BenOfMilam
BenOfMilam
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Let's be real.
A not insignificant portion of the people that play this game are straight up psychotic or delusional. The people you ran into were some of those types.
Don't stress about it. They probably think the mailman is tunneling their letters.
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that has been around for a long time. You don't see it often, but it happens when someone disconnects in the loading screen but everyone else has finished loading.
Or something. I have no idea. But I've seen it before, multiple times.
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@dollidahlia said:
Didn’t he say himself that the 80% win rate he got was because the survivors weren’t good? I’m pretty sure he said that he would need to tunnel against a coordinated survivor team
At the very least, that means around 80% of survivors (that Otz vs'd) aren't that good. Not like it comes as a surprise, but still.
I'm interested to see how we do.
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@Mystic_Mizu said:
I wish we could have got some video evidence or at least one video to show us all that he did. What strategies he used, what perks he used, etc. Maybe we could've all learned something.
well, he streamed the whole thing live. A lot of of the vods might still be up
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You just kind of run out of things to do after a while. I started playing a lot less after I got all the perks unlocked when 6.1.0 dropped. Plus there are a lot of other games I want to play and study, DbD is fun but not "spend my life playing it" fun.
You can go on winstreaks or try to master different killers, but playing this game sweaty all the time is not very fun. Sweaty matches are awesome now and again, but not when it's every single game.
There's also getting P100, but that's mostly just a time sink.
There's the archive challenges, but they can usually all be finished in a single play session.
So there is very little late game content, and not much motivation to get better at the game.
Something like "Mastery Challenges" where you can unlock special Archive-esque challenges for having high prestige on a character, and completing them unlocks a special cosmetic. So you could grind out P100 Full Mastery on your favorite characters, and get some drip to show off for it too.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377290#Comment_3377290
I appreciate the response, venting out on a post is something many have done including myself so no worries there. I'll also apologize since I feel like I came off as a tad bit aggressive as well.
As for the actual subject, there's not much I can say now that others haven't already covered in this post. Camping is situational and shouldn't be used as a strategy. Killers going in and immediately sticking near the hook on their first down at 3 or more gens are basically throwing the game there's no doubt about that. Unless the Survivors decide to go for the save, in which case they're throwing the game as there is quite literally nothing stopping them from doing gens. So from a balance standpoint, its fine
The problem now, is that the Survivor who is getting camped is just having their time wasted with basically no options other than to hang around. There's nothing fun about sitting on a hook for 2 minutes while a killer is just staring at you. Being that Survivor you do feel as if you're in an unwinnable situation and it just doesn't feel good whatsoever. Survivors aren't just 1 mass, they're 4 individuals attempting to work together to achieve their goal. As a killer its easy to forget that.
Now that's not to say this is the only scenario where some one can feel that way. Things such as a Survivors bringing Boil Over on a favorable map where they can wiggle 100% of the time and just don't budge isn't necessarily oppressive, but it sure feels like it since as a killer your options are very limited. In my opinion the devs should try to minimize if not remove all these situations al together. This would require a heavy overhaul to the games mechanics but it would definitely be in everyone's best interests. Ridding the game of all of these would just make the game just more enjoyable and possibly even reduce toxicity which is always a plus.
Indeed, thanks for taking the time to respond. We're all largely in agreement here, I was just too drunk and tired to be civil.
Personally, probably the biggest issue with camping that no one has mention are the unrescuable hooks where you can bodyblock and make the hook inaccessable. Like outdoors on RPD, upstairs Garden of Joy, and upstairs Tommy House. That's more of a map issue tho.
Although being on the hook is dull, unhooking vs a facecamper is pretty exhilerating imo. Probably why everyone tries to do it lol
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@feffrey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377358#Comment_3377358
Listen to what you've just said and re-read it if you need to. I do not think you understand what you're trying to say so let me give you a thought process.
Survivor loads into a match with the thought they'll get to enjoy the match win or lose
Camping killer going into a match with the intention of losing and doesn't care that he is going to lose. He intentionally throws the match for everyone and ruins it cause he can. Nobody gains anything and wasted 30min trying to play.
Not everyone have time to play and it is limited to a few matches and if those matches are all tunneling campers it makes it easy to not wabt to play at all
You're talking like we are disagreeing about something, but we have the same opinion here.
Camping is boring. Most people don't want to play against it. We agree on this.
I'm saying that camping is virtually a guaranteed loss for the killer. You have stated this as well.
However, I also think that playing around camping is not really as hard as people make it out to be. Getting a four man out against a camping killer is a pretty regular occurrence in my experience, both as the survivor and as the killer.
We all agree that it's boring, but I'm trying really fuckign hard to tell people that countering camping is not that difficult. Only reason a team would lose to a camper is because they are unbelievably bad.
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@crogers271 said:
Mostly covering what others have said already
1: Even if the survivors wins, person on the hook just has to sit there
2: Frequently the camped person just suicides which gives the killer a win (basically by annoying a player out of the game)
3: You can say SWF/soloQ isn't an excuse, but SWFs have a much easier time not just with staying on gens, but timing the positioning to get the person off the hook
4: Even for the other survivors its a boring game, just sit on gens for a couple minutes, leave
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One other argument though is that it plays on, and encourages, a bad moral message/unsatisfying game. See that person over there? Leave them. As a survivor I want to play for the team, and really admire in soloQ how many other survivors do the same. I understand the nature of the game is for the killer to take advantage of that, and in EGC it is sometimes the killer's only option, but it shouldn't be to such an extend that the killer can easily and totally shut it down.
Really doesn't change what I am trying to say. Everyone agrees that camping is annoying, but I say it is largely ineffective and borderline a game throw.
The only reason camping works is because people just give up against it, or make every possible mistake. If people stop feeding kills to campers, you'll see less campers.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377311#Comment_3377311
You can still get matched up with bad players and bad players can throw the game for you since it's a team game. Matchmaking isn't perfect.
To say that people only lose to camping because they are bad is ignoring that sometimes you just get bad teammates. I've had games where my teammates understand how to play against a facecamping leatherface and we get a 3 man escape. I've also had games where people instantly give up, because the killer is still around the hook. You just learn to know when to cut your losses as solo survivor.
Again, the survivors lose because the team is bad. Not because camping is overpowered.
Not your own fault, but if you are playing a team game you have to accept that the mistakes of your teammates will be paid for by your entire team (including yourself).
In any team game, solo queue will always do exponentially worse than pre-mades. It's just the nature of multiplayer games.
That's more or less what I'm trying to say. Four bad players will lose to a dumb strategy, and four good players will beat it.
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I concurr. Indoor maps are pain for both sides
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@Crowman said:
Unless you are playing in a full 4 man, you either get teammates who swarm the hook and not doing gens or teammates who just instantly attempt to escape in order to die quicker to move on to the next game. Because honestly, there's very little value in playing out a game where the killer camps.
so, the only players that lose to campers are the ones that are bad, yes? The ones that give up or make every mistake possible?
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@Hex_iButt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377268#Comment_3377268
Is facecamping not boring to killers? Just standing, waiting, watching, doing absolutely nothing? And I honestly don't believe a majority will say that gen rushing is fun at all from either side, especially since you don't see those builds in all games. And you do just have to pressure harder, by leaving whatever chase you're in if it takes too long and make your presence known on the map. Otherwise, that's where 3 gens can come into play and nobody from either side loves how long those stalemates can be.
facecamping is pretty boring yeah. I'll do stuff like spin in place or search the same locker 20 times.
Like I said, I camp when it's the only play available or when it's clear I'm vs'ing noobs and I just want the match to end.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377260#Comment_3377260
These posts are basically just used as an echo chamber of hate, there is barely material to be used here to have any meaningful discussion. This is clearly shown in your last comment on the original post: "Git gud or die." which just shows you arent even interested in hearing the other side since to you their just whiney Survivor mains who simply want to win every game.
I have plenty to say on the matter. But there is literally no reason considering people like you just brush it off as if its nothing since your mind is clearly set on one ideal.
So Ill rephrase my initial reponse. People work with what their given. If you dont give them anything meaningful, you really shouldnt act surprised when you get nothing of value. Especially since it wouldnt of been worth anything to you anyway.
I think we got off on the wrong foot, here.
You're free to interpret things how you like. I don't think I'm being hateful, but I understand how you can get that impression. I'm just very, very, VERY frustrated with how survivors will call you trash when they line up one by one to get killed by you while you are literally standing still. I see it as I said. The killer makes a dumb decision, and the survivors tumble over themselves and turn it into a game-winning play.
So yeah. It's not the camping killer that is bad, it's the survivors that die to the camping killer that are bad. It's like walking into a room with a sign outside that says: "DANGER: enter and you will die!" Maybe both are bad, and the survivors are just worse. I'm willing to accept that as the truth.
I'm just in a bad mood lately. Sorry if I brought you down.
Edit: If you have plenty to say, then say it. No one has learned anything from a closed mouth.
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@Gamall said:
Lack of communication is very often a key aspect of not getting out of a camping situation.
Simply removing the hook grabs would be enough to remove it altogether
I disagree. STBFL and many killer powers don't require the grab game to get a down at the hook.
If you know what's cooking, and your teammates know what's cooking, you don't need to communicate to understand what you need to do. Just most players are bad at this game and refuse to learn how to counter strategies they dislike.
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The real problem is simply that the game is badly designed. Hurts to admit it, but that's the case.
A genuinely fun game is enjoyable at almost any level of play. DbD is unbearable at the lowest levels of play and at the highest levels of play. At middling levels of play where players understand the game but have not mastered it, that's where this game shines the brightest.
Once people understand that the most boring plays (Hold W, pre-drop pallets, camp, tunnel, stack slowdown, ect.) are also the most effective, the game ceases to be fun. Skilled designers would find ways to fix this, but, uh, we all know.
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@dollidahlia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377263#Comment_3377263
I get that it’s boring, but why does nobody ever talk about what’s boring to killers?
it’s always “it’s boring to survivors” but it’s never “it’s boring to killers”. Gen rushing for an example is boring to killers but people just say “pressure harder”
I don't mind gen rush, I see it as a failure to apply pressure.
I find stuff like Hold W or Boil Over strats boring tho, so I don't mind camping/tunneling/slugging people like that
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@Krazzik said:
I mean yeah just blatent facecamping, even if you're Bubba or infinite t3 Myers, is generally a bad idea and if the survivors do what they're supposed to do, will usually result in a 2 or 3 man out pretty easily.
The problem isn't that it's OP, the problem is that it just makes the game boring for all the survivors. The person on the hook doesn't get to actually play and basically only has 1 chase and then dies with barely any BP, and the other survivors just sit on gens all game and leave, again with fairly low BP.
I largely agree. It isn't fun to do, or fun to play against.
I'm more just annoyed at people that don't realize that camping is practically a game throw.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376965#Comment_3376965
Tattered Tabard is good if you like putting your guards next to a gen that has been kicked with Overcharge or CoB.
Pillaged Mead lets you break pallets nearly instantly with Carnifex. If you don't think that's good, you are crazy.
The first is the most boring use of his guards, and the additional 6 seconds can make his power harder to use in every other context.
Carnifex already breaks pallets nearly instantly at base, buffing that speed is unnoticeable.
Town Watch's Torch and Ironworker's Tongs are gimmicky, but usable.
Unusable. Your power failing to hurt someone three times is just a waste of your power, and if a survivor escapes a Hunt then you're either already chasing after them or they're on the other side of the map, Oblivious does nothing in either case.
Broken Hilt is free slowdown if your guards hit someone, but just getting chased by the guard is usually enough slowdown.
Or I could just use Sloppy Butcher or Gift of Pain and get much more consistent results without wasting an add-on slot on the Hilt or Chainmail.
Knight's Contract is easily abused by dropping guards and hitting them to disperse them.
The Exposed only lasts 8 seconds and it only applies to every fourth guard, I'm wasting a lot of time on this clunky set-up for an Exposed hit that probably won't happen because it lasts so short.
Iridescent Company Banner blocks off windows and blocks exit gates. It's Bamboozle, but you can block multiple windows for a very large amount of time. 15-27 seconds with Jailer and Assassin, 15-39 seconds with Carnifex. Blocking off exit gates just turns into a free kill most of the time, so yeah, obviously a good add-on.
Again, using the power is so clunky that squeezing the line through windows while chasing a survivor is just a waste of time, especially since most survivors know to just leave the tile when you start. And since holding W is how you escape a guard, blocking vaults behind them accomplishes nothing most of the time. And on top of all that is an ability that only works when I've already lost the game? Wow, incredible add-on.
Just because his add-ons aren't as good as Spirit or Blight add-ons doesn't mean they are unusable and bad lol.
Add-ons should be "nice little buffs" in my opinion, and Knight's add-ons are pretty much entirely "nice little buffs."
Like you can pick any two Knight add-ons at random, and you will generally get some kind of value out of them. With killers like Nemesis, Freddy, and Pyramid Head, picking two random add-ons has like a 1 in 10 chance that you will get an add-on that actually helps you in some way.
Freddy specifically has about four add-ons that will make your power worse.
As far as what can be consider to be "having bad add-ons", Knight really doesn't fit the bill since most of his add-ons are pretty useful in one way or another. I despise doom-and-gloomers. Just because something is "just okay" doesn't mean it's unusable trash lol
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Survivor is pretty miserable in general right now.
Killer is also pretty boring right now, since most matches are steamrolls where players are either giving up or barely trying.
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@ad19970 said:
I would argue that giving killers a bigger field of view is also a very small buff to them. It can help find survivors more easily, for example.
Meanwhile the visual heartbeat will not buff survivors in any way, at least if implemented properly. That's why I would argue the devs are a bit hesitant with adding a field of view slider.
But I do hope that they add this to killer at some point, it would be very nice. As compensation, they could increase survivors crouch speed slightly.
There's pros and cons to having a wider field of view in DbD. You can see more, but the trade-off is that you are much easier to blind.
I once blinded a Shadowborn Nurse when I was practically right behind her. Increasing your FoV is pretty risky, imo.
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Some of you people are really mad that the guy playing as a deranged serial killer is, well, killing people.
The killer player is literally the VILLIAN in the game, not to mention they are your opponent. What kind of villain is going to go out of their way to make sure you have fun getting stabbed to death? Why should your opponent go easy on you, when you are absolutely not going to go easy on THEM?
Idk. People in this game are so entitled. If you play bad, you die. Simple as. If you give the killer a situation where camping or tunneling is a good play, and then they make that play and win, whose fault is it? The killer for making a good read on the situation, or the survivors for handing them victory on a silver platter?
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376818#Comment_3376818
Nope. His only even somewhat decent green is Grim Iron Mask, which inflicts Blindness so that tells you how "good" his best green is, the rest are completely worthless. His only okay purple is Lightweight Greaves, and his Iridescents just suck.
bro, you have no idea what you are talking about.
His greens suck, but almost everything else is good.
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Tattered Tabard is good if you like putting your guards next to a gen that has been kicked with Overcharge or CoB.
Pillaged Mead lets you break pallets nearly instantly with Carnifex. If you don't think that's good, you are crazy.
Map of the Realm is good for obvious reasons.
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Treated Blade, Cold Steel Manacles, and Battle Axe Head are all good for obvious reasons. They let you use your preferred guard more often.
Dried Horsemeat gets you more hits with guards.
Call to Arms makes it easier to get jumpscare hits with your guards.
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Town Watch's Torch and Ironworker's Tongs are gimmicky, but usable.
Broken Hilt is free slowdown if your guards hit someone, but just getting chased by the guard is usually enough slowdown.
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Lightweight Greaves are difficult to make work, but should be strong in theory.
Healing Poultice is Infectious Fright on command.
Blacksmith's Hammer lets you tie up a chase if the survivor held W to outrun you and your guard.
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Knight's Contract is easily abused by dropping guards and hitting them to disperse them.
Iridescent Company Banner blocks off windows and blocks exit gates. It's Bamboozle, but you can block multiple windows for a very large amount of time. 15-27 seconds with Jailer and Assassin, 15-39 seconds with Carnifex. Blocking off exit gates just turns into a free kill most of the time, so yeah, obviously a good add-on.
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376325#Comment_3376325
They are all situational most of the times, but noone of those is even remotely viable without the brown addon that I said
yeah, that's just exaggerating.
He's got two good browns, five good yellows, two decent greens, three good purples, and two good iridescents.
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I just leave ASAP. It's a boring, overly-long match with no hope of winning against a killer that isn't drooling on their shoes the whole match.
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Survivors will get mad at literally anything. You can go significantly out of your way to not camp or tunnel, and people will still rage in end game chat like you shot their dog or something.
I learned to just stop caring. Playing nice has gotten me exactly ONE thank you in nearly four years of playing this game (it was a Meg that kept running into me over and over, so I would slug her and chuck a hatchet at her on the ground so she could keep playing). People will either be ungrateful or get mad anyway.
You are under no obligation to play nice, because the survivors will pretty much never play nice. When was the last time a survivor went "Gee, this killer is having a hard time. Let's slow down on gens and give him a hook or two"? The closest you can get is survivors that don't burn map offerings or don't run Dead Hard solely because they know it's unfair.
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375872#Comment_3375872
you are forced to use an addon slot for map of the realm if you want to make the knight VIABLE... not strong, not broken, VIABLE...
to be fair, I don't play Knight much. But just looking at his add-ons tells you that a lot of them are very strong, or they change the game significantly.
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It's pretty boring at times. Survivors are either numpkins that can barely put up a fight, or cracked god gamers that will make sure you stay humble.
I don't really have a lot of fun as killer anymore. Can't remember the last time I had a close game, or felt like I lost simply because my opponents were better than me.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375943#Comment_3375943
i think he relies on survivor being completely clueless how to play vs his gun, ranged killers as a whole. the survivor has to have such terrible movement. I would say going for hooks vs slinger against strong team is like 2-3 hooks in 5 gens. I remember playing slinger where I was going for chases with 5-6 hooks on average. A lot of my games slinger were like draws even though every chase was like 20 second long. now every chase is like double/triple time. I hate how I have to 3 gen with slinger and camp instead of chase people to have relevant winning chances. whatever, zipping lip.
If a survivor knows how to vs Slinger, you can use that against them.
"aha, he's aiming, let me crouch or juke to dodge his shot." You can learn how a particular survivor tries to dodge your shot and you play around it.
A survivor that crouches will lose distance when you fake a shot, or they may crouch without realizing they are at a loop where you can shoot them while they are crouched (which is most of them).
A survivor that jukes a lot can be tricked into running into walls, or juking into your shot. Pull up your gun and lower it, they juke. Then pull up your gun and fire and they walk right into your shot when they are trying to get back on course. Like this: tap m2 to fake ads -> quickscope and fire.
Holding angles is also pretty viable. Chase a survivor around a corner, then turn around and aim at the window. If they don't pass by in about two seconds, they left the loop and you already know which direction they ran in.
Against survivors that hold W, you can pull all sorts of mindgames that trick them into getting themselves shot. Mostly faking shots and making them mess up, or cutting them off in an unexpected way.
Slinger is good, he just requires a lot of time investment. In the time it takes to get what I would call "decent" with Slinger, you could probably have been an expert Nurse, Blight, or Huntress in half the time. It's understandable that most people do not want to play him.
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I've gotten a few, and given a few. I got some when I was new to Pyramid Head, and I often give them to newbie Slingers.
Usually killers don't want mercy kills, and will try to force you to leave (which is what I personally do).
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375960#Comment_3375960
You should look up bloodlust. It's base kit for every killer, and just got buffed in 6.1.0 last summer. Even without BL, the killer is faster than the survivors before gens finish. The survivors physically can't be faster than a bloodlusted killer at any point.
I find it difficult to believe that any killer is incapable of chasing for 35 seconds at most (to get to BL3) to hit even one of these two survivors, when they are locked into looping together and tripping over each other. Any injury to either of them completely negates T:Po2, making the entire build moot. (If they're exposed by GF, a single hit negates both haste perks.) They can't body block for each other, and this counter is available to every killer in the roster. This is easily counterable by design, and not even remotely an issue.
This whole post is because one person lost a single game and rage-posted immediately. Losses happen, you can't win every game. This isn't even at risk of becoming a meta build... you won't see another combo like this for another 500 games, if ever.
These survivors didn't use a map offering, or toolboxes, or a single "gen rush" perk. There's one dead hard to speak of, and two of these survivors aren't even running exhaustion perks. Everyone got 25k+ bloodpoints, which says it was a really good game overall. The only "problem" is that the killer didn't win the game.
The places where you use this build are Midwich and Giddeon's... both of which have numerous safe pallets. Guess what action safe pallets you force to do and also causes you to lose Bloodlust?
A two perk combo that forces the killer to get Bloodlust 3 in order to get a single hit. That's, like, pretty obviously a big ######### issue, right? I'm not crazy for saying that? Sometimes I feel like I'm literally the only DbD player that isn't completely delusional.
I don't care about winning or losing. That's irrelevant in game with this much RNG and BS. I don't care if I literally never play against this combo in my life, it's just so obviously broken that it needs to be fixed.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375910#Comment_3375910
I think you'd find it hard to find those kind of people. Even some of the long experienced people who'd you think are polite get really snappy if you tell them they are wrong on something. Especially if they actually are
That said i would love to see like a interview between some of the popular streamers and the devs. But i feel it's just going to lead to toxic comments from the community again
for real. Try hopping into a big stream and telling them they are wrong about something they are obviously wrong about. They get PISSED, fast.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375831#Comment_3375831
It takes multiple perks for a survivor to move faster than a killer's base movement for a significant amount of time and these perks have very specific triggers that combining them is not an easy task. It's hardly a problem.
No one complains about Guardian which makes an unhook survivor move at 117% speed for a few seconds off hook. Which you can stack with Hope and No One Left Behind in the end game for an insane 131% speed.
I disagree. It's seriously not hard at all to grab a friend, run Blood Pact + Power of Two, and burn a Giddeon's or Midwich offering.
Guardian + Hope + No One Left Behind is WAY more conditional than "heal your friend exactly once", especially considering that after a little bit you go down to Hope speed.
Survivors should not be able to indefinitely outrun the killer, full stop. If a killer could run two perks and run at 150% for the majority of the match after meeting some condition, those perks would get nerfed before you could blink. Regardless of how difficult the activation condition is.
Broken is broken. Combos with this level of strength should not be in the game.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375889#Comment_3375889
the main add-on I used on slinger are green warden keys+iri coin(if I have it) or I use brown reload+Tin Oil Can because Tin Oil Can reduces missed cooldown by 0.5 second meaning that you can press reload faster after missing so its close to Warden keys in term of reload when missing.
slinger is pretty unfun to play though. I played like 20 games with him running hubris to test out hubris viability. the first like 12 games or so, the games were so easy it wasn't a challenge, but as soon as you starting facing the actual good players. he becomes unfun to play. really hope he gets some changes some day to make less unfun to play vs better survivors.
Against good survivors, Slinger relies super heavily on winning mind games and having short chases with STBFL.
I've been wanting to make a guide on how to do a lot of my favorite mindgames as Slinger, but I just don't have the energy lately.
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Better to just make an entirely new game that is intended to be 2v4 or 2v8 from the very start.
That would be the game that is actually a competitor: a straight-up DbD clone with co-op killer.
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@ironblade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375872#Comment_3375872
also which deathslinger addons are good?
Mainly reload speed and stun cooldown.
The Bayshore's Cigar is the equivalent of having permanent 6 stacks of STBFL on your ranged attack. Warden's Keys saves you 500ms every reload, which means survivors get about 2m less of distance if you reload in chase (survivors can no longer reach a new loop if they leave the loop while you are reloading).
Chewing Tobacco and Modified Ammo Belt are just the inferior versions of those, but they are still pretty good.
Prison Chain lets you get hits at certain loops that are normally impossible. I personally think it's overrated, tho. Stun or Reload is better.
Iridescent Coin is also obviously very strong, especially when combined with stealth perks so you can shoot someone off a gen and then insta-down them.
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The two Reeling speed and the two ADS movement speed add-ons are all so useless that they are not really different from running no add-ons at all.
All his other add-ons are just "ok", and not really useful most of the time (2 for mending time, 2 for mangled, 3 for stealth).
So like 6 of his 20 add-ons are good enough to be considered usable, and 4 of those 6 add-ons are duplicates of each other lol.
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Never. My favorite thing in this game is to get facecamped by Bubba. It's the funniest thing ever to me lmao
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I would actually say most killers have really good add-ons. There's just a handful that don't have a lot of good ones. Namely Pyramid Head, Freddy, and Nemesis. You can make an argument for Deathslinger, but the good ones he does have are VERY good.
Kind of funny that you mention Sadako and Knight, since they both have a lot of really good add-ons.
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I can't remember off the top of my head, I haven't done manual graphics settings in a while.
I think it had something to do with setting something very low or very high. Either view distance or anti-aliasing. That jaggy, pixelated hair is something you see on like every character.
Sorry I can't be of more help.
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Body blocking with basekit BT after getting unhooked is practically suicide. Count to 10 (or to 11 or 12, if you count too fast), then down them and throw them back on the hook.
Odds are, they won't make back to hook because they will DC.
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@MrPeanutbutter said:
If you can figure out a way to counter auto DH scripts, let me know
Here's a few.
If they drop a pallet and they are on the opposite side of you, lunge. You'll hit the pallet, but the auto DH script will force them to use DH.
Miss an M1 on purpose when it's obvious that you will miss (e.g. a human would recognize the attack will miss, and then not use DH). Swinging at a survivor taking a protection hit instead of the scripter, or swinging then turning away, or lunging and then stopping it short, or any other kind of purposeful miss.
Missing on purpose works for legit players as well, but they'll be able to make a read on it the next time you try it. A scripter will be forced to DH every time, so don't make hackusations when using this technique unless you see a player do a frame perfect Dead Hard and also the miss bait works every time you see that player.
Alternatively, play Legion or Deathslinger. Survivors can't get value from Dead Hard if they are Deep Wounded, cheater or not. Pinhead also counters DH, since you can't use it while chained and he has an add-on that Deep Wounds injured survivors (feel free to correct me if I am wrong). You can also just use any exhaustion add-on on killers that have them.
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Let's be real, here.
If I was a big game dev and my community was like the DbD community, I would pretty much never talk to them even if you paid me double overtime to do it.
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y'all are really out here justifying survivors running faster than the killer.
This should not be in the game.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374556#Comment_3374556
Shared hooks doesn't solve tunnelling, if anything it just promotes it. It reduces the 'prize' for tunnelling, but it makes not tunnelling more costly at the same time.
If you need to score 8 hooks before the first survivor is eliminated, regardless of order, then why not tunnel out the weak link, and then eliminate the other three on their first hook?
You're ultimately also guaranteeing that every game must have the potential for 12 hooks, and thus rebalance the game around that new set of goal posts. Survivors would need to be very heavily nerfed.
For perspective, the killer equivalent of this, would be if survivors had to repair all 7 generators, or if they only had 5 generators on the map to choose from and needed to repair all of them.
yeah, that's pretty much all the exact problems with that idea. It's a flawed idea, but it's an idea.
If you want to stop tunneling, you need to make it physically impossible to do so. It's a pretty common idea in game design that if a player wants to do something, they will do it and you cannot stop them no matter how many barriers you put in their way.
The only way to actually prevent an undesirable behavior is to make it impossible. e.g., the only way to stop players from teamkilling is by removing friendly fire. Players WILL continue to teamkill even if they get a 48 hour ban every time they do it.
If we want tunneling to no longer be a part of Dead by Daylight, we as a community need to brainstorm solutions that will make it completely impossible. Since my idea is too flawed and causes too many new problems and I can't think of anything better, someone else needs to come up with something that solves the problem without completely uprooting the game (and I really don't there is a solution that satisfies that condition).
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It's way too easy to tunnel in general right now, especially as killers that have strong tracking (like using Legion's Frenzy to find your tunnel target).
Once you have the 3v1, you just camp hook when you catch the second guy and the survivors simply cannot win.
The problem with tunneling is quite obviously the fact that you can force a 3v1 fairly early. I've proposed shared hook states before, so it is literally impossible to force a 3v1 until everyone is on death hook. The community hated it, probably because all the reddit killers can't win without hardcore tunneling.
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only Huntress' theme do I sing along with lol.
I bang my head a little bit to Slinger's theme tho lol
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373074#Comment_3373074
There's a reason why skilled (with this killer) people consider him A-tier. The amount of little gaps he can shoot thru (and there are these things on like every map and "buttload" of them) and surprise survivors is insane. Skilled DS will know them and will be able to abuse them - making him nightmare to face. But beginner DS will struggle to get a shot in the open if survivor is juking.
The killer in fact IS strong, but he's just hard to pick up (definitely harder then nurse). This is also the reason why many ppl perceive DS as weak killer.
Making him true stealth killer (16m TR) or win-win killer (returning insta-scope) would just catapult him into unfair territory - where the only counterplay is genrush and going to die into corners. So no - none of these 2 things can ever return. Also plaything is fine - it has it's conditions and is not permanent like just lazily equipping M&A.
in my opinion, his stealth was only a problem because his insta-scope and spam ADS ""mindgame"" were also problems.
Current Slinger could have his stealth come back, and it wouldn't be too much of an issue.
I'd be interested in seeing it in a PTB, at the very least.
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I don't play survivor much, but I see survivors constantly dip out of lobbies as killer.
Maybe they are dodging the low prestige survivors in the lobby? idk, but I usually end up staying even if it means I end up bullying a 100 hour default Bill. I just don't want to sit through matchmaking again lol
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373074#Comment_3373074
I guess it's because Monitor is permanent, while the other oblivious and undetectable perks are temporary.
I don't know, he needs a smaller TR so survivors don't run earlier against him. But still, if before 24m the devs looked at it as a problem. I am not sure, i am on third idea to try and make this work.
I hope this new lullaby range can make both sides happy.
A 28m TR would be fine, without giving him a weird janky disappearing lullaby. Just that no other lullabies disappear with undetectable or oblivious so it would be strange and confusing.
A better fix similar to what you want would be that his ADS warning audio queue is no longer bound to his TR. So if Slinger is aiming at you while undetectable or while he has a small TR, you still hear the ringing sound. But that would also remove some of his unique synergy with undetectable and oblivious.
A 28m TR is the right fix, I think. 20m with M&A, so you have some warning that Slinger can make a shot at you, but not so much warning that you can hold W to Narnia. He still has to burn a perk slot on something that isn't a top tier meta perk so he can MAYBE get some stealth shots in. Even back before his nerf, a lot of the best Slingers dropped M&A so they could have more slowdown. I personally never stopped running it until he was nerfed, and the value from M&A became basically non-existent.
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I like to warm up against the bots, but they can auto-juke Slinger so it gets a little annoying lol.
They are pretty 50/50. Sometimes they loop perfectly and correctly, other times they crouch next a Z-wall. You also can't mindgame them since they always know your exact location as long as you are in chase with them, so you have to brute force most of your hits.
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Less @ OP, more @ entire thread here.
It's kinda funny that Deathslinger is one of the most controversial killers. People think he's either A tier or D tier. The people that actually put a lot of time into him say he's A tier, and I don't think someone who has 1k+ hours on Trapper will try to tell you he is A tier...
Here's the funny thing about Slinger's TR change: it didn't change the fact that he can equip a single perk and shoot you from outside his terror radius. Any Oblivious or Undetectable perk lets him do the exact same thing that M&A let him do, except it also made him way more difficult for anyone that isn't relying on stealth perks.
They nerfed his TR because of a single perk, when there are dozens of other perks that let him stealth snipe anyway lol
M&A is very free tho, compared to something like Trail of Torment or Plaything. You just slap the perk on and you're good to go.
But also, why is it bad that Slinger can shoot you from outside his TR when Huntress can easily snipe you from outside her lullaby? Slinger isn't even guaranteed a down, since you can break off the chain.
idk, I think his TR should go back to 24m. You can use your eyeballs and see if the killer is coming even well beyond 16m, 24m, or even 32m. He needs a straight line between you and him to land a shot, and anything he can shoot through or over you can SEE through or over.