danielmaster87
danielmaster87
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Every bad killer since Deathslinger, if people don't feel confident they can win through chasing, they just camp and tunnel. It means the killer needs a buff.
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The guards have got to be a little bit faster. They can chase someone for like 20 seconds, bad movement, no pallets or windows, and still not catch up? It's sad.
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I agree. Survivors shouldn't be able to see the green orb or patrol range, and the guard needs to almost immediately get into chase, not wait a few seconds going to where they saw someone. The banner is also a really dumb thing to give the survivors.
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Well the way I hear it, people are complaining about 20-minute games with Legion and 3-gens and stuff, so for them this is ideal.
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No killer build is even close to unbeatable. Especially not Wraith!
The counterplay to this build is very easy to understand. Brutal Strength breaks pallets slightly faster. Not game breaking at all, or else everyone would complain about the perk. Some do complain about Bamboozle, for some reason, because it makes dumb loops playable instead of having to force the entity blocker just to get someone, or in Wraith's case simply being able to run the loop. But you know what you do when he Bamboozles the window? You run away, or if the next loop is too far, go for the nearby pallet or window. The pallet's already gone? Why'd you keep looping there then?
The second part of the build, the "gen defence" is also very counterable. CoB/Overcharge regresses the gens fast IF left untouched. But smart survivors aren't just gonna let a gen go down to zero. All they have to do is gen tap, or if I must specify this, hit the Overcharge skill check. It's not difficult. If Wraith keeps coming back to keep re-kicking it, massively wasted time on his part, because he has no pressure on anyone else.
That's not even going into Wraith's counterplay, but I will for you. You can't hit a survivor without uncloaking first, so you've got to tank the slowdown from uncloaking, which is where the survivor counterplay comes in. If you uncloak near or under the pallet, they can run to the next loop. Yes, the slowdown is that bad. If you have a staredown at the pallet, you're supposed to 99 the uncloak to force them to to drop it without you actually uncloaking. But they can and will call your bluff on that on occasion, and can even mix it up. You also don't begin a chase without uncloaking (power crept by Sadako), so you have to do that for entity blocker or Bloodlust to come in. You have Bamboozle to help with that, but even that second of vaulting the window is enough to let them get to the pallet/window/the next safe loop. Crazy, I know.
All-Seeing Spirit, I'm assuming you meant, is a discount Surveillance which gives you an inaccurate reading of gen progress. This is because it only gets redder when you get closer to the gen. If you're far off, it looks like the gen isn't that progressed, and suddenly it's done. Uncloak speed add-ons also don't really do anything for you, because all it does is put you into cloak a little bit faster, nothing to help with chase at all. My best recommendation is purple Windstorm/purple uncloak speed, because they're the only add-ons that help in catching the survivor. Woe to he who plays Wraith without those add-ons, and Bamboozle.
Wraith is not that strong of a killer. Invisible + fast, alone, doesn't make a killer good. I've been trying to explain this for a long time, even before Wraith got nerfed, because the counterplay for the most part was the same. His slowdown from uncloaking negates his gimmick, his stealth and his speed, because it's enough to where the survivor gets to the pallet almost every time. This should be common knowledge, especially to anyone who's played ANY amount of Wraith vs good survivors.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3274989#Comment_3274989
I think you drop the pallet when he is using the ghost to make a path.
I did it and it stunned him
Doesn't surprise me.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3275142#Comment_3275142
What if I told you that Knight, a killer with a mediocre power and in-build counterplay in the form of the banner and the W key, is still boring as hell to deal with because the most efficient gameplay is holding W and the banner involves actively handicapping yourself in most situations to get use out of it.
Knight is boring as hell to face because gameplay boils down to W key, get zoned at loop by guard, rinse and repeat and then get camped on hook by him and his power, and he's boring as hell to play because the most efficient way to play him is to zone survivors by dropping a guard at a loop, hold w after them to a different one, rinse and repeat.
But you're never framing it from the killer's perspective in terms of them being strong or at least being able to do something. It's always, "It's boring for survivor because all you can do is hold W." and "It's boring for killer, because you just do this and get them." Where is the passion for playing killer? Because I do not see it.
Any time a killer is cited as being "boring" or "weak" in the way that y'all use those words, the devs respond by changing them to be even weaker and more counterable. So why do y'all keep doing it? Hillbilly, Freddy, Spirit, and Deathslinger were also "boring" and "uncounterable." I honestly think all killers are considered that way. So what are we gonna do? Never create strong killers?
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Yeah, the matchmaking is terrible. It can be done right, but we have yet to see that. Maybe soon.
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@Someissues said:
You have to camp with him to win, its the only way.
Chase and loop is ineffective. if you let the hook person go its instant lose. i didn't win a single game with knight when I chase and not camp.
if u chase ppl just run straight and go straight to another loop and it takes ages for power to come back not to mention u go idle for 3 sec. and guards disappear way too fast.
Correct.
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@GoodBoyKaru said:
Well, uh, at least this post is proof that fun is a subjective concept
It sure is, considering most of y'all's definition of fun is the killer having a mediocre power with built-in counterplay so it isn't too "boring."
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🤣🤡🤷♀️🤦♀️🙄
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It's fine. Only looks weak because other survivor perks are busted.
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@Entitled_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3274042#Comment_3274042
Legion is horrible to go against, not because he is strong but because of the constant mending simulator you have to endure, and knight where to begin with,, second rate artist that is actually weaker and more boring,, i don't blame anyone for dcing or giving up against these,, I'd also mention twins but at least kicking Victor is fun and who even plays them?
"Mending simulator" is a bit overdramatic, and is something you don't have to go through if you stay injured. He still uses his power on you when you're injured? Cool, that's a free win.
Not sure how he's a weaker Artist yet is also more boring. I'm noticing a trend of not even the weakest killers being safe from survivors' hate lists just because... somehow there's something about them they don't like. I could never just sulk in that mindset.
No. It's never okay to mass DC against a killer. That is protest without reasonable justification and without any effort on their part. They could explain their distaste for the killer is logical discussion, although even the staunchest of those who do that don't have much of anything to back up there claims. But no, most people just want to tantrum DC. It's gotten results time and time again, starting with Spirit most notably, where the devs see, "Hmm, there's people DCing against this killer. They MUST be OP. No further data required."
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It's not a bad perk. It would be "viable" if the survivor meta wasn't so strong in comparison. But you know...
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One to be remembered.
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@Hannacia said:
All the knights so far i've gone against have been campers and tunnelers, but that being said this new map is just another garden of pain...
Why is it so hard to make balanced SMALL map for both sides to enjoy? Why have all the maps from artist era to this been heavily survivor sided?
This killer is butt cheeks with the camping and tunneling but this map is even worse. Please make some changes to the map design department. Add some killer mains there too <3
All that being said..i dont like the new killer. His ability to proxy is too good.
They better they hope they add a light killer main, because if it was me I'd nitpick every little thing.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3274038#Comment_3274038
Have you ever considered your own skill being the problem?
Many, many times. But eventually I wised up.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/355809/dead-hard-is-more-popular-then-ever
Sadly, making something "so bad that no one is wanna use it" is not the solution. For a while DH was in a really good place, that was when no one could reliable use it killers could for a while just strike and down someone, when they cornered them and got within striking distance.
Now they have to "bait it out" again against everyone who hasn`t shown their exhaustion perk yet, no matter if they got DH or not. But "nuking something from orbit" should only be reserved for the most broken stuff that can't be salvaged any other way.
It can't be salvaged. As long as the perk exists to make a killer hesitate with their hit, it's gonna be broken, because that forced hesitation lets them get to the pallet/window. It's a third health state which doesn't get deactivated like OTR does.
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That, and those other top perks, don't surprise me at all. They're the most played for a reason.
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There's nothing special about Knight's camping. When the unhook happens, the guard despawns. It's a built-in countermeasure. His camping also comes nowhere near Leatherface's or Myers'. So what's the big idea?
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@Blueberry said:
Because then they get away and injures are meaningless, only hooks are relevant.
Yes!
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@Kirarozu said:
https://forum.deadbydaylight.com/en/discussion/comment/3273988#Comment_3273988
That's not what I am talking about. They slug me then go find the last remaining survivor. If that survivor is good at hiding then I am forced to bleed out wasting my time. If I am forced to be slugged at least give me the option to end it myself without a penalty. I shouldn't have to just lay there. Either make unbreakable base kit so people have consequences for slugging or give me an option to leave the game without taking a penalty.
Ok.
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@Pulsar said:
He certainly is incredible at camping and there's not too much Survivors can do to stop him.
Definitely very boring and I could certainly understand why that would make people rather go next than play against him. I wouldn't but I might be tempted to do so.
Not really on the player though, he's not good at anything else
How's he strong at camping? How?
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@KidneyStoner said:
Although the killer is very weak in chases, he is a console campers wet dream. Up there with bubba and hag. No gameplay, just camp
Actually that's wrong.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3273979#Comment_3273979
The Nurse holds back the game for everyone. I don't like it either but it is true.
It's also why we continue to get awful large flat maps. Because on vertical maps like Midwich Nurse destroys.
https://forum.deadbydaylight.com/en/discussion/comment/3273981#Comment_3273981
If they don't want to get stunned by pallets then yes they don't get stunned.
If they run Hubris they can set up the stun pretty easy and then own the survivor.
Soon we'll be hearing an avalanche of complaints about Nurses running Enduring and Hubris. Mark my words.
You don't go for pallet stuns against Nurse.
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I'm just tired of spawning with 2-3 of my teammates as survivor. That's literally the weakest starting position you can have as survivor. Give me the spawns my opponents get, where they're all spawned on separate gens and one is even spawned on my side of the map. All I ask is for a little consistency.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3274045#Comment_3274045
Your wording implies you think I don't play killer.
Some of my favourite (and most effective) killer builds, on low-tier killers like Ghostface, don't use any slowdown perks.
The odd 1 or 2 slowdown perks are great, but stacking four regression perks that combo incredibly well and can be used effortlessly while you also progress your main objectives, is quite simply too effective. See my last post for an example.
It doesn't sound like you do. "I use little or no gen defence and never struggle. When I do use gen defence, it's effortless." You might play killer, but not against good survivors. You SHOULD feel like you're under constant pressure from them, not the other way around. What's to stop them from completing 3 gens after the first down? I've dabbled in no gen defence builds as well lately, and have found just one that is still a toss-up at best, sometimes it's fine and sometimes it's a 0k. You need to be experiencing 1ks and 0ks sometimes, or else your survivors just aren't trying.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3273380#Comment_3273380
Hyperfocus? That one Perk that was called busted and nobody uses it anymore?
And even if, 4 BNPs are less progression than the Regression achieved with 4 Slowdowns.
So PC players suddenly can't hit great skill checks?
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@Veinslay said:
Nope, the trial is over way too fast against efficient survivors if they aren't goofing around urban evading in the corner or opening chests or cleansing random dulls
That's who they balance for. These discussions are never in the context of high level play, except out of convenience. It's always, "What about solo? What about Nurse/Blight? What about deadzones? What about bad teammates?" They don't care about killers struggling even when playing extremely well.
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@Seraphor said:
I think regression perks of the same type shouldn't stack.
Perks that apply a repair speed debuff. (Pentimento, Thanatophobia, Dying Light, etc. Should be easy enough, only the most potent debuff is active at a time, or there's a maximum debuff at which no further potency is applied. for the record, the same should apply to healing and repair speed buffs too, probably +50% is fair, which is just slightly higher than Prove Thyself)
Perks that inflict instant regression. (Pop, Jolt, Eruption, Pain Res, etc. A little trickier to implement due to varying activation conditions. Perhaps an 'instant regression' effect has it's own 'Exhaustion' style debuff that prevents another one being used for x seconds, could be conditional on the perk. Jolt could be 10s, Pop relative to how much regression is applied, Eruption 15s, Pain Res 20s.)
Perks that block gens. (pretty much already do, you can't block a gen that's already blocked)
Perks that increase regression speed. (Overcharge and Call Of Brine, just make it so they can't stack, and the maximum regression speed possible is 200%)
Stacking multiples of the same type would be as inefficient as Exhaustion perks.
You could still stack one of each if you wanted, but with each one working differently, they each have their own workarounds, and don't all synergise anyway, like you can't kick a gen that's blocked by DMS, etc.
You can't be hit by Pop, Eruption and Pain Res plus Jolt all at once and bring a 99% gen to like 40% in the space of a few seconds. You can't be demoralised by a -60% repair speed debuff that makes gens take 3 minutes to repair, etc.
I notice that regression and slowdown perks only work when the killer's chasing, injuring, downing, hooking, and doing side objectives. So what do you want the killers to do when they're nerfed? Go for mindless chases, or wait at hooks? I thought that's what we didn't want?
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You serious? It's not enough!
Killers regularly lose, not from playing bad, but from actually beating survivors in chase nonstop. And they have 4 gen defence perks. So I don't know what to tell you, because the best blockage/regression you can put out right now as killer isn't even enough. It can be overcome.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3272827#Comment_3272827
They have to time it extremely well in the awful latency economy. So yes it’s fine, time your swings better.
They can’t drop the pallet if they DH and the killer waits it out. I’ve seen people who do this and get hit as they drop the pallet, because it registered the killer swinging before their pallet drop.
I can't. My swings' timing is fine. It's the lose-lose perk that's the problem. You can wait til you're through the pallet and they'll still successfully DH. The perk can't continue to exist as is.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3271703#Comment_3271703
Tbf we already have an addon that does that tho
Yeah you cant pick them back up but thats meant to be the downside
It doesn't need that downside. It should be base. Imagine being locked to 1 hatchet with Huntress until you go around the map picking others up. I'm not talking about reloads, I'm talking about max capacity, how much you can use your power. It's really outrageous people justifying Trapper having to pick up his traps all around the map. There's no time for him to do that; that's why you never see him.
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@[Deleted User] said:
It's kind of sucky to see such a rushed feedback from a chapter in the first day of release. First day and first thread reflecting people that are leaving the killer to others or just leaving back a negative image.
I can also feel the same when it comes to the power, playing 4 games everyone is just holding W across the map... harder than Artist (when she was released). Probably survivors quickly adapting, god knows.
I hope to see more of this killer in the games, the mori, design level is neat.
To me he seems interesting, but I cannot ignore the fact everyone's finding the W key the second we join the trial.
There's only been 1 killer I can think of where the initial "this killer sucks" mentality has been reversed later, and that's Blight.
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@EntitySpawn said:
You're telling me a killer that has so much going on with a bunch of setup but is really weak, boring to play and easily countered isnt fun to play?
Shocker!
I haven't versed one yet. Just been messing around with the new free flashlight saves
Reminds me of Freddy or Nemesis. People complain, "He has all that going for him!" but it's superficial and doesn't actually do anything.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3272676#Comment_3272676
I think the one thing that would make him better would be to hide the patrol range and green orb from Survivors....that type of info allows them to change directions quickly or know exactly where the guards are keeping them safe and taking away the main point of the Knight...which is to make patrols in areas
Biggest issue he has. Why show the green orb and patrol range? It's like if you could see Spirit while she phased!
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@[Deleted User] said:
I need to play him more, but my initial impressions are that he has deep, deep issues in his kit that push into rework territory. This isn't merely a numbers issue like Trickster.
Trickster has deep issues as well, like auto-dissolving knives for the survivors to reap the benefits of.
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@dspaceman20 said:
I'm sure there are other killers that are worse then knight
That's a pretty low bar, but you're right. Many killers fit that bill.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/3272462#Comment_3272462
I'm not going to get into the whole debate about Knight right now because it's not very relevant to the topic.
There is a clip, though, where otzdarva clearly lines out the problems with starting with all of your traps in the early game. I've been looking for it, and if you're interested in seeing it and I can't find it I would ask you to look out for it too. It basically boils down to what I said. If the survivor doesn't run away they are dead. Which leads to very boring counter-play of just running away from loop to loop until you go down. The exact same problem with hag, although worse since you have to go back and pick them up again. Still, being able to have 10 traps at all times leaves no consequence to bad placements. You can just go and pick up 5 on the way back around then do it again.
I've not overrated the add-on to any capacity. I only said it offers a big advantage with a disadvantage. If you go into the match with a plan on where you're going to lock down and play at, then it's a very good add-on for that. Pair it with resetting traps and you basically don't have to worry about them for the rest of the game. On it's own, yes it is a bad add-on. Most add-ons are. It's when you pair it with your build or other add-on's that it will shine.
Just because a killer is weak at their current state doesn't mean all their limitations should be removed, then it creates a new issue with that character and inevitably leads them to getting nerfed again.
"A killer's supposed to be in a losing position before they're allowed to be in a good position, which survivors can still break out from?"
That is the entire game, yes. Survivors start off at their strongest in the early game. They have all their resources and the killer has no pressure. Once the killer depletes their resources and gets hook states on them that's when they start to win. But victory is still never guaranteed. DBD is a constant game of push and pull.
Killers get stronger in end game. With Trapper, you are entirely focused on area denial. You make them play into your hand. So his kit is inherently a risk reward play style. You give up that precious time dedicated to early game pressure for mid to late game pressure. If survivors aren't careful it only takes a handful of mistakes for you to win as Trapper. If you aren't defending areas of the map then you aren't playing Trapper the right way.
The point of this rework concept is entirely to decrease the down-time he has for setting up traps in a fair way. Not removing consequence for bad plays.
You're not listening. You will not catch someone, doing that. You set a trap at the dropped pallet or window, they run to the next loop, and they can do that virtually without end. You only have 8 traps max I believe, and there's a heck of a lot more loops in any given map than that. This is not even counting disarms which free up those loops again, which almost always happens with SWF, in which case you've already lost the match. You can bait placing a trap at a loop to get them to run early, but even then that's far from a guaranteed hit, because there's a pallet around every corner. You also lose Bloodlust from using your power. Y'all always talk about "no consequences" for things killers can do, and killers "using their power bad" (despite catching people that way?). Where's the consequences for survivors simply playing the game? I'll wait. And if it is, in fact, a killer using their power bad, well then surely they're punished for that and end up losing?
Otz's takes and advice have deteriorated over the years. He's clearly trying to appease survivors by not delving into certain topics of discussion, and being silent or optimistic on a killer nerf. It took Twins getting nerfed for him to actually show compassion for how often killers get nerfed; he actually wondered why they were nerfed. But that's all he gave on that, and nothing more. The biggest thing he refuses to admit though is the reality of unwinnable killer matches, in which you can play perfect and still lose as killer. Not all, but some matches you literally can't change that end result. He just blanket statement says, "If you just play well enough with any killer, you can beat any team." I was shocked that he chose to go that direction. It's like he hasn't learned a thing about killer after years of playing and making 5 hour+ videos.
I really don't think the purple bag needs that downside. Just let the killer place traps. He locks down an area? Cool. That's called using his power. Survivors have the entire map locked down with pallets and windows, without any effort or strategy. This is really silly double standards to keep suggesting that killers NEED a downside to whatever it is they can do, or else "the game's unbalanced." The downside is that no one loadout or decision by the killer can't be countered. There's always something the survivor can do, with minor inconveniences at best, not game-losing downsides. But the killer can take a hike I guess, because god pallets, which they can't do anything at, exist and are considered "fair." Add-ons are not that strong for killer. You often need a pink and a purple together to compete, and shocker, most of those have been nerfed. All-Seeing Blood, Pinky Finger, Engineer's Fang?
And this, I reject entirely: "The killer's better in late game because the survivors are better in early game." No such dichotomy exists. The killer is losing right off the bat, because the survivors are spawned on gens and will be done with ~3 of them in the first 80 seconds. What changes later on that makes survivors weaker or the killer stronger? Because they hooked someone? Cool, now the survivors are only at half efficiency, and are back to full the moment the unhook happens. Even with the quickest possible downs vs average survivors, the killer has nowhere near enough pressure. This can be offset a little bit by gen blockage and slowdown, but then survivors have gen speed boosters, and strong loops that waste a hideous amount of the killer's time. I don't need to explain which one trumps the other in the long run. There's 4 survivors and 1 killer. Nothing he does, off of his own power or good plays, creates enough pressure that the game is suddenly in his favor. Survivor mistakes are essential to that, so if they don't make enough, you just lose by default. You can get rid of some pallets, but you won't get rid of all of them or even most of them without the gens all being done already. You also get nothing, essentially, from hooking people. The survivors only stop being a threat once they're dead and can't help the team progress their objective. Hence why tunneling and camping are the only way. I feel the push alright as killer, but where's my pull? Nonexistent.
The setup you get with Trapper and other killers is in no way worth it. It doesn't even cancel out vs good survivors. You're often not even getting a hit from using your power. And there's no such thing as controlling the map with killer. It's too big and there's way too much going on for them to keep track of. Obviously we've all thought, "Maybe I should get rid of this pallet, or stop this gen from getting done." But it's just that: a thought. You're at the complete mercy of the survivors whether you're able to pull that idea off or not. They don't have to throw down strong pallets, so they can continue to use them. They don't have to ignore a gen. They also have intuition, not just the killer, so they're not gonna let the killer do what he wants to do.
Your idea will not work. It isn't radical enough. Any downtime to pick up traps is too much time. Trapper is simply an M1 killer with traps that work if survivors aren't paying attention, can't see through the grass (however many maps still have grass), or don't have any altruism or intuition in the form of disarming said traps. Your over-emphasis on what's "fair" for the survivors will be a constant cripple on your design. Your assumption that killers NEED consequences for what you THINK are bad plays will do the same. That is survivor-centric thinking which can only create bad killers. Whatever you think makes a killer "OP", take that, implement it, and then aim even higher. Then, perhaps, you'll have a strong killer.
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@humanbeing1704 said:
Dead hard is completely fine
circle of healing is fine as well just boon effects shouldn’t go through floors in my opinion
So a survivor goes for shack pallet, if the killer swings he gets Dead Harded and they don't have to use the pallet, but if he doesn't swing he gets pallet stunned and they don't have to use Dead Hard. And that's "fine?"
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3272140#Comment_3272140
let me just have you know, i like your posts and wouldnt care to distance myself from you. I dont really care what people think, i may be slightly killer biased, entitled survivors will see me as highly killer biased. Truth must be somewhere in the middle.
i didnt come out of the woods with this though, i was upset how eruption would get so much attention while DH and COH who are aswell issiues dont, so i made this post to point at those 2 aswell.
I've seen you pushing the issue lately, for sure. But before that, there was like nobody. And even still these people are like, "Watchu mean those are OP? They've already been nerfed!" If I see something OP on the survivor side, I'm gonna keep giving my thoughts on it without shame. Call me killer biased. And if I see something OP on the killer side... well, I'll let you know if that EVER happens.
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/3272115#Comment_3272115
No, he played like #########. If he actually did a good mindgame or used his power correctly he could have got the hit sooner, lmao.
Always easy to criticize someone else's gameplay in hindsight.
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@Entitled_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3272138#Comment_3272138
Nerf it one more time and it's gonna reach self care speed at this point ,what else do you want?
It's still infinite heals plus the boost for team heals. Boons just need to go.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/3272172#Comment_3272172
I don't want it nerfed at all. I think it's current state is the best way for that to exist. But if a Trapper can just place a trap and keep you in one spot where you lose no matter what, that is an issue. You run one side, you get trapped, you run the other you get smacked by him. With set-up this isn't a problem because you sacrifice something to gain in return. You give survivors time to prepare as well. If you start a chase, place a trap at the only exit and repeat this 10 times they're going to die no matter what. You can't disarm traps mid chase without a teammate. He would just create the issue that hag has.
With the release of the Knight, the last thing we need is another zoning killer. All the strategy of Trapper is going to die because people will just use the easy chase strategy with 10 traps on hand. With every zoning killer, you COULD run away, but you will eventually get cornered or run into a dead zone. It's a no skill play style because you're just not even playing the game. You're forcing people to give you hits regardless of what they do. Buffing him to be more chase orientated is exactly the problem with the Knights release we got. The strategic part is gone and traded for a brute force chase play style.
Not being able to pick up the traps is what prevents this. It's an add-on for veterans of Trapper who know what they're going to do when they load in. I think we should have more add-ons like it in concept. You gain something very valuable but with a draw-back, so you must use it intelligently.
Not even close to accurate of how Trapper games play out. Unless the Trapper gets basement and wants to secure a measly 1 kill, they can't just lock down an area with no chance of rescue. Either the whole team goes in and can easily get the person out, or they leave them on hook and 3 get out. If you have a problem with that, I look forward to hearing your thoughts on camping Leatherface.
This is all assuming he gets a down, which could be after 1 gen is done, or 4. But what you're saying, that him doing the exact same thing after having to pick up each trap is fine, makes no sense. He's at an instant disadvantage from having to pick up all his traps, and then is in the same scenario as before which you describe as unhealthy. What changed? A killer's supposed to be in a losing position before they're allowed to be in a good position, which survivors can still break out from?
The part about locking down loops is also not accurate at all. I've tried playing Trapper that way, placing a trap at every other pallet and window mid-chase, and it never worked out. They just run to the next loop, because there's always another, and they can even cycle back to ones you've already trapped if their teammates disarm them. The pseudo-instadown potential of them getting caught in the traps is strong, but that's why I suggest this: hold W against Trapper when healthy, and only after you're injured try to loop, and that's only assuming you're running to areas where he's had time to set up. But you can't just set down traps at loops mid-chase without teammates coming to disarm.
I don't see the comparison to Knight at all. Neither killer can simply corner you in the map, or "brute force" (that buzzword). Nothing is for free. Trapper can't even have like half the loops covered even with all traps placed, and he has to have all obvious traps, all hidden (but less likely to trigger) traps, or a mediocre mix of the two. Plus they're disarmable and have to be picked up manually, except when you're using the add-on but then you can't pick up traps. Knight's guards are slooooowwww. There's no way you get cornered. Even if he gets a hit on you, that's a sprint burst plus the guard despawns. Then he has to do the whole set-up again, and this is all assuming he never misses on the guard's puny alert range, and him or the guard actually gets a hit. Even if he downs you, the amount of time it took is gonna cost him the game. The time to down is simply too long.
You, like many, overrate that purple Trapper add-on beyond parody. It's having traps on hand so you can use your power right away instead of wasting half the game picking them up. You still have to set a web of traps, and either lose 1-2 gens with Corrupt + the survivors come closer and see your trap placement, or don't use Corrupt and lose 3-4 gens instantly. And bar his traps, which can be seen and disarmed, he's just an M1 killer, so how could anything he does be that problematic?
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3272195#Comment_3272195
It would be if the survivor didn't lose all the tokens as soon as they got hit. That's the big problem of this perk.
The likeliness of just wasting valuable time because you lose all your tokens before you get to use them is way, way too high for this perk to even be somewhat useful.
I don't know when it started being a given that the killer simply gets a hit on someone just from seeing them, no shift W, god pallets, or anything, but it's not that simple. Either way, they could use it on a gen, before they get in chase, as soon as they see/hear the killer so there's no chance of it getting wasted. It's still gonna be a used perk.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/3272195#Comment_3272195
unless they get hit before they can release the energy.
Yes, but you would assume they'd play more careful with the perk on, or not greed the energy storage too much.
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@BillsHere101 said:
https://forum.deadbydaylight.com/en/discussion/comment/3272230#Comment_3272230
I never thought it would work like that. I had a firm belief that the knight's power is about zoning and taking control over the map, a strategist as you will. His guards, even his jailer, patrols for a very short time and now I have no choice but to use specific addons to make it work but that doesn't solve all the flaws he has right now.
That's what I notice about most killers. They almost all need add-ons to be good, even Blight. But hear it from survivor mains, and every killer's base is suddenly "solid" and they "don't need gen defence" or strong add-ons, simply because 6.1.0 happened. Mmm mmm. That's not how it works.
We've been trying to push uviable killers (90% of the cast) to viability through strategies, through perks, and especially through add-ons to make up for their shortcomings, and all of them have been targets for nerfing. But it's the "this pink/purple add-on is too strong" that gets me, because I have to ask, "Are pink and purple add-ons not supposed to be strong?" Sure enough, Knight's pink and purple add-ons will probably get nerfed because, "They don't have enough drawbacks."
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Weak killer.
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I've been getting prestige 100 survivors for a minute. You get used to it, whatever that entails.
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@BillsHere101 said:
https://forum.deadbydaylight.com/en/discussion/comment/3272201#Comment_3272201
He felt way better in PTB. Right now he's just a mess. I changed him from C- to D. I'm honestly baffled how they screwed this up.
What's funny is how people expected him to play out vs how he actually does. "You just drop your power at a loop and it stops them from looping. Unfun." We both knew it was never gonna be that simple, and now we see it.
