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TrapperU

TrapperU

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TrapperU
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  • The first show on all of them for the public came on the 1st trailer 10months ago (https://www.youtube.com/watch?v=26tay8lMZW4). So there Capcom could easily give information to behaviour regarding the modeling of either Lady D or their daughters.

    Also if you consider that the 3rd trailer and further was focusing a lot on Lady D as a "promo face" to the game itself, they already knew that she was going to be the main villain to the public (even tho she is not in the game).

    People often say that "using a new character could not be benefical for DBD" but they forget that Capcom doesnt need the Behaviour help and on the food chain that is the corporate world, Behaviour is way waaay lower than Capcom, so is reasonable to think that the ones who will decide the character will be mostly in favor of Capcom and not Behaviour. With that in mind, seeing for the Capcom perspective there is too little to no gain from giving up an old character for other game to use since you are releasing and promoting a new game.

    So, in order to promote the game I would say that is very possible to her or her daughters to be the new killer on DBD.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2166368#Comment_2166368

    The thing is, is that otz is kind of mediocre at Trickster. He barely has put enough time, and people should be aware of that when they are looking at Trickster gameplay. There is 2 other people I know about that have put 200+ hours in Trickster alone along with me, and we do fine against sweaty teams. Can you win against deathsquads as Trickster? No. The thing is, is that the couple of us that play him consistently 4k with him no problem. I only struggle when I go against deathsquads or I get mothers dwelling. The rest of the maps I have no problems with. We can't look at otz's gameplay with an out view of how strong a killer is because most of his killer skill is a mixed bag among all the killers. We have to look at the people who have put a lot of time into a killer, and go off of them instead of looking at a big content creators skills where their skills are in a mixed bag. The people who put a lot of time into Trickster you can look at their POV and see how well they are doing compared to someone who has maybe 10 hours into Trickster.

    When you are looking if a killer is good/bad you can't pick the best players with that killer or the ones that have the most time spent with it. You should be looking the average, you get a portion of the players (Devs have access to that kind of info) and then you see how that killer is doing, in average.

    If you work with game design/ level design you can't get the pro player who's being playing your game for 4k hours as a reference to the whole game, since you want to have a big number of players playing it, the devs usually looks for the big picture and not the extreme points on the graphic.

    I see what you are trying to say when you say "the killer isnt bad, you just dont know how to play it", but that is the same as saying "Its not difficult to throw an arrow at 200meters and hit a target while blinded, you should just pratice more". Yeah that is true but you just dont see the picture as a whole when you say that.

    The thing is, you can't ask for a player to have 200+ hours with a single killer and use it as a justification of why the killer isn't bad (for the average killer), but when you get an experienced killer (that knows how to do mind game, game decision, and have a good aim) and give him Trickster and you see him getting 0k, well that should be a big red flag for you.

    So, dont use yourself as a reference for the game as a whole, analyse it for the average player.

  • @Lord_Tony said:

    comms are essentially a 5th free perk to survivors. It replaces the need for several survivor perks allowing them to maximize their builds with DS, UB, BT, DH instead of wasting slots for aura reading.

    So survivors get a 5th perk and killers don't?

    We have 5 totems and only 4 perks. We should have 1 perk slot for every totem.

    Now I would argue to make this fair the 5th perk should be exclusively a hex only perk. That way the 5th perk can't be a strong perk like corrupt, pop, m&a etc.

    And it being a hex perk slot only balances it out because it can get cleansed 30 seconds in the match,

    But killers need something if we need to be on the same level or almost the same level of comms. They get essentially a free 5th perk, we should get a 5th perk too.

    I personally dont think a 5th perk would be healthy even with the restriction you made. But a overall buff on the killers and even rework on some like ghostface/trapper/myers/wraith could be a better option. That's because when you look at top tiers killers nurse/spirit/blight you notice that they dont need a 5th perk to be good, only good design to begin with.

    Of course with a buff on soloQ survivors to get to the level of information SWF have since we are placing them as a point of reference, I dont see why ppl only see the option of buff killers OR buff soloQ and not buff killers AND buff soloQ.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134078#Comment_2134078

    you can't nerf SWF with comms that's not how this works. I mean yeah killers could use buffs to help balance them around SWF level but I can't think of any ideas.

    Buff weaker killers And buff SoloQ to get the lv of info that SWF gets. Do you think it would be fair?

  • @pseudechis said:

    If you go through the thread and others you can see lot of the spite that the mention of SWF creates.

    You have killer biased players crying foul because they are either

    1. tired of toxic groups or claim all groups are toxic
    2. can't or don't want to deal with the difficulty of a coordinated group of survivors
    3. need to massage their ego after a loss by claiming unfair SWF
    4. mistake all coordinated play for SWF even though as solo with experience its not hard to see what you need to do
    5. blame swf rather than looking at their own mistakes game wise.

    Then you've got all these survivor biased players posting

    1. The typical 'Git Gud" posts, sometimes veiled as a sentence of friendly advice but read between the lines
    2. solo is horrible so why not swf
    3. given how horrible solo is it justifies swf in all forms even obnoxious bully groups
    4. killers only want easy games
    5. "Not all SWF" post where people who play with friends are tired of being the scapegoats for bad behaved players in general grouped or otherwise

    Basically as I've said most swf groups aren't toxic, there to bully you or unpleasant to play against. In fact many are overly altruistic and get killed trying to group rush a hook while not focusing on their objective.

    However the increased coordination between players, compounded by folks on coms, can greatly ramp up the difficulty for one half of the player base. To the point it can feel completely futile to play against it. Not all players are going to want this level of ramp up (I personally don't seek it out being a casual player) and many others will use it as an excuse not to improve.

    Its also a tool used by more obnoxious players to improve their chances of successfully griefing other players in game.

    These things combined make SWF groups a much maligned scape goat for the majority of complaints on both sides of the board.

    There are some legitimate balance issues surrounding it though but how do you curb them without really screwing over solo players, its a tricky one.

    Its sad that unbiased and clearly well thought comments like this doesn't get as much attention as those comments you just mentioned from both sides, that does not add anything to the debate. Sadly ppl dont want solutions, they just want to complain and dont think on how the other side will be affected.

    Ty for your comment and great analysis of the issue :)

  • I consider everything that is not used as core options in championship a "low tier". It depends on person vision, like how a "win" depends as well, some main killers consider 2k a win, some dont.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133112#Comment_2133112

    Passively earn stalking points (like Oni) in EW tier I, capped in 85%. I think it will be good on maps with a lot of LOS blockers.

    Legion.

    Legion: Survivors are not able to fix deep wound from his power alone unless they use a med kit. This would really give a power to deep wound that today is only a visual effect while promoting team effort. (Also survivors affected by deep wound can be seen by other survivors)

    Pyramid Head.

  • @Mileena_Kahn said:

    Til this day I still don’t see why SWF is so hated and looked down upon. As someone who used to 4 man SWF EVERYDAY I can definitely say that it’s the best way to make sure you’re enjoying your matches. I don’t SWF anymore but I talked to someone from my OG group and I’m gonna get back into it. Solo has just been a pain. From teammates farming, killers tunneling, teammates hiding in corners, teammates lasting 8 seconds in chase, constant Stridor spirits, pyramid heads, deathslingers, it’s no wonder why people choose to SWF. I feel like people shouldn’t be complaining about 4 people who just want to talk and play the game together. What are your thoughts on SWF?

    Well, I played as SWF when started this game and got rank 1 as surv, it was very fun for me and I really don't see an issue with the fact that we want to play and have fun with our friends and have a good laugh out of it.

    With that said, please don't mix the points, the fact that a lot of killers complain about SWF is not because killers want the game to be "unfun" for the survivor or because they want it to remove the options for players to have fun with friends. When you look at the most arguments (ignoring the trolls) you see that both solo survivors and killers complain that SWF get some sort of "buff" when you compare it to the solo survivor.

    So most of the ppl that are not trolling here and just spitting things like (The killers should get better - as if the issue is the lack of skill instead of a game design issue, or that the SWF must be banned/nerfed - as if the killer who say this doesnt see that this will cause game drop), are asking for a buff on solo ranks survivors to gain the level of information/coordination you have with SWF + buff on weaker killers that will be at disavantage and to prevent you to see only Nurse/Spirit on the queue.

    Please, ignore the trolls and hate from some comments (including in this section), be open minded as a player and if you want, try to play some games as a killer until you get to the red ranks, so you will get a better vision from the game as a whole.

    And finnaly, all games should be fun/fair for both sides, so dont take criticism to the game as a criticism to you or your friends, and don't take complains as only "cry from the ohter side" because this should not be polarized.

    Hope you have a great week, play with friends and have fun :)

  • I really like to play Pyramid/Trapper and I would like to play Trickster but he is far too unviable.

  • @Lord_Tony said:

    give him more than just bear traps, he should have all kinds of traps.

    rope snare traps, caltrops, trip wires, etc.

    He's a trapper yet only has bear traps? Boring

    Actually, I would love to see him have at least one more kind of trap that you could change with add-on (like Freddy). It would give him more immersion since the survivor dont know what he is facing even seeing him.

    I also agree that if he start the game with the traps ready would be better, since they are already "random" it would not be broken.

    A "flashbang" trap would be nice, maybe triggered by wires that you can put on door/window.

  • You know people aren't talking serious when they say Trickster is good/balanced...

  • I really like the ideas comming from this post, but the question remains, are the devs listening? and do they want the game to improve?

    Because, this is not a new game and these are not new complains either, so how can we get the confirmation that the developers/leaders are listening to the community and will change the game, or at least try?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125412#Comment_2125412

    Well...My first post about it literally said maybe I'm just lucky, and naturally good with him. And understood him immediately. But I've now played nurse and blight...Its been over 100 games with him and I haven't had all 5 gens completed against me even once. While nurse...Let's just say there was a LOT OF tbagging at the exit gates in my face

    I understand what you are saying. If you put him with nurse, there is a gap there but my point is that there is also a gap between him and other killers (trapper, wraith...).

    The thing is, when you look over an issue you cant just add your own personal experience and put that as if everybody has your technical skills. You are probably a skilled person, you cant assume that the average player is like you. So yeah, probably easy for you, not that easy for everybody else.

    And yes, I agree that he is not as difficult as a nurse, you are right on that point. But the real issue lays on the weaker killers whom are easier to play and are not played that much because they are bad.

  • I'm a red rank killer and I'm playing with Blight since he was released, and for someone to say that he is easy just because you are good at it, is a poor view of the game. When you give your opinion on a matter like this your personal experience does not by any means reflect the community experience with it.

    Yes its a fact that blight is easier than Nurse, but its not that easy to use for the average player when you compare him to killers like Wraith, Trapper, Pig...

    The fact is, that the low mobility killers have a hard time on the game, unless you can get into the surv fast or can reach him fast (huntress) your game just got more difficult and there is low to no interest from the devs to fix this. If they were really trying to fix this, they would come to some easy fixes like on trapper you start the game with the traps around the map ready. Maybe even give him more traps (freddy like) were you can switch and play to feel fresh.

    But the main reasons why they dont do that are: 1 - You only need to have 1/4 of the players as killers, so they will allways do the game survivor sided. 2 - DBD have no real competition on the game market right now, so they dont have to rush to get things fixed because even if you get mad with this game you dont have any similar to play.

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123169#Comment_2123169

    So what would you do to improve this so called game flaw?

    Just ideas but,

    Maybe nerf when one person is doing a gen alone in the early game (removing this penalty with the game progression that way you dont put too much pressure on a surv only because their companions are being killed) , with that you:

    1 - Force the survivors to gather into one gen instead of split into 3 gens. This way when the killer finish the first chase he will only get 1 gen done and not 2-3.

    2 - You give a real reason of having those offerings that starts the game with the surv alone/together.

    3 - The killer can have a real choice of drop the first chase to try and stop the 3surv gen.

    Or, you may give a different task to finish a generator to promote team effort, like you may add a task of retrieving some pieces spread on the map and bring them to the generator, that way a person will not only be sit on a gen and pressing space to get a skill check done. That way you will:

    1 - Force the survivors to walk around the map, and the time to finish a generator will depend on the luck + team effort instead of time alone.

    2 - Will give the survivors more to do and they will get more points with it, because the game will force you to move and not stand & hide.

    Those are the only two that came to my mind, but the devs could try and get something done.

  • Actually I agree 100% with you, I am a main killer and I will stop the game because its just too frustating to go against SWF, even if you plays great you will loose. At the same time you can win games against them if you play only nurse/spirit, but that makes me think, why is ok having a nurse/spirit to be good while you have trapper/ding-dong guy/legion/trickster to be so bad.

    I believe that most people that does not aggree with you are ppl that doesnt take the game devs perspective into consideration, if you only ban or nerf too much SWF you kill the game as you said. And I agree that a major buf into all weaker killers could be an answer, because you both allow the killer to win and force survivors to be either better or play along with friends to have a better chance.

  • The issue is not on the survivor (player) but on the game structure. Yes you are allowed to do that, you have perks to do that and is logical to do that. But with that said, its just not fun when you are the killer and you hear 1-2 or even 3 gens finishing when you got one hook.

    The problem here is that in your comment you are taking the comment of killers on gen rush as a problem towards you (the player) and not in the game mechanic. You cant do anything to prevent gen rush as a player in the game, but understanding the issue from the killer perspective and demanding that the Behaviour to give a fix into this issue should be a thing all players do.

    When I see this kind of topic I allways see comments that say like "it's a killer issue" like if the killer have the tools to prevent 4 players to do gens, that is as ilogical as asking for a survivor to dont do gens, when you are the killer you start the game try to find 1 surv, chase him/her until you get the down, its not benefical for the killer to drop on that survivor to try to find another one because 1- that surv will start another gen and 2- you will take time to find another surv. So you keep chasing on that surv until you got him, an experienced survivor will hold the chase for long enough your team finish 1-2 gens (even against a rank 1 killer).

    And there is the problem you see killers saying against "gen rush" its not a surv neither a killer issue its a game design flaw.

  • Survivor side, but there is an explanation on why.

    When you look into the structure of an async game (4x1) you will need only 1/4 players to be on one side.

    So what you need to do to ensure that? You give the side you want more players more benefits to be more attractive. Winning is the most attractive thing you can give a player.

    If you look into this fact you will notice why they are so affraid of buffing killers or even releasing killers that are good to start with (Trickster). And they are not wrong in the perspective of keeping the game alive because when you put on paper, if you get some main killers upset it will not matter since you need only 1/4 killers/surv anyway.

    I am a main killer and I just give a time in the game from time to time because its upseting when you play well and still 3 survivors left, and the majority of ppl that says that the game is killer sided are players who never played killer till a purple rank. (Just to inform I got rank 1 on both killer and survivor).