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AtraXis

AtraXis

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  • @sizzlingmario4 said:

    I noticed this too and it does feel very slow, but I'm not sure if it's actually slower or if it just feels slower because the fatigue animations are completely messed up too. She's buggy right now

    That's funny because I looked at the bug fixes for this patch and apparently, all the animations shenanigans are a fix ? I do agree that it felt really weird however. For the speed I'm gonna have to find some old clips because I doubt this was only the animation, it felt like near stationary.

  • It's even worse than that but I won't make a second post :

    Basically, it's like there are no physics to his chain anymore. Survivors can move freely no matter how you pull them towards you, which shouldn't be possible.

    Video evidence :

    bug_part_2.zip

    so as for now, Deathslinger is pretty much unplayable until fixed

  • Favourite :

    • Chains of Hate (Deathslinger has a gun, good map, cool survivor, cool chase music)
    • Sadako Rising (idk, I just like the theme of it and it felt good to finally have a killer like Sadako being added at the time)
    • Silent Hill (best anniversary release)

    Least Favourite :

    • All-Kill (boring and unfitting theme, boring survivor + perks, Trickster has the worst power ever designed in the game)
    • Portrait of a Murder (feels really uninspired, forgettable characters, awful map, most boring and straightforward power ever designed)
    • A Binding of Kin (cool killer concept that has a too strictly defined playstyle and too many cooldowns, broke the game on release)

  • @sizzlingmario4 said:

    He just needs his terror radius reduced and maybe -0.25 seconds on reload and he’s fine.

    Quickscope had no place in DBD and never will.

    The fun part about the terror radius is that they increased it to avoid the synergy with MnA, but they also nerfed his ADS. Survivors can hear the ringing noise when he aims on them now, rendering the terror radius nerf completely useless as they would still be alerted outside of it anyway.

    As for the quickscope, I don't think it was really the problem. I mean he still can prevent anybody from playing the game despite that nerf but somehow people think it's more fun now. Now, I wouldn't ask for a revert considering how drastically this has affected his gameplay, but the real problem was the lack of cooldown when cancelling ADS, which means you could just bait survivors into getting in a bad position and immediately shoot them without penalty. The worst part about it is that they literally buffed this aspect of the killer by buffing his movement speed while aiming. Since shooting is more difficult than before, people tend to zone a lot rather than committing to a shot, which is lame.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166392#Comment_3166392

    Responsiveness and controls are something you never handicap on purpose if you already released them in a fluid state. I don't know how much I can really explain that point further.

    If slinger always felt like ass, it wouldn't have impacted people from dropping him, because they wouldn't have used him past their initial assessment in the first place if it was going to be an issue. Then nobody would be complaining how bad he feels comparitively, since they would not have seen that he is designed to work better and then had that taken away.

    Its irrelevant whether the good version or bad version is healthier for the game, you're actively downgrading someone's experience because of your own incompetance if you do something like that to a core aspect of a character. You see it in fighting games all the time, people are more likely to just switch off that character and never look back unless they are a specialist with said character. We even saw it in this very game with Billy. Honestly you can even apply it to dead hard, since the period it was 1 second similarly spoiled a lot of people from being ok with the 0.5, even though many others have learned to make it very strong by changing their usage.

    Yeah I think you are absolutely right, it's just that my point was more around the fact that people often blame slinger more for being weak than unresponsive, two different things that are mixed up too many times. But I agree that core mechanics that define a good chunk of the gameplay of a character shouldn't be the one being nerfed.

    I definitively see why people would drop this killer just because his ADS was changed, he went from being a fast paced killer to a slower, more mechanical one. However, I still don't think he is unresponsive now. Compared to his former version, yes, but he is still in my opinion one of the few killers in DBD with a power that works correctly without any awkward gimmicks once you can use it well. His power still feels really smooth when you adjust to the new timing, however it's definitely not the same gameplay as old deathslinger.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162186#Comment_3162186

    I think a lot of people aren't willing to put in the effort when they remember it actually being responsive, and the buff actively hurt the ability's feedback. That sensation you get from doing something in a game and your brain thinking "yeah, that feels right." Its the same feeling you get when your hear weapons have satisfying sounds on impact, why anyone would ever want recoil in fps, and so on. His weapon feels less satisfying to use, and it was done by purposely removing responsiveness. Its why QoL nerfs are never received well, you're going back to hamburger after a filet mignon.

    I agree with that, but the thing is people never even considered him good to begin with, so I really don't understand those complains despite the fact that I also think he is less satisfying to play than before now. The problem here with the "he feels bad to play" is that it targets mechanics that you have to learn to get value from them, it's judged on his performance more than just the feeling of using his power. It would be like saying "Nurse feels bad to play" because she requires you to learn a mechanic that severely changes the way you play her as a killer. I understand the whole "it feels right" idea, but in my opinion, people often mix the feeling and the difficulty to play a killer. Sometimes, the fun is hidden behind the efforts you have to make and this is the case with Deathslinger.

    Now, I do agree that he feels less responsive than before, which is why I personally find him less fun. However, this barely affects his performance, which seems to be one of the major complain here. And this is also why I talked about putting some effort into him, because in the ends, it's still the same mechanic and it does exactly what it was doing before, it's just more difficult.

  • Slinger main here, despite some flaws that should be addressed like his terror radius, he isn't that bad. His power just takes a lot of practice and people aren't willing to put that much effort into this killer for some reason. Everyone keep saying he is bad and a "worse huntress" when in reality, he plays way differently. If one of your complain is that you cannot down over a pallet, you're clearly not understanding how to play him.

  • Because he is a strong chasing killer. His power works pretty much everywhere and quite reliably if you know what you are doing. Coming from a Slinger main.

    (PS: this killer is still underrated despite being out for 2+ years now)

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981264#Comment_2981264

    Chill out and we can talk civilly. I'm not interested in talking to someone if you're going to be vitriolic or overly aggressive about your opinion.

    Slinger is way better than people give him credit for. He doesn't need a lot of buffs (or really any), because he is already very strong. Just no one is any good with him, so he looks like a weak killer to most of the player base. He requires a massive amount of time put into him to see his real potential, and no one has really committed to seeing just how far you can push Slinger to his limit.

    Sup dude, I just wanted to say that I'm happy to finally hear from a person that doesn't underestimate slinger. I play him every DBD sessions, I have been playing him since release. This killer is extremely underrated and I don't have any clue why. It really seems that this killer is doomed to be perceived as terrible, and nobody wants to try to see how good he is. What I find surprising is how for any other killer people can acknowledge you can get good at them, making them viable, yet they don't want to hear anything from slinger. Based on the many discussions I had in the past about him, I'm pretty sure the issue is that people keep comparing him to huntress, despite them being two completely different killers. Pretty much everything he can do is underestimated (I mean, in the right hands, a chase barely lasts so I have yet to understand how that makes him a bad killer to even begin with), the most surprising argument I see every time is about pre-dropping pallets. Like, I forgot slinger couldn't shoot you and deny the pallet entirely before you even get there. I could go on, but I'm tired of explaining all this stuff again and again to people that don't listen.

  • Slinger main here since he came out :

    1. This feature would honestly be useless, slinger isn't a killer sensitive to pallets at all. If you think so, you're probably playing him wrong. On top of that, if it only works while the survivor are afflicted by deep wound, it will take longer to get a down that way than playing correctly in the first place. Overall not needed.
    2. Sounds cool, but would be a very niche perk. I like the idea though.
    3. I think 24m is too short. The problem is that we either give him something else, or a lullaby like trickster and huntress along this change so that he cannot get hits with MnA while the survivor isn't even aware of his presence. You could argue that since he needs to aim for longer now, survivors would be alerted by the ringing noise, but the ringing noise on its own should be changed as it shouldn't trigger when you can't even shoot (it's currently the case and it's stupid, a survivor doesn't even need to check if slinger is aiming). I'm not for giving him a lullaby and neither for keeping the current ringing noise, so I'd say 28m seems more reasonable. 32m is too much though.
    4. I really got used to it and I'd say I don't really care if they never change it, but yeah I think it's reasonable to lower at least the aiming delay. It currently feels very slow and I'd prefer if it was shorter. I was more thinking about 0.3s/0.7s (a longer exit time to encourage zoning less), but 0.35s is fine as well.
    5. Movement speed addons : I think they should just have brand new effects. They don't serve any purpose, since slinger is already at 85% speed when aiming (which is a bit too fast imo) so I'd go with more original addons. I also disagree for Rusted Spike, I think its current effect is great. It gives you Sloppy Butcher on successful hits so that's great. I do agree with the Honey Locust Thorn change, the current effect of this addon doesn't allow for many plays (its yellow counterpart is way better). And finally, for Hellshire Iron, just no. I would never play a 4.6m/s slinger that reload slower than he currently does. It's a straight nerf to the killer.

    I'd like to finish by saying that he is already viable and kinda underrated (surprisingly). I think his biggest problem are that his basekit could benefit from QoL changes (faster reload speed just because it feels better and doesn't really give him any advantage, tweaks on the ringing noise, terror radius buff) and an overhaul for his addons which are pretty mediocre, but that's it.

  • His chases are boring, the box is annoying because 80% of the time you play against it rather than him and finally, trying to do the box when there's a chain hunt is one of the worst thing to experience in DBD

  • @Holylock said:

    https://forum.deadbydaylight.com/en/discussion/comment/2847582#Comment_2847582

    First, thanks for the feedback.

    Snake oil : I couldn't get a better idea for this addon :(

    Rickety Chain : I don't think the meme addons are ok. Almost no one uses them and they are a waste of space in the bloodweb. The only one I love is Prayer Tablet Fragment because it adds a play style and doesn't just nerf her power.

    Wanted Poster : oh, I hadn't thought of that (I screwed up on that one). New idea- Wanted Poster : Each time you reload The Redeemer, the auras of survivors within 12 meters of Deathslinger are revealed to you for 3 seconds

    Honey Locust Thorn : I think it can be green without any problems.

    Bayshore's Cigar : I understand, I thought the same thing too. But the combo possibilities made me very interested in this add-on (also the possibility to improve 4v1 of the Deathslinger). New idea - Bayshore's Cigar : Hitting a Survivor with a harpoon shoot will reload The Redeemer after 5s

    One question: which other killer would you like to have the addons changed?

    Wanted Poster sounds way better now. Bayshore's Cigar is still kinda pointless because, well, I would just reload myself.

    For the meme addons I think they're ok. Each killer has 20 addons, I don't really think it's a problem to have a single addon dedicated to meme, especially when people generally play the same addons anyway.

    And to answer your last question : ghostface and pyramid head. Both have very bad addons and in both cases, two useful addons only.

  • My opinion on your suggested changes :

    Snake oil : I don't think slinger needs any addon to make him faster when he aims, as the current aiming speed is too fast in my opinion (like, you can walk the entire road of Dead Dawg Saloon while aiming, starting with the survivor next to you, and when you reach the end of the road the survivor is still at max lunge distance. It's pointless to have more speed) .

    Rickety Chain : I think it's fine to have a meme addon. I rarely use it but it's fun to make the match a bit more challenging sometimes.

    Rusted Spike : very good idea to pair it with the current Honey Locust Thorn effect. I always found it odd that a green rarity addon had a worse effect than its yellow counterpart.

    Poison Oak Leaves : why not, the current version is pretty much useless anyway.

    Marshal's Badge : I always wanted an addon like this on slinger. I think it's boring and beyond useless to have your terror radius reduced if you aim. Having an addon like this would allow more interesting moves. I'd make it -8m instead of -6m though.

    Jaw Smasher : why not, but I'd never play it. It would mess with muscle memory.

    Wanted Poster : big no on this one. I would really encourage tunneling, which is far from being a good idea. Perhaps a better effect would be to highlight non-regressing generators. This wouldn't be strong but at least it would be interesting.

    Honey Locust Thorn : I would leave this effect to its current addon Bayshore's Cigar. I think it's too strong to be a green.

    Bayshore's Gold Tooth : very interesting idea, I love oblivious addons and this would be a good way to implement one on slinger.

    Prison Chain : far from being ok, but I don't have any idea to make it good. The current version does pretty much nothing 99.9% of the time.

    Gold Creek Whiskey : your idea is a better way to implement an undetectable addon than the current Hellshire Iron, I like it.

    Bayshore's Cigar : no, I think it's too strong. It reminds me of Alchemist's Ring on Blight. I think it wouldn't give survivors enough of a grace period once they get injured after being speared. They would need to make distance against an already reloaded gun, while with the current reload speed they still don't make it outside of the speargun range when injured.

    Barbed Wire : why not, but I'm not a big fan of this one.

    Hellshire Iron : definitively better than the current one and the old one as well.

  • Pretty much never, but I barely play survivor. I'm fine with it though, because the rare times where I went against an Artist reminded me why I absolutely hate facing her.

  • @IWFreak said:

    Didn't Slinger have an addon that gave him aura reading on all survivors in his TR while he has someone speared?

    I would love that coming back, with his increased TR. Imagine using it with Distressing.

    As for your feedback:

    I think his TR is mostly fine, maybe a little smaller, indeed. Like 28 meters, as you suggested, but not lower than that.

    As for the ringing, I don't know for sure how it works now. But I do agree that the ringing should only be heard when Slinger van actually shoot. Not while beginning to aim.

    Haven't played Deathslinger that much, so I haven't got that much experience.

    Yeah this was the old version of his iridescent addon Hellshire Iron. It was pretty bad but the current version is not that good either. Now that he has a bigger terror radius, why not having another addon that does it, it might be more useful than before.

    As for the ringing noise, when Slinger aims, the closer he aims to the position of the survivor, the louder it gets. The problem is that it triggers once you press the power button, but that doesn't take in consideration whether you can shoot or not. So if you start aiming on the survivor, they can already know that you aim at them without looking at you and all of that while you cannot shoot. The noise is available at the end of the power trivia category on the wiki if you want to check it out : https://deadbydaylight.fandom.com/wiki/Caleb_Quinn

  • @R1ch4rd_N1x0n said:

    Iridescent Coin used to be 15 meters before his nerf. It was terrible. Which is why it was buffed to 12.

    It was fun because it was 15 meters and encouraged long shots.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2658072#Comment_2658072

    They are. Where's the lie ? Survivors can dodge them. They're hard to hit.

    Fang can't actually down you. Just gets you a health state. Then you can run away. While pinhead has to wait for his power to come back. Which can't down you at this point.

    It's strong and fair.

    I think the exact opposite. I actually find them really easy to hit, it's like casting a nurse blink. As long as you're on top of the survivor it's not really possible for them to dodge. As for Fang, I'd say this can give way to many easy hits, which can be a real game changer. It's like if huntress could hit you through anything. I would prefer if there was some kind of range requirement to get a hit with the chains, rather than a free first hit without any drawbacks.

  • Well my main got yeeted from the game and he was deathslinger so now I don't really play DBD anymore. If bhvr ever reconsider the awful nerf they did why not, but I have no faith whatsoever, as they managed to nerf everything except for the unfair part of him. I actually considered making a detailed google docs explaining how they did it wrong and how it could have been done better but those changes made me lost so much interest in the game I don't care anymore

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/296370/so-why-are-we-nerfing-pinhead

    Fang is fine tbh. Its something that rewards you for hitting already hard to land chains. And it can NEVER down you. Its basically the epitomy of a balanced IRI TBH. Strong, but fair in the end.

    "hard to land chains" ok... interesting

  • @Rizzo said:

    Not sure who has the best lore, but I'm sure the Demogorgon has great outfits, so here have one on us: 031bad9c-5a7c-40cc-ad04-e1c7c538be57

    Quick question because the twitter post wasn't clear enough, are those codes limited ? I'm not home until a few days and I'd be kinda sad if I can't have a chance to grab one.

  • @FeelsBadMan said:

    After nerfs yes but Shadowstep effectively killed her. It renders her ability completely useless since it hides scratchmarks.

    debatable. I don't think I've ever used scratch marks while playing spirit. Sound is more than enough for me

  • A single one. Got stomped. beside that, I played him, shooting is so awful now that I wouldn't even be surprised to never see him anymore. People who still enjoy playing him either like banging their head against the wall, or simply never shoot and think zoning is absolutely fine and fun

  • @DoomedMind said:

    Now you have to actually aim, my bad, life is so hard.

    DeathSlinger requires skill now, practice or don't play him.

    Yeah, everyone is saying that. Except shooting was the actual skilled part of the killer. Now with the nerf, it's so risky that zoning is a better option. A better option that is way easier to do and still rewards you. Much more skill required, indeed

  • Billy was bad because they nerfed him even though it wasn't necessary and nobody asked for it. But imo, Slinger was even worse because there was an issue with him, they nerfed him into oblivion and SOMEHOW they managed to not address the main issue with his power. On top of that, shooting became so risky and limited that it's incredibly unfun while he is supposed to be a ranged killer. Billy is still the same with an annoying cooldown.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2578666#Comment_2578666

    Honestly the whole aiming down sights thing isn't that bad.

    The tr radius thing though is a meh. I don't really care that about that.

    It's just really bad. The problem isn't the strength, it's the fun aspect. To my eyes he lost everything that made him unique and I've been playing Huntress since the nerf considering both are really close in terms of gameplay now. And what's worse with the nerfs is that they don't address the main issue. You can still zone for free and get away with it. It's even better than shooting now.

  • It would be better than what we currently have. But he would still feel bad to play

  • @Nathan13 said:

    I feel bad for all slinger mains, I admire whoever is still playing him.

    We'd have to be mad to still play him. It's like banging your head against a wall and saying you like it

  • What annoys me the most is how the nerfs completely miss the point. BHVR stated that they wanted to get rid of the "lose-lose situation". They nerfed the quickscope to address this issue, while the zoning, which was the real problem, is still possible. Heck, they even buffed is speed while aiming, making it easier than ever to zone, the lose-lose situation is still here. They just made him incredibly unfun to play, boring, unoriginal because he is very close from the shooting experience of huntress now and not even more fair to face. I've rarely used the zoning prior to the nerfs because I think it's an unfair strategy always coming with an advantage for you as the killer. But now ? Shooting is so risky that I went for it in every matches, and it's still really unfair, despite being is most viable strategy now. I feel bad for playing like this and I don't wanna play like this, so I'm just gonna play something else now. I really hope they reconsider what they've done to him, because the did it for the sake of adding counterplay, and they failed miserably.

  • Considering Popgoes is getting nerfed because the killer can "have it for too long", I think DS should be reduced as well, because it's the same duration as Popgoes.

    In all seriousness, DS is obviously too strong. It's the kind of perk that can even do something if it's not here, because the killer can assume you are running it. 1 DS in a game is not a big deal in my opinion, but more than 1 DS is problematic. Most of the time, you can have DS for so long that it allows cocky plays. If you ignore the survivor with DS while he is trying to get your attention, he is losing his time, but in general he will also just see that you ignore him and will mind his own business, making DS an immunity. It rewards bad plays most of the time.

    I personally don't play DS as I feel comfortable without it, I'd rather have this perk slot for something else, but I also can see if people are running it to punish tunnelers. DS should be balanced as an anti-tunneling perk, and in its current state, it's more like an immunity perk. One good solution I've seen is to reduce its timer to 30s, but pause the timer if you are getting chased. This way you can't play cocky if the killer simply don't want to chase you, and still punish him if he decides to tunnel you once you are unhooked. I've also seen people say that the timer should disable once the survivor touches a gen, I think it's a bit brutal and I would rather make the timer go down faster, instead of instantly.

  • I'm happy to see PH getting changes. I don't really like playing him because he let almost no chances to survivors, and his power isn't that hard to understand. I'm also disappointed that Torment isn't that much exploited and that Punishment itself is so strong that it's just making Torment looks like a joke.

    If they nerf Punishment to buff Torment, that would be perfect. I also don't really see the problem of having a killer going a few tiers down, as long as his power is still playable. Low tier killers have to be played with a different approach and I think it's good to have someo f them.

    By the way I'm gonna mention it before getting thrown into a fireplace, but I main killer. I just want the game to be fair and the other side to have a chance when it comes to using their skills in chases (yeah, I say that while I main slinger but I might switch to Blight anyway). It's the main reason why I don't like playing Freddy, PH, Spirit. They are unforgiving for survivors and easy to play with a huge window for errors.

    Edited because I accidently posted without finishing the post

  • I love going against good slingers but it's probably just because I main slinger. I'm expecting their moves and I'm like damn I coudn't predict that when they spear me. I can get why most people don't like going against him though.

  • I reported the same problem as well. It happens on every maps that can spawn this hill tile apparently

  • Legion. It takes so much to do stuff with little effects afterward. You still can achieve a lot with his power and get the full team injured but you will most likely have this chance only if survivors aren't playing spread out. His power is overall really situational, doesn't help on chases, and is pretty much counter-productive most of the time.

    I would have said Clown, but his buff is quite enough to at least catch up to survivors in chases now. His power is more consistant than Legion's power now in my opinion, but he is still probably the second weakest killer.

    Also I really disagree with people saying it's the Pig, she has a huge pressure with her reverse bear traps and her dash attack is effective on a lot of situations.

  • I'm leaving that here since it fits the topic.

    I think there should be an update every monday, even if it's small numbers to change, few tweaks or even a single typo fixed. It would be beneficial for the game, because bugs would be solved more frequently, but also balance-wise.

    Doing an update every week would also allow the devs to do small balance changes, like buffing bad perks, nerfing good perks, trying to change the meta and then reverse it if needed. This kind of balance changes would really be a good thing in order to improve the game, because it would be so frequent that if there are any problems, it can be fixed 1 week after.

    Then we keep mid-chapter to do major changes to the game like the map changes, rework, etc... I'm not a game developer and I know they have a schedule to follow, but come on, changing a few values every weeks doesn't take that much time.

  • Why I voted no ? let me just explain what happened in one of my game next week. I was playing as huntress and when 2 survivors were dead, the 2 others didn't do anything but hiding, holding the game hostage. I EVEN went across the map and came back to see if they were just scared to do gens. This situation lasted for nearly 10 minutes (which is already the average time of my games). Once I finally found a survivor, I camped him because this game was getting ridiculous and really needed to end.

    It is also a bad strategy as the killer in general if survivors aren't just trying to unhook. If a killer camp and other survivors do gens, he will be punished and most of the time will depip because of weak emblems in the end.

  • I'd like to add that this issue only happen when you are spectating. I was spectating a friend and I heard the sirens, but he couldn't.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1286625#Comment_1286625

    https://forum.deadbydaylight.com/en/discussion/comment/1286619#Comment_1286619

    lol I cannot even believe it's come to this.

    https://us.v-cdn.net/6030815/uploads/079/Rank 1 Killer.PNG.png

    https://us.v-cdn.net/6030815/uploads/580/Rank 1 Survivor.PNG.png

    yoU'Re nOt a rEd rAnK kiLler

    yoU doNT kNoW whAt uR tAlkIng aBouT

    Rank 1 Survivor - PS4.

    Rank 1 Killer - PS4.

    Rank 1 Survivor - PC.

    But no, I don't know what I'm talking about.

    Ruin and Overcharge don't counter gen-tapping. Overcharge is broken, and Ruin isn't designed to counter it, but to afflicts every generators on the map while it's up. Good survivors will notice that Ruin will be in the game and won't gen-tap until it's cleansed, but the problem is they will eventually do it again once the perk is gone. And why would killers bring perks to counter something that survivors can do with nothing ? Here's the point.

    I don't think gen-tapping is a major problem in DBD, but still something that can be improved. I read from someone else that it's pretty much a QoL improvement and I completely agree with that. The problem right now is people trying to avoid the topic by bringing things like "there's more important problems" "you have perks" etc. instead of properly debating about it.

    Now I already gave you my point in the first post, now please, just explain clearly why you are against it with concrete arguments and not "u just baby killer lol" or "you have perks".

  • @Huff said:

    I'd like the feature but only if it took about half a second to a second. It would only be slightly less than a killer takes to kick the thing, and it would fix the problem of somebody being able to run by and barely have to stop moving to touch it and stop it from regressing. I wouldn't want it too long, at max maybe about the time it takes to sabotage, because I don't think each kick should make the survivors take like 5 extra seconds just to get the generator to stop regressing each time. Also similar to sabotage, I think the bar should require commitment to fill all the way (like how when you sabo a hook midway and stop, it resets the bar) so again, people can't just run by and tap it and expect it to keep regressing.

    Of course. I think the best way to execute this feature would be to make it 1.5 seconds at max, enough for the survivor to take the risk to be punished if he wants to do it while in a chase.

  • @hagling said:

    this would make 3-gen strats even more miserable, I can't endorse. it sounds good on paper but once every doctor started running distressing + overcharge + unnerving presence for a guaranteed 4k everyone would wish nobody suggested it.

    Well, in the first place when you play survivor, you should check for the 3-gen cluster to avoid this situation. When you 3-gen yourself you already kinda lost in the first place, so counting bad strategies into the equation is pretty stupid.

  • @Revzi100 said:

    thats the whole point isnt it? to make a choice based on what the survivour is doing

    So let's see it this way : a generator regressing is a debuff for survivors. On the other hand, a generator being under repairs or simply just keeping its current progress is a debuff to killer. The killer can get rid of this debuff by kicking and regressing the generator and the survivor can get rid of it by repairing the generator. With that said, why when it comes to chases, getting rid of this debuff cost nothing for a survivor but will have a cost for killers ? Not only killers have to make choices based on the survivors. If a survivor wants to stop the regression during a chase, there should be some kind of penalty, just like killers at the moment.

  • @Revzi100 said:

    thats the whole point isnt it? to make a choice based on what the survivour is doing

    So let's see it this way : a generator regressing is a debuff for survivors. On the other hand, a generator being under repairs or simply just keeping its current progress is a debuff to the killer. The killer can get rid of this debuff by kicking and regressing the generator and the survivor can get rid of it by repairing the generator. With that said, why when it comes to chases, getting rid of this debuff cost nothing to a survivor but will have a cost for killers ? Not only killers have to make choices based on the survivors. If a survivor wants to stop the regression during a chase, there should be some kind of penalty, just like killers at the moment.

  • Mine is : Leatherface is really not that bad. I'm either really good with him or I just face bad survivors every times I play him. His ability requires some learning and can be used in more situations than people think. He just need a complete addons rework and a collision on his last swing, it's crazy to think about how many downs you miss because of this single swing without collisions.

  • To keep it short, here's what parameters define a killer as viable to my eyes :

    • Ability to get into a chase quickly
    • Ability to end the chase quickly
    • Ability to apply pressure on the map and maintains it
    • Counterplay
    • Ability to counter looping

    The best example here would be Nurse, because she checks all boxes. She can get in a chase quickly because of her mobility and can pretty much end it as fast. She doesn't have that much counterplay (at least if you know what you are doing as nurse), and doesn't care about loops. All of this combined leads to the map pressure that can be insane because of her ability to get in chases quickly.

    The worst example here, it depends on your opinion of the worst killer, but I'll take Clown here as I think he is terrible. He has nothing to help him finding chases quickly, can't end chases quickly and therefore, can't apply a good pressure. We could say his power can counter looping, but his counterplay his too important and can literally cancel your power.

  • This bug is also happening to me. I'd like to add that before the bug started to happen, I had no music at all in my previous matches.

  • I don't have any problems with tiers and I like the idea behind them, but I understand that there will be more and more perks in the future, making the grind longer. A solution I thought about : make the stronger perks have tiers, the less used ones no tiers. It would keep the grind for something that would benefits you, which is kind of understandable, but this will also make perks that don't really need tiers to get out faster of the bloodweb, reducing the grind for the stronger perks.

  • I'd say that if you are patient enough, I think she is worth learning. I started learning her around 1 month ago, I'm finally starting to get decent, even if I have much more to learn about her, but I discovered a killer ultra fun to play. She feels really rewarding, guessing is a part of her gameplay I like too. I'd say the only problem is that she has a lot of bugs.

  • @Fibijean said:

    I'd just like to add to the above that slugging is overrated as a method of applying pressure. What I mean by that is that slugging every time you down someone is more likely to lose you the game than win it. If you can get another down by slugging, by all means go for it, but it's a strategy that needs to be employed strategically and requires a lot of game awareness to do right, such that it actually does work to increase pressure and doesn't just waste your time.

    A much more reliable way of applying pressure after you've downed a survivor is hooking them. Not only will this get you closer to the best means of applying pressure (kills) in a way that slugging will not, but it is also, for that reason, a far better way of compelling survivors to get off generators and go for the save.

    As a survivor main, I can tell you that most of the time when someone is downed, I ignore it, because I assume the killer is hanging around nearby or about to pick them up and it would be too dangerous. Plus, it's possible that they have Unbreakable and will get themselves up. If the person is lying on the ground for maybe 20 seconds or more, and/or the killer is clearly in a chase with someone else, then I might consider going to pick them up. If they were hooked, I would know that they can't rescue themselves, the killer is probably not hanging around near them, and it could seriously hurt my chances of survival if I ignore them and let them die, so I am much more likely to get off my generator sooner and go save them in that situation. Basically, from the survivor perspective, a hooked teammate feels a lot more threatening than a downed one does, and that's what pressure is all about - making the survivors feel threatened.

    So I'd like to add something about your second paragraph. It's more situational, but there's a situation where I don't hook the survivor I downed, and it's if I already have someone hooked and that I know the survivors are already in a bad position. Instead of hooking the survivor I just downed, I go back to the other one hooked because I know that it's the perfect time to rescue him, so I can get more hit or downs. Again, it's situational and I don't do this every time, but it's also a good way to keep or increase the pressure.

  • Cleanse totems. There's always five in a match. You can literally decide as a survivor if the perk is gonna be triggered or not. Stop crying. Also don't reply with the "yeah, but it takes too much time !", what do you prefer ? A full team killed because you wanted to finish the game as fast as possible, or more chances to escape, because you actually took the time ?

    in d Comment by AtraXis
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