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  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817481#Comment_3817481

    Really good one, I love it! Maybe even too good for yellow rarity :D

    Vecna has a very similar addon; it reveals narrowly missed survivors, except it lasts 3 seconds, and his projectiles travel farther and have a much wider radius for easier aura reading. I think it's fair for the duration to be higher taking Slinger's cooldowns and timers into account as well, so maybe he can sneak in a shot before the aura reading is over. But I'm glad you like it

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814750#Comment_3814750

    I can't not to support such a good suggestions, especially knowing how little attention its usually get. Most killers addons in awful state and I can only dream at least 1 killer will have addon roaster, where every addon is useful and worth it.
    I personally would change only 2 things: Oblivious and Broken addons. I don't think Slinger is a good hit-n-runner, but good chaser, so I don't really see a point in these addons. There are not so much killers who can get value from addons like these, and all of them have a great mobility.
    And maybe I would make durability on Prison Chain 30%. Because I think really skilled Slinger players should be rewarded for catching survivors through tiny holes at least with this addon.

    2024-10-11 18_09_18-Slinger Addons - Word.png

    I came up with this substitute effect, which I think would be really helpful to players of all skill levels, and make more sense than an oblivious addon.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814750#Comment_3814750

    I can't not to support such a good suggestions, especially knowing how little attention its usually get. Most killers addons in awful state and I can only dream at least 1 killer will have addon roaster, where every addon is useful and worth it.
    I personally would change only 2 things: Oblivious and Broken addons. I don't think Slinger is a good hit-n-runner, but good chaser, so I don't really see a point in these addons. There are not so much killers who can get value from addons like these, and all of them have a great mobility.
    And maybe I would make durability on Prison Chain 30%. Because I think really skilled Slinger players should be rewarded for catching survivors through tiny holes at least with this addon.

    Thank you for the kind words, and you are right, he is not a good hit and runner, but the broken addon is designed to help him keep people at bay when defending an objective by shooting them and letting the chain break instantly while they are far away, instead of actually helping him hit and run. However I can agree that the oblivious does not make a lot of sense, so I'll see what I can do about that.

  • @Akeeno said:

    every weapon cosmetic sight besides the default are misaligned or severly block the screen, and deathslinger has a very precise weapon, but if you try to aim with a bad sight, examples being the iron maiden and the new blighted weapon, it messes up gameplay.

    look how bad this looks.

    https://us.v-cdn.net/6030815/uploads/24MAFJ9P50Y8/screenshot-28239-29.png

    every weapon needs to be matched with the default, or else why buy slinger weapon cosmetics if all you need is the default, i know i bought it, but its unusable.

    Thank you for bringing this issue up

  • @fussy said:

    Once again big respect for these suggestions, I support most of them. It's such a joy to watch killers' addons and think "Wow, I want to play with this one… and with this one… this one is also amazing… and this too…etc." instead of just use 2-4 same addon over and over again. Sadly it's not the case for 95% of killer roaster.

    Damn you are like my number 1 supporter, that makes me so happy, I'm glad you like them. Do tell if there is something you think can be changed for the better.

  • No, you can safely change your game icons manually or using the NightLight app. Lots of people upload their own for everyone to download.

  • @Sngfun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801506#Comment_3801506

    The conclussion I ended up with is that they nerfed it so it wouldnt be the only addon used (vecna's addons suck ass)

    Nah more than half of Vecna's addons are good if not amazing; the dagger is not one of them unfortunately.

  • @Sngfun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801119#Comment_3801119

    It's on surprise attacks, which, if I remember correctly, Is a basic attack 5 seconds after uncloaking, which gets harder to do against better survivors.

    Regardless, Vecna and Wraith are different in strenght and abilability of this resource, so they get different timers therefore.

    But that doesn't respect the design of all other mangled addons. Killers have varying strengths and abilities, but all addons designed until that update scaled with the rarity (which is what they wanted in the first place). Dredge has an 80 seconds very rare that also gives blindness, slinger has a 60 seconds uncommon on reel hits, Chucky has a very rare 80 seconds on power hit.

    There is no actual reason for Vecna to have a weaker addon. It just defies their own logic.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788607#Comment_3788607

    Doesn't Vecna have one of the highest kill rates in the game though? I remember hearing that unless it is not true anymore.

    He does, but that is not an accurate way to measure a killer's strength. Plus it can be skewed by many variables

  • @doobiedo said:

    Why would you buff Vecna, one of the stronger killers, before, I dunno, Freddy or something?

    You can buff multiple things at once. Just because some killers are in need of a rework, it doesn't mean some others can't be slightly buffed as well

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/423112/3-springtrap-perk-ideas

    I don't know enough to comment on the theme, but I'll go with the perk descriptions.

    Pit of Hell: Like the idea, other than increasing exposed duration perks. I think you could remove the obsessed requirement and just make it anytime the survivors do a certain action (finish an altruistic heal for example).

    Foul Odor: I'd make this a hook state, but make the aura read longer.

    Pulled Apart: I don't think this works. Make the time too long and its too powerful, too little and its just pointless. Haste perks can be problematic. Maybe have it build up like Spirit Fury before activating, but then it has a longer usage.

    Pit of Hell is meant to work as an obsession perk: having all survivors contribute to the count would make it inevitable regardless of their actions. If only the obsession contributes, there is room for counterplay.

    For Foul Odor, that could be a nice idea.

    Pulled Apart is meant to make you catch up quicker, or work in synergy with some killer powers, like singularity. 5% for 10 seconds is in line with other perks like rapid brutality. And it has a counter, which is predropping pallets.

  • @Memesis said:

    Pulled apart would be great with enduring, spirit fury and hubris!

    Yep, I wanted these perks to be fun. But I think I'm going to increase its duration to 10 seconds, to put it in line with other haste perks

  • Thank you, yes this would be extremely helpful for some weaker killers, even if Spirit could potentially get out of hand. As I mentioned in the other comment, this system should still be balanced around or modified as necessary, but I'm really glad you like it.

  • @Devil_hit11 said:

    bad idea because a lot of add-on are spread out and wildly different for each killer. some killer add-on might actual be optimal add-on to run in the same rarity. Like Clown cigar box and +2 second duration or cheap gin is his optimal combo, so he is just getting buffed for free in this system which is not adding add-on variety.

    Something like Hag using waterlog show+Mint rag makes no sense.

    You are right, I made a system that would affect all killers, but the thought that some of them might not be able to use 2 iris at the same time just slipped my mind. However I would like to correct you on something: Clown is by no means a strong or oppressive killer, and he could use the buffs, which is an objective I mentioned. However his two optimal addons are actually the cheap gin bottle, and the flask of bleach, which are different rarities. This means that he could still experiment with his other addons, or use a less than ideal combination and get the rarity bonus.

    With this said, what do you suggest? It's not an idea I'm going to abandon since I think it has a lot of potential if refined and balanced. I'm open to suggestions.

  • I agree with the overall sentiment in here. It would turn him into a long range version of the original legion. Boring, frustrating to go against and horribly designed.

  • I have to agree with your sentiment in removing luck based self unhooks, it's an extremely outdated mechanic, and it's frustrating to go against as killer. I'm also fairly sure the entire luck mechanic has no reason to stay in the game seeing how it has evolved over the years.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689275#Comment_3689275

    I can't agree with this at all. Slinger is extremely weak. There's a reason he's rarely played. Extremely high skill requirement that very few can pull off and quite unrewarding as most high skill shots don't result in a down through chain break. Even high B tier for Slinger would be very generous and B tier in DBD is trash tier. I don't think I've ever even seen a single tier list that put him as high as high B.

    Now I'm not totally set on the 115% move speed either, just an idea. That very well could be too much for him as you said. I personally am not a fan of just taking slower killers and making them faster. I prefer to buff them in other areas to make them worthy of the slower speed.

    I agree on the reload buff.

    I will say I do love your addon work for Slinger though as you already know. They're very well thought out and I agree with all of those changes. They're very well done.

    I have to disagree on him being weak, but I'm not going to start an argument because that will get us nowhere. I appreciate your kind words about the addon pass though

  • I would not improve slinger, other than decreasing his reload time to 2.5 seconds, as he is already one of the strongest killers in the game (when played well). Making him move at 115% would give him stupid levels of oppression in chase. He would probably be THE best chaser in the game, catching up quicker and doing mindgames he wouldn't be able to (and doesn't need to) with his current speed. It would be like increasing nurse's speed to 110%.
    I did an addon pass, as some kind people in here mentioned, if you're interested.

    He takes a lot of skill to get good results, and buffing him even a tiny bit too much would tip his balance completely.

  • @Blueberry said:

    Absolutely love these. So many good choices now and multiple that have synergy with different builds, other addons, or play styles.

    Obviously this is focused on addons solely, but would we be looking at base kit changes as well? Such as a little faster built in base reload. The current base reload just feels so bad.

    Damn, your comments make me happy, thank you so much
    Yes, ideally he would reload in 2.5 seconds, which imo is the sweet spot, and in turn the cigar in my addon pass would be nerfed to 0.5 seconds. I don't think Caleb needs anything more for his base kit.

  • Noed should not be a hex and always be active from the start of the trial

  • I updated the rework, I think this is the sweet spot.

    2024-02-29 22_23_23-Toolboxes.docx - Word.png 2024-02-29 22_23_29-Toolboxes.docx - Word.png 2024-02-29 22_23_31-Toolboxes.docx - Word.png


  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661857#Comment_3661857

    Here I made a crude spreadsheet with formulas in it to play around with where you should just be able to input 4 values and get all the results you want all you need is how many charges, the speed boost, the skillcheck chance multiplier, and inefficiency penalty and it should give you a lot of data, this should help you get the numbers changes you want for the toolboxes and the addons

    https://docs.google.com/spreadsheets/d/1QiCA-ifXbtP4iFSqDU4dSfqDtaGzNUFEGjq7SJGY29U/edit?usp=sharing

    although one solid change to get toolboxes to work the way you want is just invert the penalty into a bonus for using a toolbox with a teammate

    which would make solo toolboxes less value (it shouldn't with prove thyself for obvious reasons if you take this route though) so it isn't broken and I think the spreadsheet will allow the negative number in the inefficiency penalty and calculate everything properly to get the numbers you think they should have

    I'll figure something out, thank you for the help

  • @bjorksnas said:

    If I really look at the numbers behind this one it doesn't seem like a good change at all on paper, lets just look at 1 toolbox in a vacuum for an example and compare

    Current brown toolbox vs changed one

    Solo current brown toolbox saves 5.33s (not counting skillchecks yet)

    New brown toolbox saves 1.8s

    With skillchecks over 11.6s you are likely to see a skillcheck every 2.5s and given ~1s to hit the skillcheck that should be ~3 skillchecks so 2.7s extra time saved on a gen so 8s gained total for the item

    With skillchecks on the new toolbox 18.1 / 6.25+1 so about 2.5 skillchecks so only about 2.15s extra time saved or 4s gained by having the toolbox

    But if we add another survivor to the mix the above brown toolbox only repairs 4.5s extra + 2.7s for skill checks so 7.2s with a teammate

    and the reworked one is 1.8s * 0.9 + 2.15s so 3.77s saved...so worst case senario its still a 50% nerf to toolboxes

    and just in case ill compare the current max with what I think would be the max with this rework

    Engineers + Wire spool + new rare vs commodious + charges to keep it simple

    Commodious 32 charges + 12 charges + 8 charges = 52 charges, 52/3 = 17.33s saved on a gen counting a skill check every 3.5s given 34s of use is about 9.5 skill checks or about 8.55s saved extra so about 27s saved on a gen

    New changes 20 charges at 30% speed 4.6s saved with ~2 skillchecks if its multiplicative or if additive ~3 skillchecks so about 1.8 or 2.7s saved extra so either 6.8s saved on gens or 7.7s saved on gens, total

    Throwing in another survivor makes it 4.2s + 1.8s or 2.7s so either 6s or 6.9s saved on gens.. for a maxed out toolbox

    and just to have it out there commodius would be 15% slower so it would save 14.7s + 8.55s = 23.s saved with a teammate

    Numbers wise this rework cripples toolboxes completely and nerfs them all about -50% to -66% in all scenarios, and while toolboxes have some pretty high highs in the right builds / loadouts I don't think making them completely useless is the right change

    also the ultra rare addon is basically a meme going from 10% penalty to 9% penalty is a joke basically the only thing these toolboxes would be good for at all is sabo and bringing in a bnp

    I decided to buff the numbers a bit to save more time when cooperating, keeping in mind that they only have 20 charges so the effects won't last long.

    2024-02-27 23_19_52-Toolboxes.docx - Word.png 2024-02-27 23_20_00-Toolboxes.docx - Word.png 2024-02-27 23_20_07-Toolboxes.docx - Word.png 2024-02-27 23_20_10-Toolboxes.docx - Word.png

    Of course the lower rarities won't have such a noticeable effect, but now all toolboxes will almost completely negate the penalty for 20/30 charges, especially by using the ultra rare addon. This should give them a big boost when needed while keeping their strength at bay.

  • @bjorksnas said:

    If I really look at the numbers behind this one it doesn't seem like a good change at all on paper, lets just look at 1 toolbox in a vacuum for an example and compare

    Current brown toolbox vs changed one

    Solo current brown toolbox saves 5.33s (not counting skillchecks yet)

    New brown toolbox saves 1.8s

    With skillchecks over 11.6s you are likely to see a skillcheck every 2.5s and given ~1s to hit the skillcheck that should be ~3 skillchecks so 2.7s extra time saved on a gen so 8s gained total for the item

    With skillchecks on the new toolbox 18.1 / 6.25+1 so about 2.5 skillchecks so only about 2.15s extra time saved or 4s gained by having the toolbox

    But if we add another survivor to the mix the above brown toolbox only repairs 4.5s extra + 2.7s for skill checks so 7.2s with a teammate

    and the reworked one is 1.8s * 0.9 + 2.15s so 3.77s saved...so worst case senario its still a 50% nerf to toolboxes

    and just in case ill compare the current max with what I think would be the max with this rework

    Engineers + Wire spool + new rare vs commodious + charges to keep it simple

    Commodious 32 charges + 12 charges + 8 charges = 52 charges, 52/3 = 17.33s saved on a gen counting a skill check every 3.5s given 34s of use is about 9.5 skill checks or about 8.55s saved extra so about 27s saved on a gen

    New changes 20 charges at 30% speed 4.6s saved with ~2 skillchecks if its multiplicative or if additive ~3 skillchecks so about 1.8 or 2.7s saved extra so either 6.8s saved on gens or 7.7s saved on gens, total

    Throwing in another survivor makes it 4.2s + 1.8s or 2.7s so either 6s or 6.9s saved on gens.. for a maxed out toolbox

    and just to have it out there commodius would be 15% slower so it would save 14.7s + 8.55s = 23.s saved with a teammate

    Numbers wise this rework cripples toolboxes completely and nerfs them all about -50% to -66% in all scenarios, and while toolboxes have some pretty high highs in the right builds / loadouts I don't think making them completely useless is the right change

    also the ultra rare addon is basically a meme going from 10% penalty to 9% penalty is a joke basically the only thing these toolboxes would be good for at all is sabo and bringing in a bnp

    Thank you for giving me the raw numbers; the idea is making toolboxes weaker when used by yourself, but perhaps I made them too weak, and the cooperation buffs aren't enough. I will tweak the numbers accordingly because I really like this "team buff" rework. If you have anything else to add please feel free.

  • @HolDuds said:

    I love new effect for rickety chain. I used to only play with it when I didn't have a p100 and needed blood to raise it. Because of that I often took it with cigar, which was nice, but this change will make more sense for the addon.

    Yeah I'm glad you like it. It definitely needed an actual, useful effect. This is more quality of life than anything, but paired with Unrelenting it would be quite fun

  • @glitchboi said:

    Hope is fine, it's an endgame perk so it's bound to be strong. Like Adrenaline, you're a 3 perk survivor for the entire trial until the exit gates are powered. It's earned for surviving for such a duration.

    The only current issue I can see is when you're a 110% killer and you have difficulty catching up to the survivor with Hope, but 4.4 killers usually have abilities to snipe from long ranges (except for probably Hag if there's not enough traps placed) so Hope isn't too detrimental against them. It's fine as it is.

    Much like Adrenaline, surviving until the gates are powered does not mean you should be guaranteed the escape. Adrenaline instantly removes all pressure the killer had, and I'm glad they are going to nerf it. Hope makes winning chases almost impossible as it takes too long to catch up for a single hit, let alone after that (unless you are Nurse, Blight or Spirit). Killers are moderately faster than survivors for a reason, and chases are not meant to drag as long as they do when a survivor moves 7% faster.

  • @fussy said:

    I still believe BHVR should take a closer look at this post and these changes. These are really high-quality changes. Slinger needs it.

    Thank you, I appreciate your kind words. Yeah I hope they at least check it out as well.

  • @ahrenisabimbo said:

    "flown past the radar for years" is inaccurate and misleading, seeing as it's been reworked 2 times, most recently in Patch 6.1.0.

    Flown past the radar in the sense that its strength has not been dealt with, unlike many other strong perks that have been and are being nerfed.

  • @bjorksnas said:

    Nah it just needs slightly less haste if its a 110 killer, 8% speed difference, somewhat manageable, 3% speed difference, well hope there aren't too many walls or you are playing spirit.

    Perks don't differentiate between killer speeds, they always have the same effect. Even if it was a 115%, being only 8% faster extends the chase so much that catching survivors holding w is almost impossible, especially when their teammates take hits.

  • @Paternalpark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645354#Comment_3645354

    Why not just add 10s to gen repair?

    Items are more fun when they feel impactful to gameplay.

    Just as add ons.

    Because the base generator speeds are fine. Even if you added 10 seconds to them, toolboxes would still be broken and let you repair over 50% of multiple generators. Nothing would change except making survivor gameplay more boring.

  • @[Deleted User] said:

    I love your idea! Though the sabotage speed increase is concerning, so all sabotage perks should be nerfed as well. I usually use spine chill, resilience and leader for sabotage builds with my duo, it's almost instant speed.

    Sabotaging is a niche strategy, even if you do it quickly. It has plenty of counters, so having a toolbox that helps you do it better would still be balanced.

  • Revamping means renovating something old. Toolboxes definitely need to be renovated. Many maps need to be redesigned not because they are old, but because they favor a side, and take way longer to modify than simple value changes.

  • @Paternalpark said:

    After this, can you send map nerfs as well?

    I don't think redesigning maps is as simple as revamping an item.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569197#Comment_3569197

    The 2nd time is not that close to the stairs and for me it looks like a full lunge, so I doubt that..

    It's not a full lunge, and you can just test an 18 meters shot yourself if you want to clear any doubt.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568831#Comment_3568831

    https://youtu.be/r-fReILflsM?t=331

    Video at 5.30min

    So your explanation for not hitting the survivor two times despite no collision with anything at all would be he moved back to early? And that splitsecond of moving back gave so much distance? The first shot was probably not even half a meter or something small like that so I don't really believe that.

    Hens clearly reeled in close enough for a hit, but the lunge attack itself ended prematurely. Probably some hitbox issues that have to do with the stairs, I'm not sure. You can tell the lunge is shorter than normal, and that's the cause of the miss, not the chain duration or movement.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568588#Comment_3568588

    I think his chain durability is around 17 total meters if there is no objects in the way. if you slightly wiggle enough to put an object between you for 0.5-1 sec, you barely wiggle out at 16 meters. with longer chains collision, the durability of the chain is way lower. from playing survivor, I have wiggled out of deathslinger's harpoon gun on some tight encounters. This does not common but you can wiggle out. whenever you do, you barely wiggle out as survivor.

    that is why your Jaw smasher add-on is a little bit strange because you will have trouble realing in a 20 meter shot. if the player connects the dots, they should figure out that Wanted Poster & Jaw Smasher add-on have to be used in synergy. At same time, I am not sure if 20% equals 2 meters.

    I remember at one point otz did a video comparison with reeling speed and prison chain add-on. the difference was so minimal that those add-on might as well do nothing. I believe purpose of them from an intentional level was to make it so that deathslinger could reel around corners more easily but collision object penalty is so severe that if you hit a shot from other side of the loop that has obstacle blocking it. you will not get the hit through basic attacks.

    The oblivious effect is so that you can come back later for that person who broke the chain unnoticed, or to gain the advantage in a chase if you can break los. It's not stealth per se.

    i think your better off just making add-on reduce killer terror radius by 2 meters. it is likely not a very good but it makes stealth deathslinger's slightly better to some degree. most of deathslinger that I have played against nearly always commit to chases so I do not see any use for that oblivious add-on. it makes sense because he is slow and he is chase killer. my feedback would be similar for the broken.

    The game currently uses "The redeemer's shots" as a shortened version of "survivors hit by basic attacks while speared", so I kept the same description.

    your right. it is written on his mangled add-on. the description makes it sound like being hit by the spear on contact makes you acquire 5% haste for 10 seconds.

    Slinger can absolutely get a hit from 18 or 19 meters away, granted the chain doesn't collide. The problem arises if you get an 18m shot, and while the spear is flying, you move backwards before it hits. This increases the total amount of distance you have to reel, which, as you said, may not allow you to hit if the chain collides for even half a second.

    This is the clip I mentioned before by the way, to show you bots have different reeling movement and therefore can't be used as an actual test. https://medal.tv/it/games/dead-by-daylight/clips/1z0vIXUgmXBNCY/d1337Sm9AVk7?invite=cr-MSxMeTMsODAzODQxMzUs

    Also the increased range was not made solely for reeling purposes; its main draw was being able to injure someone from even further away by letting the chain break, if you have to defend generators, a hook, or if you just don't want to chase. So many shots and so much pressure I could have gotten if the chain was 2m longer.

    The oblivious and broken addons are for passive pressure, not chase or stealth oriented, so I think they are fine as they are.

  • @Devil_hit11 said:

    warden key is a bit unclear. "redeemer shots from 12 meters away grant 5% haste for 10 seconds". I think you meant to write that survivors hit by the redeemer from 12 meters away grant deathslinger 5% haste effect for 10 seconds after successfully hitting a survivor by a basic attack. warden keys and tin oil sound really strong that those would likely become very popular to use add-on's.

    Prison chain, Snake oil and Wanted poster statistically all do same thing despite having different effects. Prison chain add-on is like really bad. I tried testing it on AI at one point and it gives like 0.3 sec of extra distance or something. The same is true for that reeling speed add-on.

    I would suggest making prison chain do a different effect such as "Reduces the chain break object collision penalty by 60%".

    I am not exactly sure what idea behind chewed tobacco is. your generally in chase when oblivious proc's and survivor know where you are. while the old greek whiskey & marshall badge are bad stealth add-ons, they're probably better then that stealth add-on.

    Rusted spike only applies broken when a survivor breaks free. the survivor is already injured so I am not convinced that this is a good add-on.

    My suggestion would be following:

    When a survivor is hit by the redeemer, all survivors within that survivors position scream and reveal their position in a 32 meter radius.

    this would be good information add-on and emulate the idea of the survivor suffering through pain as they are speared by his gun through scream effect.

    The game currently uses "The redeemer's shots" as a shortened version of "survivors hit by basic attacks while speared", so I kept the same description.

    The prison chain is a great addon. Testing on AI gave you a wrong result as bots retain full control when being reeled and therefore have different timings. Like spearing one 18m away won't allow you to reel them in for a hit, unlike a real survivor. I have a clip if you need an example but I'll post it when I get home.

    The oblivious effect is so that you can come back later for that person who broke the chain unnoticed, or to gain the advantage in a chase if you can break los. It's not stealth per se.

    The broken effect is to keep a survivor injured for longer when they break the chain, so most of the times when you are not actively going to chase them. And staying injured against Slinger is a death sentence.

    I appreciate your addon idea, I actually had the same but ultimately scrapped it, as it would need to be an iridescent or purple, and it's not really an interesting effect.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/394879/deathslinger-add-ons-pass

    It could be perfect addons pass! I love all of this! Especially Wanted Poster, such a good idea for Caleb's addon.

    Really enjoyed reading this. Noticeable that it was done by a person who spent time studying this killer.

    The only remark: Hellshire Iron probably should have some slight downside, because it should be too strong in hands of good Slinger, especially on some maps and tiles.

    Thank you dear, I'm glad you liked the changes.

    About Hellshire Iron, it's meant more as a snowball addon at best, and a reload skip that rewards accuracy at worst. I don't think it really needs a drawback as it is right now, but I can see why you would think that.

  • @GrimReaperJr1232 said:

    This is something that's been interesting to me for quite some time.

    It's the fact that for the most part, pretty much everyone loves Blight. Survivors aren't complaining that he's unfair, broken, boring, etc. Meanwhile, he's beloved on the Killers' side as well, for being a very fun, speedy boi.

    Just... how? How did this happen?! How did everyone come to love this drooling hunchback mutant (especially after his PTB state)?

    I hate playing as Blight, however going against him is fun, I agree

  • meh

    in meh Comment by LatexT
  • @TigerKirby215 said:
    Yes. Injuring a player with Sloppy Butcher will cause Mangled and Hemorage, regardless of how you damage them.
    That being said Sloppy isn't that good on Leatherface. Its main strength is when you're using it for the tracking ability, which isn't that useful on LF.

    I'd like to use it on his chainsaw so when I hook them, they still suffer from the mangled and hemorrage effects, so I get the insta down and the slow heals. The tracking ability is just a bonus

  • Meaning of this?

  • That was most probably normal lag, I don't think lagswitching can be performed so quickly

  • @Tsulan said:

    @LatexT said:

    @Tsulan said:

    @LatexT said:

    @Tsulan said:

    @LatexT said:

    @Tsulan said:
    How about NO

    Care to explain WHY?

    Some maps are already incredible hard to play, because of the lighting. Ninja claudettes vanish before your eyes and there´s not much the killer can do to see them. I had so many times that i worked on a gen and suddenly a claudette appeard out of nowhere.

    This lighting bug would make things even worse. Now imagine that survivors bring flashlights. You go from pitch black to supernova bright in 1 second. Totally not painful for the eyes.

    Well, I'm not saying it should be completely pitch black, but a really dark map would only be good for the atmosphere of the game, and not to mention, that map will obviously be adapted to not hurt eyes.

    If its for the atmosphere, then the survivors should have darker maps, while the killer has brighter.

    I don't get what you mean. Do you mean that from the killer's perspective you should see brighter maps, and from survivors' perspective darker?

    Yes

    It's not what I hoped for, and that killer's brighter view was an effect of Shadowborn, so it might work

  • @Totohli said:
    That looks pretty cool haha :D. Was it super dark for the survivors as well or is it just a killer related bug?

    It was dark for both, and the map was bugged too, closed rooms and thing like these

  • @Tsulan said:

    @LatexT said:

    @Tsulan said:

    @LatexT said:

    @Tsulan said:
    How about NO

    Care to explain WHY?

    Some maps are already incredible hard to play, because of the lighting. Ninja claudettes vanish before your eyes and there´s not much the killer can do to see them. I had so many times that i worked on a gen and suddenly a claudette appeard out of nowhere.

    This lighting bug would make things even worse. Now imagine that survivors bring flashlights. You go from pitch black to supernova bright in 1 second. Totally not painful for the eyes.

    Well, I'm not saying it should be completely pitch black, but a really dark map would only be good for the atmosphere of the game, and not to mention, that map will obviously be adapted to not hurt eyes.

    If its for the atmosphere, then the survivors should have darker maps, while the killer has brighter.

    I don't get what you mean. Do you mean that from the killer's perspective you should see brighter maps, and from survivors' perspective darker?

  • @Tsulan said:

    @LatexT said:

    @Tsulan said:
    How about NO

    Care to explain WHY?

    Some maps are already incredible hard to play, because of the lighting. Ninja claudettes vanish before your eyes and there´s not much the killer can do to see them. I had so many times that i worked on a gen and suddenly a claudette appeard out of nowhere.

    This lighting bug would make things even worse. Now imagine that survivors bring flashlights. You go from pitch black to supernova bright in 1 second. Totally not painful for the eyes.

    Well, I'm not saying it should be completely pitch black, but a really dark map would only be good for the atmosphere of the game, and not to mention, that map will obviously be adapted to not hurt eyes.

  • @Tsulan said:
    How about NO

    Care to explain WHY?

  • @radicaljoshua said:

    @LatexT said:
    What's happening? I can't load in anymore

    restart your steam. worked for me

    Nope, didn't work

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