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Skyost_AB

Skyost_AB

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Skyost_AB
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  • I don't understand why every update they mess up the ghostface chase music. Now it feels like you are the one dying when you chase someone.

  • It even happened to me while unhooking a survivor with Leader, apparently the faster and yellow unhook bar caused a frame drop and i got stuck there, of course the killer was able to grab me because the animation never ended.

  • I'm glad there's multiple reports of this now, hopefully they'll patch it soon because i can't play killer without risking getting bugged forever by a head on stun

  • It has happened to me while picking up items, unhooking people and getting head on stunned. The lag prevents the action from being completed, so your character is stuck in place waiting for the action to end, that's why you got grabbed there, the action didn't even end. It ends matches inmediately

  • It happened to me as well about 4 times now, i root for them to at leas acknowledge this iissue

  • I always see this on Trickster threads and you really can say that about every killer in the game. Yeah you know uhhh Spirit and Oni are you trying to appeal to weebs that like japanese culture, Oni isnt even scary ugh, have you seen that school girl cosmetic for Spirit? Cringe. Yeah you know uhhh Deathslinger is only trying to appeal to FPS gamers ugh, a gun? Real killers use knives. Yeah uhhh there's people that think clowns and doctors are scary, when they only look dumb, what are you doing BHVR.

    Nothing about this game is scary anymore, really the scariest thing is the survivors, and that's fine. There's silly cosmetics, silly killers and that just makes the game more fun, because if you are playing DBD looking to get scared, you'll be dissapointed. Trickster is fun to use and brings a whole new vibe to the game, he's meant to represent real life psychopaths and he is a lot scarier than half of the killers just because how hard it is to survive on a short wall loop. He has a place on this game.

  • @Jago said:

    He's gonna be abused. Even if the cube is a good idea, I just think its gonna be abused by competent survivors that will use this tool to relocate the killer.

    Feels weak to me.

    I mean you can always NOT teleport, you know?

  • I know that this happened before sometimes, but before we would mostly get red ranks and purple ranks killers. Of course, ranks dont really mean anything in terms of skill, but it still meant that the killer had enough hours in the game to know what he was doing. None of the killers we got did. Something that happened 1 out of 10 matches is now 8 out of 10 matches.

  • Trust me, none of the people i played with are smurfs, they are actually new to the game, they have to be, otherwise it makes no sense how they are so unaware of how to play.

  • @Beningtin said:

    If it he has a lullaby, shouldn't then survivors be able to hear it when he has Insidious, Tinkerer, etc. active? Cause I just tested it with Insidious and there is no "lullaby" of any kind, just his breathing like any other killer.

    I tested this:

    What I found out is that the Trickster has a "lullaby" that do not count as terror radius, as Diversion did not add progress, but at around 24 meters of him (distance tested on Mount Ormond with Trickster and Spirit for comparison) Diversion gets progress.

    It looks like his terror radius has an "extension" lullaby that extends up to 32 meters which vanishes when he is undetectable, since he needs a terror radius in the first place for the "lullaby" to be active.

    But since the devs have stated at the 5.0.0 patch: "Fixed an issue where the Trickster's melody does not seem to play at the appropriate distance from the killer" It seems like that this refers to the "lullaby" extension.

    In conclusion:

    The Trickster has a lullaby that always, unless undetectable (unlike any other killer), extends up to 32 meters.

    The Trickster has a Terror Radius of 24 meters + 8 meter lullaby.

    With M&A Trickster has a Terror Radius of 16 meters + 16 meter lullaby.

    Edit for easier understanding: He always has a 32 meter lullaby, but it vanishes when he is undetectable, unlike any other killer.

    Playing as the trickster you dont hear it, but your lullaby can still be heard by survivors when you are "undetectable", since its the same sound as his 24 meters terror radius, its a bit faint.

  • @TapeKnot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2247061#Comment_2247061

    https://forum.deadbydaylight.com/en/kb/articles/285-5-0-0-ptb

    "Fixed an issue where the Trickster's melody does not seem to play at the appropriate distance from the killer"

    Hopefully the bug refers to this "lullaby" the wiki sees as a feature. Doubt it though.

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246791#Comment_2246791

    But as you see a lot people don't notice it. Since there is not a whole lot of trickster out there, so most people get caught of guard. And you would be surprised since a lot survivors don't pay attention, unless they are real sweaty who have to escape each time. Like me I usually watch tv in the background when I play survivor, so I'm half focused I rely on spine more than anything because of that. But based on my experience with playing him I don't think his lullaby is the problem, his weakness is high wall loops. So he in general is pretty much the weakest killer in the game, he needs buff to injure people quicker. I would like for him to be able to injure people with 6 knifes, and 8 to down them. Or they need a sort of mending system for him. And his main event needs a buff as well.

    There's a lot to be done for the trickster in terms of buffs, my point right now is that he does have a lullaby and that sucks. There's no telling if you caught a survivor off guard, maybe they just decided to stick to the gen or they mindgamed themselves, but having a lullaby that sounds at the same volume and with the same music as your terror radius at 24 meters, rules out a lot of perks, which sucks. People don't notice because it's the same as his terror radius.

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246754#Comment_2246754

    Well I don't view it as a lullaby since I thinks that more of a human humming in a musical way. So huntress yes it's a lullaby, trickster it sounds more like a microphone getting connected. And honestly unless you are paying attention you won't notice it. A lot of people don't even notice it based of when I used to play him.

    The mechanic is called that way, don't think about the sound itself. Even if the sound is rather faint, it's still noticeable, they just get surprised with undetectable because they think you are farther away. People can clearly still hear it, you are relying on survivors having low quality sound and not paying attention for the use of some perks and strategies, which is not a good thing.

  • @TapeKnot said:

    https://forum.deadbydaylight.com/en/discussion/255100/the-trickster-has-a-lullaby-what

    This is a bug that was fixed in the 5.0.0 PTB. When chapter 20 releases, I'm sure the bug will be patched.

    I mean the wiki and the code explain this as a feature rather than a bug, but either way i'll be happy if they remove it. I'm not sure if they will though.

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246691#Comment_2246691

    It's like the humming noise that you hear when someone is connecting a microphone. Or when you connect speakers that what it sounds like. So it's not a lullaby per say. It's not really noticeable unless you got loud speakers or a loud headset.

    The game code (i think) and the wiki calls it a lullaby because it works the same and it sounds at the same volume of his normal terror radius at 24 meters, at least ingame, it's still a pretty clear giveaway of your location.

  • @WeenieDog said:

    https://static.wikia.nocookie.net/deadbydaylight_gamepedia_en/images/c/c6/Lullaby_Comet.ogg/revision/latest?cb=20210530195804

    I never really noticed it, but then again, I haven't see him all that often as survivor.

    If the link doesn't work and anyone is wondering what it sounds like, it's just sounds like an amp reverberating.

    That amp reverberating is how his terror radius sounds when he is at 24 meters. I'm pretty sure they just did it so that Monitor isn't an option. They didn't even try to make another music for his lullaby.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246700#Comment_2246700

    That is very good to know, since I do run M&A on him because I didn't know that.

    I did too. Undetectable still surprises brave survivors, because they think that you are farther away than you actually are. With monitor there's basically no difference, the lullaby goes from 24-32 meters, it's like you aren't using anything in the first place because there's music that sounds exactly like your terror radius when you are approaching.

    imagen_2021-06-05_155803.png


  • @TAG said:

    Is this referring to all the voice clips he has when he laughs and hums and stuff, or is it something else?

    No, those are only active when he is in a chase, it's bad, but it's not what i'm referring to. He has a "lullaby", a mechanic that is more well known to the Huntress but that some other killers do have. Basically, you aren't completely surprising anyone as Trickster, they can hear music when you are near even if you have undetectable or monitor.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2195784#Comment_2195784

    And eight here is where you show your inexperience.

    What you do at high-wall tiles as Trickter is ready your knives as you are turning corners and throwing them as the survivor is ahead of you turning their corner. You have to be extremely precise, because you only have the opportunity to land 2 knives, but if you do then that's 4 corner turns, or about 15 seconds, before they have a health state stripped away. If they try to leave the loop, you barrage them. If they take a window or pallet, you barrage them. Each of those barrages, if you are precise enough, is 4-5 knives depending on your distance. If you time your knives right, you don't lose enough distance for it to matter, though if you keep missing or only landing a single knife then you loose too much distance and you have to do a half-circuit without attacking to catch up.

    Going for mindgames is wasting your own time.

    Hey i just found a video of your idea put into play, looks like it doesn't work that well in practice.

    https://www.youtube.com/watch?v=P7MvgfgH3xE

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2195784#Comment_2195784

    And eight here is where you show your inexperience.

    What you do at high-wall tiles as Trickter is ready your knives as you are turning corners and throwing them as the survivor is ahead of you turning their corner. You have to be extremely precise, because you only have the opportunity to land 2 knives, but if you do then that's 4 corner turns, or about 15 seconds, before they have a health state stripped away. If they try to leave the loop, you barrage them. If they take a window or pallet, you barrage them. Each of those barrages, if you are precise enough, is 4-5 knives depending on your distance. If you time your knives right, you don't lose enough distance for it to matter, though if you keep missing or only landing a single knife then you loose too much distance and you have to do a half-circuit without attacking to catch up.

    Going for mindgames is wasting your own time.

    That is way slower than mindgaming though, if you mindgame properly you'll down them faster than landing 2 knives each corner. Even then you depend on them making mistakes. I just now understand what you were explaining, i do this type of thing with certain survivors, but i honestly prefer to go faster and mindgame them, when you hit them with your m1, even though you are slowed down, they inmediately escape the jungle gym and that's when you barrage them. It's still not necessary to be precise though. Also, right now people make mistakes such as vaulting or dropping palets when trickster has a clear shot on them, but they will eventually realise how dumb that is.

  • @papabear2009 said:

    A big help for Trickster is his ammo, he spends a lot of time reloading or having to go out of his way to a locker. Instead of just increasing his ammo cap, I would suggest whenever he does Main Event he replenishes ammo. Makes Main Event more interesting and rewards landing knives.

    That's actually a really interesting idea, it would make Main Event more rewarding, because right now it's kinda bad.

  • @[Deleted User] said:

    I agree i would like it if he was he a bit faster. Though as someone else said i think they could also work on main event. I only use it like, every 2 or 3 matches? and when i do it never feels like enough against 2 or more survivors. Add ons could help with that, but main event bascially does not feel very good.

    I mainly use it if i run out of knives or if i find 2 survivors, it's good for injuring multiple survivors. It's so weird that there isn't many addons that make main event stronger though.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2195764#Comment_2195764

    The fact that you think both that missing knives is okay and that I was meaning never letting go of your M2 button shows how much you have to learn about mindless stab stab.

    Dude the point of the power is to literally spam the knives, not to have surgical precision while doing it, there's no penalization for missing a knife or 2, unless you are out there downing 1 survivor with 40 knives or using death throes. Having to land 8 of those knives is still a long job, specially around high walls, you go slower than survivors. The point is to first wound a survivor with your knives and inmediately go for the m1 if they reach the jungle, otherwise the speed boost will make you lose them. I don't get with what kind of survivors it's a good idea not to mindgame at a high wall loop, as any killer, i really think you are speaking of rank 12 survivors

  • @Sup3rCatTree said:

    Completely ignoring the rest of the post but How are trapper and clown as bad as trickster?

    It's what some people think, although there's situations in which trickster is really strong, i'd say trapper is way better in most situations. Trickster only advantage are survivors clueless enough to run around short loops.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2195711#Comment_2195711

    Because Trickter isn't actually bad, people just absolutely suck at him and take ques from Otz and co. All you need is a good aim and to learn his timings and a god survivor at a long-wall jungle gym will go down in 40 seconds, assuming you had never hit them with knives til they reached the jungle gym and they're at full health. Plus he tears through survivors in the open. Basically, always use knives and never m1 or mindgame and he's basically a weaker Slinger with the slight counterplay of running circles around high walls.

    Weak killers can't claim that.

    That reach is longer than his knives range. Good aim isnt even a necessary ability to play trickster, if you have it good, but you have 60 knives so you can fail as much as you want. Also, if you use his m2 the whole game you are going way slower than a nurse, making you basically loose every chase. You are either a trickster at rank 12 or a survivor who is mad because he can't dodge.

  • @Skysair said:

    I like Death Throes Compilation.

    I don't know why everyone shits on it. It's quite powerful if you know how to aim and land your knives consistently.

    It's an addon that is high-risk, high reward.

    If you're confident with your knives, you'll do fine. If not, maybe pass on using this specific addon.

    Iridiscent Photocard is worse than Death Throes Compilation, can't change my mind.

    Iridiscent photocard is worse, but death throes is garbage either way. If the survivors are at least decent, it's hard to be consistent with your shots and injure them before they escape or find a high wall loop. It wouldn't be so bad if it started with normal laceration, but less than 100% laceration means you are going to injure them after 16 throws unless you take at least 5 seconds for each throw to make sure it will land. It should restart the laceration % every time the meter starts decaying but significantly reduce the time before the laceration meter starts decaying or something like that. It's so counterintuitive to give a character that is meant to spam knives a penalization for doing so.

  • @Deadeye said:

    They seriously need to relase some stats on SWF games to show people that SWF isn't as OP as everyone thinks

    https://forum.deadbydaylight.com/en/discussion/comment/2193959#Comment_2193959

    all just guessing anyway, this is far from being obvious. you can't imagine how often I have been accused SWF for simply being from the same country or for getting a flashlight save or whatever. There are so many people that "know" how to figure out SWF... the only real clue is if you can find them on each others friendlist when checking the profile

    True, i often check their profiles to see which country they are from, never thought of checking if they were friends or not

  • It's quite obvious when it's a SWF anyway, i usually realize in the lobby when they appear together at the same time or when they are all console players. Usually, SWF teams are not that big of a deal, they make the same amount of mistakes as solo survivors and they tend to be very alturistic and bold, which can be easily exploited against them, regardless of killer.