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  • @ThiccBudhha said:

    I just feel like the recoil should be the opposite. Instead of acting like a Desert Eagle and ramping up his speed. He should slow down and the arc should increase downward as he gets tired of throwing all those knives at rapid speed. It would have the same effect of making him bad, but also make more sense.

    Id be ok with this change personally, but it would still negatively impact controller players...

    only thing I can say is try to move your control sticks in short bursts rather than adjusting the recoil after every shot. Plus the recoil should get better over time as your knives get faster.

  • I would LOVE a replay feature in this game. No joke. It helps everyone improve and brings more life to the game

  • I'm kind of interested in playing Slinger some day... I just haven't bought the dlc for him yet

  • If I could recommend something about Trickster it would be to never throw knives at mid/long range. That's why the recoil is there... so you're not spamming recoilless knives across the map

  • Sorry I meant addons but I said perks for some reason

  • I'm not sad because I already have the DLC, but I'll sorely miss the Hawkins map. Lots of fun times there hiding from killers and whatnot

  • I play Trickster and I dont see any reason to remove these perks. Play stronger loops and also help your teammates. Theres no shame at all in taking a few daggers for a teammate so they can run away and heal. Even a health state isn't the end of the world.

  • Its definitely worth snuffing the totem if you're in the area. It gives you the same amount of BP as if you hooked a survivor. The player has to relight the totem, and you get to deny survivors any self healing without perks or medkits. It's good to do so when you can.

  • I think if it's not intended to work that way then it should be removed. It's not possible to do by normal means; you're taking advantage of the game when you shouldn't be able to imo

  • I still play killer and have plenty of fun

  • It's always luck of the draw. My first survivor game today was really good, and everyone was very cooperative with each other. That helped most of us escape the match. The next 3-4 matches for me were solo survivors looking out for themselves, avoiding each other and self-caring in corners

    Just guess how many of those matches we won

  • It does have its faults but this is still a great game.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2609356#Comment_2609356

    You should be able to have an extra bear trap by using Jigsaw's sketch as far as I'm aware. Pig camping her boxes is a troll build to piss people off. Don't take it serious.

    I dont think 1 extra trap is going to help in the late game. Not when you have to choose between losing your gens or losing all of your pre-placed traps very early in the game. The addon sounds fun but when you think about it, its actually working against us... at least imo

  • Depending on how long they've been wiggling, you can drop them in favor of hitting the other survivors. Especially if there's more than one. I will gladly take those free hits, thank you

  • Maybe I'm reaching too far but is that face in the middle? I can make out two eyes and a long, devilish grin in that hedgehog mess of a hair

  • I didnt really think the add on would be worth using myself. Doesnt it remove all of your traps? The only way it could be worth it is by keeping your traps but applying extra traps at the start of the game. That way Pig isn't forced to camp her own boxes to get value in the early game. Otherwise its counterintuitive since camping your own boxes means you're not applying gen pressure. So you single yourself out even in the early game, which you dont want to do. Kind of a messy add on to me.

  • I think it's a wonderful thing to have plenty of content in the game

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607386#Comment_2607386

    Wait... People never complained about Trickster being hard to play power wise. People complain about Trickster because he doesn't excel at anything at base.

    I have yet to see a person say they can't play Trickster because his power is too hard to use mechanically.

    Meanwhile many people including long term streamers agree that Billy is mechanically one of the most demanding characters in the game so not sure if you're just trying to troll or not at this point.

    The in-game ratings don't even mean anything regarding the skill ceiling, too. Freddy is rated as hard even though the community has considered him braindead-easy. Otz used to say "even a monkey could play Freddy".

    Also you have yet to explain Trickster's skill ceiling because all he can objectively do is spam throwing knives while looking at the survivors. That does require some precision but other than that there's nothing to learn.

    What can a 1000 hour Trickster do that a 10 hour Trickster can not?

    What do you mean by excel "at base"? Does that mean Trickster can't perform well outside of using his power? Trickster was never designed to be an M1 killer. If anything he was designed to catch survivors off guard, using his perks to his advantage, and finishing survivors with his power. If nothing else, at least trapping them and preventing them from easily escaping.

    Also I wasn't aware that we were strictly comparing mechanical skill across the killer roster. If that's true then Nurse takes the cake, because there's not another killer like Nurse. Not only that, but Billy has to constantly worry about obstacle collision where the Nurse can simply bypass it altogether! If you really wanted to play a flashy killer, then Nurse is the way to go. Personally I don't like playing Nurse myself.

    I still think Trickster is a fairly mechanically driven killer. Sure, you start out with 44 knives, but it's the precision that determines how long your chase will be. Furthermore, you control the precision to a great degree -- compared to Billy, who has acceleration during the first moments of his sprint. Not something I want to get used to by any means. Instead I can walk up to a survivor, hug them, charge up my sprint and get a down for almost no stress.

    To me that's not very mechanically driven gameplay, but it seems to be the best way to play him. I agree though the in-game ratings are not 100% accurate and I don't expect them to be. I still think Billy rightfully deserves his 'Easy' rank because of the way his kit is designed to work. Plus all of his perks are extremely good.

    Lightborn - no more flashlight saves

    Enduring - less downtime between pallets when sprinting

    Tinkerer - I hear this perk is still used quite a bit at higher levels

    Why does Trickster have a higher skill ceiling? Well if you look at his perks, you can tell from that alone that he will be relying solely on his power to win the game. Starstruck doesn't give you any visual or HUD information to show who is Exposed. Crowd Control is a hex, and on top of that works only on rushed window vaults. No Way Out is the epitome of end-game perks, i.e your last resort to kill anyone who is left alive.

    So for the majority of the game you are a slow moving M1 killer, who has a semi-decent range power, and 4 survivors to play against. Billy has mobility and a power advantage over him. The comparison is overwhelmingly in favor for Billy being the easier killer to play. I can't see how Trickster has an easier time.

    As for the last question: what can any killer do with a thousand hours in this game anyway? We're all repeating the same strategies to achieve our goals. That goes for every killer in the game. Even Billy.

  • @ShinobuSK said:

    I know they said they are working on grind nerf, but would double BP weekend once a month kill them or something?

    Yes please. At least something for survivors. Even playing my heart out with an offering I still double my BP every time I play killer with a similar tier offering

  • @Jarol said:

    I was looking at the coordinates and it could be an exact location of a possible map, it is located in an ex-town called "La Noria", it is a ghost town as we know it in Chile, in the north, it is said that there they harbor evil spirits and When I see the photo of the raven, a lot of allusion is made to "Tue Tue", a character that serves as a legend in the country. I never really understood where they were located because there were many local legends that were located in the south, center and north of Chile, such as the aforementioned Chupacabras and Trauco, the llorona is from Mexico if I remember correctly, but it may be a reference to the fact that the killer is a local legend of that town and the survivor an artist of a Chilean museum or explorer.

    I think that will make sense to me.

    A killer of a legend from that ghost town.

    A survivor interested in that story.

    And a map set in that ghost town in northern Chile.

    I just want to say wow you know your stuff 🤓

    That's actually very interesting and I'd like it to be possible too

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2606898#Comment_2606898

    I'm confused. What do you mean by you can "chase while charging"?

    Billy moves at 92% during the charge up phase so you do lose distance when charging/feathering the chainsaw.

    Also I said skill ceiling.

    Can you explain how Trickster has the highest skill ceiling?

    Yeah of course. You mentioned that Billy players should learn how to curve their sprints and how it adds to the complexity for Billy players. I was saying that you could instead chase a survivor while charging up your sprint, thus reducing the need to curve your chainsaw at all.

    I think 92% move speed isn't slow enough to lose a lot of distance on a survivor moving at normal speeds. 2.5s charge time doesnt leave much room to run away. If I'm reading that right they either lose no distance at all or very little.

    Either way the distance is so subtle that I myself will often chase survivors just to get that sweet chainsaw down without having to guess where I'll end up by the end of it. In other words theres no reason to add complexity to something that's already fairly easy to pull off.

    I think Hillbilly respectfully deserves his easy rating. I didnt find him very challenging to play at all. Trickster on the other hand... you see all of the complaints about him. Most people dont enjoy playing him. He doesnt deserve his easy rating in my opinion. Much higher skill tier than Billy.

  • I think its Trickster because with Billy you can still chase them while charging up your chainsaw.

  • People like Sprint Burst more but there's more control with perks like Lithe or Balanced Landing

  • @FrostySeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605397#Comment_2605397

    The issue with dropping chase is that Trickster is an awful Killer when it comes to that. Atleast with Legion you can force them to mend and quickly find other survivors, but as Trickster you have no map mobility and no information gathering ability with no natural slowdown either. This means that abandoning a chase with Trickster is going to waste a ton of his time and unless you can make that up by quickly downing the next survivor you find, you'll have lost so much time you won't be able to come back easily from it.

    Abandoning chase isn't a bad thing for Trickster at all. It means you'll find them another time in a more compromising spot. Basically resetting yourself so you don't waste your time on a bad chase. I've found more luck with that than I have arbitrarily chasing each and every survivor until they're down.

  • @FrostySeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2603866#Comment_2603866

    Except for the fact that I've been playing him since his PTB days, I'm not some new comer towards him. The only thing he has going for him is the fact that's he's a pub stomper and he's one of the best campers in the game. In high MMR survivors will round corners and put objects between you and them forcing you to hold W for a decent amount of time, then when you finally catch up to them, assuming they didn't go to a really strong loop against him, then you can finally start to go through their health state. Then after that whole chase is over, you will have at best used around 18 knives and at worst 30, either way you'll have to reload. He has a massive time efficency issue that isn't helped by anything other than his ability to camp.

    Ok so usually this depends on where the survivor is and if they're injured. I don't go on long chases with Trickster because it's not beneficial for me, even as a ranged killer. I don't do very many long range knife throws either, because they can just strafe away from them. The same goes for survivors who hug obstacles. That should be an easy M1 if they're not using pallets. Basically you have to judge when it's best to throw knives, when to M1, and when to drop a chase

  • I don't think Trickster is a bad killer at all... I think there are more people who don't play Trickster because they assume he is bad. He's also a fairly difficult killer to learn, much less even consider mastering. He falls in line with other killers like Pinhead, Demogorgon, Ghostface, Pyramid, and Clown - killers that should know their powers enough to take full advantage of them.

    I see Demo players who don't use their portals at all. Ghostface players stealthing out in the open. Pyramid players second guessing themselves and losing a chase. Pinhead players usingtheir chains near pallets. Clown players throwing bottles before a pallet is even dropped.

    There's no question, with such varying skill levels in the game, that some people just will not understand how to play Trickster. That transfers to every player in the game. And with such a huge stigma surrounding Trickster, even fewer people are playing him... the less people play him the less people will learn how to play him.

    I kinda wish there were more Trickster enthusiasts because I think he's really fun to play. Ghostface too.

  • If a survivor managed to waste your time in a good loop, knowing that you're wasting your time in that loop, then it's your own fault... don't chase healthy survivors into good loops. At least try not to, especially if you know they'll only waste your time

  • Deja Vu will light event generators in Yellow, just like Killer auras do

  • It's also possible that their perks never updated because they technically haven't left the trial yet. It's the same thing for the killer: if the game is still going, it will not reveal the killer's perks to you.

  • I'll never understand why PC games still have text chats. I feel like the negatives always outweigh the positive. Either no one talks at all, because they've moved on to another game, or it's mostly negative conversation.

    Very rarely will I see a survivor who says GG even when they lose. Same for killer. They're always quick to be friendly when the game was in their favor or they simply won. Or the alternative to that is being extremely negative for absolutely no reason.

    If there was a simple way to get people to be more positive then I'd love to hear it. Most of the time it's not possible because people are more comfortable when being anonymous. For now its just better to not even give them a voice. Otherwise they will continue to be reinforced by negative feedback which makes them feel some semblance of happiness.

  • It's obviously a locker to Narnia. Why else would there be so many gosh darn lockers in the maps

  • I'd say it would be totems. Anything that takes too long will only help the killer in a huge way, and totems are perfect for what they cost. Survivors choose not to do totems and it only hurts them. So maybe hexes should be stronger than they are so survivors will feel more inclined to deal with them.

  • Definitely Windows of Opportunity. In most cases by the time you use dead hard it's not even to help you escape into something. Most survivors I see will use it any time just for those 2 seconds of longer life span.

    Opportunity will at least show me a decent path and almost right away tell me what loops I'm walking into or even what loops are nearby for me to use against the killer. Way more beneficial

  • Part of the issue is with maps that have more than one level. Like the school maps and others. From my experience the cone has no knowledge of ceiling or floor limits so often times it will ping a totem that could be below or above you. It's your job at least to find it.

    Small Game is still really useful because you get free boldness BP for doing something no one else wants to. And that alone still makes it viable to run boldness offering for extra BP. Just need a good chase or two to max it out after you finish the totems.

    Why we still get survival BP offering I dont know... but anyway, your friend needs some more time with the game. Small Game is not what I would consider a wasted perk by any means.

  • Depending on peak hours survivors can take a few mins just to find one game...then you get 1-2 mins to fix your setup, and the loading screen itself takes a minute or two. So you were gone for 5-10 minutes at a time... to then come back and see you were afk? What did you expect

  • I don't see any reason to change NOED myself. If the killer doesn't show any hexes at all then you should already be playing around NOED and doing totems. Of course that includes times where the killer is running hexes too. Just in general a good idea to do them for extra BP and killer notifications.

  • The game lasts longer and you get way more BP imo

  • It's probably not even intentionally a bug because you also don't get the extra BP for hooking survivors on the same tangled hook. The game treats it like a normal hook after the first time to prevent BP farming. So that's probably why it doesn't count for the challenge.

  • Definitely Wraith for me... hard for them to balance so they just buff him beyond repair.

  • It's an investment over time deal. You buy skins as you want them and play certain characters. They're not meant to be purchased all in one sitting. If anything it promotes healthier spending. Otherwise people might overlook the total costs and spend too much. $10 is a decent amount for the quality of skins we have. Maybe that's just my opinion...

  • If you want the benefits then go for it. If not then just save up for all of the survivor perks you want. Keep in mind if you do prestige you will have to get all of those perks again.

  • Pyramid head takes a good bit of strategy to work, kind of like Pinhead. So I can see why people stay away from him, when most of the other killers are pretty straight forward.

  • Grabs dont always work so well for me, especially on gens. I'll get the grab animation but the survivor will move or stop repairing then it transitions into a melee. My best times to grab are windows and pallets, and of course I dont always get that chance either

  • Hey I tried looking for any comments you made on the subject but I haven't seen any. I was wondering if maybe you had some insight to share

  • @Wraff said:

    https://forum.deadbydaylight.com/en/discussion/comment/2595015#Comment_2595015

    Agree'd. Just let Killer's mori the Survivor on the first down. That'll remove camping entirely.

    I don't see any reason why that should be allowed 😂

  • Remove camping and we will call it even.

  • Definitely hex perks. They're the perks that affect the game the most. Shadow step doesnt change the game much and circle of healing wont have a tremendous effect when the killer is close

  • It's been like this ever since I started playing. I thought it was to promote ranking up perks ASAP, to avoid issues with having lower tier perks.

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