awustzdn
awustzdn
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Trickster is so bad that I genuinely cannot recommend getting him unless you want Starstruck and want it right now. F-tier killer.
Spirit cosmetic for sure.
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So...your solution is to give survivors a fifth perk slot? No.
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The biggest thing holding him and other M1 killers back is lack of mobility. He was legitimately in the circus and must've learned a thing or two from traveling magicians. Give him the option to use a trapdoor hidden in the lockers to move around the map rapidly.
That alone wouldn't make him S-tier, but it'd go a long way to making him more dangerous.
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Solely video evidence. Also, it has to be done via support ticket. The in-game system is completely ignored and is just there for shouting into the void.
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The best way to avoid tilt is to cherrypick your matches carefully. Minimal items, make sure they're not a SWF, no keys, disconnect on bad map offerings, all of it. A fair match is much less tilting than the constant stream of 4man SWFs you'd otherwise get.
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@LylakLavender said:
https://forum.deadbydaylight.com/en/discussion/comment/2304726#Comment_2304726
Not sure if that's sarcasm or not but to answer your question no it's not bait. I actually did do a 360. I have come to realize that all those times I thought killers were OP was actually unfounded. Didn't realize that until i played as killer. I also found out as a killer I suck lol. But practice makes perfect or so I am told.
It's 180. If you did a 360 you'd go completely around and end up back where you started.
You'll suck as killer for a while. If you're a survivor main though, try just running loops in the opposite direction of what you're accustomed to. Deny fast vaults as much as you can and remember spots where you have been mindgamed in the past.
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Bubba main here. 2 second rev, there are none that reduce it, there are several that increase it.
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The answer is "never". Sony and MS won't play ball.
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They screwed it up last year, they'll screw it up again. You're right to be scared.
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what is the actual point? as soon as I see Haddonfield i just stand in the corner before first hook and remake
theres 0 entertainment 0 fun in a 100/0 window game (even worse if you haven't got Bamboozle/they are using Balanced Landing
you can't outrun so it's completely based on how the survivor reacts there's nothing you can do against them.
as long as the survivor is not stupid there is literally no counter to their speed.
game of this, a game of grief squad flashy tbag and a 3 escape hatch... the survivors are beyond cheesy and boring to play against
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They'll do both, but it'll be utter nonsense, useless, and do nothing to change how he actually functions.
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This gets suggested every few days and every few days people like you need to be reminded that BHVR tried it in the past, survivors abused it to the point that it had to be removed.
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I've seen this happen as well, playing as Cannibal on The Game but only on the upper floor, depending heavily on camera orientation. Steam version.
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It's a combination of spaghetti code from the game being developed far beyond what BHVR initially expected with new mechanics they likely had to jury-rig because of a lack of foresight and not future-proofing their code, and just plain sheer incompetence. The constant reintroduction of old bugs also means they must have basically no version-control in place, and just merge code without properly updating their work versions to a common base.
Why accuse them of incompetence, you may ask? Anyone who was around for last year's anniversary remembers BHVR managed to mess up a simple copy-paste of Bloody Party Streamers (altered to 104% and different icon) with the Ghastly Gateau and left it unfixed for an appallingly long time, cheating the community out of literal millions of BP per person. This is the kind of error a five-year-old child wouldn't make, and yet BHVR did, with what I presume are adult employees. There is always, without fail, a dumpster fire that lights up every time there's an update, and their repeated pattern of failure does not inspire confidence in the development team. I would not be shocked if they repeated the same error in a couple weeks from now, and I would not be shocked if the pattern of buggy updates continues until DBD's shutdown.
Also, the performance has been awful for years for console players and has only degraded with every update, which is where most of the bug reports are originating. BHVR either doesn't care about console, or has no idea how to fix it. Probably both. I speculate they're banking on Sony and Microsoft players getting next-generation systems so they don't have to invest time or money into fixing the problems. Sucks to be a Switch player I guess, and Stadia's a dead meme anyway.
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I feel like you're missing a zero or two there buddy.
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Coal Tower. I consistently have horrific RNG there, with nothing but strong tiles in braindead link patterns. Yesterday, it spawned 5 windows in a straight line. No prizes for guessing where the survivors went every single time.
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A necessary evil caused by the game's design. The quicker a killer can get someone out of the game, the fewer people to work the remaining gens, get rescues, perform heals, etc. If he wants to win against a competent team, it's practically required to focus one or two people while pressuring the rest when he can. I don't blame them one bit.
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- Perk levels removed. There is zero point to them except to pad out the grind since Discordance 1/3 have been changed and Discordance 1 is no longer the best version of it.
- Perks unlocked shared across all valid characters, eg. having BBQ purchased on one killer means all killers have BBQ purchased.
- This means any paid killers/survivors automatically unlock perks for others. The only required perk grind at all would be Shrine of Secrets-bought perks, and they'd be unlocked very quickly.
- Offerings inventory shared across all valid characters.
- Add-ons inventory shared across all survivors. Killers have no identically-named add-ons anymore since the Bubba/Billy rework.
- Items inventory shared across all survivors. Survivors are just skins. There's no point to forcing them to have separate inventories.
That's it. That eliminates virtually all of the grind and opens people up to playing with items/addons they might not normally be able to afford or are otherwise unwilling to spend BP on. The grind is truly obnoxious and reeks of f2p, despite DBD being a paid game. Of course, the cynic in me predicts BHVR will never, ever implement any of this and will instead take the microtransaction route. They already have battlepass, just like a crummy f2p. Perhaps $50 for 1 mil BP.
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I'm a cheapo who runs Ghostface with no addons to save BP, which means no power recovery for hit & run. STBFL helps a lot with cutting normal chases much shorter and punishing people who try to take protection hits or try to unhook in his face. Ideally, you want to spend as few tokens as possible so Expose the obsession if he's healthy and you can get the down, 99% him for later, or ignore him. If he's injured, use your best judgment.
Pop is pretty self-explanatory.
BBQ is equally self-explanatory.
Whispers for a couple reasons. Easy to find the first person to hopefully stalk into an instant down before they realize it's Ghostface, and to help cut his patrols a lot. Low mobility makes every little bit of time you can save checking areas very valuable.
My tips for for Ghostface is learn how to waste as little time as possible. His biggest weakness is loops, as he has nothing to help with that beyond fundamentals and mindgaming, especially if power's not ready. If a survivor's going into a strong area and you're not already on top of them, it's likely wise to just leave them and find someone else. As with any killer that's playing to win, quickly identifying who's a strong runner and who's a weak runner will help, particularly on a weak chaser like Ghostface, and get that weak link out asap.
If you notice survivors are going for unhooks reasonably fast, pretend to leave and hide somewhere you can lean and see the hook. Strong chance you'll be able to get a hook trade by stalking the (almost certainly) healthy rescuer. If you're lucky or manage to hide somewhere particularly close, you can get the trade AND slug the previously hooked person, since Undetectable will bypass BT.
Don't be afraid to set up ambushes if you have a reasonable expectation someone's headed in your direction and you can get a sneaky angle. This is particularly helpful when you've closed the hatch on the last survivor, Whispers will tell you exactly which gate to hang out at and if they're not aware of you, you win.
Don't bother trying to grab people off gens very often unless you're certain they can't react, 9 times out of 10 you'll just give them a gentle shoulder massage while they get distance on you and identify where to run. Distance is bad.
Sprint Burst users know that distance is really bad for Ghostface, but very often, they'll just go in a straight line with no cover. If they look like they're gonna Sprint Burst, try to get into a position where you can lean to 99% them for later and go find someone else.
Edit: Forgot to mention, learn what structures have holes you can stalk through. You won't be leaning but you'll be effectively invisible. Examples are the gaps in shack and the barn on some variants of Coldwind.
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The community's not blameless, but it has nothing to do with boneheaded design and balance decisions. People will stop attacking the devs when the devs stop doing things worth being attacked for.
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Drop Dying Light. Dying Light is one of the worst perks in the game, and is definitely the worst Obsession perk.
Reasons: Obsession buffed and unaffected by debuff stacks (-1 person affected by default).
Spreading hooks is detrimental to winning, making building stacks counterproductive. Ideally you want to prioritize two survivors to hook and get them out early.
Stops working when Obsession is dead.
Even if all 4 survivors are still alive, you generally want to be in a position where someone is being chased (-1 more person being affected because they're not doing anything anyway) or someone is on the hook (anywhere between -2 and -4 people being affected total, generally -3, Obsession, Hooked, Rescuer). If you're playing well, this is just "win more". If you're not playing well, then Dying Light won't swing a game in your favor. Ditch it.
Ruin+Surveillance is fairly strong, that's fine, just need to protect Ruin long as you can. The regression is just a bonus on top of the info you get there. Ruin by itself though is very weak and inconsistent. Replace with PGTW.
Sloppy+Nurse's is a classic pairing. Can work. I assume this is on Legion, but the downside is that Mending is, for whatever reason, not Healing. Nurse's won't show you someone who's just Mending.
Infectious Fright is best paired with BBQ so you always know where to go to find your next target and is very, very good on Oni. If someone screams, give them the stick. If they don't, hook and then go do general killer things, probably in the direction you see on BBQ. This should be also combined with M&A on Oni for a couple reasons, one being the bigger scream radius, the other being able to more easily get in range to get those precious early M1 hits to start snowballing.
I'm uncertain as to the purpose of STBFL on either of those killers unless you're doing a gimmicky Renjiro's Bloody Glove M1 Oni. Legion doesn't really benefit from it since FF attacks aren't basics (therefore not building stacks), and Oni plain doesn't need it with the stick.
Likewise uncertain of the purpose of PWYF on either of those killers. It gets the most use on killers that can easily down without spending excessive amounts of tokens (i.e. Bubba, Myers in T3, uncorrupted Plague). This is basically worthless on Oni and Legion, they don't need the speed and they'll blast through tokens like crazy.
Try Infectious, M&A, BBQ, PGTW (dealer's choice on 4th, but PGTW is a very safe pick) on Oni. Strong build, only real weakness is not having early info and have to guess where they spawned.
I don't play Legion enough to say what's really strong on him, but PGTW, Thanatophobia (leaning into his ability to spread injuries well), BBQ/Thrilling Tremors, and dealer's choice for 4th perk slot is probably safe on Legion.
I suggest checking out Otzdarva's killer build guide video, it's not yet updated for 4.1.0 Billy/Bubba but was current up through Pyramid Head and should still be very relevant.
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Given the game is old and ugly and everyone plays on Low settings anyway for an advantage, you can play it on a potato. As long as it has something slightly better than motherboard-integrated graphics processing you're good to go. Looking at somewhere around $500 for bottom of the barrel.
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DS, BT, [exhaustion], UB, and the info from SWF. Hooray for being part of the problem!
Corrupt, Thrilling/BBQ, Pop, STBFL. Hooray for having no viable options!
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There's a very logical explanation for why you get SWF groups of 1 1 1 + 20 alt vs 20 killer. The matchmaking most definitely IS using the greatest rank number in a group as a basis for matchmaking. Some knuckle-dragging neanderthal thought to himself, "1 greater than 20" and coded it that way, when the program correctly interprets 20 as a greater number than 1.
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Nea. She's the Entity.
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Survivor biased.
I believe the reason is the same as any business. Money. Below is my long-winded explanation.
The sheer quantity of second-chance perks that can be stacked on top of one another is ludicrous, and everyone knows it even if it's like pulling teeth to get some players to admit it. Laurie Strode is licensed, and that means most survivor players will buy at least her rather than pray Decisive Strike (and Object of Obsession for those 4-man SWFs) shows up in the Shrine of Secrets, thereby guaranteeing a small bump in income for BHVR even when they occasionally give the base game away for free. However, that purchase is one-and-done, and then BHVR is saddled with an enormous number of players who are no longer contributing anything financially, since there is no reason for survivors to get anything beyond her for perks. Borrowed Time, Unbreakable, and Dead Hard are free with a few days' grind along with several other borderline perks, but oops, they can't start charging money for them now. So they start adding survivor cosmetics at a rapid pace, and because people are obsessed with how their pixels look, survivors will buy them. But the only people who will buy cosmetics in any game are those that are happy with the game and have an easy time and wish to continue playing. Since survivor players are the vast majority of the game's population, it stands to reason that, financially, they are the primary target and so BHVR bends over backwards pleasing them. The only time you'll see a nerf to survivors or a buff to killers is when the survivor queue times are getting so horrendous that survivors start to leave the game.
The financial milking happens to killer players as well. Similarly, some of the most viable killer perks are spread out across many killers and some builds do not function at all when just one them is missing. Killer players have to get these characters for their perks AND whichever power suits their preferred playstyle, but they will eventually get frustrated or bored and quit the game for long periods of time, perhaps permanently due to the disparity in balance and especially due to how horrible the community as a whole treats killer players. This works to the business model's advantage, as only the most exceptional killer players will derive any actual enjoyment from playing against red rank survivors, but a lot of them will leave before developing the skills needed to deal with horribly lopsided matches, leaving the majority of experienced survivors to have easy games against less experienced killers, ensuring that survivors get to have a grand, fun time bullying a low-rank killer into quitting, but since BHVR already has their money, they have no reason to care. If those killer players bought cosmetics too, then all the better for BHVR, but I doubt they're considered a priority. They rely on the revolving door of killer players.
Now you know why I believe BHVR shows a pattern of not caring about killer players. It is in their best financial interest to actively make them unhappy at a slow enough rate to retain just a small number of them, mostly newer players who cannot keep up, for survivors to get easy matches.
tl;dr 80% of players inevitably spend more money than 20% of players