dbd900bach
dbd900bach
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I won't buy it because I simply don't play survivor enough for it to matter. Killer main all the way ✌
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I've had not many issues with the new system which feels more fair and genuinely better than what we had before. Turning it off would cause major issues for everyone and it's probably so integrated in now that all they can do is tweak it to make it better. So best to stop asking for something you'll never get and is set in digital stone.
For many people it's accomplishing the task it was meant to do. People can actually just play the killers they want and not suffer at the hands of 24/7 sweat swf because they're irreversibly set at an unfun high rank. I can't speak for survivors but things are better than before. I remember people losing in purpose just so they could derank into a lower rank or just stop playing all together because they got sick of the red rank sweat festival. No I'm not saying it's perfect, it's far from perfect.
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It would be cool and a bit unique but also not since Huntress does it. But at the same time it still doesn't add anything to him nor does it to Huntress. It tells survivors the killer is nearby the same as TR directional or not so it would be more of a aesthetic sound addition that offers nothing but a cool tune to listen too when not chasing
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Trickster does need some changes to his base kit and add ons to make him a more fun yet viable killer but what killer doesn't? As far Trickster goes he's probably really low on the list for killers to receive even minor changes or quality of life changes.
That being said I do think killers like Huntress and Trickster should be able to customize more of their ability to be more unique and not use the same thing over and over. No a necessity but a good addition.
Add ons should definitely be changed to be more creative and change up his power in creative ways like other killer add ons do but they don't. They change certain parts of his kit like walking speed when throwing knives or the throw rate. We need more add ons like ricochet, piercing and shatter so knives themselves can have as much personality as the one trhwoing them A.K.A Trickster
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I don't think anything could make me quit dbd, maybe take a hiatus until that thing is fixed but otherwise no. As much crap as we give the devs, they're smart enough to know when something is majorly horrible. Through the ptb they can filter out the bad.
Changes to killers, maps or bugs won't destroy the game. Maybe cause a temporary riot but never destroy it. The biggest threat to dbd is for its players to lose interest
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I find it a peculiar situation but at the same time I'm more or less fine with tombstone peice albeit maybe some tweaks. The ring I can't really comment on since I don't really use it.
Tombstone peice and Judith Myers Memorial both grant the ability to kill survivors if you get close enough. The thing about Tombstone peice though is that it's really difficult to actually do completely right and if you try to do it the right way you could lose. Systematically you have to stalk survivors and can only kill them if they have absolutely nothing to stalk anymore.
That being said I don't think Myers ability to kill survivors should ever be taken away but more so adjusted to make it fair for the survivor who first gets killed. The community would have a riot over everything if the devs removed it entirely
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All I know is that the devs recently said they're not changing core gameplay anytime soon because it affects everything else. It's difficult because they can't just make a new core game machanic or change a core game mechanics as they have to account for everything else and how it's affected because of this change. This means perks, killers and maybe even maps.
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I'm hoping they just do an overhaul on his add ons and an overhaul on his stalk mechanic. I love Ghostface to death as he was the second killer I truly mained. Hillbilly second when he was a top 3 pick. Anywho Ghost face just needs his stalk mechanic to fixed.
Personally however I hope he gets new skins. Unlike other stealth killers his skin matter as his base skin is somewhat pretty revealing when you see floating bits of cloth. You can only wear his original ghost face outfit with maybe p3 mask just so you aren't seen but your still seen a lot of the time anyway.
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@ThiccBudhha said:
How is it predictable? Does it spark differently or something?
The first time you encounter overcharge in match, every gen is guaranteed to have overcharge if it's regressing because it always applies to a gen when a killer kicks it.
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The idea of boon totems is clear. Powerful perks to match the equivalent of hex totems on the survivor side. This is the issue however. They're overly and grossly tuned which I hope is obvious to Behavior. Hexes were built around the same concept but over time they've become weak, their affects not worth the perk slot when they should be outright powerful yet aren't.
There isn't a good contrast. Survivors get a perk that can set around the map infinitely and indefinitely with powerful affects that have already been abused so far as they are now. Hex totems are a one time perk that if unlucky enough will be destroyed 1 minute into the match and you can never get it back.
I like the concept of boon totems but it's just been wrongly implemented and I think behavior did it on purpose to see how the community would react to something powerful on the Survivors side akin to hexes on the killers side.
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The entire point of needing moris was so that players didn't have their game ended super quickly as all you had to do was down and tunnel them, boom they're now dead. No fun.
Keys are no different especially with the conditions for hatch to spawn. A great example was a recent game where I was dominating the match. They made poor choices and were published for it but then all of a sudden when I'm about to 4k, three of them immediately escape through hatch denying me a win that I deserved. Keys needs a nerf but they made it difficult on themselves with a stupid achievement that advertises players to open hatch for their entire team.
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I'm mostly worried about them being as impactful as hex totems or as impactful as hex totems should be I guess.
Then again it'll be satisfying to break and disable an entire survivors perk for the rest of the game
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Playing Pinhead I've found out that if your good enough you don't actually need any help finding the box. It's a little situational and definitely not 100% accurate but it gives a general idea of where the box is.
The box tends to spawn as far away from where pinhead currently is. I've found the box more times than following this rulez sometimes also leading me to a survivor that's picked it up when I'm near. It's still very random I'll admit but not as random as people think but still random yet manageable.
For example one of most recent games had chain hunt almost active for 3/4 of the game. Through good predictions I was able to find the box consistently or the survivor holding it before they can solve it. Add ons that extend the time to solve the box are a must. So I managed to keep chain hunt active and renew it consistently. BBQ I'd imagine helps immensely along with Franklin's and hoarder
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@Huge_Bush said:
Wraith should be able to hit survivors while cloaked
Trapper should be able to have 50 traps that can't be disarmed.
Plague should only have her black vomit.
Pyramid head's power should be wide enough to engulf an entire loop and he should have a thong cosmetic with increased cake.
Myers should be able to down people just by looking at them.
Pigs reverse bear traps timer should be halved.
Freddy should be able to teleport directly to survivors by sprouting out of their mouth.
Clown should be able to expand his belly and roll around like a bowling ball, crushing everything in his way.
Trickster should be able to force survivors to stop running and start singing and dancing in place.
Oni should be able to throw his club like a boomerang and never miss.
Setting off Hag traps should suck the survivor into the ground and expose them.
Hill Billy should have unlimited sprinting and bumping into things no longer stop him.
Bubba should move at 150% speed.
Nurse should have her fatigue removed and no cool down between blinks.
Huntress should upgrade to a machine gun.
Doctor should be able to lock on to a survivor and summon a lightening bolt to strike them, instantly downing them.
Legion should have all of it's members in the match with an AI that makes them always chase survivors off of gens.
Ghostface should be able to throw his knives at survivors while t-bagging.
Demopuppy should be able to allow survivors to ride on his back.
Mr Cowboy should be able to shoot multiple survivors at the same time. Every time he gets a survivor all gens explode and regress to zero.
Blight should be able to tap dance while rushing.
Pinhead needs his voice lines back and should be able to walk through walls with no cooldown.
Nemesis needs his rocket launcher.
Charlotte should be able to throw Victor at survivors and never miss.
Not gonna lie some of these are actually really cool suggestions that should be added because not only does it make the killer better, it makes them downright terrifying and hilarious
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I think he gets unnecessary flak but I understand where a lot of it comes from. He's P3 and I have no regrets doing it and I enjoyed playing him. Playing Pinhead now however who is a lot more fun, I'd say Trickster is...odd. Ignoring his whole aesthetic/persona debate I think he needs more changes to make him more fun and reliable but also feel more imposing. Expertly sending a frenzy of knives at someone should feel really cool but with Trickster he looks a little dorky and betrays his own so called legendary knife throwing skills.
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It would be a good idea...if we weren't 5 years into the game. A good majority of players have hundreds, maybe thousands of items, add ons and offerings.
Thinking into it now it's not a great idea as it could off balance things and there's already not much need to increase bloopoint gain
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Yes you have addressed an issue within the game, something that arguably needs to be changed but we're still left with the big question. How?
Playing with this Idea I imagine that 9/10 anything you try to fix this problem will not work. One way or another it will make the game only worse while also limiting player freedom.
We also have to think about if it's even achievable. Some ideas require complete reworks or changes to the base game as a whole which everyone knows is already unstable.
It needs to be addressed in someway eventually but as it stands now it's currently impossible and the devs can only create perks or use bloodpoint loss to incentive players
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With how he'll bent behavior is with churning out Dlc every 3 months, I'm definitely sure if they took time off from that, not only could they give us moris, they'd be able to tons of things.
Seriously though I feel like if they took a break from chapters they'd actually get some serious work done.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/274008/the-entity-is-losing-its-grip
Pinhead... kind of works? Theres hooks all around the map, whats more painful then a giant ######### hook through the shoulder? Pyramid Head is odd because, as far as i can really see, he is there despite the entity's wishes.
Lol I get what you mean but doubt hooks through the shoulder is comparable to pleasure/pain that literally tears your soul apart
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@TacitusKilgore said:
https://us.v-cdn.net/6030815/uploads/ZASGSEVWEQ2S/capture.png
Very consistently i am having survivors who insta-DC the second the game isn't going their way on the ptb. Why the hell do people do this? I can somewhat understand DC'ing in the base game, theres a variety of things you lose through a natural loss. Its stupid to do so but i get why people do it. But why on the ptb??? You gain absoloutely nothing on the PTB, nothing will stick until the live patch, no progress you make carries over, and no win or loss contributes to anything. So why do people DC and complain? Are some of our players really that butthurt when they lose?
Everything you just said is why people dc so freely. If I was an entitled survivor or killer main that stomps his feet when things don't go my way, I'd quit every single time because there's no penalty. I don't get any real blood points either so what's stopping anyone from dcing?
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Here's the issue. Killers don't dodge lobbies for easy games, they dodge lobbies to avoid toxic teams. You complain about not being able to have fun because of killers playstlyes but the game goes both ways. If survivors had the choice of dodging of toxic killers they would do it.
Killers can't have fun if they're getting T-bagged, stunned, flashlight saved and body blocked by survivors while all their hex perks were cleansed at the beginning of game. Does this sound fun? No, it doesn't.
The core issue of this is not lobby Dodging but toxicity, toxicity at both sides so no one has any fun.
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Maybe the pool of most iconic horror icons runs out, then maybe they'll start poking at the more modern one's but at this point I don't think they should. Back then Jason, Michael, Freddy, Ghostface, they all created the slasher genre, reinvented it and are still some of the most iconic today.
Silent hill is practically the grandfather of horror games along with Resident Evil though admittedly Outlast deserves its own pedestal. I don't know too terribly much about horror games so don't bash me for it. The modern horror movies today simply aren't popular or iconic enough and they may never be but by the time they are Dead by Daylight might be dead.
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I believe it truly is poor communication and lack of new mechanics.
Behavior does not listen to the players and instead look at data which as mostly done nothing good and has deprived certain killers of much needed changes. That and the community often does come of up with awesome suggestions and changes but they're ignored when it improved the game drastically.
The one big failure on their part however is taking old already used mechanics for killers and giving it too another killer or making a mix of them in one like Freddy. Nemisis just being a different version of plague.
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I don't think it's licensed at all. Behavior has a certain trend depending on the chapter. If the chapter is licensed then they will give no hints, the only time we find out being when the first trailer drops.
When it's original Behavior is never shy about dropping hints or trailers that don't reveal anything like the first trailer to Curtain Calls
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It would kind of just a better version of mending, like the idea though
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@ResRattlesnake said:
https://forum.deadbydaylight.com/en/discussion/comment/2418636#Comment_2418636
If you get zombie placements work into your favor; then, they are of some use. I just don't like it when I see a zombie walking into obsticles instead of trying to get survivors. I actually had too many survivors in the zombies' reach, but they are too busy hugging a tree. I do agree with indoor maps the zombies are more useful.
Like I said. Rng, the zombies either work or they don't. If they do it might only happen once in awhile or you get really luck and get consistent use out of them.
Bottom line though I don't think rng should be used this way in dbd. Pigs traps are entirely based around rng and make it work because that her gimmick. Nemisis though has no control whatsoever over the zombies and they do as they please helping you or not helping you. A bad rng example that should be avoided in future chapters.
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Zombies are incredibly useful at providing information. Whenever they see a survivor they have a specific animation so now you know where a survivor is. Not to mention the rng that sometimes makes then incredibly unfair.
At one point I double hit a survivor using a zombie and pretty much insta downed them. They also make for good obstacles in Hallways like Larry's
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I don't think fnaf can legally appear in anything right now. Scott was pretty clear about having zero crossovers and I doubt Behavior would ever take interest in fnaf unless they were extremely desperate which I doubt they are given they are the monopoly of their game genre.
I'm 100% confident in saying it will never happen. Unless the entire world and I mean entire world screams for it, it will never happen
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If these are actually hints then I don't think the killer will be licensed at all. Devs have a bit of a trend between licensed and original killers. For every licensed chapter there are no hints before hand, we know a killer is coming but we don't know who until the trailer drops or it appears on the other end like Resident Evil.
When it comes to original killers it's always little bread crumbs and hints dropped here and there. Like the bottle of tonic being the only thing we see before ever knowing it was clown. Behavior might not even be allowed to legally give any hints for a licensed chapter.
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I don't think any killer needs a rework. To rework any older killer at this point would send players on a riot as it will likely gut everything we loved about them in the first place. I think not a rework but massive fine tuning of numbers or adding something new to their kit would be the best course of action.
Hillbilly chainsaw overheat is a good example whether it was bad or not, it was an interesting and new thing unseen in any other killers kit.
I don't want reworks, I want new interesting mechanics for new and older killers. Freddy's reworks was just a bunch of other killer mechanics already seen put into one killer, a terrible rework. Switching out Doctors passive for static blast has made him one of favorite killers to play
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They have simple lore because at the time it wasn't necessary, there was no need to put that much lore. But now they have the time and resources to put effort into their lore both killer and survivor.
I love the lore and the more they add the better, so long as they don't add too much that it isn't necessary. It really give insight and development to the characters you play
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@gilgamer said:
No clue since I doubt bhvr will be very close to the original, I mean look at nemesis
Resident Evil developers were likely the one's who gave them the Nemisis design and on top of that they were also the one's who green lit the design so even if Behavior did it from scratch, Resident Evil approved
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I think Myers needs only a minor power update, something to make T1 more rewarding and something else to make T3 much more threatening so he can fully be an unstoppable evil.
He also desperately needs an add on rework. Tombstone as fun as it is, is broken and inconsistent while most of his other add ons are completely useless.
Third is more nitpick and is more of a listening thing but Myers should updated in terms of look and be more dirty looking. His P3 blood spatter look should also be updated since it's starting to become outdated compared to the new p3 for survivors.
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People over simplify or over complicate this argument when in reality I believe it's sometimes a game by game circumstance.
Some killers camp because they aren't good at chasing or are having a bad game where they're chasing for 4 or 5 gens. Or they're just toxic.
Then there's time when survivors make it easy and keep sneaking around the hook. In this situation you're justified to camp because they won't leave the hook alone. A bad play on a survivors part.
The final circumstance is end game. Some people just let it go while others do what they believe is necessary which is sometimes camping when the exit gates are open. It's necessary and if they save them, it's the killers mistake but if the survivors get themselves killed trying to save the person on hook then its their fault.
They're might be more circumstances but these are the most basic one's. Camping is a strategy that often only works because your team let's it work.
I also don't know why people compare Gen rushing and camping when they're different things. Survivors gen rushing are just doing their objectives to which the blame can be put on the devs for still not adding more objectives or whatever is appropriate. Camping is a playstyle/strategy that killers choose to use which either works or doesn't.
This is also not taking I'm account the several dozen second chance perks survivors have to take themselves off hook or get someone else off. I don't actually know if killers have very many perks that revolve around hooks and are actually useful. Maybe I'm ranting or I look stupid but that's just my opinion and thoughts on the pointless argument that has no real answer
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I don't know of its the truth or not but it seems pretty obvious that they're saving it for a skin maybe. Why give an awesome mutated Nemisis for free in base kit when you can just sell it as a cosmetic which people will hate but buy anyway because it's mutated Nemisis
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It wouldn't be so outlandish to nerf them if all other killers were up to par. Until other killers are can be competitive at high level play, Nurse and Spirit should never be touched.
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Waiting for way too altruistic survivors to come and save their hooked friend is a good tactic because they practically kill themselves every single time.
Secondly killers should never be obligated to do something just to make survivors happy. It's not my fault all your friends can't do gens, keep moving around the hook or go in for bad saves. We're not obligation to go to the other side if the map just to get away from hook or respect the 4%.
Use anti tunnel and camping perks if your against it so much. If that's a problem find a way to get better in chase.
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I can't help but feel like people are a little ungrateful. We didn't get every change we wanted, so what?
We getting it in a bug fix and not ptb with it also being actually decent changes that aren't 6 months delayed.
We got something good but most people are complaining about what they wanted and didn't get
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@Zeus said:
That's some decent changes. I really like them removing the spread. Hope the main event isn't useless still but will likely still be.
Yes and no. At the very least you won't be hindred by crazy recoil
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I think people aren't giving the recoil and spread enough attention. It's a huge buff and you can actually get good with him rather then rely on maybe hitting a survivor just by aiming in their direction.
There is no more spread so you can be very accurate and it actually makes sense why there is a tiny bit of recoil because any pc player could beam a survivor before they even know what happened.
He'll be able to get more reliable downs in more situations then before though unfortunately I don't think it'll change his loop game where there are tall walls though it puts him line with Huntress since she doesn't perform well with high walls either.
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@Palkia123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2090776#Comment_2090776
It takes like 8 knives to actually put them in the injured state, then 8 more for the dying, so 16 x 4 that's 64 blades...seems like a fair amount to me
Not to mention with his current recoil you miss at least half while only hitting 6
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@UMCorian said:
I would be OK with him having 115 as it would help differentiate him from Hunteress and Deathslinger a bit more.
Buffing his daggers would be like: "Eh. All right. So now he's just like Huntress instead of Huntresses' ######### little brother."
Making him an M1 killer with a ranged option would, actually, make him a bit unique... as I don't believe any 115 killers exist that can wound people at range.
But it defeats the purpose of him being a ranged killer. The mindset and standard of what a ranged killer is that their power can wound or down at a distance which is why they are slower to compensate for the fact that they don't need to be breathing down your neck.
The problem with Trickster is that his ranged power is not strong enough to compensate for his slow speed. His power needs to become stronger to justify his slow speed instead of giving him speed to justify a bad power.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2088469#Comment_2088469
This is not new or unique they took plague and huntress and splashed a little bit of slinger then called it a day
I don't actually see any slinger though I don't really like it when people say they took a little Huntress and this killer and blam. To an extent its true but it's also not. His mechanics, style and weapons are completely different with the similarities being he's a projectile killer which will inevitably be in some way like other projectile killer.
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@CheesyGuy said:
Trickster is a really strange killer. He is the weakest right now but he is in a situation where "balancing" him would be a problem. Due to his power even small buff can make that guy strong which then people are gonna open threats like "Trickster OP after patch" and etc... Sadly because of this reason I think he is the worst designed killer( For the mechanic part) in the game. Yes BHVR tried something new, something unique but at the end it was disaster. I hope they will learn a lesson from this example which is much more important. I am not blaming them for Trickster because for many companies new is always hard and they tried something new. I hope that new killers will be much more better but sadly Trickster will be remembered by their "disaster".
A fair point which by that logic he will inevitably be reworked in the future. Buffing stats and changing numbers will not help him something in his main kit has to be changed including add ons because a lot of them suck.
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@MadLordJack said:
The difference between a 110 and 115 killer is the ability to play tiles as a basic m1 killer. That's why people are calling for him to be made a 115 killer: so he can do something about maze tiles, shack, main buildings, rock loops, tall car loops...
I would rather they buff his power, but the absolute very least they could do is enable Trickster to play tiles normally.
Of they can't even buff his power in a good way. The only comparison to be made is between Huntress who arguably has the same issue yet she's 50 0r maybe 100 times better than Trickster in every way. It takes 7 knives just to remove 1 health state while it takes a single hatchet to remove a single health state.
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@Warcrafter4 said:
To be fair...How else is the trickster exposed to kill anyone?
I am not justifying them doing it to be a jerk(They kinda outed themselves as such) I am just pointing out that even against the best tricksters I have faced on the best map with the best add-ons can barely 2k with heavy amounts of camping and tunneling.
I don't really think they were the best then. I can get 2k without the best add ons or perks in high rank games without relying on camping or facecamping. I also try my best to not tunnel though admittedly with Trickster camping and sometimes tunneling are necessary in late game.
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So here's the unfortunate reality of the question. The short answer is never.
You see every game has a base from which the devs build from and the dbd devs have been working with about the same base for years. Here's where the problem comes in, with the game as it is now, they can't change the base without the whole house crumbling.
In terms of dead by daylight 2 it will most likely not happen as there is no reason for them to ever touch the idea. They might reformat some things to fit a much bigger roster but that's all.
In essence the game will never change from its base so don't ever count on it being horror again.
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With the exception of having bad games I don't exactly have the problems everyone has. I've been able to maintain games and get consistent 2 - 4k games with Trickster, at worst 1 kill. This is all in purple - red ranks.
He's definitely not as bad as people say but he is weak in many regards not having any pressure. Get use to his aiming and take a bit to really learn from what works and what doesn't.
He's definitely fun but agreeably he is possibly the weakest killer in the game though not downright terrible. I don't exactly understand where some of this hate comes from as this chapter as had a lot of detail put into it aesthetic wise while working at home.
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@Johnny_XMan said:
Every killer player on here who thinks tapping means a survivor isn’t being tunneled doesn’t actually understand how tunneling works.
Let me repeat this for the 1000th time. You do not have to have just come off hook in order to be tunneled. You could have merely 10 seconds AGO been unhooked, that killer has already tracked you down and you’ve already lost your DS.
I don’t think you guys understand that there is always context to every single time a killer wants to tunnel someone out. It isn’t cookie cutter to every situation.
If tapping a gen takes away the 30 seconds you had left on your timer, that you spent trying to find a safe place, only for the killer to track you down then those 30 seconds should remain intact.
Just like you guys don’t have to worry about everyone having DS, because you want to camp at your leisure, we shouldn’t have to worry about tapping a gen at 1% ffs.
But there is also killer context in the big picture. A lot of the time I do really try to not tunnel but sometimes survivors get unlucky or they start pushing it.
Sometimes the team makes a bad play or sometimes your whole team dissappears and unfortunately you run into me 30 seconds later. I can't ignore you.
It's one thing to intentionally tunnel someone but it's another when you make a mistake or a bad play so your punished for it.
On the matter of gen tapping, it's your own fault for doing it and it's your fault if you get downed for it. If your so worried about your ds then the simple solution is don't gen tap.
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I've had no issues. I've actually gotten consistent 2-4k games with him in purple/red rank lobbies.
However I am tired of the unnecessary hate as people are really going extreme for something that's actually very well made. I'm not saying he's decently good but he's not as horrible as people made him out to be. Thankfully though that toxic hate has calmed down a little.