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Altarf

Altarf

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  • There aren't many on the balance team that outwardly make themselves known - McLean, Almo and Patrick are the main ones, and obviously one left. It's hard to make a judgement based on that.

    McLean was Blight's (and I think Oni's?) lead designer, but most killers' origins are shrouded in mystery. I know Almo designed Clown and Doctor's reworks, and don't quote me but I think he designed Demo? I vaguely remember that, but I could just be misremembering. This also isn't killer specific, but Almo came up with Trail of Torment's rework which I deeply appreciate him for because I've been having a lot of fun with that perk recently. I also remember when Plague came out (and was promptly and immediately overshadowed by the leaking of Ash in KYF) one of the devs expressed disappointment in the killer they'd worked on for so long more or less being forgotten overnight. I think it was McLean? This was a while ago.

    No idea who at BHVR was responsible for the deluge of slow, inefficient 1v1 powerhouses, if it was one singular guy. But I doubt each killer has a defined "father", it's more probable that the whole balance/design team works on each. Personally, my theory is that McLean's "signature" was difficult high-mobility and high mechanical skill killers, while Almo's "signature" is large killer overhauls that add a new ability, and give more depth to a previously simple killer. I also have a sneaking suspicion he might have come up with Pinhead. But it's still largely speculation, and I don't expect that to change any time soon. Although I would deeply respect the dev that comes out to admit they were the one who designed Twins or Trickster, because the backlash would be huge.

  • Undying, Retribution and Thrill of the Hunt all do something to counter Boons - but they're all Hex perks, and so will probably vanish in the first minute of the game, and do largely nothing besides this mediocre Boon counter. Stealth perks are kind of helpful, but not really for countering Boons in particular, more so for interrupting people. If you're insane, you can also use Forced Penance or maybe instadown perks solely to counter COH.

    One way I've found to help counter Boons is to snuff a Boon, go away, and then return about 15-20 seconds later. Sometimes you find the survivor blessing it, and that can mean a free hit. But for this to work, the following needs to happen:

    -The Booning survivor is nearby.

    -They want to replace their Boon at that exact location, and not move it to another totem, and they are impatient.

    -The survivor doesn't run/hide when they hear your TR.

    -The totem they are blessing is not near a pallet or window.

    -They don't have LOS of you when you approach.

    -They don't have SB or some other exhaustion perk.

    -You catch them before they fully bless the totem.

    And if any of these aren't true, you've just wasted 20~ seconds applying absolutely no pressure to the gens - and if they weren't there in the first place, you're probably going to hear the Boon sound 10 seconds later, because they've been setting up COH in the shack or on the top floor of a main building or something. And god help you if there's multiple Booners, or if they know where multiple totems are, or if they bless totems that you need to go out of your way to reach.

  • How can this game be survivor sided? Killers can literally KILL survivors! They're faster than survivors, too! And they've got their own powers - because they are, obviously, the power role! That's why we need to nerf Pig and Twins!

  • Put line of sight blockers in-between you and him. Stick to/prioritise loops with high walls and corners, instead of low wall loops and straight line loops like L T walls. Tap your A and D keys while running to slightly bob and weave left and right, not really losing any distance but making his knives miss more often because of their odd throwing position. Don't drop pallets when you're in line of sight of him unless he's out of knives, or it's a guaranteed stun. Only predrop when out of sight. If he gets close, start spinning around him, it makes it harder to land knives.

    Trickster can vary from being very strong in a chase to a complete and utter joke depending on where you're looping him. He also has less knives than you think. Just stick to loops like jungle gyms and the shack, and try to put objects and walls between you and him as you run.

  • I've noticed it too. I believe Scott Jund came up with the theory that BHVR expanded their matchmaking region lock in order to combat queue times some time ago, a little after the introduction of MMR - which, of course, leads to rubberbanding and all that. Plus, console optimisation is not exactly great.

  • Pinhead is like Pig with less RNG. He stomps survivors who don't know how his power works, and is stomped by survivors who do know how to properly play around the Lament Configuration. Problem is, Pinhead is very uncommon and solo queue is solo queue, so he dominates newer/less experienced players and as such statistically appears extremely powerful.

    Much like with Pig and her Ambush, I suspect that you could remove the Possessed Chain ability from his kit entirely, and his overall kill rate wouldn't even drop by all that much. Both the chain and ambush are weak, but these killers are carried against bad survivors because of their passive slowdown abilities.

  • I think it should be reworked to the following:

    Fire Up activates for 30 seconds every time a generator is repaired. For this time, breaking/vaulting/picking up and dropping/basic attack cooldowns are reduced by 20/25/30%, and you gain Bloodlust.

    Fire Up activates permanently once the Exit Gates are powered.

  • Yeah, only when he's idle. It's always been this way, I think, but the Victor shriek add-ons have their descriptions changed practically every patch. I remember when they were changed to only work when Victor was charging a pounce - in which, he's not idle, so Oblivious does nothing.

    Anyway, add-on sucks. Just run Silencing Cloth, which is unironically incredibly strong and arguably their second best add-on behind Forest Stew.

  • I think that second paragraph's a little disingenuous. It's easy to list off survivor nerfs because it's one role/type of character, and survivor has been HORRIFICALLY busted for the majority of this game's lifespan, but killers don't have the same luxury. Pretty much every killer power has received changes at this point, with just as much buffs as there are nerfs. Pretending that they don't matter because "they're individual killer nerfs, not global killer nerfs" is stupid because killers are unique. Asking for global killer nerfs is asking for nerfs to the concept of a powerless M1 killer.

    Problematic, and even just strong things about killer have been nerfed just as much as survivors. Moris. True facecamping. The addition of many, many new and survivor-sided maps. Dedicated servers and hit validation. Hillbilly. Nurse. Spirit. Pig. Deathslinger. Freddy. Legion. Twins. Wraith. PH. Pinhead. It's more complicated to nerf killer by design because of how many unique killers there are, and besides, just like survivors, pretty much every busted thing killers have is gone now. The only things left are Tombstone Piece, Alchemist's Ring, NOED and arguably facecamping.

  • @BirdSpirit said:

    I was glancing through addons for multiple killers and it seems like most killers have some addons that are useless. BHVR just needs to do an addon pass for everyone.

    Be careful what you wish for. Pinhead and Twins' add-on passes are prime examples of that. I have no doubt that if they did an add-on rework for, say, Pyramid Head, they'd just buff the numbers on the Blindness egg and Seal of Metatron by 2 seconds and nerf the range add-ons by 0.5 metres each.

  • You clearly haven't unleashed the true, game-changing power of the Z-Block. Or the Black Box. Or the missed skillcheck add-ons. Such feeble minds cannot comprehend the true strength of Freddy's add-ons.

    (Or in translation, something something statistics something something.)

  • @FixtionuL said:

    https://forum.deadbydaylight.com/en/discussion/comment/2776411#Comment_2776411

    It probably is an intentional thing but how strong would it really be? Deadlock blocks a gen for 30 seconds, does any other perk block for longer? The regression wouldn't be that oppressive. Same with PGTW through a blocked gen, it wouldn't be OP.

    Though if that's the case it must've been coincidence that only 2 gens had progress during that chain so deadlock activated after gen 1 completed, so gen 2 gets blocked and there is no gen 3 to pop.

    I mean, Deadlock+Ruin would be absolute misery if blocked gens regressed. Same with DMS and Ruin. Deadlock activates and boom, your gen is now Ruin regressing for 30 whole seconds with nothing you can do about it, multiple times a game. The complaints alone would be agony.

  • Agreed. We need to remove her traps. They're absolutely monstrous at high MMR.

  • Blocked gens can't explode, be damaged, or start regressing. If Pain Resonance activates, it'll just move to the next highest repaired generator - it's probably an intentional thing to stop you from stacking strong regression/blocking perks. Pretty much all the good gen slowdown perks have poor synergy with each other; for example, Ruin doesn't regress blocked gens so it doesn't work with Deadlock and DMS, and you can't kick gens with Ruin up so it doesn't work with Pop and Eruption.

  • Hoarder and Lethal Pursuer are good if you're newer to Pinhead, but once you get good at predicting box spawns they lose a lot of their value.

    My personal favourite (and cruellest) build to run is Hex: Ruin, Hex: Plaything, Hex: Pentimento and Knock Out/Dead Man's Switch/Hex: Thrill of the Hunt. Ruin gives good early game slowdown and synergizes well with the Chain Hunt, Plaything gives mid game slowdown as well as letting you sneak up to people to get some much-needed downs/easy hits, which Pinhead doesn't often get. Pentimento is ridiculously effective when combined with Ruin and Plaything, and its built-in gen slowdown is just more horrific slowdown on top of the slowdown of the Chain Hunt.

    The last three choices are up to you. Knock Out is weirdly effective on Pinhead; I think it's because survivors feel pressured from the Lament Configuration and find difficulty finding the time to search for slugs. DMS synergizes fantastically with the Chain Hunt and Thrill, although not optimal because you might not get all your Plaything totems ready, makes your Ruin last longer.

    It's incredibly cruel on killers like Pinhead and Twins. If you're applying pressure on top of all these slowdowns, survivors can be overwhelmed so much that the game grinds to a halt.

  • I swear Feng's gotten a new skin every update for almost a year now. Certainly feels like it.

  • What I want to know is why Spirit of Hartshorn wasn't changed. It's the only one of Clown's add-ons that actively, objectively makes him worse, because the antidote cloud is larger and easier to get for survivors. It should really be changed to be a 5% buff to the Haste antidote boost, like the antidote version of Flask of Bleach.

  • @Chordyceps said:

    The Twins pretty much have a power that no other killer in the game has: the power to be in two places at once.

    Eh, I don't want to be pedantic but Hag and Nemesis also kind of have the ability to be in multiple places at once. Hag, Nemesis and even Artist in particular are also the only killers capable of chasing multiple different survivors at once, also, which Twins can't really do.

  • Pyramid Head:

    -If you're trying to land a Punishment attack on a survivor who ISN'T actively running away, (say, they're on the other side of a window and trying to dodge/spin around) wildly flick your camera from left to right while charging Rites of Judgment. Then, the moment before the blade hits the ground, aim at where you think they'll be. This camera flicking looks ridiculous from the survivors' POV and makes it nearly impossible to guess where you're going to aim.

    Ghostface:

    -If a survivor is running away from you and you don't want to chase, quickly lean and 99% stalk them. They often can't reveal you in this situation, and they never expect it - and now that survivor is instadownable at the press of a button whenever you want. This also works for injured survivors, as they'll probably heal eventually.

    -If you chase a survivor off a generator, but have to leave them because there's a strong loop nearby or something, leave their line of sight and activate Night Shroud. Then, circle around the nearest object/structure (like a hill, or a tile, or something) to the generator. If you crouch while doing this, the survivor will often assume you've left and start working on the generator again, in which case you can quickly lean and mark them from behind, or just go up and grab/stab.

    -Try to keep at least 2 people 99ed at once. Obviously this is harder than it sounds, but your chances of snowballing dramatically increase the more survivors are ready to pop - and it makes Ghostface even deadlier in ambushes. 99ing people lets Ghostface completely bypass chases, which no other killer can really boast of except from Artist, because she's busted good at everything.

    -Ghostface has great synergy with loads of off-meta perks. Knock Out, Fearmonger, PWYF and Surveillance are all fantastic on him and I regularly slot them into my build. Experiment to find something you like.

  • As long as 99ing is still a thing, I don't really mind what they do to him. 99ing people is what turns Ghostface from an incredibly easy to play, weak, and boring killer with low potential into the strategic, high skill cap and deceptively-strong snowballer that he is in his current state. They can mess with the reveal all they want, or the power recovery, but this needs to stay.

    It's the thing that makes him fun, (for me, anyway) and I don't care if they make his power recovery 10 seconds and give him the ability to fly - if 99ing goes I will probably never play him again. Luckily, Ghostfaces rarely 99 because there are very few Ghostfaces that play him as more than just "stealth M1 killer", so I'm not incredibly worried.

  • @JawsIsTheNextKiller said:

    In Swish's first DBD Tournament, the commentators were taking about how in tournaments the Twins were so powerful compared to most of the killer roster, that the survivors pretty much had to play perfectly to beat them, and as the tournament played out this seemed quite accurate!

    The Twins were also disallowed from being chosen until the final stages for this reason (as was Nurse and I think so was pre-nerf Spirit).

    In Swish's DBD tournament, every single perk that counters the Twins was either heavily regulated or outright banned. Unbreakable? CoH? WGLF? DS? BT? DH? Soul Guard? It's no wonder that they performed so well when all of their counters were removed. Doesn't seem quite fair to make judgements off it.

  • If I had to do some small non-rework changes, it'd be:

    1. If Victor is within 6 metres of a hook when a survivor is hooked on it, he self-destructs.

    (Make it so that the Twins player hears Victor's weird shriek range sound effect if close to that hook and carrying a survivor, to indicate he will be crushed if you hook there.)

    2. You can switch back to Charlotte instantly during a successful Pounce cooldown, and she wakes up instantly with no fatigue. Successful Pounce cooldown is still 5 seconds.

    I would say an add-on pass, but this most recent one (along with Spirit's add-on pass) has utterly crushed my hopes for them to get any decent ones. I used to want Pyramid Head to get an add-on pass, but now I'm pretty sure all that would be is a nerf to each of his range add-ons and, like, a 2 second buff to Iridescent Seal of Metatron's aura reveal.

  • @ryseterion said:

    https://forum.deadbydaylight.com/en/discussion/305926/most-miserable-map-killer-combinations

    If you play it right then the game isnt that bad, especially as pinhead since he is anti loop with a good passive power.

    "Anti-loop"

    Pinhead's anti-loop ability is one of the weakest in the game, especially on this map. It's completely countered by tight spaces, walls, and pallets - all of which the Game has in literal dozens. There's a reason why Clown is so bad on the game, and it's the same reason why Pinhead sucks on it. The amount of clutter that snaps Pinhead's chains, combined with the huge abundance of pallets that when dropped, make his chains near-useless, which is enough to make the power itself useless a lot of the time. His chains are good at windows... but the Game has, like, three of those and 32 pallets.

    Pinhead's passive power is entirely reliant on the survivors not knowing how it works. Much like survivors not bothering to take their traps off until the timer has activated, survivors that wait until the Chain Hunt has already begun in order to find the box are playing incorrectly and should be punished. Pinhead's passive is definitely the best out of the passive slowdowns because he himself can interact with it... but it's still not something that carries him unless the team doesn't realise "hey, one of us should probably run over and solve the box when it's at 75%, and then he has almost no powers."

  • I think both should be reworked. The effects are useless, even for facecamping, and no number buffs will make them better. You could buff The Grease to add 10 seconds to the Tantrum revving threshold instead of 2 and it still wouldn't be good.

    Long Guide Bar should be a Tantrum movement speed add-on. Like what Bubba had when he was first reworked; they were gimmicky, but fun, and I'm sad they removed them. Give it the effect of the old Primer Bulb, or maybe both of the old ones combined.

    The Grease, I think, should be either:

    1. Recharges Bubba's Chainsaw by 1 charge immediately when you break a pallet/wall with it.

    2. Every time you hook a survivor, gain 1 temporary charge to your chainsaw. This charge does not replenish once used. (Hook a survivor, your next chainsaw has 4 charges instead of 3.)

    Still not sure why they buffed Bubba, a completely fine killer (minus his acceleration/cooldown bugs that have been in the game since Binding of Kin) with killrates in the top 3 killers, while nerfing Twins, Clown and Nemesis though.

  • @jesterkind said:

    Eyrie of Crows? It's not quite as big as it seems, just ignore the gen over by shack and focus on the cluster towards the centre.

    It's not the best map ever but it's far from the worst, either.

    To be fair, I don't think a map is very well designed if the sole strategy is "pick a 3 gen and hold it or you will probably lose". Eyrie's got Old Ormond syndrome where it's long, densely packed with interconnected and safe pallets/loops, and the main building is easy to get to and immensely strong. Except at least with Old Ormond you didn't have to break any breakable walls.

  • @Kira4Evr said:

    If it's between Artist and Trickster, I would say maining Artist might be a better idea. Because of how hated Trickster is, I wouldn't be surprised if BHRV "gutted" him at some point.

    Thing is, BHVR love Trickster. A look at how they've treated him since his release compared to other killers proves it - about 6 separate buff passes, a whole slew of marketing and advertising and cosmetics and preferential treatment, skipping the Tome queue, a Legendary set relatively soon after release, and even the Anniversary quotes were completely filled with praise and adoration for him from the devs.

    It's very clear that they want Trickster to be a popular killer, and to be played as much as Huntress - who's the most commonly played killer if I'm remembering right. Kind of like how Billy was really popular and free, so they kept trying to make "better" Billy-type killers like Oni and Blight to get his audience until throwing in the towel and nerfing him into the ground while buffing up Bubba. I don't think they'll nerf Huntress, so I have no doubt in my mind that Trickster will get nothing but buffs in the future until they judge him and his kill rates as being "as good as Huntress".

    Now if only they'd give the same care to Twins and Deathslinger instead of locking them in a shed like an abusive parent, acknowledging their existences every so often by going in and beating them up.

  • I don't think Enduring is necessary on Myers. Brutal I can see, but you shouldn't really be getting stunned enough for Enduring to be useful unless you're new to the game or incredibly ballsy, I think.

    My Myers build is something like Corrupt, Pop, PWYF and Monitor. However, since you don't have Corrupt, you can swap that out for Brutal or something. Myers is one of the only killers where PWYF is a good idea to bring because of 99ing, and Monitor is great for catching people out of position.

  • Nurse is the most unique killer in the game, and statistically is performing terribly. BHVR don't want to nerf/change her because of this. In fact, if the community wasn't so dead-set on her indisputably being the strongest killer, I'd be willing to bet she'd be buffed to 4.4m/s by now, because BHVR's statistics-based balancing is terrible.

    I don't really think she should be nerfed either... but if I had to, I'd change her add-ons. Buff the meme/gimmicks to actual usefulness, nerf the range add-ons so they actually increase Blink charge time, rework Fragile Wheeze so you can't just ignore the blink recharge.

  • Now that Monitor is essential on him, I've started running Monitor+Pain Resonance/Surge/BBQ on the few occasions that I play nu-Slinger. Works fine enough. I really hope they throw him a bone in an upcoming patch, he feels terrible to play now compared to how he was before and they gave no meaningful compensation whatsoever. He even had a below-average kill rate.

    I think bare minimum, his TR should be reverted to 24m and his ADS should be reduced to a middle ground - 0.3 seconds instead of 0.4. Doesn't sound like a lot, but it'd make him feel so much smoother. Then, you rework Monitor so that it is a 25% reduction to TR so it only reduces Slinger's TR to 18m. After that, do his add-on rework, and see how he stands.

  • I just find him boring. Blight to me is overrated in every way - in fun, in strength, in counterplay, in good design, in potential, etc. Blights I play against rarely win if I have a decent team unless they're an exploiting Blight, or have the full Ring+Crow+Ruin Undying Tinkerer build. He's also very boring and simple to go against in a chase. A lot of the time, you can entirely counter him by just going behind an object, and then reposition when he rushes past you or cancels his power. Unless he's got 180 degree 72838371 DPI flicks, that's where his power falls apart, and it's a very boring style of counterplay.

    I realise this is an uncommon opinion and I don't expect many people to agree, but he's just really overrated in my opinion. Even with her being weakened now, I still think a good Spirit outperforms a non-exploiting Blight.

  • I've played Pinhead a massive amount since his release, and although he is very fun to play, I think he's either right at the bottom of B tier or at the top of C tier.

    His chains are a mediocre anti-loop tool that are finicky, and although a little stronger than people give them credit for, still a below average anti-loop tool that can be useless depending on the map terrain/objects.

    The only thing keeping Pinhead out of low C tier is his box, but that can wildly vary in strength. If you're good at locating the Lament Configuration in your head, and you're running box interrupt add-ons such as Larry's Remains and Frank's Heart, and can consistently get close enough to contest the box, his slowdown power can be the best in the game. However, for every match where I've kept the Chain Hunt up nearly 24/7 with chain snipes and box pinpointing, there's another where the survivors were smart and just solved it outside of my reach just before the Chain Hunt began. If the survivors keep doing that - solving when you're carrying, or on the opposite end of the map, or otherwise unable to interrupt - the box does very little and Pinhead is mainly just a below average anti-loop killer.

    At low MMR he's probably one of the best killers because low MMR solos don't know what generators are, let alone the complexity of the box and the interactions it can bring, but we shouldn't be balancing around low MMR. That's how we get Pig nerfs, skillcheck add-ons and various killer nerfs.

  • I think it's because with McLean's departure, the "godfather" of Blight, they're probably hesitant to touch him too much in case they break something/make him worse. Buffing Adrenaline Vial is fine, because nobody uses it and it's a bad add-on, (unless you're on console) but Blight's widely considered one of the best designed killers in the game. They probably don't want to do another Hillbilly and nerf him/his add-ons into irrelevancy, the community still (rightfully) complains about Billy's nerf.

    Still, Alchemist's Ring is too strong to not have some downside. I think it should deplete all Rush tokens if you miss a swing, and increase the time taken for Rush tokens to recharge by 2 seconds or so. It'd actually have counterplay that way.

  • @Pulsar said:

    "Jonah"

    I think you meant to say war criminal ;)

    How so? He had no idea that the messages he decoded would lead to the village being bombed, nor did he even know the CIA would bomb the village. He also immediately went in afterwards to redistribute supplies from the rebels to the village, and clearly did not intend for any of that to happen. Wracked with guilt over it, too.

  • The thing about Nemesis is that he's actually very strong if the survivors are playing "fair". When I say "fair", I mean no excessive "genrushing" (mass splitting up on gens and hyper efficiency), looping instead of holding W, etc. Because then he's under less of a time crunch, and that third health state is more of a chase extender than a game loser. His power also rewards switching targets due to how Mutation buildup works.

    However, when the survivors are intent on getting out in 4 minutes, Nemesis is dramatically weakened. He can do nothing against holding W, and in fact gives survivors 2 speed bursts per chase where they can just hold W, and 3 hits to down instead of 2 adds up very quickly with fast teams. Nemesis also has decent tracking, but less map pressure than his Zombies should be doing because of their tendency to ignore survivors and get stuck on everything. Also, unlike PH, he sucks at camping, slugging and tunneling because of Mutation and Vaccines being a thing.

    He's meant to be a killer that gets stronger as the trial goes on, but the problem is that against experienced teams the trial rarely goes on long enough for him to truly be a threat. For Nemesis to be a serious threat, he needs to be in T2/T3 and 2 or more vaccines need to be gone. At that point, however, in these matches there's likely only 1 or 2 gens left.

  • @JoaoVanBlizzard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694391#Comment_2694391

    I'd like to thank you and everyone who wrote their opinions, it seems like all of us together (even if indirectly) got a buff for perk and it looks like it's going to get more usable now, even though it wasn't my idea, at least they got interested and tinkering with the perk and at least now the deathslinger has a usable perk =)

    I'm surprised they made it activate on every hook, honestly! Definitely not complaining, but it makes no sense how a weak effect like GoP is restricted by Scourge Hooks but new DMS isn't.

    Oh, well. New, probably viable gen slowdown perk, so soon after Pain Resonance! It's like a delayed Christmas. I'm sure there's not going to be any issues with Artist and Freddy using this perk :)

  • That add-on does work, it's just really bad. The visual indication for window blocking is pretty subtle on the killer's end, 4 metres is a much smaller range than you'd hope, and it only lasts for 5 seconds so you're likely to miss it even when it does trigger.

    I've used that add-on about four times? I don't think I got value out of it even once. Hell, it rarely even activated close to the survivor most of those games, and I was actively trying to use it in chase.

  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724790#Comment_2724790

    I disagree. The small hitbox allows him to make some shots huntress couldn't dream of, and he doesn't have to break the flow of chase in order to reload. And while Deep Wound may not be lethal, its time wasting potential shouldnt be underestimated. I wouldn't say hes an upgrade or downgrade from huntress, he's more of a side-grade.

    Huntress has five hatchets minimum, though. Rarely do you need to reload mid-chase - good Huntresses manage their hatchets beforehand, reloading after a hook or when at 1 hatchet left and not doing anything at that moment. Deathslinger, meanwhile, has to reload after every single shot, killing his momentum and snowball potential - of which Huntress excels at dramatically. Huntress' damage is also instant upon hit, a guaranteed health state, has a short cooldown regardless of a hit or miss, and can damage/down over pallets and windows. And she has an unlimited range. And her add-ons are vastly better than Deathslinger's four useful add-ons. And she practically has a built-in instadown if she's close up and there aren't any pallets nearby, with the hatchet+M1 combo.

    Huntress' strengths far, far outweigh Deathslinger's. His Deep Wounds are minimally useful given how he can only inflict one at a time, on a slow-moving killer who needs to constantly reload - his ability to reposition survivors with the Reel is largely negated by the speed burst + weapon wipe + reload time after a successful Reel. The small hitbox does give him something of an edge, but due to the Reel mechanic these shots often don't actually do anything besides inflicting Deep Wounds, giving the survivor a speed burst and wasting the Slinger's time/bullet. Plus, Deathslinger has a ton of weaknesses and downsides tacked on to him, which Huntress lacks.

    Huntress' only real downsides to all her incredible strengths are her lullaby, and the need to reload once every couple chases or so. Deathslinger, for a much weaker/less versatile power, has a huge range of downsides. Huge inefficiency, 32m TR with 4.4m/s, inability to guarantee hits from shots thanks to the reel mechanic, a short but lengthy enough ADS combined with the spear's tiny hitbox for attentive survivors to dodge mid-long range shots on reaction, constant reloads and cooldowns, inability to snowball, limited range, limited ADS sensitivity, an audio cue while being aimed at, a single shot and much less forgiveness on that shot compared to Huntress, etc. He's in a sorry state and needs attention.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723547#Comment_2723547

    Thats a change to M&A thats incredibly specific to deathslinger. I would prefer changes only to deathslinger to fix him.

    Also your argument doesn't really mean much because you are saying with M&A his firing range will be the exact range of his terror radius, that means he still has the problem of being able to hit survivors before they can react since the very moment they hear his TR, they are within range to be speared. Thats the exact situation they were hoping to avoid with the change to begin with.

    I think Deathslinger would thrive if BHVR decided in what archetype they want to put him. Either a full movespeed ranged killer like Plague or Artist, or they drop his TR back down to 24m and give him a lullaby like Huntress or Trickster. This inbetween gives him the disadvantages of both, and the advantages of neither.

    I can't say I agree with that second part. If Deathslinger is getting a shot the moment he enters the 18 meter range of a survivor, that means he's either had line of sight on that survivor for an extended amount of time - in which case, the survivor also has had line of sight and has no excuse to be caught off guard - or Deathslinger's got aura reading/some kind of guaranteed knowledge that a survivor is in that EXACT SPOT. Deathslingers aren't machines that know exactly what pixel to aim at for a survivor they didn't know was there the moment they enter the max range; most of the "stealth shots" from pre-nerf happened at 15m or so, for the Slinger to adjust their aim/reaction time, which with this Monitor change would now have room for the survivor to react. Plus, the ADS nerf means there's even more of a window for the survivor to wiggle to dodge even slightly, which makes the tiny hitbox of the spear miss. There's also the fact that a shot from 18m has a good chance of breaking due to terrain.

    I don't agree with making him 4.6m/s because then he'd be too oppressive (and frankly a little boring) in a chase. He'd just be PH again because zoning for a free hit at 4.6m/s would be much easier than challenging yourself to land a shot - which to some extent is currently a thing, but making him 4.6m/s would make this even worse. The lullaby also removes his ability to be stealthy, and I think stealth should be a major part of Deathslinger. It gives him a niche over Huntress, who otherwise is just better than him in every way.

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723547#Comment_2723547

    We shouldn't nerf a perk just to compensate for one killer, that makes zero sense. Just give him a lullaby, I don't understand why 2 of the long range projectile killers have one but Deathslinger doesn't. You could make Slinger's terror radius whatever you want, but no projectile killer should have stealth ability. You never see Huntress or Trickster using stealth builds because they don't work, but I still see (when they appear) Slinger's using them and doing well as a result.

    Well, that's exactly what they did with Stridor.

    Deathslinger should have some degree of stealth because his shot isn't a guaranteed down like Huntress, he only gets one limited range tiny hitbox shot per reload, and he has no snowball ability and cannot hit over pallets like Huntress and Trickster. He also takes a million years to do anything compared to how efficient Huntress is. Now that his ADS has been nerfed, Deathslinger has absolutely nothing going for him over Huntress besides the joke that is Deep Wounds. Stealth is a good compromise.

  • Honestly, they should reduce his TR to 24m and then just change Monitor to be a 25% terror radius decrease/increase rather than an 8 metre one. That way, using Monitor on a Slinger with a 24m TR would only create an 18m TR, which is the maximum range of his shot and prevents you from being shot outside of the TR.

  • Unpopular opinion, but I'd say Tuned Carburetor.

    Lopro Chains are heavily, heavily overrated. You're only liable to get one use of them a round before the survivors catch on, and from then on they'll just predrop while out of sight. There's also a minor delay before piercing through the pallet, which coupled with Billy's low turn rate and the survivor being able to move means there's a good chance you'll get sidestepped. It also removes one of Billy's main strengths, if used - his instadown. Still, at least it doesn't hurt you.

    Spiked Boots are... alright, but not fantastic. Increased turn rate isn't a huge deal unless you're using Dad's Boots with it, in which case it can actually be pretty strong. There's also always the risk of colliding with the garbage hitboxes of many reworked map objects. (looking at you, Macmillian trees)

    Tuned Carburetor is a transformative addon. Combined with Doom Engravings, it's actually surprisingly strong, but 4.4m/s is a heavy price to pay for a powerful chainsaw. But the power of a Carburetor Engravings chainsaw can't be understated. Try it yourself. It's very similar to the Crack Billy of old. I was hesitant at first, and depending on the map/tile it can be a deal-breaker that stops you from getting hits, but it actually makes his chainsaw a threat.

    Pighouse Gloves are a meme. You shouldn't be intentionally overheating to begin with, and the benefits aren't that significant without an entire build dedicated to it. Plus, you're sacrificing your instant down to get value.

  • I think it was an experiment. Twins and Elodie both released with their highest rarity cosmetics being sets, (blood and guts and the onesie) and Binding of Kin's release was close to the introduction of sets. (Silent Hill) BHVR were probably testing if making the new characters' purple outfits be sets would be more profitable or not.

    They love sets for some reason. Not sure why. I only buy sets for licensed characters who have no non-set options, like Pyramid.

  • Remember when they said that with the introduction of MMR, they can balance the game more accurately because of more accurate and precise data?

    And then they nerfed Deathslinger with no compensation, nerfed Pinhead, and buffed Nurse?

  • Statistically, he's actually the strongest killer in the game. Clearly, this is just a skill issue.

    #buffnurse

  • I think part of the balance is meant to be how difficult it is to get to. Eyrie's main building is a nightmare to hook survivors near, as the wiggling has a good chance of knocking you off the narrow upper floors and staircases, and the abundance of breakable walls and random objects certainly doesn't make it any easier. It's also mostly a hook deadzone because of the breakable walls and the upper floor hook. The basement is also located underneath a staircase with both doorways into the main building being quite far from it.

    It's like the RPD and Game basements where they are strong, but they're so difficult to hook a survivor within in the first place that this rarely becomes an issue. When have you actually seen a basement play on RPD? It just doesn't happen. You're not realistically hooking somebody in there, and it goes similarly for either main building hook in the Eyrie of Crows.

    Also the map has way too many interconnected pallets and loops in the first place, please don't add more.

  • @PlayTwink said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704768#Comment_2704768

    If he wouldn't be, then BHVR wouldn't even bother to add him to dbd

    SAW. Crypt TV. Hell, you could even make an argument for Stranger Things. Hellraiser is great but saying it's iconic and comparable to most of DBD's normal licenses is just flat-out incorrect. I'm happy it got in, but Pinhead is definitely one of the least iconic licenses we have.

    The main reason it's in the game is BHVR's love for Hellraiser, as Coté has made clear several times. It's always been their dream license.

  • @TripleSteal said:

    Rotten fields is pretty average statistically (lethality across all killers used as benchmark). On the other hand this realm has 2 out of bottom-5 killer maps - thomspon's house and fractured cowshed.

    Where'd you hear that? The last time they released map statistics, Rotten Fields was near the top of survival rates - if not the highest.

  • I've always wanted Jacket from Hotline Miami in, but my concept for his power was mostly just Trickster's power but with bullets instead of blades and a different system instead of Main Event called Deadline, which worked a bit like Pinhead's box but on a much stricter timer and if not completed in time gave him a huge power-up. It's funny how close it ended up being to Trickster in the end. Now that Trickster is a killer I think he's better off as a legendary skin for Trickster, which he would fit the role of perfectly in almost every way.

    dbyn294mibj61.png

    For an actual chapter, I already got what I wanted with Silent Hill. The ones I'd be most excited to see now would be FNaF, Outlast, Little Nightmares, (in a fantasy world) and Candyman, I guess.

    Oh, and Art the Clown from Terrifier. He's got a unique powerset and could be executed very well, I think.

  • @Bwsted said:

    If you're looping a tile with LoS breakers and a hallucination pops up, then yes, it can cause a moment of hesitation.

    Other than that, I don't think so. Although, I remember one Doc using Insidious to try to pose as a hallucination.

    I tried that a couple times. It can work, provided you're standing next to a gen or hooked survivor or something and you're running a Restraint add-on, but Doctor's lack of instadowns/other lethality means the most you'll be getting from it is a single hit.

    It is incredibly funny to imagine their reaction, though.

  • It really should just be a Scourge Hook perk instead of an Obsession perk. Buff the duration to 60 seconds rather than 45 on top of that, and you might have a good perk on your hands.

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