Avatar

Demogordon_Ramsay

Demogordon_Ramsay

About

Username
Demogordon_Ramsay
Joined
Visits
0
Last Active
—

Comments

  • @Johnny_XMan said:

    So instead the devs should just give you a whole 1 minute and 25 seconds before anyone can start working on the objective, in order for you to catch someone?

    The already do that in the form of a Perk called Corrupt Intervention. Guess what? It still barely helps.

  • @Xx_Daniel_xX69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166830#Comment_1166830

    I think the point is that Deathslinger has an easier time/chance hitting survivors with his micro hitbox compared to the huntress who has issues with her white van sized hatchets.

    Honestly I think the tiny hitbox works just as much against him as it does with him. Sure, it’ll make it a lot less likely to hit something it shouldn’t, but it’ll also make it a lot more likely to hit nothing at all. It’s a double-edged sword, and it makes it so that precision is actually pretty key with his shots.

  • I would be inclined to play her if:

    A) Her Perks were actually worth getting.

    B) Her voice acting was good.

    C) She didn't just look like another generic tomboy side-shaven female Survivor, or at least had some kind of good aesthetic.

    D) Her character/backstory is good.


    All you need is one of these qualities and I can easily see myself maining her. Yui, for example, has medicore Perks that are more tedious than they're worth and her voice acting is pee pee poo poo, but despite her cookie-cutter female Survivor looks, she has a really neat appearance with most of her cosmetics that makes her look unique and cool, and by FAR she has the most interesting backstory of any Survivor in the game. So guess what? She's one of my two Survivor mains, the other one being Steve because I just love Steve and everything about Steve and just... Steeeeve.

    Zarrina, though? Her Perks are meh, her voice acting stops being good after you first hit her, she looks like what happens if you put Meg in the toaster for twenty seconds, and her backstory is actually quite good, but I like Yui's way more. Maybe if she had a more interesting aesthetic that made her stand out, I'd like her more. But as it stands right now, she's the only nonwhite female Survivor who's managed to nail the painfully generic white female Survivor look, and I don't like it. So a combination of bad Perks, an uninteresting appearance, and Yui just overall being more favorable as a character incites me not to play or even buy Zarina.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164648#Comment_1164648

    spreading Deep Wound would be the most effective way to use it, that is true, but it isnt designed to do that - the Plagues sickness is designed to be spread around, Deep Wound however is made to stall time.

    when they heal up, they are now busy for the next 28 seconds, 24 with a friend mending them and 36 seconds with selfcare.

    i know your argument here is that "no one heals", but against this killer that would be plain stupid. he is very strong against injured survivors, so not healing is like a death sentence (well, if you know how to efficiently spread some damage that is - if you're continuously chasing one dude down then yeah, they wont need to heal cause there is no map pressure)

    from what ive learned from my games, if they dont heal they are basically dead. thats why STBFL is such a good perk on him, cause you injure them quickly and then you can use your power to chase them down while injured.

    also in your statement that "no one heals against Deep Wound", you yet again mixed up the status effect Deep Wound with the killer The Legion. again: Legion is the one that spreads the Deep Wound super easily to all the survivors, not the status effect itself. Deathslinger is not Legion, he is much more deadly during chases (especially while injured), but he cant just go around and put everyone into Deep Wound in seconds.

    also even if they were not to heal, thanks to Deep Wound they now at least have to waste 12 seconds - imagine him without it, they'd just instantly go to the gens.

    and that brings me to the last point, which i, ill be honest, dont quite understand:

    HOW is Deep Wound a hindrance to him in any way shape or form? its literally a bonus you get for reeling them in succesfully. yeah we dont need it, but its also really nice to have it in some scenarios.

    where is the problem of him having it? its not like it states that "deep wounded survivors are immune to the redeemer" or something like that, it has not a single downside for him - why are you complaining about it?

    “spreading Deep Wound would be the most effective way to use it, that is true, but it isnt designed to do that - the Plagues sickness is designed to be spread around, Deep Wound however is made to stall time.”

    Deep Wound is literally useless if you don’t spread it. If you don’t spread it, it does genuinely nothing—granted, it already does nothing, because it’s useless anyway, but you get my point.

    ”i know your argument here is that "no one heals", but against this killer that would be plain stupid. he is verystrong against injured survivors, so not healing is like a death sentence (well, if you know how to efficiently spread some damage that is - if you're continuously chasing one dude down then yeah, they wont need to heal cause there is no map pressure)

    from what ive learned from my games, if they dont heal they are basically dead. thats why STBFL is such a good perk on him, cause you injure them quickly and then you can use your power to chase them down while injured.”

    The fact that Deathslinger is so strong in a chase, and has something like STBFL on his side is a reason NOT to heal. What’s the point of spending 16 seconds healing on top of 12 seconds of mending if it’s only going to make you last 2 seconds longer in a chase? The extra health state is just about meaningless, and wasting time getting to it is just that—a waste of time. Might as well take your Resilience and Dead Hard and crank out those gens before the Killer can get to you—which, by the way, since he’s a 110 Killer with no mobility, he’s going to take absolutely forever to get to you, which is yet ANOTHER reason not to heal since even a god-tier chase power like the Redeemer doesn’t make up for having negative map traversal.

    “also even if they were not to heal, thanks to Deep Wound they now at least have to waste 12 seconds - imagine him without it, they'd just instantly go to the gens.”

    Wow, 12 whole seconds. What an absolutely insane stall tool, guys.

    “HOW is Deep Wound a hindrance to him in any way shape or form? its literally a bonus you get for reeling them in succesfully. yeah we dont need it, but its also really nice to have it in some scenarios.

    where is the problem of him having it? its not like it states that "deep wounded survivors are immune to the redeemer" or something like that, it has not a single downside for him - why are you complaining about it?”

    I’m calling it a hindrance because unlike what you’re spouting, Deep Wound is only useful if you can spread that stall to multiple people—12 seconds is a measly amount of time and it has to be stacked to do anything. It HAS to be spread to be effective. And if you’re a 110 Killer with no mobility who has to reload his power every time he uses it, spreading Deep Wound is a terrible idea.

    You shoot a Survivor, reel them in, and hit them, or they break the chain and you get stunned. Then you reload. In that time, how far away would any other Survivors have run? Well out of the range of your gun, that’s for sure, and then you’re a 110 Killer on top of that. If you try to use Deep Wound to stall the game by actually spreading it with Deathslinger, you’re shooting yourself in the foot.

    That’s how it’s a hindrance: It encourages an incorrect, self-destructive playstyle for this Killer. And for that reason, it’s also the worst possible stall tool they could have given him. It does NOTHING but tempt you to try to be Legion when you don’t have a Feral Frenzy. It’s a poorly-made, ineffective, contradictory aspect of his power and it needs to be replaced with something far more complementary of a low-mobility ranged Killer and far more effective at actually stalling the game.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164428#Comment_1164428

    I think he could use some tweaking, I've gotten him to p350 and been playing for a while. Tried most of his addons, from the post tho i did find out what perks work better than others on it.

    I also still vote for the crawling feature someone mentioned, that would be sick. In Stranger things it also goes on the walls and such and has telekinetic abilities

    Demo and Oni are by far my two most played Killers since their respective releases. I can say without a doubt that Demo is one of the most well-rounded Killers in the game and any glaring issues with his kit isn’t him being too weak, but Survivors being too strong. And that’s not a Demo problem at that point; that’s a DBD problem.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164599#Comment_1164599

    the status effect is NOT designed to be spread around multiple survivors.

    LEGION is designed to do that, not the status effect itself - thats mainly here to waste their time. an additional 12 seconds on top of their usual 16 second heal - that is literally the gen slowdown you are asking for my man.

    also how in the world does Deep Wound deny any of these requests for longer range / increased speed you had?

    “the status effect is NOT designed to be spread around multiple survivors.”

    That is literally the point of the status effect. It is designed to distract Survivors from doing their objective, and its usefulness is only felt when it’s applied to Survivors that you aren’t chasing. It’s meant to be applied to multiple Survivors so that you can chase one without losing too much pressure. Therefore, it’s useless on a 1v1 110 Killer. Deathslinger is a 1v1 110 Killer. Therefore, it’s useless on Deathslinger.

    “an additional 12 seconds on top of their usual 16 second heal - that is literally the gen slowdown you are asking for my man.”

    12 seconds to mend and then back on gens*

    No one with half a brain will ever heal against a Deep Wound power, my man. Not without doing a gen or two first, at least. Also, since it’s not affecting the Survivors you aren’t chasing since you’re A 1V1 110 KILLER and you can’t effectively spread it around, you’re not going to get any use out of it.

    “also how in the world does Deep Wound deny any of these requests for longer range / increased speed you had?”

    It doesn’t. But that’s doesn’t change the fact that Deep Wound is useless on Deathslinger at best and a counterintuitive hindrance to his power at worst.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164472#Comment_1164472

    whats your suggestion then?

    injuring them normally? insta downing them?

    i dont get why you think Deep Wound is a problem, its literally a bonus you get ON TOP of inuring them!

    what more could you ever want?

    Maybe something that complements his power and gives him real map pressure? 112.5% speed maybe? Increased range? Actual gen slowdown?

    Anything other than a status effect designed to spread your power across multiple Survivors on a 1v1, 110-with-no-mobility Killer would be infinitely better than what we have.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164582#Comment_1164582

    As mentioned, you cannot mend in Madness 3, it was brought up to the Devs and it was given a handwaved reply of “oh that uh well it’s cool gameplay?

    same with the example I gave, it goes down if you drop pallets or vault windows too

    not exactly someone’s “fault” at that point

    The Madness 3 issue has been around since the invention of Legion and is actually intended, according to the devs.

    Also, it takes about half a second to fast vault and 0.65 seconds to vault a pallet, meaning you would have to vault a pallet almost 50 times to lose your entire Deep Wound timer, and vault a window about 60. So that's hardly an issue at all.

    EDIT: Also, Deathslinger can't give Madness 3.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164575#Comment_1164575

    You don’t seem to underatand

    thos wasn’t an issue when it was TR, Doc couldn’t prevent mending, Legion (prior to Nemesis) couldn’t get free downs anymore, same for those hit with BT

    This issue came from an oversight with nemesis and legion, 1 problem was “fixed” and it created another

    It didn't create any problems, though? If a Survivor goes down to Deep Wound, it's entirely their fault. There's no way to exploit it.

  • @[Deleted User] said:

    My thoughts on it were so that if a survivor successfully breaks a chain, or successfully jukes you and gets away, then at least the chase/shot doesn’t count for nothing. The survivor still has to spend time mending while you try and find someone else.

    So it's a bandaid crutch fix for bad Killers who can't track? Why not just give it to every Killer then? Why is he so special?

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164552#Comment_1164552

    Ah well That’s the thing, they were being chased after trying to mend, dropped a pallet, and went down because it was at 1% which is why changing from TR isn’t the best

    it was done for the legion+nemesis issue, adding it to this guy too was probably not fully tested

    i don’t like Deep wounds in general, being unable to mend while in Madness 3 is really poor game design for instance, adding it to this guy too just seems like it was added just to add it

    just my 2 cents on it

    Well if it was at 1% when they have 30 seconds to mend, and the timer pauses while running or mending, that sounds like a them problem.

  • @bonsaibeard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164526#Comment_1164526

    1. I click on my little notification thing and it made it seem like it was addressing me, so I don’t know what to tell you. I only noticed after it was posted so, oops. Oh well. Life goes on
    2. 🙄
    3. wow, you’ve really got an axe to grind
    4. hope you find some reassure sometime in the near future??
    1. Maybe redress what was addressed to you?
    2. That emote won't show up on my screen.
    3. Don't know what that saying means.
    4. Don't know what that is supposed to translate to.
  • @BigTimeGamer said:

    I think it was Scott who had a clip of him chasing someone as him, his small TR ended the chase and they went down for not mending

    its really weird how it works like that, doesn’t really seem like it was properly tested

    Deep Wound isn't controlled by the TR anymore though. It's controlled by running.

  • @bonsaibeard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164472#Comment_1164472

    Yes, I understand you saying that because I literally read ALL billion of those times you said that on this thread over and over again.

    My point was that it was potentially less about game mechanics and more about a nod toward realism. Meaning if you were literally speared by a harpoon, it would literally cause a deep wound on a human body. Yes, this is a very not realism driven game, but all I’m saying is that perhaps that plays a part in the reasoning for causing deep wound.

    I’m only saying this because it has felt that in reason months, their creative time and reasoning behind their actions seem more calculated and fleshed our than in previous killers that were released. More attention to details by BHVR. Maybe this is one of those. Regardless, that deep wound is happening

    1. That post was directed at someone else, not you. Read the post directed at you, please.
    2. "Yes, this is a very not realism driven game, but all I’m saying is that perhaps that plays a part in the reasoning for causing deep wound." Then why does Deathslinger have something so insanely unrealistic as "I broke the chain myself so the spear going through their gut does no damage"?
    3. "it has felt that in reason months, their creative time and reasoning behind their actions seem more calculated and fleshed our than in previous killers that were released." OmegaLUL
  • @Mister_xD said:

    more damage.

    they gotta heal longer when they do get away from him - its much better than just injuring them.

    I've already explained in here a billion times over why such reasoning is flawed because it doesn't work with Deathslinger's kit, but ok.

  • @bonsaibeard said:

    I mean... you’re harpooning a person, so, even if you don’t think it works with his power (which I don’t necessarily agree with), you’re hooking a survivor with a spear. At the very least, a spear to the body would cause a deep wound in that circumstance normally. Perhaps that’s where some of the rationale for the status effect comes from; no deeper than that

    Well that logic really fails when you consider the fact that manually breaking the harpoon will leave the Survivor totally unharmed, even though it still barreled through their abdomen at a velocity of 40 meters per second. Why wouldn't it still leave a deep wound then? Why does the gaping hole in their body just magically disappear?

    This is also the same game where a Survivor can fix their leg after it gets caught in a trap meant for bears by rubbing their stomach for 32 seconds, and where a kitchen knife stabbing you in the back does the same amount of damage as a fully revved chainsaw, and where attacks made in a rabid Frenzy inflict you with wounds terrible enough to bleed you out, but until you do something about that life-threatening injury—which can be coagulated by running, by the way—additional attacks made in that same frenzy do absolutely nothing.

    So factoring in realism is kind of a terrible idea.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164201#Comment_1164201

    how would making him less loud solve the other issues doe

    He has no other issues outside of his loudness.

  • Just make him less loud, for the love of Jeff. That’s all I want.

  • @White_Owl said:

    I actually find him very strong, there are few loops he can't shorten with a well placed harpoon.

    As for the Iridescent Coin, I've been trying it for a while and I managed to pull it off only once. The fact it has only a 3 meters range and no visual feedback at all makes it very meh. Personally I think it should highlight survivors beyond 15 meters (or with a tone which scales based on distance) while aiming.

    If I'm correct, the "sharpshooter" score event occurs when you spear someone from further than 15 meters away. So if you see that pop up when you hit someone, then they're Exposed. It's not much of an indicator, but it's something, I guess.

  • @TheOneElric said:

    I'm absolutely against doing anything about the aiming speed and shooting feel in general.

    I mentioned the range since it's the thing that just feels off about him. I get it's a gun with a spear on a chain but it feels just "that bit" too short.

    On both ends - Both "I should have hit with that" and "He should've hit me".

    I don't want him to get increased movement speed, I think THAT is fine as is. I mean look at the guy he has a brace on one leg. And fast movement speed isn't his strength. We are in agreement about his chase potential though - He's a menace. He doesn't need to go the full loop to get you, he can spear you much, much earlier. And there are few loops with a complete LOS block you can't shoot over or through.

    Don't mess with the gun. The gun is THE most fun thing we had to play with and against since the release of... umm.. pretty the original DBD?

    I'd much rather deal with an even lower movement speed if it meant buffing his gun game. Map pressure is just so ######### since so many maps are oversized - He's not exactly the only one struggling.

    So you would rather make his massive, currently-incorrigible weakness even more glaring but make his absolutely disgusting chase potential even stronger?

    I already said his issues feel a lot like old Legion's; don't make that worse by effectively putting him in the situation of "absolutely broken but F-tier at the same time". That is an extremely bad idea.

  • I think buffing Deathslinger will be a very tough cookie. The thing with him is that a good Deathslinger will be all but unbeatable in a chase without a map full of LoS blockers like Hawkins or Gideon’s, but no matter how good his chase is, that doesn’t fix the fact that Deathslinger’s map pressure is only beaten in how terrible it is by Myers’s early game.

    What is the solution?

    Well, higher range might help since he can spear Survivors off gens from a better range, but if Survivors are doing gens when they see a cowboy with a gun headed their way, that’s them being dinguses. Besides, if the Survivor is on the side of the gen that he can’t shoot, well... he can’t shoot them.

    A lot of people are saying that Deathslinger should be 115, but I don’t think “115” and “ranged Killer” should ever go in the same sentence. His gun would need some SERIOUS nerfing to compensate for that, and I don’t think anyone wants that. However, being 115 would definitely help him not only in the map pressure department, but also in the “any claustrophobic map effectively makes me a 110 M1 Killer” department.

    As it stands, I think the best option would be a compromise with the 115-speed crowd: We buff the range on his gun, but we give it a few tweaks that pull back it’s absolutely monstrous chase potential—a quarter-second ADS instead of an eigth-second one, or a longer window of time between aiming and firing, or lowering collision-based chain breakage but making the chain weaker overall—stuff like that. Small nerfs that won’t kill him, leaving his chase potential strong, but still impactful enough to justify upping his base speed. And then, since his chase is still great, but he needs map pressure and a counter to free LoS breaking, we make him the world’s first 112.5% base speed Killer. A happy medium between 110 and 115.

    A lot of people think Deathslinger is weak in the chase, but I can confidently say those people have no idea what they’re talking about. Deathslinger reminds me a lot of old Legion, not because he’s a 110 Killer who inflicts Deep Wound, but because he has the potential to be brokenly OP in the chase category while still having a laughably weak presence on the map overall. I really think the gap between his chase and his pressure should be closed, and I think giving him that lovely little 4.5 m/s speed that the devs seem so oddly keen on avoiding would be a great change that could up his traversal without demanding changes that absolutely gut the potential of his gun.

  • Wait. Did I ACTUALLY post this in Lore instead of Off-Topic?

    I’m an actual brainlet. Someone hand me the katana so that I can preserve my honor.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159677#Comment_1159677

    Spirit's fine. Just stop trying to loop her like normal. : P

    Imagine thinking Spirit is balanced

    This post was made by headphones gang

  • @tortrader said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159610#Comment_1159610

    I get what you mean but it wouldn't word it precisely an instadown. What I think you are voicing concern on is that the harpoon hit would first injure the survivor, and then all the gunslinger would have to do to get the dying state is reel the surv in for an easy second hit.

    It's not an instadown in the sense of one hit one down, but without the deep would effect the killer would get the "second hit" way too easily.

    What are you people raving about with this “instadown” nonsense? Let me repeat: A SPEARED SURVIVOR DOES NOT AUTOMATICALLY BECOME INJURED WHEN SPEARED. When you spear a Survivor, their health state does not change. Their health state only changes when they break free or if they get reeled in and attacked. For some reason, these just so happened to inflict Deep Wound. That doesn’t make anything an instadown.

    Allow me to spell it out for you. If we removed Deep Wound, here’s what would happen.


    1. The Survivor is speared.
    2. The Survivor remains uninjured until they break free or get hit, at which point, they become injured.
    3. The Survivor is speared again.
    4. The Survivor is reeled in and attacked, thus causing them to be put into the dying state.

    This is what would happen. This is exactly what happens now, with the only difference being that the Survivor gets a glowing orange bar beneath their icon during step 2. That’s it. There is nothing “instadown” about Deathslinger aside from the ultra-rare addon that applies Exposed to speared Survivors when you hit them from further than 15 meters away. Unless this addon were to become basekit, Deathslinger will have to spear and hit a healthy Survivor twice to down them, Deep Wound or not.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160299#Comment_1160299

    And I think a lot of survivors are really bad at the game. Even when you do land a harpoon, you're spending 10+ seconds on the whole extravaganza to land an M1 you could have just landed playing a different killer. Why would I take Deathslinger when I can take Plague, outside of aesthetic reasons?

    Because Plague can't spear people from a range and pull them towards her at any point she has LoS? Because Plague can't hold Survivors still at loops where she would normally struggle to mindgame at? Because Plague can't position Survivors to her whim? Because Plague doesn't have a literal harpoon gun?

    Seriously, if you're good with Deathslinger, you're essentially a Huntress who doesn't need to rev. It's absolutely insane.

  • @KerJuice said:

    I don't think Deep Wound was added for Deathslinger to purposely forego the chase for someone else, I think it's a parting gift for the survivor who escaped the chase. So like many said above, it would only benefit the survivors if removed. Yea it's only 8 seconds of an inconvenience for them, but at least it's something. What happens if the mending survivor who is now almost done healing gets unintentionally sandbagged?? Down goes Frasier... Those extra 8 seconds helped.

    @Freudentrauma said:

    I personally think DW was mostly applied for thematically reasons and to give Deathslinger something to recover, if a survivor pulls away from a hook and get lost. It's more lika bonus that kinda does something...

    So what you’re saying is, Deep Wound was implemented as a crutch for bad Deathslingers who have a tendency to lose the Survivor they’re chasing?

    So removing it would be a nerf to people who can’t play them whilst leaving better players nigh unaffected?

    Sounds like bad game design if you ask me.

  • @[Deleted User] said:

    I agree. I feel like I've been experiencing a different version of Deathslinger than a majority of the community/content creators. This killer's power contradicts itself at a basic level. He's bad any way you utilize him.

    You can take advantage of deep wound's stall potential, but then you're wandering around a ginormous map at 110% with poor downing capability. So, a bad version of Legion 1.0.

    You can chase and use the killer's power to focus people down, but he's still bad at that. And Deep Wound is inconsequential at that point because the timer doesn't go down when people are running. He has poor downing capability even if you hit your shots. I had two games this morning where I just ran to a jungle gym and dropped a pallet when I was injured in chase. In both games, Deathslinger gave up and abandoned chase to patrol at 110%.

    This killer is terrible. I don't understand the love for him at all. We didn't need time to figure out Oni or Freddy. We knew they were strong right away. We knew Plague was solid right away. We knew Demogorgon was weak-ish right away. The numbers bear that out. But apparently people just haven't figured out Deathslinger yet. The hilariously high escape rates I'm seeing are just people "figuring it out". The game is 4 years old. People know how to play at this point.

    Well I think that’s just you struggling. I’m doing almost exclusively well with Deathslinger at red ranks, despite constantly prestiging him and being short on good Perks. I agree that his map pressure is wack, but to say he sucks at chasing is just hilariously untrue; in the right hands, Deathslinger’s chase potential is downright broken.

  • @Bill_I_Am__Overbeck said:

    Replace Deep Wound with the Hindered status effect. Rewards good shots and makes more sense if you move slower after getting harpoon'd in your torso.

    If it did that, what would be the point of him being 110? It only makes his already-insane chase potential even stronger, but it doesn't make up for his glaring weakness of negative map pressure.

  • @drimmalor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159774#Comment_1159774

    That's why it's a test run. They won't know how they are performing, or if they meet their targets, until they can see it in action over thousands of games. It's an entirely new mechanic - it takes time to get right.

    But something this bad shouldn’t need to be tested for the developers to go, “Yeah, this needs looking at”. This iteration is so obviously terrible and now we’re stuck with them on the live servers.

  • @drimmalor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159759#Comment_1159759

    Exactly this, imo - the new map is a test for breakable walls and how they want to be implemented into the game. They want to see exactly how they differ from just putting pallets in similar spots - and ultimately, breakable walls can essentially be worse pallets, since a survivor can't choose to conserve it.

    It also opens up new tile possibilities, as walls can be placed much closer to windows than pallets. This is what's being tested, and the fact that you can deny a tile almost instantly by breaking the wall makes looping weaker, as you'd normally need to wait for the survivor to drop the pallet first.

    If this is their test run, then it needs some serious revising. The architecture around the walls we’ve seen is absolutely horrendous, and if the old maps get edited to fit this architecture, then the walls will absolutely be a straight Killer nerf.

  • They better do something with the Plague just for the sake of a coronavirus meme. That would be top tier shitposting.

  • That's not even the best part. Think about it.


    Look at all the breakable walls on the saloon: The shack wall, the jungle gym wall, that one window wall in the corner of the map, and the four or five walls in the main building. Of all those walls, the shack wall and window wall are the only ones that the Killer isn't essentially forced to break. The jungle gym with the wall not only has a pallet, but it also has TWO windows, one of which is a god window until the wall is broken. As for the saloon, the walls placed next to windows once more make them completely unmindgamable, Ironworks-level of safe, and the ones that aren't need to be broken to facilitate uncongested movement through the building.


    So, all in all, most of the walls are effectively pre-dropped pallets that turn windows into god loops until the Killer wastes time breaking them. Do you know what that means?


    That's right, ladies and gentlemen! The addition of breakable walls, the most anticipated and hyped-up Killer buff of the century, a feature that were making people say this was the single best patch for Killers in a long time, has so far proven to be almost exclusively a NERF to Killers!


    Oh, Bee-Aych-Vee-Are! You and your amazing balance team sure do crack me up!

  • If you go to the DBD Wiki on PC and hover your mouse over the bold parts (usually the "slightly increases/slightly decreases/etc) of the addon descriptions, it tells you the exact numbers.

  • If anything, I think the points you get for living longer than you're Marked should go up.

    Boldness is an extremely overinflated category that has far too many avenues to get points for it, and you get 500 for looking at him for 2 seconds. Meanwhile, Survival is almost impossible to get a decent amount of points in without outright escaping, and you only get 250 for lasting a minimum of 45 seconds while Exposed. i think that's ridiculous.

  • Oni is an absolute gamer jeff man boy. My only gripe is that he has to be associated with Spirit and that absolute abomination should have never existed.

  • I don't think people realize that Survivors used to have Prove Thyself in their basekit—before the Legion's release, co-opping on a gen did not slow down gen speeds. All Prove Thyself does is undo that nerf. Don't really see how it's a big deal when that was what we'd already had since release.

  • @Nysos said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159616#Comment_1159616

    The point of what I'm saying is that it would be to quick, think about with ghost or myers you gotta stalk. Hex based requirements must be met. But if you harpoon a survivor and injured them, then reel them in preventing them from fleeing and hit them to put them in a dying state. The game would fly. Survivors would DC even more.

    What the hell are you talking about? Just because you harpooned a Survivor doesn't mean they're going to be injured. They will become injured if the chain breaks or if you reel them in and hit them, and they will only enter the dying state if you reel them in and hit them. If we took away Deep Wound, it would not facilitate instadowns because unless the Survivor is Exposed, you HAVE to hit them twice, harpoon or no harpoon. If we took DW out of Deathslinger's kit, the only thing that would change is the appearance of a glowing orange bar beneath a Survivor's icon when you hit them after spearing them.

  • @Jasonisanicefella said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159639#Comment_1159639

    It's not detrimental, but it has bad synergy, the usual poor understanding of the devs.

    As a slinger you mostly 1v1 survivors, so 90% of the time I'll hit you and continue to chase to down you so the time wasting effect of dw is essentially lost.

    In few cases you'll abandon chase and it may help a bit but it's a lazy design for a 1v1 killer

    Finally, someone gets it. The only possible reason I can think of adding Deep Wound is a lazy attempt at giving a 110 Killer with no mobility some extra pressure, but it so clearly doesn't work well with him. If he's too good to be 115, just make him 112.5% or something, or tweak his power to make giving him 115 speed justifiable.

  • Absolutely the hell not. Freddy, Oni, Demo, Spirit, Billy, and—if you're really, really good—Nurse, and Huntress are all much stronger than he is.

  • @Nysos said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159615#Comment_1159615

    Think about it, you hook the survivors putting them in the injured state. In addition you reel them to hit them with a bayonet. They wouldn't have much of a chance. I know its not a "instana down" like being exposed, but you would down a survivor in one encounter eith out a chase.

    Uh, friendo, hooking a Survivor doesn't injure them. The only time their health state will change after being speared is if they break the chain or if you reel them in and hit them.

  • I feel like Clown is a lot like Legion: An obvious cash-grab that the devs didn't really put much thought or effort into designing, and a character they don't really care about.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159633#Comment_1159633

    I seriously dont get it, whats the problem of him applying deep wounds? Why does it contradict his power? What I get from your post is that his power cant apply deep wounds fast, therefore, its pointless, but the way I see it, deep wounds helps stall the game even if just by a bit, I dont think its detrimental in any way, shape or form.

    What's the point of applying a debuff designed to stall Survivors when you abandon them if your power is specifically designed not to abandon Survivors, but to focus them down and end the chase extremely quickly? He has no mobility, no hit-chaining; nothing to actually assist in applying Deep Wound to anyone other than the Survivor he is currently chasing. And since Deep Wound does absolutely nothing in a chase, there's no point in having it. Like I said to someone else, it's so contradictory to his power and his stats that if you go out of your way to try and spread Deep Wound as Deathslinger, you are SERIOUSLY hindering yourself.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159623#Comment_1159623

    Well, what do you suggest we should have instead of the deep wounds?

    Literally nothing. Just make it injure. Deep Wound on him is completely, utterly pointless. If he struggles to apply map pressure, give him longer range, or 112.5% movement speed instead of 110%, or literally anything that complements his power instead of contradicts it.

  • It kills me to say it since I thought this DLC was almost 100% great, but it's the truth: Everyone was so hyped for Demogorgon to the point that the ST trailer was the most viewed gaming video on YouTube trending for a while. But not only did all the new players leave almost immediately after realizing this game is utter dookie, but the only Survivor Perk that anyone uses from this DLC is Inner Strength, Demogorgon's playrate is extremely low even though he's a great Killer, and no one in their right mind thinks Hawkins is a well-designed map. I have never seen the hype for a new DBD chapter die as quickly as it did with Stranger Things.

  • @TWiXT said:

    It wastes 12 seconds of survivors time (8 if they mend each other) which supposedly buys him time to apply more map pressure despite his slower than average 110%/4.4ms Movement Speed (I think the idea was if they are spending more time mending/healing, then they spend less doing objectives). Unfortunately this seems to be the only thing in his kit that wastes survivors time, but because of how heavily nerfed and un-threatening Deep Wounds is, and how slowly he applies it to survivors vs Legion, it doesn't really slow them down enough, much less allow him more map pressure. So aside from adding 12 seconds onto a survivors healing time, it's pretty useless at giving him the time wasting advantages he needs, especially if the survivor was inflicted with DW by snapping his chain which stuns him for 4 seconds. If DW were re-worked again to have only a 15 second timer instead of its current 30, then it could actually be a little more threatening since every time a survivor pauses at a mind-game-able loop, vaults a window, drops a pallet, etc, the timer starts ticking down, which would make having the DW status on your character something more urgent to take care of since you don't want to be caught in a chase that has you pausing for any reason.

    Deathslinger does need a time wasting mechanic for survivors, but DW is not an effective one for him in its current weak ass state.

    That's literally what I just said. Even if DW were good, it's next-to-pointless on Deathslinger because his power is so obviously designed not to work that way.

  • @Seanzu said:

    I think it's fine, it's time survivors have to spend off gens I don't see how it would benefit anyone but survivors to remove it

    Except it's not going to do that because Deathslinger sucks at applying the status effect to multiple Survivors at once. In 99% of scenarios, the Deep Wound does absolutely jack squat nada. It clashes so viciously with Deathslinger's kit that if you actually do manage to apply it to multiple Survivors at once, then either they're clowning around or you're just straight up playing Deathslinger wrong. It's utterly pointless and I don't know why they added it.

  • @Nysos said:

    Because if the hook didn't count as a deep wound this killer could practically instana down every one. The game would go to quick. Personally i would LOVE if that wasn't the case,but it's for balancing purposes. I've noticed any killer abilities that can instana down has a two step process.

    ... How would it be an instadown? Just make it injure without inflicting Deep Wound, like, you know, 95% of attacks in this game. Deathslinger specifically has an addon for making his power instadown, and it doesn't do it by ignoring Deep Wound; it does it by applying Exposed instead of Deep Wound.

  • @Jallybwan said:

    jeffslinger is the legion rework we always wanted

    Damn u rite

  • Left Behind is 10 out of 10 if you want to play like a selfish prick. Most Survivors, however, do not want to play like selfish pricks and therefore don't get much use out of the Perk.

    It's merely a playstyle thing.

1 … 18 19 20 21 22 … 26