pidgeon
pidgeon
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@Shirtless_Myers said:
You're honestly not missing much with the chat box, as it's primarily used for toxicity. I feel it should be scrapped with a chat wheel using dialogue options outside and during the match, similar to what DBDMobile had. Solo queue would benefit from having dialogue and communication, even if it's simple.
@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/451959/chat-function-for-console-players
98% of post-game chat interactions are toxic, including death threats, racial slurs, and references to some of the most disgusting human behavior imaginable. Consoles not having it is a blessing, and chat should be eliminated for the PC players. There are zero good reasons to have it and a million good reasons to not have it.
I'm going to sound insane for this but I love reading dead by daylights toxic messages when I watch videos its really entertaining to me and I would love to be able to talk to people in egc either way as 90% of the console players I encounter are actually just not toxic post game so I don't have anything to laugh about.
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@ObsidianButterfly said:
I've been shouting for years at this point that I'm sick of dash and projectile killers and want more unique ones. More stealth/invisibility killers, more trap killers, more macro killers. Dash and projectile killers are the most mind-numbingly boring killers to both play and play against.
Funny how you quite literally have been shouting for years as its been 3 since we got a non dash or ranger kiiller
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@SOULWARRIOR71K said:
When did people not use meta perks and/or when do you think the game was fair/balanced on both sides?
I honestly had the most fun in this game the bugfix patch after springtraps release. I think this was possibly the most balanced its been in a bit. New killer, no pallet density, 10 second BT for killers. The survivors still had haddonfield, hyperfocus stakeout, syptics and syringes. While yes there were op things for both sides I didn't find myself struggling to get wins on either side. Or having boring gameplay loops
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@tak47888 said:
I swear, playing the Oni in early game is now even more painful than it used to be like 2 years ago, when I last played this game. Somewhat capable Survivors can just chain pallet loop after pallet on most maps, leaving me with 1 Gen before I get my first down.
I would recommend Beast Of Prey genuinely has gotten me so many injuries, you would be surprised by how much value you can get with it.
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@Angy_Quentin said:
Spirit needs audiophile headphones and some training, thats all.
Krasue is unplayable without her iridescent addon, that infects everyone at the start of the match. At least in my experience.
Iri add-on, dissolution, and slugging are genuinely the only reason I still think she's in A tier.
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086959#Comment_4086959
This post is complaining about fog vials giving them headaches, saying they are worse then docs VFX.
Oh I'm blind yeah that's crazy
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I genuinely wish coldwind was a night map and that we had more night maps in general. However in coldwinds case it would be impossible to find people if it were night
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why are people downvoting? The doctor issue literally triggers seizures like what are people on..
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086935#Comment_4086935
as it is, Unknown is forced to run stealth perks or terror radius reduction because his kit doesn't work with a standard TR because you just pre run him and it makes shots quite difficult. I refuse to play him without his own undetectable perk or monitor. And I don't wanna run monitor they really ruined that perk
As long as the killer you play has a 32m terror radius you still get the old values iirc
edit: never mind dont read that either way monitor is still great in most cases
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086911#Comment_4086911
Would you tell a professional soccer player to play as if the ball is deflated? Would you tell a chess player to play as if all the opponent's pieces are all queens? Would you tell a basketball player that they're going to get called for traveling after taking 1 step instead of 2? Of course you wouldn't. Adjusting for what's in your control aside, expecting a fair match is what this is about.
It's called match integrity. 180+ ping ruins the match for everyone else involved. For the record, red ping is 200+. There's at least one red ping in almost half the games played. How does anyone reconcile that?
It cannot be that deep gng 😭 I'm pretty much constantly on high ping due to shiternet just don't take the game that seriously its a party game lmao
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@100PercentBPMain said:
unknown should have 16m terror radius
I wouldn't mind a slight addon pass for cenobite I'm just kinda bored of what i got i felt let down by getting just another aura addon(not like i used original pain anyway)
Unknown cannot have a terror radius lower than 24-28m as I'm pretty sure if it was any shorter you wouldn't know when you'd get hit by the UVX making his power extremely unfun to play against.
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What a pull, I completely forgot Jeff the Killer existed lmao.
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I don't think were getting new servers anytime soon the least I can do is that when you play survivor do not greed nearly as much as you would on low ping.
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@Moodyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086847#Comment_4086847
I dont think Billy's engravings needs a nerf or is in S tier (Top of A tier IMO). I wish they gave him a new set of addons so billy players can use different varieties instead of Doom + Boots .
With engravings you can use chainsaw on pretty much anything with zero punishment whatsoever, I only play billy with engravings and it is genuinely so insane. I agree with the rest though.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/468381/buff-skull-merchant
If they just revert her last round of nerfs she would be fine. She was fine then, if anything still a little undertuned but definitely near the lower half of the middle. The only nerfed her because people still had PTSD over chess merchant and just gave up against her every time.
I feel like that would be great but also keep the undetectable on recall as it adds more to her kit and making it harder for survivors to know you're coming/leaving chase
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Play very patient and zone until you can get a hit by guaranteeing they are in hard spot to dodge and pay attention to how each survivor dodges as most survivors tend to do the same things even after they die to it
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The reason why MMR isn't shown is because this is supposed to be a party game and people at lower MMR would be given an incentive to try hard. "Like oh I'm basically in Bronze right now time to grind to Grandmaster." People would also be insufferable and complain soo much if they realized they weren't actually going against Team Eternal every match with 3 Sprint Burst. Instead its just a baby Leon and his friends holding W and cosplaying as Re characters.
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| | 5 Killer Buffs | |
Hag - Increased lunge out of teleport
Sadako - Increased time for survivors to insert and remove tapes (currently instant)
Pyramid Head - 2m increase to power length (10m total)
Knight - Allow other guards to break things whilst one is on patrol or in chase
Skully - Rework
| | 5 Killer Nerfs | |
Krasue - Nerf Chicken Head (The only reason why she's still in A tier)
Twins - Longer pounce charge time
Nurse - Injuring a survivor depletes you to 0 tokens | Remove Jenners & Campbells last breath
Billy - Nerf Iridecent Engravings (Only reason he's In S tier)
Spirit - Remove recharge rate add-ons (Having a guaranteed hit every 10 seconds shouldn't exist)
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Likely isn't SG unless you face a full swf either way people are most likely actually going against WGLF
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@TropesDaMan said:
We gotta make Hag an S tier gang
I don't think she's terribly bad its just near impossible to try to learn her without getting bullied for your 10 matches because people harass your traps, hence why I suggest buffing the lunge range post teleport.
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086836#Comment_4086836
Breakdown is unhealthy? i typically find it a balanced perk, and especially helpful for newer players
Its unhealthy in bully squads in particular, not game breaking but still a bit unhealthy. Explanation being that if three people have no mither boil over breakdown lithe/soul guard and all go to the top of main building of a map get hooked on the top floor once and then loop main for two minutes die upstairs and you cannot hook them, you cannot slug them either because of No Mither. While yes its not super common anymore due to a couple QoL changes in some maps its unbeatable and you cannot even slug them to death because by the time you do the non no mither user has finished all the gens.
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Deli flip flop and maybe breakdown are the only ones I feel would need changed as they are super unhealthy rn.
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@Hush__DbD said:
It's a really good guide, but for context, Hag is my highest kill rate (over 80%) and is not someone who I struggle with (generally speaking).
However, my main point of frustration are survivors who know how to harass Hag's traps and face no consequences. It's awful that maps like Eyrie can puts Hag at a massive disadvantage… but with my suggested changes (increased lunge on triggered teleports), Hag would feel bearable on a map like Eyrie (imo).
Hag needs to be a killer who survivors need to approach with caution, not someone to bully. Again, I know just as well as anyone how good she can be in the right hands and has so much potential. BUT, it is worth addressing these frustrations.
On a side note, it's interesting how we play Hag differently. I'll very rarely run any gen slowdown and I win based on hooking solely one survivor and slugging the rest (trapping their body or webbing the slug) with a hit and run playstyle.
For example I'll always run:
- Franklings; Sloppy; STBFL; and Coup (to deal with people harassing my traps)
- Monitor; Nurses and MYC on occasion; mixed with Sloppy and Franklins
Regardless, it's a really great guide and I appreciate you taking the time to write this. I have gained a new and interesting perspective from this.
I'll update my post soon and tag you to get some feedback :)
all the best with setting your web!
Yeah hag for sure needs increased lunge from teleports bare minimum. Aside from that I just run gen slowdown because I commit to chases a little more than I should, along with the fact that Hyperfocus + Stakeout is running rampant rn. I also don't tend to slug for more than a minute or two at a time because I tend to run into WGLF pretty often too along with the fact that I use hook based slowdown perks I rarely need to apply that much pressure.
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@Rvas12 said:
Is this how you expect to win? Your damn game doesn't even allow you to break free. Your crap is awful.
Do you mind elaborating on the problem?
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@Angy_Quentin said:
All fun and games until you get a map with no grass.
I should probably add a section for that but on indoor maps or stuff like eerie you just hide your traps on the other side of doorways/obstructions
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I want whatever the acid spitting dino is so we can get another ranged killer
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The following are a few people who requested tips from me or wanted the hag to be buffed recently and I wanted to let them know I made a short guide for Hag in order to help people improve while we wait a few more years for her to be buffed.
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@Hush__DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/465582/hag-buffs
I strongly discourage making Hag 4.6, as you said yourself; it would make her better at "chase." But Hag is not a "chase" killer; she's an area-control killer. If she were 4.6, it would create a disincentive to use her traps as intended by BHVR.
This ^ the only changes hag needs is increased setting speed, increased range, and increased lunge range when teleporting.
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@Hush__DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086401#Comment_4086401
Do you experience your traps being harassed much? If so, how do you deal with survivors who aggressively harass Hag's traps? For me, some matches feel like such an uphill battle, especially if you have no time to set up your web.
Do you have any suggestions for add-ons?
I would love to hear your thoughts!
The build is weird but I promise it makes sense I run Monitor & Abuse (Doctor) Pain Resonance (Artist) Hex: Plaything/ Hex Fortunes Fool (Universal) and lastly Turn Back The Clock (First) if you cannot pay money for The First I would recommend Deadlock/No Holds Barred or Sloppy Butcher Add-ons are increased range and setting speed or rusty shackles + aura when triggered trap
Onto small explanation for the build Monitor is to make it harder for survivors to find me and where I've set up along with making it harder to pre run | Pain Resonance and Turn Back The Clock are just basic slowdown that work well with hag because you do not need to waste time kicking gens | Hex: Plaything/Fortunes Fool is weirdly powerful on hag as she can snowball surprisingly well. Along with the fact that its hard for survivors to look for you and traps. Also whenever you teleport they will not hear a terror radius if you use the add on rusty shackles
The reason why I do not use corrupt intervention is because I don't want people going into my web before its setup
So at the start of the match no matter where you are just instantly set a trap within 5 feet of where you're standing as that is essentially a free trap since survivors don't do anything for the first 5 seconds. Next identify a 4 gen NEAR YOU not on the other side of the map where the survivors are. Then when you have the gens trapped put a couple traps on pre run spots such as at the side of the dead dawg saloon main building where survivors 9/10 times run through it. Periodically reset your traps and keep track of where each survivor moves the most and place traps in the most common area.
If you are getting your traps harassed you can just not instantly swing in order to still gain the hit. Then reset the trap once they're injured. If you have plaything and a little bit of time you can set the trap inside a building and hide behind a corner wait for the survivor that's been harassing you it works more than you think.
I'll post a mini hag guide because a ton of people thinks she needs buffs while yes she needs some stuff basekit she doesn't need to be buffed a ton ill @ you whenever its posted
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Would be hilarious if you got punished for being unable to kill the opposing team.
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They're both very powerful killers right now that require more skill to play against than as imo
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086575#Comment_4086575
I just spin as Lich because i find it fun, i didnt realize it meant something
It hides which spell you're casting lmao
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I tunneled a hacker and got stunlocked in the next game I played
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I have a few odd stereotypes
- If you play against Sadako its either a baby or OnePumpWillie himself.
- If either Vecna 1.0 or 2.0 spins before casting their spells you WILL lose the match.
- The bloody outfit or the mothman fit for Pyramid Head automatically makes you hit all your shots.
- Sables wearing red are good most of the time, don't expect anything from the rest.
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@XtremeDBDForums said:
I used to, though ever since 2v8 dropped again, I haven't seen any good teams on pubs in awhile. Pretty much just been 4King left and right for the past month and a half. Not complaining
That has been my experience too which is why I was wondering if people still have a bit of trouble
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Remove the ability to effect exhaustion and killer powers and it will still be an amazing perk as it counters everything that isn't gen regression or aura reading
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086545#Comment_4086545
His add on are his main problem, if we could give him a pass that would be great, not to mention rework Hellshire Iron
All I think he needs is keys, part of cigar basekit, and a 28m TR. An add-on pass would be nice but I don't wanna ask for too much lmao
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Deathslinger just needs minor buffs to basekit along with the player actually hitting their shots and he would be A tier
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@ghost916 said:
Idk man ive lost faith in bhvr. They dont play their own game yet make balance changes based on numbers. So when I paly as legion and everyone's running around trying to get flashlight saves and not doing the objective, i get a 4k and that leads to legion nerfs
Can we stop spreading fake news, the devs actually play the game lmao. I promise you that your mediocre gameplay will not affect the balance changes.
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@JohnNemesisMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085944#Comment_4085944
He already got some buffs to his reload speed and movement speed while reloading, it did nothing. Slightly increasing numbers related to his power is not going to make him any better. At the very least he'll be able to move around the map and mindgame on tiles that are impossible to shoot over.
And again? Would that make him stronger than Hillbilly? Singularity? Dracula? No? Then again, what's the problem? Slinger is a low B tier.I genuinely think all Slinger needs is Keys and part of his Cigar add-on along with a ever so slightly smaller TR and he'll be perfectly balanced. Currently Slinger is really a potential killer as his entire strength is constantly being able to hit your shots and if you can't he's pretty terrible.
Regarding 4.6 he will be incredibly unfun to play against if he became 4.6 because yeah sure he can get around the map easier, but an already extremely lethal killer in chase becomes literally impossible to avoid. Correct me if im wrong but his base speed also affects his reeling speed so I'm pretty sure that would just make his power unavoidable when hit.
Just because something isn't stronger than killers that are nearing S tier doesn't mean its balanced or fun for both sides. Honestly a game balanced around S tiers and killers at the top of A tier isn't a game I would want to play and I'm glad dead by daylight is slowly moving away from that.
All in all, I think Deathslinger should be punished for missing shots and zoning, but not punished for hitting his shots and deciding to reload allowing tge survivor to get so much distance.
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Shoulder is perfectly fine until you reach high MMR then its relatively common in my experience, pair that with the fact that anybody who uses shoulder is likely good at the game it becomes literally game breaking to most matches its brought to.
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Let me introduce you to Hex: No One Escapes Death
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I think that the new changes are fine but he shouldn't be punished worse than Huntress for zoning when he gets one shot before he has to lose even more distance in chase whilst heading to reload.
Also someone did the math and I agree his hex perk shouldn't be a hex especially since there are significantly better chase related hexes to run.
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I feel bad for the mods that have to read all of these comments..
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I've decided to pick up Hag as of late and only think she needs increased setting speed and increased range add-ons basekit. I personally don't think you need hindered along with lunge range seems a little excessive but that's just me. Honestly hag just needs an entire add-on pass aside from most of her iridescents/purples.
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I love these comebacks chapters that you make they're really fun and interesting. I wish BHVR would do more of them as sort of mini bonus chapters when we just get a original survivor/killer and nothing else. I don't know if we'll get one tho because it took years for Tricksters
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I am going to start tweaking
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@JordaJ6 said:
I want to discuss Trickster’s current 4.4 m/s movement speed and why I believe it no longer aligns with how his power functions in the modern game.
To be clear, this is not a post arguing that Trickster is weak or incapable of winning. Plenty of Trickster players still achieve strong results. The issue is whether his movement speed properly reflects the requirements of his power compared to other ranged killers.
The fundamental difference between Trickster and killers such as Huntress or Deathslinger is that Huntress and Deathslinger only need to win a single interaction to secure a health state.
A Huntress can play around a corner, force one mistake, land one hatchet, and immediately earn value.
A Deathslinger can win one mindgame, land one shot, and immediately earn value.
Both killers can have line of sight denied by map geometry, but because they only require a single successful projectile hit, they can still threaten survivors around strong structures while operating at 4.4 m/s.
Trickster does not function this way.
Trickster requires sustained line of sight over time.
Winning one interaction is often not enough.
Winning two interactions is often not enough.
He frequently needs multiple seconds of uninterrupted visibility to build enough laceration to secure an injury.
That requirement becomes increasingly problematic against strong survivors because modern map design is filled with structures that repeatedly break line of sight.
Survivors can:
- Hug tall walls
- Rotate around jungle gyms
- Maximize elevation changes
- Use connected structures
- Chain together long-wall loops
Every time this happens, Trickster’s progress is interrupted.
The issue is not that survivors are counterplaying him. Counterplay should exist.
But, with Gen spreads and the dynamics of a match, the option to just never take a chase to a strong main or shack or something like Docks in the Backwater Swamp maps doesn’t exist in practice.The issue is that his power requires sustained visibility while the game increasingly provides opportunities to deny sustained visibility.
Counterplay Is Good. Dependence Is Not.
I want to be very clear here.
I am not asking for maps to become easier for Trickster.
I think it is healthy for Dead by Daylight to have structures that counter specific killer powers.
Just as there are areas that are strong against Huntress, Billy, Artist, Nurse, and other killers, there should absolutely be areas that are strong against Trickster.
There should be loops where throwing blades is inefficient.
There should be structures where survivors can deny line of sight.
That is good game design.
The problem is not that these structures exist.
The problem is that Trickster has become disproportionately dependent on whether they exist.
When I encounter an area that heavily denies blades, I don’t mind abandoning my power temporarily.
What I mind is not having a reliable fallback.
If a structure is designed to counter blades, I should at least be able to rely on standard 4.6 m/s M1 chase fundamentals until the survivor leaves that area.
Instead, Trickster often finds himself in situations where both his power and his movement speed are working against him simultaneously.
The power is being denied by the structure.
The movement speed prevents him from effectively compensating through basic chase.
At that point, the map is not simply countering his power.
The map is countering his entire character.
That is why certain maps feel dramatically different on Trickster compared to most killers.
The issue isn’t whether blades should work everywhere.
They shouldn’t.
The issue is whether Trickster retains enough baseline strength to function when blades are temporarily unavailable.
At 4.6 m/s, he did.
At 4.4 m/s, that safety net largely disappears.
Other Ranged Killers Receive Compensation
This is where comparisons become important.
Unknown is 4.6 m/s.
Artist is 4.6 m/s.
Both killers have multi hit projectiles that can be denied.
Both killers can lose pressure when survivors understand how to interact with their powers.
Yet both retain 4.6 movement speed because their powers are not considered reliable enough to justify a permanent 4.4 penalty.
The same logic should apply to Trickster.
In fact, I would argue Trickster is even more dependent on maintaining visual contact than either of those killers.
If a survivor dodges an Unknown shot, Unknown can immediately threaten again.
If a survivor avoids an Artist bird, Artist can immediately threaten again.
When Trickster loses line of sight, his entire injury sequence is delayed because his power relies on accumulation rather than individual impact.
He is uniquely punished for every interruption.
My Issue Isn’t With The Rest Of The Rework
Ironically, I actually like most of the other changes.
I think reducing blade count places greater emphasis on accuracy.
I think slowing Trickster while spam throwing introduces commitment and decision making.
I think Main Event being tied to sustained performance rewards strong macro play rather than existing as a passive bonus.
I think there are a lot of genuinely good ideas in the current version of the character.
My only concern is specifically the movement speed.
Movement speed is what determines whether a killer can still play standard Dead by Daylight when their power is unavailable.
If survivors bring me to a structure that heavily denies blades, I should still be able to rely on solid M1 fundamentals until they leave that area.
That was possible at 4.6 m/s.
At 4.4 m/s, many of those situations become far more dependent on the specific map, the specific tile, and whether line of sight exists at all.
The result is that Trickster’s performance often feels less connected to how well I play and more connected to whether the map allows me to use my power in the first place.
Conclusion
I am not asking for infinite blades.
I am not asking for easier downs.
I am not asking for stronger Main Events.
I am not asking for the removal of counterplay.
Maps should have areas that are strong against Trickster.
Survivors should be rewarded for breaking line of sight.
The issue is what happens after they successfully do so.
When Trickster’s power is denied, he needs enough baseline movement speed to continue functioning as a killer through normal chase fundamentals.
Right now, he often does not have that option.
A killer whose power requires sustained line of sight should not simultaneously be burdened with a movement speed that makes maintaining that line of sight unnecessarily difficult.
If Trickster is going to remain a character whose power depends on prolonged visual contact, then he should have the movement speed necessary to remain effective when that visual contact inevitably disappears.
I genuinely look forward to any interaction and discourse about this. If you took the time to read this and respond, thank you. Whether you agree or disagree with me.
I would recommend making your post shorter by not hitting enter after every sentence and instead do it after every paragraph. But other than that I think 4.4 would be fine if they reverted him to his previous blade count, even if I try to not waste them I still find myself running out.
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It is unfortunately not their decision I'm sure the BHVR team would love to bring back the Hellraiser chapter however it is currently up to the license holders.
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@RavenBirb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085667#Comment_4085667
I'm gonna try some of your build/play suggestions but I'm also gonna follow with that also
The problem with this is in a general sense killer takes way to much to just enjoy casually if ever compared to survivor.
"Unless you do this and unless you play like that" survivor doesn't have this issue nowadays, it's barebones, simple, with powerful, multiple, mega forgiving playstyles. How does that not give them the power role?
very little is forgiving on killer, the game has a very distorted mechanic that's punishing the player for the way you need to play to get a victory.
Mind games only work so much with some of the ways players can stretch out chases for gens to pop and you suggest not kicking gens for the most part
If kicking gens is mostly not a good idea a strong handful of them should be completely changed or overhauled if that's the case. Why coax the player into wasting their time and slots on stuff that doesn't do much of anything but put them at a disadvantage?
I personally think Hex perks should be able to be re lit unless the survivor destroys the totem. They can bless them over and over so the killer should be able to curse them at least more than once.
Trying to not to commit to chases when they have 2-3 second chance perks is challenging because the amount of baseline regressions is embarrassing and just feels like the devs are too scared to punish the survivors at all. It takes almost nothing to make regression stop. Most cases too they can survive and choose to go down and get hooked to complete the generator.
The focus should be more to limit the potential of teams running these very strong builds and voice communicating every move to have this much power in a match, I know for fact solo survivor is different and harder in some instances but there's more swf having killers against a wall with some of these builds or characters that are more quiet than others or blend in environments with different cosmetics.
some of these things killers need perks for should be baseline in killer's role for them in a way that isn't game breaking.
I completely agree that is it significantly harder to win a casual match if you aren't trying (unless you play a strong killer ofc even then it can still suck.)