Zaytex
Zaytex
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- Zaytex
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Comments
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Focus on just infecting people at the start of the game and then move into downing people. Spreading sickness is key with her and I'd recommend thanatophobia to play on this or force them into cleansing, which is a win-win for you.
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*cries in unpopularity*
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It sucks, but you can't regulate this.
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I'd be down for it if Corrupt or some killer perk was made basekit as an equivalent buff.
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Allow her to tamper with a generator, or all of them. She could place a trap or mechanism on the generator(s) which requires a specific code. This code could be found on the 4/5 boxes and can be input in any order. One number for each box, 1-10 randomly.
So for example "48315" is the code. Survivors would have to type in the code or select it on screen to repair the generator normally. Should they fail, the trap will take a health state or put them into the mending state and notify the killer.
It would be another way to slow down the gen repair speeds, but do so in a more interactive way that compliments her reverse bear traps as survivors would be required to traverse the boxes normally anyway.
It would give her more utility by slowing down the game or by making survivors easier to down.
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A tranquilliser gun so I can decimate my solo queue teammates who hide all game and sandbag me.
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There's absolutely zero reason to play this guy. Maybe if you're really bad at aiming, he's worth picking up since there's little to no punishment in missing some knives in comparison to missing a hatchet or spear.
He's just weaker in every way, it's pretty bad two other killers in the game do what he does, but better.
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As should solo survivors!
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Demogorgon and Blight.
Blight is arguably the 2nd or 3rd strongest killer in the game; he's insane.
Demogorgon is top B tier IMO, he's quite balanced and strong overall, underused and misunderstood for some reason.
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It would be such a massive buff to him if they made the laceration metre never decay.
That's the biggest change he needs, along with main event being actually useful.
With these changes he could be a good killer.
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That's the player, not the actual killer.
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There's no comparison between these killers.
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It's annoying to just spend 10 minutes finding the last 2 survivors with 5 generators left.
You're obviously going to lose. So just make it quick and end the game fast, it's annoying for both sides to just waste ten minutes.
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This wouldn't solve anything.
No one would queue for the competitive queue because there's literally no incentive to do it when it's just sweaty games filled with 4 man SWF, Nurse/Spirit with no valuable rewards.
Everyone would flock to the casual queue.
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Of course you shouldn't be able to do anything.
If they get unhooked and you down them quickly again, you shouldn't just be able to pick them up again without any consequence, that's not fair for the survivor.
It's just unfortunate you can't slug when the exit gates are open.
And this is coming from a killer main.
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He would be so much better if they just made the laceration metre permanent.. my god he would really be able to split pressure and get value out of his knives.
At the minute I can land seven knives cross map but it doesn't even mean anything because they just ignore it unless it's eight knives.
Just a worse Huntress in every way
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These buffs make him feel better to play but they pretty much do nothing to fix the core issues.
The core issue he has is low lethality. If his power was insanely good it would be justified for him to be 110 and as slow as Huntress.
But his lethality is 8 times weaker than Huntress and it doesn't even matter until you take a health state. Imagine if Huntress hatchets made survivors heal the health state after 20 seconds if she didn't connect another.. that's how bad Trickster is.
Still the worst killer in the game, but at least he's fun? I guess, if you don't care about getting bullied and playing a fun killer, go for it
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I think it's a response that reveals how little the person plays killer.
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He literally laughs and enjoys other people's pain. He's probably the most sadistic killer in the game but apparently that's not good enough?
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@PabloLovesMC said:
https://forum.deadbydaylight.com/en/discussion/comment/2101877#Comment_2101877
How is it difficult to code? Distances from survivors is seen throuought the whole game. Distance dor a lunge to hit, distance the terror radius is heard from, the distance gunslingers shot goes heck even his iri addon requires the game to know how far the survivor was away. How is it difficult to code if its seen throughout the entire game?
I'm not a developer but I'm sure it requires a bit more effort, time and resources to put into place than just changing a numerical value.
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@Azshhh said:
There was literally no need to remove it's ability to detect killer traps either
Yes there was.
Hag/Trapper take minutes to set up an area to control and someone with this perk, which isn't common but possible, was legitimately immune to almost all your traps. As Hag, she's already nutty so its not too bad but for Trapper, it legitimately made him just an M1 killer who wasted 2-3 minutes setting up for no return factor.
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It looks good but I actually think its going to be detrimental to use. The 30 second constant aura reveal to the killer gives them free awareness and potential map control if they decide to act on it, that's pretty nutty if you're in a situation where you do not want to be found or seen.
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Yeah IDK why you would ever pick Twins after this. You're punished so highly for using your power right. This makes staying in pairs against the Twins even more stronger.
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@Chordyceps said:
I feel like it would've been much better to make it so that the instadown only applies if the person you hit is a certain distance away from you.
Too difficult for BHVR to code and implement. The easier and lazier option is to simply change the numerical value of how many hatchets she can hold.
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This is a good change. Freddy just spamming snares around a loop like Clown and still having 20 other powers at his disposal was dumb.
Spirit and Nurse still exist if you want to fight and beat the strongest set of survivors, you just actually have to think and dedicate learning them instead of just shutting your brain off with Freddy.
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jUsT bAiT iT oUt 5HeAD
Yeah I can really bAiT it out when it's used for distance, solid counterplay and nothing the killer can do.
There's a reason why there's 3-4 DH per game, it's a stupidly strong perk with zero thought from one side with no counter play for the other.
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It's a God damn game. As long as its not breaking the rules, nothings really unethical.
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I don't understand the complaints. If tunnelling is rampant, put DS on.. its just as good as it was for that purpose.
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They should add an obsession every game regardless of perks and then add legitimate mechanic around it, like how Dying Light works.
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If Kindred was base kit then the corrupt or BBQ should be for killers.
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Yeah they shouldn't be able to spawn mid game. It's hella dumb and by that point it's too late as a Killer to actually counter it if the hatch spawned.
But generally, if someone brings a key. Tunnel them out of the game ASAP. If the next survivor picks it up, tunnel them as well.
A single/two man key escape is acceptable if the other two get tunnelled to death IMO
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/241051/the-ds-paradox-explained-to-everyone
First off. Obssession should be base kit, every game. No reason not to. As someone that doesn't need to tunnel seeing a red rank killer blatantly tunnel someone straight out of the game leaves a sour taste in my mouth and makes for an incredibly dull match.
Second I think they should have gone with a scaling bar. Start fixing a gen? DS drains at a 3/400% increased rate. I think its pretty stupid that simply tapping a gen cancels it entirely. Also making it so it disables when healed makes some player refuse heals and basically throw the game.
Or make it so that in cases of actual tunneling it just doesn't tick down whilst being chased and not slugged. Most tunneling killers are objectively bad at the game when you sit back and watch, but will eventually get the kill simply through attrition.
You need to understand that if you touch a generator, it means you're not being tunnelled.
DS is now fine, it does what it's supposed to do and doesn't grant invulnerability or stupid second chances.
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Get quick downs, prioritise defending the generators early on, tunnel someone out the game if the opportunity arises and set up a 3/4 gen to hard-core protect.
All depends on the map, survivors, killer and how you're playing though
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Also, I don't know why they decided to nerf the grace period with retracting the knives. Are they seriously THAT scared of buffing killers? Come on, even if they didn't do this change he'd still be absolute garbage.
Main event cooldown going from 10 to 5 seconds does nothing. There's still no incentive to use it in 9/10 situations and the situation you want it for, you can't even keep it for, it's just so bad.
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This is a good step in the right direction, but none of these changes fix his core issues.
His core problems come from how he's incredibly slow in everything he does. He has no map control as a 110 Killer, along with the fact that it takes minutes to sometimes down a survivor. It's not good enough. His lethality needs to be comparable to the likes of Huntress to warrant such weak map control and being 110.
The laceration metre being increased by 5 seconds is literally not going to do anything. One of his green add-ons, the brace, increases it from 15 -> 18 and it feels no different. You're forced to commit to a single survivor because of this metre as you're unable to split pressure, essentially making Trickster dedicate time to down a single survivor, and the time it takes to down a survivor is incredibly slow.
It needs to be 4-5 knives per health state along with the laceration metre never decaying (like Ghostface's stalk) for Trickster to warrant being 110 as this might bring him up to someone like Huntresses level if he can down survivors quicker and split pressure.
Just get rid of the goddamn metre decaying.. its his biggest problem, please make it permanent.
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Indeed. Recently had someone complain at me for using Ruin/Undying/Tinkerer/BBQ despite them having DS & DH and they removed my ruin fully in like two minutes.
Survivor rulebook really gets tiresome.
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@dnj510 said:
Something to teleport survivors across the map or to any other location. I don't know much about Identity V, but that game has something similar.
Why are we giving survivors map pressure.. you want the few killers left to completely leave?
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Against even half decent survivors you are not winning any Trickster game without camping or tunnelling.
He's just THAT bad you need to camp for pressure. It takes him 5 minutes to down someone, no wonder he doesn't want to let them go once he hooks them lmfao
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The only bad things with this chapter is Trickster being so incredibly weak and horrendous along with the bugs. If you look outside that; it's a pretty good chapter as it introduces buffs to Wraith/Blight, a nerf to DS (thank god) and new perks for both sides that are fun and are somewhat decent/good.
Bugs are to be expected from BHVR, a killer this pathetically weak isn't since every killer but Twins from the past couple of chapters have been strong and Twins can be strong if played scummy.
I'd give it a 7/10
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It's hard to use, which is annoying because it's a pretty strong perk but when you're put in a position where you can't use it, like being in a chase or the generator is too far away making the time investment pointless then it can be pretty pointless to have.
It's why Ruin will always be the superior perk. Better regression and it does it automatically, rewarding killers for chasing and applying pressure. Pop, I find really only is as devastating in a 3 generator or something.
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His ranged power just simply isn't good enough to warrant him being 110. If they buffed it to be equal to Huntress or Slinger's then they could keep him 110.
But I don't see how they could ever make his power better than Huntresses, because, by design, hers is just much better with the 1 vs 8 hits to take a health state.
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Not a lot to be honest. It's either I was tunnelling that Survivor, I got hit by it with the unhook bug, or I didn't tunnel and still got hit by it from a survivor who was afk for the entire minute or ran to me to force it off.
Pretty brilliant.
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People can call it boring to go against, but I can assure you, its boring to go against survivors who just camp Killer Shack and loop it repeatedly and since its such a strong structure and some Killers struggle with it, it takes too much time to down them.
That's the main reason I use bamboozle, to get rid of Killer Shack, it's annoying how effective it is.
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@RenTheCat said:
So you compare THE ONLY things survivors can do to TRY and win the game to stuff the Killer can do that will secure he wins?
- Killers don't get kicked out of the game if they make a mistake
- Killers don't have their team troll them because they don't have a team
- Killers don't have to share anything with anyone so bloodpoint perks will always work
- Killer perks revolve around their actual gameplay
- Killers don't have to spend hours looking for gens
- Killers don't get barely any blood points like Survivors do
The game is extremely biased towards killers and you cry about survivors being mad at unfair mechanics like camping that COMPLETLY SECURE AT LEAST ONE KILL? Meanwhile not a single thing of the stuff you listed for survivors guarantee a win.
The worst part is how you pretend Killer perks are bad when there is stuff like Bitter Murmur that literally reveals all survivors when the gates open, no matter what.
Imagine having 60k bloodpoints after every match with secured kills and ######### mechanics like camping and tunneling that can't be countered (Borrowed time just protects whoever is rescued, not the one doing the rescuing, and Leatherface chainsaw can hit twice so you completly remove borrowed time) at your disposal and still cry because some survivor said you were mean for being so bad you had to camp to get at least one single kill.
I love how you try to criticise OP for being killer biased and then just come off as a biased survivor main in the process.
Keep doing it bud
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This premise exists because survivors are the one trying to escape and have to deal with being killed, hit and sacrificed.
Killers on the other hand are there to kill and the worst they deal with is not getting those kills. So from that standpoint, everything the killer does is scummy because the act of murder is beyond being a scumbag.
But this is a game and people can't understand this.
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Sadly you've got to break the walls.. how brilliant designed they are, basically giving survivors more free time and opportunities to escape since they're always slapped on to a god window and the killer has to break it or just lose.
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They must've been smoking some freaky drugs to deliberately release Trickster like this.
He's basically an M1 110 Killer with a power that's extremely situational. Easily the worst killer in the game as of right now.
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The average survivor wants it both ways. They want to have fun and win, so they'll be sure to pop every generator ASAP and evade the killer as best they can with the strongest perks and strategies available.
But if the killer does the same? What an #########! What a piece of crap human being, how dare you.
Ignore it, play how you want.
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@Harold_Shipman said:
you can break 4 totems, miss the last one because its hidden in space somewhere and still fall victim to a terrible killer with noed. Thats not gen rushing, that's terrible luck. If noeds power were based on the remaining number of dull totems at end games, the "it punishes bad survivors" argument would be valid. But it doesn't, so it isn't.
This seems a bit off to me. If you've cleansed four, why not go for the fifth?Even if its broken, you can confirm that it is by finding it and since you already know where four of them are, you can generally have a good guess of where it is since totems are are a certain distance away from each other and have memorable spots.
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I don't see why. She's just a survivor skin and 2 out of 3 perks are pretty bad. Smash hit is the only good perk she has, but pallet stunning is bugged right now so you can't even use it.
So please, how has she carried this chapter?