theplaggg
theplaggg
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@Mulrian said:
https://forum.deadbydaylight.com/en/discussion/comment/2391229#Comment_2391229
- Huntress hatchets are much easier to land because you're throwing bathtubs with a lot of time to aim each one. Trickster is throwing needles in rapid succession with recoil and alternating side offsets. He's going to miss a lot.
- Huntress hatchets are just stronger because they actually do damage. She finds two good angles in a chase and she wins it. Trickster can get an angle five times and still not do damage because of how abysmal laceration decay is right now.
Not to mention that the hatches can be used on long distances further than 10 m and can even snipe across the map. The Trickster is just so much worse in every way.
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@ThanksForDaily said:
There is absolutely no reason for someone to play as trickster. Still baffles me the fact that no one plays Billy and they play ....trickster.
Full force Billy with chase builds only. Don't even care bout losing, Billy is Freedom.
Imo they nerfed one worst killers. He destroys when he catches someone in the open but lacks in every other way. There are many killer who have good 1v1 and other utility. I don't understand why he exists.
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@adam1233467 said:
I don't understand why they didn't came back with dc penalties today, this patch might fix the console problems and probably they won't crash anymore, I have seen so many streamers with ps4 playing with nemesis without lagging for the first time
Deadhard and Nemesis freeze my game occasionally. It got better but still has a lot of flaws.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2389451#Comment_2389451
You could've stopped at "RCPD Offering".
The game is most likely over at that point.
I wanna play on RPD so bad but every time it appears people just dc, give up or the killer straight up facecamps. I wish some 0payers would at least try to have a decent match..
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2390286#Comment_2390286
Not my fault you don't understand what I'm saying. My problem was never about him sucking. That's the least of my problems. Would I want him too be strong? Of course. But that's not what I'm talking about. My problem is the accuracy to the RE3R with his power. He doesn't feel like Nemesis. Oni is Nemesis.
I think his power is pretty accurate. In RE3 there were always two zombies stuck on a rock and Nemesis whipping you over and over.. and over...
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2387798#Comment_2387798
I've played him quite a bit today.
T-L's result in easy downs.
Jungle gyms are harder but still downs.
I-walls are free downs.
Shack is pretty easy.
I'm sorry what. Free downs as Trickster? Shack is easy?
Are we playing the same game? The shack is is his worst enemy just like any high wall. Basically any wall you can't throw over makes him so easy to loop. You must have been playing against some clueless survivors. He sucks and is boring to face with no real counterplay.
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@remoirel said:
the couple of tricksters i've played against so far all played the same, stay near the hooked person and once someone comes to save start throwing knives and get an easy trade.
Hes on Bubba levels of facecamping with the reduced knives
That's because he still sucks. You can try to chase a new survivor or go for a safe trade. At least Bubba has an instadown while Trickster has a range power that's limited to like 10m. Decent 1v1 but heavily map dependent and no map pressure. Still trash
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Imagine how strong Third Seal would be on Pyramid if it worked on cages. Cages can spawn anywhere and you might need to run all around the map for the rescue. On bigger maps like RPD this would be a free kill.
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@Anti_Alpha said:
https://forum.deadbydaylight.com/en/discussion/comment/2382133#Comment_2382133
Well, Trickster's 1v1 is actually really good. He can down any survivor with relative ease and the upcoming buffs will make his 1v1 even stronger.
Trickster's 4v1 sucks because he's slow and he has to reload at lockers. This is the main reason why Tricksters can still be defeated by decent teams.
He'll still get destroyed by high wall loops, big maps and any decent Survivor with Sprint burst/Lithe/Balanced landing. They didn't address his actual weaknesses.
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I wish I could actually play on it. I got it ONCE, just ONCE. Yea it might be poorly designed for gameplay but at least enable it for a short time with decent spawn rate. Rather have RPD than annoying Coldwind.
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Why would I ever recommend a game that doesn't even run smoothly on last gen and has one of the worst grinds ever? Just learning how most perks work takes hours.
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Tunneling is fueling the "toxic playstyle" cycle. It is a poor strategy punishing both sides with less points. You can play however you like but you should expect 2 kills at max with a lower amount of pips and BP. Higher rank survivors will adapt and genrush you to death making the experience dull for both sides.
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I'd love to see a elegant killer. A beautiful woman in a red or white dress walking around like she's royalty.
Add some class to DbD.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2360830#Comment_2360830
If you don't know the layout, how do you know the map is bad? Is it bad because you refuse to learn the layout?
In their defense the map barely ever shows up. Learning the layout of the biggest map without playing Re2 is be difficult. It might be hard to remember all the different parts of RPD when you see if maybe in 1 out of 20 games.
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The occasional jumpscares are the only scary thing in Dbd. The game used to be scary when you started playing but there really isn't anything to fear or be afraid of anymore.
Seems like the horror parts became less important.
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@Evilhorst said:
https://forum.deadbydaylight.com/en/discussion/comment/2356517#Comment_2356517
Should be very easy to get used to it and play around it then.
It is but that isn't the problem I'm talking about. I rarely struggle against Blights. However playing against the same build again and again gets repetitive and boring. I'd love to see something other than ruin, tinkerer, pop and bbq every time.
Hopefully the devs will buff the weaker killer perks to make some variety accessible for Blight mains.
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@gendoss said:
There are already counters to exhaustion in this game but you just don't want to use them. If you are really getting frustrated by exhaustion perks then Blood Echo and Mindbreaker are your friend. Oh but of course you shouldn't have to change up your play style to meet others, that's too much work.
You mean Blood Echo only working on injured survivors basically limiting it to Plague and Legion? Such a great counter that lasts for one chase.
Do I even have to explain how bad Mindbreaker is?
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This.
I don't mind going against a Blight but going against the same build over and over again is just boring. He's the only killer I face who has the same setup every single time.
I get that the build is efficient but you do not have to run it EVERY SINGLE GAME. Even Spirit players have more variety.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2355897#Comment_2355897
If you swing and miss on a dead hard then you've been baited. If the survivor make it to a pallet but you break it immediately he didn't gain much distance (eg, Bubba, Blight, Demo etc.)and in those instance any other exhaustion perk would have buy the survivor the same time if not more.
Bubba completely bypass DH with his chainsaw and you can insta down on T&L with him. Deathsligner can easily bait the dead hard, not even hard. Demo with Shred, if you aim properly, will hit the survivor regardless. Good luck using Dead Hard vs a Spirit. Nurse can bait it too and at worst it take you two more blink. Nemesis & Executioner could care less that you make it to a window or pallet. A good Clown isn't bothered much either. Trickster & Huntress doesn't give a ######### either about Dead Hard, the best you can do vs Huntress is using the immunity. Doctor can just shock you if he know you have DH.
Jesus it's almost as if the vast majority of the killer can deal with Dead Hard without much issue provided you know them a little bit.
You really do not want to admit it, do you? Getting the killer to waste time breaking a pallet or using their power is already enough. Lithe and Balanced are predictable and will only work one time. Whenever I get to a window or a pallet I can easily extend the chase for at least 20 seconds. Dh covers up my mistakes when I run into a deadzone or got too greedy at a loop. It is literally a crutch perk
Sprint burst is my go to but at least requires some kind of strategy to use at at full potential.
You must be a top tier killer if you can apparently predict and outplay dh since most killers I face are not able to.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2355630#Comment_2355630
Someone who have Lithe will just vault a pallet or window and go vroum vroum, what's the difference with DH? Also depending on who you play you can mitigate DH way more than any of the other exhaustion perk.
Take cow tree on Rotten Fields. It's in a corner and if you force the survivor in the right direction with or without DH he won't make it to an other loop. Same can be said about other loops.
Bubba doesn't struggle vs DH, Bamboozle a nearby window force a really fast pallet drop and voila you got a free down. With Clown, Bamboozle, force the pallet, speed boost on you, slow bottle on the survivor and he doesn't make it to an other loop. With Demo you can bait it but if you play it well you can Shred the pallet as soon as the survivor DH and drop it, so again it's a none issue with him. Deathsligner and other range killer doesn't struggle vs DH except maybe Huntress in some situation.
If you think any killer except maybe bubba can "counter" dead hard, you are playing a whole different game. You can use dh safely to reach a window or a pallet OR try to dodge a hit. Hitting a survivor 10 seconds after they used dh is not a "counter". Any player with decent skill will not deadhard into a deadzone.
I think Sprint burst is the best exhaustion perk but dh is just the definition of crutch.
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I wish switching between Charlotte and Victor would become more fluid. They are already strong so why not make them s tier :))).
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Killer get cakes more frequently and BP pretty easily as well. Just wait for the event to end.
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Megs are either running around doing absolutely nothing or sandbagging their teammates.
There is no exception.
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The shack should have a pallet on both exits. It already feels like a dead zone and Killers always get a free hit.
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He takes no skill to play and has a instadown ability. But he lacks mobility and map pressure making MANY bubbas camp REALLY HARD.
The only counterplay is spaming windows and hope he doesn't run bamboozle. Currently my most hated killer to face.
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Frankly his power is nothing new and he sucks. Unless you are a Resident Evil fan, there isn't really anything that makes him appealing.
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Instead of changing the Spirit they really had to nerf a perk that's only used on 1 killer.
Iron will is gonna be everywhere and strider will be the new monstrous shrine.
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Are you not getting tired of doing this over and over? I'm pretty sure this is just an alt trying hard to trigger some players.
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@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/2340463#Comment_2340463
Just because someone is not beautiful, doesn't mean that they can't have fame armor. A twat with a botched face could have as much of a personality as Trickster has while also fitting alongside the rest of the cast, looking creepy to everyone.
Beautiful people are more likely to be trusted by others.
Imo it is more fitting for this "hidden" killer to be handsome and making his backstory more believable. A person looking like a rat wouldn't be surprising or shocking to become a killer.
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They need to fix the console performance before enabling the dc penalty again.
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This is exactly what I think. Survivors just need time to learn gen spawn and the some good loops.
Its already hard for killer to keep up with teams that don't know where the gens are. In a few weeks survivors will dominate the map.
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Just use no mither.
Ez counter
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@MrSmashem said:
https://forum.deadbydaylight.com/en/discussion/comment/2335451#Comment_2335451
You don't need to play 24/7 to learn the map. When you get it, just make an effort to figure it out. Yeah, it might take some time and it might get frustrating, but once you know it, you know it. And on a side note, BHVR really need to add a solo custom option so players can explore maps, on either side; that's long overdue.
On your second point, if you don't know the map, how can you say it's bad? That's my point. People are dumping on the map itself out of their personal frustration, and then just saying "Screw it, map sucks. Im DCing." Learn the map, the we can talk about good/bad. Refusing to learn the map and DCing when it comes up is childish.
How dare you tell them to learn the map.
I love the RPD as a location but gameplay wise it is terrible especially for killers. However it is still possible to learn the layout. Or maybe it is easier for me because I spent hours in RPD of the remake already.
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Trickster is one of my favorite killers despite his current state. I do not understand why they want to make an already bad ability even more situational than before. I've yet to see a Trickster that gets several injures thanks to Main Event. Otherwise you could use use the regular knives that do not have a time limit.
It will be an even worse worst ability.
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@StutteringSpartan said:
Evenly distribute pressure.
Hit them once, If you can’t down them quickly break a pallet and go find another. Rinse repeat. Except to lose 2-3 gens at the start.
Is the survivor your chasing running to an area is where no gens exist? It’s a trap.
If you want honest advice share a youtube link of your gameplay, can almost guarantee you’re doing something wrong
That's honestly the worst kind of playstyle for these situations. Fortunately it rarely happens but the hit and run strategy doesn't work on survivors who drop pallets instantly. You would just give up your pressure over and over again.
Survivors play like this in the highest skilled environment because it is the most efficient way of winning with little to no risk involved. The average plays in a risky manner and doesn't focus on gens only.
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Im fine with the zombies being inconsistent however their AI could use some adjustments.
1. They should not get stuck on objects that easily.
2.Their audio should not just cut off around corners. Too many times I've ran into one making no noise.
3. They should not be able to enter the basement no matter what.
4. They should not be able to approach a hooked survivor. (Especially when the Nemesis tries to trap them right next to the hook making saving nearly impossible)
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@calem said:
I agree Spine Chill is one of the best perks in the game, and it's also a perk that you get good use out of every single game. It completely counters and denies stealth killers of any surprise hits whatsoever, and is also good against Spirit who we all know is a problematic killer. Even if you don't go against a stealth killer, Spine Chill gives you a huge warning of when the killer is coming and plenty of time to get somewhere safe. The 6% action speed bonus is just the cherry on top of an already busted perk. I also see literally no reason to not run Spine Chill (if you're just trying to win with the best perks possible).
I've said the same about Iron Will. I can't think of a scenario in-game where you wouldn't want it. Having the Iron Will + Spine Chill combo makes it literal hell for killers, as both of them effectively counter the strengths of so many killers. It's obviously different in a SWF, but I honestly think the best build for solo survivor is Iron Will, Spine Chill, Kindred, and one flex slot to suit your preference.
I'm honestly surprised we don't see more complaints about Spine Chill because I really do think it's lowkey one of the most OP perks in the game.
Every killer moonwalks to a gen according to the answers you get here. I'll never understand how some players defend spine chill against stealth killers. Especially Ghostface get hard countered by this perk.
It's always good choice but too good against stealth imo.
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Thats like saying Nurse was op but got nerfed so she's balanced now. Some nerfs don't magically turn everything into a balnced state.
Your logic is flawed.
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Thank you for your patience.
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What do you mean? Do free shards and crowns not excite you? They obviously went all out on this one.
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@NomiNomad said:
They already gave him a few buffs since his release, so likely not for awhile. BHVR tends to only touch killers after they release, then not touch them for months-even years. And then, after Updates, they don't get touched again for years.
Examples: Before his recent buffs, the last time Wraith got any sort of balance changes was when Spirit came out. Two years ago.
And, of course, poor Billy.
Unless you happen to be Blight, in which case you actually get a lot of updates.
Those buffs are laughable. He was considered one of the if not the worst killer and still was after the adjustments.
Everyone knew that he needed major improvements even in his ptb state and he still got little to nothing.
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I'm pretty sure they get kicked out of the game. Ive had some dcs in games with 3 or 4 cakes and the cakes aren't as common as they used to be. The console experience is certainly unique.
I'm on Ps4 btw
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The map takes quite some time to get used to. I recently replayed RE2 and still get confused by the layout.
They honestly should make the map appear way more frequently since it was disabled for 2 weeks.
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@DbD_Enjoyer said:
https://forum.deadbydaylight.com/en/discussion/261985/pretty-bad-job-so-far
Original Freddy was worse and he only got a rework years later, do you actually believe that capcom gives a damm about how weak their characters are inside other games? They only care for the money, not for accurate representation of their products.
I don't think anyone is talking about how strong Nemesis is. Just fix his lags, the zombies and his weird hitboxes AND bring back the RPD map.
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The only problem with him I know is forcing his m1 on pallets. It might be because he is a new killer but most people try to m2 on pallet loops making it easy to force a m1 without using the pallet.
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Being a red rank does not reflect any kind of high skill on both sides.
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Just main survivor. It's not as stressful as playing killer. Sometimes your team may do questionable plays but at least it isn't as awful as playing killer.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2308382#Comment_2308382
Sorry that I am telling the truth. If you think that you need Ruin/PGTW/Corrupt Intervention on every Killer, this is a you-problem.
Like, I use exactly 4 Perks on all of my Survivors. On my Killers, I use 14 different Perks.
Playing low mobility killers with no gen perks needs many mistakes done by the survivors. Ofc you will win against potato survivors with random/no perks but trying that in higher ranks will most likely result in a lose.
Or maybe you're just a godlike player that stomps everyone with any killer.
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@fr0sty1223 said:
It’s a valid strat when the devs put things like noed and ruin in the game which are perks that basically say: if you try to work as a team for help your fellow survivors you lose the game for it. Maybe if it wasn’t so punishing to actually help your teammates out people would be less inclined to let them die
What does this have have to do with their gameplay? Do you throw your games just because you're afraid of ruin and noed? Not to mention that those are hex perks that can be completely avoided.
Letting your teammates die on first hook is not a "valid strat".