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coldestwinter123

coldestwinter123

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coldestwinter123
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  • @Maliken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644299#Comment_2644299

    Sure, Ruin can give you tremendous value at times. But there's plenty of opportunities where it will spawn right next to a generator or otherwise be cleaned within the first 30 seconds of the game. I'm not at all opposed to the idea that Hex perks can be lit up again, but there should be a cooldown before this can be done when a survivor cleanses/blesses it. Any accumulated stacks on Hex perks would be reset, so I don't see why Hex perks would even need to be reworked, with the exception of Undying.

    Either that, or something needs to happen with Boon perks. It's simply very time inefficient for killers to go about to snuff totems when survivors can bless them again with no real penalty. Either Boons need a noticeable cooldown when the killers snuffs the totem, or the totem needs to be destroyed so survivors cannot bless the same totem over and over again.

    when you said " But there's plenty of opportunities where it will spawn right next to a generator or otherwise be cleaned within the first 30 seconds of the game" YES this is what's called a HIGH RISK HIGH REWARD situation XD . the reason you can have a 200% regression on gens that are not worked on BECAUSE it has a massive down side. I really don't understand is it that crazy of a concept that something being very powerful would have a massive down side? Even something like Retribution its 10seconds worth of full map info for a killer with out any restrictions like range proximity closest etc.

    Yes i agree Brody, Boon totems are Overtuned XD they are not balanced. but that doesn't mean you fight fire with fire . Eye for an eye and the whole world goes blind.

    If you want i can lead the charge in saying that YES boon totems are way too strong with out real penalties . But please grant or just think about.... i don't need you to agree with me but just entertain the idea. That the current HEX perks have their power level Higher then non hex perks because it also has a massive down side. As i stated before the real issue is when people get good at the game and know most of the totem locations or some of them are just plane bad places for a totem. Thats where the issues come from. The issues come from Boons being more powerful then actual hexes in a 1v4 game. Its pointless to power creep the game for no reason, because it will just make non hex perks even worse and then they will have to power creep. Hexes are not the issue.


    quick edit: basically the main jist of the problem comes from this not being a solution to anything, it just makes more problems. It also tries to change an existing very simple and very universal system with some sort of an abomination "you lose stacks when this is cleansed" "this only works at half of the effect" "this can be relit after 30 seconds" even like thinking about how it would look UI wise just makes my head hurt. not it chief. frfr on a stack no kizmo.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644250#Comment_2644250

    Hexs harder to deal with?????

    That has to be a joke right because Hexs are so easy to deal with now that most killers dont use them.

    i tried to re read like what you said like 10 times and then re-read what i wrote like 8 times. i don't understand the point.

    Regardless, The current power of Ruin for example can be as oppressive as it is BECAUSE you can cleanse it and get rid of it . I will admit that i play like maybe 10 games of Survivor and i don't super pay attention to killer perks. But i for sure have cleansed HEX totems for sure, so i don't know what thats about. The strongest game delay a killer can bring to a Trial is Ruin/Undying BY FAR. so what are we pretending like this hasn't been meta for the last 2 years ??? I really don't know where have you found this idea that Hex perks are suddenly useless or what ever, that's not the case.

    @Maliken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644250#Comment_2644250

    Boon perks are powerful too, the difference is that survivors can bless the same totem again and again with impunity. Also, it's a 1v4, Hex perks should be more powerful since its 4 perks against the 16 that survivors can bring. Relighting Devour Hope should obviously reset the stacks back to 0, and Undying would have to be reworked.

    I think relighting Hex perks would be okay, but there should be a cooldown when the Hex is cleansed/blessed before the killer can relight it. Same goes for Boon perks tbh, there should be a lengthy cooldown when the killer snuffs it before the survivor can bless another totem.

    The Hex perks as of right now have power IMO relative to the concept of you being able to lose it. I have played against REALLY good players and played terribly and got carried by ruin being up for 6 minutes. The entire concept wages on the idea that its something very powerful that you can lose, and it also has the same counterplay across all perks. We can't have ruin regressing gens at 200% if it can be relit. We can't have Devour hope give you a mori and an instant down if it can be relit.

    from just the logistic side, you literally would have to rework every HEX perk. at the speeds that this company works at, we are literally looking at atleast 4 years of a complete hex perk rework.

    The real problem with HEX perks is that once people play this game enough, you kind of remember most of the totem placements somewhat. So it becomes easier to find them and easier to cleanse them. But this whole notion that you guys are putting out that somehow HEX perks are not worth or are not powerful enough is just not true in any sense. They are clearly Stronger then their non HEX counterparts and are balanced around the idea that you might lose them. and listen I spam primarily Killer and i am getting put in to a position of defending Survivors gameplay because you guys are talking crazy.

  • @Vampwire said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644239#Comment_2644239

    welcome to the dbd forums. its an echo chamber for killer mains.

    I mean when everything is great why would you say anything? Everything is great ! dbd forums are no different then any forum for a game, because this is the place where people come to vent. And it just happens to be that Killers face High level problems more so then Survivors, not to mention that if it was the other way around it would be 4 people crying instead of 1 .


    As for the OP i can emphasize somewhat even if it does feel exaugurated. I'm probably never touching one of my favorite killers GhostFace ever again.... its just too stressful and unrewarding against decent players. And even if you slapped the best Perks on him i still don't think it would change much.

  • sounds like an interesting idea. But i think Hex perks are balanced around the idea that they are strong effects that can be lost.

    Haunted grounds relit with ruin would be a 50/50 on possibly losing the game right there.

    relit Undying and now hex totems are even more harder to deal with.

    Devour Hope "oh you thought u got rid of insta down and mori? Think again"

    and this is just me thinking about the possibilities less then 30 seconds.


    And if it gets to a point where we have conditions like "oh it can only be done one time" and "you lose all tokens on it" it becomes this mess of a thing, This game is trying super hard to be as unified in their systems as it can. At the expense of everything (balance/design/Fun) . cool idea but i don't know boys might be too chaotic.

  • so far i've read through all of them and i can say, its hard for me to tell if they woudln't be better on the top tier killers.

    but the pattern so far is Movement speed, and ramping and ramping hexes.

    @Shymare_11 said:

    From the Deep:

    A monster with monstrous strength. As you delay the escape of your prey, you grow in power.

    Each time you damage a generator, From the Deep grows in strength, granting a token.

    For each token, gain a stackable 3% regression penalty increase for each subsequent damage action, up to a maximum of a 9/12/15% regression penalty.

    A simple perk that makes kicking generators more favorable and worth the 3-4 second time commitment, while being a consistent and alternative slowdown option.

    this one is genius. its super simple but it would actually make kicking gens worth not instantly but over time. My fear with this one comes from 3gen where you are just able to completely deny any progress. For Pop as long as you don't get hooked and play super safe, you are able to essentially denie the perk if you are aware of it . Ruin you just have to find the hex totem. This is like singelplayer ramp could be dangerous with the right numbers. But this kinda helps 3gen killers (Trapper,Trickster,Slinger) and i think some form of this perk could break in the meta ,good job.


    @SkerpiTwitch said:

    Hex: FussyPart - Playing a female survivor makes you anxious. Every time you work on a generator with a male survivor, you need to let some loose. You make louder noises for 10/20/30 seconds after leaving a generator.


    personal favorite right there.

    -

    Be My Victim

    The one you seek will join you in your myth of immortal death and slaughter.

    “We shall die together in front of their very eyes and give them something to be haunted by. Come with me and be immortal.” -Candyman

    • You become Obsessed with one Survivor.
    • Everytime you hit your Obsession or hit a non-Obsession twice, Be My Victim gains a token.
    • A token is consumed when the Obsession performs one of the following actions:
      • When the Obsession hits a Skillcheck while repairing a Generator, the Generator explodes and loses an additional 10/12/14% progress. If they hit a Great Skillcheck, then the Generator explodes and loses an additional 2.5/3/3.5%.
      • When the Obsession hits a Skillcheck while healing a Survivor, the Survivor cries out and loses all healing progress. If they hit a Great Skillcheck, they do not lose progression.

    By HealsBadMan

    this one is kinda cool, even tho i think some of the effects are too strong. But i like the idea for the survivors to think that MAYBE it would be better if the obsession dies. The idea that you make it harder for your team and there for they might turn on you is quite the concept. some version of this would be cool and could maybe beat out the current meta.


    Overall great posts guys, minus on the following rules tho XD i think everyones just excited to share their perks which is great. so i guess keep doing that .

  • I spam primarily Trickster/Nemesis

    But this is something i feel like i have to say. Nemesis is sadly the perfect DBD killer right now even with the half functioning zombies.

    He is very easy to understand on both sides.

    The mechanical aspect of the tentacle doesn't guarantee you hits always that helps to kind of escape the deterministic nature of the game, aswell as opens up the game for new mind games.

    Has very good tell when he hits T2 T3 .

    Deals well with pre dropped pallets, has random map pressure from zombies that you can also use for info.

    He is fairly oppressive in chases but not enough for it to become a problem.

    He isin't strong enough to get 4k's constantly but is strong enough to get 2k's most of the time.


    Some of the changes you suggest i really do feel like just convolutes the game in unnecessary ways. And they don't really make the game more interesting its just raw numbers just because.

    However i will say, His addons are dogshit I dont even know where to start. sometimes i really can't tell what purpose do addons serve. not just Nemesis but for a lot of killers AND survivors too.

  • @[Deleted User] said:

    I would like to see a Mindbreaker/Fearmonger that inflicts oblivious. To make it more balanced it would only work when a survivor is repairing a generator on their own. I think it would be fun.

    I think this would be not only fun, but this sounds like something that will actually make into the live game. as for if it could be Meta eh i dont know sounds too weak on paper but could be really strong who knows. But as for the rules, I think Nurse and blight for sure could use this kind of perk better than any other killer. This type of perk for sure scales with Mobility.

    @DarkMagik said:

    Insatiable:When a Chase is started gain a 5% Movement Speed & 100% vaulting speed for 10 seconds,after those 10 seconds are up the killer will gain a 5% Movement Speed decrease for 5 Seconds unless the killer within the 10 seconds lands a Successful Hit,Break a Pallet or Wall will deactivate the perk & make it go on a 40/35/30 Second Cooldown

    This kind of interesting because i think this perk would be really helpful for stealth killers such as ghost face, and pig . 100% vault speed sounds kind of insane ? I have played myers with fired up and bamboozle and in T3 Myers you almost instant vault the window, and for sure thats not 100% that's way less. The real question tho. Woudln't this be the ideal perk for someone like Hag? 4.4 killer Teleports and now wouldn't even hav to instantly swing. Starts the chase right infront of the survivor who sprung the trap. Also how could you see this visually it has to have some sort of a tell for the survivors for both speed up and speed down. Also sometimes the chase mechanic is finicky, would be a damn shame if it didn't work when it's "suppose to" . Other then that could be a real perk.

    Bubba and billy would have a field trip with this one for sure.


    @Beaburd said:

    Perk: Destructive tendencies

    You see the auras of all totems within 16m.

    Every time you snuff/break a totem, the totem is destroyed as if it were cleansed by a survivor.

    ---

    And before anyone asks: Yes, I would trade a perk slot on all of my killers for a fighting chance at eliminating boons.

    Not to mention it could give some synergy to that pentimento hex thing, which sorely needs something.

    This is funny because it comes off as pure boon hate, but it actually follows the rules exactly XD . and seeing how boons are very strong, and with new boon totems surely it will be only worse this could be a thing. to cough up an entire slot right now ehhhhhh i don't know, but in the future for sure seeing the trajectory of boon totems .

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631169#Comment_2631169

    What bothers me about the situation is that perks are constantly being developed that are simply not meta-suitable. Just take a look at the "Trail of Torment" perk. Good perk with a nice effect..... It's bad enough that the survivors can see the generator's aura, but why do the developers add a CD to it? It's so unnecessary, if you know what I mean.

    i mean i did already kinda said it in my post. But yeah it rubs me the wrong way. You can see the Generator that they might not know the location of L. It gives away for people who know what the perk is that the perk is active L. and you could say that its giving the perk some form of counterplay. But then why the cooldown? even if It didn't highlight the generator NOT EVEN IN Proximity, and they couldn't know that the perk is active. Would it even then be a top tier Perk? would it be a top tier perk if all that is granted and it had no cooldown? those perks never stood a chance to be viable, Dead on arrival . And there's a sea of them thats just one example.

    it really makes no sense. not in terms of strength. but in terms of functionality, everyone loses .(it would be od if it didnt show the gen or had a cooldown tho XD )

  • @Mandy said:

    First of all, nobody is banned on reports alone, evidence is always required. If you were not actively taking part in the cheating in the game - you have nothing to worry about. Video evidence is required in cases like this and that would show the actual situation. Our team of ACM's knows exactly what to look out for, and are used to dealing with things like this.

    Our Easy Anti Cheat is also constantly being updated to remove cheats like this and people are banned (contrary to popular belief), it's unfortunately a never ending circle however, because people constantly update their cheats and bypass the system, then the EAC is updated again for that, and then over and over.

    wait hold up is this actually ######### confirmed ???!?!?!?!? so this is actually real. So essentially what you admitted to is that Reporting is simply a cosmetic feature that isn't functional .

    If i could choose i would not allow people to get banned or suspended or have any punishments taken against people who Tbag Trash Talk(even hate speech) tunnel camp etc. I really don't think they warrant a ban or any type of punishment.

    But to straight up say "uhhh you need to give evidence duhhhhhh" With what ######### tools my guy ? im sorry is there a replay system or a way to snatch the persons ID straight up ? i have to go to 3rd party sites to retrieve the steam ID. Yikes. i thought this is a dying company but it turns out its dead and washed already.

  • replay system would be cool. But you know what else would be cool ? A functioning anti-cheat system smiley face :)

    oh didn't i mention that people exploited against me as survivors and i used shadow play to record last 30seconds, upload it , added to a ticket. And they told me that i didn't provide enough evidence ? and the person was black on white exploiting and bming and they said "not enough evidence" XD . when you submit a ticket they ask for a steam_user_id OR just a cloud id that u can only get from "steam" (lets pretend that there isn't crossplay ) or a cloud id that you can only get if the person is in ur friend list. i think taming your expectations for what this dying company can do should also be taken in to account. replay system maybe in dbd 2.

  • @[Deleted User] said:

    I like it. It's the best looking map in the game. It's just like Resident Evil 2. I like where they've put the pallets.

    this is the part that kinda makes me sad when i say stuff like this. Because there are people out there who genuinely enjoy the map. but maan can i get barometer for when the next RPD is coming so i can side step it in advance?

    Also, very brave of you coming out against the general consensus i commend you for that.

  • 70% is conservative. i'd say its much closer to 85% then 70%.

    Some of the Perks if you DOUBLED the effect would still be bad.

    Most addons are either just straight up contributing nothing or the strength is so insignificant you might as well flex that you dont use any addons.

    most numbers are incredibly conservative for no reason, and the 2 addon system kinda pinches the balancing in a very bad way.

    If i just try to think about some of the more crazy perk combos that could be theoretically strong , they never work because of a design that seems to be specifically made so that they dont work.

    perk synergies with killers is also a huge issue, in very rare cases can a bottom tier killer use a perk better then a top tier killer can. STBFL is probably one of the rare ones that works on lower tier killers but not on the top of the top. Meaning they can't really make a perk that is strong that won't help the top tier characters to be even stronger ( we probably don't want that even if the game is survivor sided at the high end)

    i don't see this changing ever. this is a fundamental problem. It would require attacking base mechanics like regression hooks gens etc. and i dont see that happening seeing how they have went this long with out changing them.

    To answer your question: they should really RE-HAUL the entire addon system. they for sure could make a system that fixes most of the problems if they did. They won't . as for Perks i think its dead on arrival how could this ever change? in the current system the way they have with this many killers and so many possibilities so many different combinations . It would only change if they knee capped ruin pop and undying. OR a change in the system smiley face :) example: make all regression perks under 1 umbrella title Regression and allow only 1 perk per category, therefore allowing them to be more powerful because they are restricted to only 1 per slot smiley face :)

  • i spam trickster a lot and this is what i want.

    every gen is rigged with a mp3 player that blasts loud music when the gen is being repaired drowning out the terror radius and increasing the range at which you could hear the gen being worked on.

    This would address the problem of a 4.4 killer blindly going through a map easier, because you could check gens from a further range and the survivors couldn't hear you coming catching them out of position.

    Addressing the oppressive nature of a chase while simultaneously addressing momentum problems. My proposition is to give trickster even less knives then he has right now maybe like idk 30? maybe even less? Force him to use addons to increase capacity. And recoup the knives from a downed survivor on pickup, and have main event be like a free burst of throwing out knives that builds up really frequently and refund some knives in the process.

    The goal would be to get away from opening lockers as much as possible, and if you are doing very well with hitting knives you could keep rolling and try to snowball, but if you miss one too many you would have to reload on the locker. Right now regardless if your aim is on point or not, you will want to reload after every down regardless and that's a huge issue.And you are a slow killer that wastes time to reload that adds nothing to gameplay other then losing map pressure just by default(its essentially like a tax). However on the survivor side when you come at a survivor with 20 kitchen worth of knives the survivors chances of outlasting it is just unrealistic... I have been in a situation where im getting looped around a rock and miss soooo many knives and i still get a knife down because the total amount of knives you carry is just overwhelming for a single chase.

    Main event - eh i feel they made a design and they have to fit it in. And its unique right? like an ultimate weapon. Like i said prior make it more frequent make it more like a charged up attack kinda ordeal. "I charged up my secret weapon here is a quick sixteen and i refunded some knives" type of thing .

    Overall i just want survivors to have a better chance of evading if the Trickster is not doing very well, but i also want Some of the 4.4 killer issues not be as present as they are. His perk synergy is just godawful he literally has no perk that fits him well and that probably exacerbate the entire issue but ehhh.


    I think the fundamental game(maps/pressure/4.4/perk synergy) just doesn't really suit him super well so he will either be too strong or too weak, but hopefully both sides can enjoy him atleast.

  • there are mechanics that discourage it, however the fundamental rules of the game does reward it IF your teammates aren't efficient on gens.


    Also 1 kill = lost match for the killer MMR wise so.... ehh.

  • unpopular opinion:

    I for the life of me can't understand this logic or follow it or empathize with this line of thinking. Ill try to share my view it as non combative as possible.

    The rules of the game are what the rules are. If no additional rules are presented, you can do WHAT EVER you want as long as its in the ruleset.

    If you play basketball you are not suppose to hold someone or put an elbow in their ribs, however if you do so you might get an advantage. Now the referee dictates whats fair and whats not fair, but ultimately holding or grabing somones jersey or shirt isin't something thats "fun". Its done to gain an advantage at the expense of "exploiting rules" However, the game has systems(referees) in place that course correct Justices/Injustices that happen in the game.

    if you are familiar a bit with a game called CSGO there is a strategy called "saving" where you don't do the objective inorder to keep your equipment. In public matches this is very frowned upon, its very boring and usually doesn't give you enough of an advantage to make a HUGE difference. But the game offers a way to punish that strategy by you being able to kill the person after the time ends and that way double punishing the person saving. The game takes care of itself essentially and doesn't necessarily encourage saving and has options to counter it .

    I could write million other examples on how the rules of the game dictate on how the game is played, and the strategys available.(dont fixate on the examples) Why are you contorting your brain in to thinking that Tunneling is bad? Does the game not reward it? Are there rules against it ? You are serving your own teams(self) interest not the opponents. Who cares if they don't like you how you play or cry after in chat, the game literally has made rules and you play within them. Tunnel when it makes sense, Camp when it makes sense. Do what ever you think is in your best interest. Prioritize your own interests. If you choose not to tunnel and choose not to camp, thats your fault. And its on you to not do it . When they use FAT med-kits they will tell you "just use Franklins OMEGALUL" When you tunnel just tell them to use DS. Camping? just use borrowed time and bring more then 1 person to save.

    Advocate or promote systems that discourage tunneling and discourage camping, Dont complain about the game being the game. If you think those things are boring then sure don't tunnel and don't camp but then sacrifice the idea of having fair chances at winning. This is a self created problem,You created a ghost and now your fighting it . It doesn't matter if its "boring" for them you are not their clown. The game is what the game is, play within the rules and use rules as much as you can to your advantage. Tunneling is a valid strategy Not tunneling is a choice/self inflicted-rule .

  • easily the worst map in the pool for me on both sides.

  • i hate the map ! i wish they would either remove it or lower the rates even lower ! /nosarcasm

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2338115#Comment_2338115

    I really love random people showing off 1 screenshot where they got 4k with trickster.

    yes we know trickster can get 4k

    but even BHVR said trickster has the lowest kill count even for top level players that have 5k hours.

    So this 1 screenshot doesn't equal the average trickster

    i mean in that case why would i value your post XD , like ur just some random shmuck saying random wrong things. and i wouldn't be surprised since nurse had one of the lowest win rates when i saw statistics about winrates.

    im not sure if you know what im talking about when i replied to someone specifically on a specific topic. Or you do know and you are not very smart. how are you inferring from "BHVR SAID HE HAS A LOW KILL COUNT" that he is not a strong and oppressive 1v1 killer? Both of these things can be true simultaneously.

    The guy posted this and i quote "Looped him for 5 gens a couple of times. Yep he so oppressive that nearly every time out the few rare ones I seen, they always seem to lose the match by a 4 or 3 man escape. I only lost 3 matches to a trickster 😂, but he is a strong 1v1." he only lost 3 matches to a trickster yet i casually can show that i won a trickster game after replying to him. So in his entire DBD play time he has lost to 3 tricksters, and mocks the idea of trickster being strong 1v1. Not to mention he loops trickster for 5 gens couple of times. So not only the screenshot is in theme but also shows that what he is saying is a sample-size biased that i mention before. Definitely not random.


    "So this 1 screenshot doesn't equal the average trickster"

    Again it has nothing to do with an average Trickster and even so if you grade a characters strength based on what the average player can do then Nurse is by far the worst killer in game :smiley_face: a bad player can always get better.

    As my original post and idea that i still stand behind that Trickster has map pressure issues that makes him a weak killer, his 1v1 is strong and oppressive. And homie don't jump in conversations you didn't read or dont understand.

  • if they return the dc penalty, how will i dodge the Raccoon city P.D that gets tossed my way once every 30 games ?

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2338035#Comment_2338035

    Not biased, read my first post on this thread. I literally said I feel that if they buff him greatly he would be too OP. Because I do understand it can be annoying to get hit for what seems for ever with knifes and if it was too be a low number of require knifes he would be top tier. And I looped pretty good tricksters. He is oppressive in the open and if you're running in a straight line, or trying to loop him in a short loop. But once you know how to loop high tiles, trickster ability is basically useless. And he essentially becomes a 110% killer. I'm the least biased person on this thread I speak fairly for both sides. And you do realize they said his kill-rate was the lowest. This is what they said on their latest developer update "Reviewing the data, The Trickster tends to fall on the lower end of the roster (even among the top few percent of Trickster players), so we feel comfortable making some improvements to him to bring him up a few spots". Basically his kill-rate is the lowest which is why is getting a buff.

    1234.png

    i mean this is a game i played right now, they are obviously a SWF but iron works is an okay map for trickster. im not saying these guys are like super top tier players, or w/e but this is not an uncommon result. i do get games where i only get 2 kills or even games where i get one and its in the EGC. But the issue has never been 1v1. its that you are a 4.4 killer in a gigantic map, you lack map pressure. and a jungle gym is rough for almost every killer, if we are talking about just like a rock or stacked boxes ¯\_(ツ)_/¯ . When i play survivor against like some weird Russian one trick Tricksters there wasn't anything i could have done at all 1v1, and i've gotten destroyed on bad maps for trickster like Larry's .

    Clown for example is bad even with 4.6m's XD because he also lacks map pressure, 1v1 for trickster is really good so like u for sure are playing against bad ones. Time will come when someone who actually knows how to play will be paired against you eventually and you'll see very quickly. The only thing i could think of is you having a tainted sample-size where you have for the most part seen bad ones, and have created this picture in your head that it can't be good.


    DISCLAIMER: im not a Trickster expert i just have fun playing with him, and im not super practiced on him either. But i can clearly tell from my experience that in a 1v1 scenario he is very strong, however his map pressure is very weak and the 4.4m m/s makes it worse.

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2337982#Comment_2337982

    Looped him for 5 gens a couple of times. Yep he so oppressive that nearly every time out the few rare ones I seen, they always seem to lose the match by a 4 or 3 man escape. I only lost 3 matches to a trickster 😂, but he is a strong 1v1.

    sounds like bad trickster, you might be from a region where all the tricksters are garbage. for example in my region i dont see any hillbilly's but presumably in Australian server there are plenty. but it makes sense that ur biased when the only thing you see is tricksters failing good on you. i have seen a way different picture.

  • idk what you guys are smoking, his 1v1 is pretty oppressive i'd say even slightly too strong. His major issue is what allot of killers have , and that's having map pressure.

    Main reason why someone like Wraith is doing well is because he can move around the map fast and apply pressure.

    The only issue i can say that he has in a 1v1 is if you have came out of a chase and haven't reloaded, sometimes you need to go through 2 health states with knives. In those very specific scenario's is the only time the knives are not just super oppressive.

    There are maps like Larry's or sometimes you can get in a rut in like The Game, Hawkins is kinda meh depending on RNG.

    if you proxy camp you can do some insane plays with Main event, or even just with ur power easily one of the rare killers who can turn a trade in to a 2 down situation.

    Its fine if you guys say trickster is weak, because a 4.4m killer with a poor map pressure is not a good mix, but u guys are smoking pure crack if you think his 1v1 is "mediocre"

  • old freddy or not this version of freddy is the oat meal of dbd. its strong/good yet so bland that its hard to enjoy it on the daily.

  • Trickster is super fun if you like challenging your aim abit, insanely fun to play. Oni is really cool has slight snowballing issues so games sometimes go hit or miss. Hag i thought i would enjoy allot more then i did but at the end of the day, hey you get ruin . Trickster 1 Oni 2 Hag 3~ cant comment on twins or blight.

  • @Venzhas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2334282#Comment_2334282

    Learn to read before ( trying to ) troll, we all use DS and BT here. We all sacrifice two perks slots for unfun perks because 90% of killer mains plays like jerks. So the entitled guy here is only you, ( the one that cant insert real emojis and making mistakes last line of his speech. ) you better say nothing when adults speaks

    okay... XD this is so eksdee i can't even understand what are you not understanding. You get to play how you want. and the killer gets to play how he wants. He is not a jerk because he tunnels, and he is not a Jerk because he camps. Its 100% entitlement if you think he should accommodate his playstyle to WHAT YOU WANT, when clearly you are not on the same team and don't share the same goal. Not to mention im born in like 1994 even tho i am immature, definitely not a kid XD thats another eksdee. You play the game for what is not what you want it to be. 99% of the times survivors unhook in bad scenarios and are under manned for the task. You want to unhook as a solo while the others all are pushing gens. thats only the tip of the iceberg of what actually happens in games, the fact that you don't understand that you are TELLING the other side how they should play because thats how you want them to play is utterly insane . broski there is 0 issue with tunneling or camping.

  • ah yes.... the entitled survivors. I won't bring DS won't bring Borrowed Time and you are not allowed to tunnel me :smiely_face: i want my 2 free perk slots AND not get tunneled. Whats that? you think you should use your brain and do whats smart for you? Don't you watch movies the killer always dies and loses. Now be a nice killer and act dumb and lose for me. :smiley_face:

  • @Cinderblock said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262955#Comment_2262955

    Right, so if someone is getting steamrolled in purple ranks they'll depip to green ranks, so on and so forth. The game (should) accomadates that. The game itself throws people into the deep end. There's no handholding mid-trial. You either kill or be killed. It's not so much a cutthroat attitude toward the game, just that I don't think there's any other handouts that need to be given.

    i mean i understand what you are saying. and sure you could say that handouts shouldn't be given out. but what if like giving out a single handout would then get you to have 2minutes faster que in red ranks because theres 100 more people who overcame the hardships and sticked around to become good enough to play with you? In terms of DBD this example doesn't necessarily makes sense since its an asymmetrical game and you won't necessarily see the fruits of it. But the sentiment as awhole still applies and stands.

    If i had to bet if someone with your mentality would reach the top of ANY game not just DBD, or someone who complains and asks for hand outs. I would always bet on YOU. I think learning and overcoming is not just part of games but part of life. However it doesn't have to be like that at all. It can be where everyone can learn and everyone wants to stay and everyone has a chance to get very high up. Thats not even speaking on the fact that if You are already good, then obviously a handout to you is not necessary, you already made it homie. You could even claim that you did it when it was hard if they did change it . Those who can overcome and push through will ultimately be rewarded,because there mentalities will thrive in a competitive environment.

    Not everyone learns like that or enjoys an environment like that, they might want to have fun while they learn they might want to not get shat on while they learn a killer etc. and as i said its not either or. You can have even more different ways to normalize skill or have less extreme variances between results you can handle it in multitude of ways. But this gatekeeping sht where stuff HAS to be hard and learning has to be tough and only those who suffer will be good that aint it chief. It aint it for allot games, and never has been. There are ofcourse people who LOVE and enjoy that type of stuff, but then i would say Join the marines Join the Navy seals if thats what you enjoy. You can also enjoy it in games aswell as in DBD, but the mentality that it has to be hard or have this struggle culture is trash. and its cringe. And it always pollutes balancing and design decisions its just so bad. FML i love darksouls but not because its hard, but because of the atmosphere the music the somewhat non sensical story, not cause its hard, i dont get a boner because someone can't complete it .

  • @Cinderblock said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262675#Comment_2262675

    Before the first hook happens, there should generally be at least two generators done, I understand that much. As for "killers are being too oppressive" I really don't understand that. You joined a game to try to survive. Either learn to do it or die trying. That said, I don't camp, tunnel, or slug, but I do occasionally get cleaned. Part of the learning process. Giving me free noed won't make me a better player. Shouldn't punish survivors for doing well, and shouldn't punish the killer for them doing well either.

    i mean just basic concepts like skill floor and skill celling comes to mind like both are not mutual things. you can have a game with a very high skill floor and a high skill celling things don't have to be hard for there to exist skill expression.

    This game in general is not balanced for high level play and is more so target for a much more casual audience,sink or swim attitude is definitely something BVHR hasn't went for and most people looking for a highly competitive game would most certainly not look towards DBD.

    the success and the health of the game isin't dependent on the competitive scene or the 4% red ranks, however it does depend on a steady pyramid flow of players to the top ranks that requires a huge player base and allot of them won't make it.There's an entire genre who are all about the struggle life and all about hardships and doing it the hardway, its called FGC. where some of their Biggest games have 20k players between multiple platforms, and household names like StreetFighter or Mortal Kombat cant keep 16k concurrent players even for a year. And thats not speaking on the sea of dead anime fighters.

    For me personally your overall attitude is bizarre for a game thats not really that competitive or deep(most of the skill like 65% if not more is macro based and not micro) i would understand if you would take this approach towards a game like Dota2 or CSGO hell even COD or League,and thats not to say you can't get better or that you shouldn't get better. Its more so to the point that people should struggle in a game that's not really that serious .

    Just a very simple example right? Dota2 has almost twice as much depth as League ever has had in its entire existence, yet most people will prefer to play League. You can attribute this to allot of factors like the artstyle or the flare of it or the feel. But allot what it boils down to is when the game gets rough and you don't know how to progress will you overcome or jumpship? Because everyone starts bad, and bad players need other bad players to practice to get good. You can't just expect to throw everyone in the deep end and expect them to swim, some of them will but allot of them will just sink. Ultimately the game doesn't need another red rank but the game could use couple of yellow,green,and purple ranks. cause those purple ranks will one day become red ranks. You don't want a cutthroat environment where people don't want to comeback gaming is a optional hobby NOT mandatory. You want to create an environment that you want to come back too and want to learn in.And it doesn't have to be either or.


    just think about broader perspectives.

  • i actually thought about this aswell, because it would also restrict perk freedom since you would need some sort of totem tracking like tapp's hunch or small game.

    one of the issues i think thats the most problematic is , SWF would become stronger, and solo players would become even weaker, and some of the killers like Nurse and Spirit would become more deadly, while one shot killers would become weaker.

    if they did something like a hex totem starts to hiss or has a burning sound more intense so the totems over time would be easier found, it could be a viable thing. I think ruin for example has WON GAMES straight up on both sides. we couldn't find Ruin as survivors and couldn't really pressure gens because we got pushed off and couldn't cordinate 2 man sticks. As killer ive had insane Ruin locations that never got found and even when i over chased one person(most of them rank1) it didn't matter because you could still crowd control very effectively and once you create deadzones theres no real outplays possible .

    if you could figure out some of the more glaring issues with NOED being too strong for killers that are already strong, this could be a real solution. Especially because people hate NOED and call killers trash for using it , but often times using it could help them win games. Once it becomes standardized and normalized not saying the stigma would be gone, but people would be more understanding of NOED in general while also helping the killers.


    (i would imagine like NOED lasting for 1-2 hits maybe and then a survivor could easily find it not like currently where you just sometimes dont find it at all)

  • 1,447 posts and you have 4 teachables on killer? wait .... are yo trying to claim that you are a new player? and new to killer? to say that mmr system is bad or ?

  • i hate this scenario with a passion, because its a stalemate by their choice not yours . there has to to be some sort of resolution to that particular scenario.

  • i love mmr. now i can play ghostface and trapper in rank1 and get matchmade against green ranks and actually play the game. as a killer main i love this XD

  • this is just weaponizing toxic behavior for no reason. Broski the amount of times people lose a game have their Salt levels at their peaks will just report you out of spite regardless if you broke code of conduct or not. Also in this game ITS LITERALLY 1v4 like do you realize you are by the games format upseting 4 players at once. When you are only one person? XD like imagine you are getting T-baged all game mousewheel flashlight clicked and then trolled at exit gates(these are toxic behaviors that i do no appriciate but i do not find them ban worthy either) Then you report them and it counts as 1report. If you tunnel or camp they get butthurt Boom 4 reports XD .

    can anyone explain to me how can an automated system vet for malevolence and malicious reports that has nothing to do with what actually happened? Even if we don't know what the actual system is can you even think of a method where False reporting wouldn't affect it? What if a guy is like toxic for 3out of 10 games but were falsely reported in 4 games because he camped or w/e now suddenly he has 4 games of unjust reports from lets say 3 people, and then 3 games from 3people that person then gets banned by an automated system, would that really be just and what the community wants?


    On GOD i hope this system gets implemented and people get unjustly banned just to see the backlash. Because as far as i know ANY game that uses systems like these are still considered immensely toxic and find even more sleezy ways to be toxic to skirt the system.

  • so let me get this straight, every killer is gonna get Rage reported after they felt like they got, tunneled,camped,desync hit,had meta perks.

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    ofcourse there are also good comments, but they are in the sea of toxic ones, and thats not to mention that this is only like a vocal minority coming to my profile and saying stuff.

    i really can't imagine for the life of me, how can a system like this work, Report function comes in AFTER the match when presumably you just Lost and have ur salt levels at an all time high. Maybe this is a sign to go Full time Survivor and never touch killer again.

  • this is like a super common societal double standard.

    it's not that you are wrong,but companys like Riot and Blizzard have set a standard.

    Also it does sometimes feels very frustrating to be censored every second word even when u didn't say anything that should actually be censored because the detection is too sensitive or sees something that's not there.

    However i would advise you to take this into consideration.

    If half of the stuff you say gets censored wouldn't you feel like its pointless to saying anything? so lets say you want to tell how stupid the guy is, and this happens "you !@#$ ur so !@#!@#" it doesn't feel as satisfying, and it diffuses the situation more quickly. Because you feel like its pointless. So the system while dumb when you look at its direct purpose, it does have a smothering effect that indirectly defuses toxic situations. So it can have a positive effect even if its hypocritical in the context of the game and setting.

    Even when some chat's at the end can be talking about in-game stuff that's not toxic lets not kid ourselves, its either GG's or just flame for the most part. so i guess BHVR is willing to trade off the few good interactions for the massive toxic end game conversations to be resolved quicker and more peacefully.




    That being said i don't like it and if it was removed i wouldn't cry about it i think its dog!@#$.

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