aknitus
aknitus
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@LeGranEmi said:
Today I want to talk about a problem that is the trickster, it is a weak killer and very lovable and needs buff since its biggest problem is that it is a slow killer with a lot of dispersion and personally I think that if they implement these changes it would be a more viable killer.
First, the trickster needs to be a killer 4.6 because even though he can shoot at a distance, the knives go down at 15 seconds and they wear out much faster, besides that the hitboxes in the game are not the best and this would make it faster and avoid a bit. loops around a structure.
Second, the dispersion must disappear completely, it seems silly to me that this exists since many times even if you are pointing to the center of the screen the knife does not give for the dispersion and on too many occasions it turns it into a lucky killer.
And the third point would be that the movement speed when entering launch mode is higher since when throwing the knives the survivors can hide in a loop or take distance and all the knives that you already gave them disappear and their power is the main event. Power personally I think it improved with its previous buff but it is still a bit useless since when using the power you take away the state of health and with the speed boost that is given to the survivors it reaches another loop and the trickster not only he has to cancel his power which he could avoid using the knives normally otherwise he loses speed and cannot use his knives for 5s and to change this a bit considering you have 30s to use I think the main event shouldn't give speed boost to the survivors when damaging in return the trickster will take longer to be able to load the event
Yeah no he is okay if not a bit too op with his ricochet addon.
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@[Deleted User] said:
I cannot think of a single legit reason for not making this happen
Uh, the fact that the game runs poorly as it is?
Oh, they can fix it. They said in their anniversary video that dbd was made by some of the "finest developers" in the industry.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2634546#Comment_2634546
It matters on Midwich, as well as many maps with extreme elevation. Also... Nawkins Hational Laboratory lmao
I do think this is a pretty reasonable suggestion, honestly. The big problem with boon totems as a mechanic (not counting CoH being way too overtuned) is that the time investment from the killer can be way too high for the intended back-and-forth to function; this change alongside an overhaul to totem spawns would do wonders.
Lol my bad, I was thinking it was called National Hawkin's Laboratory. 😁
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One suggestion would be to increase the duration of blessing boons and having it affected by Thana. Or maybe have a limit of 2 boon perks standing at the same time and not more than that. The healing speed and shadow step abilities are perfectly balanced.
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I always have a tough time against Nurse, Executioner and Trickster (with ricochet addon)
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@Chocolate_Cosmos said:
Just played solo survivor game and someone:
https://us.v-cdn.net/6030815/uploads/ZNISF7WNSWJN/image.png
#Balanced
He has no ds. Tunnel the crap outta him, get him out of the game first. :P
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@pyramidheadmain6233 said:
So I've thrown seven games in a row. Right in the beginning, I can always tell, two hooks and no gens down? It's a loss. I can always smell when we're going to get crushed, that way I don't end up humiliating myself trying.
So what are basic tips for survivors that I should know about? I already know "don't suck," and I haven't been good at following that one. I'm an awful looper, and the only thing I'm really good for is gens.
Tips?
Dont. 😋
If you get better at looping killers for 3-5 gens, they will end up dc-ing.
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Does not make much difference other than the Game map. NHL is going away soon I think.
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2634536#Comment_2634536
Actually sometimes it is fun to let a gen rush happen. Wait, wait, wait, then boom with NOED or chainsaw..... Down to the basement you go. No decent bloodpoints for you my friend. 😁
And then when you m1 survs in endgame, you realize there is no totem standing for a NOED to activate. :P
Chainsaws are easy to dodge most of the times.
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Also, dont forget that these campers and tunnelers will straight up dc if they see a gen rush happening (3+ gens done and not a single hook yet).
Losers will tend to remain losers. Nothing BHVR can do about them.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/294431/boo-you-moved-my-discussion-to-feedback
Everything in regards to content on the PTB is feedback, as it is content in production.
I learn something new everyday.
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Nobody is talking about trickster, his ricochet addon and how silly OP it is in a closed environment or a house? He can down you in seconds with that addon and no amount of skillplay, dead hard will save you from that. Killer-sided, yes.
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Look the reason why you get 2,3, even 4 kills while tunneling/camping is because the survivors let you. You keep doing the same strat again and again and it wont take long for the survs to use that method against you. And then you may get a max of 2 kills only if not less.
If you are up against 4 solo survs who know what you are doing, they will simply gen rush while the guy on the hook can use his kindred perk to let others know of the great camper you are.
In short, survs are like cockroaches. They will always figure out a way to survive. :)
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As I revisit this thread, I feel like I am against the entire world on DS nerf lol.
I have learnt to play with this, because... what other choice did I have? Whenever you solo Q, you are matched sometimes with braindead survivors or griefers and campers or tunnelers. And if by any chance both of them are in the same game as you, then good luck escaping.
My 2 cents on this as a killer - even if I do tunnel an unhooked survivor (for the sake of my choice or strategy) I would prefer slugging him at one side of the map and then chasing/hooking another. If I do it right, then that is where I have now successfully created pressure on the other 2 survs (assuming UB is not in play). Their 60 second immortality does not stop me from playing the game better as a killer.
As a survivor I use as less pallets as I can and try to make an effective loop between a jungle gym and killer shack (if the setup is available or I figure out something else). If I do it right, the killer will be in a long chase with me.
My point being - we can all (myself including) git gud if we stop moaning and complaining. I am getting there, step by step, bit by bit.
Are you? 🙂
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2068274#Comment_2068274
NOED and Ruin can be, and are nearly always, cleansed.
BBQ isn't a great perk, killers run it for the Bloodpoints. I'd rather run Thrilling Tremors over BBQ.
You should not compare killer perks with DS. DS is more often used because of those killers who tunnel and camp. Ofcourse tunneling and camping are strategies used by killers at times (even I do it but rarely and when needed), but DS is the only thing that can protect a survivor from being gay-tunneled. Slugging helps both killer and downed survivors in different ways. But the DS nerf - this was not at all needed. Worst ever update. Hell, I can already see a lot of my surv friends leaving this game (other than those who have already left).
And before you come to conclusions, they were no noobs. They were great survivors and killers at red ranks.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2068249#Comment_2068249
I think it's mainly due to psychological impact DS has. You always fear it even if you don't know who if anyone has it due to the stun beiing so detrimental to pressure, obsessionless matches aside.
It alwys does something even if you don't directly notice it or activate it.
Psychological effect? Maybe so on lower ranks, but in the higher ranks killers can slug those who have ds and then chase another, creating more pressure on survs. As a part-time killer myself, this approach works. Dunno why DS needed a nerf, it was balanced as it is.
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Due to this bug, tunneling is at an all time high now. Does not make the game enjoyable at all when being tunneled - @Devs
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Survivors dont need any nerfs. Agree with the killers needing balance. Some killers are way stronger than others.
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Exactly.
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Like literally, I have to squint to see the auras of alarm clocks, Jigsaw boxes, OOO, kindred, etc. Forget that I have a hard time figuring out where the hooked survivor is at. Hope I am not the only one having trouble with this new thing. Can this be made brighter please?
P.S. But hey, at least we wont need distortion perk or lone survivor anymore huh? New mechanics ftw I guess :D
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As a killer:
I will not camp. However, if a 50% gen is nearby the hook then I may proxy camp for obvious reasons. Kite me and get the other survivor to get the unhook. Simple as that.
I will not tunnel. I may down the survs and let them be, if they are blocking my way and ds-baiting me.
I will not spend more than 1 min and 15 secs on a chase. Getting looped is bad for killer business.
I will never take ebony mori. It is very unfair, toxic and does not help improve your game. I may take a yellow mori though, just to give myself the extra challenge of getting the last guy and stopping him from getting the hatch.
Dont bring object of obsession against me. I will switch to logic mode and go straight for you whenever you are near me. That includes tunneling too. Coz logic :)
Flashlights enrage me. Add teabags to that, and oh boy... you are dead, son. :P
I may let the last surv go, if the game was way too ez (like 5 gens undone) or newb teammates suicided / dc-ed because of saltiness.
You think juking helps you against me? Think again :)
As a surv:
1 gen = 1 hook. Like always. That is the target set for an efficient survival gameplay. Killers dont have to abide by this at all, but it is what me and my frnds try to achieve in almost most of the games.
I will loop for as long as i can and if all other 3 survs are alive and i get hooked unfortunately, I will gladly give up my life so that they can escape rather than trying to save me through NOED.
Try to hit great skill checks. Never give up.
I will try my best to loop without using any / minimal pallets.
Kite the killer far away from others.
Use spinechill to get a headstart in chase
etc.
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I fail to understand how this conversation is still going any further. "Nerf gen rush" - like seriously? You could have just started a conversation saying survs should just stand still in the game. That would be great for you killers, wouldn't it?
Understand this that as survs our goal is to maintain the hook-gen economy. 1 hook = 1 gen. That is our aim. If you want, go ahead and nerf our gen speed by 50%, but then take away the sprinting speed from killers like Billy, Oni, etc. Cant have killers running from gen to gen popping them, while we struggle with -50% gen speed.
P.S. Either ways, I will switch over to killer if that ever happens. I can already foresee longer matchmaking times in future for killer, since all survs would migrate to killer side (if this happens).
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Y'know, as a killer myself, if you are having problems countering Dead Hard, then you are either a very bad killer or you have just given up. Dead Hard is just fine where it is now.
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To those asking what I mean when I say "If all killers were like this", I meant to say "If all killers would stop complaining about how unbalanced the game is for the killer and try and get better at it". I will take the liberty to provide some clarity to a few of my "aforementioned" points.
@Carpemortum Be like me. Dont be like the losers who like to complain because they lose. 😎
Clarity #1: I dont speak of addons, maps, perks, etc. I speak of the player's attitude when playing killer. "I did not play well this time, but I will try even harder next game" is something that I would advocate over "I lost all 4 survivors even with pink addons. What an unbalanced game! Nice work Devs". For instance, Freddy is very OP with his teleport paired with the right perks. But I try my best to escape every single game. The challenge is what I like in this game, unlike others. If I die, I die. I know that I can try to be better in my next game. That is all I can do. I wont go crying to devs saying that the game is unbalanced. There are people out there who can loop Freddy's with their OP builds and escape or let the team escape. If they can do it, So Can I!
Clarity #2: The second pic is the game in which I was able to collapse the game using Haunted Grounds. They tried their best to juke, hide, etc. But everything there went perfect. I hooked first survivor - haunted grounds is activated - I go to the shack where 2 men are doing gens - I down one - I see the other hiding behind the tree because of All-Seeing - I down him after missing to one of his jukes - I hook him and go to the downed survivor and I see the last survivor hiding behind trees, again with All-Seeing. You can visualize how the rest of the game would have taken place. The timing for everything was perfect against the potato survivors.
You see, in the above, how my killer addons were tremendously OP?
And when you talk about red rank survivors looping killers endlessly, the killer needs to understand that he can disengage and go for the less-skilled or less-ranked survivors first. Most games would have them.
Nerf the maps all you want. Red rank (skilled) survivors will always find a way to loop you for 3-4 mins straight.
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@Nyphia said:
My idea is that something's changed at the skill checks.
That might look like the following.
instead of just holding m1 to a generator and making an ability check, it was possible to vary the checks.
there is the possibility to include "w", "a", "s" and "d" or the arrow keys. Maybe even the number keys.
For example, a skill check consists of a combination of "w" and "s". At first "w" has to be pressed at the right moment, in the same skillcheck shortly afterwards "s". The next one consists of "s" and "d".
Possibly go also several letters that would then have to be tested.
Thought 1:
At the beginning of the match each survivor gets a random allocation. Survivor 1 does normal skill checks. Survior 2 has to use "w", "a", "s" and "d". Survivor 3 gets the arrow keys and number 4 something else.
Thought 2:
Each generator has one of the random skill check types. Independent of the Survivorn.
Thought 3:
My favorite
You start and have to find a manual on the map. In the form of a book or paper notes.
Survivor get the aura displayed similar to the boxes of Freddy and Pig.
As long as you do not have instructions, you only make generators half as fast.
Are you just going to pick one up? A matter of seconds, you see the auras.
As you try to pick them up you will need to do one or two test skillchecks which will unlock the manual.
Whoever comes first can decide if he wants to do this kind of skillcheck or he is looking for the next one.
They are not items and toolboxes, medikits and the rest would work normally.
And maybe you could have the great skill checks randomly appear in the ability check, why do they always have to start.
Thats only the beginning of this thoughts.
Please take a moment and tell me your opinion.
There is a similar game called Identity V and there is one special item there - a book - that helps you do like 50% of the gen (it is called cipher machine over there) in one go.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/907562#Comment_907562
No..we wanted her base to be left alone so she actually felt like nurse..ironically..the addons that made her op before are now the only good thing about her now
That sounds cool. :)
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/906455#Comment_906455
You assume nurse players want her addons back? That's the last thing we want
Oh okay. That is the understanding I got when the nurse rework was referred to as nerf in the first comment of this thread.
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Hope you have already gone through this for reference.
https://forum.deadbydaylight.com/en/discussion/110464/sigh-another-overpowered-killer/p1
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@TAG said:
I'll just use a phone to communicate.
Lol
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/906442#Comment_906442
"Barely anyone uses it except in swf."
What? The opposite is true. SWF are the only people who have no need for Kindred.
Okay. I barely see anyone using Kindred above rank 10 (almost none in red ranks). When I play in SWF without mic, I use Kindred and steam chat. :P
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/903834#Comment_903834
Lol Love how you poke at us but have no idea what you are talking about
How can I have no idea what I am talking about? Are you crazy? Think you are not literate enough to understand what message my comment is trying to communicate.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/903785#Comment_903785
They are the killer. They are the power role. They are supposed to be more capable. That's the point of an asymmetrical game.
Yep, and we are the rats skittering around with fear for our petty lives with our eyes wide in terror.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/903899#Comment_903899
1) Lockers
2) Hiding behind a Gen
3) Distortion
4) Standing still for 4 seconds / Run in a circle / Stay on the gen and then leave
5) Changing directions
6) Be within a 40 meter range from the Killer
7) New Kindred
4 and 5 are like almost similar. I forgot about Kindred. Barely anyone uses it except in swf.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/901794#Comment_901794
I mean Oni should not need too long to regain his power otherwise he'll just be way too easily gen rushed whenever he doesn't have his power, so I personally think it's fine the way it is. Of course the first point needs fixing, didn't even notice this was an issue. Also, I find the fact that Oni has absolutely no power when his power is deactivated balances the tracking potential thanks to Blood Orbs out. Especially since these Orbs can also be misleading once many have spawned on the map.
I do think Oni has counterplay when his power is active. Pallet loops and loops in general still work against him, with the differnce being that he has counterplay against survivors as well at certain loops. His lunge will be nerfed though via a bug fix, at least as far as I understand from the Known Issue of him that is listed under the patch post.
I guess you are right. A Blendette could give a good challenge to the Oni in a dark map like sanctum. I did not know about the lunge issue though. Is it the blood fury lunge or the normal lunge which has the issue?
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Nope. The perk only denies the blood trails for the first 120 secs after surv is injured. After that the perk is disabled.
I'm gonna test both Lucky Break and No Mither to see if they can counter Oni.
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Or, this stuff is bugged. And you dont want to admit it, coz you know if the community as a whole agrees that Oni's power is broken, he may get reworked. Something that an Oni main like you would not want. You Oni-Yamaoka! :)
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Are you sure? Then there is no point of that perk. Yui is supposed to be the direct rival of Oni. If she cant deny him blood orbs, then that's bs.
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Yui has the ability where she does not drop blood orbs
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@AhoyWolf said:
BBQ does have like 7 counters, why not give it another one!
7 counters? I know of the below 4 only
- locker
- hiding behind gens
- distortion
- within killer terror radius
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/903524#Comment_903524
"Regarding blood drops not spilling from healthy surv, I wish I had recorded that. The unhooked guy went south, I went north and hid in locker quietly. 15 secs later killer comes where i am, looks around and picks up one blood orb. I am like '#########, how?' "
I am very much willing to bet that blood orb was there prior to you having gotten into the locker. You just happened to be in the wrong place at the wrong time.
:/
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Love it how the nurse mains refer to the rework as nerf. Prior to the rework, she was balanced according to you, right? Those 5 blinks, the long range blinks, the continuous and fast teleporting while the survs can only count on their legs to run away. You nurse mains amaze me.
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Also killer's lunge animation is faster than survs dropping pallet animation.
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I always found his screams scary, even more so with that added echo/delay effect. I think it's good. I vote to keep it. Others can mute their game volume. 😎
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You all are forgetting that all lower level players (15-20ish) will always have these problems. We need to stop looking at the red rank competition and understand what is enjoyable for casual gamers.
I agree with ImmersedNurse though. With time, skills will come to the players to know how to evade killers.
P.S. But as you become stronger, your mind becomes corrupted by the Entity's influence and you get more and more toxic with every game you play. How long can you maintain your sanity before you give your mind up to eternal toxicity? 😛
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@RakNieborakYT said:
Anti-tunneler perk
"Power of twins" - When a Survivor unhooks you or you unhook yourself and the killer is in 16 meter distance from hook, the perk is activated for 60 seconds.
Use the ability perk to release your own clone heading for different direction for 15/20/25 seconds. The item is also cloned. When the killer hits the clone, it disappears. Collides with "Dead hard", so it works only when "Dead hard" stays inactive.
- The clone can vault, drop pallets, hide into the locker, use item, get trapped
- The clone can't stand still, perform time-consuming and Skill check actions.
Anti-camper perk
"Failure begets victory" - when you are hooked and the killer stays in 16 meter distance from hook for 20/17/14 seconds, all Survivors are affected by Endurance Status Effect.
- All Survivors share the same Endurance Status Effect
- The Endurance Status Effect activates every time you are hooked
- The Endurance Status Effect disappears for all Survivors when you are unhooked or dead
I'm tired with campers and tunnelers and devs only gave penalty to less bloodpoints for camping. Players don't care about bloodpoints now. What do you think about the perks?
For everyone's info, there is a mobile-PC cross platform game called Identity V which is similar to DBD, except both survs and killers have very powerful attributes. There you have an item "wand" that lets u create a clone of urself. Check the game out.
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@yoi said:
Get gud man there Is nothing overpowered about oni. The only overpowered killer in the Game was the nerfed to the ground nurse
They did not nerf the nurse, they made her balanced and now she is fun to play agnst. Please bring forward constructive arguments instead of stuff like "get gud". I am rank 3 survivor currently if you need to know.
Regarding Billy, I cant dodge him when he revs up his chainsaw like right behind me. Other times, he is easy to counter.
Regarding blood drops not spilling from healthy surv, I wish I had recorded that. The unhooked guy went south, I went north and hid in locker quietly. 15 secs later killer comes where i am, looks around and picks up one blood orb. I am like "#########, how?"
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@Schlute6969 said:
You could drop the pallet earlier or take sharp turns. Being out in the open is being out positioned and any killer with a one shot is going to capitalize on that. That isn’t a killer being OP. He gets looped just like any other killer other than the ones that don’t. If you go to jungle gym or shack those windows will stop him from being able to run at you and he just became another billy or any other killer that can one shot. He is quite a balanced killer in my opinion and his weakest form is in the beginning so have a plan on where to loop him. I think people need to learn the killers timing and go against his play style a lot more before saying he is OP. I play at rank 1 on both sides he’s just not OP at all quite balanced like billy and capitalized heavily on survivor mistakes. He’s loopable you can even dodge a lot of his attacks just like billy.
I dont necessarily agree with hillbilly and Oni being balanced, but I am still somewhat cool either way. What I am definitely not cool with is the bloods drops and here is why:
- Blood drops leave a trail of blood, making it easy to not lose survs
- Blood drop farming is very quick, like 10-20 seconds from when a surv is injured
- Healthy survs drop blood (like wth. I saw this in one of my games today. I am running around perfectly healthy and this oni is picking up my blood from behind me) - Needs fixing
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@Schlute6969 said:
You could drop the pallet earlier or take sharp turns. Being out in the open is being out positioned and any killer with a one shot is going to capitalize on that. That isn’t a killer being OP. He gets looped just like any other killer other than the ones that don’t. If you go to jungle gym or shack those windows will stop him from being able to run at you and he just became another billy or any other killer that can one shot. He is quite a balanced killer in my opinion and his weakest form is in the beginning so have a plan on where to loop him. I think people need to learn the killers timing and go against his play style a lot more before saying he is OP. I play at rank 1 on both sides he’s just not OP at all quite balanced like billy and capitalized heavily on survivor mistakes. He’s loopable you can even dodge a lot of his attacks just like billy.
You may be right, and while I dont agree with hillbilly and oni being balanced killers, I am cool with their powers. What's most frustrating is that Oni can pick up blood drops from healthy survs. I just played a game where i rescued this surv from the hook and ran north while the other ran south. I hopped quietly into the locker and after about 10-15 secs, the killer comes over to where I am, looks around, picks a blood drop with his hand (I was like #########, I am perfectly healthy) and goes to my locker. What happened next is not relevant.
This stuff needs fixing.
- Blood drops from healthy survs - needs to be fixed
- Blood drops leading to a trail to where survs ran - needs to be balanced
- Blood fury farming complete within every 20 seconds - needs to be balanced
I sincerely hope you guys dont say that the above 3 points dont need fixing/balancing and that it still is perfectly balanced.
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For a one shot killer who is fast as billy and easily maneuverable around corners, I think he is a bit stronger, considering how fast he can farm up his blood fury.
Also I still cant grasp the speed of his attack animation (m1 or lunge attack both). I fail to pallet him successfully everytime. For eg: You can see wraith or trapper swinging their weapon up and then hit. Oni's weapon just swings from where he is holding it. I am not sure of the actual m/s speed of Oni, but it looks pretty quick to me.
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His blood fury mode is OP.
- There is little room to dodge the superfast lunge.
- The lunge animation is faster than survs dropping pallet.
- Unless a surv is hiding in a locker, he pretty much has nil chances to fight back agnst blood fury. Other killers have powers that survs can at least make an attempt to counter against. Such is not the case with Oni.
- What is ridiculous is that even in Blood Fury mode, Oni can check lockers. Like cmon, you are in blood fury mode, you should straight away break lockers not check them. This is just an observation and only for fyi. Not expecting this to be changed. But this looks damn ridiculous. :D
- Farming blood drops (forgot what they are exactly called) is so easy for Oni. These blood drops also leave a trail behind the survs.
- He can run and walk both in blood fury mode. A smart killer would use that for speed patrolling gens (like all of them). Add devour hope in a secure place and that's it. It is game over, before it even started.
Request you to not defend the killer blindly because you main it. Think on what I have written and then put forward your argument please.