supersonic853
supersonic853
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@Mandy said:
This was not in the patch notes and there has been no functionality change to The Doctors Addons - so whilst the text has changed the in-game numbers remain the same.
Now this is ahead of some further minor tweaks to the numbers of The Doctor in the upcoming Bugfix Patch which should be available next week, adding some of the value of the addon the killers basekit etc.
One worry though with making him more consistent is could we get a change with the intensity of the insanity static as well? Some people literally cant play against him and have to dc. It all started a year ago when his old insanity was subtlety reintroduced. He needs buffed that much is true but people also wanna play.
https://youtu.be/iHBk-lc_COc?si=532zmuGuDfL6vEPf -
Marik probably. They make yugioh jokes sometimes and have connections with konami anyway. Also they werent shy in the Manga about the shadow realm actually being death. Mori is summoning ra to blast the survivor with pure flames.
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@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076041#Comment_4076041
Yes! An in-game report is mandatory, and the video evidence can be forwarded to Support afterwards.
Can we get a fix to this though because its happening multiple times a day and it could be improved with a system please thanks!
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@Mandy said:
This was not in the patch notes and there has been no functionality change to The Doctors Addons - so whilst the text has changed the in-game numbers remain the same.
Now this is ahead of some further minor tweaks to the numbers of The Doctor in the upcoming Bugfix Patch which should be available next week, adding some of the value of the addon the killers basekit etc.
Oh okay fair enough its hard when people see these things and are like "wait thats different" lol. People are very astute. Thanks for clearing that up.
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And that my friends, is a actual shadow nerf lol. They didnt mention it and it actually is worse than before.
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I think theres a fairer reason they probably could have gave. The one they did give was not consistent at all with how they operate with perks. The reason they coulda gave (since they alluded to it before) was its value in stacking. They've had this problem with any perk that like stacks with itself (48 meter kindred because 4 open handed) or stacked vigil. In this case it was perma progress so why not bring it if you have a 4 team to quadruple the perks effect for basically free? Each hook was 6% perma progress if I recall correctly so 4 hooks split would be 24 but quadruple that and ya had 96. (Since the person hooked doesnt obviously get a stack). 96 charges is over a gen of perma progress just out there on the gens they choose to put it on. And its not like this insane skill thing its still just hitting a great. And thats only hooking everyone once so you could double that if the killers 8 hooking. Which isn't a problem with the new one because it doesnt go to everyone when a person unhooks just that person that unhooks. Making it unable to stack up to x4.
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@DemonicDemons said:
Ok I keep going up against Oni's and Billiy's just to watch them do crap that isn't actually possible in game, for example PERFECTLY NAVIGATING AND TURNING 360 DEGREES DURING POWER like no, I played both of these characters and it's clear as day these people are using exploits because what they're doing in physically impossible. I'm not talking about the last second flick hits I'm specifically talking about how these cheaters are turning full corners with full control as if they were survivors whereas when I play them I am forced into some bs angle where I turn slower than the last Trump braincell after a gunshot rings out, on top of that I got aimbotting wallhacking Huntresses running amuck like actually ######### is going on????????? This is getting annoying, again. BHVR, do something. **chuckles in knowing that nothing will likely happen**
Dbd wiki is helpful lol
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@MichaelTheBlimpedFox said:
This one isn’t going to be popular with the killer mains who play him but this post is a long time coming. Billy should not be able to spam his chainsaw all game long considering how much smaller maps are getting, loops being more fair to manage as killer and pallet density has been nerfed with even some pallets being generally unsafe.
My suggestion to fix Billy and make him much for fair for survivors to go against him? Chainsaw charges like Leatherface to give Billy a proper cooldown to prevent killers from just spamming chainsaw all game long. Yes it is a nerf but a fair nerf. I like the idea of him keeping his overdrive mechanic the hotter it goes the faster you run and charge the chainsaw.
Look it’s not a matter of what “FEELS GOOD” or is BORING” it’s a matter of giving the survivors a chance without zero counter play when Billy can just immediately try again once he misses without getting a charge back. I am not at all survivor sided I’m just trying to be fair. It’s like Oni who has access to his power all game long in this current Billy meta.I’m sure killer mains aren’t going to be happy with this one, but that’s my opinion.
Ever heard of the overheat times? They tried this. It ruined the character to the point they became a hazard to play unless you used them for just curve testing. Which you didnt really care you lost you were just there for survivors enjoyment to see if youd curve or not. Both survivors and killers did not want that for a killer they wanted him to be threatening again. (And for good reason) so we got the overdrive update which was ironically one of the most popular midchapter ptbs not just because we got Alan wake but because of the billy update as well. And he got some changes afterwords to make him not as overbearing. Which is how he is now and I think hes still the most balanced of the A to S. Not good on indoor maps or high condensity unless you really know how to curve compared to killers like ghoul or blight. So, agree to disagree.
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The sprint burst on demand is the only thing ruining it currently in my opinion hopefully they actually take this time to realize that and fix it for the next one.
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i have not had this much fun in a night of dbd in ages. the last map weighting was horrendous for characters like billy and just stagnation overload. feels much better to be able to run around and vibe.
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@Mandy said:
I'm sorry, I'm missing something here @radiantHero23 - it ws removed by intention, you were told it was a design decision. The Community team aware that players including yourself were not happy about that, gave the feedback that players wanted the helmet back. Now it's back, it's a problem? Yes it's done as a bug fix on behalf of our QA, and I've acknowledged that this makes it confusing. But really can't figure out quite what the complaint is here.
I think the confusion was if it was removed by design intention she still kinda operated like she had it? The hand clenched around a invisible handle or smthn. The animation was exactly the same as before it was removed. Just the BT was absent ofc. So its one of those things that was fine how it was but the decision came anyway. Glad to have it back but the no transparency on when it was removed being a design choice until the moderator responded like years later it was intended. Now its back. Its a ringer. But good to see it.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075541#Comment_4075541
it was a design decision, probably something to do with the animation
I also think this is compounded by the patch where it was removed they probably didnt say anything either. (It would be interesting to look back and check)
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075485#Comment_4075485
they definitely didn't lie to you. The intention was made to not have it there by design HOWEVER with the feedback that players liked this, it was re-instated.
So the original way it worked was never intended? Her having the trap in her hand in the lobby? (Before it was removed ofc) seems like a weird bug to have, being holding your power in the lobby on release. Then removing it. Then reinstating it i can get the confusion on it.
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Accountability would be nice but its probably easier to just pretend the conversation isnt here so.
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Ironically I think im in the opposite lol. The server is really close ig to where I live i regularly have 29 ms as killer. So when I swing and it shows me hitting the survivor itll rob me anyway so im not sure.
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I use reflective fragments thats the only time I have fun with him outside of tuft of hair since thats basically buffed old myers.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074008#Comment_4074008
Points have been a thing before. But no idea how they are actually calculated.
Yeah some of the forum members spent a good bit last night speculating because I can have 1800 while fridge and others higher than me have 400 lol you are the highest ive seen so far.
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in the words of birkin HELP MEEEE IT HURTS
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@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073134#Comment_4073134
Screenshots are not required for the team to take action when it's in game chat related:
HARASSMENT: COMMUNICATIONS ABUSE
- Insults, intimidation, hateful speech, repeated harassment
- In-game report REQUIRED / Player Support ticket OPTIONAL
https://forums.bhvr.com/dead-by-daylight/kb/articles/139-game-rules
Well either the punishments are too lenient (so people arent afraid of even getting caught. Hackers saying they have hundreds of accounts or can buy another for cheap,) same note if someones just gonna get kicked off for 3 days they aint gonna learn much about their behavior. Same with dcs now people say "I have my free dc of the day to dodge this killer" or stuff like that. Theres always stuff that can be improved. I cant say I see it at the same level in other games as I do in dbd. (Marvel rivals for instance can have 12 people in game vs dbds 4) and i dont see it every game. Because its followed by a immedate mute or worse. (Im talking like sometimes as soon as 30 minutes after its reported) so while I dont agree with what they put in their reasoning. Its true in some regard the title alone i guess.
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I do think sprint bursts exhaustion should be the longest because of how easy use it is and how hard it punishes m1s compared to dash killers. And with vigil being what it is rn plus other stuff like ghost notes. Exhaustion could be higher.
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@Crowman said:
Anonymous mode is one of the few good things BHVR has added to the game. I do not need salty players harassing me outside of the game.
With the side effect some of the most insulting players ive interacted with have it on because its i guess a shield against accountability. (Ik bhvr can punish them anyway but depends how severe they take insulting i guess)
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072395#Comment_4072395
which is exactly what the PTB is - we adjust based on the feedback. As you've said we've not gone through with something when it's overwhelmingly negative, or when we can see in live play it's different that it was perceived to be.
For this PTB we're heavily focusing on the Diminishing Returns, looking for issues etc that didn't come up in our playtesting as it's very different when you have thousands of people playtesting something, rather than just designers or consultants. As well as the Blight changes.
The number tweaks to the killers admittedly don't need much testing, they were never meant to be massive changes as we didn't have the bandwidth to do programming changes just what Designers could change themselves safely without issues. They could have just been pushed live when we release this chapter but they have to be in the PTB build.
0.05 faster shock is certainly a change though lol. If its the easiest changes they could make on a dime I question how we got that number. Same for ghostface where it was just reducing the cooldown by 2 seconds but he could be reduced without changing the addon and be fine probably current day. Not changing the addon probably woulda been less work too i assume.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071377#Comment_4071377
we'd still have all the certifications and localisations
Now im a bit confused because other games have shown you can change stuff server side without having to go through the entire process. Dayz minecraft overwatch r6s can change number values of already existing things server side without having to do a ptb or whatever. Can that not be done in like a game like this? (They still have ptbs for entire new contents or reworks but they can change number values where a character is suddenly a bit faster) from the overwatch example.
"While a new PTR patch is generally available within 1 or 2 weeks of a new live patch and lasts for roughly 3 or 4 weeks, the Experimental card comes abruptly and arbitrarily, usually without warning, and only lasts a few days. The Experimental mode rolls out changes server-side, removing the need for a patch to be downloaded. This also, in turn, allows changes to be released on console simultaneously and without affecting PC release scheduling, due to not needing to wait for certification from Sony, Microsoft or Nintendo"
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071280#Comment_4071280
Even for some of the smaller changes? Every killer change in this patch as far as Im aware are just small number tweaks. Can there not be a limited time gamemode where its only those killers that can be played with their slightly modified stats?
I assume if other games like overwatch days minecraft and siege can do changes server wide so can bhvr for a temp gamemode. But not sure.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071130#Comment_4071130
This would be hard to overcome. And all of the console makers have to certify each and every update already, which takes time and is not free either. Plus with Switch already a week behind every patch now they'd never ever be able to participate as well.
What might work is something similar to what both DayZ and Minecraft do. On Xbox both have separate "Experimental" games always up to test new things on. So it's possible.
Overwatch had this too
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Id like more of a experimental mode similar to what overwatch did back when. They bring around a game mode with a bunch of adjustments to killers or mechanics. (Since we see that with 2v8). And test them. If they are good enough they become live features eventually.
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@SoGo said:
No.
Perma-undetectable is not a good idea unless it has at least a small downside.
Wraith has to uncloak, Pig has to uncrouch/dash, Myers is slowed down more than most killers. It shouldn't be free.
I mean the downside is like how it works currently for springtrap. The passive undetectable is removed when a survivor spots you on a camera. And the aura reveal reveals you through undetectable.
"SPECIAL INTERACTION: CAMERA VIEW
Each Security Door has a Camera attached to it.
Interacting with the door gives a Survivor access to the Camera View, allowing them to cycle through every Camera:- Survivors are able to travel to the selected Security Door by pressing the Secondary Action button
- Survivors are also able to reveal The Animatronic by looking at him through Camera View, doing so reveals his aura to all Survivors for 10 seconds and removes the Undetectable granted by Security Door travel."
How it works currently. Not that this is the true answer to what he needs. But some back and forth would be nice. Buff in one way to make springtrap more threatening if you ignore the doors. And more strength on the door reveal. Right now he plays just huntress with tp.
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id definitely like to see this incorporated in some way. henry has a addon that does perma undetectable so makes sense for springtrap who comes from a game of that nature.
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I just wanted a continous undetectable that was removed or supressed by seeing him on the cams. Thats what I think everyone suspected with him being revealed but they said they didnt want to do that.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070582#Comment_4070582
Will definitely be excited to hear what you think once you've had a chance to go hands-on with it :)
Oh im gonna be hands-on.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070578#Comment_4070578
Would you mind elaborating on what you're not liking the looks of?
Really like the springtrap ones! So many dead hards made my grabs transition to attacks so hopefully with the new prompt that wont happen!
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A meta shake up patch would be nice this doesnt change the 4 gen on killer side. Or exhaustion finesse hyperfocus stake out on the survivor side. Since perks took a backfoot for everything else people have learned kinda what perks are the best to run currently.
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@100PercentBPMain said:
will this killer the dreaded blood pact power of 2 build?
you never see this build but when you do its always a terrible time
Sounds like haste stacking was one of the things targeted for this so yes itll help at least. And individual killers will have stronger stuff to make up for not stacking i guess lol.
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@SOULWARRIOR71K said:
At some point can we please stop blaming MMR and just acknowledge the fact that there are only a handful of pro level survivors in the world that can handle a blight that plays like this? If MMR was so strict that he only gets matched up with these kinds of teams, his queue time go through the roof and those teams would get sick of playing the same people every game.
The truth of the matter is that if you can do the exact same strategy every game for nearly 2k games and win every time, the strategy is busted. MMR is not the reason hard tunneling/slugging with Blight is so effective. Almost every win streak you see boils down to the same thing: put on 4 slowdowns and tunnel someone out as fast as you can. Even tournaments know this, which is why they have to come up with a bunch of fake rulesets to try and make it interesting to watch lol. The strategy + blight being op + someone dedicated enough to devote their life to pointless winstreaks = unhealthy gameplay/mindsets that have nothing to do with the MMR system.
You know whats funny with your statement is theres more rules on survivors in those same tournaments because its not uncommon for a blight even like this to be destroyed by survivors because of it being a 4v1 game. And them all being equal skill levels. Why do you think 4 man streaks have their own rules to mirror the comp? Only 1 of each perk and they all have to be niche. No items above brown. Ect. Its simple just get 4 very good players that know how to time manage everything. Know how to use perks to their max potential even the niche ones. And know the main rule is gen progress. And you can end even the best killer (as shown). (Not saying its not a problem but you are making it all sound way easier than it actually is. I mean you are welcome to try to winstreak to prove your point more or tell me why theres so many rules even from survivors themselves that say they can best even the best killer. Nurses have lost tournament games consistently and shes second to blight)
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@Aven_Fallen said:
It is honestly ridiculous that it is possible that someone can ruin almost 6k games for the other side while only losing 3 times. And those 6k games in the most toxic and sweaty way.
I mean it is a extreme like any case is pointed out. Its a very good player. With a very good killer. With the best build and tactics available. And a shoddy mmr system. He makes up like what 0.001 percent of the actual player base. But doubt most people could even get above 100 with the same stuff.
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@OrangeBear said:
Because the game has no competition. If the game is down and i want to play it, there's no other game that i would want to play instead. So best i can do is be patient or do something else entirely.
don't worry we have halloween game on the horizon-
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I forget what the perks did lol
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@Aven_Fallen said:
Because Killers complained. And if Killers complain, there will be changes.
This is in bad taste. It forced a same killer base of the only ones that could work because of the limits of blood gens.
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@Aven_Fallen said:
Looks like it is unintended. This can happen from time to time, it is impossible to keep track of everything with the hundreds of Perks we now have in the game, especially if it includes a Perk almost nobody runs like Potential Energy.
You should also write Bug Report in the betahub:
https://app.betahub.io/projects/pr-5642738318
Because the goal for Potential Energy is to have a slower repair to help complete Gens which are easier to defend for the Killer. And since nobody thought about Generators having reduced charges when creating Potential Energy, stuff like this can happen.
Couldn't this be the same as serpant and tblc or is this like a actual bug vs a synergy? (Calling it a synergy since they make it official)
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066700#Comment_4066700
You had 11k BP, and the survivors who escaped had about 18k... 7k of which is escaping.
You can't have had many hooks this game. Which not only means fast track did almost nothing, but you also only had 2 perks for most of the match for the same reason.
Hyperfocus/Stakeout and toolboxes did almost all of the work here. With the only real variable being how long you spent earning your power or dry kicking gens.
I mean pointing out hyperfocus stake out and toolboxes that's a similar problem (like you said). People are quick to jump to "well killers can stack regression why cant we have stacked gen perks with toolboxes?" Well because there's 4 survivors and 1 killer? And most of killers regression perks require either a hook, a kick, or a down vs toolboxes and some gen survivor perks like deja vu that are active immedately. So Fast Track just stacks to a already accelerated game from the survivor end. Sure the S tiers can keep up but throw in a pig,ghostface, or something of that nature. Since any progress is better than none it just gives another tool. Because it can remove charges from the gen while the other stuff is also speeding it up. So it does just seem like a frustration post of a killer who felt they couldnt bring the game back vs all that stacked progression.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065364#Comment_4065364
Those are nonsensical arguments which happen every damn time someone picks out the current Survivor-Perk which is now a problem or a reason why Killers tunnel.
Subtle cheaters are no reason why the Perk should receive changes or not. Otherwise you can nerf every Perk with just saying "subtle cheaters". IMO if there is a Perk subtle cheaters might use it is Hyperfocus and if someone is using Hyperfocus without Stake Out, it is a sign, but even then, there needs to be more solid evidence.
And when it comes to tunneling - it is just another excuse for Killers who would have tunneled anyway to tunnel. We know those threats at this point which come up when a new Perk is released. But in the end, Killers will tunnel anyway. Saying that Fast Track might lead to more Killers tunneling is just not logical, tunneling is already the most efficient way to play Killer and also the easiest way to play Killer, which has no downsides (if you pick your right chases of course) and only upsides. So Fast Track excisting does not change anything on that.
Though fast track isnt the first perk on the survivor side that indirectly or directly encourages a unfun style i guess. We reworked dying light because it "encouraged tunneling" well if a survivor brings flip flop power struggle and emotes on a pallet and theres 1 teammate nearby or the killer waits even a few seconds (because they buffed power struggle threshold). The combos considered a "accepted slug situation". So we should just be forced to leave them there not progressing our own gamestate and they get to have fun on the floor for up to 4 minutes? Boil over if you know map hook spawns and put yourself on a upper area (old rpd library anyone)? Eitherway thats one of the reasons I couldnt have seen the antislug working out because they didnt change any of those scenarios. Anyone remember original background player that gave the unhooker the speed boost instead of the unhooked? One of the times ive seen the forums united saying "okay thats just unhealthy" lol. So sometimes its good for people to panic.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065163#Comment_4065163
This implies you are playing him to backrev survivors which isn't how he's designed to be. You're supposed to take advantage of brief, frequent windows of LOS to land individual knives. It's why pulling up and down a blade is insanely fast compared to other ranged killers.
Depends on the map. And stuff like sprint burst still gives a lot of distance to the survivor before trickster gets close at all. Which is one of the issues for 4.4 compared to 4.6. Which if they also put themselves behind cover and hold w from there on with putting stuff in the way you take a very long time to catch up or do anything.
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@OrangeBear said:
BHVR. Please don't give into the pressure of making trickster easier if that means reducing his skill ceiling/potential.
People are asking for a version of trickster that we already had for the past 2 years and it was #########. The issues people are having are things they need to learn to play around. Because 4.6m/s never solved these issues it just made him mid overall. He's not supposed to chase the first survivor he sees. If laceration is decaying, the chase should be dropped.
Maybe he deserves to be stronger but not in the ways people are suggesting.
Trickster has never been a killer that anyone can pick up and play and get great results. Hell even if you are good with him his results can feel below average for the effort you put him. But he's incredibly fun and interesting in this state regardless and this needs to be maintained.
I'll be damned if i see patch notes within the next 2 weeks that partially revert him to his old state. He has not even been out for 3 days yet. I don't want this game to be dictated by the loudest voices. DBD is a game with depth that doesn't deserve to be balanced around first impressions.Does the fun start once you actually get in range and theres not a bunch of shrubbery, a pallet chain, Or the survivor doesnt have a exhaustion perk to leave you in the dust unless you wanna follow them for another 30+ seconds and rinse repeat? For instance tricksters own map in every way?
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I cant leave. I got hooked in the basement and theres a bubba outside.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064984#Comment_4064984
Just wait until all 4 survivors start running it
People said this years ago about hyper focus, and we still aren't seeing it.
In this fictional scenario with all 4 survivors both being hooked while also working on the same gen, where is the killer exactly?
I think in another case though theres also the argument of "who is this perk trying to punish" if you perfectly split hook the perk gets the most value at 3% per hook or whatever. So a 4 split hook gives at least one person 9% progress. Which is something I guess but make that a full split hook game the perk adds up. Vs just taking someone out in 3 hooks then you only have to worry about the 9% but someones dead i guess lol. Its relying on the split over the tunnel which I know they cant make every perk balanced around splitting but its what killers probably would like to do because it keeps everyone in the game longer.
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@ThatRyanB said:
One thing I'd love to dig into more here is the discussion around The Trickster's movement speed, as I think the "why" is an important piece of this.
Is there anything specific you've encountered while playing The Trickster that makes the 4.4 m/s speed feel frustrating?
Pretty much the same reasons any 4.4 killer has for struggling. We still are in a pre-run exhaustion meta. With stuff like sprint burst and lithe to get distance ahead of time. Then maps have more shrubbery and pallets that people can just run around to make sure trickster cant hit them or spends so much time catching up. While everyone else cranks gens. The trickster drops they have a lullaby and a tr to warn the next survivor to prerun. Rinse and repeat. You can go to maps like grim,ormand,or badham and constantly run circles around the buildings and he wont get any pressure on you being 4.4 not even counting the knife slowdown. And either the options are nerf exhaustion perks (which would fix the problem for all cases) adjust maps to not encourage this style. Or just buff trickster. Which we know which is the easier decision to make and take less resources.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064837#Comment_4064837
Those videos are horrible. Those are highly fabricated scenarios which will never happen in regular gameplay, only because Youtubers want their clickbait titles a la "Gen completed in 6 seconds!!!" when the build is 4 people with fast track, BNPs etc.
This would be the equivalent of saying that Trapper is an OP Killer, because you can down 4 Survivors which are standing in a perfect line in around 15 seconds.
Yeah watching the new spooknjukes one I kinda like he didnt do that he showed how strong it can be solo i guess lol. Because if you bring weaving spiders that removes 10 perm charges. Normally someones hooked by the time you finish. Your injured now so you have resilence and deja for 15% faster gen. Then fast track for its per hook thing lol. You can end up chewing through gen progress. Bnp also if you wanna tank that progress off a gen too. The most he pushed it two was a duo doing it and it was pretty good. I can see the stacking potential will have to see how it turns out.
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@HoodedWildKard said:
Can't say I'm a fan. The tbtc interaction is very cheesy. Literally every wraith I've played against since the stranger things launch has been using this combo and absolutely dominated with it. But at least there's a definitive answer now.
It has a lot of parts that make it up that make it not as crazy I guess. Normally theres always a resource nearby a generator via a pallet or a window. Wraith wants to get close enough to take advantage of the uncloak right next to you. Giving you more time to see him coming and move toward the nearest resource. Its LOS based so maps with a lot of stuff in the way have a balance act of helping and hurting you. You cant see wraith coming but he also cant see the gen. Then TBLC has a duration activation time of 1 second where the killer has to hold the button for it to start activating. Then the uncloak time. Then theres a 1 second delay on attacking. Giving a good bit of time to get to something even if hes right next to you. Its a difficult game probably.
Example. All that added together guarantees the survivor makes it to that pallet on the right. And its a open area a actual survivor would see them coming anyway.
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@lettuchia said:
This isn't a "free escape," they popped 5 gens and you lost the game fair and square. What you really want is a free kill, in what universe should you be able to tunnel as a reward for losing 5 gens? Not unfair at all, don't make it to endgame as killer
Well lets turn this the other way then. Should the last survivor instantly die if every other survivor dies instead of the hatch spawning? I mean, they had their 3 teammates plus themselves multiple hooks worth of time to get the gens done and leave. Dont wanna pity them with a free escape via hatch the same way dont wanna give the killer a kill for failing their job. Or if we be more reasonable they just die after every other survivor dies and the hatch is closed. Because they get 2 chances to escape at endgame (how crazy is that? Lol) via the hatch and the gate. So many pity chances. (For the record I dont see a problem with the game as it is now. Just pointing out the funny irony of your statement)
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063493#Comment_4063493
Rewards for hooking multiple people? Killer players were against that, because it would also have been a punishment for tunneling.
Yeah I mostly liked the first attempt (ignoring some of the obvious flaws like the 6 hook punishment or the tunnel because they could be forced or happen on literal accident that was shown through actual gameplay) lol. The perk reworks and the base mechanics were mostly perfect too me. But bhvr didnt like it either calling it "cookie cutter gameplay"




