Boltok_Gear
Boltok_Gear
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- Boltok_Gear
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@KeiOrtem said:
I cant wait for iri head to be gone, just had a game where I was facing a rank 1 P3 huntress who did the iri head/infantry belt combo with ruin/undying and brought the midwhich map offering. Got her first two kills before 5 gens were even done thanks to solo qeue. I cant wait for iri head to be gone because when its in the hands of really good huntress players then it can become really broken really fast, hell even if the huntress is mediocre they will still probably get a 3-4k. I know the huntress rework is(hopefully) removing the iri head in favor of something else, what do you think that new add-on will do?
Honestly if you were only allowed 1 hatchet no matter what then it wouldn't be as big a problem. Having 3 just changes her strength so so much.
I think a good iri add-on is when it makes the killer stronger but it takes away some fundamental aspect of the killer. It'll change the way you have to play the killer while making them stronger.
Maybe something like hatchets thrown at pallets can stop them from being dropped and reloading makes them go away. Changes her up a bit while making her a bit stronger at pallet loops.
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@WishIcouldmain said:
I've seen the posts Ruin+Undying+Tinkerer lame. No skill. To easy. But don't they fail to realize the counters and flaws. Tinkerer stealth is easily countered by Spine Chill you can swap dead hard for one perk. Bone problems bring a map. Don't have a map okay run Detectives or Small game. You can still bring DS, BT, UB. I know most Survivors have realized and changed to the meta. But I sigh sadly at the survivors who can't learn to change to a system that has counters. Cause they want it their way.
The problem is how would you know a killer is running those perks in order to use these perks to so called "counter them".
Another thing is team coordination in solo queue is hard to find so reliably finding totems while the rest of the team is putting pressure on gens is unlikely.
Plus I don't use equipment, offerings (other than BP one's), DS, unbreakable, soul guard, and dead hard in my builds ever, I rarely use the rest of the exhaustion perks or BT unless I need them for a specific challenge, I have spine chill on 1 character specifically for gen challenges. Iron will is about the only meta perk I use regularly and red rank killers are pretty used to dealing with that perk.
So that's just 1 player they don't have to worry about countering them. But I play for BPs and Battle passes so the killer rarely has to worry about my perks. If I loop the killer long enough, most leave me alone and I go off and do my business.
It just gets mundane when I have those days where 9/10 killers have ruin/undying. But the same goes for when I'm killer (I obviously don't run those perks together, I don't use mori's, offerings, or add-ons. So when I run into DS etc etc, it's like God you can play without those perks and still escape you know.
I'm a rank 1 (solo) survivor/rank 1 killer to give you some context.
TLDR:
My problem with undying/ruin is how often I see it, as well as the DS, etc etc on survivors. It gets boring dealing with the same thing over and over again.
But overall, in my matches, it is more difficult to deal with undying/ruin because I do solo queue, and I don't run any strong survivor perks with the exception of iron will. I have no choice but to adapt and my team doesn't always do the same.
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@TheClownIsKing said:
I can’t take it anymore, and it’s exactly why I persist with Clown the way I do, because this nonsense doesn’t work against him because of his AoE.
I get the impression that when designing a killer, that how it will be played on console takes very little consideration at all. Perhaps even none.
It’s been a concerning trend since Stranger Things (with the exception of Oni), that all a survivor needs to do to avoid 5 of the most recent killers main offensive power that can injure/down is to simply zig zag or side step. Twins has been the worst offender yet of this problem, because of how exacerbated this issue is with the heavy punishment for a single miss.
Mouse & keyboard killers may have less issues landing hits with Shred, The Redeemer, PoTD, Lethal Rush, or Pounce, but even when jacking the turn sensitivity all the way up for a controller, keeping visual track of the survivor in conjunction with following those movements and predicting those movements with an analogue stick is infuriating.
I’ve literally had matches against red rank survivors today where it was impossible to land any pounce at all. None. This isn’t a frame rate or performance issue as I’m playing this on PS5 at a glorious, consistent 60 FPS. I’d HATE to think how miserable PS4 and XBONE players are having trying to play as Twins.
The other concerning thing about the trend with these powers is that the survivors aren’t having to learn to do anything new at all. Just spin, or zig zag, erratically, or side step last moment. Survivors have done it to death, and it is also far FAR too easy for survivors to do.
Please, there needs to be way WAY more consideration, and testing for how killers like these are played on console, against EXPERIENCED, COMPETENT survivors as part of their design. Or survivor agility needs a genuine, serious look at. We’ve (mostly) all been open to Bloodlust being removed. Surely it’s reasonable to gather data on whether survivor agility needs review?!
I've felt that pain on console but not in DBD since I have it on PC. On PC, you can snap the camera as quick as you want so if you read a juke correctly then it's a piece of cake.
I don't know how high you can bring your sensitivity but I imagine it's not very fast if this is infuriating you to that point.
That was always my main complaint in any game I did play on console. It's like they think everyone on console is slow brained and a high sensitivity will just make your brains explode.
Best thing I can tell you is just be patient with your abilities and get your snaps down. Other than that, good luck lol.
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@Boltok_Gear said:
Huntress needs time to charge her hatchet and in a loop, you can break line of sight (LOS). There are some situations where you have to juke rather than continuing the loop. But depending on the distance, that can change your odds greatly because of the time she spends charging her hatchets. The Deathslinger however ALWAYS enforces breaking LOS otherwise it's a free hit. You can gain distance when the Huntress is charging and begin to juke when she's at the throwing threshold. Deathslinger only makes you lose distance since you have to juke immediately and he has little to no penalty of aiming quickly.
On pallets, Huntress has the advantage since she can down on every pallet if a survivor is going over it. Deathslinger can only down over pallets on certain loops. Both get free hits if they play well enough over pallets but Deathslinger can get the first hit better than Huntress because of his LOS advantage.
Windows are essentially the same for both, pretty guaranteed hits and downs when in chase. Both can get some wacky angles for different reasons. For Huntress it's her hitboxes and for the Deathslinger its the hook aspect into closing the distance.
Huntress hitboxes are ridiculously big so a lot of wacky hits especially with ping involved. She definitely makes a lot of loops more unsafe. Deathslinger hitboxes are much smaller so they can shoot through A LOT of holes in walls on loops and a good Deathslinger will make most loops unsafe in terms of first hit potential. Both will break pallets on loops they can't do much on, otherwise, each have their own strengths on downing potential depending on the loop.
I don't think it's much of a competition in terms of stealth. Deathslinger has the advantage. Huntress can run stealth but most players will be on guard at the LEAST when they hear the lullaby.
I think what makes him far more annoying than Huntress is his first hit potential and the fact that he doesn't have to charge his shot for max speed like huntress. And in his current state, I find him to be a weaker killer that is unfun to go against.
One more thing I forgot to mention about them when it comes to their melee distance.
Huntress will almost always use her hatchet in melee range for the STBFL aspect unless it's not advantageous. Although it doesn't happen a lot against a good Huntress, you do still have the opportunity to dodge. This can give you some more time. If she melees first then you get a lot more distance which will make it harder for her to hatchet you.
Deathslinger will always melee first then after that if you're not breaking LOS then it's almost always a free shot.
That being said, out in the open and not near loops, there isn't much you can do against either. Huntress will down you slightly faster. (But what are you doing out in the open and not near loops anyways).
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Huntress needs time to charge her hatchet and in a loop, you can break line of sight (LOS). There are some situations where you have to juke rather than continuing the loop. But depending on the distance, that can change your odds greatly because of the time she spends charging her hatchets. The Deathslinger however ALWAYS enforces breaking LOS otherwise it's a free hit. You can gain distance when the Huntress is charging and begin to juke when she's at the throwing threshold. Deathslinger only makes you lose distance since you have to juke immediately and he has little to no penalty of aiming quickly.
On pallets, Huntress has the advantage since she can down on every pallet if a survivor is going over it. Deathslinger can only down over pallets on certain loops. Both get free hits if they play well enough over pallets but Deathslinger can get the first hit better than Huntress because of his LOS advantage.
Windows are essentially the same for both, pretty guaranteed hits and downs when in chase. Both can get some wacky angles for different reasons. For Huntress it's her hitboxes and for the Deathslinger its the hook aspect into closing the distance.
Huntress hitboxes are ridiculously big so a lot of wacky hits especially with ping involved. She definitely makes a lot of loops more unsafe. Deathslinger hitboxes are much smaller so they can shoot through A LOT of holes in walls on loops and a good Deathslinger will make most loops unsafe in terms of first hit potential. Both will break pallets on loops they can't do much on, otherwise, each have their own strengths on downing potential depending on the loop.
I don't think it's much of a competition in terms of stealth. Deathslinger has the advantage. Huntress can run stealth but most players will be on guard at the LEAST when they hear the lullaby.
I think what makes him far more annoying than Huntress is his first hit potential and the fact that he doesn't have to charge his shot for max speed like huntress. And in his current state, I find him to be a weaker killer that is unfun to go against.