glitchboi
glitchboi
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People are going to disconnect no matter what. Survivors will DC at times, killers will DC at times, it's just how it is; it's natural. You could play base-kit Hillbilly with zero perks and someone may still disconnect. You could play survivor, stun the killer in a chase once, and they disconnect. Four survivors means there's a chance for one of them to be sick of the game. It's really not that surprising.
Here's a tier list for my case, though:
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The nerf to 4% might be fine for compensation with 2 stacks being base-kit, but removing its ability to dodge the loss of stacks? Beyond ridiculous. STBFL is a powerful perk but it's not game-breaking and I wouldn't consider it to be overpowered either.
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Oppression and Surveillance is a known albeit underrated combo. Kick a gen, and 1-3 other generators gain a white aura to show that they are regressing. A survivor goes back on it? It turns yellow.
Alien Instinct and Blood Echo were made for each other. Hook a survivor, gain the aura of the injured survivor (Alien Instinct) as they become Exhausted (Blood Echo), meaning they've got no chance to sprint past you.
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Huntress is a weird one where she's incapable of being redeemed either but it's mainly due to her lack of moral agency since she has the mind of a 7-year-old. She genuinely thinks she's helping her 'daughters' but she has no idea what she's doing and incapable of understanding her wrongdoings. She's not a good person, nor is she redeemable, but she suffers from moral agency issues big time.
Wesker is a psychopath, Pure Evil easily. I don't have to talk about Myers either, he's literally described in the films to be evil incarnate, lacking something that all other human characters slightly have: humanity. I still think Freddy's more evil than Myers though (in fact, the most evil killer) because... squick... I don't even need to say why.
Dredge is made of evil, so it is incapable of being Pure Evil due to moral agency issues. In other words, it's nothing personal towards its victims; it's just doing its thing, so I agree with its placement. I would honestly move Singularity up to Pure Evil, he's a psychopathic AI who thinks he's better than the 'organic beings' and almost ridded of humanity if it weren't for the Entity taking him away. The crystal gave him a moral understanding of what's going on around him and he understands the concept of emotions, so that SOB is easily a tier up.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622730#Comment_3622730
I love reading your post all across the forums my Freddy friend 🥰 I would agree with you!
I think onyro is accurate but before her rework, definitely would have to move her up a bit.
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622981#Comment_3622981
Thank you so much, my dear friend <3
I like reading your takes on Onryo. It is good to find people who are passionate about their favorite character.
Freddy and Onryo mains have so much in common: two killers who have similar powers (Old Freddy in particular) and both lost their favorite versions of their killer.
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@MadameExotine said:
As a Skull Merchant main I can say she seems easy to master when starting out only because surv don't know how to go up against her so at causal MMR SM players will think they've already hit the ceiling. Place a drones at loops or high traffic areas and go.
However once a certain MMR is reached, most surv will know her counterplay,.. at which the real mastery ceiling shows itself (Hardish) as she needs to multitask plenty of things (ie keeping track of when drones are hacked, understanding placement/rotation for structures, how to zone/herd, managing undetectable distances, knowing how to sett up temp and perma territory, etc). Without mastering these things, high MMR surv have an easy time with her.
Likewise with Trapper. Placing traps seems simple enough, but alot goes into knowing trap placement for different maps.
This is an interesting analysis on SM from a main of hers. Skull Merchant as a trap killer is a lot more different compared to Trapper and Hag, no noise notification towards the hacked drones means you have to visualize around the map. I do feel like there was a lot more to SM than one would think, using her as a tracking-slowdown esque killer rather than placing only in loops. Thanks for commenting!
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@TheArbiter said:
I understand every choice in the "God Help Me" tier except for Pinhead. Why is he so high? Is there tech im unaware of, because to me outside of knowing when and how to use his chains and beelining for the box once you have spawns memorized I don't think his ceiling gets much higher
You could play Pinhead in a basic way where you just go for chain bound hits and run him as a chase killer. However studying box locations for all maps (especially Midwich and RPD W/E, predicting where the survivors will be in order to assume the box location. Simply put, mastering the box takes a lot of effort. Also, the chain bound takes a lot of skill to hit survivors with so you're able to master that in order to get the coolest possible chain bound hits.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/401862/tier-list-on-killer-mastery
Have you play all these killers or are some of these just base off of observation? Personally I agree with a good 2/3 of the list
I've never mastered any of the Blight's techs nor the Mastermind's hugtech, but from what I've seen they are really difficult to get good results with as an observation but that's just an example. I've also observed the potential difficulties of mastering the killers, such as Huntress's orbital strikes and Oni's J-flick. So these are mostly just my ideas from what I've seen/experienced.
The only killer in the higher skill-ceiling zones that I'm really confident about having mastered is Clown: bottle angles for throwing over walls, tonic/antidote placements for loops etc.
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@Xernoton said:
I would open a new tier for Singularity called: "Let me grow a second brain first."
For some reason I can never get any good results with this killer (I play addonless though). Whatever I do ends up being a huge waste of time and gets me less positive results than just playing M1 killer.
Slog Merchant is candidate for "zero mastery whatsoever" in my opinion. Place drone in loop (ideally with a little bit of distance) and adjust rotation. There isn't much to her than that. You can do that consistently on your first try just knowing what her power is.
I would agree but I really, REALLY want to give Slop Merchant the benefit of the doubt that there is a degree of mastery of using her as a trap-like killer akin to Trapper and Hag. It's such cope on my end honestly. If there are any SM mains out there that play her in unique ways I want to hear your opinions because I really want to find at least one, just one potential skillful playstyle for her.
As for Singularity I don't know why but I do really good but it's probably because I'm on keyboard & mouse. On controller he is atrocious to control cameras with afaik. If you want my tip try to use him more as a chase killer rather than a setup, and try placing biopods in higher areas such as high tree stems in order to get easier scans onto survivors. He's definitely one of the harder killers to learn and has one of the more unique skill ceilings due to different potential biopod locations.
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@LordGlint said:
I'm gonna disagree on Xeno and Nemesis' placement. Xeno feels like the easier of the 2, with both of them having similar abilities.
In terms of hitting the M2 I feel like Nemesis's is more difficult in terms of skill floor rather than skill ceiling. However Xenomorph's tail attack has a lot more potential when it comes to getting cooler hits, with Nemesis being more limited in hitting through loops while Xenomorph has the potential to get more interesting hits in short-wall loops once fully mastered. The Nemesis linger tech is fun and takes time to master, but is quite easy to get used to.
@ohheyitsbobcat said:
There are a few placements I personally disagree with.
Legion: Lower. They are one of the simplest killers in the game right along with Myers. The only thing you need to learn as Legion is how to not get spun.
Wraith: Lower. Outside of the lunging at pallets, there is almost nothing to learn with this killers kit.
Nemi: Maybe one higher. While his power is very simple there are quite a few interesting spots to learn where you can and can't hit with the whip which takes time to get a grasp of. You also have to learn all the spots you can drag the whip. As well as when you should or shouldn't use the whip in the first place.
Spirit: Lower. The only thing you really need to learn is survivor sounds. Her power itself it fairly simple to understand. I'd actually say she's probably the killer to get the highest results with for the least effort if you're good at tracking sounds. She's one of the most debatable though since it does all come down to your headset and how good a person is at tracking sounds.
Nurse: Lower. She has the hardest starting learning curve since no other killer has kit like hers but it's not that bad to learn compared to others.
Singularity: Higher. I'd put him up there with Billy. He's super complicated and requires quite a bit of map and game knowledge to get the best use out of his kit.
Everything else is either close enough or I agree with.
I feel like there is a degree of mastery when it comes to Legion's lunge and being able to reach the 5th feral slash for the down. However I do feel I overestimated them when it comes to that as it's mainly the fault of survivors for them to allow Legion to get the feral down.
Wraith has a chase power that I believe is pretty underestimated. Mastering his lunge in loops can be a bit difficult especially in longer tiles and I do think it takes more effort than given credit for.
Spirit: I also agree that I overestimated her and would put her below Hag.
Nurse: While I do agree that her skill floor is not as hard as people make it out to be, her skill ceiling is very very high when it comes to her potential of hitting survivors through walls in crazy ways such as longer ranges without aura reading, especially in indoor maps. For that reason I do believe she is still incredibly difficult to master.
Singularity: What I do believe is that he has the highest skill floor out of all of the killers in the game (including Pinhead and Blight). His skill ceiling, however, is not as high as people think, as his chase potential stems from him being an M1 killer and having to play the game with a faster vault and faster pallet breaking which does indeed take skill to outplay survivors as. As for his skill expression it mainly comes from biopod placements and accuracy for scanning survivors which is moreso reaching the skill floor of the Singularity.
@GannTM said:
I kind of feel like Artist should be higher. If we’re talking about mastering a killer, there’s so much that goes into her power like crazy map knowledge, understanding where crows can travel from certain heights on certain maps (talking about you swamp), understanding survivor pathing, and knowing when to use 1 crow vs 3 crows.
A master Artist will be able to deal with holding W by predicting exactly where a survivor will go and planning a crow flight in advanced. A decent Artist might rely on the anti loop portion of her a little too much.
It's a similar case of Huntress where she has a near-infinite skill ceiling due to being able to hit survivors across the map, and something I reconsidered big time after making the tier list, so I 100% agree. You could play Artist in an easy manner where you setup one crow at a pallet or a window and run the survivor that way, but there's not much when it comes to that because it's countered by holding W, whereas a mastered Artist is capable of countering that.
@RaSavage42 said:
I would put Pig up a tier
On one hand it's more about timing then anything... plus Her Ambush also has timing all around it
And her boxes are easy to do and RNG playing into everything
She also needs to know all of the maps... Know when to Crouch and go for an Ambush... Know that Gens are going to get done and to put a RBT on a Survivor before it happens... and to NOT TUNNEL THE SURVIVOR THAT HAS A TRAP ON
Her whole playstyle is to use all of her RBT's before the last Gen pops and maybe get a head pop on an unlucky soul
Her placement on the tier list moreso refers to her more skillful ability the Ambush which is similar to Wraith's lunge but can be used more consistently in loops. What you're referring to is moreso her skill floor.
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@GeneralV said:
I would move Freddy up a little bit. Not much, just a little bit.
Yes, his power doesn't have depth anymore. However, using the little you have to be effective with him takes a certain amount of effort. One can learn all there is to Freddy (which frankly isn't much) and still not get results.
For that, and only that, I think he needs to go up a bit.
I think fakeouts as Freddy with the dream projection does require a degree of knowledge, such as which generator should I scare survivors away from as well as the timing of using dream projection in chase to cut survivors off in chases. The only reason why I put Freddy below Skull Merchant is because I assumed that SM does require a degree of knowledge when it comes to drone placement when playing SM as a trap-like killer (such as Trapper and Hag) in her full potential.
However I do think he's less straightforward than Nemesis, so I would put him above him.
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@GroßusSchmiedus said:
I would put Trapper on the very hard tier, Trapper mains need excellent game sense, and near perfect map and game knowledge, and know how to remain unpredictable to play on higher MMR. Hag too if you learn how to use the traps that you use without teleporting in chase.
Doctor is also surprisingly hard to master if you want to enjoy all of his different add-ons.
With how many maps there are there's definitely a lot to learn as Trapper. However many of the map updates have kind of nerfed him with less of an ability to hide traps in cool spots, which was one of his most fun aspects. If they brought back the potential of his cooler trap placements where they would collide through map segments in order for them to look hidden, I would definitely bump him up to the middle end of Hard to master.
I agree with Doctor however, his 24m beam add-on is hard to master but pretty efficient once you learn how to use it to its full potential.
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An ugly gremlin-like survivor akin to old Quentin. We need more ugly survivors in DBD to scare my fellow solo queue teammates and even the slashers themselves.
As a bonus, as a legendary skin for Dwight: an alternate version of Evan MacMillan (The Trapper) who did not become a serial killer like he did in the original lore, complete with unique voice lines.
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We could easily fit three more in here for 6 presets in total, so why not? Same applies to the cosmetics section.
Or add six more and create a SQUARE for 9 presets in total.
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Love or hate exhaustion perks they make chases more interesting for both sides (and just games in general more interesting). Plus no one really plays Slop Merchant because of how boring she is to play as, so it's barely any compensation.
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Happy New Year ladiesandgents. May 2024 be an excellent year not just for DBD, but for us. ♥️
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@[Deleted User] said:
Only thing he needs is a shorter power cooldown and automatically put him in cooldown after scampers/vaults. The scamper playstyle is braindead. Need to incentivize the skilled portion of the kit.
This is the perfect way to change Chucky, by actually encouraging the skillful playstyle rather than scamper over pallet for free down.
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I imagine this is what they tried to go for but they got too lazy so they decided to turn her drones into Knight 2.0. I mean, her chase music is literally a 4 second loop, she didn't even get voice lines despite the Lyra siblings having voice lines, and her power is nothing more than right clicking to create evil area. No aiming, no pathing, nothing. She has little to no skill floor nor ceiling other than drone placement which is still very basic. The Tool of Torment chapter was just flat-out rushed on the killer side despite having cool survivors and decent perks for both sides.
I really hope they try something experimental with her drones like being able to shoot from it to apply a claw trap while controlling it as it flies around the map, it would be super fun.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619099#Comment_3619099
We don't know yet, nobody is playing base-kit Blight. But his base-kit should not be nerfed, add-ons first. And then we can collect data if his base-kit is fine or not.
Thankfully they are gonna change his add-ons only.
Yeah that's fair. I just hope they don't butcher his add-ons too much. Blight is strong but he shouldn't have Billy or Pyramid-tier add-ons but definitely not Wraith-tier either because that would be too strong.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619258#Comment_3619258
Hello, my friend! Good to see you here!
Yes, I gotta say their idea for Sadako's next changes gave me hope. I mean, if they are willing to do it with Sadako, why not Freddy? Thanks to the Incapacitated status effect it is very easy to modernize his kit from release. Though honestly, even if he was brought back without a single QoL improvement I would still love it.
As for the alarm clocks, I don't really like them. I know fellow Old Freddy players tried to incorporate them into their own concepts, but I just don't think it is a good idea to keep them. It would be far too easy to wake up, in my opinion. If their existence was tied to an add-on, it would have to be an extremely powerful add-on. I don't think Jump Rope has that level of strength, to be honest.
And the add-on for the Dream Pallets was actually a thing! This is from when I posted this concept in 2021:
Black Box:
-Broken pallets are replaced by Dream Pallets
-Non-sleeping survivors cannot see or interact with Dream Pallets
“I can sleep… I just don’t want to” -Dean Russell
I changed it because I thought it was too much. I mean: aura-reading, slowdown at base, mobility, pseudo-stealth, it is a powerful kit. Adding a chase ability on top of that felt a little too powerful. Not "Nurse" levels of powerful, but still...
However, the pre-drop meta wasn't as prominent back then as it is now, so maybe this would have to be reconsidered. What do you think? I'd love to hear your feedback.
And thank you so much for your kind words, my friend! It has been a long dance since patch 3.1.0 took away my favorite killer and ever since 2019 I am finally hopeful again. I really really hope the devs give him another chance, I miss him so much. I appreciate your support my friend, it means a lot to me.
Let us hope for a glorious Old Freddy comeback in 2024.
To be honest with you, I don't think it would be too powerful. Survivors would still be capable of knowing which pallets would be dream pallets since they wouldn't be visible outside of the dream world, and there would still be counterplay using windows and the common exhaustion perk Lithe. Plus, an animation of the particles of the pallet reversing back to their original places to create a dream pallet would be SICK.
I do also like the current Black Box that you have so maybe either one of those could be Very Rare. If it's too much it might be possible to give a downside for running the add-on such as the alarm clocks or nerfs his slowdown or aura reading to compensate when using it. Add-ons that change gameplay of the killer are really cool where they have downsides but make the killer's power different, such as Hag's Scarred Hand, Trapper Sack, and Scratched Mirror Myers.
But yeah I get what you mean with the alarm clocks, with the way old Freddy's kit is designed it might become EMPs part 2 (which is fine for Singularity but not sure with Freddy). Also missing skill checks is a 50/50 counter to Freddy as it not only gives him a method of slowdown with the skill checks damaging generators in the process but it also wakes up a survivor (which is a pretty interesting design for counterplay and I love what BHVR did there back then).
I miss when the dream world was actually scary and threatening rather than "oooh red puddle scarryyyyyy" though the dream pallets do help against that sort of even with current Freddy because it adds a degree of paranoia when it comes to dropping pallets.
If BHVR goes back to Freddy someday I hope that they listen to your suggestions as well as what any other prime Freddy enjoyers have to think, we can only hope to god that they don't butcher him again like they did in 2019.
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Been waiting for this!
If Sadako's getting her old self back, then it's Freddy's turn. I mean, they should still have the assets for the effects of the pulling into dream ability. The incapacitated effect is what solves people unhooking against Freddy or holding gens against hm, so I already love that (the Twins brought one good thing to the table, lmao).
Do you think it would be possible to incorporate the alarm clocks into his power? Like maybe as something Freddy interacts with instead of the survivors? It's probably off the table in terms of survivor interaction, but I do like the models of the alarm clocks and the sounds they make. Or maybe make the alarm clocks exist for survivors to be able to interact with and escape the dream world with as a downside for Jump Rope. If not then it's totally understandable, I just want old Freddy to be fully playable again. Maybe an add-on for dream pallets too?
Overall really well-written as per usual with you, it's been 4.5 years ever since Freddy's disgusting rework so I hope the glory days of his comes back soon enough. I appreciate the dedication you're doing to try and bring back your favorite killer, there's no justification for BHVR to just straight up delete a killer's entire power, it's awful. Perhaps for the next half of 2024, we'll get a new roadmap that will feature an update to The Nightmare himself.
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Base-kit Blight is a pretty balanced killer, it just so happens that he has busted add-ons. There's a reason why the roadmap only states his add-ons will be updated.
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Corrupt is a great perk that can be good for killers with slow starts or low mability. However, CI is a must-run for setup killers like Trapper, Hag, and maybe Skull Merchant if she qualifies as one. I usually run Surge, Deadlock, or both for my slowdown. Other 2-3 slots go to chase, misc, or tracking perks.
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He's... kind of cool? Aesthetic wise and lore wise I do actually like him. Cool cosmetics, too. His power is a different story, though.
The name 'The Trickster' stems from his power being built around trickshots. However, that concept was thrown away when the way to play Trickster is to backrev survivors, spam knifes at them and down them as fast as possible rather than doing cool shots like they tried to build Trickster to be.
What they could do is make ricochet part of his base-kit somehow. Make it so ricochet hits add an additional +0.5 laceration bonus, but also make it so that you can't ricochet from the ground (they will instantly break on the floor so that the extra laceration can't be abused by throwing knifes on the floor then bouncing right on the survivor). Hear me out on this one: the aura of where the ricochet would go would be shown while winding up blades, similar to Pinhead's gateway aura/Nurse's blink zone add-on. Finally, make Trick Blades add an additional ricochet.
But first the ricochet needs to be made more consistent because of how bonkers it is right now. I feel like this change would separate him from Huntress a lot more and make him more interesting to go against since Tricksters will try to go for cooler shots, allowing for more room for counterplay for survivors, and also increase his skill ceiling big time.
For compensation, make it so that Main Event fatigue begins when going near a hooked survivor, and disable the ability to use Main Event 12 meters around a hooked survivor.
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If playing KYF/Customs with friends and goofing off it can work as a party game, and hell of a good one with the right people. In solo queue, SWF, and killer most of us are queueing up for casual play because we're all here to have fun (even if some players may take it a little too seriously).
DBD in SWF is a really good social game, it's helped create plenty of bonds of mine because in the end even if we lose a lot we have a damn good time chit-chatting about life or cracking jokes while surviving or dying to the slasher.
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Scratched Mirror Myers is really scary on indoor maps and have spooked me plenty. Huntress's lullaby is genuinely unnerving, especially with the Baba Yaga skin. Dredge can be quite unnerving with his uncanny appearance as well as jumpscare-like power.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616639#Comment_3616639
No regression to generators addon for Clown, please. I don’t want to see a new army of Clown Merchants throwing bottles at gens now that they’re going to tweak the ability to kick them (by the hint they gave).
At the time I wrote that 3 gens weren't really a problem but looking back I can see how problematic that could be.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617182#Comment_3617182
TURN ON THE TIME MACHINE!!!
WE CAN PREVENT SOME PIG NERFS WHILE WE ARE AT IT!
Finally... endgame Pig can return... if she was healthy idk what do you think
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617182#Comment_3617182
We're going back in time
You have my attention.
based
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616946#Comment_3616946
As you can see friend, content creators influence sadly also leads to bad decisions.
We're going back in time to stop popular DBD content creator no. 83 from saying that STBFL needs a nerf.
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STBFL is one of the best perks for M1 killers since it allows for closing in distances with less pressure. If it gets gutted then I don't really know what to think, it's a powerful yet balanced perk.
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@pale_hispanic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616675#Comment_3616675
RIP clown mains. They all run Rapid + STBFL
I can see how it's a powerful combo for Clown but I think it's overrated and makes him unfun to play as, since you would probably be getting faster downs with tonics rather than getting satisfying tonic+antidote plays. With the Afterpiece Antidote he technically has base-kit Rapid if he plays his cards right. I usually just run perks that grant him map pressure or perks that allow for better mindgaming in chase such as Zanshin and All Ears.
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I think the only thing Clown really needs is an extra bottle base-kit and maybe a +10% action speed boost when damaging generators, breaking pallets etc. while invigorated, and of course accessibility QoL changes to make him less nauseous to go against. That being said I think Clown is fine as is other than his iri add-ons, he's already unenjoyable to go against (but VERY fun to play as in my opinion).
I made a thread 2 years ago of possible changes that Clown could use, the most notable being the add-on concepts I had (aside from the Bottle of Chloroform change and exhaustion bottle add-on). The iridescent ones in particular are my favorite:
Tattoo's Middle Finger (UR)
The prized middle finger of a large tattooed man. Has a faint taste of machinery oil.
- Tonic Gas Clouds will now apply regression to generators.
Redhead's Pinky Finger is now replaced with Iridescent Finger Bracelet.
Iridescent Finger Bracelet (UR)
Kenneth's most prized possession. A bracelet with four of his favorite fingers attached to it.
- The Bottle Carrying capacity is capped to 3 bottles.
- Antidote Gas Clouds are automatically activated upon contact.
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Ehh... I don't know. I do think ambush attacks should be more rewarding and I'm down for them to inflict Blindness, but giving the ambush attack a Clown tonic for 10 total seconds would be ridiculous. Being able to inflict a Clown slowdown (the slowdown his bottles gives is also hindered -15%, imagine that for 10 seconds!) and injuring a survivor at the same time would be too much IMO. Not only that, but not being able to vault anything would put the survivor in a really horrible spot and would make her not OP, but unfun to go against. I do like what you're going for though, so here's my take:
What I do agree with is having the ambush give syringe-like effects. Instead of Exhaustion (I don't think any killer should be able to completely make exhaustion perks obsolete, anti-exhaustion perks like Mindbreaker, Genetic Limits, and Septic Touch or add-ons since they take up slots are fine though), hitting with the ambush inflicts not just Blindness, but also Incapacitated for 10 seconds. This gives Pig the ability to stop survivors from holding gens that are extremely near completion, being able to down them off the bat and having the gen left incomplete. Would also pair really well with Surge and allow for clutch plays. I wouldn't increase the Incapacitated effect much because of how abusable it would be for 3 genning, but maybe Blindness could last for 60 seconds. But yeah, that's my idea
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Wraith has always been built around free first hits, Coxcombed Clapper simply helps them more. A Wraith that knows when to uncloak is likely going to get a free injure outside of chases, especially in indoor maps even without Bone Clapper.
Wraith needs a buff if anything, his uncloak speed boost being dropped from 1.25 to 1 second decreased his skill ceiling in chases and his uncloaking without Swift Hunt add-ons just feels awful. I would just revert that change
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Submitted, but here's a tier list for fun
Hillbilly and Wesker are both high up because they have abilities that are extremely satisfying to outplay. Bubba is also very fun to go against because of how his interactive his chainsaw can be played around with windows, pallets, and even lockers if you know the tantrum window.
Spirit's placement is controversial since I have good headphones, but I really love how frightening she is as well as how satisfying it is to outplay her phasing. Legion's placement is also weird but I honestly like them because they're everywhere on the map so the game gets pretty interactive, and the fact that they can be looped like a normal M1 killer.
Chucky's placement was hard for me to decide because a good Chucky that uses his slice & dice in crazy ways is fun to go against, but a Chucky that uses slice & dice in straighter lines rather than loops and focuses on using scamper more isn't that fun, however he's just such a goofy 2"6 doll that I couldn't help but put him higher up.
Sadako's placement mostly assumes condemn playstyle since most people play Sadako that way, otherwise she would be at the top of B+. Her saving grace of not being below Hag is the fact that she can be played like a normal killer.
Clown, while one of my favorite killers to play as, does not really have an interactive chase. It can be kind of fun to try and get the invigoration if it's the last resort, though. I have a bias for him so he's higher than Trickster looool
Xenomorph is a weird one. It can be outplayed, sure, but the tail miss cooldown isn't really that punishing so it's more like an "oh, cool, I dodged it I guess" without the enthusiasm of outplaying a Billy, Wesker, or PH rites of judgement. The turrets are fun when it comes to deciding setups for them in loops, but in solo Q no one really knows how to place turrets in the right spots, they just place them right at the stations or next to generators.
When my friends and I get SM we genuinely just debate whether to give up or not at the start of the match before she even hits anyone because of how boring games are with her.
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@BlightedDolphin said:
Getting to test out new killers before buying them would be good and I wouldn’t complain about a way to do that, but Splinters were honestly pretty terrible.
You had no perks or add ons on a killer you’ve never played before so unless you were playing against babies you would most certainly get destroyed and that would kind of out you off wanting to get the killer.
The main problem though with Splinters was that hackers could activate them and control who the killer plays.
Honestly you have to admit the idea of getting Freddy or Bubba splinter'd by a hacker and being forced to play the game perkless with two of the weaker killers in the game back then is pretty hilarious.
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Trapper Sack is a cool add-on because it encourages a different yet efficient playstyle for Trapper. However, forcing that playstyle by making Sack basekit is a horrible idea. The joy of Trapper is the ability to swap trap locations to mindgame survivors and continuously using bear traps in chase.
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Only, and I mean ONLY DLCs. Cosmetics would be a bummer to lose between consoles and I highly doubt they would commit to having to repurchase cosmetics between consoles. DLCs are the concern because they're bought through Steam, Xbox, Playstation Store eShop etc etc, rather than being bought in-game like cosmetics and iri shard/auric-bought characters
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Merry Christmas to everysurv and everykiller 'round here. It's the jolliest time of the year, so use this chance to reflect on all the good times you've had with friends and family in 2023 and spend a good holiday with them too mayhaps. May the stars align in your ways for the imminent 2024.
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@pale_hispanic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615204#Comment_3615204
I also heard that they are adding a new animal to yamaoka. Hopefully we get more map unique features with future maps as well.
Oooh, that sounds lovely. Maurice needs a new friend after all, the pig shown in the Coldwind Farm rework concept art didn't make the cut so it's about time we get another animal.
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@Spare_Them_Mori_Me said:
Also, why does more than 120 matter? Im genuinely curious. Thanks!
Pretty much anything above 60 frames looks a lot smoother as far as I know. I've been using 60hz monitors my entire life so I don't look at frames higher than 60fps often but 100fps and higher looks sooooo good. Once you go higher than 60hz, you can't go back. You just can't, it's that good.
DBD has a hard cap of 120fps that they have not removed. Whether it's related to the coding of the game or the engine (Unreal Engine can go past 120fps, Fortnite proves that), I don't know. Someone else probably has better knowledge on that topic.
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People feel safe behind their screens allowing them to share an attitude hidden from the real world. Toxicity in gaming is natural and will always happen no matter what.
Nothing you can really do to stop it, but you can be a wholesome killer/survivor. Compliment people who play well in the postgame chat, drop items for survivors/killers, give hatch to the last survivor, give a kill to the killer if you respect how they played, etc. While you don't know them personally, there's no doubt that it'll make their day better.
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With that in mind it makes me wonder if all maps could have their own gimmick similar to the Nostromo Wreckage with its various gimmicks. Nothing that benefits both sides but stuff that are for funsies.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615075#Comment_3615075
No, but I do know that M1 means basic attack.
I honestly don't know a lot of DBD lingo that I should with my hours in the game (4,285).
Sorry if it's a stupid question.
I'm learning a lot since joining the forums (I'm kind of new here).
This post is a great example of me learning about God pallets and I'm glad Mandy weighed in.
Her information was helpful and I've been applying it in my Survivor games today.
On the topic of keyboard keys (like W meta), there was also Press E to win which was used for the old Dead Hard since people usually binded DH to E, which probably doesn't help since old Dead Hard is old news and DH takes more skill now so take that as a fun little fact lol.
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I absolutely love Dredge's aesthetic, cosmic horrors have always been fascinating to me. BHVR did a great job on making their first non-licensed non-human character. I wish I got Dredge's and Singularity's Twisted Masquerade masks because of how good they look but I wasn't there for the event.
As for its power, it's mainly due to locker placements in maps. Swamp especially has atrocious locker placement so it's definitely one of its worst realms. BHVR should add additional locker placements for maps that Dredge has lower kill rates on, see how that goes and if Dredge still struggles then buff the power itself. Remnant is really fun but counterable if survivors play their cards right (I think it's fine as it is) and being able to travel around the map through Lockers gives Dredge so much synergy with instadown perks. Personally I think Dredge alone is fine, it's just the locker placements that give it a hard time.
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Pyramid Head's slow ass ain't catching up to me anytime soon.
Bubba's dumb (in an endearing way) so uhh... I'm sure I'll be fine.
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While it's true that you can restore the old portraits on PC, they look very off since they resized the portrait frames to be larger, it's a shame.
My least favorite out of the new portraits is Artist, she is so stoneheaded it's hilarious lmao. Not even looking straight ahead, nor showing any form of expression, they just made her look so goofy. Even her old portrait wasn't great either. Poor Artist.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610919#Comment_3610919
I may say pre-5.1.0 Trickster almost had no Main Event, this is how inconsistent and useless it was. He also was one of the worst killer at these days. Current Trickster has Main Event way deeper in his kit and has many good addons he could use for it. It's a really big change, same as 4.6, so he is not even close to pre-5.1.0, i don't see a reason to compare these versions.
When focusing on his base-kit they are very similar aside from the differences I listed in the comment you replied to, including Main Event. His add-ons are undoubtedly better currently, and Main Event was barely usable in the past.
Aside from that I'm just happy they brought Trickster back to his roots and corrected the problems of pre-5.1.0 Trickster rather than making him even more boring to go against in his 5.1.0 variant where downs were ridiculously quick and he had virtually no 1v4. 8 laceration points to injure/down, just like pre-5.1.0, gives survivors more reaction time and 4.6 m/s gives him better 1v4 than before.
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Current Trickster is basically a pre-5.1.0 Trickster except he's 4.6 m/s, has a better main event, and is more enjoyable on console due to the removal of recoil, and I love it.
However I still think while fun to play, he's still a less interesting (and maybe stronger?) Huntress. What I would do is make ricochet base-kit and show the aura of where a ricochet would bounce towards for in order to make ricochet more interesting and allow for crazier plays in loops.




