre. Some of the stuff that happens in that move… Hahaha!! I would suggest watching it as to not spoil anything. 😭

  • Just read the text on Tricksters perk “Crowd Control”. I feel that it speaks volumes. So many volumes. Lmfao

  • @Mr_K said:

    How about....

    We just remove tiers.

    Tiers are pretty good with certain perks. You don’t always want them T3. Sometimes I use Spies from the Shadows and I’ll keep it T2 (28M). Just enough to detect them when they’re trying to hide within my TR out my PoV. The crows give them away often if you pressure them to hide near them. Another one is MYC. Sometimes you want it T1 to refresh faster. I usually keep it T2 for a good 50 seconds. I feel 60 is too long. I’ll catch them and then have to wait for a cooldown.

  • @GenJockeyNance said:

    I had this thought one time that killer could pick placement of their totems. Giving survivors a chance to scrounge for them and maybe killer a shot at having their totem up for longer than 20 seconds. Dunno how this idea would work but it's an idea I had.

    I just made a post about this, and I agree.

  • @Zozzy said:

    One problem.

    This requires effort.

    The only things that will get added into the game are number changes, even that is asking allot.

    It still makes sense that the killer would plant their totems when/where they want. In any horror flick the villain always pulls some scheme, creates a puzzle, or activates a curse that the survivors have to solve when they get their hopes up. They never start with the curse or puzzle. That’s like Jigsaw magically having boxes at the start of the movie. Jigsaw made all his intricate traps, and used them when the moment was right.

  • I love how people always complain about the killer being unfair by camping and tunneling. Sometimes to win you HAVE to camp/tunnel, or try to snowball them when they get cocky/altruistic. Especially if the team has sense of the game.

    It’s 4 v 1. A killer is not supposed to play fair because they’re the killer. I play DBD casually and even I see that the killer has all these restraints and limitations. The killer is actually fair. The survivor aspect is more immersed into the game, and survivors are capable of doing A LOT just by themselves. They’re more dirty than the killer most times. Constantly on comms giving away their killers whereabouts and their belongings. Placing their bodies into wall during a reckless save to the basement so you can’t pick them up, and then they Unbreakble for the save when you leave. Being able to see your teammates state of health is enough in solo queue. If someone is injured the person is being chased. Do objectives.

  • @Frontdoor6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2132326#Comment_2132326

    Wesker doesn't seem like the kind of guy people would run from, and he doesn't seem like a chaser. I mean, imagine if Leon was the survivor, would it be a good image if he was running away from Wesker? Wesker would work well if it was Mortal Kombat for his fighting skills, but i don't think it would work for this.

    Also, Wesker wouldn't make a good killer to draw people into DBD, RE fans or not. Wesker just isn't that interesting for a DBD killer.

    But Nemesis, the character do run and he does chase, he's programed to follow orders. The Entity could've made it so Nemesis works for it now. Plus, Nemesis has alot more ability to off and is a character many people would reconise.

    Sorry if this sounds like an argument, but thats just how i feel when someone brings us Wesker.

    Yes it actually it would. Because Wesker would appear in his monstrous form prior to his demise in the volcano in RE5. One of his arms was essentially oozing tendrils. He has glowing red eyes. He was basically a B.O.W at that point. Considering that he needed Excella to regulate his T-Virus count, or else he loses himself like any Tyrant would when the virus multiplies out of control... This would be the case had he been snatched by The Entity, whom would not provide such a thing for Wesker. He’d become a full-fledged monster that would attack everyone on sight. Exactly what The Entity would want.

  • It would make most sense that Albert Wesker would be the killer. The Entity favors wicked people like murderers and psychopaths. The Entity originally wanted The Spirits father as a killer, but The Spirits emotion due to her tragic death was far greater. So The Entity picked her. Think of The Trickster. He killed many people and attracted the Entity, and he embraced it immediately. The Clown embraced it too.

    Albert Wesker was pure evil. He killed, and betrayed many people to reach his ultimate goals. For example he betrayed his lab partner William Berkin, and he became a monster to save himself. Wesker sought total perfection. He was intent on infecting the entire world with Uroboros, killing pretty much everything to leave only the “perfect ones”. Coming to his defeat he infected himself WITH the Uroboros he sought to end the world with, becoming a monster. In the end Chris and Sheva shot Wesker with a powerful missile, but Wesker’s body was never recovered. Everyone assumes he was obliterated, but he had Uroboros in him. Those things are incredibly difficult to kill. One had to be cooked. The bigger one in the ship required satellite missiles to kill. Which gives these developers the idea that upon Weskers ultimate demise he was snatched by The Entity. Which is why Chris and Sheva assumed that Wesker had been obliterated.

    Now the survivor? Idk. Someone will have to help me on that.

  • @RenTheCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2117248#Comment_2117248

    Why should I bother protecting the last 3 remaining gens when as soon as I kill a survivor the hatch wil spawn and all 3 survivors remaining can escape with a key?

    So? That’s what keys are for. Keys are fine because Franklins knocks it off. Second unless the survivor drops the key somewhere the others are screwed. You can’t kill them all every match. As killer simply you have to get that out of your brain. It’s frustrating, but that’s the reality. This game LIES. Especially for killer. I’ve seen so much bull, and I haven’t played even 1000 hours... Your attacks will whiff right through people sometimes during their slow vault. Survivors fall into walls a certain way when you down them so you can’t pick them up. Guaranteeing a rescue, an Unbreakable, or it simply allows their friends on comm to work in safety if you choose to sit on them. I’ve seen the hatch spawn right under the dying person when they became last survivor. Because of all the lies and nonsense that happened throughout the whole match I had anticipated this, and immediately slammed the hatch the moment it spawned. Denying the sweater survivor their handout escape. 😭

  • Nah. As killer you always see WHERE the generators are first. There’s always 3-4 clustered together somewhere. As killer as long as you make it so there are 3 gens clustered together when 1 gen is left then the survivors are screwed... Unless the killer doesn’t apply enough pressure, makes critical mistakes, fails to snowball, etc. The game should pick up when there are less generators remaining on the map. When there is 1 gen left you need at least 1 person dead... If all 4 are alive by the time 2 gens remain you’re probably going to lose as killer unless you go for a snowball, or camp they die ⛺️. In Red Ranks I usually see 2-3 pop within 3 minutes. The last 2 can take like 10 minutes or even more sometimes. A killer can skip their way to the generators when they’re clustered, never giving survivors time to work on them. You’re not beating any efficient player with a mobile, or warping killer when there is a “Gen Triangle” left on the map. Billy, Oni (Rage), Spirit, Nurse, Blight, FREAKN HAG!!! Especially if they’re running Pop. 😂

  • I haven’t played a million hours but I’m a natural gamer. The ONLY advantage SWFs have is their synergy, and perk stacks. If you can disrupt their synergy you can beat a SWF even with all their overused perks. This can be really hard to do depending on how well the SWF has played together. Sometimes you just can’t win. The main issue with SWF being they do stuff right in your face!! I HATE THIS! They aren’t even intimidated by the killer! Usually they rush 2 gens by the time you catch someone. Then 2 gang up on you to help the one you caught while 1 is doing gens everywhere slowly. Then the Adrenaline player will grab your attention later before all gens are done to fully heal. There’s other little bits too you can pick up on when you observe their behavior.

    Coulrophobia, Sloppy, and Nurses was really good for SWF dissonance. Their healing is slowed heavily, and they can’t one tap each other in your TR due to Coulro. If they heal around you Nurses reveals it. They have to go far away. Giving nearby gens time to regress, etc. It was easy to punish anyone this way.

    Then they added We’re Gonna Live Forever, and Anti-Heal is completely cancelled out. It was sad. Two teammates can pretty much get someone up instantly even when taking hits for the downed person.

    It’s really hard, but then Trickster came to save the day with his perk. If you’re sick of SWF run Agitation, Starstruck, and Infectious Fright. This is the new Anti-SWF set up, and I love it. It makes a SWFs vulnerable to making outlandish plays like healing a downed person in front of you with WGLF, BT right after hooking someone, point blank flash light attempts. You can even scare them from the hooks because the exposed makes it too risky to save. That’s 30 seconds that a hooked person will have to hang sometimes.

    I did it with Trickster, and I just started using him. He’s gonna be my main because of this too. Plus I like his style. He isn’t super strong, but he’s fun. I would check the TTV players after a match, and they were always whining because of SS. Saying Starstruck breaks the game. No. SS doesn’t allow two of you ***** to raise someone right in front of a killer with little to no risk. SS doesn’t allow you to try to flash a killer point blank with little to no risk. SS doesn’t allow you to BT someone’s after a killer just hooked them. Not without the risk of being downed yourself for your boldness. SS can put them in their place, and that’s why they hate it. I love it. Not even a killer main either.

    The devs need to add more perks like Starstruck to balance toxic SWF plays.

  • I wish they’d add reticle options for console killers. Like when Huntress throws there’s a tiny dot indicating where it’ll go. Why? Console controllers/sensitivities are not as precise as PC, and never will be. It makes certain killers neigh impossible to play against adept PC players. PC players will spin really fast on their screen, and on my PS screen they’re blipping on/off the screen. Suddenly not making sounds anymore, etc. The only players that can fight this will always stress “I played Console Nurse for 3000 hours”. Of course you can lmso. If anyone played a game THAT much they better be good at it.

    I shouldn’t be missing attacks that are like 4 meters away because my sensitivity cannot match someone else’s. One flick at a tight spot is all they need to do to dodge Console Oni Demon Rush. One tight angle that a console controller cannot fully achieve. This is the same with Console Nurses. I can only look in a single direction during a full blink, but on PC I see players looking all around in a single blink to find survivors. The comparison is vast.

    If I knew where I was blinking I could adjust to the limited movements. If I knew where The Trickster’s Knives would fly I could adjust to the players movements better. I can’t. Really fun, but it’s really annoying. Which is why I dislike killer on Console lol. Survivor is much more console friendly. I could disable Cross-Play, but then I’ll sit around for 30 minutes between matches...

  • I fought people using DS last night. It doesn’t allow a single person to do whatever they want for 60 seconds anymore. It’s still good for Anti-Slug and whenever a survivor decided to perform a risky save and failed. If the killer knocks you back down off the hook you can lie down for 60 seconds until someone else picks you up. The killers won’t think players run DS anymore. So often times they’ll pick you up right away. Meaning if the killer got DSed then and there they still wasted plenty of their time. It now takes a bit more effort and teamwork to make DS waste the killers time. DS is much like Head On where it’s now a niche, and in the right hands/team it is valuable. A team of people with it has still stolen my time.

    The people that are whining know that they can’t unhooked then do a gen, DH, and flick their flashlights knowing they can’t get picked up by the killer for a whole minute. Lmso

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071456#Comment_2071456

    As a survivor, that's statistically almost impossible. They all teabag whenever they think they've outsmarted the killer.

    And flick their flashlights a bajillion times making that clicking sound.

  • @Karao_Ke said:

    I personally don't think Clown is in a bad spot because every killer has their weaknesses. Let me explain:

    Clown may be stellar in chase & can end them within seconds, but he has almost no mobility. The new bottles they gave him don't help him much imo.

    The opposite could be said for Oni, who is a regular M1 killer in chase until he gets his power & has amazing mobility.

    See my point? Every killer has their own playstyle. This is why we have perks as well, to correlate with the killers power.

    Don't get me wrong, Clown is weak af when compared to other killers, but most killers in general are weak in some way.

    The Clown’s perks actually help him a lot. Pop destroys gens whenever he does catches people, which is why Pop works on everyone. Coulrophobia slows healing within his TR, and is nasty with his Sulfuric Acid (Considerably Mangled + Coulro). Bamboozle can force players into ultimatums. Either take the hit, or waste a pallet to get away. Bamboozle is pretty good at removing the God Pallets in killer sheds, the Cow Tree, etc. Usually the 4th move for me would be Distressing (For Coulro), Brutal Strength, Spirit Fury, or Nurses. It’s usually Nurses. The Clown not only needs mobility he needs to be able to see exactly where people are so he knows where to aim the bottles where he thinks the survivors are running. Coulro also allows slugging too. 1 tap is like 5 tap without WGLF, etc.

  • I love Clown, but did they nerf his movement speed during this update? He feels a wee bit slower. Why does it take a moment to sit in his yellow mist to be invigorated? By the time I get invigorated myself the survivor sees the yellow mist, and runs the other way to get more distance. I could’ve just tossed purple to catch up to them. Also the invigorate doesn’t last long enough for me considering it doesn’t kick in the moment you step in the mist. I’ve I always thought invigorate should activate the moment you step in it, and it lingers a bit after stepping out of proximity. Similar to Streetwise, Prove Thyself, etc

  • Make her phase walk susceptible to Lightburn. All killers that harness the spirit world is susceptible to Lightburn like the Wraiths cloaking, and Nurses Blinking. Yet The Spirit’s phase walk isn’t affected... Huge oversight. If you shine a light on her body that sits there while she’s phasing she becomes stunned. She reappears wherever she was positioned in the spirit world prior to being burned, but she keeps her power gauge. So if she only used 50% of the gauge before she’s burned she’ll have the 50% when she’s knocked out of the spirit world.

  • Freddy simply needs to work in reverse. Everyone starts in the dream, often times like in the movie. Whenever Freddy hits you, you wake up. Every time you use an adrenaline move you wake up. Every time you wake you fall asleep faster, meaning you really need to time when to wake up. Because after falling asleep so many times it becomes permanent. You’re subjected to Freddy’s power for the remainder of the trial. Seeing Freddy while awake makes him disappear intermediately. While he’s carrying survivors he becomes invisible to wakened players. That’s how Freddy actually works and kills.

    This makes sense because the pain from being hooked wakes you, so him physically hurting you should wake you. You cannot sleep while adrenaline pumps through your body. So using perks like Adrenaline, Dead Hard, Head On, Lithe, Balanced Landing , etc should wake you. Bursting a gen wakes you already.

    This way Freddy is strongest against often against more healthier survivors. Injured survivors don’t have to worry about the snares, but you’re easier to down. If you waste too much time healing you’ll likely fall back asleep. When you get injured by him you have to use that time to escape the chase before falling back asleep, or he can start ensnaring you again.

  • New DS makes sense. It’s intended to stop tunneling and camping. 90% of the time survivors never used it for that reason. Players use it to deliberately make themselves immune to the killer for a whole minute.

    DS will still be good. Instead of being an aggressive perk it actually acts as a support perk that guarantees survivors being able to save themselves from the killer. New DS with Power Struggle, and Flip Flop. If the killer hits you right off the hook they’ll likely leave you to crawl for a whole minute. Find a pallet to crawl underneath. Possibly even run Tenacity to recover and crawl at the same time. The moment you’re picked up you can always stun them for sure. If they pick you up too soon you can stab them. If the killer doesn’t pick you up another survivor will.

  • Freddy is backwards because hitting you shouldn’t FORCE YOU INTO HIS NIGHTMARE. Think about it. Him physically hurting you puts you to sleep, but hooking you wakes you up?? 🤣

    Basically the way Freddy works now... Is PUTTING TOO MUCH PRESSURE ALL AT ONCE. What I mean is when killers hit survivors the injured status is applying pressure. Freddy does way more just by hitting. You’re put into his dream automatically and you’re subject to all his powers. His teleport is potentially amplified. You become oblivious, making BT useless. Freddy is fully rewarded just from hitting people. IT SHOULDN'T WORK THIS WAY.

    To balance Freddy his power should simply work in reverse... Meaning everyone STARTS the trial in nightmare. When Freddy hits you, you blow a gen, or get put on the hook you wake up. Seeing Freddy while awake should make Freddy appear and disappear intermediately. Wakened players can wake up sleeping players. Every time you wake up you will fall back to sleep faster each time until you inevitably stay in the dream forever until he gets you. Because that is what he does in the darn movies. He attacks you in the dreams forcing you to wake every time until you’re stuck in his nightmare long enough to be killed due to sleep deprivation.

    If his powers work the way they did in the movies... Him hurting/scaring you wakes you... This would mean Freddy starts off very strong. As he puts pressure on survivors by hitting them they are given the opportunity of no longer being subject to his dream powers during a chase. At least until you fall back to sleep again. If you don’t hurry and thwart Freddy before you stay asleep permanently... Like in the movies, he can kill you easily.

    Idek what the devs are thinking half the time anymore and I’m not even a diehard DBD fan.

  • Maaan. I can’t wait until I unlock Appraisal. I’m REALLY gonna aim for my hatch build in solo queue. Pharmacy (Automatic Heal and chest opening speed), Plunderers Instinct (Purple/Red Keys), Appraisal (Increased odds of finding a key 3 more times), and probably Left Behind (To locate the hatch).

    Hatch is specifically designed for solo queues. When your team sinks it’s not fair if the last person was actually decent enough to survive the killer. I hate having to die and even depip because the entire night consisted of lemmings and potatoes...

    If anything give the killer a Ultra-Rare add on the Blood Web that will prevent the spawn of a hatch for that round. This counters the add ons that increase the odds of hatch spawning to in certain spots. In the end survivors that bring keys into the trial will have wasted them if they were to die without the band add on.

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