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As a Trapper main, I also would like lots of changes ... some welcome QoL / buffs and surprisingly some nerfs too!
First, I would like to have built-in ability to carry 2 traps.
Built-in Honing Stone effect on injured survivors who step into bear traps would be great.
Caught people should also stay longer in traps, unless they are helped by a teammate.
These would be quite small but nice QoL changes / buffs.
I do agree that all spring addons deserve rework and your ideas sound good.
However, I have big problem with both Iridescent Stone & Bloody Coil add-ons.
I do understand that Devs wanted to add new effects for the pink add-ons, but both of them are very unhealthy for the fun of the game. Indeed, common counterplay to Trapper is to spot traps and disarm them through the game/trial. This requires knowledge of the map/loops or watching over an absent-minded Trapper who sets them up in front of you. This is the main reason why I run the Whispers perk on Trapper since the release of this game.
Besides, they can be stacked with purple bag for maximum annoyance and without any debuff.
Both of them allow for very lazy gameplay with visible traps at pallets/windows. They can also be used to completely lock areas of the map: basement shack, big buildings (e.g. Badham), central hall in RPD map. Good luck if you do not run dead hard or if you are in soloQ.
Lots of complex reworks were proposed in the past. I think small changes, (e.g. recycling of other addons) could do the job. For instance, one pink add-on could be the merging of honing stone with darker color, honing stone and setup speed for the other one. This would allow using 2 nice effects while bringing a bag as second add-on. Finally, these changes would still cope with the common Trapper counterplay: disarming traps and avoiding to step into them xD
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Ngl ... I was a bit disappointed xD
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I enjoy catching nice and young ladies in rusty bear traps in the wild forest ... so maining the Trapper was something natural for me
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There are signs that tell you to be efficient on generators:
- strong killer class and/or killer that can't really be looped
- ######### map (midwich, shelter, ...)
- ruin or pop perks
- lightborn or franklin perks
- randoms that do nothing
- ...
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Trapper needs some QoL
Twins and hag must be reworked from scratch
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4 twins and 3 hags are still too much ...
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2451563#Comment_2451563
It's not BHVR it's a Steam server reset.
As for the penalty if players didn't disconnect whenever a match isn't going their way it would only be 5 minutes if they forget. I forget so frequently that I now have Alexa remind me. When I do forget I never get more than 5 minutes.
I never said the reboot was from BHVR.
However, devs are aware of this issue and they should disable the DC penalty system during this short period of time.
Period.
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50K DC penalties in 10 9 8 7 ...
This is fair btw ; great job BHVR!
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Not the Daddy Milkers Oni :P
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Any gaming laptop can run DbD: I have constant 120 fps. You just need decent CPU / GPU / RAM and a SSD
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- Free critical info about the other side without any input from killer
- No cooldown when half of the ######### perks have one
- No counterplay (can't be bypassed to finish a gen)
- Absurd synergy with Ruin and most meta perks
- Strong synergy with high-mobility / teleporting killers
- Absurdly strong versus bunches of solo players, only moderately strong versus SWFs
- Always found in killer builds in the boring 20+ minutes games
- Ability to camp people on hook without any risk until the perk triggers
- Ability to camp a slug on the ground without any risk when there are only 2 alive survivors
This perk just won the award of the worst designed perk from balance POV!
The single thing that can be funny about this perk is baiting the killer to come to the gene ... but you first need to remove Ruin for obvious reason.
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Not all generator locations within the main hall with the statue grant the success.
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A killer, that desperately relies on dedicated maps with low walls or massive dead zones, is indeed very nicely designed!
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Steam Community: Dead by Daylight. Let the Noob join your Game xD
Back to release time!
Not the first game ... but one of my first ones: Rank 20 Level 5 Jake that was randomly dispatched in this red rank lobby by the Entity God.
I was so scared and had no idea about the real power of the chainsaw.
I also remember that the pizza Dwights tried taking care of me ... but the outcome of this game against a red rank HillBilly was D E A T H 😂
We used to see ranks from everyone in public matches back in the day oOo
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I don't want SBMM in DbD since it is casual and asymmetrical game by design!
Just add separate ranks for killers with more or less the current system (pips should just be harder imo), so people are not bullied as soon as they chose to play another killer class.
However, let's be honest, I got better teammates in my 10 solo-queue games today ... this is just facts!
- Better loopers overall,
- Smarter players (e.g.: not a single 3-gen in 10 matches; usually, 1 out of 4 matches and I work hard each game to prevent this annoying situation),
- Half saves had BT in solo queue ... well, this is really better than the usual 10% rate,
- Good killers too
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Random streamer: "I do need 100+ win streaks (with 4 slowdowns vs 4 solos) as Killer to impress my viewers and get YT content"
This is the main reason ... but I still think both SBMM and win-streaks are stupid in dbd oOo
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MMR is not desirable in DbD ... at least while there are no perk classes restrictions on both sides.
The single positive point about MMR is the split MMR value for each killer, allowing people to try new killers without being bullied by regular opponents (new killer = low MMR value = noob-to-medium skilled opponents)
But Devs could do this last thing/feature using just some killer-specific rank
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Solo queue player who looks for next match ASAP: "4 boring minutes on the ground ... or 5 min penalty".
Well, the additional 1min penalty is not big deal for me ... and if the last one may have the hatch; this would be some tasty icey on the cake and very good laugh :)
Deal with it!
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Worst chapter in my opinion: "Binding of Kin" ... by far!
- unfun killer to play as and to verse, awful design (esp the annoying gnome), ######### perks overall
- Okay Survivor with okay perks
- No new map
Other pretenders:
- "Resident Evil": all the bugs/crashes, another boring indoor map, "PHead 0.5" ... but at least we got cute Jill and fun perks on survivor side
- "Of Flesh And Mud": unfun killer to play as and to verse, broken design ... but at least we got Mr. Daddy Ace
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I would have said: "hag: is permanently deleted from the game, peace."
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There are only few killers that really struggle against common SWF groups (90+ SWFs are not made of 4 top players): trapper and stealth killers that can be destroyed by voice coms. Even the new Wraith does not really struggle against SWF.
Finally, most of your games are in reality 4 solos or 1 duo + 2 solos or 2 duos ...
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Ace and the cute girls (Cheryl, Jill, Kate, Feng and Jane)
I hope devs will fix Kate and Jill new faces oOo
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Any reasonable map tier list should have special category for RCPD at the bottom tier ...
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2396208#Comment_2396208
Sorry but you bring the example of sb and bl being made to share a common cool down aka exhaustion so only one at a given time is usable and then talk about ruin/pop (i will leave undying out since it does NOTHING to gens itself outside of increasing ruins lifetime) and say that the later is still broken?
Ruin and pop already have the same mechanic as exhaustion perks. Pop can't be used as long as ruin is up similar to only one exhaustion perk being used before the cooldown.
And to the autopilot argument, neither perk does anything itself without the killer either A) applying pressure at multiple gens or B)going out of their way to make use of the, otherwise without the perk useless, kicking of gens, instead of for example directly going for the next chase.
My example still is relevant because I am talking about strong perks that are problematic when stacked.
It was utterly broken to use 2+ speed-boost perks on survivor side to have easy and long chases. Devs fixed it some months later.
It is also broken, at least in public matches (do not care at all about the "comp" side or KYF), to stack too many slowdown perks (notably the strongest ones) to easily extend matches that should never last 15+ min. Besides, BPs gain per minute is ridiculous after long time.
I am pretty sure the devs will do something similar to kill the stacked slowdown builds in future patches.
Let's wait & see oOo
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The server decided that the hit was not validated: desync? lag from one player? bug in the new hit validation system? other reason?
Maybe, the gameplay from the survivor point of view was very different than yours (e.g.; already went around after the window vault)
With only your point of view, the most reasonable thing to say is: nobody can explain why your hit was refused (too many hypotheses)
However, this is still clumsy from killer POV and should be fixed (no blood spatter and no scream)
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Survivors used to abuse running perks back in the days (e.g. Sprint Burst + Balanced Landing with non-shared cooldown). This was utterly broken and unfair for killers. The consequence was the introduction of exhaustion mechanics few months later to kill this kind of build.
Nowadays, killers are abusing the gen slowdowns with absurd stack of perks (e.g. Ruin+Undying+Pop) in public matches, even against bunches of 4 solo players. At this point, this is an autopilot victory.
Besides, this current situation prevents the buff of alternative slowdown perks such as Surge (too weak, not consistent at the moment).
I do feel that Devs are aware of this critical issue and will implement something similar to prevent these utterly broken builds in the next months.
There are lots of ways to do it: point-based builds, perk-class restrictions, ... but something will be done, just praise in the meantime :)
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When I play on the survivor side, I like being against:
- Trapper (without pink addons), so fun to disarm traps and predict where they are
- Wraith (without Silent Bell / Reading Aura addons ... problem is that half recent matches had at least one of them and this is just BS)
- Billy
- Nurse (one per gaming session to have different gameplay)
- Huntress (she must have great network)
- Myers (without pink addons/tombstone)
- Bubba
- Pig (without purple Timer)
- Legion
- Demorgorgon
- Oni
As you can see, most of these killers are quite ancient.
For info, I am veteran player from release and I mainly play Trapper / Wraith / Demogorgon / Pig / Legion and Oni.
By contrast, most recent killers are just boring to face (Deathslinger / Executioner / Twins / Trickster / Nemesis ... Hag and Spirit can be added to this boring-to-face list, despite being more ancient in the history of DbD).
To deal with these killers: be a genslut and move from generator / gain distance as soon as you know the killer is coming ... or you just die / take hit within 10 sec with very poor counterplay. In other words: "shift+w" gameplay, boring as #########!
In my opinion, devs are just killing their game DLC after DLC by releasing unhealthy killers for the core of the game: chase as killer and being chased as survivor, with decent counterplay from both sides on various tiles.
Finally, map reworks are also big part of the problem; e.g.:
- half gens on small part of maps (often in dead zones from start; hello Autoheaven!)
- utterly broken safe map (hello TheGame!)
- useless and stupid indoor maps that are boring for both sides (hello Hawkins+Midwich+RCPD! ; Lerrys is okay in my opinion)
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Trapper is fun to play as and against.
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"Twins suck ... twins will suck whatever their rework"
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No of course ... Imagine: "If the hex has been destroyed before the trial ends, the BP reward is not granted" ... KEKW
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I would not feel bad for hag players: they have chosen to play this ass-broken killer, they just deserve to have longer queues. period.
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Hoarder is by far the most useless perk from recent patches oOo
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At least, new survivor perks are very fun ... and blast mine is definitely more fun and less risky than any head-on plays!
However, I disagree with Counterforce. It is the best survivor perk designed for a long time: easy to use, no annoying requirement/condition/cooldown and it directly counters the killer meta and NOED killers.
In theory, DetecHunch is better than Counterforce ... but I figured out that DetecHunch is useless in the worst case scenario: Ruin with Tinkerer, where finishing 1st generator can be very long. SmallGame is a nice alternative but it is underpowered on indoor maps with different floors.
With some experience, you usually find 1 or 2 totems very quickly on all maps, so Counterforce is strong from the start of the game. And If you find another totem in the meantime, you do not even need to traverse the full map to get another cleansed totem and new aura reading: with some luck, you even find another totem location close to the previous one -> 4 found totems at this point.
I played 99% my games with Counterforce since RE DLC release and these strong Ruin+Undying/Ruin+Pop/Devour+Undying or full hex builds still are present in more than half of my games.
I never use hexes when I play killer ( #CorruptTeam, sometimes with an additional gen slowdown perk depending on played killer class) but I guess killers still have overall good use of their hex perks: hexes destroyed within 2mins being the minority of their game experience ... else they would just switch to other strong non-hexes alternatives ( #logic )
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I thought that the worst case scenario for killers was 4 navy seals survivors doing generators on both sides of the map within 10 seconds of the game. You literally describe the opposite thing.
And if this is still is an issue for you, just equip Discordance/LethalPersuer and get the best start ever in this grouped-survivor scenario ...
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Shift+W is just the consequence of badly designed killers (and map such as midwhich) from dev team.
In chase: "Can't loop you over fun tiles ... well, let's just waste your time as much as I can by holding-W after first unavoidable hit"
Outside from chase: "This game is boring (######### map, unfun killer)": Well, let's slam gens and move to next game asap
I never been more of a genslut than when I face Hag / Spirit / ZZZlinger / Pyramid Head / Twins and Nemesis. I will be on gens, even in solo queue, each ######### possible second of the game.
OhTofu made a great YT video about this current issue
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I used to watch most Otzdarva streams. However, I mostly stopped watching them since he started his "streaks".
In reality, I was only interested about one question: can he win 50 games in a row with my lovely Daddy Trapper? Once this question was successfully answered, the interest of the streak concept (especially with better killer classes) lost all interest for me
Besides, I really do not enjoy these sweaty games ... all the streamers with the "streaks as their main content" are so boooooring imho
TricksterShadow and Ohtofu are my two favorite streamers at the moment: very good players with huge experience, entertaining content, comfy atmosphere and chat, interesting discussion about the state of the game / current bugs or issues, ...
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Killers that break the chase concept/defense from the original game (mainly Hag, Spirit and Nurse) and killers that promote Shift-W as the most efficient (but boring) strategy in chases (mainly Pyramid-Head, Zzzzzslinger and Nemesis a.k.a Pyramid-Head's cousin)
Lots of recent killers just remove the fun and mind-games at tiles ... the CORE of the game, the reason why this game became popular ... by contrast to the planed/designed hide&seek game.
As a 2016 player, this is so sad!
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Best killer perks are strong perks without (or verly low) counterplay from survivors: tinkerer and whispers imo.
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Thrilling is better if you want to defend close generators or if you play with Starstruck. It may also have good synergy with Fredy: fake TP just before carrying one survivor. BBQ is better in every other cases oOo
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Unfortunately, the weakest killer is my daddy Trapper at the moment 😥
The Trickster is quite bad too ... but since every Trickster game is played with both green addons combo (aka 'Steroid Trickster'), he is not so bad after all oOo
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Devs just butchered azarov & asylum maps with their "rework" ... both from visual and gameplay POVs =/
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Mine
Ace and all the pretty chicks at the top xD
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Worst designed killer: the killer who would have killed this game if he was more popular back in the days ... the H A G ! Clap clap ...
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The main issue with Trickster: having fun and being efficient without these 2 green add-ons
I mean you literally play another killer class with them (similar to Oni with/without Scalped Topknot add-on)
Playing without them is a real pain-in-the-ass feeling against good survivors on any Trickster suboptimal map oOo
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Bubba is stupidly easy to play since his rework and this Otz movie just demonstrates it (e.g., revving the chainsaw so far from survivors with either a down or a pallet sounds really dumb/clumsy and I do expect bubba addons to be nerfed in future patches)
In other words: you are not proud of yourself when you got a down with Bubba. But the feeling when you manage to land a lovely curving hit with Billy is really great and this will never change xD
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Watch Kaiz or TricksterShadow
They are good Billy players (still playing him at the moment on daily basis ... by contrast to other known Billy players)
They manage to 4k each game with 0 regression perk (e.g., Whisper + BBQ + Infectious + 4th slot being M&A or Enduring).
They hardly ever trigger overheating mechanism in chases while still doing their lovely curving stuff. Most of the time, they even manually trigger overheating mechanism before carrying someone to optimize the decreasing overheating time.
However, Billy feels a bit clumsy at the moment with some camera movements. I am pretty sure that Devs can fix this as welcome QoL change.
Finally, it looks like all crying Billies were just addicted to crack-billy insta-saw add-ons oOo
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I would like to see 2 demo puppies randomly wandering on the map xD
Nemesis wins KEKW
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I play this game since release, mostly on survivor side, and I never understood why devs added one perk like that in the game: the killer weapon smashes your ass or head and nothing just happens ... this sounds very stupid and clumsy from all points of view, especially DH at dropped pallets to avoid any hit on the same side as the killer KEKW
*** Bip-bip team forever ***
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Not all haddonfield versions are great ... the fun house can be located in corners of map (within gene-lacking area, just ignore it), most pallets can be located at street cars (easy hit with all 115 killers with some experience), lack of long windows-free fences, ...
Yeah, lots RNG variations of this map can be disgusting ... but this is a myth that all versions of the Myers map are nightmare for all killer classes.
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You do need Merciless Victory to unlock any killer adept .... this is pretty dumb, especially on Trapper / Plague ... but this is how it works at the moment
