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Altarf

Altarf

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  • If this is true, I'm so glad. Like a weight's been lifted off my shoulders haha

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524305#Comment_2524305

    Almost all DS players walk backwards though. So there is almost never a chance to break it

    So they should have nerfed this, rather than his ADS. Because his ADS is his one unique strength.

  • @kyogul said:

    You can chalk this up to the devs not designing him properly to begin with. I do agree the nerfs make him terrible but you're also not looking at it from the perspective of going against it. Unless the Deathslinger is out of range, there's not really counterplay to going against him. You aren't dodging a shot, he simply misses. Meaning if he's good with shots fakes aren't the most effective, even when trying to break LOS (as he can just shoot you when trying to run past a corner).

    It's similar to the Spirit nerfs in a way. Both killers had the design of being strong based on unfairness and balancing them out makes them substantially weak as their strengths relied on imbalance rather than strengths.

    The thing is, though, is that on paper he is designed properly. It's difficult to avoid getting speared, but that's why the reel mechanic exists - using objects around you, you can break his chain and make his spear shot not equate to a down, which is a balanced, deep and fun interaction.

    The problem is that walking backwards while reeling turns this tug-of-war into a guaranteed hit for Slinger in almost every situation, removing this important element of his counterplay. It wasn't the ADS that was a problem, it was the fact that survivors can't move while being reeled in if Deathslinger's walking backwards.

    If this was the thing removed, his chase would actually have a good degree of meaningful counterplay. But only someone who is somewhat experienced with Deathslinger really knows the effect of walking backwards, and as such many people who complain about him (who don't play him) think that this is just how his reel works, and so they complain about what they THINK is the problem, his ADS.

  • @Shroompy said:

    In before it takes him .5 seconds to ADS and every one is freaking out for nothing

    If that happens I will be almost completely fine with these nerfs. But in that case, quickscoping is still a thing, and so the problem they have tried to fix still exists.

  • Because Deathslinger is played more than Pyramid Head. Also, they already nerfed him, and I doubt they want to do so again after their "big post-launch balance update" that they gave him.

  • @Apexgnifrums said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523584#Comment_2523584

    Hitting your target is on you, not the survivors. Survivors try to dodge but ultimately it's on you if you miss.

    Deathslinger's spear moves at the same speed as a fully charged hatchet, has an infinitely smaller hitbox and now he too has to abide by her rules and spend time ADSing and telegraphing his shot. It's not a matter of "just aim better" now. It is a pinprick shot that is heavily telegraphed, has poor sensitivity in ADS, has travel time, and he only gets one attempt at.

  • @MarcoPoloYolo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523709#Comment_2523709

    That's only half the story. Pyramid Head removes the option of a survivor from dropping the pallet by putting his sword into the ground with proper timing then chase them as a 110% killer for some of the loop, and threaten corner shots. He can also shoot a survivor as he's getting stunned if you begin the command before the stun lands. I've had a Yui be furious at me at Cow Loop for pulling that off.

    He can also react to animation locks and aim where they'll land, which is only counterable by Dead Hard.

    But you're forgetting Deathslinger's big strength - he has Deep Wound! Now that I've hit the survivor, I'll drop chase, reload, slowly walk across the map and - oh, they've mended already.

    Healthy changes all around.

  • Boon: Grease Monkey

    While this Boon Totem is active, all generators cannot regress.

  • Nah, Plague is one of those killers that will never be too popular because of how her power is designed. Much like Twins, or Hag, or Pig, or Trapper, she's a macro 1v4 killer who has her power controlled by the survivors. No change outside of a giant rework which she does not need could fix this. Not even to mention her visual and audio design warding people off.

  • If all of these changes are kept, the only worthy compensation I can think of is making him 4.6m/s. His power simply isn't strong enough without quickscoping to warrant 4.4m/s, especially given the limited range and chain break. It'd even fit with his new 32m TR.

  • @indieeden7 said:

    Can we please just wait and see how he is? For all we know he could move at nearly full speed while aiming.

    Judging by how they've buffed movespeeds during power usage in the past, he'll move at 4.0m/s at the absolute highest.

  • @Kebek said:

    Remeber, give feedback and do your best to not allow this change into live servers if it will be as bad as it reads.

    I'm preparing my fingers for all the feedback I'll give on slinger changes.

    They allowed release Trickster into live servers. I don't have much hope for BHVR reverting changes they make.

  • I'm upset that they changed Olibanum Incense and Prayer Tablet Fragment. Both of these were very underrated for their price, especially Incense, letting you charge your purge at more aggressive times in loops.

  • They removed almost every strength he had and didn't change a single meaningful one of his debilitating weaknesses, besides a useless speed increase while ADSing - something that makes your shot much easier to dodge. We've gone full circle, and now he really IS just a weaker, less efficient version of Huntress.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523518#Comment_2523518

    Well, video tape right now is actually a combination of John's Medical File and Shattered Syringe, so maybe they thought it was unnecessary.

    I don't know. The fact they're reworking one of her best add-ons that ISN'T unfair like Tampered Timer makes me worried.

    I hope BHVR haven't snorted too much statistics and gone all in on the Pig Nerf to End All Nerfs.

  • Got to admit, I didn't think they would remove her ambush charge addons. I hope Combat Straps and Shattered Syringe are still things.

  • @lav3 said:

    Compared to new killers getting buff when new chapter starts or later, his changes are really mysterious.

    I mean all those buffs are like sure things and no one would deny those could have been done much earlier.

    I really hope his new addons to be impactful and helpful.

    If I had to guess, it's because Trapper probably has a high pick rate and average kill rate. You know, because he's the "main" killer of the game and so is played at less experienced SBMM brackets, and at the weaker levels the game is sided in the killer's favour so he's winning a lot. Hence, they'll look at his statistics and be like "hmm, trapper seems to be doing fine, no buffs needed."

    I also wouldn't discard the idea that we have a Clown situation where BHVR don't want to buff him too much because they think he has "hidden potential" and could become OP if left unchecked, because a Trapper snowballed a dev's team with NOED.

    BHVR tend to prioritise balancing based mainly on kill/pick statistics without taking anything else into account, so I would not be surprised if this was the reason. It's the same reason that Pig will never be buffed despite being one of the weakest killers, because her kill statistics are inflated from being able to force RBT kills on good survivors with tunneling and certain add-ons, and getting passive RBT kills on bad survivors. I can almost guarantee you if they just outright removed Pig's ambush and crouch, her kill rate probably wouldn't even go down all that much, that's how much the RBTs inflate her statistics.

  • @Bwsted said:

    Or maybe they're bugged. And you could like... make a bug report? Mindblowing, I know.

    No, this is how it's meant to work. If the server detects a grab but the grab is not validated, the server makes the killer swing instead.

    The problem is that by the time the server realises the grab is not validated, the swing doesn't do anything and the survivor is already out of range.

  • @Brokenbones said:

    I wanna make a random prediction:

    One of Oni's ultra-rares will be changed to make it so when he enters blood fury, there is no global sound cue.

    If it also hid the map-wide sound when he starts a Demon Dash, sure. Otherwise not much point.

  • The Room of Death saloon door makes no sense to me. Normally, the room has one window and three breakable walls leading out - so BHVR decide to remove the wall which creates an infinite. Why didn't they just remove the door that leads to the balcony, rather than the current one?

  • If he shoots you and then misses his lunge, you don't have to mend. If he hits you, or the chain breaks, you have to mend.

  • The antidotes just don't feel very impactful for mobility or for chases, though. I enjoy the difficulty in using them correctly but 10% faster movement for 5 seconds just isn't very useful when it consumes a bottle. If the invigorated effect lasted for 7 seconds, I think they'd be used a lot more and would generally be about equal to the tonics in terms of power.

  • Revert Freddy to his on-release power, with the Incapacitated status effect when in the Dream Transition, and revert Hillbilly's "minor tweaks" to have another go at reworking his add-ons. Maybe give Freddy the Dream Projection teleport too, with a cooldown that gets slower with each sleeping survivor, but that's a bit complicated.

    Also, revert the Twins pounce cooldown nerf. Victor is still great at slugging and ironically all it does is incentivise slugging, as it makes downing and picking up a single survivor with Victor take even longer than it did before. People that didn't use the window to kick Victor before still do not use it, and the ones did use it are mostly unaffected by this change. All it does is make an already clunky killer even clunkier to play.

    That's the minimum that I would do. These three deserve better, and unlike changes like "nerf spirit" BHVR are never going to do any of the changes above. That would require admitting they were wrong and that their statistics don't tell the whole story, which is essentially blasphemy.

  • Sir William of the Hills.

    Also Deathslinger, but that's just because they changed the sensitivity settings on console once in the Binding of Kin patch, and once again at a later date, meaning all the muscle memory I'd built up for flick shots and the like became worthless.

  • Difficult to learn, hard to play well even when learned, terrible add-ons, clunky animations, ear-grating sound design, Overheat limiting what you can do with the chainsaw and punishing you for using it creatively, many reworked map tiles being mostly uncurveable, chainsaw largely irrelevant and easily countered in chases with good survivors, and Bubba/Blight/Oni all being better/easier options for killers with instadowns/mobility.

  • @GrimoireWeiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504219#Comment_2504219

    I find The Game to be a rather "balanced" map, although on the wrong way. Yeah, survivors have lots of pallets, but the map has barely any loops so they will have to burn through the resources pretty fast and it's a super easy map for gen control because you usually have 3 or 4 of them 10 seconds apart from each other. Although I don't really like it I would take The Game as killer over Badham, Mother's Dwelling, Haddonfield and Coldwind any day.

    I believe 24 pallets can spawn on The Game at minimum. Nearly all of these pallets are unmindgameable and incredibly safe, and usually connected to one another - even if a survivor literally predropped every pallet, it would still take minutes upon minutes to get rid of all of them, which is time the killer simply doesn't have. If the survivor uses these pallets efficiently then there is no feasible way they will be caught unless they make a severe mistake or the killer has an ability that bypasses pallets. Plus, the gens are split between the two floors, and as such are harder to defend then other maps. Not the hardest to defend, that'd go to RPD, but trickier than most other maps.

    I understand where you're coming from, but Hawkins is the map which is balanced in a bad way. Yes, there's a truckload of pallets and some gens are tricky to patrol, but in exchange most of the pallets are weak and the more unique gens (rift room, isolation room) don't have very many pallets near them. The Game is not balanced because it has more pallets than Hawkins, every pallet is strong and must be kicked to progress, and the entire map is linked into itself like old Ormond. I'm not exaggerating when I say that a team that is actually playing smart is nigh-unbeatable on The Game. All the survivors have to do is eliminate the 3 gen in the centre of the map and it's practically GG.

  • Nah, that right there would be one of the worst perks in the game. Maybe if it also blocked the exit gates for a certain duration once the killer opens the exit gate, but otherwise it's literally incentivising you to do the survivors' final objective for them.

    Honestly, I think the only change NOED really needs is for the Exposed status to appear the moment the last generator is repaired, rather than after a survivor is hit. A bit like Haunted Grounds. This would do wonders for making it less annoying to be hit by, and would allow survivors to start looking for the totem potentially before the killer gets the down and the pressure associated with that. People being chased could also use this info and play safer with pallets and windows, instead of having to guess whether the killer is going to instadown them or not.

  • I'm pretty sure a mod has stated that balance changes can continue to be made to Demo if need be. Just, you know, he's already probably the most balanced killer in the game as it is so he probably won't be receiving any.

  • Would like to see Patrick, but he probably wouldn't be able to have a unique power. Nor would he really fit with the other killers.

    Legendary skin for Trickster at best, I think.

  • Because adding more sensitivity settings would probably break something completely unrelated in the code. I can guarantee you that if they added controller deadzone settings, Hillbilly's chainsaw sprint would move at 4.6m/s or something.

    Also, effort.

  • Surely you could just pick up and start solving the box when Pinhead is carrying a survivor? That way, he's forced to either lose out on a successful hook, or let the Chain Hunt chaining stop. Even with solve duration add-ons, he can't make it to you in time unless you start solving it right next to him, so the best he can do is teleport which automatically solves the box.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2497514#Comment_2497514

    Yeah without optimization the only ones that dont seem affected are slower m1 killers...I remember after the resident evil patch trying to use wraith ot blights speed would cause the game to slow down (in some instances blight would bounce backwards fast and could not be interrupted with another rush🙁)

    God, I know. I still have a clip from the Resident Evil DLC patch where I was playing Blight and kept bouncing backwards until the fatigue happened, where the survivor was literally right in front of me. Very glad that hasn't happened in a while.

  • Trickster was very obviously meant to be a popular money-making killer. He's rated easy, has a familiar power lifted from a killer that statistically is the second most played, (Huntress) and had a whole bunch of marketing and such related to his K-Pop background. Look at the marketing for Trickster compared to Twins. He also gets skins every other patch, and has gotten about four balance updates, each with the intent of making him stronger. He was probably meant to be the next Huntress but paid, like how Blight was the next Billy, except this time they didn't nerf Huntress as well because of the devs being Huntress mains.

    Unfortunately, since Trickster's power concept is intrinsically flawed because they tried to pull off old Legion again for whatever reason, he can and will never be strong. BHVR don't seem to realise this. I think somebody at BHVR is probably scratching their head, looking at pitiful kill and pick rates for Trickster and wondering what went wrong.

  • The main ones hurt on console that I've noticed are:

    -Hillbilly: Lack of accurate sensitivity means that high-level play with curving and the like is harder, as you cannot mindgame as easily with turns.

    -Huntress: Self-explanatory.

    -Plague: Sensitivity problems means the main method of long range puking (zig zagging with vomit stream) doesn't work, as it'll either not cover enough ground or the vomit stream will be too spread out to count as hitting. General issues with the vomit stream actually hitting at close range.

    -Deathslinger: Lack of accurate sensitivity means shooting through gaps is much, much harder, and general aiming is trickier. Lower sensitivity settings are almost mandatory, but those gimp your ability to counter spins, and also sensitivity settings keep changing every other patch it feels like.

    -Blight: Not only are flicks and most of the techs with him near or outright impossible on a controller, but Blight especially seems to have a problem with general framerate. Seems to chug noticeably more when playing him. This makes the timing needed to attack the moment you collide with the survivor's model much harder to achieve. Also, the look angle during a lethal rush attack is very fast moving, meaning that although you can't curve all that much your attack direction can shift very quickly and whiff survivors next to you.

    -Trickster: Self-explanatory.

    -Cenobite: Possessed chain can't be aimed as accurately, especially when actually controlling the chain itself.

    There are many others like Nurse and Nemesis who are negatively affected, but that's mainly just from the framerate. The ones above are limited in strength due to the controller.

  • @PsychoTron said:

    heavy clutch addon,, ..but yea.. bubba suffers the same issues with those small branches as well

    Yeah, but heavy clutch also reduces the damaging hitbox. It's hard enough to hit curves as it is.

  • Twins should probably be in A tier if Hag is there, considering they have similar skill requirements and ceilings. Also, there are things that you can learn and perform as Legion which I think put him above Myers and Freddy, since those two killers are very up-front and don't have much to them.

    Otherwise, I completely agree.

  • Try switching out Bamboozle with Discordance. The problem with Evil Incarnate is the mid game where you're about 50-70% full on stalk but you can't find anyone. Discordance helped me for that.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2492036#Comment_2492036

    It isn't Legendary, Nemesis is one of the killers who wouldn't make sense with any Legendary skins, as his power is exclusive to him in the Resident Evil series. It would make no sense for Mr X to have a tentacle ability as his only means of attack was punching.

    To be fair, the Look-See's powers are completely unrelated to The Doctor's powers, so the power not being an exact fit isn't an automatic disqualification. Plus, Nemesis' animations, zombies and general size fit with Mr. X much more than they would for any other killer. I think people can overlook a tentacle.

  • It's not going to happen, man. I'm sorry. Let him go.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2492487#Comment_2492487

    No, tunneling is what gives you time to counter gens flying. 3 people can do less than 4. Keeping 4 around too long is how you lose. Camping is what is countered by doing gens. There is no counter to tunneling other than to make them waste more time while they do it. Borrowed and DS, namely.

    If you're tunneling a survivor, you're applying little to no map pressure and aren't getting many hooks on the other survivors, if any. Without the killer's interruption, a smart team should crank out 3-4 gens by the time the tunneled survivor is dead - and by that point, the killer has little to no other hooks and has only one generator left.

    Tunneling and camping are good ways to get 2Ks, but not to win the match, unless the other survivors refuse to do gens.

  • @botrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2492437#Comment_2492437

    For tunneling and camping its the best strat for killer but missing a skill should never happen

    Best strat? Maybe if the other 3 players don't know what a generator is, but much like missing a skillcheck, proper camping and tunneling becomes less common the higher in rank you go. It's pretty simple to counter provided you actually take advantage of the time wasted by the killer and do gens.

  • I hate to say it, but your MMR might not be that high if people are missing skill checks and killers are consistently camping and tunneling.

  • I haven't seen Phantasm, but Dr. West could work very well as a survivor, I think. Don't think you could do a unique killer, though.

  • Give me Lee Everett and I will never play another survivor again.

  • The box is mostly fine I think, he just needs changes to his possessed chains. I'm partial to making 4 chains attach to a survivor upon hit instead of 3, because it'll maintain the environmental breakage counterplay without needlessly buffing Chain Hunt.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2492031#Comment_2492031

    IIRC that skin for nemmy is rumored to be legendary which means it will be an entirely different character like Mr X

    I doubt it because in that same leak, Cheryl's outfit was claimed to be a Legendary set explicitly. If leakers are capable of identifying what is Legendary and what isn't, the fact that Nemesis didn't have that next to his skin release date is pretty telling.

    It'll probably be a BHVR original, is my guess. Blighted or otherwise.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2492041#Comment_2492041

    I just really cant come up with a good idea of what they would do for him. Like maybe have a bunch of chains covering him with blight stuff oozing out or have him look like a block of swiss cheese with bullet holes.

    I've always thought you could do something interesting with Slinger's blighted skin by making him not actually blighted.

    Like, he's a bounty hunter, so perhaps he's working for Talbot to actually catch all the killers he needs for his experiments? Give him a blight-stained trenchcoat, goggles and a bandana, maybe some small Blight mutation and he's all set.

  • Trickster is getting one for sure, and they should probably give Oni one considering he's missed out 2 times to my knowledge. Twins probably won't get one because nobody plays them, and it'd probably be difficult to make with Victor not being blighted.

    My end guess is Trickster, Oni and Nemesis. Nemesis one is just a hunch, but he's getting a skin at around Halloween time anyway.

  • Well, Legion actually is very popular and has a decent kill rate, according to the most recent statistics we've been allowed to see.

    Therefore, they must need no changes!

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