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I decided to not buy trickster.

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Comments

  • BaldursGate2
    BaldursGate2 Member Posts: 994

    Just looking at what he can do is like: You only can play him with the exposed red addon, otherwise he is a weaker huntress / deathslinger.

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    going over everything would be way too long and unnecessary...

    so just a couple things

    Unnerving Presence: 2 (only good on Doc)

    2? for a perk you said is only good in 1 out of the...19? 20? killers?

    I would argue that it isn't good on doc either... it just functions.

    Bloodhound: 3 (very meh)

    3? for bloodhound?

    Tinkerer: 3 (only good on high map pressure killers, otherwise pretty meh)

    unnerving got a 2...and it only works on doc.

    and do you honestly think bloodhound is on the same level as tinkerer?

    Hex: Ruin: 3 (very hit or miss on its own)

    same with devour... but you gave the meta perk a lower score

    Monitor & Abuse: 5 (amazing utility perk on everyone that isnt Doc)

    what does monitor do for wraith? trapper? huntress? billy? clown? ghostface? twins? spirit?

    imo... way too gimmicky. and very few killers actually get benefits from it.

    Franklyn's Demise: 1 (wont work unless they brought items)

    and nurses won't work unless they heal in your terror radious... you seriously putting unnerving over franklins?

    Remember Me: 0 (borderline useless after the nerf)

    16 seconds of extra gate time is useless? how?

    Bloodwarden: 1 (requires very specific scenarios to work. wont do much unless you focus your entire playstyle on getting this to work)

    nah... it really doesn't require much. sometimes I even forget I have it on and then it wins me the game.

    again... unnerving above this?

    Blood Echo: 3 (okay i guess)

    how?

    Gearhead: 0 (unnecessarily gutted uppon release)

    correct... still not worth a 0.

    Coup De Grace: 0 (could have been a 3, potentially even 4 pre nerf, but now its activation requirement is way too harsh given the very mediocre effect it has)

    still has uses. not worth the 0.


    and finaly

    Hex: The Third Seal: 2 (slugging builds)

    it's not just for slugging

    did you know that third seal hides the aura from

    Trail Of Torment: 3 (okay, but nothing mindblowing)

    ?

    so the survivors don't know you're undetectable.

    it works with everything. they can't use bond or kindred anymore. third seal is so underrated honestly...

  • landromat
    landromat Member Posts: 2,193

    i he's in the same state he was in PTB i'll buy with shards

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    Thing is, players will expect starstruck, thus will probably keep there distance from him. Kinda like Spirit and Haunted Ground, call a bluff so to speak. I ll probably favour the end game builds with remember me bolstering no way out. I'm looking forward to getting rinsed 🤣

  • Mister_xD
    Mister_xD Member Posts: 7,669

    in general i'd say you should reread my criteria that needs to be met to get certain points, that should answer a majority of your questions right off the bat.

    still, ill go over them one by one:

    1) Unnerving Presence: UP got 2 points, due to its ability to be combined with Doctor to make some pretty nasty builds (especially the "Impossible Skillcheck Doctor" comes to mind here). It can also serve to buff or nerf other skillcheck reliant perks, such as Overcharge, Oppression or Decisive Strike, again the best usage for this is on Doctor. 2 points are given for perks that can only shine when combined with certain other things, which this achieves.

    2) Bloodhound: BH has no downsides attached to it and is doing the job it was designed to do pretty well. its a well functioning perk and actually quite a good tracking perk, especially when combined with Sloppy Butcher. Not a meta Perk, but far from useless. thats why i ranked it as a "decent" perk.

    3) Tinkerer: Tinkerer got a 3, but was pretty close to a 4. its main downfall is that it only really works on high mobility killers such as Billy, Blight, Spirit, etc. for most killers its just a warning that a gen they wont be able to defend anyway is gonna pop soon. the Undetectable effect is nice, but far from something actually usefull, unless you're right next to the gen they are working on - especially since all the map mobility powers make sounds that warn survivors of your presence.

    4) Hex: Ruin: first of all, its a totem perk and i rarely ever put totem perks in 5, simply because of their inconsistency, so that immediately falls flat. sadly, Ruin creates no urgency for survivors to rush to totems. in fact, Survivors can literally ignore the perk and just work on gens efficiently and it has no effect whatsoever - and its effect of gen regression is just not comparable to the instadown + instakill Devour gives you, which is why Devour got a 4, as it singelhandedly can win you a game on the spot, while Ruin didnt. Ruins only time to shine is in a 3 gen setup, which is a point in the trial you usually wont reach with Ruin active. it CAN be very strong on high mobility killers with Tinkerer, but thats quite a specific setup, which imo it isnt reliant on (hence the 3 points).

    5) Monitor And Abuse: any form of FoV increase is quite amazing, as it gives you a huge boost in tracking. on top of that, M&A allows all killers to reduce their TR by 8m, which means you get a lot closer to your prey before they even notice you. its just an amazing perk to have, unless you want your TR to be big (which is exactly what Doc wants). it limits their ability to sneak away, it reduced the distance they get from you and it can mess with them because they cant tell where you actually are, due to the ever changing TR you have.

    6) Franklyns Demise: it got a 1, because the criteria for 1 point is that the perk only works in very specific scenarios - the scenario being that they bring Items in you want to get rid off. no items = a dead perk. you comparison for Nurses is also quite a bad one, given that healing is a base mechanic of the game which you can expect to see in every match you play. you cant expect every match you play to have 4 items brought into it though, so its not a perk you can reliantly use in any build. it does its job at removing items very well, but the exact same can be said about Lightborn.

    7) Remember Me: way too many downsides for a way too mediocre effect. first of all, it only affects 3 survivors. secondly it requires a buildup and means you have to develpoe a tunnelvision on one survivor, which, again, isnt good. and thirdly, it requires you to get to the endgame, in other words it forces you to play majority of the match with only 3 perks. and all of that for 16 seconds more on a gate, if the survivor isnt the obsession. thats just absolutely not worth it, sorry.

    8) Bloodwarden: the current meta is 99%ing the door and only opening once everyone is safe. do i really need to say more?

    9) Blood Echo: good on killers who can spread the damage around. a free Exhausted effect is also definitely nothing to sleep on. still not a great perk though, which is why it got a 3.

    10) Gearhead: first, it requires you to use two M1s to attack someone. secondly it will only be active for 30 seconds before you need to smack someone twice again. thirdly it is 100% reliant on RNG for the survivor to get a skillcheck during that time. fourthly it requires the survivor to not hit a great. fifthly it requires you to not only spot it, but also to be able to go over and interrupt it. there are way too many factors with this perk you can not control. Even in its old version it should at least have guaranteed you a skillcheck for anyone who is working on a gen while its active, but since that isnt present and its activation duration has been nerfed quite drastically, i dont see any justification for this perk to be used. and it cant even be combined with anything else to make it shine more. its just a much much worse Surveillance.

    11) Coup De Grace: like Gearhead its not a perk that shines in combination with other things, its not a perk that shines in specific scenarios and its just nowhere justifiable to be worth 3 points. you get a maximum of 5 charges that are bound to losing your objective - and its effect is just extremely bad since the nerf. it wasnt even good with the 100% increase, but now its just literally dead. especially with how often you accidentally waste a token / only go for non lunge attacks all game to save your tokens (which makes it actually work against you), it is absolutely not worth equipping.

    12) Hex: The Third Seal: that would still mean its only good in a specific scenario, that being you running it with ToT, which would still leave it at 2 points though. 3 points are for decent standalone perks, which this just can not achieve. this is a combination perk, therefore it gets 2 points.

  • ImHexyAndINoed
    ImHexyAndINoed Member Posts: 504

    Good point man, that leads me to my second choice of build. Starstruck..... And huge terror radius build whilst spamming game offerings. Due to the maps multiple floors it's slightly smaller than other maps. Somebody I think it was OTZ, demonstrated and starstruck expose effect OR a free hook was nearly guaranteed.


    Oh yeah and I too am looking forward to getting rinsed by sweat squads once he goes live lol