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BaroneMaximus

BaroneMaximus

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BaroneMaximus
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  • @JustCats said:

    It's very hard to say for sure whether you're facing a swf or not, and generally close to impossible in the lobby. That being said, over time you develop a feel for when you're facing a team with a much higher than usual level of coordination.

    Every down has a flashlight fight? There's one survivor who is shadowing you all game baiting chases while the other three play like they know where you are all the time and feel near impossible to find? Gens just absolutely vanish? Healthy survivors constantly appearing at the right time in a chase to bodyblock? Get looped past a locker for a Head-On strike more than once?

    Now, all of these things are possible without swf, and aren't guaranteed to happen with swf. The truth is that even though they say the game is balanced around solo queue, the game is very much stacked against the killer IF the survivors work together, swf or not. As it probably should be - the real challenge for survivors isn't in looping or hitting skill checks on generators, it's in working together as a team with limited information. SWF just makes that so, so much easier.

    This is also why it's hard to "fix" the issue of SWF, because most changes to SWF situations would really hurt groups of just plain good solo survivors who are able to meet that challenge of coordination despite limited information.

    My suggestion has always been to just limit perk slots as you add party members, so that you don't get the information benefit of comms/regular playing partners plus the information benefit of what a full suite of perks provides. I don't personally believe that "punishes" SWF in a real significant way except to limit the information benefit gained by using a 3rd party app. We don't worry about "punishing" people who use wall hacks, and what is sharing information through comms but a pseudo wall-hack?

    Agree with all, always thought the same about the cooperation, and nothing else. That's the real "abuse" they have in this case. It's not about being too good for killers, but it's being able to cooperate perfectly with other survivors that make it unbalanced.. I played a lot of games with solo survivors who were gods mate and we didnt need to talk at all, they were good and i just followed and we all escaped or max 1 were sacrificed "for the cause" so yeah... as you say it's very difficult to fix this and i don't know if they will ever put an hand on it

  • @Saitamfed said:

    I had a match against a SWF yesterday, geez it was like I couldn't make a single mistake. I end the match with a 3K but I didn't enjoy at all. Those 4 were really a sweaty SWF. Thankfully they didn't know how to loop properly nor they had meta perks but when they learn how to loop properly or they get DS in they builds...

    I always play against the sweatiest SWF because i always play in afternoon/night and they always play at that moment of the day and trust me... There are no games that i enjoy against them...

  • @Dexn3ko0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1401636#Comment_1401636

    Dude take it easy i was not talking to you i was replying to luvcrafts post.

    Nah i was just meming the sentence "the profile is private" because people who make their profile private are so stupid :\

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/160620/it-should-not-be-possible-to-99-doors

    I am confused, if you want to trigger end game collapse then open a door...

    Unless you are just wording this as a "hold the game hostage" thread but really mean I want more end game pressure... But that is a whole other type of thread. Yes end game collapse is supposed to make sure no one (survivor or killer) can hold the game hostage, its why both sides can trigger it.

    Now as for the doors, I actually like the idea of a regression, I have always suggested that it regress 1 second for every second it's not being worked on after 5 seconds of inactivity. You could even make wake up cooler, and someone who works on a door with this perk negates the regression effect. It would make wake up way more popular.

    I only say that there should be something to fix the gap that goes from last gen to door opened. I understand that both can open doors, but the problem is, one side can decide to 99% the door and just abuse this fact at their advantage. If both sides had the same "weapons" then the killer should have had the chance to regress the door too. And dont talk about remember me plis... because you just need to be the obs and you can still open the door, and no i'm not gonna play rancor or tunnel the obs to avoid this....

  • "It's a team game, if your team sucks, then you all lose."

    I hate team games. But i love them. So i hate myself.

  • @Dexn3ko0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1399731#Comment_1399731

    Since dedicated servers survivors almost always spawn together in the lobby, so you cant conclude they are SWFs because of that.

    If you wanna know if they are a team check their profiles and check if they are in each others friendslist.

    THIS PROFILE IS PRIVATE. You know, they are all pop stars and they need to hide their true identities

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1397426#Comment_1397426

    Maybe you should not have tunneled this one person. 6k points indicates for me that they did not that much, meaning that it is really likely that you just focused on them, while the others were doing Gens.

    But I bet you played perfectly the entire game :)

    It happens that person that was just unhooked walked by in front of me TWICE. The first time i slugged for the ds, the second time i had to hook her and she was second stage because the others were rushing gens... I'm not an idiot, if you make a mistake i capitalize on it :\ The map was the new one so i agree that gettin lost and being confused is normal plus i had no tr and this made things worse. But thanks for passing by and trying to be trashtalking with me, i really appreciate toxic comments like yours :)

  • PLIS MAKE DBD GREAT... EVEN MORE!! :'D

  • @NuclearBurrito said:

    The Deathslingers primary strengths are his low terror radius and quick scoping. If you rebalance him around not having those, then what you are left with is the Huntress.

    He will never be the huntress, unless his shots dmg people directly instead of dragging them in. Anyway the quick scope is too strong and it should be rebalanced, but whatever

  • @Maperson said:

    He Is perfectly fine, 100% skill dependent, plus he Is 105% movement speed killer, i don't think chases should be in survivors favor bcs killer could never catch them, im the first one to say when something Is op, but Deathslinger defenitly isnt.

    its 110% speed like the huntress and the chase is always in survivors favour. the only thing that change is the survivor skill in looping and planning a good chase, something that maybe the 10% of players is able to do perfectly (maybe even less) Even tho you think to be good in chasing is almost always up to the survivor to commit a mistake like falling in a dead zone or making bad reads on what's your move or going too greedy on dropping a pallet or not and all this stuff ( OR LATENCY FOR FREAK SAKE )

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1400107#Comment_1400107

    In what world can you waste every single pallet? Unless no one is doing gens of course...

    Something that in solo Q happens every time? :'D All pallets wasted and no gens done is my every day routine :') Also i keep gettin chased and still gettin the most gens done, i wonder how but it always end up like this xD

  • @Peace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1398280#Comment_1398280

    What, you slugged the guy that was unhooked, right? So how would BT have anything to do with the other survs? And yea its totally clear now, that you just sweat for the 4k every game, if you even wait out a whole minute slugging that poor guy to hook him. You camp, you tunnel and you slug and dont manage to get the kill? Sure, must be the EGCs fault. Ridiculous.

    I'm not the one whos crying for kills here dude. I'm talking about balancement of things and i'm proving that EGC is perfectly balanced for all the kind of gameplay WHILE it's active, but since it's not automatically active the time between the last gen and the door open it's all abused by survs. If you wanna cry for kills you can do it anywhere else but here :) Since from what i got you use the time from last gen to the door open to camp the hooked person and get to slug all for the 4k every game when you are accusing me to want easy 1-2ks :'D nice meme dude

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1399824#Comment_1399824

    This is why I've been playing doc so much lately. Just try hiding in that bush, Claudette. 😃

    Same :'D

  • @luvcraft said:

    https://forum.deadbydaylight.com/en/discussion/comment/1399695#Comment_1399695

    I don't understand your reply; this is not a suggestion for players, this is a suggestion for the devs. I'm not telling players to use moris when they see SWFs (it's actually really easy as a killer to tell when the survivors are SWF: they all appear in the lobby together, and at least one has a flashlight), I'm asking the devs to add a feature that gives the killer a mori in addition to whatever offering they're using if the survivors are SWF, and remove mori offerings from the game. That way, you have a choice as the killer; if the SWF survivors are being jerks and trolling you and basically cheating by using voice chat, you can put down the hammer and mori, but if they're playing fairly you can ignore the mori.

    I read your post and it doesn't seem a bad idea honestly

  • Like i just saw a Very skilled streamer video that plays both sides, but he was showing how broken a SWF is. even tho he downed everyone in like 10 seconds and found them like in really no time, he couldn't stop the gen rush because the game is not balanced for 4 people communicating. The game is balanced for solo Q players, and even tho they believe to be skilled, strong and great they are really the opposite!! And this makes me laugh so much... Also he said that the only way to win this kind of gameplay is by slugging them all and one-hooking them all, but this would make the game unfun and unsportsmanlike plus non-challenging because you force a killer to play lame and if you don't play lame you will end up losing over and over and i 100% agree with that :\

  • @PissedWraithMain said:

    Would love to see all the claudettes I walked by.

    I'm really afraid of seeing that mate... i would literally stop playing because of that...

  • But also i really believe that gettin rid of quick scops could be a thing. Like a little delaying on aiming or a charged shot, something that gives you a bit of counterplay to it....

  • @Waldbeere said:

    Yes, me too and certainly you should be able to switch the cam between all survivors or the killer. That would be really cool 😍.

    Yes EXACTLY! Holy i would laugh so much on my fails :'D but also i could see where survs always disappear to learn how to hide or how to spot them >:)

  • @luvcraft said:

    https://forum.deadbydaylight.com/en/discussion/comment/1399695#Comment_1399695

    I don't understand your reply; this is not a suggestion for players, this is a suggestion for the devs. I'm not telling players to use moris when they see SWFs (it's actually really easy as a killer to tell when the survivors are SWF: they all appear in the lobby together, and at least one has a flashlight), I'm asking the devs to add a feature that gives the killer a mori in addition to whatever offering they're using if the survivors are SWF, and remove mori offerings from the game. That way, you have a choice as the killer; if the SWF survivors are being jerks and trolling you and basically cheating by using voice chat, you can put down the hammer and mori, but if they're playing fairly you can ignore the mori.

    Sorry i had no time to read all and i just read the title and i guessed it was a suggestion to me, i'll take time later and properly reply :)

  • @Calchexxiss said:

    This is a terrible idea, mate. I'm sorry to say that so bluntly but it is. Deathslinger is not a good Killer. That's not against SWF's either. I play almost exclusive solo and he's just a bad Huntress. Literally you beat him by dropping a pallet early. Don't go for stuns. Just play ultra safe, drop pallets, loop til he breaks it, then run.

    He's a 110% Killer, every pallet he breaks gives you massive distance. His low terror radius is probably his ONLY saving grace because his power is frankly garbage. It's a ranged version of Legion's Feral Slash that gives no additional information and you have to reel in your prey every single time you hit them which is a massive waste of time.

    If you really think Deathslinger needs a nerf, you probably just need more practice against him.

    I agree with you with DS being a very weak killer and i agree with you with making some more practice. But i still believe that something is wrong in him, dunno why

  • There is no UI who tells you that they are SWF. they can all hide their profile and you can just end up in a game that is too frustrating for survs and i don't want that since i play for challenge and there is no challenge with mori or noed for me. But i understand your POV and i really appreciate your answer, thank you mate :)

  • @Koukdw said:

    Slugging for hatch and 99 the door is exactly the same. You prolongue the game to make the outcome in your favour.

    In the case of survivor it's to have all the time you want to save a teammate. For the killer it's to guarantee a 4k.

    I'm actually r1 in both survivor and killer. But i've been r1 killer since pretty much forever and i've been playing survivor a bit more this year, still play killer tho. If your problem is pip ask for a better emblem system don't make 99 impossible.

    Like the problem is actually the attitude of looking for flaws in the rules that could be just made balanced at base that makes me wonder if you are playing this game to have fun, a challenge or just to win. Because i'm here to have a challenge and if won or done well to be rewarded for it. There is no reward on being gen rushed, reaching the last phase of the game that should be EGC and instead being prolonged just because it doesn't start on its own. Also, just because one side has a flaw, it doesn't make the other side "fair" if that finds a flaw too :\ both flaws should be fixed instead of just watched as "we both have out flaws lets keep up this way"

  • @m0rtalk0mbat said:

    https://forum.deadbydaylight.com/en/discussion/166598/deathslinger-too-good-for-solo-q-players

    Once you master the ability to quick shoot while in a chase, as in just snap onto someone and fire, hes pretty strong, but still sucks against SWF because of how long it takes to actually down people with him.

    I dont see how you could nerf him in any way and have him still remain playable. Hes actually worse than huntress honestly and she gets 5+ hits in quick succession. Most his addons suck and its clear that DBD devs are not intent on making good addons for new killers anymore.

    Id say about 2/3 of his addons need buffs, the purples but especially his ultra-rares.

    You are right about the SWF, this is why i clearly meantioned "Solo q ds too good" in the title. I agree with you that is very difficult to fix him because anything you would do to him it could actually break it in a good or bad way... But some people here said a few things and i agree with some of this points like 32 meters tr could be a thing since paired with m&a would only be 24 and it's still playble around it or the audio/video cue to see when someone has actually been speared and the cooldown on the shoot. Those seem to be pretty decent tweaks for him. i don't know much about the addons he has, i only use the 2 basic ones of him the guard keys and the tin oil for both cd of missed attacks and reloading speed, those seem to be the best for him at this point. The other ones are pretty meme to me, like the ones for people who breaks from your reels and stuff like that... are very situational and perk dependent addons... so i don't know...

  • @anarchy753 said:

    The part I loathe about him, even in SWF, is that there's no indication as to whether he landed a hit or not. There's no global scream when the harpoon lands, no icon on the hud for a harpooned ally, just the same gunshot as a miss.

    It makes it really annoying to make informed decisions when you have a 10 second window where you're not sure if someone's basically down already or still in a chase.

    it could be a thing to add some audio or visual cue to help understand when a spear shot actually hit

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1398533#Comment_1398533

    youre not the one reading comments sir. I said dont drop pallets right away. You didnt even read my argument lol and theres plenty of communication. Though perks especially. In solo you can also run windows of opportunity if youre that weak of a survivor. the build i run in solo is spine chill, dead hard, kindred, and iron will. Perfectly tuned for solo play. Now if you lose with this build to deathslinger youre simply not a skilled enough survivor or the killer outplayed you. It would have nothing to do with being OP at that point because its impossible for him to sneak up on you with spine chill. and youll have a 12 meter head start before you even hear his terror radius. Pro streamer hahahahaha since when can you be a pro at a game with heavy RNG? Theres simply no such thing. this is a casual party game

    sure

  • @Ash_Williams said:

    Just get the killer to break a pallet, it resets their bloodlust. It is fair now because the survivors get a speed boost when the killer hits them, and their bloodlust resets, allowing survivors to GTFO really fast while the killer has to wait for bloodlust again.

    You could also just escape the chase, that resets it too. This game isnt JUST for survivors you know.

    Escape the chase partially resets it if you get in chase back, plus i'm talking about those loops that are completely open where you have nowhere to run or hide and the killer just brute force it and he won't break the pallet if he's not an idiot. It's not like i have a command to make the killer break the pallet you know.... and the sprint given from hits it's completely different from what i'm talking about xD

  • @Koukdw said:

    You slug to avoid the hatch, we 99 to avoid the egc. Seems fair to me.

    If you want the egc you go to the gate you open it.

    There's literally 0 hostage situation. You just don't want to do it because that would allow survivor to save their teammate. You are probably camping too.

    Like, i don't slug by choice, the hatch mechanic is made this way :\ we slug cause we know that survs hatch camp, it's a consequence to survivors actions and hatch mechanics AND emblem system that punish you for not 4king... xD Also 99ing doors and slugging for hatch re completely different, since the killer is forced for the previo reasons to do that, you are not forced to do that at all, you are just choosing to stay inside because you want to save the other once. Killers has no such a choice, is slugging for the 4k or black pip.

    I'm pretty sure you are surv main from what you say, and as previously said tons of times, nobody feels hostage. It's just a flaw in this mechanic and it should be fixed as previo said

    Also the emblem system punish doors opened too for killer, so sorry if i care about my pips :) And not like theres much to do after you did all the gens and theres just one person hooked as killer you know :'D have no flowers to pick up unfortunately

  • Glad you don't remember me xD We can start over with our relationship <3 I have no problems with childish stuff, i just played a perfect game, but lost because they were swf and the post game chat just makes me laugh because they think they did achieve anything good when they are just actually abusing an unbalancement in the game

  • @Boosted_Dwight said:

    This system has been broken for so long I basically accepted it by now. Doesn't make me any less annoyed though.

    The devs are working on a new system that we should be seeing soon™.

    https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes

    ^Read about it here ^

    Like i'm pretty impressed they are happy to achieve 150 ping or less with dedicated servers xDD Like i would be happy with 100 and under but 150?? It means lag to me ma dudes... Also "rank doesn't correlate skilL" for survs Yeah, since there are like 2 and a half emblems that are gifted from team actions.. and bad red rank killers are rare ones plus they are all a consequence of the bad red rank survivors carried by the bad emblem system... The hidden mmr always existed in many games, i'm kind of impressed they didn't just implement it directly at start :\ overall sounds like a good thing, but any idea when it will be done?

  • image.png

    Hello darkness my old friend... xD

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1397472#Comment_1397472

    idk man, i picked apart your argument and all you can say is that i didnt read your post? Once you get better at survivor then you might understand where im coming from. But heres one more thing to nail your argument in a coffin. Ill tell you how to hard counter him. Drop pallets early... ez. Now dont get early confused with as soon as you get to the pallet. No run the loop and make sure the only time he can nail a shot on you is when youre behind an obstacle. He cant close chases if he hooks you and theres something in the way of you and him. Run looping perks. Since ya know, hes a 4.4 killer with no map pressure whatsoever. The only time a slinger should have map pressure is if he slugs but then at that point the rest of the team should be on gens anyways. I think the problem is more with you and your teams youre getting and not with the killer

    "drop a pallet> ez" as already said previously... and i'm kinda tired of repeating myself... this is a SOLO Q DS we are talking about. IF you keep dropping pallets as soon as he approach you, you are gonna poop deadzones everywhere and since you have NO COMMINUCATION in solo Q, THEN you are gonna end up dead in no time. SO this killer for SOLO Q: IS. TOO. STRONG. Now, you get what i say? or you have to keep saying GET BETTER AT SURVIVOR when i'm rank 1 both sides and i follow EVERY pro streamer of this game?

  • @Peace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1397466#Comment_1397466

    Ok, so 2 went to gates, opened them, they saved the other guy and you tunneled and slugged him, what wasnt the best play because if he had DS, it would have been an easy escape for him.

    So, dbd can be very situational, i dont even want to blame you, you wanted the 2k, made that decision and he didnt have ds. You just didnt manage to hook him in time, just bad luck, it happens.

    I think all of that happened in under 4 minutes, from last gen to this point where all escaped. If you hooked the surv about ~30 seconds after the last gen, they would have already gotten or halfed a gate and after that still 3 minutes to get him off hook and go out.

    The EGC wouldnt had changed anything. The only thing this change would do is to prevent survs to even attempt rescues and well.. give killers easy 1 or 2ks when they misplayed.

    Ye you are right, lets just hit the other ones with borrowed time so they wiill have a free escape :) i slugged him, and pushed the others out. Waited for ds and then picked him up YET EGC was enough to let him escape. If EGC started with the last gen, i may have had another kill cause the time left for him when he escaped was like 10 to 15 seconds. This is game changing EVERY game in some ways

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1397426#Comment_1397426

    All this tells me is that you have a problem with childish jerks, not SWF.

    wait you said you didnt want to talk with me anymore? :( miss mimimi came back for some more? :)

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1395213#Comment_1395213

    I agree. Deathslinger with M&A is ridiculously overpowered. He's basically a stealth killer with range. Plus there's no way to know when to dodge his chain because of quickscoping. I've watched for him to shoot while running and you literally have no time to do anything with someone who quickscopes.

    Exactly

  • @ALostPuppy said:

    I think maybe he should have a 32m terror radius by default. He still wouldn't be fine but it would be slightly less horrendous because you'd at least have a chance to get some distance on him. I also find it pretty funny that a lot of forum killer mains think Deathslinger is bad. A killer that requires some work is automatically bad.

    Agreed, with Monitor would drop to 24 and it would be still fine to me. Good one here

  • @TheEdMaverick said:

    He is very good at loops and getting the first hit but once you understand how to play against him you will be fine, throw pallets and you will gain too much time because he is slow and if he tries to harpoon you, you can go backwards AND, not ONLY, left or right to escape easier.

    Dont run to a window, just like the huntress, if you are able to get hit try something else, like looping an 4.4 killer

    If everybody just drop the pallets like you say, in certain maps you are gonna end up without good palletes in no time. Plus for solo q players the deadzones are unknown. Since this is the most common tip that people gives, deadzones are everywhere and you always end up into one of them when chased. This + the low TR and the long range shot makes him too strong for solo Q

  • @ShadowRain said:

    He’s just another mid tier killer

    Not for solo Q players

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1395367#Comment_1395367

    Oh trust me. I read the entirety of this survivor mains post. Dont agree at all. I actually think slinger is trash and unfun to play as simply based on the fact that most loops render his power almost as useless as legions against even mediocre survivors. you have to hit them at the right spot in the loop to secure a down, if not his power is worse than legions because its a one shot deal. Plus hes a 110 killer that relies on Line of sight to function with a 16 to 18 meter power. This post should be about huntress to be honest. I dont even care about his terror radius, you know who else has a tiny terror radius and is 10 times more threatening in every possible way? Michael. even hag with monitor and abuse bit the slinger? really? this post doesnt need to exist. He needs a buff more than anything if you ask me

    im Killer main, just saying.

    but i play both sides and i can clearly say when a killer is too good and DS is too good for solo Q players. I repeat, i like people like you who only read what it's best for them and skip the rest :) Read the title


  • @gfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394945#Comment_1394945

    It wouldn’t make sense if it’s both. Let me reword this properly, end game collapse should activate when the gates are powered.

    Exit gates powered = last gen done

  • @Peace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394554#Comment_1394554

    Lol, first surv isnt challenging at all, now you say that it is only challening the way YOU play it.

    And i understand, like i already said, you want an easy 1 or 2k for bad plays or a gen rush. After all gens are done there wont be any "comeback" the game is over, quit playing or git gud.

    I kinda see the problem here and it doesnt has anything to do with the game at all. EGC wont be changed anyway what is a good thing.

    SWF, 3 people at the end and opened the door so EGC started.

    One person was on hook and after 30 seconds they cam up to save him. I juked the borrowed with the undetectable and downed the hooked guy, chased the other 2 to the door and pushed them out. The guy crawled near the door and i grabbed him. Brought him as far as possible, but no hooks where near. I dropped him, and when he was near the door i grabbed him again. He escaped.

    Now tell me, the problem is the EGC or people like you who are non-observable of obvious things and try to offend the others instead of giving constructive ideas?

    EGC is fine and you can still play entirely with no problems WHILE it's up, but it MUST start when the last gen is done, or it makes no point at all

  • @JetTheWaffleCat said:

    Slinger is really good killer and he's hella fun to play. I can average about a 3-4 kills if I'm playing at my best potential.

    However he can be extremely frustrating to face. His small terror radius combined with M&A can be really tricky and force survivors to be on constant alert. Probably the least annoying thing about the kit to me.

    The main issue I have with him is how he forces survivors in lose/lose situations.

    For example, run to pallet, get shot. Don't go to the pallet, he can immediately put away the gun and smack you. Run to vault a window, get shot and smacked through window. Run away from window, immediately put away gun and smack. There isn't much a survivor can do in situations like that other than hope that Mr. Slinger misses.

    This is where things get tricky, a lot of times there isn't much time to react to the gun due to the quick scoping. However this is the only efficient way to get hits because survivors will start juking if you're aiming down the sights for a long time with turned down sensitivity for moving your camera.

    If I were to change Deathslinger I would just give a small cooldown for aiming the gun to give a little more counterplay and that's about it.

    I like the cooldown thing :)

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/166598/deathslinger-too-good-for-solo-q-players

    Deathslinger is easily bottom 4. Most overrated killer in existance

    Against prems, yes, but we are talking about solos

  • @BubbaMain64 said:

    M&A Deathslinger is probably one of the most annoying builds to go against. He doesn't really have any sound ques other than breathing to tell you he's nearby, which even by that point he's on your ass. Ghostface has footsteps, Micheal dry heaves and pig has her sheathing sound when crouching or standing up. As someone who plays him consistently and plays against him I can tell you he is a nightmare for solo-que. You cant use windows and you can't make distance against a good Deathslinger. While I think that killers with strong powers are fine as long as they have a high enough skill ceiling, I can't really say Deathslinger fits that criteria to a T. All it really takes is leading your shots and quick-scoping and you're set. And trust me it's really not as hard as it seems. Anybody with just a little bit of FPS experience can pull this off with moderate success. If you want to REALLY become a god Deathslinger do some sniping in Apex Legends. It's a free game that will teach you a lot.

    This is basically what i meant...

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/166598/deathslinger-too-good-for-solo-q-players

    A Deathslinger using M&A should only get that sneaky first hit once.

    After that you need to carefully choose the gens you should work on. Don’t go on any gen that is surrounded by too many LoS blockers preventing you from seeing Deathslinger approaching.

    Don’t take risks when you spot him. Just run.

    This is a problem when you are in solo Q and you cannot cooperate with the others, also, gen pattern is not common to everyone. People just goes onto gens and mash it till they are done, they don't even care about 3 genning or stuff like that so... i do get what you say, but the point is, i really believe he is way too strong for solo survivors and he should receive a rebalancement of some sort

  • image.png

    Just saying.

    First game of the day, didnt even play him THAT much, and those were clearly solo survivors... This killer is way too strong.

    Also at one point, i had 2 hooked and 1 downed and i intentionally left them unhook and heal because otherwise the game would have been over ages b4 :\

    image.png

    In case you were wondering about the emblems

  • @NekoGamerX said:

    99 the door shouldn't be a thing either if the survivor lets go of the door switch thing bar should start going down if they don't open all the way or EGC starts after last gen done.

    which sounds better?

    Both

  • @gfed said:

    I honestly think that end game collapse should be active when the last generator is finished instead of when the gate is opened. That way it can be more effective. Any thoughts on this?

    Agreed

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