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Andrix_

Andrix_

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Andrix_
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  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085994#Comment_4085994

    I guess you are quite new to the game?

    Hatch used to spawn earlier a few years ago. The Formula was that the number of completed Generators needed to be one more than the Survivors alive.

    So 3 Survivors alive, 4 Gens completed, 2 Survivors alive, 3 Gens completed, 1 Survivor alive, 2 Gens completed and 4 Survivors alive 5 Gens completed. And at this point it was possible to open the Hatch with a Key. So not only did this mean that suddenly the 3 remaining Survivors could escape once one was dead and 4 Gens were done, but it also meant that if not 2 Gens were done, the last Survivor had 0 reason to do anything and might have been just hiding.

    Hatch how it is now is way better and honestly, it is only Killers who refuse to let the game end who are the issue here. As I said in an earlier post, nobody denies that a Killer who killed 3 Survivors before all 5 Gens were done are the winner of the game. But for some people only a 4K matters.

    Hatch is fine as it is and does not need changes. And I bet, even if we would do something which is requested, like a final chase where the Survivor has to survive a certain amount of time, if this Survivor would escape, the Killer in question will open a Thread in this Forum complaining that it was unfair and changes need to be made.

    I know exactly how it worked, I'm a 2017 player. I didn't mention any of it because it would have made my post as long as Wall Maria

    Let me ask you in reverse. In 0-kill games, have you ever seen a survivor spontaneously sacrifice for the killer to make him feel better? Why would you expect the killer to spare the last survivor? The entitlement here is absurd.

    Of course the precedent iteration of hatch had issues, (mainly caused by how broken keys were back then) but at least it was a consistent mechanic. Now it's just plain ugly rng.

    The problem here is that the mechanics of hatch are forcing Killers to play toxic to get 4k, because otherwise they'd simply rely on rng. Which is not fun.

    The only problem with hatch being visible was the existence of keys which allowed survivor to escape way earlier. That's why I suggested to make it not-accessible until 2v1.

  • Had a tedious game like that. 3 mins wasted basically.

    2v1 standoff exists only because of the hatch dumb rng mechanic that makes it a stupid Russian roulette.

    Killers are encouraged to slug of course, since they don't have any clue on where the hatch may spawn on 99% of games.

    If hatch was at least visible to players earlier, it will encourage the killer to hook, wait for the kill and immediately close the hatch, if he knew its location. If I were the killer, I'd rather close immediately the hatch and end the game as soon as possible.

    Depending on timing, it could result in a race between last survivor and killer. Or the surv may be camping exit gate knowing the killer would arrive first to hatch. This would make everything a little more dynamic than the current state on live.

    Then there are the keys of course, which may be the main culprit as of why this mechanic is so horrendously boring. What if... hatch was simply not unlockable until two survivor left?

  • I.. I.. don't think I ever saw him once...?

  • Yeah, he desperately needs buffs, he's way too slow for 2v8. The fact that one single survivor is enough to disable his power is too much honestly.
    Could be somewhat fine in 1v4, but definitely not in 2v8.

    I'm kind of against to giving him bloody coil tho, because it would empower already strong killers (see nurse or oni). I think iridescent stone + honing stone could be enough…

  • @Leon_van_Straken said:

    The map is visually one of the best maps BHVR has created in a long time.

    There are some huge problems tho.

    Some Windows and Godpallets are kinda problematic for slower Killers.

    On the other hand it is an absolute nightmare to go against a Hex Build on this map with all the totem spawns.

    I like it for the exact opposite. I find it one of the best maps to run a Boon build, since most of totem spawns cover whole loops since the map is so cluttered with stuff and a lot of killers have an hard time figuring out where they are

  • @Raptorrotas said:

    I think when stacking the same effect may lead to reduced effectiveness, the devs will be free to buff the perks with lower numbers. Afterall now theyre getting auto-balanced when stacked.

    They could just adjust the perks singularly instead of adding a cap to everything. It will make the game more dull and less flexible on off-meta builds

    There are definitely some builds that may be an issue (speed clown), but cutting everything is not the answer.

  • No point using them. As already said the risk of the killer catching you is way too high and if a chase is happening, you immediately know that you're safe and you can do gens.

    The doors are useful only for mobility

  • @WalterBlack said:

    Just stop playing by made up rules and enjoy the game in your own way. Don't let anyone tell you what you can and can't do.

    This.

    You decide your own rules. Do not play to appease others, appease yourself.

  • Depends on the context. Usually I'll just hook them.

    If they did something that genuinely amused me or they had an actually atrocious team I'll give hatch

  • Honestly i don't understand why he's 4.4

    Best parallel i think of is Unknown since just like Trickster he needs to do more ranged hits to take an health state and yet:

    -He's 4.6
    -He has map pressure
    -He's not broken by any means

    I generally like the concept of the rework. It's nice that you get rewarded for being more precise with your shots rather than just spamming.
    However, I think the level-ups (especially higher tiers) are… kind of lackluster. He doesn't feel like getting better/stronger.

    Therefore, since its speed has always been an issue, why don't tie 4.6 to his rank?
    Like, as a reward for reaching B-rank or A-rank? Just an example.
    Also would be cool if the Survivors were given some sort of clues that could give away what rank is Trickester at.

    I also have issues with Main Event, i've found myself too many times to avoid using it because it would "castrate" my movement and i'd prefer to just use my power at S-tier, especially when chasing in circles. Why don't allow Trickster to cancel Main Event without losing the S-tier rank?

    Overall, I think he's still C-tier but a little more fun to play and a little more interactive to fight against… which i suppose was the whole point of the rework to begin with.

    But honestly conceptually i don't understand why he's 4.4 at all times, balancing-wise it doesn't make sense.

  • Trickster. Hardly any interaction with his power and often it feels like you have little counterplay

    Wraith as close second, I really don't like how easy it is to get first hits.

  • The hatch spawn at the start of the game, but it is invisible to everyone. It appears when there is one remaining survivor.

  • I'd say 3. Trapper is already not strong to begin with and given that he requires time to setup means that having any kind of build that doesn't bring gen slowdown will make everything more challenging. As mentioned above, the main issue of this build is that it is map dependant.

    About your perks, the best is undoubtedly Agitation, since it gives you more flexibility on choosing where to hook.

    If you wanna maintain an anti-heal terror radius build, I'd suggest to drop unnerving presence and putting sloppy butcher instead, at least you would get more value for this kind of build. I'd rate it 4 out of 10 with this change.