Crowman
Crowman
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@Triforcer said:
https://forum.deadbydaylight.com/en/discussion/comment/2534746#Comment_2534746
Thanks, I have been humbled by someone with actual math abilities. This actually makes the trolling more potent! A 63% chance at a 2K is pretty awesome for AFKing. Will cross-reference to this at the top.
It's a 26% chance that you get 2+ kills from just afking at a box since it would be 21% [2 kills] + 4.6% [3 kills] + 0.4% [4 kills]
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The math you posted is a bit flaw. It's a 25% chance that a single key is the box you block, but that's not the same as the chance that at least 1 key is in the box.
If you want to find the chance that at least 1 survivor will die if you body block a single box the math is as following:
1 - (1 - chance of success) ^ number of rbts
1 - (1 - 0.25) ^ 4
1 - (0.75) ^ 4
0.68359375 or 68% chance that at least 1 survivor is dying.
For the odds you kill 1, 2, 3, or 4 survivors is as following:
1 - 42%
2 - 21%
3 - 4.6%
4 - 0.4%
Note: The math here is a bit more complicated to type out, but you can use this calculator: https://stattrek.com/online-calculator/binomial.aspx
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2534056#Comment_2534056
Ok but you understand that you're not the only one who has to have fun, right?
Instantly shooting was stupid, and the only thing Slingers did to compensate for good aim.
I mean you want to talk about feel? I've played Plague and Pig and mained both since release and those killers feel horrible to play at times. And you're going to complain because you have to wait less than half a second to shoot?
Grow some damn balls man.
Quickscoping is not stupid. Deathslinger has a chain break mechanic so even though his shots aren't "reactable" you still had a chance to counterplay the hit. Plus you could always be pro-active and make it harder for the Deathslinger to line up good shots in the first place.
But hey be an entitled survivor who doesn't give a ######### about killers having fun.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2533990#Comment_2533990
Sounds like a personal decision rather than one that actually has merit.
"Damn you behavior for forcing me to drop a killer over a barely-half-second shooting delay!"
If a Killer is no longer fun to play. People will just play other killers that are fun to play.
Lack of fluidity in a killers actions does hurt the fun of playing a killer.
We saw this happen with Billy who had his addons gutted, updated animations that people complained about, and the overheat mechanic. It's going to happen to Deathslinger as well because there are other range killers people can play.
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@Rezblaze said:
Yall really be acting like 0.4 second delay before shooting makes him dead.
If no one is playing him with the change than he is effectively dead. It's exactly like how Billy is technically still fine but is practically dead because most of the people who played him stopped.
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You know what the funniest thing about the change is. Deathslinger can still M2 spam for distance with the buffed ADS movement speed. They just killed his ability to quickscope.
So the whole "lose-lose" situation still exists that the devs were trying to fix. So I wouldn't be surprised if they hit him harder going from ptb to live.
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/2529600#Comment_2529600
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.
How dare a killer be able to kill survivors by getting good at the game.
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Just bad. The only good change is the increased cd when cancelling ads.
Removing the quick scope makes 0 sense when Deathslinger already has a chain breaking mechanic. Just get rid of survivors losing control when Deathslinger walks backwards and keep the cd when cancelling ads and revert everything else and he'll be fine.
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It means that if Ghostface had other addons worth running, you could run them without his power recharge time feeling as bad. The problem is no other addon of his got touched and the only other addon worth running is security cam.
You can run Security Cam + Chewed Pen for 20 second power recharge and aura reading on all survivors when you down a stalked survivor. Whereas before that combination was 22 seconds power recharge.
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Probably because the key nerf was long overdue and there's many more changes currently on the ptb worth talking about.
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In all honesty, I was prepared to be disappointed with the addon rework. The devs were a bit upfront that they weren't overhauling addons which a few killers really needed.
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2526405#Comment_2526405
I would be all for surv mains staying in casual with their key bs tbh, let it happen
except now if you queue as killer in "ranked" queue you'll wait much longer than if you sucked it up and went to casual queue.
Splitting the queues won't solve any issue. Grades mean nothing and MMR isn't visible so just don't worry about it.
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People will just flock to the mode that let's them use the strongest stuff with the least downside.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2526230#Comment_2526230
So you think he should be able move a little more freely like huntress when aiming. I agree. Nice qol
I think there's no reason to take away his quickscope. The longer CD canceling an ADS is understandable. But he already has a chain that survivors can break as intended counterplay to being hit by the spear that I don't see a need for his shot to be "dodgeable". The ADS cancel CD will at least make trying to bait Deathslingers into taking shots a bit less risky as it is now.
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@theplaggg said:
Medkits with good addons will be a pain to deal with for killers. I hope this doesn't force Franklin's into the meta.
A purple med-kit with the green addon for extra charges is 3 heals at base. With built to last you get an extra 6 full heals (as long as you hit a some great skill checks). Basically triples the number of times you can heal from a med-kit.
Hit and Run tactics were already pretty bad, because med-kits could invalidate the time loss from healing. But I don't see who any killer could get a single survivor to waste 9 full heals without just losing the game.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2523137#Comment_2523137
There was no reason to hold vs quick shoot. So now that there is a movement speed is nice.
the movement speed isn't the issue. It's the ADS sensitivity. You simply don't have the freedom to re-aim quickly once you ADS. It's not like Huntress who could pull up a hatchet and turn 180 degrees and throw it.
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Because anytime a killer has fun synergizes with perks it gets called "unfun" and then proceeds to be nerfed.
People have been crying about Hoarder/Franklin's on Pinhead which is not even that strong since smart survivors can still get the box and solve it without pinhead being able to interrupt them.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2524214#Comment_2524214
No, that's not his whole point. That's just how people decided to play him.
Stop pissing your pants just because you actually have to aim now. Not like its something every other ranged killer has to deal with.
Deathslingers who quick scope were still aiming.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2526031#Comment_2526031
What is the point of keeping something in a game if its unfun to go against? Seriously where's your logic in that?
And don't act like its purely a survivor thing, Soul Guard. ######### Soul Guard was nerfed because it was unfun to go against.
And not too long ago DS was nerfed, hell the hatch and keys were finally nerfed but no y'all are crying about a killer thats barely gonna be affected by his changes.
Soul Guard wasn't nerfed for being unfun to play against. It was given a cooldown, because SWF squads were using Soul Guard and WGLF to keep reviving teammates up in the killers face leaving them in a lose-lose situation where they either try to down one of the 3 injured survivors in front of them as the other 2 keep picking them with the protection of Soul Guard's endurance while the last survivor does gens or leaves 3 injured survivors right in front of him so they can heal up since he literally can't down them. Now Save the Best for Last or a killer with a multi-hit power could deal with it, but it was basically an unintentional side-effect of the WGLF buff. The nerf Soul Guard got really doesn't effect it in a normal use case scenario.
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@danielmaster87 said:
Pig used to have a 28 meter terror radius as well. I guess stealth killers aren't allowed to be stealthy.
Stealth is unfun for survivors and we can't have killers have unique gameplay styles that survivors find unfun.
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I don't think Deathslinger needs a lullaby or bigger TR. He's already capped by the range of his weapon. Plus he has a tall model meaning the only advantage a smaller TR really poses with LoS blockers which he can't shoot survivor through anyways.
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@BadMrFrosty said:
Here's the issue: killers like Deathslinger are a symptom of a much greater problem in DBD - map design. Rather than take the necessary long road for the game's health and fixing problematic maps, what the team has instead opted to do is nerf killers whose chase potential is overwhelming. This leads us into asking: why is their chase so strong? Simple, it's to make up for how ridiculous most maps are, and more importantly, how many safe loops/linking tiles there are (or can spawn).
Deathslinger's strengths are the following:
- Low TR (allows for cheeky first engagement hits and follow up shots).
- Quickscope shots that cannot be reacted to (not fair for survivors, granted, but neither is the pace of the game especially for slower killers).
- Zoning (again, not really fair for survivors as it's essentially a one-sided guessing game).
So, in conclusion, what we've seen is that in order for this killer to maintain what is generally considered upper mid tier strength, he's needed several unfair advantages over survivors in the chase. That said, as many people would state, he's not unbeatable because he lacks map pressure which is the most critical part of a killer's design, if they're fortunate enough to have it. That being said, if you take away his overwhelming chase potential, nerf his TR, and leave him at 110%.. without strong add-ons, he's essentially a worse huntress in every way possible.
If we go down the road of assuming his new add-ons are strong, then he simply becomes another add-on dependent killer. Again, we just seem to be in a worse place than before OR turning him into yet another killer who'll need add-ons to function similarly to before.
The quickscope was honesty not even a problem if the devs bothered to improve the reeling mechanic. That is where survivors suppose to have counterplay to being shot, but Deathslinger can just walk backwards to negate any sort of control survivors have while being reeled.
But of course instead of leaving the skillful quickscoping and brainless walkbackwards just nerf the skillful part of his kit and left the brainless part in. Pretty much dumbing down the killer, because it's "unfair" to survivors that the 1 killer has an advantage over them.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2525937#Comment_2525937
Oh I guess I skimmed over it then, but depending on how frequent the dust is it might be a bit too much.
Well I was saying that between Directional Phasing and Dust Effect, I would rather have the dust effect than directional phasing. Both are certainly overkill.
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@Yords said:
The devs made a note on part 2 saying that they aren't adding the dust effect when she phases after all
It states there was an issue and it won't be part of the mid-chapter, not that they won't add the change. Though I think the dust by itself is fine since it rewards survivors paying attention to the environment compared to directional phasing.
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Survivors will throw a fit if you play any killer they deem "unfun". You get used to it after a while, but sadly it seems the baby rage they do does work.
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PH only got a nerf on the CD for cancelling his power and on top of that PH also got a buff on his CD for his range attack.
The thing is, I don't think many Slinger players would actually care if there was a longer CD on cancelling ADS. It's the fact that both his quick scoping and his TR got nerfed and he received nothing to help make up for his now significantly weaker chase.
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Because Legion is "unfun" to play against so the devs will never buff him.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/2524740#Comment_2524740
I'm a biased killer player but I have to say eventually this needed to happen. He's unfun in a 1v1 but underwhelming in a 4v1. With these changes they will need to buff his 4v1 game somehow though after. Either by movement speed or by increase how quick his power gets results when landing a hit such as increasing reel speed.
There was nothing wrong with his quickscope tho. The devs already introduced him with the chain breaking mechanic. They should have just improved that. Survivors will literally find any reason to call killers unfun, especially now that multiple killers have been nerfed for "being unfun".
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@TheWarNung said:
I'd imagine it'll be fairly reasonable, maybe a second to ADS before you can shoot, and maybe abother second to cancel out. More in line with Nemi's tentacle whip or Demo's shred. You'll still be able to nail people at windows, but you'll have to predict it *slightly* better rather than reflex reacting.
Nemesis Tentacle is not a second CD to use.
A full second before he could fire is an absolute death sentence compared to the change the devs have stated (0.4). It's still bad that he can't quickscope, but jesus some of you just want to murder killers.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2525003#Comment_2525003
Well yeah, we get that his chain breaking thing is there, but he was just free mindgames for spamming the aim button, what is the point of counterplay when you are already hit by his power lmao
Longer CD on cancelling ADS is fair and the only change I think is good.
But being hit by the chain isn't the end since the chain can still be broken. What does need to get fix is the fact Deathslinger can remove all survivor control when chained by walking backwards.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/283000/wait-they-nerfed-slinger-why
probably because it is ######### design to make a killer have 0 counterplay in the 1v1 and extremely oppressive, but extremely easy to just genrush and beat in the 1v4. These nerfs do make him way better to face in the 1v1, but he definitely needs something else now since he is still weak in the 1v4. The changes are still good overall, he just needs a buff now in the other area.
It wasn't 0 counterplay. The whole chain breaking mechanic exists as a form of counterplay to his spear. Not to mention deathslinger still can't shoot through walls.
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@Nomadd said:
I think Zubat was showing few times those amazing 'mindgames' - running and spamming M2 until survivor takes a bait and uses Dead Hard, or you just catch up.
I don't think any slinger main would have an issue with adding a longer CD on canceling ADS. It's the fact that slinger is getting both an increased CD on canceling as well as lifting his weapon that is a problem. Slinger has 1 shot before he has to reload and he has to reel survivors to down them meanwhile survivors can break the chain by using the enviroment. Slinger had a built in mechanic to allow interaction with survivors despite having the ability to quickscope.
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Because it's too hard to plan your pathing to keep LoS before taking a vault therefore Deathslinger needed to remove the one thing that made him stick out as a range killer /s.
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2524824#Comment_2524824
He exactly will be like Huntress. Huntress has to wait a little before launching her hatchets, and she's not bad.
They said they'll improve his speed while aiming, so survivors won't be able to crouch indefinitely nor gaining distance in loops or in the open.
He'll be fair, just fair.
Huntress doesn't have her aim sensitivity super low while holding a hatchet, has a larger hitbox on her hatchets, and immediately deals damage instead of having to spend time to reel the survivor close and possibly lose a down.
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He's going to move from B tier to C tier below Trickster.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2524792#Comment_2524792
I understand your POV but the reason they increased his TR is because of M&A. If they are going to do this change then a lullaby is fairer for both sides. As it stands, changing the TR like this favours survivor way more imo
I know why they changed his TR, but it's a misguided change at a perk combo that isn't really an issue in the first place.
M&A was far from his best perk and wasn't required to be run, but it might be now.
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Giving Deathslinger a lullaby wouldn't fix the issue that he still has 18m max range.
But M&A gets overhated. It's only good in situations where Deathslinger lacks line of sight and outside of corn he can't shoot you without LoS.
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@Duskk said:
https://forum.deadbydaylight.com/en/discussion/comment/2524750#Comment_2524750
They’ll never address unfun things for killers though.. got it.
Don't do this. They literally nerfed hatch in the same patch as the deathslinger nerf. Instant heals were nerfed. Toolboxes were nerfed. They do address things for both side.
The problem with the Deathslinger changes is you have a decent mid-tier killer that requires the player to be good at the killer to be effective and they nerfed him in all his strong aspects with any sort of meaningful buff to offset it.
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Because survivors complained he wasn't fun to play against despite having many weaknesses. That's literally it.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2524697#Comment_2524697
That’s the thing you DO make the distance except it’s all for nothing when he just presses two buttons fast and you’re reeled back into a hit.
And he landed the hit and you were unable to break the chain. I get it, you don't want killers to have the power to hit you.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2524656#Comment_2524656
???no???he deserves to be punished for making said mistake not just have it be a hit no matter what are you even reading what I’m saying?
You are complaining that a deathslinger who made 17 mistakes finally landed a hit with power and that's unfair. No it is not.
If you are unable to make distance with the killer making 17 mistakes, that is a misplay on your part.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2524607#Comment_2524607
He still doesn’t deserve that hit if I’ve made plenty of distance and have capitalized off his mistakes. That’s another problem is his ability to reverse all of his mistakes into a hit. He could miss an attack which causes you to get distance to a window but BAM you’re the one who’s punished. He can instantly remove his own mistakes with a simple two button fast click.
So because the killer made previous mistakes means he never deserves to get a single hit on you the entire game.
The absolute the entitlement from your posts.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2524543#Comment_2524543
I’m saying a killer shouldn’t be able to just negate all of their mistakes just by clicking two buttons. It felt like in chase you literally could do NOTHING against a death slinger because even if you out ran him you’d just get hit because of a quick scope.
The killer aims well once and hits you is not an issue. He's already made 17 mistakes and should have been punished on those previous mistakes with a long chase. Considering that his gun only does a single health state, 17 mistakes to finally injure a single survivor is a game losing chase.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2524345#Comment_2524345
I mean, ofcourse survivors care about their fun more than the killers fun. If a killer is extremely fun to play as, but really boring to play against, you never see those killers try to make matches more fun either.
No double standards.
Personally, the only other change DS needs with this is becoming a 115% killer.
DS doesn't need to be a 115% killer imo. He just needs to keep his quick scoping. The CD on canceling ADS is fine and making his reeling have consistent control for the survivor even if the killer walks backwards would give Deathslinger good counterplay around his gun.
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@kate_best_girl said:
Tbh I’m happy. I hated going against deathslinger because it felt like you literally couldn’t make a meaningful play against one. He can make 17 mistakes in chase and you could play flawlessly but he’d just quick scope you and bam you’re the one who gets punished. Hopefully thats gone now.
So a killer makes multiple mistakes extending the chase longer and you are upset that he finally landed one hit with his power.
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@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
That's why the devs should have changed how that walking backwards works with reeling instead of removing quick scoping.
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@feruis said:
Those were only nerf, not a single buff, and people expect him to still be strong, picked and balanced? That's not how balance look like, no one will play him
Survivors don't care if Deathslinger got nerfed. They only care about their fun of running the killer around all game, teabagging at the exit gate, and typing "gg ez" in end game chat.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/2524083#Comment_2524083
Nobody likes the quick scope though. There's no counter play and sure there is a small amount of skill needed to pull that off but its not fair. If Huntress, Plague, Nemesis, Pyramid Head, Trickster all had the ability to instantly throw their projectiles at people the community would rage. No reason he should be able to. Sure in a video game sense it make no sense he can't do that but also in a realistic sense you'd never quick scope anything with a gun like that. The ability to cancel it only made it all the more worse. They're tackling the two most frustrating and annoying things about him. I think its completely fair ranged killers will always have a place in this game regardless of how people feel about them because they can ignore survivor defenses to some degree. Besides if he's actually that bad after these changes he'll get some buffs later on and we haven't seen the add on changes he got assuming he got any.
The quickscope is fine, because being hit is not the end of the world. Survivors still have the opportunity to break the chain (unless the Deathslinger walks backwards). Deathslinger's gun doesn't need to be dodgeable as long as the chain mechanic is fair to both sides, which it is not since walking backwards basically prevents survivors from every hooking on anything.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2524239#Comment_2524239
Yes. I'm just saying. THATS not the end of the world. The TR thing is the bad change and makes no sense
No you were implying that quickscoping Deathslingers need to learn how to lead their shots when they were already doing so.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2524169#Comment_2524169
Good for them ...? They should probably learn to lead you back in to their shot. Just like a good huntress.
You still have to lead your shot when you quick scope because it's not hitscan.