_Onyx_
_Onyx_
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You haven't gotta use Low Profile with other selfish perks. It's a good endgame perk for the situation when you're team has lost and you need that edge to get the escape.
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So basically you want it to do partially what Babysitter and Off The Record do all in one perk?
It's honestly fine as it is, it's a niche end game perk but in the situations where you actually get to use it you really feel the benefit of it. You can run around without worrying if the killer being able to track you. Making it so you can get a door open for free if played well enough.
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Yeah there is no good reason for it to still exist. It's an outdated mechanic. I think perks like Deliverance and Slippery Meat should exist, but they should be the only things (for now) that allow Survivors to attempt a self-unhook.
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The difference between Ghostface and Unknown is that Ghostface gets something out of looking at you too. The whole idea behind the Ghostface Stalk and reveal mechanic is designed to give Survivors something to avoid. If they made it where it was like Unknown, you'd end up with these weird staring contests. (Some people who don't know how to counter GF properly so this now anyway).
Ghostface does struggle in this era of DBD with the map sizes, lots of clutter (you'd think that would help him but it does the opposite), and gen speed. So he probably does need looking at reworking if those things listed aren't ever gonna be addressed or looked at. But to keep things in topic of your post, the reveal mechanic doesn't need changing, it's good then Unknown's weakness works the way it does and GF works the way it does.
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Yes, I've been saying this for a while now. The core gameplay and inventory system needs a refresher. This includes a 5th perk for Killer among other changes
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654632#Comment_3654632
what mindgame. the survivor knows exactly where you are and what action you took across the wall. pseudo wall-hacks for vaults.
What? No, you're in chase with them, close enough for them to not stop on the vault corner of the wall, you then throw the bottle up in the air, they won't commit to turning the corner into the doorway because the bottle doesn't shatter. It works, and is a good way of getting a hit at a tile that is a huge time waste. Try it out and you'll see :)
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@Devil_hit11 Since the Antidote is more of a utility than anything else, having more Tonics seems logical. That's why activating the Antidote faster makes that utility a viable option frequently.
I have to hard disagree with that vault audio change. You can actually manipulate the vault audio to use it as a mindgame in tiles where LOS is lost for a moment (eg shack). You can chase them on the outside of the window wall around to the locker door, when they turn the corner, turn and throw a bottle straight up in the air, they'll assume you vaulted coz the smash is delayed, they then run back on themself into a free hit ;)
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Clown needs more of a 'rework' design than simple number tweaks:
Clown should have his bottle capacities split into two types, 4 Tonics and 2 Antidotes. Both share the same reload. Introduce a very short animation (0.1 second) to him swapping between bottles.
Then make it so the Antidote activates in 0.5 of 0.75 seconds.
The Cloud should be a complete ring when shattering a bottle from a high surface. None of this patchy clouds that we currently have.
After those three changes happen, add-ons like Cigar Box, Pinkie Finger, Middle Finger and others like the Feathers and Cork etc can be completely changed and tweaked accordingly.
That would make Clown better and way more fun
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The thing about Clown I'm not optimistic about is the blur effect being "reduced". Most likely it may as well be as good as removed, so in essence, his bottles will only be good for slowing people down. Meaning pallet camping is gonna be safe against Clown...yawwwwwnn
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@Refract said:
The lack of TR makes catching survivors off-guard on gens pretty easy, and once theyre injured theyre MUCH easier to track. The item chests at least give survivors SOMETHING to vary their games up. Otherwise itd just be slam gems and stare at nothing.
Not if the gen is in a loopable tile or there is a loopable tile directly nearby. I did specifically say in my post "if they're healthy".
And no, item chests should not spawn in this event, survivors should be "terrified", having access to Med-Kits etc does not do anything beneficial to the experience. Making Survivors feel safer ruins the game mode. They already have safe tiles to use, they don't need anything else. If you want them to feel like gens aren't the only thing to do, then make Dull Totems do something in this event. Maybe when you cleanse one, it reveals auras of all other Survivors to you for X amount of time.
@Orthane said:
That's crazy because it's super Killer sided. Like no joke, this mode is SUPER easy as killer. I say this as a Killer main myself.
What calibre are you going against? I've had one of two matches since this post where they felt chill. All of the many other matches have been against Survivors that are hyper alert, have zero fear and are still cocky and taunt-spammy as they always are.
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If that's the intent, wouldn't making his reappearance speed faster solve that? Coz then the add-on would still function as is and be indirectly buffed as a result ๐ค
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Things I would do to change Chucky in order to improve gameplay as him and vs him: (Base Kit and Add-Ons)
- Time taken to perform a Scamper during Hidey-Ho Mode is 1 second.
- Scamper immediately ends Hidey-Ho Mode.
- Time taken to perform a Scamper during Slice & Dice is 1.2 seconds.
- For 1.5 Seconds after performing a Scamper during Slice & Dice, the duration of the Lunge is increased by 0.3 seconds. (This effect applies to a Basic Attack and to Slice & Dice)
- While in Hidey-Ho Mode, Chucky makes no sound.
- Successful and missed Slice & Dice hit cooldown is 2.5 seconds.
- Hidey-Ho Mode cooldown after fully expiring is 20 seconds.
- Hidey-Ho Mode cooldown after a Scamper is 10 seconds.
- Hidey-Ho Mode cooldown after performing a Slice & Dice is 15 seconds.
Add-Ons:
'Hard Hat'
- Performing a Scamper under a pallet breaks it immediately.
- Performing a Slice & Dice attack near a breakable wall breaks it immediately.
- Increases time taken to perform a Scamper under a pallet by 0.4 seconds.
- The cooldown for Hidey-Ho Mode is increased by 5 seconds.
'Iridescent Amulet' and 'Rat Poison' swap effects.
'Straight Razor' and 'Yardstick' swap effects.
'Portable TV'
Once the exit gates are powered:
- Slice & Dice duration increased by 100%.
- Time taken to perform a Scamper is decreased by 10%.
'Running Shoes'
- Gain a 2% Haste status effect after performing a Scamper for 3 seconds.
'Jump Rope'
- Increases charge speed of Slice & Dice by 10%.
- Decreases duration of Slice & Dice by 8%.
'Power Drill'
- Reduces Hidey-Ho Mode cooldown by 15% after hitting a Survivor with Slice & Dice.
'Good Guy Box'
- Decreases Slice & Dice hit cooldown by 5%.
'Strobing Light'
- Decreases the Terror Radius by 6 meters when Hidey-Ho Mode is in cooldown.
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Singularity is the worst killer in the game, mechanically. His time required to master is nowhere near the reward for being good with him.
If they were gonna do anything to him, it would be to do something like what they did to Skull Merchant, where the rework to her power just saw them swap what she excels at but kept the formula for her the exact same. Before, she was great at defending gens but also a jack of all trades at everything else. Now she excels in chase but is a jack of all trades with everything else.
However, I have barely any time in Singularity, so I guess I'd leave changes to a main like yourself. I just think making an Add-On base kit isn't ever really what should happen.
If they were to keep his formula the same, but rework him, what do you think would be ideal?
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From my experience, the majority of p100 Survivors rage quit or try to do the dumbest stuff and end up throwing. The only time I'd say dodge a p100 lobby is if they have Toolboxes and Medkits; you can expect Engineers with BNP and Rangers with Styptic/Syringe.
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@Gastongard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629343#Comment_3629343
Correct me if im wrong, but in the first point you are saying free pain res/pop for killers for the first and third hook? That would make survivor experience already more miserable than what already is, specially soloq. The problem is that until they nerf the top killers such as nurse and blight and maybe one or two more, its really hard to balance anything, because those killers that are already a pain in the ass against almost every team, would be insufferable and most people will dc against them.
Ah, yeah, I was supposed to say the final hook is another gen regression, but it's less of a percentage that hits the gens. Maybe like 15%.
And yeah you're right, Nurse and Blight definitely do break the game when it comes to trying to add healthy changes to the game
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@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628790#Comment_3628790
Both tunneling and gen speeds need to be addressed. It's not fair for a survivor to suffer an awful match just because the gen speeds happen to be too fast. That survivor is not the cuase of gen speeds being fast, and doesn't deserve the tunneling treatment.
I am all for Corrupt Intervention becoming basekit. Sure, why not. But tunneling also needs to go. And if the killers don't stop it, they need to be punished for it, so they will stop doing it. An unhooked person only has 1 health state, and cannot get healed if the killer is tunneling them. It is just unfair.
No. Killers need to be encouraged to go for chases by being rewarded for it. I can think of three simple changes to make the game way more healthier to play for both roles by doing just that.
- Killers get global gen about 33% (amount subject to change) regression on a first and final hook state of a Survivor. This would encourage going for different people and getting rewarded for it is a much better incentive than being punished for the alternative.
- All Totems in a trial are Dull until the criteria for activating a Hex is in play. Meaning if Ruin is used, the Hex is only assigned to a Dull Totem when a Survivors repair is interrupted and it begins regressing passively. This would encourage Survivors to look for Totems before a potential Hex is revealed. Giving the Survivors a secondary objective instead of just making repairs take longer.
- Killers now have 5 perks instead of 4. Going against 16 perks while you use 4 has always baffled me. It's asymmetric, there is zero logic behind them sharing the same inventory style.
And then as a bonus fourth spitball:
- SWF repair, cleansing/blessing and heal action speed is decreased by 25% (amount subject to change). To help bring them closer to solo queue efficiency without constantly giving Survivors free hand hold mechanics that make it harder and harder for Killer to actually win.
Those ideas would change how everyone plays DBD enough so that it would be both impactful and healthy.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628790#Comment_3628790
Killers tunnel because tunneling is effective and efficient for minimal effort.
Killers actually started tunneling *more* during the gen kick meta, when the killer could stall the game for 30+ minutes or completely stop gen progress entirely. So tunneling has nothing to do with gen speeds, it's just an excuse.
That's insanity. Of course if the Survivors do their objective quick, the Killer is gonna do everything they can to make their objective as quick as possible, thus tunneling and camping is the strategy
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Killers tunnel because the gen speed is way too quick. 12 hooks does not compare to 5 generators in time to fulfill
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Forget touching any number values on him before live. All everyone wants is a quieter chainsaw. Just make his chainsaw Bubba volume. It's like the Devs want people to get hearing issues.
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@Bratkarotte @pigslittlepet who would think to find some Orca enjoyers on a DBD forum? ๐๐
This is a good direction for the perk. It makes Killers that get hurt by blinds more so than others have a new meta perk for them to use and spin a negative into a positive. Anything that adds new perks to a loadout selection is great for the game ๐
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@jesterkind Barely anyone uses gimmick builds, so for that reason I don't see an issue in lobby dodging as a worry being too valid in the big picture. Since the whole point of me mentioning lobby dodging was in the example of stealth gimmicks. People dodge suspected swfs now anyway, so what's the difference?
@Hex_Ignored if they did a trial weekend then that would prove one of us right. Also, the only people that would sweat vs solos are people who attempt win streaks, since that's the only way they can achieve such a feat. I highly doubt anyone at a higher bracket of MMR would see 4 solos and think "ooh yesss gonna camp this one." They just wouldn't, since solo survivors are notoriously more chill than swf. No comms hurts any calibre of player, you could be really good, but if you don't know what your teammates are using or doing or where they are, you aren't gonna be at full efficiency.
Also, this for both of you, the Survivors loading in would see if they're teammates are together or not too. Why would survivors not want to know if they are all solo or some are SWFing?
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Legion can travel a distance of 52 meters in Frenzy (58 meters after a third hit is achieved) Vaulting pauses the power gauge timer for the duration of the vault, so if that isn't what the Legion is doing (bearing in mind it's Shelter Woods) the only two things I can say as to why your swf is being 4-man tagged consistently is they aren't further than 58 meters or the Legion is cheating.
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Did I? From how you explained it, you seem confused as to how other Legions can chain 4 hits on big maps without add-ons but you struggle to.
If I'm not understanding it properly then could you explain it again?
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They could be following behind a Survivor they are gonna hit, delaying the hit until they can see that the next Killer Instinct pulse is close enough for them to feel like they can chain the next hit successfully. Remember, you have until the power gauge depletes or you cancel it manually to hit a Survivor with a chained Feral Slash. If you're just hitting them as soon as you can without waiting for them to potentially take you closer to other people then that's probably why you're struggling to get the 4th hit. Most of the time you won't be able to get more than 2, so I wouldn't worry too much anyway.
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Old Skull Merchant was a necessary evil in DBD. She was the only Killer that could maintain a constant presence on the map that allowed the slow objective that Killers must endure (hooking Survivors) to actually be logically achievable by making Survivors generator objective just as slow.
Now, that being said, this new version of Skull Merchant feels like the true vision of what she was meant to be. A tracking and defending killer that has a good interactable power while maintaining a 'jack-of-all-trades' dynamic to her kit. She can defend generators and hooks while also being strong in chase for a simple Basic Attack character.
I don't agree at all with turning her into a locker reload Killer. That style should be reserved for throwable powers that deal damage.
Ultimately, I agree with @Devil_hit11 that atm bugs and add-on numbers are the only thing that could do with looking at. Only then, if it's still felt that other stuff needs looking at, then stuff like her kit can be looked at: Her stacking speed increase, status effects etc
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This isn't just a Switch issue. I have this issue with Plague on PS4. And it isn't exclusive to that cosmetic and those perks.
My build is Hex: Pentimento, Hex: Third Seal, Thanatophobia, Hex: Plaything.
I use a mix of different cosmetics.
It happens on multiple map realms.
I was hoping it was just server issues. But if someone else is getting it then it must be a Plague issue :(
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Jane -- Jeff -- Ada -- Yun-Jin
Gotta have Mami and Big Daddy on your side ;) Ada's a fireball; physically hot and also with a temperamental personality, but ultimately a true survivor. Yun-Jin is also physically hot, just like the other three, and on top of sharing the theme of "eye candy" she has a strong will, is driven to succeed and will do whatever it takes to survive. This may seem like a negative thing in a team, but that attitude in a team of people all desiring survival is perfect as they would know how to get everyone out alive.
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Clown has real capabilities to be insanely good in chase when in the right hands. The two main things that need to change about Clown before the devs even think about changing his kit or add-on changes of any kind:
- Bottle types need to have a proper switch animation. (This would solve 2 issues: One is that you would no longer have to deal with the bug that keeps the same bottle type equipped when you push the power button too soon after switching bottle types. Two is that the Clown Jiggle will make a triumphant return :D)
- The gas cloud that spreads out when a bottle shatters from a height should be changed to be a complete circle. Instead of how it is now where there are patterned gaps in the circle. This would give Clown some much needed skill-expression. As it is, there is almost nothing you can do with Clown to flex your Killer knowledge as Clown.
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@Not_A_Robot You realise the issues you outlined with Dredge feeling like he needs to break chase when it's pallet simulator, is the same issue Chucky has when it comes to w-key simulator. People hear his stealth if he were to try to find someone else and then has to deal with another w-key chase while he waits for his power to recharge
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@OrangeBear the whole killer blueprint has been forgotten about and moved on from for a while now. There's little reason for Trickster's lullaby to be as pointless as it is and always has been.
99 Blades and Main Event consumes them. Also, this paired with Survivors being able to trigger Laceration mid-chase if they have access to a heal action or a smart teammate. I definitely think 99 Blades wouldn't be as problematic when you look at the big picture of my Trickster rather than as separate bullet points.
30 second expiry window is the same yeah. Not everything about my dream Trickster is changed. Some of it the same and others are throwbacks to when I loved his gameplay but maybe little tweaks here and there.
The throw speed makes no impact in areas where he is already getting quick downs. The bonus speed to throws is what can allow Trickster a down or injury in a tile that he can use more high level plays at. Hit by 2 blades through a gap instead of 1 etc.
I'd say, please read it all again and see if you can see my vision, how it all ties together and how that would play out in your head both as and vs Trickster in multiple different tiles.
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@Devil_hit11 BHVR haven't got a true vision for Trickster. They thought fast throw rate was what everyone wanted, realised a static 4b/s was broken and changed it to 3b/s. Also, the function of Reloading killers is to try to make them miss their shots/throws to reward you with them wasting their time reloading. Trickster is no different, the fact he doesn't need much hits to activate Main Event and not typically need to reload before 3-4 players hit the deck is nuts and not what a Survivor would ideally like to go against. Especially with no true counterplay mechanic to aid them i.e Laceration being a time related aspect not manual thing for Survivors to 'potentially' manipulate.
The two statements I made was that I want Trickster to be strong but also be able to have a flare to his power; meaning players can showcase how good they are by doing high level plays with his power. Much like a sniping Huntress or a Thread-the-needle Deathslinger has flare. While also making it so Survivors have a proper counterplay mechanic other than just looping safe/tall tiles and hoping he runs out of Blades, while also being able to Basic Attack more effectively cos he's 4.6m/s
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@Devil_hit11 I'm still not seeing how this Trickster is more exciting to play as. The no recoil is definitely needed, it has been since day one release. When it comes to ammo efficiency, you're right, being able to access Main Event frequently does make him less reliant on locker reloads. However, this is partly the reason why he is too far gone the other end, where he's strong but just not enjoyable to vs or play as. This is all coming from someone that has loved Trickster since release btw, I don't just want him to be strong, if I did I wouldn't have made this post, I want him to be in a state where I feel like I can compete with high-mid level teams while being able to have a flare to my gameplay and knowing my opponent can have their own nuisance counterplay vs this character. Having a large capacity but making it so Main Event eats into that carried capacity would definitely put him closer to that image. I don't necessarily see his need to reload being a problem if he's still able to get 2-3 downs before hand. While also making it so Survivors have an actual way to manage Laceration from their end rather than just dodging and breaking LOS and hoping he misses long enough for it to decay. I mean, that's something they could add to this Trickster I suppose. At least then there'd be somewhat of a back and fourth to his gameplay. That would make him interesting again.
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For how safe the main building is, the size of the map is unquestionably too big. There's zero reason why there are multiple extended areas that lead typically to a dead zone and a gen that shouldn't bother with defending and usually contain a very strong tile like a jungle gym.
If the map was shrunk and had a Wreckers Yard size to it (maybe slightly smaller) and also gave the illusion of a circle shape then that would be great. Rotating around the main building with the generic tiles like gyms and T/Ls on the edges of the map with filler pallets/vault locations scattered around in the in-between parts. Then that would be a very fun map for both sides, I think.
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I think a good "indirect" buff to Legion would be to actually buff Deep Wound. Make it so Survivors afflicted with Deep Wound have a 30% decrease in repairing and opening (exit gate) action speed. Then have a look at how those changes impact Legion gameplay. My guess is he would be able to get a lot more pressure because of Survivors needing to mend before a repair to increase their efficiency. As opposed to now, being able to sit in Deep Wound, safe from detection and repairing without worrying about going down for about 15/20 seconds.
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@Devil_hit11 I'm upset he is no longer fun to play as. Like I said, he is the strongest he has ever been, but in making him stronger they made him boring to actually play as him. I always wanted Trickster to be able to have skill expression, like how he did on release. Where the amount of Blades allowed the player to look for gaps in walls, sneakier angles and feel like the large capacity made it possible for them to attempt those throws without worrying about losing all pressure and having to reload.
Elaborate more on how this current Trickster is his best possible form and should remain this way. I wanna see him through your eyes to see if can learn to fall in love with him again.
When it comes to Huntress, I agree. In my eyes, a simple, yet maybe lackluster, change would be to give her more hatchets at base, reducing her need to constantly reload against the higher level Survivors that know how to manipulate their movement and dodge hatchets. But I'm curious what they do to her too.
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I'm not saying it's the best perk in the game. But tampering with number values or additional effects is a good way to make it problematic. Not every perk is usable in every situation.
And in situations when you are forced to vault early in a chase, then that's just something that is bound to happen from time to time. Most of the time you'll be able to keep it active for a good while before needing to vault something. And in those situations you should be trying to peel away and evade the killer to get huge distance or lose them altogether.
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Buffing a perk like this just to get it picked more is silly. Considering what it does has a very strong effect for what it's designed for. You run silently, pretty much negating all mindgame attempts by a Killer that has no LOS on you. They have to make a blind prediction on your movement at a tile, while not knowing if you are even still there or not.
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The whole point of the perk is to be able to peel away from any tile you want to without the Killer hearing you do so. Why would it need to work while injured when you're grunting up a storm?
And/or use it to follow the Killer with Breakout without them hearing you behind them.
It's perfectly fine as it is.
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What would be the point in hitting a Deep Wounded Survivor with Frenzy to give them a status effect when you can go for an M1 and down them?
And how would trying to repeatedly hit someone to give them status effects give them skill expression.
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The pallets on this map are the least of your worries. Most of them are unsafe. It's the rooms that have catwalks which completely eat your time as killer.
As for your pictures, both of those rooms are the exact same as when the map was first introduced. The top one is a brute force room. The second is easily in the killers favour, but again, the catwalks in that room are the real time eater
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@OrangeBear would I be surprised to see that the desire to use variety has returned to his add-on selection when playing as Trickster this patch? Because in the previous one I definitely only saw value in using Laceration decay delay.
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@xEa are these opinions to date? Coz all the ones I come across are initial release opinions.
And tbh, I could see the lack of consistent strength with Chucky right away. When you think of a Chucky, are you surprised that a good Chucky player is using auras when you get to the scoreboard? Or are you more surprised when a good Chucky player isn't using aura stuff? If not, then I think that speaks volumes of his strength as a character. Huntress and Nurse have always been the two killers that benefit from auras the most, but neither of them need them to feel threatening or dominant. When it comes to Chucky, he does not feel threatening nor dominant without auras. He is a 50/50 killer in a 1v1 in every aspect of what he does. Now, Survivors having control in loops is nothing new to DBD, but, the stronger killers have a lot of potential to minimise how frequent these 50/50s can occur and how many are actually in the killer favour to more of a 60/40. Chucky doesn't have any potential to minimise the 50/50 style outside of aura. And when he does, it's because the chase has gone on for longer than desired and he has closed the gap down at a vault or pallet to the point where the only way out for a Survivor is to play it perfectly.
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@Raconteurminator My issue with Trickster, ever since the first tweaks and that carries over into current Trickster's state of play, is that the Devs saw Survivors issue vs him and thought "He needs to have less Blades" the throw speed is the issue imo. It's like I touched on in my rant, it's almost like Survivors have less input in the chases vs Trickster now. If they do manage to avoid his Blades (which good players will learn to do or are already doing) then they get about 5-10 seconds longer in a chase. When imo they should have more stuff available to them in order to hold their own against the onslaught of Blades. Getting the balance between Trickster being able to be a huge threat in chase while Survivors knowing there are things they can do to manipulate a chase on their end too, outside of the simple: wiggle side to side, hesitation at corners and gaps, crouching at small tiles every step or so etc. I'm aware my gripe with Trickster is a heavy bias from my vision of what the killer could be, but I also think that the point that Trickster has been gutted from the standpoint of "they traded his fun uniqueness for a Basic version of 1v1 strength" still holds merit.
@OrangeBear nah I haven't, I played the previous iteration and was actually unaware of Trickster adjustments this patch. I'll play as him and see if that changes anything about what I think about him from the as and vs perspective. Just for my own state of mind in this conversation, what is your build for Trickster, mine centre around detection and minimising time wastes with reloads and rotating pressure (Knock Out, Iron Maiden, Ultimate Weapon and Darkness Revealed atm)
@Vanishlord fair enough lol Trickster was definitely one of those chapters that really kept me drawn to dbd, so seeing all the different things that have happened to him makes it hard for me not to wish for bigger and better things with him lol
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@xEa there's no way he can be considered a top 4 killer. S+ is Nurse. S is Blight, Wesker, Spirit and Oni. A Tier is killers are like Huntress, Artist, Dredge and Pyramid Head.
Would you say Chucky is even on par with any of them?
I'm very curious to know who these players are that say he is S/A tier
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I was always one of those Trickster players that loved the way he was in initial release. The recoil was awful and Main Event was borderline useless, but I loved the amount of Blades he had and the fact Survivors needed to loop every tile slightly differently in order to withstand the barrage he rained upon them.
Then they changed him to reduce his amount of Blades but increased number values for Main Event and damage output.
Now they have made his Main Event very spam-able, but all of the thrill of seeing Survivors duck and weave is gone because the recoil is gone too, so Survivors now drop very quickly in loops that they could have used for at least 5 or so seconds longer if they didn't dodge and weave enough. On top of that, it almost feels like you aren't encouraged to actually use his power much either. The low amount of Blades and the slow throw rate almost make it seem like the Devs want Survivors to be able to drag you to strong(ish) tiles and eat a Basic before the blades come out, which is contrary to what all Trickster players have ingrained into their muscle memory. Before we would always "spam" until the first hit and then try to close the distance with a Basic or keep spamming if need be.
Ultimately it feels like they removed all style and flexing with Trickster. It isn't worth trying to hit sly shots through gaps because you run out of Blades a lot by doing so, and the Laceration timer goes away so quickly that the only add-ons worth using are Laceration time extension. Which, surprise surprise, makes it so trying to use ricochet or piercing Blades, the add-ons that drastically alter the Trickster experience, are not gonna be seen or desired anymore.
Very disappointed by the way they have essentially gutted him. The Devs speak like they understand what Trickster players want but then you realise they think we just want quick damage with little effort via throw speed. And then after seeing how god awful of an experience that is as Survivor they change him to make him throw slower but Main Event be slightly more threatening. No, what Trickster players want is to know we can try to throw Blades in multiple different ways in a chase without fear of being crippled by missing one too many due to running out of Blades or Laceration decaying. If Trickster had 99 Blades, Survivors needed 8 Blades to be damaged and Laceration started to decay after 15 seconds of no Blades hitting them at 1 Blade every 2 seconds (so it would take 28 seconds at most of them not being hit by a Blade in order for Laceration expire), Then they could even make it where being healed accelerates Laceration decay too in order to add more depth to chase manipulation on the Survivor side, I would see that and think "yeah, this is a fun Trickster. Maintaining strength but also not feeling like he is gonna get you at every tile and there isn't a damn thing you can do aside from maybe avoid a couple of the Blades by crouching and hesitating your rotation.
This is a very long rant lol and I apologise for that @Vanishlord
I might make a post detailing my dream Trickster, but we'll see if I get around to it, since the Devs probably are done touching Trickster for a good few years now. This is most likely how our K-Pop star will remain sadly
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Completely agree with the Original Post. I had a match as Skull Merchant and got Hawkins, all 4 survivors dc'd and I was made to play against them (I had a challenge and a daily to do with her). It's such an oversight that the Killer player is just trolled like that by a disconnect.
It's so blatant that the Devs only care about Survivor enjoyment at this point and have done for years. Any time something is unfun or unfair for Survivors they look into it and change it right away or asap. The fact this has been an issue since Bots were introduced is ridiculous. Pull your finger out, Devs, and start loving your other child.
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If anything, Chucky is not strong at all. Here's my personal conclusion as to the state of The Good Guy: (Bear in mind that this is from a high-mid level player)
He is borderline reliant on Auras.
He is crippled by Survivors holding forward against him. (Survivors who know how to time their peel away from tiles make it so Chucky needs to just follow in the majority of the chase in order to put them in a position to be able to start mind gaming and having the potential of winning a 50/50)
He has no stealth vs anyone that has good hearing or good headphones.
At most tiles, Scamper is dependent on Slice & Dice to even have a chance of hitting the Survivor. (This paired with being borderline Aura dependent makes his chase nowhere near as good as people think it is)
Being 4.4m/s makes it so Chucky pretty much needs to lead with a Basic Attack then follow up with a Slice & Dice. (Otherwise chases just go on for far too long at most tiles)
He cannot juggle pressure because of his 4.4m/s.
He is up there with a few killers that Dead Hard wrecks and is guaranteed to work and waste way too much of their time. The others being Huntress, Pyramid Head, Wraith, Artist, Demogorgon and Hillbilly. (This paired with his speed and reliance on Slice & Dice to have quick chases makes his 1v1 aspect nowhere near the level it needs to be to win good players -- as mentioned before, he has no juggle potential either so his 4v1 is non-existent)
His add-ons have very little appeal outside of about 5 of them -- UR Scamper breaks pallets, R Auras with Slice & Dice, R Speed after a Scamper, UC recovery from successful Slice & Dice, UC cooldown when whiffing Slice & Dice.
For those who like to have a idea where a Killer fits into a Tier List, then in my opinion, he is at the bottom of C Tier.
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Or make For The People work like this:
"When performing a healing action on another Survivor for longer than 2 seconds press the Active Ability button to fully heal one health state of the Survivor." Obviously it would still apply Broken yada-yada.
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@Wirthee said:
Rank 1 survivor and killer of 6 years here.
Deadlock is perfectly fine. Putting it plain and easy. Survivors have EVERYTHING in their advantage. Gens are too fast. Running from the killer is so damn easy that it doesnt matter. Every aspect of killer and survivor has its ups and downs but killer has millions more downs than survivors. Survivors have literally anything they want and yet survivor one tricks still be whining about anything and everything.
Every aspect of the game has been ruined by survivor players like you crying about the only things killers get to use. Killers are basically required to run 4 gen stopping perks because gens are too fast. Now am I saying I use 4 gen stopping perks? No. In fact I run the total opposite of meta because I am in fact not a one trick pony. I play survivor and killer and can keep them rank 1 with any loadout and against any loadout. Because thats what you're supposed to do.
But while deadlock doesnt really need anything done to it. There are other perks way more menacing and way more powerful that most people overlook because they are survivor players. Survivor one tricks do not understand the game. Killer one tricks do not understand the game. You would see that if you didn't have a cloud of survivor syndrome over your head. But maybe you don't have that cloud and instead you are tired of the meta slaving that we have to do.
DBD is in a very bad state and it's all the communities fault. Mostly survivor players and nurse players.
It's all the developers fault. They encourage civil war between the player base - Killer vs Survivor. Imagine constantly punishing one role for trying to do their objective, while appeasing the complaints of the other by giving them hand held mechanics
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I would actually say make Awake Survivors hear the omnidirectional Lullaby and when they're Asleep they hear his 32m terror radius. That would make the incentive to wake up to avoid his snares (and pallets) feel like you're trading one net of safety for a different hazard - do you wake up to avoid his chase power or stay asleep to know if he is coming towards you. (Not too dissimilar from Original Freddy)
Waking up at an alarm clock should still grant immunity to sleep from a basic attack during the paused timer.
And I think failing a Healing skill-check should wake up Survivors too. But I agree that missed Repair skill-checks shouldn't wake them up.
If you're gonna increase Dream Traps amount to 10 then triggered Snares need to disappear immediately afterwards. And 5 seconds of -25% speed is nuts. Forced Hesitation is 20% for 20 seconds and that is a very noticeable speed decrease that always guarantees a hit when its active. Unless it's The Game where almost all pallets are a god pallet lol. So I would say -15% Hindered for 2 seconds.
When it comes to having access to both Snares and Pallets, I think Pallet Placement should just be a Tap of the Power Button. Snares should be the Press and Hold.
I like the idea of Projection working for all gens regardless of whether they are completed, entity blocked or incomplete. Visually I would say "Completed and Entity Blocked generators have their auras shown to Freddy in WHITE, incomplete gens have their auras shown as RED."
But I also think his add-ons could be something so much more interesting and actually strong:
Red Paint Brush - Auras of alarm clocks are hidden from survivors further than 24m.
Black Box - When the Exit Gates are powered, block the exit gate switch for Survivors in the Dream World for 60 seconds. An awake Survivor that falls asleep while an Exit Gate is open blocks the exit for them for 20 seconds.
Swing Chains - Footsteps of survivors that are experiencing Micro Sleep or in the Dream World are 50% louder.
Pill Bottle - Survivors now hear the lullaby while they're awake.
Class Photo - All Generators spew blood when The Nightmare is projecting. Survivor's within 8m of The Nightmare's Projection suffer with 2% Hindered for 3 seconds. Projection cannot be cancelled.
Paint Thinner - When Dream Projection is available, Increases movement speed by 50% for 1.5 seconds after Projecting to a generator. When Dream Pull is available, increases cast range of Pull by 12m.
Jump Rope - Grunts of pain and breathing for Survivors experiencing Micro Sleep or in the Dream World are 50% louder.
Prototype Claws - Replaces Dream Projection with Dream Pull. Activating Dream Pull casts an 8m beam infront of The Nightmare. Any awake Survivor experiencing Micro Sleep is immediately pulled into the Dream World.
Honestly, merging old Freddy and current Freddy into one in a style like this would be him perfected I think. He'd have interactive chases, deceptive but also counterable map presence. And multiple different approaches so it would always feel fresh going against him.