BenOfMilam
BenOfMilam
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@jesterkind said:
No option for truly representing my opinion so I picked the closest and decided to comment- the MMR system was a good idea and has a perfectly serviceable base, it just needs a few slight tweaks and some balance changes to the rest of the game, and it'll be infinitely better than the mess of the old system.
If MMR as a system actually worked I think it would be fine, so I agree. However, it simply doesn't work properly in it's current state imho. The big change I think that needs to happen is that MMR needs to increase and decrease more slowly. If I lose one game, I shouldn't be playing against newbies. If I win one game, I shouldn't be playing against wannabe comp teams
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2683967#Comment_2683967
High mmr is not fun because game is not balanced. killer camp and tunnel because game is unbalanced.
Balancing the game would solve a lot of high mmr fun problems
I think you're right, the actual problem lies with the game design itself: the most effective strategies to get escapes or kills are also the least fun strategies to play with or against.
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@landromat said:
Just nerf high mmr survivors and it's fine
The problem is that the game isn't fun in either role anymore. Get face camped and tunneled as a survivor, get outplayed and genrushed as killer, or have a baby killer that gives up and DCs in one minute, or have baby survivors run at you in a straight line and die. SBMM is a complete disaster and simply doesn't work at all.
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@Clevite said:
Doesn't matter, it won't be
You're honestly right, I'm just holding out hope.
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I used to like coffee, but now it makes my stomach hurt 😕
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Even just giving killers a point and a wave like survivors have would be fun. So I could wave at survivors when I see them and point at them from across a pallet after they point at me lol
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It's a strong perk for survivors who aren't particularly good at looping (e.g. me). It's strongest in a survive with friends group when used by the weak link of the team: you can hold W without needing much skill so you can buy more time for your teammates on gens.
But other than that, it's an exhaustion perk that is only functional when you are healthy. So if you don't have some kind of self-healing perk or item, it's much worse than other exhaustion perks since you can't use it as much.
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Hatch sort of has the problem of encouraging highly selfish behavior from survivors. "If I let all my teammates die, I can escape through hatch and win!" I can't count how many games I've played as killer where one survivor just waits for everyone to die and then goes looking for hatch (or worse, they farm their teammates off hook without BT so they die quicker).
It also has the problem of encouraging killers to slug for the 4k. "If I hook this survivor, the last one can find the hatch and I won't get a 4k!" I can't tell you how boring it is for you and your friend to take turns getting slugged and revived for 10-15 minutes.
The problem with removing the hatch is that Dead By Daylight does not have an in-game timer to prevent matches from taking 30 minutes to an hour, so the last survivor could just be a locker jockey until the killer DCs. There's no actual reason for a match in DbD to take too much longer than 10-15 minutes, with particularly stalemate heavy matches taking around 20 minutes.
Hatch and EGC are really just band-aids for an easily fixable problem: The game has no time limit.
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My advice? Prepare yourself for the hvh meta this game will turn into if the devs continue to do nothing. If someone is blatantly cheating, alt tab and switch on something that will turn the tide in your favor. I personally don't do this, but I've run into enough hackers to consider it. I don't want the temptation to do it against legitimate players, so I'll continue to just farm or DC if I encounter a hacker.
The devs don't care enough to prevent people from cheating, so you might as well quit or get yourself some insurance for when you find a blatant one.
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That seems to be the normal experience that everyone is getting. MMR increases and decreases by absurdly high amounts, meaning that you will constantly be flip-flopping between high and low MMR.
I love playing DbD, but I'm taking a break until SBMM is reverted or replaced.
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Buffing Wake Up! to open doors twice as fast would make it a pretty helpful perk in the right circumstances. As the perk is now, you're better off bringing Resilience to gain a general purpose speed boost for entire match in addition to slightly faster door speeds, and Aftercare is better for giving your teammates information on what you are doing.
@Mooks said:
Maybe not 100% but definitely more than what it currently does. Also giving it to a nearby mate or at least give that mate the info that you have the perk would be great.
while at it, also bring Pharmacy to a usable level. It’s completely outshined by CoH, inner strength, even self care or just equipping any medkit…
Pharmacy has a useful niche as an item farming perk, imo. Bring Ace in the Hole and you can farm green medkits and medkit items every game.
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I never really care about the result of the match, all that matters to me is if the chases were fun and if I got better as a player. From that mindset, I really don't get tilted unless someone is screaming in my ear in a call or if I get face-camped three games in a row.
I don't get mad at PLAYERS as killer, but I certainly get annoyed at some perks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2575629#Comment_2575629
I understand and you have a legitimate reason, but that will not stop others from purposely disconnecting. It happened not long ago for penalties to be off, it happens again.
Solo survivors will have a really hard time once people realize this.
It's a tough problem, for sure. But to be fair, survivors will just kill themselves on hook if they want to leave the match. Having DC penalties off keeps legitimate players from getting penalties for their game crashing or leaving hacker hostage lobbies.
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This poll isn't about how you feel about BHVR, but about if you're going to continue playing DbD
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It's pretty much always good, same with Brutal Strength
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Please BHVR, all I want in life is to load into a lobby as a 4-man SWF where we are playing as Freddy, Daphne, Velma, and Shaggy
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Honestly bro, just don't play solo queue. Play in a group and you'll have more fun. Solo queue is like hard mode for survivor, and stuff like Clown, Legion, and Myers are hard mode on killer.
Accept that solo queue is a complete memefest shitshow and you'll have fun with it. If want to play to win, try playing in a group. If you solo queue a lot, there's absolutely other people in solo queue that will group up with you.
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Stop complaining and instead just accept this is how the game is and change your mindset.
A survivor teabags you across the pallet? Respond with "uh, ok I guess. I don't really care." Teabagging at the exit gate? "yeah, yeah, just get out of here."
Getting genrushed? Look at what you did wrong. Did you chase a survivor that is obviously better than you for 3 minutes? Did you play too nice and give up chances to camp a survivor that was 5 seconds away from death, or refuse to hook a survivor that tunneled themselves by throwing themselves at you?
Getting flashlight saved? Look at walls, or wait to pick up. Try to improve your game sense. Were there signs of other survivors nearby when you got your down? Run perks like Infectious Fright to make flashlight saves too dangerous to consider.
You can also always dodge lobbies if you see a lobby of four man medkits or four man flashies if you don't want to deal with it. There's no penalty for leaving a lobby before a game starts. Matchmaking time is short enough for killer that you will only be in queue for a few seconds, probably.
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Lethal Pursuer gives me an amazing early game, and then Enduring and Spirit Fury carry me during chases. Top it off with BBQ and I'm running the same build on every killer.
Also I unironically love running Bloodhound, Stridor, and Sloppy Butcher together. Please send help.
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Stop DCing and you won't get locked.
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Playing video games in general is dangerous for ecliptics. It breaks my heart that this hobby could physically harm some people.
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I'm kind of hype to try Video Tape and Jigsaw's Sketch.
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Instead of killers turning Boons into Dulls, killers cleansing a Boon should destroy the totem. It's not like killers need dull totems for anything other than NOED and Thrill of the Hunt.
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I only camp if I have a very good reason to believe there's a survivor close to the hook that's waiting for me to leave. I don't think I'll be proxy camping and letting gens fly because I see no one on BBQ (because generally speaking, you're going to see no one on BBQ anyway).
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I hope that killers cleansing boons destroys the totem, instead of converting it to a dull totem. It's not like killers need dull totems for anything other than Thrill of the Hunt and NOED, which both pretty bad.
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@Zarathos said:
Push the ads feature more. A tune plays that gradually crescendos as the slinger is lining up the shot. He can fire at the nerf ads speed earlier but if he lets the meter build up and fires the harpoon upon hitting the survivor is exposed. This allows for a much faster to down capabilities but puts the survivor in a position where they need to avoid the oncoming shot but gives them much more time to react. Slinger needs to focus on generating more snowball potential. Leaning into instadown territory is both thematic and terrifying.
This would require someway for slinger to build up the meter without just holding the gun up all the time so I suggest that as long as the killer is facing a survivor within his shoot range the meter will only then build up. Ye haw!
(I am dumb and accidentally delete my comments a lot)
The ADS warning sound actually already existed since Slinger's launch, just no one knew about it since everyone quickscopes with him. It's a high pitched ringing that only plays when he's ADS'ing, looking at you, and you're in range. It gets louder the closer you are to being in his iron sights.
I really like the idea of Slinger "charging up" his shot. The longer he ADS's, the more range he gets. Like a reverse Huntress: he starts with max projectile speed, but has to charge up his range.
It would be cool if he got an instadown after reeling in from max range, or if he could damage without reeling in with a headshot.
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@Zarathos said:
Push the ads feature more. A tune plays that gradually crescendos as the slinger is lining up the shot. He can fire at the nerf ads speed earlier but if he lets the meter build up and fires the harpoon upon hitting the survivor is exposed. This allows for a much faster to down capabilities but puts the survivor in a position where they need to avoid the oncoming shot but gives them much more time to react. Slinger needs to focus on generating more snowball potential. Leaning into instadown territory is both thematic and terrifying.
This would require someway for slinger to build up the meter without just holding the gun up all the time so I suggest that as long as the killer is facing a survivor within his shoot range the meter will only then build up. Ye haw!
(I am dumb and accidentally delete my comments a lot)
The ADS warning sound actually already existed since Slinger's launch, just no one knew about it since everyone quickscopes with him. It's a high pitched ringing that only plays when he's ADS'ing, looking at you, and you're in range. It gets louder the closer you are to being in his iron sights.
I really like the idea of Slinger "charging up" his shot. The longer he ADS's, the more range he gets. Like a reverse Huntress: he starts with max projectile speed, but has to charge up his range. Any kind of second mechanic to replace his missing stealth potential
It would be cool if he got an instadown after reeling in from max range, or if he could damage without reeling in with a headshot.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2529938#Comment_2529938
Because if they had Monitor and abuse you could get shot with no warning. Other ranged killers like huntress and trickster have huge lullabys
Huntress can cross-map people from WAY outside her lullaby radius, and your warning is really just the fully charged global axe gleam sound effect and the axe twirling sound effect. The global axe gleam could mean she's cross-mapping you, cross-mapping someone else, or she's chasing someone, so it's not a very reliable way to know that you need to move.
And I'm not sure if I've ever even heard of someone dodging a cross-map hatchet on reaction to the twirling sound, but I'm open to the possibility.
All she has to do is throw her hatchet at a gen or your BBQ aura and hope there's no obstacles. Once I started practicing cross-maps as Huntress, you can do them relatively consistently (perks help).
Slinger on the other hand has to complete a laundry list to shoot you off a gen from outside his TR with M&A.
1.) Requires him to equip M&A, burning a perk slot
2.) Get to your location without being spotted from a distance or getting called out on coms
3.) Get within exactly 17m-18m of you. (at 16m, you are in his TR. At 18.1m, he can no longer shoot you)
4.) Actually land the shot before you see him (if you are moving and not on a gen, this can be tricky since you could walk out of range before the harpoon reaches you)
He needs to also be in a perfectly straight line to gen, with no obstacles in the way. Meaning that you can see him before he takes the shot, regardless of being in his TR.
I get that it's annoying to get jump scared, but it's not like he can do it for free or that it takes no effort. Lots of killers can make you unexpectedly take damage or damage you without being close, without nowhere near as much precision or skill required as stealthing as Slinger (Myers, silent bell Wraith, a sneaky Trapper trap, Ghost Face, Hag's Rusted Shackles, and assorted killers with assorted stealth perks). With decreased stealth abilities, he goes from being a 2 trick pony into being a 1 trick pony.
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@[Deleted User] said:
I'm glad about his terror radius change, it felt unfair before. Concerning his other changes, idk.
Really? How did it feel unfair? Genuine question.
I do agree that getting hit from stealth is extremely annoying. My least favorite thing in DbD is getting downed by a 99'd Myers with M&A or some other stealth perk, but Slinger can at most get one hit from stealth (unless he has StBfL, in which case he can potentially get two)
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2529631#Comment_2529631
Right, because wiggling and dodging won’t ever cause Slinger to miss. It’s obvious you don’t play killer.
I have around 400 hours on Slinger. You just ADS and wait until the survivor spins back into your sights, or you lead a little bit so they walk into it. The only way you miss at short range as Slinger is getting over eager and firing early instead of waiting around 250ms to 500ms to guarantee your hit.
The truth is, survivors don't dodge Slinger at close range, Slinger just misses. Missing because of a juking survivor at less than 10m means the Slinger just isn't very good, not that the survivor is so good that they can dodge or juke bullets.
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It's fun and shakes things up. There doesn't really need to be a better reason than that.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2529807#Comment_2529807
How about we lean into red dead and slinger can challenge survivors to a game of five finger fillet? :P
*Clown liked that*
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2529778#Comment_2529778
That would be cool, I don't think they had laser sights in cowboy times though? Not that my US history is amazing 😂 maybe something more for some cyborg sniper killer which I'd probably love regardless of how obnoxious their gameplay was.
Cyborg sniper reminds me of Predator's cloaking and plasma casting lol. Alien vs Predator chapter coming when? Getting Alien and Predator as killers, and Sigourney Weaver and Arnold Schwarzenegger as survivors would be hype.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2529778#Comment_2529778
That would be cool, I don't think they had laser sights in cowboy times though? Not that my US history is amazing 😂 maybe something more for some cyborg sniper killer which I'd probably love regardless of how obnoxious their gameplay was.
Not lore accurate, but fun trumps all haha. Maybe something like one of those covered lanterns that shoots out a beam instead of radiating light everywhere.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2529683#Comment_2529683
Slinger was literally my least favourite killer to face even after spirit, hag and twins, but I don't think I'd be opposed to unlimited range if these nerfs go through. I mean it'd be harder to hit across the map than huntress anyway.
https://forum.deadbydaylight.com/en/discussion/comment/2529703#Comment_2529703
Oh stop with the self-pity, I whined about slinger more than any other because he was miserable to face. I'd rather go against spirit or hag and both those killers ######### me up regularly but I eat slingers for breakfast because I genrush outside of chase to get into a better game ASAP and in chase I hold W with objects kept inbetween us. Both counters, both dull as hell. I don't care about escaping I don't want to be able to counter every killer by running around in circles I just want killers I get some input in chase with.
Honestly he currently feels like an extreme version of clown and clown is easy to beat and boring af to verse.
It would be fun if Slinger had a laser sight, so a little red dot pops up wherever he's aiming. Gives the survivor a que to know "ok it's time to juke since there's a red dot on me" or "he's aiming through the window, I should turn around." Like Huntress' grunt and axe gleam sound.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2529683#Comment_2529683
Slinger was literally my least favourite killer to face even after spirit, hag and twins, but I don't think I'd be opposed to unlimited range if these nerfs go through. I mean it'd be harder to hit across the map than huntress anyway.
https://forum.deadbydaylight.com/en/discussion/comment/2529703#Comment_2529703
Oh stop with the self-pity, I whined about slinger more than any other because he was miserable to face. I'd rather go against spirit or hag and both those killers ######### me up regularly but I eat slingers for breakfast because I genrush outside of chase to get into a better game ASAP and in chase I hold W with objects kept inbetween us. Both counters, both dull as hell. I don't care about escaping I don't want to be able to counter every killer by running around in circles I just want killers I get some input in chase with.
Honestly he currently feels like an extreme version of clown and clown is easy to beat and boring af to verse.
I think it would be fun if Slinger had a laser sight, so you see a red dot pop up on your survivor if he's aiming at you. There's supposed to be an audio que that plays when he's aiming at you, but it's either too quiet or just doesn't have time to play.
So even if you aren't looking at Slinger, you get information that tells you "it's time to try and juke him" or "he's aiming at the spot in front of me"
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@Impose said:
He's bottom 3 in the game with those changes and its not even debatable. His one of two main strengths was being pseudo stealth. he's lost that. he lost his quick scoping, his other main strength.
Losing to deathslinger is going to be an embarrassment as a survivor, same as losing to legion right now is.
He went from High B/Low A to Low B with this patch. Not really the end of the world.
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@adirgeforthedead said:
https://forum.deadbydaylight.com/en/discussion/comment/2529619#Comment_2529619
I agree with most of what you presented in your initial post. I respectfully disagree with your statement in this last comment. I don't think Slinger was oppressive in a meaningful that made him A or S tier or incapable of being counter-able in most instances. If anything, I don't think most people knew how to counter him because nobody ever played him.
The increased Terror Radius is what's killing him the most out of all the changes. In that, we both agree, he was reliant and interesting as a stealth ranged Killer and offered an unique playability which differed greatly from Huntress and Trickster. Without it, he is essentially a worst Huntress in the whole extension of it. Limited projectiles, limited range, basically no pressure... and, now, he is completely dependant on perks and add-ons to remotely hold his ground in matches.
Did he need changes? Definitely. The ADS setting should be decreased than the current state of the PTB and I have no issue with the cooldown for cancelling it as long as he retains the the decreased penalty on his movement. I think the latter was a healthy change which removed the constant guessing on whether he was going to shoot or not.
In his current state in the PTB, it is painful to play as him and it is painful to watch others play as him. Only Deathslingers that have been able to get Kills on my end are the ones running Iridescent Coin with recharge add-ons. But if you need to play with add-ons to get Kills then the Killer has issues as a mechanic.
I'm too dumb to do the tiny quote that you did.
"I respectfully disagree with your statement in this last comment. I don't think Slinger was oppressive in a meaningful that made him A or S tier or incapable of being counter-able in most instances."
I agree, not oppressive in a "Slinger is an easy win and S tier" sense, but oppressive in a "as a Survivor, I can make very few meaningful decisions to avoid getting shot" sense. In chase, it did not matter how good the survivor was. If Slinger could see you, you were going to get shot. His counterplay was mostly the standard pre-drop pallets and hold W kind of thing, but many times Slinger could nullify even your ability to pre drop pallets by shooting you before you got to them.
He's very reliant on snowballing to win, as he can't do the chokehold style gameplay of a faster killer. If you prevent the snowball by breaking LoS or dropping pallets early, you could help your team win by a lot. Even then, his snowballing is pretty weak due to his poor mobility and poor time efficiency.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2529612#Comment_2529612
That is true. I started properly with huntress recently and got my first long range hit the other day, even from a distance I could see it barely grazed the survivor so I think the exact precision required from slinger would get on my nerves. One of the few times I have played him I did manage to shoot someone through some ridiculously small gap which was pretty satisfying.
How far would you extend his range?
Just 2m longer, for comfort and QoL. Missing a shot at 18.1m feels really bad, but at 20m survivors could theoretically juke your shot on reaction VERY consistently so it doesn't make him much stronger. They can start juking on reaction if they are around 15m-16m anyway.
400ms ADS time + 500ms firing delay + 375ms travel time (40m/s travel time at 15m) = 1275ms time to react.
1275ms - 250ms (average human reaction time) = 1025ms window of potential reaction.
Survivors move at 4m/s, so a survivor 15m away can, on reaction, move 4 meters after seeing a Slinger raise his gun to ADS. Enough to dodge if Slinger is quickscoping and not hardscoping.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2529619#Comment_2529619
How dare a killer be able to kill survivors by getting good at the game.
Oh, no. That's not the problem. In a balanced game, a skilled player should be able to consistently beat a less skilled player. The problem is that a skilled survivor cannot win a chase against a less skilled Slinger, unless the Slinger is just mind-bogglingly unskilled with him.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2529598#Comment_2529598
I still say without a lullaby undetectable/oblivious perks will be good on him. People underestimate them and mostly stuck to M&A because it was all he really needed, something like plaything could be nasty on him though (assuming every totem doesn't start getting blessed, idk how popular those boon perks will end up)
I was thinking Trail of Torment instead of M&A. Hysteria with Sloppy is tempting as well, since Sloppy is a good Slinger perk.
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@berrooz said:
This is reminding me a lot of billy. Just gutted slinger for no good reason tbh.
Slinger was pretty oppressive. It literally didn't matter how good the survivor was, as long as you were a good Slinger. Like with Nurse and Spirit, the most many survivors can do is just pray that the killer is bad.
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@Aneurysm said:
Firstly, well done for being rational about it and not just screaming about how slinger has been murdered because of evil survivors like some slinger mains have been carrying on.
I think the semi-stealth aspect was also pretty frustrating although not as much as ADS spam. Stealth + range being the annoying part. I would've probably given him some lullaby equivalent like huntress or trickster, although this way does mean he can use undetectable/oblivious perks in the way they can't.
So I would probably keep all the current nerfs, maybe add something to make him a better killer in ways other than the chase, not that I have much of an idea how to do that, and probably increase his range. I prefer it when each killer has something the others can't do. So apart from being able to fire one off quicker than huntress which isn't much on its own, he should probably have some secondary ability.
I accidentally deleted my comment, I think. oops.
I liked his niche as a stealthy ranged killer, gave you a reason to pick him instead of Huntress or Trickster.
But I thinks it's weird that a cross-map injure or down as Huntress is fine, and a close-up injure or down from stealth as Slinger is bad. Both have counter play (paying attention), and both have similar levels of pay off. Both are reliant on perks to do consistently, and both hits happen from outside the killer's terror radius. Food for thought.
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@Aneurysm said:
Firstly, well done for being rational about it and not just screaming about how slinger has been murdered because of evil survivors like some slinger mains have been carrying on.
I think the semi-stealth aspect was also pretty frustrating although not as much as ADS spam. Stealth + range being the annoying part. I would've probably given him some lullaby equivalent like huntress or trickster, although this way does mean he can use undetectable/oblivious perks in the way they can't.
So I would probably keep all the current nerfs, maybe add something to make him a better killer in ways other than the chase, not that I have much of an idea how to do that, and probably increase his range. I prefer it when each killer has something the others can't do. So apart from being able to fire one off quicker than huntress which isn't much on its own, he should probably have some secondary ability.
I liked the niche of "stealthy short ranged killer," it's what made him stand out from Huntress and Trickster as a unique killer. That being said, Huntress can damage from outside her lullaby range by sniping you with Lethal Pursuer, BBQ, Bitter Murmur, and any of those gen detection perks (like Surveillance and Discordance).
I just think it's weird that cross-map damage and downs as Huntress is considered fine, but sneaking up and getting a shot as Slinger is not. Both have little warning (hard to tell if Huntress is chucking a cross-map hatchet or a close hatchet if you're on a gen), and both can injure and down you. Both have counter play, and neither is a guaranteed hit or down.
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I mostly want Leon and Jill as survivors, and Spencer Estate as a map. Personally, I'd rather see Lisa Trevor or the Garrodor as a killer than Nemesis.
But Slendy would be fun af.
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Nice bait bro
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Like many others have said, OoO is just anti-fun for the killer. If you don't mind playing that way, go ahead and do it. Don't feel bad about it tho, it's only a game so try to have fun.
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@Caleaha said:
As a survivor I've seen this in action. It's why I tend to have self care on because I've come across randos who do not heal. It's worse when they don't do generators. I had a killer twice realise that I was the only one doing generators, healing and unhooking. I didn't realise this until I was onto my 2nd gen and had run from the killer a few times already. He would smack me but leave me be. Then I found the three of them teabagging in the corner. I turned and left them. Needless to say by the time I got my 4th gen done the killer had 1 more of that group to sacrifice.
I got my left behind trophey as I had finished the 5th gen a bit after he sacrificed the last one. He then had me follow him to the trap door. It took a while to get it done as I was still playing to gain points in all categories. And it was vexing.
Impressive! Left Behind is a hard achievement to get
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@LapisInfernalis said:
What rank are you currently on? I guess white or yellow ranks since matches on red ranks are rarely longer than 10min. And your description of these Survivors seem to fit this.
I usually play killer on high purple ranks but I have a smurf account where I can train at rank 17 with new or difficult killers without getting destroyed by 4-man swf and object. I usually notice that Survivors hide a lot more and that I need other perks to find them. I also had a match where I couldn't find anyone for 10min straight on The Game map, but I was patient since indoor maps tend to be confusing for newer players.
I usually use perks like Spies From The Shadows or Whispers to find those Blendettes. If that doesn't help, I search every locker and search every corner of the map. You can't imagine how often I found someone just crouching at the map border.
Maybe the solution is, that the survivors need to touch a Gen for at least 10s in the first 5min not scream and reveal your location. I thought of something like the scream bubble from Doc or Freddy. This would give you the general direction but leave enough time for the survivor to go away (we want to be fair). People who are afraid tend to scream. This would help against extreme passive Survivors who are clever enough to avoid crows.
I'm hard stuck at rank 5 and 6, and I mostly get matched against red rank survivors. The people who did this were all rank 1 console players (I was on PC, so I played against them via crossplay).
I have 300 hours on console and 200 on PC. Not a new player.
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@batax90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1693224#Comment_1693224
I cant really see that kind of scenario happen. If your the last survivor you should try to find the hatch if the killer close the hatch the EGC start. If the killer bodyblock you in a corner and you still have some teamate up the survivor will finish the gen open the door and the EGC will start. Honestly i dont know how a survivor can be bodyblock in a corner whitout the EGC starting
With two survivors left, the killer downs one and leaves them slugged while they find and down the other. Then, they pick up one and bring them to the corner and bodyblock. The survivor still on the ground bleeds out. There's nothing in this scenario that could trigger the EGC or otherwise end the game, barring some perks.
