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Akeeno

Akeeno

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Akeeno
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  • i think its a matter of certain killers being weak/slow at snowballing pressure in those situations, so when you play trapper and lose 3 gens and only have 1 hook, it simply feels impossible to come back from, although the survivors arent doing anything wrong, its a power imbalance for certain killers.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932302#Comment_3932302

    People tend to conflate different terms. Autoaim is a system, that will help you to hit a target by moving your recticle or shots towards the target. Thats not whats happening with Kanekis bite attack, he got a hitscan attack.

    Hitscan is most often used in FPS games in order to simulate bullets that have a muzzle velocity so high, that they pretty much hit instantly. In games this is done by checking the position of the crosshair at the moment you push the mouse button: if it is over the target, you get the hit, no bullet flies out of the muzzle of your weapon towards the target.

    In his first iteration the hit box of the survivors was a big, phat circle around their model, like a full thumb or so on an average screen. That was severely reduced in his nerf round and now pretty much only emcompasses the survivors body, so now you you got to really click on the survivors and not just in their general vicinity. But his tentacles are hit scan, so the game only checks ones when he clicks, and if there is a clear line of effect between him and the target, then the hit is awarded - the confusing part is that the tentacles are also shot out, but they are just ornamental and for show, they are not part of the power. Thats why you sometimes move past a wall and get hit by the Kagune tentacles through everything - because the game checked and awarded the hit before you moved behind the walls.

    So the bite attack is a hitscan, not an auto aim. The other priminent Hitscan Killers is Deathslinger, so there is that. This ability being hitscan makes it much easier to appy and get in that first hit, but its nowhere as automatic as some poeple wanna make it, survivors can still hide and break line of sight and I have gone through entire chases without getting enraged.

    deathslinger is not hitscan, if he were he'd be s tier for sure.

  • @indieeden7 said:

    I mean, killers aren't FORCED to always use their power. If a survivor keeps crouch teching you, you should probably just go for an M1. A big part of this game is learning how to make the better choice in a certain scenario. Hence why killers like Huntress or Hillbilly even have the option to M1 in the first place.

    wow….

  • @Unequalmitten86 said:

    Please explain how survivors are to "get better" while being tunneled off the hook or crawling on the ground at 4-5 gens????

    While yes I have learned to loop better but the fate at getting killed is just increased.

    Your argument isn't invalid as slugging for the 4k has always existed, but now there is a greater incentive.

    Slug and seek is stronger than before

    check this person out, they have tons of looping guides, and is truly game changing, this isnt a solution to the problem but at least you'll get better.

    https://www.youtube.com/@Mr_TatorHead

  • @Autharia said:

    Just put on Lightborn. Dev's will never nerf it and its on an auto unlocked killer for all.

    thats what sucks too, having to use a perk slot for something that could be easily changed.

    the reason its so infuriating, is because its the equivalent of a killer hitting a completed generator, and now you have re-repair it again.

  • no buddy you walked forwards exposing your hitbox, if you crouch behind the vault as soon as you vault, he cant hit you.

  • this is why i run whispers, try it out, and youll have an idea which gate the survivor is near.

  • ive complained about it too, but people on here make u a laughingstock, there is no counter other than lightborn, its a catch 22.

    when 2 surviors both go into a locker, both with flashbangs, u either eat the stun twice, which wastes time, or leave chase, which also wastes time.

    this used to be a problem with flashlights as well, and they fixed that, but for some reason refuse to fix this one. maybe they think its a one time thing, but if its a 4 man swf, its hell.

    only thing we can do is to keep bringing this issue up, and hope for changes, as sad as that might be.

  • @ChuChus said:

    the perk was finally amazing and fun to use but now it’s back to 100%? Why, what was the reason to revert it? I always had in my build when I saw the buff and it was amazing to punish Killers who kept slugging everyone. This shows survivors can never have fun perks, it’s always getting nerfed..

    https://youtu.be/68QPKnODvbo
  • @DeBecker said:

    Or we just let it be to be dodgeable at certain situation for interactive gameplay?

    what a heartless survivor main, u play deathslinger and see how it feels to get robbed of your near miss shots, you think its easy or something? if he were, he'd be up there with nurse, but no, he already has an extremely difficult skill floor and the reward is average at best, but when i finally notice a correlation on how to aim at survivors over thousands of hours , teach it to aspiring slinger players and then 1 update erases all that, its fine according to you. yeah thanks for that champ.

  • @VantaNite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821403#Comment_3821403

    a free miss? There's nothing free about it. A crouch tech is no different from you swinging at a window too early and missing your swing or a survivor spinning you because you cant keep track.

    https://www.youtube.com/watch?v=nQnzET5nL_Q

    https://www.youtube.com/watch?v=ueVobf6K89M

    still dont think its unfair?

  • @VantaNite said:

    You realize heal tech's and crouch tech's are basically just jokes people make when doing something basic and somehow works making the killer wiff. The scamper tech is basically a bug and getting a free hit isnt some little deal like crouching is.

    so then u agree on fixing crouch bug since its a free miss

  • @HolDuds said:

    I love this skin! I'll play with it, I'll buy the body, but I won’t get the gun skin. It’s impossible to play with—it literally makes you lose. Same with the Iron Maiden skin. I bought it on release day, and how many times have I played with it since? Never. I don’t want to make the same mistake again, so please fix the sight on the Iron Maiden and the new skin so I can enjoy the full set

    or remove the set skin on only the weapon

  • @Nun_So_Vile said:

    No, not overtuned just fine where he is. There are actual problem killers, and then there is Dracula. I think the fact that people still have a hard time placing him is proof of that. Any more changes would make him overtuned or play like ass depending on which way it goes..

    Players have just gotten way too comfortable with mediocrity over the years that they get scared and upset whenever an actual well-designed killer comes through. We also can't forget that most survs are just plain bad at surviving, and so it's only natural they hate seeing a killer who isn't a complete pushover because it goes against their script to present them an actual challenge that makes them think a little. They just want an EZ game so they can talk smack post-game and BM.

    AMEN.

  • please ignore this "rulebook" it doesn't exist and no one enforces it. its just propaganda, to gain the advantage. part of it is satire or trolling, but there are few on insisting it isn't. just play the game, and play how you want.

  • @legiondoctor said:

    I had a match no so recently where survivors will all lead to lockers and refuse to progress the match til they locker save me. I literally couldnt do nothing cause they both enter locker and i do the right thing and just leave and find another 2 survivors near eachother they just go in a locker refuse to play. And if i do (i didnt fall for it but i couldn't get a down nor hook cause all chase started near lockers) they just drop an uncounterable flashbang and if i go after either of them they just keep doing over and over. Especially since flashbang got an unnecessary buff i see this attempt of no skill locker save and its literally annoying.

    And i know what you will say *why didnt you let them locker save you* then ill get punished and they get what they want.

    Why dont you use lightborn? Cause the perk isnt good and then they will just commit to gens.

    This no skill flashbang locker save is a lose lose situation and needs to go

    i feel u buddy, ive been trying to bring awareness to this multiple times, and get shutdown on the topic. only choice is to run lightborn.

    but its funny how when killers have lose lose situations towards survivors, they get patched, such as deathslinger ads, and pyramid head m2.

    but the locker save flashbang gets to stay. they did it for flashlights, why not flashbangs?

  • @Devil_hit11 said:

    reducing his ads from 0.4 →0.15 would also solve these situations because it would take more skill to side-step his shots. currently, side-step his harpoon gun takes 0 skill because player can react to the gun every single time.

    Increase his harpoon gun speed would also improve him but survivor would have less counter-play to his gun. if they were emulating a real gun, his shots should be like 1500 m/s but i assume they choose not to do this to make his gun a more skillful interaction between killer leading shots and survivor predicting harpoon shot fire to side-step.

    The only problem is that their nerfs to deathslinger removed skill component of outplaying his gun.

    i always imagined that dodging the shot isnt the counter play, but rather the chain break mechanic, since every other killer that land their power instantly injures or downs. but the hitbox is so tiny, makes me think that at one point slinger was going to be hitscan, and chain break was counter

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792444#Comment_3792444

    Watching the video, it honestly doesn't seem right in my opinion. I haven't played Slinger in awhile, but unless survivor hitboxes have changed recently, there isn't much reason this shouldn't have hit. While Slinger has an insanely small hitbox, survivors have a pretty big one themselves. In all honesty you hit it perfectly, and I'm almost inclined to believe something else was at play and not just the hitbox

    no trust me i have 4k hours solely on slinger, i review my matches, this isnt cheating, i have multiple clips of leading the shot correctly, assuming the survivor will continue on the same path, and when the spear is headed toward their way, they the survivor twitch to a different direction, either strategically or by accident and avoid the shot, since the hitbox is too small.

    thats why i recommend a harpoon speed increase. less travel time, and prevent these situations.

  • @dbd900bach said:

    This is the skillful part of Deathslinger that doesn't really need to be messed with. I think everyone would just be messed up and end up hating a change like this. Compared to Huntresses massive hatchets, Deathslinger has the advantage of hitting shots that she simply can't because of the hitbox. Once you understand how the survivor hitbox works, it becomes less of an issue and becomes an advantage.

    hello there fellow gamer, im sorry to ask, but did you view the video i provided? i skillfully aimed and lead the shot almost perfectly, but the rain just needed to stop her momentum for a frame or two and caused the shot the miss?

    how much more skillful could it get? you cant seriously hold the player accountable to somehow take into account survivors to react that way. and how is proposing a speed increase a negative change?

    this would encourage the player to go for more shots, instead of guaranteed shots such as window and pallet vaults. thank you for checking out the post and would like to continue the conversation

  • @HexHuntressThighs said:

    Not gonna happen, Nemesis and his power are already made. Never in the history of this game have they completely reworked a killer and its power completely in that way.

    maybe skull merchant in upcoming ptb

  • @Choaron said:

    No offense but I don't think you're "high rank" yourself.

    if im just going to be clowned on by everyone here then forget it, some "community" we have here.

  • @bogwitch69 said:

    It’s pretty much my one and only gripe about playing against him. Huntress & Pyramid Head both have audio cues for when they’re winding up their ranged attacks. Even Deathslinger has an audio cue for when you’re in his sights. Dracula being basically silent when he’s charging his ranged attack makes it much more difficult to mindgame & bait out his power at pallets, vaults, etc., and pretty much gives you no indication he’s about to set it off when you don’t have LoS.

    are u serious?

    hell fire is so bad, having a long wind up and slow movement speed, and still complain its too strong?

    I've seen it all.

  • @TieBreaker said:

    As has been said, it gives you map traversal.

    Being able to teleport into buildings on the second floor is great for saving time.

    You move at 6 metres per second, so you can get around the map faster in general.

    You can close the gap faster after landing a hit.

    You are undectable. So your aura cannot be read.

    You can ignore god pallets.

    It is a good form, that should not be anywhere near as strong as Spirit's phase walk. It's more for mobility rather than lethality.

    it doesnt matter ur undetectable because bat form has a loud 48 meter lullaby so u cant stealth, and the devs said undetectable is the reason for not seeing survivors, but if your loud and visible, why hide survivors.

  • there are kids that play gta,cod, etc. and when i was a kid, id play older titles aswell, and if i were a kid and heard the news i could play as one of the fnaf characters, id be ecstatic.

    not a big deal, you underestimate what kids see and play.

  • @Seraphor said:

    Breakable walls, when used correctly, are a way for a killer to weaken an otherwise strong loop at a small cost.

    Just removing them all isn't going to work, you just end up making a loads of maps significantly more killer sided. You'd need to rework the loops entirely.

    That's not to say there aren't some breakable walls that absolutely should be changed or removed. But generally a lot of the walls on Dead Dawg, Midwich and even some on Gideon, are doing what they should be.

    i totally understand but breakable walls were introduced in chains of hate chapter and maps were reworked to include them with the realm beyond. meaning that the map tiles were weakened or strengthen just to accommodate them, an extra step by the level designers. also the newer maps like the Greenville square, forgotten ruins, toba landing etc, dont feature breakable walls and are fine to play on. kinda like breakable walls were abandoned.

  • @Bookern said:

    Major elephants in the room: Escapist and Scout class are the meta classes for Survivors having old Mft and permanent wallhacks for the entire team is ridiculous.

    For weird unknown reasons Billy has been demoted to a m1 killer and his Chainsaw no longer 1 shots he has been horribly nerfed and has to build up exposed like a Myers but Nurse has been Gigabuffed longer blink range with additional blinks like huh? Also nobodys gonna play Trapper since he requires setup time and 8 survivors can disable traps 8x faster then Trapper can place them. Wraith Nurse and Huntress are the only fun options.

    8 Survivors have to complete 13 gens and Killers have to down a huge 24 times and since Killers are basic m1 killers with no slowdown and can only pressure 2 survivors at most Gen efficiency is gonna be insane matches will last 4-5 mins at most.

    Final thoughts after 2v8 mode comes to live Killers won't touch this mode after the 3rd day cause i genuinely believe the escape and killrates will majorly flip 40% killrate and 60% escape rate even if Devs wanted this to be a unbalanced chaotic gamemode its really only that for Survivors while heavily balanced to Killers especially Billy

    they only need to repair 8 generators actually

  • @The_Krapper said:

    I don't think they need to retire 110 killers, based off the video I'm watching deathslinger may not be the killer for you, it's more of a user error than a balance issue to be blunt.

    how could u say that man

  • @Depressedlegion said:

    What's hardened?

    its the new lara croft perk after u unlock a chest and bless or break a totem, anytime you would scream reveal killer aura instead

  • @Lost_Boy said:

    I would agree that his hitbox feels mega wonky at close to mid range. The amount of times I'm left scratching my head wondering how the hell that missed is a lot. Often I see it actually go through survivors model right in front of me.

    Most of my success with Slinger is max range shots when a survivor thinks they're safe or trick shots around terrain they don't expect.

    its crazy that its easier to dodge a deathslinger shot closer than farther away, but its definitely a speed issue, 40 m/s is too slow, maybe 55 m/s like trickster or speed addons

  • @Junylar said:

    When you call a killer too weak, provide footage of playing AGAINST him, not AS him. It's easy to call for buffs for your favorite killer, but it's one-sided and not constructive.

    but i was aiming dead on? what more could i show? with survivor pov they could think i overshot or missed, but i aimed dead on.

  • @AggressiveFTW said:

    Would make PH's cages meaningless.

    free perk slot tho

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/417564/nemesis-pallet-break-shadow-nerf-under-the-radar-for-a-long-time-now

    nemesis still breaks pallets faster because he can pre-wind his pallet break as the pallet is being dropped. It is one of nemesis tech's. Other killer have to wait till pallet is fully dropped before breaking the pallet due to the stun.

    Nemesis needs rework/buffs especially for the zombies.

    i agree but good survivors dont predrop

  • @TheArbiter said:

    I do like the idea of it being a perk, however as stated by others it would need to have some drawbacks such as on a token system or by being a hex

    thats literally what i said

  • i dont know why i waste my time with yall, i could never get a civil discussion with anyone here, always with so much aggression, and saying skill issue as their only defense. we'll never go anywhere like this.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737230#Comment_3737230

    There's been like forty threads from angry new accounts.

    Pretty sure I've already read what the video will say ten times over.

    then dont comment without knowing things, it discredits you already

  • @Pulsar said:

    How dare live service content be SLIGHTLY changed.

    For someone like Freddy, I could honestly understand the argument a bit more. Vecna is getting a small nerf.

    If you bought something specifically because it was OP and expected it to stay that way, idk what to tell you.

    did u even watch it?

  • @Superyoshiegg said:

    The Nurse and Huntress were added before the addition of (non-licensed) characters becoming available to be purchased with Iridescent Shards.

    Play long enough and it is indeed free. It's fair to me; doesn't take that long to accumulate 9,000 shards as long as you don't spend them on Shrine perks or frivolous cosmetics.

    ah i see, but the downside is you miss out on the bundle they sometimes include with purchasing the dlc outright.

  • i have no idea how you come to a conclusion that you were shot over 40 meters away from slinger because you didnt hear the terror radius, there are addons that reduce his terror radius, and he could've also had perks to make himself undetectable, his max range is always 18 m.

  • @Iron_Cutlass said:

    Why exactly does this matter?

    Distance isnt an issue if you are using a Fully Charged Hatchet anyways considering the fact that you most use those if the Survivor is far away (or you are holding to zone).

    Most of the time you dont really use Fully Charged Hatchets in situations where distance actually matters… the only case where it would matter is zoning, but Survivors lose distance by trying to avoid the Hatchet throw anyways.

    the reason it matters is because when you attempt a long range shot, by the time 1.9 seconds pass survivors are already behind cover, so you cancel the hatchet, it matters at farther ranges, obviously if survivors are right in front it doesnt matter, but you are 110 if attempting normal chasing

  • @HexHuntressThighs said:

    Honestly I’d rather they not change it. A change that involves charge time or flight speed would drastically damage the muscle memory of the people who play her. Her flight speed is on a curve so if you throw it in between low and high charge it can fly at 30m/s and so on.

    I believe the last real change she needs is base kit shiny pin because there is still zero reason why she is slower than walking nurse when holding a hatchet and is beyond outdated. There’s a reason why shiny pin has an insane pick rate lol. And then after that I don’t think she would really need anything else, she would be comfortably mid A Tier and slightly better on some of the worse maps for her.

    Xeno is 115% when holding, Plague is 110% when holding, PP Head is 110% when holding, Trickster is 96% when holding, Slinger is 92% when holding, Artist is 92% when holding and Huntress is 77% when holding. It’s outdated and should not be that way, she doesnt match any other killer on the roster and has her own special slow speed. Honestly her and Slinger should be 115% as I believe no killer should be 110% without a movement speed ability, but that’s for a different day.

    i totally agree but remember they did this change and reverted it because of community outcry, shes definitely too slow, but this is an alternative, since movement is out of the question for the community

  • @Devil_hit11 said:

    it would lower his skill-cap into old version of pyramid head. You would just shoot at animation locks such as Windows or pallet vaults until survivor goes down. The survivor cannot dodge if they're animation locked

    This used to be a problem with pyramid head because he had no cooldown for going outside of his power, so what would happen is pyramid head would put his sword on the floor, then as survivor goes through pallet, if he doesn't drop it, you m1, if he does drop it, you hit survivor with m2.

    Deathslinger's problem is too much counter-play on shooting his gun from long range. What is the point of being long range killer if long ranged shots are easiest shots to side-step because of travel time+charge time?

    but you can already do this now, shoot through window, walk forwards and down them, or shoot over pallet and drag around, and he already lost his insta scope, i dont think this applies here.

    and with this system the survivor must already have deep wounds and break the chain twice, sliding over the pallet, and a huntress and pyramid head would get the hit regardless, the difference here is that it would take 2 extra shots with a deep wound survivor

  • @Rick1998 said:

    blight is 115% to make him aprocheable for new players. If he was 110% good blight wouldn't even notice but new pleople trying blight would not have a good time.

    i think thats a weak argument, you could say the same of other killers such as huntress and slinger respectfully

  • @Archael said:

    Imagine 115% Huntress. That would be new S tier killer. She is already strong, give them more speed for being able to easier catch with M1 and she would beat Blight and Nurse.

    we wont know till we test it, in a ptb, and if its too strong then yea, but huntress struggles in tall loops like the farm maps and giant boulders from Ormond,

  • @Choaron said:

    He got more than enough buffs already.

    im a seasoned slinger player and the upcoming changes are very miniscule, theyre more like qol changes, but still dont address his weaknesses. i really do believe increasing the harpoon speed is the way to go.

  • that was an accident i posted it and it didnt show up for like 3 hours, so i redid it, and then it did post sorry still new to this, dont know how long to wait