Avatar

bjorksnas

bjorksnas

About

Username
bjorksnas
Joined
Visits
12,188
Last Active

Comments

  • The perks are all meh

    for one perk slot and being the dedicated altruistic survivor you can stun the killer for a grand total of 6 more seconds throughout the trial, maybe just make more than one action generate tokens something like this

    Retaliation

    Your willingness to protect others grows as you watch over them and makes you want to fight back when they try to take you away from them

    whenever you safe unhook, heal the equivalent of one health state, or take a protection hit, or get hooked, Retaliation gains a stack, up to 1/2/3 stacks, whenever you stun the killer consume one stack and increase the stun duration by 1 second (now also counts head on, ds, and grasp escapes provided you preformed the actions)


    sabotaging multiple hooks as a single action doesn't pair well with some maps inability to spawn hooks consistantly maps like pale rose, grim pantry, and the game have some of the most atrocious hook spawns, no single survivor should be able to guarantee sabotage all hook options due to rng so having a perk that randomly sabos extra hooks is a no go in terms of design space due to procedural generation, especially if the sabotage lasts half of the perks cooldown, since that makes 2 survivors able to keep an area between 3 hooks a dead zone with only half of their build dedicated to it

    that said here is a different perk still around sabotaging but more misdirection sabotage


    Juryrigged

    You know how to leave things just right so the last person who uses them feels like they broke it

    When you sabotage a hook it no longer breaks down instead the hook is rigged to break when the killer walks within 8 meters of the hook juryrigged can only effect one hook at a time, once used the hook stays ready to breakdown for 20/25/30 seconds, if you sabotage a hook while juryrigged is activated the hook is sabotaged normally


    a perk that only works when you die isn't the best design for survivor as leaving your team in a 3v1 with the only boost is that for 25 seconds they have the productivity as if all 4 players are alive sounds good on paper, however due to the fact the killer will probably be chasing someone by the time you actually die according to the game so you basically when from a 4v1 to a 2.66v1 since the killer is already chasing one of the survivors meaning the actual effectiveness of the perk is low and not really the most effective boon to leave your team behind when you could have taken a perk for more survivability in the first place

    so heres my take

    Legend

    The harder you get hit the stronger you come back

    Every time you are hooked legend gains a stack

    for each stack you have gain a 5% increase to vaulting speed, healing speed, cleansing speeds, unhooking speed, and exit gate opening speed, and a 2.5% increase to gen repair speeds

  • @GeneralV said:

    Purple is perfection.

    That is a good color

  • Just play in response to how the survivors play and you can't feel bad about it, I just assess whatever situation im in and play accordingly

    survivors being annoying on a strong map, give them the ol 1 2

    survivors being nice, play nice

    you can still win most of the time unless they really pull the rug out from under you but otherwise you can pretty much win every game by being really good at assessing the situation properly and playing accordingly

  • We already have fur suits

    Clown, Legion, Oni, And trapper

  • Other, while I think they both need reworks, buffs, or changes I don't agree with all or some parts of the proposed reworks

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/255321/prove-thy-self-needs-to-be-nerfed-like-alot

    It already has been nerfed. And once upon a time Leader use to also affect gens, and it stacked with Prove Thyself.

    Its never actually been nerfed, just reworked to not just be leader again, since their effects were at peak capacity identical

  • If the back windows are open its a god window since you always get just enough distance to vault again against 4.6 killers and have plenty of los to see the killer, generally if your killer can't do anything at those back windows drop chase there, they aren't always open though

    if its the windows in the front of the building usually they are good but not extremely strong, they are pretty much just a large Z wall or a C wall so just fake it or moon walk at a part then commit and you have a decent chance of catching a survivor out there

  • It used to be much worse, back in the day houses used to have at least 2x as many windows open, on top of all of the fence windows small fence and tall fence didn't have openings on both sides meaning if you just keep taking the fast vault angle you can waste a lot of time on a structure that spawns randomly and everywhere, throw in old balanced landing into the mix and you had infinites galore on that map, and while they are still strong now, there are many changes that make it more palatable and beatable since more killer powers can manage on those maps

  • Its fine, if a killer gives up a perk slot for the full game and risks never getting any value just to get 1 extra killer or a down or two is a heavy risk reward as hex totems always are

    Personally I don't use it since i have better perks, and don't really care if I get hit by it because that usually means the rest of my team leaves or a teammate gets hit by it because that means I get to just leave

  • @Yords said:

    I played with @bjorksnas just the other night, it was pretty cool since that doesn't ever really happen

    You don't usually face people you know since there are a lot of them

    but given infinite monkeys and infinite typewriters stuff happens

  • Death throws is my favorite trickster addon, its one part of the only 2 addon sets that I feel actually makes him a threat / viable killer

    its a double damage addon, just use it smarter know your timings and get rewarded

  • I'll post in 2 halves one for letting you come up with your own answer but giving some suggestions and a 2nd half just giving you some builds


    For the people requires an injured survivor or downed survivor so having perks that let you know where those survivors are or better help you find them make good synergy

    1st category are perks that help you find survivors, Perks like kindred, bond, aftercare, empathy, buckle up (since you can measure the situation better its actually pretty good) and blood pact can all help you find other survivors, but don't forget you can also use items to help you find other survivors as keys have token addons that let you see survivors within 24 and 48 while channeling and the wedding ring addon that always lets you see the obsession

    2nd category are perks that help you out while injured, Perks that synergize with you being injured are also good because they counteract the kickback of using for the people, iron will, dead hard, lucky break, off the record, resilience, all of these perks can help you stay strong while injured and reduce how exposed you are by using for the people

    3rd category are perks that help you get back in the game after for the peoples broken effect fades, inner strength, (soon to be) resurgence, solidarity, leader, blood pact, and other perks/items that help you find survivors again all help fit this role since you can better get healed again and have for the people ready to use again


    Alright with that wall of text here are 3 unique builds for using FTP

    Iron will, Dead hard, For the People, Inner Strength, takes full advantage of being injured but you can get healed right after the effect ends since you can pocket a use of inner strength

    For the people, Baby sitter, Lucky Break, Iron will, save a teamate off hook and both disappear as the killer would have no scratch marks or sound on you for 45 seconds, and the survivor off hook will have some time to run with no scratch marks and healthy to go along with it, perfect for taking pressure off a teammate and throwing the killer for a loop

    and finally a build that requires too much elbow grease but when it works it just works

    Mettle of man, For the people, Borrowed Time, Botany knowledge (+medkit with at least 36 charges yellow medkit + 12 charge addon) when used right you leave the hook with you having 2 health states and the unhooked survivor having 3 health states perfect for anti camping and making a good getaway

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246693#Comment_2246693

    To be honest, I like your idea! The only thing I may disagree with are the Alarm Clocks, they would make way too easy to wake up against a killer who can only hit you when you are asleep.

    You mean the full mockup from the yords post or just the general Ideas I gave

    because honestly im take it or leave it with the alarm clocks but I think he should have a buffer before survivors wake up in his face by other means, so missing a skillcheck would give you a grace period to keep them in the dream state rather than you get to stare at them for 7 seconds and hope they don't reach something

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246147#Comment_2246147

    Sorry bro but i do not think so. I know my killer well, i played all versions of Freddy but with new meta, your Freddy would be max C-Tier.

    @GeneralV is also Freddy main and he had really good concept for Old Freddy. I would go for him. He can share if he see.

    All I gave were some general thoughts thats not even the complete mockup

    throwing on 40% or some amount of reduced gen time onto a killer in modern times is just an excuse to make them weak id rather just make a version that is strong enough to not need it but skill based enough to not be current freddy

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246090#Comment_2246090

    Without action speed penalty Old Freddy can not fight, you will make him worse than Trapper lmao

    And if we can get old Freddy i would be happy, he was so fun. But he will keep all old powers + teleporting. Then he will be good.

    He still would have,

    a smaller terror radius

    teleporting

    traps

    no slowdown when putting a survivor to sleep

    ability to interrupt survivors waking up in your face

    I don't see how he would be too bad

    action speed penaltys attached to powers to bandage weak killers are a thing of the past just make him strong but skill based with resource usage and bring back the old freddy that people love including the seeing survivors outside of your terror radius, all I wrote was a brief thing of changes not

    image.png

    I not only said we get old freddy back but we keep teleporting while also removing most of the ways he is bullied and giving him a resource to manage that allow him to use stuff like his snares and pallets

  • Ive already put in my fair share of blight, and I have the 650 rings to prove it, however im just burnt out on both dbd and the fact that blight is slippery

    but one person can only do so much so if you want more blights be the change you wish to see in the world

  • Freddy, his new power leads to boring gameplay its a mix between clown with dropping pallets early, teleporting, and slight bit of stealth

    I would return his old power with putting survivors asleep with his power and them falling asleep over 7 seconds

    remove the action speed penalty from being asleep keep alarm clocks but you can use all of them now (but only the furthest one is highlighted)

    add in a 3 second waking up period from missing a skillcheck and if you get hit during that period you don't wake up

    add awake 24 meter lullaby and asleep 24 meter terror radius (can't be decreased by perks unless you are undetectable)

    and turn his snares/pallets/teleport into a shared resource so you have to use it more skillfully and plan ahead no more throw down 5 snares at a loop, now if you want to teleport you have to use dream traps more sparingly but to balance them you can now place both pallets or snares basekit, while still having his resource bar charge faster for each asleep survivor

  • I agree that freddy should be changed, but I do like some current parts of his kit but I think abilities like snares should be forced to be used more sparingly or have some kind of resource management built into it, but it should build that on top of the old system he used to have that way with it its plenty of buffs nerfs and changes would be made and still gives back old freddy to those who loved it and keeps new mechanics for those who also love those hopefully the best of both worlds and yes it is quite the read

    so here is my take

    Power: Dream Demon

    Pull survivors into the Dream World

    -Has a 24 meter lullaby to awake survivors

    -Survivors who are awake do not see The Nightmare and cannot be damaged by him.

    -Once targeted by The Nightmare’s power, survivors enter the Dream Transition for 7 seconds.

    -Removed old movement speed penalty but kept alarm clocks to compensate (removed the invincibility from being put to sleep activated by using an alarm clock from the recent update and removed microsleep alarm clocks now take 4 seconds (Idk what they were before but attack cooldown is 3 seconds so no abusing them))

    -During the Dream Transition Survivors can see The Nightmare intermittenedly and the Nightmares Dream meter Charges 33% faster per transitioning survivor for the duration that they are transitioning basically a free 2.33 seconds or 5% of your power for putting a survivor to sleep

    -When the Dream Transition Lapse, the Survivor is pulled into the Dream World.

    Once in the Dream World:

    -Freddy has a 24 meter (locked at 24 and cannot be modified by perks but is still affected by the undetectable effect) terror radius, survivors outside this radius for 5 seconds have their auras revealed to the nightmare

    -To exit the Dream World, Survivors can find non-sleeping Survivors to perform a wake up action (keep inefficiency from repeated wake ups on the same survivor, survivors who are transitioning cannot preform the wake up action) or go to an alarm clock (any) but when you get put to sleep the furthest alarm clock is revealed to you

    -Failed generator and altruistic healing skill checks wake up survivors but cause an additional 5% regression on the progress of the task and take 3 seconds before the survivor/s is woken up (no more point blank missing skill checks to be safe)

    -Hooked Survivors wake up

    Special Ability: Dream Power

    Dream Power is a 45 second meter that fills up 5% faster (additive) for each sleeping survivor and fills up 33% faster (additive) while a survivor is entering the dream transition, this meter can be used for the following effects

    33% of the meter can be consumed to place a dream snare or dream pallet (can use both no longer addon dependent and no longer have limits dream snares and dream pallets can now be disarmed while awake but return 50% of the power used to place them (gives Freddy a 3 second warning before the power is returned so he can plan and use it accordingly removed limit on traps the only limiting factor is time)

    66% of the meter can be consumed to teleport to a generator you are looking at

    100% of the meter can be consumed to set all survivors in your lullaby to sleep in 3 seconds (you channel for those 3 seconds and move about as slow as doctor static blast speed)

    *still starts the game empty

    Overall changes

    reimplemented dream transition

    Survivors don't have an action speed penalty while asleep alternative methods of waking up are still available to keep with modern design

    Removed lullaby while asleep and oblivious effect that way survivors can still have a tell where and when he is but gave him more information and a slightly smaller (but not modifiable) base terror radius to compensate

    Made his power a resource that can be used for multiple effects so hopefully there is a more skillful element in balancing the usage of your power while still having strong effects at your disposal

  • Well Distortion blocks auras and hoarder doesn't show auras it gives noise notifications

  • I don't think this is what anyone would want, since the main draw to dbd is being able to choose your role in an asymmetrical game large groups of people who come to dbd with the main draw of I want to play killer or I want to play survivor and making it so they can't play their role constantly if they want a fair experience doesn't sound fun, also whats stopping people from joining solo and if they end up with killer just throw on a hyper sweaty build so the now guaranteed disorganized team has to go against like a stacked nurse or something

  • @konchok said:

    The BP bonus hurts perk diversity in the game because the reward for using the perk is massive. It makes it so much easier to get the survivor pudding as well, so the BP bonus is more than 2 times regular. And I do feel that getting that much BP does hurt the overall balance of the game because it means killers can bring in pink and purple add-ins every game. Imagine if survivors were all running 4 BNPs every game, why is it fair for killer but that same scenerio is obviously broken for survivor.

    Me and my 650 alchemists rings have no idea what you are talking about

  • Pressure from the zombies is nice, His power is effectively built in save the best for last when hitting survivors since you move faster than a normal m1 while recovering and recover in 2.5 seconds instead of 3, the ability to go over windows and pallets is nice, but you can still counter him by playing against him like he is clown being one step ahead and dropping pallets early rather than trying to greed them for more value,

    that said I think he is B tier, has potential and is strong but isn't extremely oppressive

    my hope is he is buffed into A tier with the actual patch but stays fun to play as and against

  • @odra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2242333#Comment_2242333

    if you nerf IW then stridor should be nerfed too , to be consistent and give timer to stridor too

    Iron will is a survivor perk, Stridor is a killer perk which on average should be stronger than survivor perks

    also if it was actually good every single killer would run stridor, and I have never seen stridor on a killer that's not spirit so unless stridor becomes stupidly powerful to compensate I think its fine but spirit needs to change

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2241983#Comment_2241983

    No.

    Perks are no Counter against Killers, because you dont know which Killer you go against.

    The Spirit-player however knows that they will play Spirit and that Stridor is a really strong Perk on her.

    Other than the fact there are 3 perks you can throw on every single build to at least soft-hard counter every killer in the game I agree with that statement, since even if you don't know the killer you are going against knowing the killers you can go against you can prepare, and if you want an even better spirit counter you can also slap on off the record to the build to have no grunts of pain vs stridor spirit while still throwing off everyone else since they usually run bbq

    Trapper, Deadhard

    Wraith, Spine chill

    Billy, Spine chill

    Nurse, Dead hard

    Myers, Spine chill

    Hag, Deadhard

    Doctor, Spine chill (at least for his addons)

    Huntress, Deadhard

    Bubba, Spine chill

    Freddy, Spine chill

    Pig, Spine chill

    Clown, Spine chill

    Spirit, Iron will

    Legion, Deadhard, and Spinechill

    Plauge, Deadhard

    Ghostface, Spine chill

    Demo, Deadhard

    Oni, Deadhard

    Deathslinger, Deadhard

    Executioner, Deadhard

    Blight, Deadhard

    Twins, Deadhard

    Trickster, Iron will and Deadhard

    Final Build, Iron will, Deadhard, Spinechill, Open perk slot

    All the ones I felt were self explanatory I left with just the perk names but if you need elaboration it will be provided upon request

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2241983#Comment_2241983

    Survivors have scratch marks, blood and (when the game works) footstep noises. Not to mention you can use your eyes to physically see where they are, provided they didn't break line of sight

    All you have vs a stridor spirit is...Sometimes footstep sounds and grass moving?

    Iron will has no real 'counter' because it robs killers of information but on the same page that doesn't mean Stridor Spirit is suddenly okay either

    Scratch marks can be removed with perks, be inconsistant, or be much slower to track then sound due to line of sight, foot steps barely work and almost never can be heard over chase music, if I can see where they are always iron will wouldn't be an issue but because I can't always see them it makes it a strong perk since I have to predict them, I don't think either are ok and want both to change even after playing with both of them for 2.5 years

  • sounds good here's my proposal

    Whenever you are in the Injured State iron will activates

    Grunts of pain are reduced by 100% 50/55/60 seconds, while you are healthy iron will regains 1 second of active duration for every 3 seconds you remain healthy, iron will becomes disabled when its duration runs out (not permanent can still regain duration but no longer removed injured noises while it doesn't have any duration remaining)

    And to nerf spirit simply give her a tell to her power so just remove the husk once she starts phasing or something along those lines with minor buffs to spirit to balance it out and everything should be right as rain, my proposed 2 small buffs would be increase phase speed from 7.0 m/s to 7.5 m/s and fix duration addons so they can be used together with recharge addons while still maintaining current effect

  • @Brokenbones said:

    The counterplay to Iron Will is Stridor/Insta-down killers and perks.

    People complain about Stridor Spirit (rightfully so) because the Spirit knows exactly where you are and what you're doing and there's almost nothing you can do about that. You just have to guess

    But isn't that the exact inverse situation vs iron will when you aren't prepared for it, where the killer doesn't know where you are and there is nothing they can do about it now they just have to guess

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2238482#Comment_2238482

    Other then spirit and nurse...Can you name any killer that doesn't NEED survivor mistakes to excel...? That's literally every other killer but those 2. Every other killer needs SOME sort of mistakes to happen. Otherwise you wouldn't get a single hook.

    blight, bubba using pwyf, myers since there is no reaction time, plague just by bringing addons, trapper doesn't even need survivors to step in traps for the threat of having the traps can shut down loops, freddy, clown just shutting down loops or destroying resources fast, not all killers need mistakes some are just strong enough, fast enough, or oppressive enough to still win

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2238356#Comment_2238356

    Wow you're speaking so much facts, and this is coming from someone who used to play the the trickster a lot. Heck even last night I went up against a trickster and literally no joke I looped him around a short haystack for 3 gens, why because he keep taking out his knifes and slowly trying to chip my heath away. Now he ended up getting me after all the gens were done but I still got rescued and escaped. But if it was any 115% killer, I would not have been able to loop him around the short haystack for three gens. But either way I don't understand OP point in posting this. Is he trying to brag? or just trying to prove a point that because he beat some low thinking survivors which could have been done with any other killer more quicker. Makes the trickster a B class killer as OP has claimed In the past. Or maybe he wants more people to play the trickster, but what he has to understand to play the trickster decently you have to have 1000s of hours into killer. And most average killer users, not in red ranks don't have 1000s of hours. This killer takes too much effort for not being a great killer, and that is why no one uses him in red ranks either too much effort for a weak killer.

    I had a similar argument trickster is just overshadowed by almost every other killer even in the stuff he is supposed to be good at, since his power widely relies on punishing survivor mistakes to win games and needs large windows to do so. I implore you to watch the first match called top 1% trickster and count survivor mistakes that resulted in a health state, I could count 20, people standing in the open, running into walls, running face first into the killer, standing still, all a bunch of silly constant mistakes meant to be information for ops claim, but if analyzed it just falls apart.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237291#Comment_2237291

    I can answer that. Trickster's power is an answer to nearly every instance where most other killers would have to just hold W after the Survivor they're after.

    Safe and Short loop like over half the upstairs loops in Gideon Meat Plant? Most killers have to just hold W after the Survivor to force the pallet down. Trickster can throw knives over the top and down them.

    Survivor holds W after getting hit for massive distance? If Trickster got the injury with kinves, he can just keep on throwing. A lot of Killers just have to eat that lost distance and hold W after them or go for someone else.

    Survivor saw you coming from a distance and bolted? As Trickster, if you have LoS you can zone them with some long range knives here and there to keep them from continuing to run.

    As Trickster, pretty much the only time you have to just hold W after someone is if you've lost LoS. Other killers can handle some of these instances, but Trickster is the guy who can handle all of them. Like Huntress and Slinger can handle short safe loops but can't handle the post hit hold W. Blight can handle the post hit hold W and bolting but depending on the shape of the short loop and the surrounding terrain, he may not be able to pinball around it. I hate being forced to just hold W after a Survivior, so Trickster has been my jam since he got his post launch buffs.

    In addition to that, Trickster is actually the best of the ranged Killers to deal with Survivors attempting to get all up in your face to prevent hooks and stuff. He's got enough ammo at base to deal 7 health states worth of damage compared to Huntress's 5 or Deathslinger's 1 and more ready access to ammo increases. Also if Survivors are all up in your face, either stacked Showstopper or Main Event will be able to inflict damage much faster than Hatchets or the Redeemer. Amusingly enough, Survivors thinking Trickster is super weak helps him immensely here. Because they think he's weak, they're more likely to go for bullying plays, but because he's better at handling that than Huntress or Deathslinger those plays are much more likely to backfire horribly. Seriously, a lot of my really one sided Trickster games happened because Survivors tried and failed to bully me.

    Tricksters power is a power that punishes survivors, much like the other ranged killers, unlike the other ranged killers however his power both takes longer for the injury needing a larger window but has effectively no cooldown on it, however don't take this the wrong way, you faced some not so good survivors, and I counted, at least 20 Fatal mistakes in the first match alone, at least 20 of the health states you took in that match were just survivor mistakes from standing in the middle of nowhere to running directly into you, any 115 killer would be able to punish at least 50% of those same mistakes, and any other ranged or good killer could punish all 100% maybe even harder than trickster could, im not going to grapes wine here but trickster is just mediocre, but looks cool or viable only when survivors make a bunch of mistakes, which frankly they did. Even decent - good survivors would have made much less of those mistakes and you might have been in a bad spot the entire match

  • @whycantIwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237291#Comment_2237291

    small terror radius, can throw blades in your face and when you are injured he keep throwing them at you which make you almost unable to get to a safe loop and if you manage it you already threw many knives which will only require 1-2 knives to down them which you couldn't with huntress since survivors gain more distance and also DS even tho he brings them back to him, loops aren't safe at all and since he doesn't require a hit like DS he constantly keep throwing his knives even in safe loop while huntress often can't do anything about and DS need to shot and reload which can allow survivors to gain distance and get into a real loop protecting themselves from DS.

    Only long walls are safe loops from trickster

    Only long walls are safe?, thats a bit of an over statement

    Shack is safe, 4 Lanes are safe, C walls are safe Maze tiles are safe, that 4th maze tile is safe, Long walls are safe, Most large structures where you can just run in a circle are safe

    and most of these generate in every map so as long as a survivor knows what they are doing they will take forever to down, but heres the thing survivors aren't that good, and neither is trickster, sure while he can eventually get hits at tiles its still no where near as fast as killers who are faster or ignore the tiles altogether

  • Hag, but it doesn't mean you can't play hag in a way that takes less skill, since hag is much better at camping you can easily camp someone out of the game which arguably levels out with chasing and hooking the survivor 2-3 times as spirit, so yea a hag that plays scummy for the win I would say is the same amount of skill as spirit playing fairly, but if they both play fair and get the same results the hag had to play more skillfully

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237291#Comment_2237291

    Hes a lot like bubba. If they want you dead on hook. You're dead in hook.

    Hes a very territorial killer. If you can get hooks near gens that need regressing. Or set up near a strong 3-4 gen near the end of the game. He's actually very strong. Stronger then a single shot Slinger. Or huntress who has to whind up hatchets while trickster can keep laying them in.

    He's not the most amazing and OP killer. But his asthetics are amazing. And he's not that much worse then Huntress or Slinger in a lot of the areas where Huntress and Slinger are good at.

    If they want you dead on hook youre dead on hook, this is pretty much just a sentiment shared by ranged killers, killers with high lethality, and killers with high mobility, if a spirit wants you dead you are dead, if a huntress wants you dead they have a shot lined up across the map, if a bubba wants you dead its because more people would die if someone went for the save then if someone didn't go for the save, trickster isn't that good at camping and tunneling as compared to others he is on the same level as a killer with save the best for last, better off than normal but not by that much.

    Many other killers can pressure gens and claim territory better

    Blight, doctor, spirit, nurse, hag, trapper, pig, plague, myers, the reasons are few and far between but they all have a greater ability to force survivors out and defend a territory

    and not only is he not good at anything else but the few things he is good out other killers beat him out ten fold, he doesn't have a niche in the meta he doesn't really have anything other than a weak kit and meh addons

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237258#Comment_2237258

    Because he's flat out fun and amazing design. Who cares if huntress or DS can do this or that better ? Trickster has his own set of things hes great at

    what is his own set of things he is good at

  • But heres my question, whats the point, what is the point of playing this killer over X other killer who preforms better or X killer who both preforms better and has similar gameplay with ranged attacks

    sure you can do decent with X but why would you want to train to be decent with X when you could train to be amazing with Y or unbeatable with Z, I just don't understand the appeal especially since it is repeated gameplay of other powers

  • "true power" by far I think he is the weakest ranged killer in the game

    Huntress punishes mistakes 8 times as hard instead of just getting an extra 2-3 knives on the survivor

    Deathslinger Much more versatile, and can use his power both for zoning and offensively stronger

    Pyramid head, still at least a 115 which means at almost every single tile he is better off and has a ranged attack that can both over and through tiles, and since there are so many that make trickster useless all around pyramid head is just better


    And in comparison to other killers I can only really think of 2 killers I would play trickster over since he is just bland and weak, sure he has potential to be mediocre but that doesn't mean I want to waste my time on a character when I can play someone with the potential to be great like blight or nurse.

  • @landromat said:

    You're perkless dwight against trapper as survivor.

    As killer - You're trapper with pop, corrupt, STBFL andsomething else can't remember. Both games were on Ironworks for me

    You can't customize your bot match

    you can customize the bot match to a small degree, where do you think it took pop corrupt stbfl and another perk from (it took it from your trapper loadout in case it wasn't obvious) but right now its only change what perks and addons you have on trapper

  • Dh is just bad design, counters well over half the killers and their powers when used properly

    and all the arguments against nerfing something that clearly needs it are just stuff like, it can be baited out in the open, or it doesn't work consistently (usually at point blank to dodge an attack basically in the open anyway), which frankly aren't good arguments but are said into the ground since its the closest excuse

    and because they have those 2 mediocre points that means dh for distance, dh to erase mistakes, and dh to counter half the killer perks in the game is here for the foreseeable future since it being useless 10% of the time means the 90% of the time it acts as an additional health state is balanced

  • @VexTheHex said:

    He isn't the strongest, he is just the easiest Killer to play with very high pay off. Light burn is not a good argument since Survivors don't know what they face till they face it, so there is no way to make the counter pick of a flashlight. Also most Wraiths aren't going to uncloak in your face for the hit and run tactic for you to burn him anyways.

    I'm not even sure why his wall hacks is considered to be super strong, I haven't needed them since his stealth paired with one of the bell clappers means you get free hits on gens easy enough.

    Spirit and freddy are still easier than wraith

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2229774#Comment_2229774

    excuse me face camping goes more like "ahh ooh aghhh" depending on the survivor. Its the chainsaw reving that goes brrr.

    face camping not being face camped, being face camped you go ahh ooh aghhh, face camping you go brr

  • Wraith only has himself and his cloak just play around it and you will be fine

  • If you explain a meme it is no longer funny, you must take this adventure alone in search of the truth, may your travels lead to warm sands.

  • haha face camping go brrr (thats usually the thought and where I get the enjoyment from)

  • Death slinger already has a decently small and quiet terror radius due to just being able to use monitor so I think it would preform better on a killer who normally has a terror radius to manage

    I think a killer that would benefit more is probably someone who can benefit from undetectable and oblivious better

    heres my proposed build

    Oni, Speed + Any

    Hysteria, Sloppy Butcher, Thanataphobia, Blood Echo

    or really any other combination but this one seemed interesting to me

  • I would probably describe it as more flexible at tier 1 compared to tier 3, and less punishing if it doesn't activate since you can start working towards that 66% gen progress 10 seconds faster

    meaning that tier 3 is a safer option for consistent gameplay and tier 1 can be used more actively and haphazardly as its punishment for not working is mitigated by its longer active time

    its a toss up if one is actually better than the other since they rely on the killer for their effectiveness in the first place and having the longer timer means a larger chance it will activate but a longer time its inactive if it misses and having a shorter window means a shorter time while inactive but can't catch some last second gen kicks, and since it does syncronize with pop in its tier 3 timing that may make tier 3 a touch better but there are too many factors to make any real comparison without writing a 20 page scientific thesis

    overall just do what makes you happy

  • Its ace, 2/3 perks do nothing, and the 3rd is extra addons on a mediocre item

  • odds of 1 in 5 million for the devs to randomly start caring and make an example out of you, the risk is too great

    odds of 1 in 305 million to win the powerball, you never know

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227535#Comment_2227535

    I've already found the perfect one, I am just scared of using it, even if the risk is almost non-existent. As you've said, no one has ever been banned for it, but still...

    maybe you can be the 1 in 5 million, you never know

1 … 47 48 49 50 51 … 102