buffsadako
buffsadako
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@Emeal said:
You mean TF2 the most hackable game ever? Yeah, bHVR would "lose nothing" from doing that.
Besides that I don't think bHVR wants us to play their game all the time, they are interested in making a marketable game, but log off if you want to log off man. Should DbD also have a battle royale servers too? Are bHVR even interested in starting that long difficult development method`? How long would it take?
It would be crazy if we could just play a different game, right?
the only reason tf2 is hackable is because the source code got leaked and the devs do not care. that would do nothing to dbd. other titles like cs go are thriving and l4d2 is still pumping out 30k players or so a day because of the custom games. why would you not want more to do in your game? dbd will retain a bigger playercount because of more things to do in the game. there is literally zero downside to adding this.
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@HugTechLover said:
Dude… 115 trickster would be absolutely miserable to play against. xD
I don't think it would make his unique power any more oppressive than it already is. He already beats you in an open area. I think it would just help him in loops where he is basically a 110% M1 killer. I can see why they are hesitant to make this change, would def be a PTB moment.
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@Remedicist said:
Breaking LOS is part of Trickster's counterplay that survivors can use against him given the fact that he can spam knives, or uses a ranged attack in general. Therefore, I think it makes sense for him to have the 110% movement speed.
I think he would benefit greatly, though, if his lullaby reverted back to his PTB version, where it was donut-shaped from 24-40m. This would warn survivors that he is getting closer, but also allow him to benefit from TR related perks. However, given that he can't really injure survivors efficiently from afar, it would also make sense to simply get rid of his lullaby entirely, or make the range much smaller such as 0-24m.
Additionally, I think it would be neat if his firing mode was a three-round burst knife throw. I think this would help us Trickster players conserve knives and be more accurate with them overall. Moreover, it would presumably help console players play him effectively too since the recoil would hopefully be removed if he can't spam throw them anymore, besides when Main Event is used. Hopefully this would come with buffs in other areas such as an increased movement speed when aiming and throwing.
Interesting ideas. While breaking LOS is the main form of counterplay against ranged killers, the difference between Trickster and Huntress for example is she can punish mistakes and injure you immediately. Trickster has to hit you 6x to even injure you, so if you are in a tall or strong loop, you take so long to even get an injure on someone. Since you are a 110% killer, if you have to opt for an M1 it's miserable. The 110% hurts him a lot more than it does Huntress or Slinger.
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@Xernoton said:
Making him move at 115% would make him completely uncounterable in certain loops, so I'm not sure that's a good idea.
Also, if you make his Main Event not run out, you basically add the same problem that Bubba already has in worse. You can completely deny unhooks, while still creating pressure in medium distance. This is not desirable in my opinion.
I think Trickster is in a weird spot. Buffing him would make him completely unbearable to play against even though he could use some tweaks.
I can see why they are hesitant to do it but I feel like he just suffers in certain areas he shouldn't, whereas other killers have far more leeway. His power is pretty much useless on a lot of loops because he needs 6 hits to injure, so him being as slow as killers that only need 1 feels really unfair. The move speed hinders him more than the other two ranged killers by a significant amount. Keep in mind that they made the Artist 115%. I think the Main Event power needs consistency too, if Myers can 99 his stalk or Oni can just use his, I think Trickster should be able to hold his main event. A lot of aspects of his gameplay feel very useless when they shouldn't imo.
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@Sonzaishinai said:
The changes i would like to see is
1) remove the recoil. It just makes it a nightmare on console to play him and makes it frustrating to play him well.
2) throwing a single blade deals double lacerarion. Make it based on a certain distance so he can't just use it point blank.
This would help him in those tall loops where you can only get 1 or 2 blades in each loop and make it a bit more appealing to go for long distance shots
Good takes
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@Mat_Sella said:
110 is the drawback for ranged damage, he shouldn't be an exception
Rather, the strength of his power should warrant his lower speed, rather than just being Huntress with Extra Steps.
He needs a... trick up his sleeve when there are tall walls around because if there is enough of a distance advantage, Trickster is getting nowhere in the chase without a major mistake from the survivor.
I do think if they keep his power how it is, it would make sense for him to be a little faster than Huntress and Slinger. Unless you are in a completely open area he is significantly worse than them. You have to hit 6x, catch up, and hit 6x again. Him being 110% feels like it hinders him significantly more than it does hinders the other two main ranged killers. The Artist is also a 115% killer which I wanted to point out.
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@solarjin1 said:
Maim event should be able to be held. Although he will most likely use it to camp a hook stage (no suprise) like myers sitting on a 99 evil within or oni . I don't areally see why he can't hold long to his power like anyone else.
115% speed increase? absolutely not. Trickster even complete trash around loops or over powering. If u make him 115 he might actually be able to down people within reasonable time around tall wall loops while still be absurdly powerful at loops with low walls.
Much agreed with the Main Event take
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@[Deleted User] said:
I agree that Trickster gets put in a really weird spot by being 110. He essentially doesn't have a power at many tiles because of the way his ranged power works. Huntress and Slinger can still play jungle gyms or long walls efficiently. Trickster can't. I have Bamboozle and Coup De Grace locked in every Trickster build because of that.
Main Event should definitely be held. There should never be entire games where players lose the killer's whole power spike because it times out during hooks and patrols.
What's sad is that even with all those drawbacks, he's still viable. You just have to be mindful of things the killer is incapable of in ways that you don't have to be with other killers.
Bamboozle is almost essential on him sometimes.
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@Remedicist said:
Breaking LOS is part of Trickster's counterplay that survivors can use against him given the fact that he can spam knives, or uses a ranged attack in general. Therefore, I think it makes sense for him to have the 110% movement speed.
I think he would benefit greatly, though, if his lullaby reverted back to his PTB version, where it was donut-shaped from 24-40m. This would warn survivors that he is getting closer, but also allow him to benefit from TR related perks. However, given that he can't really injure survivors efficiently from afar, it would also make sense to simply get rid of his lullaby entirely, or make the range much smaller such as 0-24m.
Additionally, I think it would be neat if his firing mode was a three-round burst knife throw. I think this would help us Trickster players conserve knives and be more accurate with them overall. Moreover, it would presumably help console players play him effectively too since the recoil would hopefully be removed if he can't spam throw them anymore, besides when Main Event is used. Hopefully this would come with buffs in other areas such as an increased movement speed when aiming and throwing.
Interesting ideas.
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@Pulsar said:
Personally, I feel like maybe, just maybe, he should be able to be played by the majority of the playerbase.
As it is right now, most people do not get to actually play him.
Make him usable on Console.
I don't play on console but i hear it's rough, agreed they should fix that
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360897#Comment_3360897
I'm pretty thoroughly unimpressed by DH plays. 99'ing a Sprint Burst deserves a payoff. Pressing E does not.
I use SB way more than I do DH and I feel the opposite. I feel like 99'ing a SB takes significantly less skill than a long-held DH that won a mind game against the killer. I never see someone pop a SB and say wow that was a skilled play.
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@Gandor said:
I have to agree with most of the posts here. But... Current sadako has condemn play so she in fact is in the same boat as meyers - there's no reasonable way to talk about their buffs so long as their specific addons/plays exists (but they both should get some buffs once it is addressed).
Also if I heart correctly - sadako has also fairly high pick rate in asian servers. Keeping this in mind there still is a risk to alianate large player base in that region.
I had mentioned previously that I would be okay with them changing her condemn play style in order to make her traditionally a better killer. It would be a healthy thing for balance and fun for other players. Killers should be able to compete traditionally without needing add-ons to carry their power. Add-ons should never be too strong and powers should never be too weak. Also I do imagine her pick rate is probably a bit higher in Asia due to how popular Ringu is in Asia.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360845#Comment_3360845
yes its because they do not stream-line base-kit mori's into killers kits. Its because casual survivor find mori oppressive and unfun. Just look at @YOURFRIEND post. She is fun to play but not super effective.
My point is that her base-kit is terrible and she relies on add-ons, perks, and a specific play style in order to be a viable consistent winning killer. This play style is not fun for many and it isn't a healthy thing for a killer to have to rely on add-ons or perks to balance things out. Add-ons should not be too strong in general and killers should not be too weak in general. They should rebalance things to make the game healthier for everyone. As I stated before, It is similar to Myers and his Tombstone add-ons.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361016#Comment_3361016
I heavily dislike the playstyle because, much like stuff like genlock knight, hostage doc, bleedout starts and so on - it just drags matches on for so long to the point of tedium.
The playstyle even punishes you for trying to play safe by constantly giving you stacks of condemn for healing people on the ground/injured which is ridiculous if you ask me.
I would be in favor of pushing this forced condemn play style away for buffs in compensation. Killers should be fun to play as and against, and you shouldn't have to rely on niche add-ons or perks for them to become viable in the first place.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361008#Comment_3361008
That did work on the 6.1 ptb, but that never made live servers. No problem xD
Ahhh I see. I am an avid Sprint Burst user so my Dead Hard knowledge is a little lacking lmfao.
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@Blueberry said:
Yeah she needs A LOT. She’s pretty garbage. Good at nothing.
Yeah, she definitely does. She doesn't really excel at anything at all. Hopefully, the devs decide to show her some love.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360935#Comment_3360935
Dude, no. If you have deep wound effect, the endurance won't protect you from going down. The only effect that protects you is Mettle of man.
The order doesn't matter.
What people use is combine those two with DS to remove the Deep wound effect and let you use DH.
Really? Damn I thought you could DH in deep wound. My bad, I swear I thought you could. I suppose DS + DH would be better, or SB + OTR.
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@qwertyuiopz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360928#Comment_3360928
Cause if you do a dead hard with otr one cancels out the other as endurance does not stack and if you get hit through basekit bt both becomes useless but im gonna give it a try I still think ds needs its five seconds back tho
You have to wait to use Dead Hard before you tank a hit with OTR. If you wait for the killer to hit you with OTR, you still have Dead Hard up to use. So you would have 2 endurance effects. You can't use DH before you tank a hit with OTR.
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@qwertyuiopz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360915#Comment_3360915
but dh don’t work with otr not saying it might not help you but the killers I face that tunnel tunnel I’m gonna test it again to see if it helps at all but usually I get no value whatsoever with basekit bt I run nerfed ds but that’s just like stepping on the killers toes for a sec then dying
I don't know what you mean exactly by DH not working with OTR. You essentially have 2 endurance effects, just 1 of them you have to earn through timing the Dead Hard right. DS is pretty meh now and the lack of distance you get is not worth it for me. A good build I would try out to fight tunneling would be something like: DH, OTR, Windows, and Adrenaline. Give it a spin, you might be surprised at how many killers will drop chase due to these perks.
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@qwertyuiopz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360895#Comment_3360895
basekit bt my friend I’d rather run iron will dead hard don’t work with otr and if you are getting tunnelled the killer will hit you through basekit bt I just want this tunnelling camping problem to have a counter cause it don’t ds is good for the no deep wound a five second buff is needed tbh we don’t need more endurance in our life
Base-kit BT only lasts 10 seconds whereas OTR lasts for 80, as long as you don't do a conspicuous action. If you use OTR's endurance and hold your Dead Hard until after you lost your endurance effect, you can take 2 hits while being injured. Often killers will either lose out on gens for chasing you or he has to drop chase. Dead Hard + Off the Record seems to be what works best for dealing with tunneling.
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@qwertyuiopz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360899#Comment_3360899
Yeah I found that sometimes I’ll do it Early but still get the hit and sometimes just get exhausted on the floor it depends But that’s why I think a nerf is not needed as killer I just wait it out or swing next to them lol it does require timing and extremely rewarding when you pull off
Yeah, it is very awkward sometimes trying to time it right. Once you get a feel for the latency you can consistently do it well and it becomes a matter of just mind games.
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Myers is actually really weak and needs a rework. His add-ons are what is miserable to play against. There is nothing worse than teammates feeding his power and you get moried for it. They should buff and change his base power and completely remove the tombstone add-on.
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Yes yes yes. Some of the worst maps in the game if not the worst. Boring design and is extremely unbalanced. Sucks that there are 5 of them for whatever reason.
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@qwertyuiopz666 said:
Dead hard is luck and latency based I click it half the time and get exhausted on the floor it’s a fun perk and it’s less reliable than sprint burst vigil which wins me so many more games and chases just the fact I love hitting a dh
Dead Hard latency is weird, you kind of have to time it a little early in order to actually get it to work due to latency.
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@Monlyth said:
It's bad enough that Dead Hard punishes the Killer for hitting the Survivor, it's bad enough that it's essentially impossible to avoid triggering it with many Killer powers, it's bad enough that it can be used to force no-win situations at pallets, but what Dead Hard also does is remove full-length lunges as an option.
If you lunge from the maximum distance, it comes out slowly enough that Survivors can simply Dead Hard on reaction. Whether you're out in the open or just far enough from a pallet or window that a lunge can catch you, Dead Hard has you covered if the Killer goes for it.
A single Survivor perk makes one of the core gameplay options available to every Killer almost completely useless.
The only change I would like to see to Dead Hard is not being able to use it on ranged powers. Really really hard to counter Dead Hard when using a ranged killer. Other than that, I think it's fine now. If a survivor waits a Dead Hard out and times it right they deserve the payoff.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/366651/decisive-strike
Is it kinda sad that it still is the best anti tunneling perk in the game. Even after the nerf.
Because Survivors have no good anti tunnel perks.
Because who cares about off the record, you are hit them in the BT timer anyway. And the perk reveals itself to the killer by the noise removal.
DS is kinda bad, but survivors also have no other options. Just hope you are good in chases to make the killer waste too much time to win i guess.
Off the Record is amazing. You basically have 3 perks in 1. You have endurance, immunity to aura reading, and a built-in iron will. Off the Record paired with Dead Hard and Adrenaline is absolute hell for a killer to deal with. Off the Record is one of those perks where even if you don't think you are getting value, you probably are.
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Yeah, Cowshed is pretty rough. The loops on Cowshed are insanely strong and really hard to play into as a killer. A Cowshed rework would be pretty nice. I would also like to see them change Badham.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360836#Comment_3360836
Nobody likes that condemned garbage. Slugging survivors over and over is incredibly dull gameplay. I do not care what a streamer man does or says.
Every part of her kit works against her and she is hamstrung by the mori stuff which is useless unless you force it. Kill rates also mean exactly nothing without context. Twins are "high MMR monsters". You think they don't need changes?
This too. Having to rely on a play style that is unfun for the other side is not a healthy thing for the game. This also proves that her base power is really weak if you have to rely on a niche add-on/perk-reliant play style in order to make her viable.
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@Gandor said:
This killer is not weak by any means. You can see it in last kill stats. Also if you want to see her strength go watch onePumpWillie - a streamer that has 200 winstreak on her.
It's just that the killer requires certain addons and playstyle to be very very hard to deal with. You would need to delete this type of play before we can talk about buffs (which would alienate players that like exactly this).
There is a reason why Otz and many other high-level streamers have her in the bottom tier of tier lists. How Willie plays Sadako is a very niche add-on/perk-reliant playstyle which is the only way to make her that effective. Kill stats are also very inflated and inaccurate in determining how strong a killer is. Her high kill rate could be a result of other factors like lower pick rates. Her situation is similar to Myers. Myers with the right add-ons and perks could be considered strong, but he is still a weak killer given his base power being really bad. Look at Sadako and look at a majority of other killers. She doesn't really hold up well and to make her effective requires immensely more effort.