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verxsi

verxsi

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verxsi
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  • @Smoe said:

    I hope it doesn't happen, since the creator is a groomer.

    yeah, as someone who's major fixation is cof. absolutely terrible since cof and aom could've had amazing remasters and collabs (like op suggested here), but andreas had to get into a bunch of misplaced debauchery, 20 pages worth. that being said, i do wonder how the op's idea would work. while it'll never happen, the idea is fun to toy with

    for cof, simon henriksson as the survivor and maybe book simon as the killer, if anyone. the other bosses in-game (purnell, carcass, mace, and sawer) don't hold as much meaning imo. maybe sawrunner could be the killer as well with his persistent and instakilling

    for aom, survivor is david leatherhoff. he has even less enemies to work with than simon, so i think he would just be added alongside simon as another psyskallar collab character. while he does fight the addiction, twitchers, etc, none of them are really dbd killer material

  • as someone who has mained trickster consistently for years,

    with this rework, the 4.4 speed isn't as crippling in my opinion as the lack of a flow. the entire point of this remaster was for the player to create that flow, being rewarded and going up in ranks as they do so. however, a lot of the other aspects of this update, especially in chase, seem to actively impede that:

    • the absolutely insane drop in speed with the more knives you throw just to land a hit with a much more erratic aim than before (seriously, i'm being forced to run memento blades to get that crosshair because the controls were nuked)
    • the amount of carried knives being reduced so badly that many people, including myself, have to run brown add-ons just to not constantly be stopped mid chase
    • the speed at which the rank meter drains when most survs are just attempting to hide or are on the other side of the map due to his nonexistent map traversal, giving absolutely no opportunities for style points

    with these combined factors, i am basically forced to run constant meta perks if i don't want to get smoked, despite having pretty good aim after getting adjusted again. this really doesn't feel nearly as fun as before. that being said, how would this be fixed?:

    • make him slow down only when he misses blades, and give a very small speed boost when he gets persistent hits. not only does this encourage new survs to dodge and duck, but it encourages the trickster player to practice his aim and create more flow, rewarding accuracy
    • more max knives. this was my main frustration with chase was that i ran out so fast, even frequently refilling after every hook and search
    • the rank meter really shouldn't drain that fast, especially when the match is forced into silence from his bad traversal and hiding survivors. running aura perks can only do so much.. if the meter DOES drain that fast, give more ways to obtain style points. great ways to do this would be whenever he refills on blades or kills a survivor entirely. the style points you get for destroying a pallet vs actually downing and hooking someone felt so insane, almost encouraging us to just hold w regardless as if that will fix anything

    in other words, what i think was done well with this rework:

    • more trickster lines is always a win (though i still do prefer him as a silent decorated killer sometimes) + the ui for the rank system feels very clean and i personally get very immersed hearing those silly guitar riffs
    • the more aggressive you are, the more style points you tend to get, which encourages you to go in and hurt survs as intended
    • the changes to certain add-ons is very accommodating (though i suppose that isnt saying too much)
    • the 6 blades to damage with the new ui does feel relatively balanced, though the above criticisms greatly cripple some of the effects of it

    yes, i am no expert and my logic is definitely flawed in some spots, but i think these changes could be taken into account along with others' criticisms. i highly agree with his skill floor being ridiculously elevated, like high mmr level skill without much reward. i've been playing him for ages and its difficult right now, i cant imagine how it must be for people just starting out who wanna try out a cool killer

    while this update seems pretty drab right now, i am excited to see how gameplay evolves with this new rework. an add-on that's similar to myers' fragrant lock of hair would be awesome, reverting trickster back to his old playstyle for those who really miss it and don't want to give up maining their favorite psychopath

    tl;dr - trickster falls short in flow, resulting in stagnant gameplay only saved by meta perks, but this rework could be incredibly beautiful with some minor adjustments for balance

  • @GameDesignNerd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465140/trickster-builds-and-recommendations

    Languid Touch, Brutal Strength, Bamboozle and Scourge Hook: Pain resonance with Memento Blades and Waiting For You Watch Is what I run. It makes Exhaustions nearly impossible to use, helps rid of good pallets faster instead of trying to land a cheeky blade to keep laceration meter, Shut down longer loops like Shack and guarantee extra blade hits, and gen regression from a distance since you have no mobility as Trickster

    ouhh this sounds super fun, ty, will definitely be good for survs who make distance so im less often forced to snipe them with blades in open areas

  • for pyramid head, it really depends heavily on how you play him and how accurate you are with punishment of the damned. aura perks during chase arent necessarily bad if you can predict the survivors next move while keeping yourself ambiguous

    for a general build: gen slowdown perks like eruption, ruin + undying (insurance for your hex), grim embrace, no holds barred/deadlock, oppression + pop, corrupt. chase perks like brutal strength, spirit fury + enduring + maybe hubris if youre feeling bold, bamboozle, fire up

    pyramid head has plenty of potential to be an unpredictable prowling killer, even in chase. also, his cages and punishment hits can easily counter harassment plays and throw off the survivors. when you become more familiar with him, id recommend trying out these perks as you wish and seeing how you like them (read em first of course lol)

    for stealth and mind game builds: trail of torment + dragons grip, unforeseen, nowhere to hide, haunted ground + retribution, tinkerer, secret project + most gen blocking perks (also take add-ons into consideration for synergy!)

    i am by no means a smart build creator like these other people. i create builds for the love of the game, so please do not rely on my words explicitly. but i highly encourage you to do whatever build works the best for you, and keep practicing. glhf o7