dbd900bach
dbd900bach
About
- Username
- dbd900bach
- Joined
- Visits
- 4,209
- Last Active
Comments
-
She's an AI Idol created by Kwon Tae-Young(the new survivor) that is essentially a copy of Hak Ji-Woon(Trickster). She was meant to replace Ji-woon under Lee Yun-Jins authority, but when he found out, he went after Tae-Young and threw him off a skyscraper. When this happened, Tae-Young ended up in the Entities realm, as well as Mina, the female AI version of Ji-Woon now given a real body with all the murderous tendencies of Ji-Woon.
-
@Smoe said:
Her run/walk animation isn't an exact copy and paste from Trickster, they're just very similar.
Still, it make sense for her to act like Trickster, since MiNA in the lore is an AI, the type only seen in a sci-fi. She's a virtual idol (similar to something like Hatsune Miku) who's based off of Trickster directly, who mimics his behavior and style, since she was created with the intention of replacing him. However she eventually gain sentience and goes rogue.
It always pains me when people make assumptions without doing just a tiny bit of research or exploring. Also asking questions that could be very easily answered the same way.
-
I'm honestly enjoying Trickster. I like this version better than the last because his knives are his identity. Yes, it sucks being 4.4, but it sucks worse in my opinion having to hit 8 knives for a health state. It feels amazing needing only 6, and it makes him a lot more viable at range. You're not tickling survivors anymore.
If they make him 4.6 then they will nerf his lethality. I don't want that. Maybe when he runs out of knives, but otherwise I'd prefer 6 knives to injure over 4.6 any day. This is the most fun I've had with him in a good while.
To be very clear though I'm nit ignoring the issue. Holding w and certain loops completely counter him and its not fun. Still, I think Trickster is objectively stronger than before.
-
I'm in the minority obviously, but in saying I like this version of Trickster, I'm not saying I like everything about them. Yet the more I play, the more I understand and have fun with this killer.
The style system is a visual representation that feels good. You get faster throw speed and locker speed, and of course main event which for me has gotten easier to get over time. Despite being on console, I am getting more accurate as I play.
With only 6 blades needed to take a health state, Trickster feels pretty lethal in most situations. Obviously this comes at the downside of maps being cluttered with a lot of line of sight blockers. When you do have line of sight though, especially at range, Trickster can still melt survivors. He feels extremely lethal, especially when survivors group up. Its a death sentence and he can easily wipe a team with his knives alone if survivors are being too altruistic.
Add-ons are hit and miss. Lucky Blades offer so little that they're useless, while Tequila Moonrock feels like a must or the throw speed is just too slow between ranks which is important for flow and momentum. Trick Blades are still the coolest add-on and it feels super satisfying hitting actual deliberate trick shots. Plus sometimes you get that bonus laceration to burst someone down. Edge of Revival is too map dependent to rely every game. Its pretty much useless on certain maps. The rest are pretty standard number changes like slower decay or increasing the duration of main event. Also aura reading which is always nice but never truly needed. Iridescent Photocard makes main event last for such an absurd amount of time.
Mina is 10/10, but she has 100% better animations than Trickster. It's sad. The spinning bat thing just isn't working for me.
Now here's the not so good parts. Despite Trickster carrying good lethality, the 4.4 movement is the defining factor because it makes Trickster so weak against holding W. Plus certain loops are just impossible. You will never catch up in a meaningful way and the obstacles are too high to use your knives. At that point its better ti abandon chase, until you run into the issue of the survivor always running to that loop, or holding w at the faintest hint of your presence. Yet, making Trickster 4.6 would just cause nerfs to the fun parts of his kit which I don't want at all. I'd rather the slowdown from throwing knives be adjusted first more than anything.
Now I want to ask what the actual opinion is of players actually playing Trickster. Not just a few games but genuinely trying to make it work and putting actual effort. I played all day and enjoyed Dbd more than normal because Trickster has always been my main, and I think he's stronger than before. He just needs some tweaks, but for the love of entity, don't nerf anything. I'd rather Trickster never be 4.6 if its only going to lead to compensation nerfs to his actual kit.
-
I see old dbd suggested a quite a bit, but isn't that incredibly vague? The game receives updates every year that change the state of the game. Most of these are quality of life changes, kit changes, etc. Even then, it's still incredibly subjective on the definition of "old", and even more so in terms of what version of dbd that people reminisce the most.
Regardless of what version is chosen, people will disagree and want something different. The further we go back, the smaller a minority the mode is catering to for the sake of nostalgia. People who wern't around won't care, and nostalgia only last for so long.
-
In all honesty its just easier. Its not as if the image is portraying anything untrue since aura colors haven't changed in a very long time until now.
-
@violineflute said:
balance, finesse and bound + dh
Aren't those several exhaustion perks? If you're exhausted, you can't use dead hard but I feel like you already know this
-
The devs have confirmed this will not happen. As in probably never. If a survivor or any character within the game never received voice lines, then they'll never receive any.
Trickster did hace voicelines previously so thats why he got new voicelines added to his original. Yun-Jin didn't so she'll never get any.
-
For maybe a touch too long I had no idea that you could lunge as the killer. I thought I had to be breathing down the survivors neck to hit them
-
@Wezqu said:
DBD Ghost Face has nothing to do with the movies versions anyway its original creation and only the mask is licensed.
And? Ghostface is the mask, not the person underneath. The license of the mask is also irrelevant to the post.
-
The devs have made it very clear that previously original survivors like Dwight or David will not receive voice lines. If a character has no voice lines on release, then they won't receive any in the future.
-
@Geist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060014#Comment_4060014
hey wanna know a fun fact of this "rework" during S-rank your terror radius becomes massive, your lullaby is gone, and you move at 4.6, the downside? You glow neon pink and yellow people will see you coming three kilometers away. So the one time where you could take advantage of stealth perks you really can't against survivors with eyes(ie literally everyone). Also I don't know if I can confirm this but I think that the devs have made tricksters breathing and panting sounds louder as I feel that I can hear him much more easily even while he is a little ways away.
The devs specifically said this wasn't a rework and is just an update to his existing kit. Even if that remains true for Trickster, the point of the PTB is feedback which means potentially changing these features of reaching S rank
-
If I remember correctly, these tips only appear the first 3 times you face that specific killer. After 3 times, you will stop receiving those tips or spoilers.
This is a primarily for new players and returning players so that the on-boarding isn't such a rough process.
-
@Terror_Misu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060182#Comment_4060182
I would assume they lowered the count to make the 'rework' work. But… who knows tbh. I just dont understand many things the company does these days.
Its just an update if we're being honest. The devs said very clearly that it wasn't a rework
-
I play on console, and while I am quite rusty, decided to pick up Trickster again. Thankfully the first few games have been good, so I'm not discouraged to continue
Looking at the update, the biggest issue is the slowdown. Everything else I love, but that slowdown while throwing knives is really punishing. Then he's slowed even more afterwards if he throws I think 12 consecutive knives. I understand at the very least why because the laceration meter was decreased which increases his lethality. Ergo, the more lethal Trickster is, the more justified slowing him down is. However, he's a bit too slowed down, especially as a 4.4 killer.
It doesn't feel good at all to only approach a tiny bit, and the survivors are already running to the other side of the map, I.e holding W. The new map emphasizes that weakness a lot.
Rather than arguing if he should return to 4.6 though, I think it would be better to remove his lullaby. It restricts his ability to use undetectable perks, but if he could freely use them, Trickster could get closer and actively reduce his weakness to holding W. It would also let him move more freely and actually catch survivors off guard, as well as cause confusion.
Thats truly the only changes he needs. One or the other, or both. Then he would be in a better spot.
-
This is purely a visual change as it was said on the stream. No perks were adjusted or changed, just the text on the perk itself to make it easier to understand for newer players getting into the game since dbd is not known for being new player friendly
-
@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057477#Comment_4057477
That's what I was hoping for too he's terrible on controller and I hoped they did something about it
What can they even do? They got rid of the recoil a long time ago so it really is just aiming. The current version requires I think 8 knives to injure which is why it feels so bad, and makes times shots feel worthless. With the knives being taken down, you'll feel more rewarded for aiming, rather than firing at full rate.
-
-
@OrangeBear said:
It's weird for me. I got into DBD because of All-Kill. I like Trickster.
I'm excited for the map because i'll be able to enjoy it regardless of who i play.
But i don't know if i'll be able to enjoy trickster. I've always wanted to but i've always found his gameplay irritating. Nowadays i really want killers with mobility and chase power. If you don't have both, you have to play defensively around hooks and gens and i don't like doing this. Currently trickster's lack of mobilty and large lullaby means he does have to play defensively. He can punish altruism hard and this is why people get unreasonably salty against him. Pretty weak killer yet extremely hated. So im excited to see what they do but i don't expect it'll stick for me.Unfortunately Trickster is the sort of character thats difficult to justify giving a mobility power. I just hope he becomes more than just throwing knives. Even though I want them still in his kit for how good they look, I want them to do more than what they do know. Anything than what they do now.
-
I wouldn't be against this idea. With the old tomes you saw a sharp increase of specific killers because there was a challange for them. I imagine shards or bigger BP incentives would have a positive effect.
It would also have the benefit of providing data on the least played killers, rather than going purely off of kill rate. It might also encourage people to try killers they don't initially really play. I think the feedback is more valuable than anything if players are encouraged to play killers that just don't exist at this point.
-
It would just create an even bigger disparity between survivors, as well as make a lot of people feel cheated because their favorite survivor got a terrible power. It would feel as if the money they spent on the chapter, skins, etc. was all for nothing, while feeling pressured to play a character they don't even like.
-
@whirlwind931123 said:
Just play Sadako if you want a stealth killer that can teleport.
The question is concerning Ghostface and not other killers, so why would care about a killer I don't want to play?
-
Unknown definitely feels like the biggest looser this patch because of that. Vecna can spam his power and reliably get injures at a fast pace. In the right circumstances he actually has some really good snowball potential. Unknown doesn't have that, not at the average level since the skill ceiling for Unknown too high for too little of a pay off. He definitely needs some significant changes to his kit, but a faster recharge rate would just make him a spam happy killer.
-
@diablo916 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047970#Comment_4047970
Advantage maybe, massive? Nah. Shape outclasses in every way and let's not forget chucky is a 110 killer
Its not as if Chucky has nothing, and being third person with a small size is a massive advantage because no other killer has that advantage.
-
Unfortunately it's never going to happen. The simple nature of certain killers completely limits them from being high tier no matter what you do with them.
Ghostface is good example of a killer that will never be top tier simply because he can't exert enough pressure on the map or the gens. If a killer doesn't have map control or a movement based ability, then they're mid or low tier automatically. Then that ability actually needs to be decent.
Ultimately the games base design, design philosophies and overall map design will always keep most killers from being more than what they are now. Unless we want everything being dash slop, it won't matter.
-
There is definitely some bad crossover between some killer powers. The only advantage Chucky as over Micheal is his size. He's pretty hard to see, especially when undetectable, and being third person is also a massive advantage.
Michael is better of course, but Chucky is still somewhat decent despite that and has his own unique advantages.
-
I think its would be an interesting experiment to at least try. Its probably been internally tested already so I'm extremely interested to see an answer from the devs on this. For a very long time ranged killers have been restricted by finite rules such as needing to be 110% movement speed, but that rule was broken with Trickster who is 115%. Not that he's a good example for killer design.
I think just trying it is worth it in the current state of dbd, however, both killers can feel extremely oppressive in the hands of a good player. Both are more so held back by cluttered map design more than anything. Thats why Huntress, despite her snowball potential, isn't top tier despite being arguably stronger than before, discounting machine gun hatchet and when iri head wasn't limited. Then again she could have machine gun hatchet and still be around the same as she is now, again due to map design.
-
This was pointless
-
Springtrap is William Afton. Also, the animatronics are all children, and always will be. Scott is very adamant about them never becoming killer in the fog. Micheal and Henry as survivors though is a neat idea.
Stephen King is also very adamant that his work is never adapted for video games. Pennywise and other King related works will stay out of the fog.
-
Even if it did, its not that great of an effect. Another hex already does something similar by making survivors oblivious until they break their individual hex.
-
I don't ever tunnel so I won't even notice. It'll be interesting facing players only running three perks every game.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036568#Comment_4036568
I wish they'd bring this mode back. I miss it.
They would have it did well. Unfortunately it didn't so we'll likely not see the mode for a long time unless there's mass demand for it which of course there isn't
-
Technically the game does tell you pretty clearly what works and doesn't. Basic attack is used in a lot of these perk definitions which means a regular basic attack. Then there is special attacks which are attacks that deal damage with your power. Deathslinger doesn't do damage with his shot, only the basic attack after. Most perks say basic attack if its part of the conditions.
-
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033666#Comment_4033666
Playing lower tier killer without map that benefits you and good sddons and perks is just hardcore challange many casual players dont want to do like I compleatly understand someone who can play 3-4 games in one evening to go for fun higher tier killers than just sweat his nuts trying to win with ghostface or demogorgan.
The pallet changes have made that easier. Its part of what has made the last patch difficult for most killers. Admittedly though it isn't everything. Lower tier killers like Ghostface or Clown will still struggle because they're lacking in other parts of their kit like map mobility/pressure or good anti-loop. Clown has great anti-loop, but his with no good mobility he'll always be in the middle. Ghostface has stealth and an instant down but zero pressure or anti-loop
-
@KeefCheif said:
https://forums.bhvr.com/dead-by-daylight/discussion/461247/i-feel-like-i-enjoy-weaker-killers-again
Well I seriously wish the rest of the community felt this way OP because I haven't seen any of these weaker killers in the past 2 weeks.
Hopefully some people realize sooner that they can play some lower tier killers without having to sweat so much!
-
I think breaking breakable walls is the kind of perk that only benefits high mmr survivors and swf, while doing nothing for the casual player/solo cue. First you would need intimate knowledge of all maps and their breakable walls, as well as knowing which wall to specifically break. To add, there isn't a of walls worth breaking to begin with as a survivor, and most walls benifit the survivor by not being broken. I just don't see this being a very accessible peek due to the map knowledge needed to get value out of it. The same goes for rebuilding walls as there just isn't enough value in it and is incredibly map dependent.
-
I think the discussion of nerfing Blight is redundant because the answer is obvious. Does Blight need to be nerfed? Of course, but will he be nerfed? Probably never.
Even if they actually nerf Blight, no one is going to be happy. Its either still not enough or too much. Survivors will still feel overly oppressed by a good Blight, or killers will feel as if their options are even more limited. For Blight to be comfortably nerfed, other killers need to receive significant changes like Myers who is actually somewhat decent now. Yet killers like Ghostface or Unknown are still suffering with abysmal performance against competent survivors. People want more options. Killers want to play other killers that aren't Blight without feeling like they have to sweat the whole time while survivors want way more variety than just Blight. Killers like Twins have inflated value because no one ever plays them so no one knows how to properly play against them.
-
Bots are designed to primarily make the main part of the game semi-function. Doing gens and getting chased in the event that a teammate leaves or lags out. They're there to help the game progress and not make it an automatic loss, but not necessarily living to help real players escape. It should and does play either selflessly or selfishly like a real player in the intended game flow.
Having the bot being selfless to trade on the hook isn't a terrible idea, but the reasoning is not good. The killer gets a kill while you and your friends escape? The bot doesn't count for anything to a killer, nor does it to the survivors unless it does something useful.
Aside from that though, the bot would likely not even help that much.
-
I enjoy the game, but I never play for hours on end and I know who not to play so I at least have a somewhat good time. I'm always switching between games so that helps too with periodic breaks.
-
Honestly I don't think he'll be changed for a good while. Its kind of difficult to nerf Kaneki without turning him into another lame killer that doesn't feel good to play. The we'll just be left with Blight and Nurse who are both stronger than ghoul.
-
@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021344#Comment_4021344
Ok, that sounds as cool alternative…
That is my original second suggestion...
-
@PetTheDoggo said:
Yeah, I don't understand why they didn't match the previous speed with Bloodlust 2, when bloodlust is so much less "abusable", especially when you lose it with entering the chase.
Yeah, it has so many restrictions, and it has to be worth other killers who don't have mobility choosing not to use their power
-
While I'm nit trying to defend the very lackluster rewards by any means, using Trapper of as an example is somewhat unfair. He's one of the worst killers in the game, and a lot of the potential problems you described are more so bad killer design than anything. Trapper is simply just outdated and doesn't fit the current state of Dead by Daylight so he should never be used as a measure for any global mechanic when he is the problem in most situations.
-
Ghostface and other M1 killers are going to feel extremely weak until pallet density is addressed. Even Myers after the bug fix buffs will still feel terrible because there is just too many pallets. Ultimately it is the maps that are issue.
A proposed change that has been bouncing around a little is changing the pallet density per killer. M1 killers, or rather killers who have no real counters except breaking the pallet, should have fewer pallets in the map. Killers who maybe shred through pallets reallt easily should keep the current pallet density.
There is more than one way to buff a killer. The answer won't always be to rework or buff a killers kit. Reworks take too much time and too many buffs often only serve to make a killer obnoxious than actually strong. The developers are fitting the killer to the game, but I think there is merit in fitting the game to the killer in certain aspects. Not Pig boxes or Dredge locks, but actual fundamental changes that genuinely impact each unique trial depending on what killer you face.
-
Haywire is working as intended. According to the description of the perk, once an exit gate goes past 80% progress, it will start to regress at 100% if not interacted with.
The confusion comes from the perk being vague at how much the exit gates regress. The gates do kot regress to 0%, but only back to the threshold of 80%. The gates have to be above 80% to regress but won't regress below 80% because it has to be above 80% to regress.
-
Amazing band and I love to see them in concert every chance I get. They would be perfect for DBD
-
The thing about wanting "killer nerfs", is that you don't actually want killer nerfs. You want specific high performing killers nerfed and the survivor experience easier, despite how much most other killers will suffer due to not being able to actually do much.
Survivors are a role with no differece whatsoever between characters except a different skin. Killers on the other hand, while sharing specific base similarities, are very different. You can't compare Trapper and Blight or Huntress to Sadako.
If the highest performing killers were nerfed, then what exactly happens next? What is the point of playing killer, let alone Survivors if the other role realistically can't do much with the proposed changes?
-
To be fair, ranged killers are struggling not necessarily because of power creep, but maps. Most recent maps and updated old maps have a lot of clutter. This is why Huntress is no longer top tier despite her kit not changing in any major way. Trickster is basically powerless at any loop he can't see over and Deathslinger has more or less the same issues plus meh add-ons. To make it worse with the exception of Trickster, they're all 4.4.
Newer ranged killers have projectiles that are not linear which is wear that power creep feeling comes from. You can shoot over things with Unknown, Krasue and Sprintrap without needing direct line of sight. You do more with that unique projectile on top of what other killers are locked into. I think these killers can benefit from some help, but that is at the risk of removing their individuality.
-
Unknown just requires far too much time investment to be an appealing killer to most people. Your average player won't do well with him and its not like there's a sudden surge of pro Unknown players tearing up their trials. Its perplexing that he would ever get nerfed, though he at least got good QOL changes.
-
@Belzher said:
She's OP af I don't know why you're not encountering more
Thats exactly why people aren't encountering her anymore. She's strong to the point of games being boring because its too easy to win.