Devil_hit11
Devil_hit11
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@gatsby said:
Dark Theory, nuked COH and Exponential would barely be strong enough to justify the perk slot if they were map wide. Only Shadow Step might need a nerf but that’s an easy one. Just make it so it only hides auras while injured and only hides scratches while healthy instead of hiding both all the time.
Pretty sure there are still only four Boons if there’s a fifth one its so bad I can’t remember it.
no. they are not buffing boons. they just nerfing coh. Nerfing COH has no relationship to improving other perks.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380251#Comment_3380251
Having to outplay DH is simply a part of the game and it has been like this for 6 years now.
And that's exactly why it's being changed! Hopefully it stays dead and buried this time.
DH still has same effect. it will not be available as often anymore but its ability to second chance has remained unchanged. They're adding a proper drawback to the perk to limits effectiveness. I wouldn't call it dead but I do think it will be less used as it have less reliability then before. There is notable meaningful choice in choosing exhaustion perks now.
Do you want the strongest possible effect? DH
OR
Do you want the most reliable speed boost? Every other exhaustion perk.
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I am personally still going to use DH, but the pick-rate of the perk will definitely plummet which is fine. many killer expressed discontent facing 4 dead hard's every game, so now you will see dead hard less. I am personally relieved because SB and Lithe have never really bothered me as killer. their counter-play is much easier then DH and a lot less game-changing as they provide a lot less distance.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379815#Comment_3379815
Someone looked at the old Forever Freddy build, and said "y'know what? that should be base kit for every killer". Pretty sure the base healing speed change alone is slower than FF.
I'm hoping they get good feedback on this and make adjustments, because on paper this patch makes solo q unplayable.
Autodidact laughs.
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@Madjura said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379837#Comment_3379837
Plus, all the stealth killer... Maybe Amanda are also happy? Some sort of buff for her?
Sadako benefits more (probably the most) from this but yes Pig should also be significantly stronger
I'd say Nurse got biggest buff in the chapter. Nurse is one of best 1vs1 in the game and one of her biggest weakness is dead hard. Dead hard has been nerfed to only work when unhooking a survivor. So Nurse's first chase will no longer incur dead hard's which massive. As usual, Nurse is best 1vs1 in the game and since her chase is super fast, 24 second healing is going to be amazing for nurse player. People will be injured almost entire trial. Its like you'll have starstruck actively permanently entire trial. Pretty ironic considering that they just nerfed starstruck nurse only to bring back anti-heal nurse 1 chapter later for free with a single green add-on.
all stealth killer that hit & run will massively benefit from change. the one which will benefit most is Dredge. He gains 1 nightfall per survivor injured, so slow healing for Dredge means more Nightfall but in general, every stealth killer will benefit as leaving survivors injured and spreading pressure in their signature play-style. So anything that makes healing harder is good for them.
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I fully expect the healing changes to go through. this is roughly second time they have nerfed healing. this will really help stealth killers a lot to maintain healing pressure. COH is now a dead perk, I kinda expected this perk to die directly from PTB. I am honestly surprised the perk survived for as long it has and med-kits in general were over-tuned since the games release.
@Phasmamain said:
Self healing needed a nerf but tbh 24 seconds on a altruistic heal isn’t needed. They were never the issue and self healing is still way more valuable meaning edit are still meta
I think healing general needed nerf especially for SWF. Throwing yourself at killer should not ever be rewarding. The only consequence is that soloq will have a harder time healing because of lack of coordination.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378720#Comment_3378720
Try 2 minutes. By the time you find the first survivor and start chasing. Remember, if the chase takes 45 seconds, what they balance around, finding a survivor is easily going to take you 20 seconds just to cross the map, then probably another 5-10 to at least spot someone. Then remember it takes ~8 seconds to walk to a hook, 3 seconds to pick them up and 1.5 seconds to hook. 20 + 10 + 45 + 8 +3 + 1.5 = 87.5 seconds
I would say average chase is 45 second long. If we include hooking time, the total time needed for a killer to get 1 hook is 60 seconds. If we include finding and walking time, this is easily +30 seconds especially if killer has no tracking perks.
If your counting tracking and walking time, you have to consider survivor healing time. Healing time is 16 seconds. If two injured survivor heal other. 16+16 is 32 seconds. 32 seconds is roughly the time that a killer takes to find survivors and walk to generators.
60 second per hook is too slow for killers in relation to gen-time. The gen-time in 4vs1 is balanced around 30 second chases. 30 second chases is very unrealistic for just about every killer. that is why spreading hook is too unrealistic in current version of dbd because 30 second average chase time for killers requires killer to be massively outperform the survivor. The survivor has to play worst possible game and the killer has to play the best with virtually zero errors. Just not very realistic in my opinion.
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@Grum said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378529#Comment_3378529
No? The killer is an unsalvageable disaster, and I'm not interested in trying to "fix" her. What needs to happen is a CoB OC nerf, while buffing regression perks that are contingent on actually chasing and downing people.
while buffing regression perks that are contingent on actually chasing and downing people.
Laughs at eruption nerf.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377636#Comment_3377636
For me B tier is still good on some builds, they are good but are either a bit niche or carry risks. For example Blood Echo is good on Killers like Plague and Legion or Undying needing another strong Hex to be valuable
C and lower are perks that are not good, imo.
D is basically useless or hurtful
so what makes you think that trail of torment is a good perk? Trail of torment is more harmful then good because it gives survivor a free alert effect for kicking a generator. B-tier usually means average/the perk can be used to some degree but I do not see how you can use this perk to stealth given that the survivor knows where you are when you kick the gen.
I also think that Decisive strike and Hyperfocus are a bit underrated in your list. While decisive strike does not instantly swing games and good killers can avoid its value by picking up survivors in the correct places and tunnel at correct times, you can still make an impact with Decisive strike if you are very good at the chase.
I also think Hyperfocus is low-key pretty good in a skill-check build center around being gen-jockey but at the same time, I feel like its too difficult for average player to get sustainable value out of the perk. So I think if This is not happening was a little more useful or the player really puts a lot of effort into mastering skill-checks, It has potencial to swing games. Maybe that is just what makes the perk balanced I guess. anyhow I enjoy using the perk as survivor.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378108#Comment_3378108
Yes I understand the concept. My point is more that the weak state is too weak and the strong state isn’t good enough/lasts too short.
Sounds like typical dbd killer design. You can use broken doll to increase duration of nightfall by +20 seconds and Malthinker skull to get nightfall more often to be in weaken state less often. Dredge nightfall could use a bit more ophh but I do not know what would make nightfall more of an ultimate ability. Maybe he could get movement speed when coming out of a locker like wraith when in nightfall. I am not really sure. I do not play much Dredge. He is not my cup of tea.
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@kill4escape4win said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378283#Comment_3378283
Wraith requires 2 hits to down a survivor while Myers requires 1 and can snowball way more effectively than wraith.
I've played scratched mirror many times I know how to play Myers, I have almost 4K hours, I know what i'm talking about, and Myers IS the best killer for this build because of the 1 shot while the others cannot do that. plague works well too because of the broken status, billy too and leather face as well but they are 32 TR and myers is 16 so they have no time to react.
Anyway you have your own opinion about the matter and I have mine, all I know is that I got around 70+ kill streak and NOW i'm at 15 wins in a row, still going up. you think this build isn't that good, you do you, I have my results and they prove me right every game.
wraith has 0 TR and part of playing stealth killers is getting the opening hit. By getting opening hit, you only need 1 hit to down which pwyf can get you that 1 hit with augmented movement speed. I do not thinking open hit matters that much because as long you get stunned, you will eventually down the survivor even at 2 hit downing but just like enduring spirit fury, it is time consuming to get pwyf stacks and pre-dropping pallets does counter it.
I run nemesis and pwyf as my main build on exactly 1 killer. Ghostface. Its because in his case, he has add-on called drop-leg stealth which gives you 10% speed when completing a marked action. you can farm stacks with GF and stack his add-on with PWYF. Since Ghostface has zero TR and very fast mark time(Philly is other add-on I run to increase marking speed), you can mark into 1 hit down as stealth killer. Still I would not consider this top-tier because If I faced strong enough team, they could beat it. Your idea of of 0 TR into instant down is good. Ghostface does your play-style better then Myers does it because when Myer's pop in 99% in his EV2->EV3, He is stuck in EV3 for 60 seconds which gives him his normal TR.
When ghostface does his 99% mark into hit. he is kicked nightshroud but once cooldown expires, he can still have 2 stacks of PWYF and maintain 0 TR. When he marks someone, he will move 20% extra so the add-on synergies nicely with his perk. This is the build I have been running on GF since his rework. Still, I would not consider him top tier or anything because I think good team can easily defeat him.
I think for normal Myers build. From my experience, I tend to play Myers like a slugging killer. I like running Infectious fright, Bamboozle, Brutal strength on him because the higher TR in EV3 allows him to use infectious fright to chain hits. I use bamboozle on him because it allows him to delete windows in tier 3. This perk has inherit synergy with his faster vaulting and T3 in general. I use brutal strength since one of his pivoting weaknesses as killer is that people can pre-drop pallets to time out his EV3. Brutal allows him to eat pallets more quickly and zone more effectively. Still, I do not think Myers is very good or anything, but he can excel at slugging and camping hooks. He can slug if his survivor opponents are poor at looping m1 killers and he is magnificent hook camper when his Evil within 3 is active.
all I know is that I got around 70+ kill streak and NOW i'm at 15 wins in a row, still going up.
I think your facing weak survivor players that do not understand how to counter the perk synergy which is making you think that Myer's is a lot better than what he is.
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@kill4escape4win said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378128#Comment_3378128
you clearly haven't experienced how strong Myers is with this build to think this, you have no idea what you are talking about
this is one of my first builds that I made on Myers. I am not joking that you could nemesis+pwyf on most killers and get similar results. Like you could do this build on wraith. you cloak, hit people with first hit, you follow them, if they get no loop, you down them. if they do get to a loop, you swing into pallets to trigger nemesis, then you cloak/uncloak as you chase obsession gaining free stacks until you down the survivor or you go 130% m/s. You could do this Legion, On plague, On Oni, On Billy, On Pig, like literally every killer. why people not run this perk combo? Its not time efficient.
If you wonder what this perk combo is for in regards to Myers. Its for his meme build. Scratch Mirror Myers where you permanent tier 1 and you move 105%. If you want to play Scratch Mirror against good players. you have to run these two perks to make Myers go from 105->120% to use his joke 32 meter aura reading build. Also my advice is to not use Enduring as perk. Its wasted perk slot because if you get stunned and people change loops, you free pwyf stacks and you catch-up quicker by moving faster. Like I said, the counter to this is pre-dropping pallets and hold-w while rushing generators.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377304#Comment_3377304
A few safe pallets are totally fine in my opinion. But the Game has like 15 pallets that can't be mindgamed, not just five.
question. Why are you happy with 5 safe pallets but unhappy with 15 pallets? isn't the more the merrier?.
old haddonfield coming back to its roots. 3 houses with all with infinities. Now all they need to do is restore house of pain windows and put the god pallet on bottom floor. At least the map is no longer hide and seek like old one so finding survivors is easier. Chasing them is another story though.
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its too little duration. sloppy duration is infinity. this perk is 30 seconds. it needs more duration or infinity duration. I'd be fine with just 60 seconds. Obviously infinity duration is better though.
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377356#Comment_3377356
you know, it's funny that you think that playing killer is easy (this statement it's a hint that you aren't playing aganist decent survivors) since you think this then keep play the game, i personally won't since i'm not masochist... you are also deliberately IGNORING the points that i made, thinking that only kills matter is another problem with the mentality that the community has: i can do 0 hooks but kill everyone in the end with a single hook thanks to blood warden... this isn't a valid point since you are ignoring EVERYTHING else (gameplay wise)
I think your post is being misinterpreted. I think what your complaining about is that killer power are not VIABLE in terms of FUN. You can only win survivor that play poorly with other killers. With Nurse and Blight, you have more opportunity to win off your own accord and can play the chasing hook-game.
The other killers cannot win by chasing and hooking because the killer power are not balanced for chasing and hooking. there is lack of skill expression in using killer power to produce a winning outcome. Why is that the case? Its because casual survivors complain that x killer power is OP so dev have to make killer power weak so the majority complain less. I remember when Billy was a respected killer for going for chases but where is he now? A shadow of his former self. I personally miss playing deathslinger the most but that is water flowing under the bridge. For killer to be more relevant in the game, The survivor player-base has to accept losing but currently the survivor player-base does not accept losing so by contrast, the killer player-base has to accept losing when playing killer.
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Myer is m1 killer with instant down. He's not any better at using nemesis+pwyf then any other m1 killer. He can use PWYF better than any other killers using his Tombstone piece and Judith Tombstone where his power becomes instant kill instead of instant down, but that is an entirely different game at that point.
Nemesis and PWYF can ascend M1 killers but its little bit like Enduring Spirit fury. Pre-drop pallets and the combo does nothing. Its just that people do not respect this combo as much as they do with Spirit fury.
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why would 3 gen be changing for her? she is designed 3 gen killer. that is how territory killer work. they have terrible early game and they look to win the game at 1 gen. end-game killers essentially. I do not understand why they would be weakening a D-tier killer. I would consider their changes to skull merchant as refinement. They were refining her power as tracking & instant down were pretty irrelevant vs strong survivors. Now her power is a little better at the chase. Ultimately she is m1 killer so do not expect m1 killer to be S-tier or anything.
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@Blueberry said:
I could see this as being a valid point.
My main gripe is how bad he is outside of Nightfall. I feel like Boat Key and Haddies Calendar are required addons just to make it passable, wish those effects were base. He actually has quite a few decent addons but he just has no opportunity to run them.
its his design. He's power-up steath killer. Its like a vampire. you are weak vampire during the day and a powerful vampire at night. Its like saying why is Oni and Plague are weak without their ability but strong with their ability. Its just how they were designed.
I don't find dredge good because nightfall is not very good stealth tool. They also have habit of putting ambient noises on all other stealth killers. Clearly they do not want these killer to be very stealthy.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377759#Comment_3377759
Me doing well doesn’t blind me to the fact that killer is at a huge disadvantage against good survivors, as it apparently does for you. There is no point in talking about viability if we aren’t talking about the highest level of play. Surprise, Trapper is viable if we’re talking about mediocre players.
Skull merchant is m1 killer. you would have to give m1 killers a really powerful add-on for them to compete vs high-level. I think its little strange for what they did with her add-on's. Expired Battery is pretty worthless and the add-on would been bad even if it was unchanged. I would made following changes to her iri add-on's and handled the ultrasonic add-on a little differently.
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Expired Battery: All survivors Start the Trial with a Claw Trap attached to them for the entire trial.
Reduces the max available drone carrying capacity by -4.
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Prototype Rodor:
-Increases max carrying drone capacity by +1.
-Survivors in lock-on zone automatically break pallets upon sliding them.
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-Changed the name of Iridescent unpublished Manuscript to unpublished Manuscript. Reduced the rarity to purple rarity.
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that is how I would approach the add-on. In any case, she is better at the chase and little worse at surveillance on generators. She can still 3 gen like all other killers. I don't think every killer need to be S-tier strong. You could however give iri add-on to make her artificially more challenging to face but most casual players would probably complain about them.
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377190#Comment_3377190
If u stay in this Freddy-Version, just revert almost every nerf 2 years ago, especially the Slowdown for placing snares. How can Clown hold his far better bottle while walking 4,6m/s, but Freddy gets slowdowned to 4,0m/s for placing a trap, which
a) need to be placed before u can slowdown a survivor, while clown just throw at a survivor and it instantly works + they have a harder View
b) has the circumstance that a surv can only interact when asleep
c) needs 3sec to spawn AND work
d) is totally bugged on various maps. Every patch the snares are bugged. Atm its Lerys at the exit gate-goop, on Coldwinn at the Exit-Gate-Switches etc.
So yes: Snares + Pallets Basekit like Clowns Bottles, HUGE Addon-Pass and Revert some of the overnerfs 2,5years ago.
revert snare nerfs would be good first step in the direction. I think they can honestly combine two freddies. they can give him back his 24 meter terror radius and wall-hack within dream world and keep his dream world trigger for pulling you in the dream world by basic attack. When freddy is outside dream world, he is completely invisible but you can hear his lullaby in 24 meter radius. when freddy hits you outside of the dream world, you do not suffer a health-state loss and you are instead put into dream world similar to how nemesis tentacle strike infection works. Now both freddy versions can co-exist at same time.
Survivor think freddy is fine so I do not see freddy getting any changes.
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@Sava18 said:
The real question is how do you individually buff some killer without making them extremely unfun to go against? How do you buff clown without just making him really fast or survivors really slow with his power. If they make his slow go from 15 to 25 or his speed go from 10 to 15/20 he will just run you down with no skill expression on the killer side. A lot of killers simply just don't have the kits to allow them to be an A or even B tier killer.
By reducing the delay on his yellow bottle? he's suppose to be about the idea of timing speed boosts but with the delay, people often detach away from loops making you waste bottles and it makes more tricky to time speed boosts as it is less reliable. you can still make him work with enough experience but ultimately the survivor wastes your time. This would also help reduce skill-floor in using clown bottles allowing for newish clowns to get more value of yellow bottles. Another aspect that could be improved is his base-kit total bottle count capacity. Its annoying running cheap gin bottle in every clown build just to use your ability. perhaps his base-kit bottle count could be upped from 4->6 to reduce add-on reliance. Clown can still run add-on but he will be less add-on reliant. Not every killer has to be A-tier or anything. Just being fun to play is sufficient.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377083#Comment_3377083
Oh, I agree. The new TR will be yet another survivor buff, so I'm hoping the glow is hard to at least discern minor distance shifts. For example, the current spinechill gives you pixel perfect information on if the killer is closer or farther. I'm hoping the glow will at least make it where you just notice more significant distance changes as opposed to inch by inch changes.
i would assume its perfect pixel information because the feature is intended to be an accessibility feature for players that have hearing deficiency. its entirely based around replacing spine chill, well rather making spine chill effect base-kit. It would be strange if it was worse then manual hearing because your discriminating among hearing impaired. that would be very impolite to put it mildly.
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@RpTheHotrod said:
Hard agree. The indicator has two big problems:
- It removes stealth players as a threat. The moment it lights up, you know the killer is near and have ample time to simply leave the area. Most stealth killers have to take their time on their stealthy approach, so it makes those stealth killers a non-threat.
- It gives pixel information on if the killer is approaching or not. The MOMENT the killer gives up chase, you can tell...even without looking back at the killer. The pixel perfect indicator on Spinechill gives MORE information to a survivor than what the Terror Radius does, as it's impossible to tell small fluctuations of the music getting slightly louder or quieter. You are guaranteed to know EXACTLY when you have distance on the killer or if the killer gives up chase without ever needing to look back to keep tabs on the killer.
The TR pixel perfect information needs to be removed from Spinechill once the new TR indicator goes live. The designers said themselves that it was supposed to be a temporary thing to give it to Spinechill while they worked on a solution. I hope they fulfill that statement that it was only temporary.
ironically, their visual indicator is going to buff soloq pretty hard on yoyoing generators as survivor that did not understand the heartbeat mechanic will now perfectly see visual exact precise indicator of the killer's position. When I am playing killer vs non-swf, I often get opening hits in places that I should not be getting hits in the opening chase.
Are killer just going to be running monitor&abuse so their heartbeat is not a complete sonar for the survivor? Wesker with his 40 meter TR is going to be funny with that change. lots of... shift-w... yay! At least they're shortening the gap between soloq and SWF with each of these small incremental changes.
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they improves killer like once a year and often what killer they change often get very low impact placebo changes like sadako got improved from PTB and she is still so bad.
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376758#Comment_3376758
Even with that addon and the upcoming addon changes, at the absolute best her stealth addons only give her 2 extra seconds of Undetectable. It’s still a tacked-on, unreliable gimmick and, more importantly, it’s incredibly far from the main focus of her power, which is my main point. I think the direction they took her power in—pure surveillance—is wasted potential compared to what her power could have been—self-made stealth zones.
removing red glow is not the worst. it can be useful in high-wall loops where survivor loses line of sight however a lot of high-wall loops are loops where the survivor can see killer, so ultimately a very niche effect chase improvement. Makes you wonder why Beast of prey perk is so bad. shrug.
I think if they changed her drone design to not be giant floating drones and more like mini-sc fi chip that you stick on walls that analyze your weak spots and gave her undetectable(0 TR) as base statistic then maybe it would have potencial, but at best, your creating an easier to play Ghostface, so I am not entirely sure. The direction they went is more of trapping based killer with buff/debuff status effects. Trapping based killer are more about 3 gens and hard-zoning and camping hooking. Survivors in general hate all 3 of those concepts. As result, skull merchant will likely be rated as one of the most unfun killers to play against. I wouldn't be surprised if you made a survivor-killer fun to face list and I would imagine that Hag, Trapper and Skull merchant would easily hit bottom 5 fun to play against list in popular voting.
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@LiveBritishReaction said:
For those who aren’t aware, Skull Merchant has a small stealth gimmick attached to her power: After standing in a drone’s active zone for 2 seconds, she gains Undetectable, which lasts until she leaves the active zone, persisting for 2 additional seconds afterwards. I sorely wish this stealth aspect had been the main focus of her power, rather than surveillance. I think the concept of a stealth killer who, rather than having a stealth MODE that is balanced out by specific drawbacks such as being unable to attack or having reduced movement speed, instead is able to move and attack unrestricted in specific stealth zones that they create, is leagues more interesting than what we have right now.
Imo Merchant’s power is one of the most, if not the most, bland and unimaginative killer powers in the whole game. Its effects are so basic and it’s so restricted with stuff like hindrances on drone placement and revealing its detection zone to survivors that her power boils all the way down to “If you don’t put them on gens and then hardcore defend those gens every time, you’re using your power wrong.” It’s very one-dimensional and even with the haste buffs and 3 gen nerfs, I don’t think this severe deprivation of creavity inherent in her power will change. At the absolute best, it’ll give her the ability to be an annoying and boring antiloop killer at some loops where she pops a drone and gives herself free bloodlust + Exposed. Outside of that, her drones are so non-threatening and easy to avoid that she’ll still be piling them on generators because that’s the only place they’ll do anything of note.
If the concept of stealth zones were the primary appeal of her power, I feel it’d be way more interesting, fun, and viable. Killers who can actively place props that directly benefit themselves rather than hindering survivors is a rare thing in this game; only example I can think of off the top of my head is Demogorgon with his portals that give him much greater map mobility in selective regions and, to a certain extent, Twins. That’s a niche that Skull Merchant could have totally filled, and she just doesn’t. It’s a huge missed opportunity to have stealth be the main focus of her power and have detection be the tacked-on bonus, like “Use these cloak drones to make certain areas advantageous by giving yourself unrestricted stealth, by the way if survivors walk into your stealth zones it sets the drone off for a bit I guess idk”
Apologies for the pointless rant, just wanted to get it out there.
this is what add-on are for. you can customize the way you play a killer through add-on's. This add-on increases stealthy potency. They're improving this to 50% except for fact that her base duration for undetectable is 2 seconds. so 50% of 2 seocnd is only 1 extra second. this add-on would be better if it increased duration by a flat number. For example, it increases duration of undetectable by +6 seconds for total of 8 seconds. this would allow you to spec into stealth play-style with skull merchant. I imagine it is not too effective in outdoor maps but could be interesting indoor maps like Lery's.
I am not dev or anything but I think the undetectable status effect within drones is not about the stealth but is about hiding red-light at loops to make it more difficult for the survivor to loop tiles in a drone area.
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@AhoyWolf said:
Currently it sits at quite long 24 seconds, with one common rarity add-on reducing it by 6 seconds...
I think nobody would complain if the base cooldown duration was reduced to 20 seconds, and the add-on was nerfed to 2 seconds.
agree.
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@Blueberry said:
They're both required. Most his other addons are so terrible you wouldn't care for them anyway though. He does honestly need an addon rework and those addons basekit.
incoming casual bad survivors that complain that knight too oppressive. needs nerfs /s
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Make it grant 20 second of Endurence onto the survivor that performs the unhooking. Now you will see it a lot more.
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@BenOfMilam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375918#Comment_3375918
Against good survivors, Slinger relies super heavily on winning mind games and having short chases with STBFL.
I've been wanting to make a guide on how to do a lot of my favorite mindgames as Slinger, but I just don't have the energy lately.
i think he relies on survivor being completely clueless how to play vs his gun, ranged killers as a whole. the survivor has to have such terrible movement. I would say going for hooks vs slinger against strong team is like 2-3 hooks in 5 gens. I remember playing slinger where I was going for chases with 5-6 hooks on average. A lot of my games slinger were like draws even though every chase was like 20 second long. now every chase is like double/triple time. I hate how I have to 3 gen with slinger and camp instead of chase people to have relevant winning chances. whatever, zipping lip.
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@BenOfMilam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375878#Comment_3375878
Mainly reload speed and stun cooldown.
The Bayshore's Cigar is the equivalent of having permanent 6 stacks of STBFL on your ranged attack. Warden's Keys saves you 500ms every reload, which means survivors get about 2m less of distance if you reload in chase (survivors can no longer reach a new loop if they leave the loop while you are reloading).
Chewing Tobacco and Modified Ammo Belt are just the inferior versions of those, but they are still pretty good.
Prison Chain lets you get hits at certain loops that are normally impossible. I personally think it's overrated, tho. Stun or Reload is better.
Iridescent Coin is also obviously very strong, especially when combined with stealth perks so you can shoot someone off a gen and then insta-down them.
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The two Reeling speed and the two ADS movement speed add-ons are all so useless that they are not really different from running no add-ons at all.
All his other add-ons are just "ok", and not really useful most of the time (2 for mending time, 2 for mangled, 3 for stealth).
So like 6 of his 20 add-ons are good enough to be considered usable, and 4 of those 6 add-ons are duplicates of each other lol.
the main add-on I used on slinger are green warden keys+iri coin(if I have it) or I use brown reload+Tin Oil Can because Tin Oil Can reduces missed cooldown by 0.5 second meaning that you can press reload faster after missing so its close to Warden keys in term of reload when missing.
slinger is pretty unfun to play though. I played like 20 games with him running hubris to test out hubris viability. the first like 12 games or so, the games were so easy it wasn't a challenge, but as soon as you starting facing the actual good players. he becomes unfun to play. really hope he gets some changes some day to make less unfun to play vs better survivors.
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@Hex_TunnelBait said:
I really like Astral Alliance, Boon: Silent Ground, and Escapist. Actually, I'm shocked that Escapist isn't already a thing.
i already know why escapist is not a perk. Its because it exclusively buffs decisive strike.
Astral alliance is interesting although I do not think it needs once per trial requirement. perhaps long cooldown such as 120 seconds.
Boon:Beacon is pretty strong when it works.
Tourniquet is not a perk because Lucky break used to be a perk dedicated towards removing blood marks but they have since weaken the perk from 180 seconds(?) to 60 seconds but given it the ability to surpress scratch marks. Same opinion when it comes to Vital Sign Zero.
Pathfinder is a direct power-creep perk to No One Left Behind.
Heavy hit has little reason to be perk because those two particular effects could easily be put into Smash hit for pallets and Head on for lockers. Those two exhaustion perks are not that good and could use a buff personally speaking.
Cautious Care could be a perk but I think the perk should increase healing skill-check chance by 5, 8, 10%. That would be a nice perk for Autodidact potentially.
Mischievous does not need to be exhaustion perk. Exhaustion status effect was originally created to prevent survivors from stacking multiple speed boosts in chase and just like background player does not deserve to be exhaustion perk, neither does this one. These two perks could easily be changed into 50% haste speed perks that last for 4 seconds. I think if you want to create sabotage perk, I would make the perk increase sabotage speed by 30/40/50% and make the survivor gain endurance status effect during a sabotage that lingers for 2 seconds.
Magic Remnant could be ok as filler perk. Perhaps the perk could show the near dull totem aura when a killer kicks a boon allowing to replace the boon in least amount of time. Perhaps the perk could also increase boon speed by 30-50%.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374729#Comment_3374729
While that addon is stronger than the basekit version of it coming next update, the addon not having any time limit made it unfair since you can’t realistically remove a dead trap mid-chase without vaulting (and dead traps still destroyed the pallet too). An instant pallet break after a vault is only balanced if it has a timer or some other condition that can be avoided/outlasted while in chase, and if the survivor is told it exists.
That said, I feel you with how many terrible perks have been released over the last few chapters. Dissolution just isn’t one of them. But I’m still amazed by how bad Septic Touch is, not to mention the killer that came with it counters it with their own power.
disagree. the perk should have no timer. the way to counter the perk is to fish for pallet stuns. that is how the perk is suppose to work. an anti-loop perk is meant to make looping harder. there is no point in using an anti-loop perk if the anti-loop perk does not make looping harder. Survivor can easily outlast timer means that the perk will not come into play. Dissolution might as well be an empty perk slot for killer.
Dissolution should active whenever a killer injures a survivor and the perk stays active indefinitely until any survivor slides a pallet within 32 meters of a killer. I have zero understanding why the dissolution is terror radius based and does not have static radius. When a pallet breaks, The perk deactivates.
As for skull merchant, her arm traps should not break when a survivor slides a pallet. The killer power should be slightly better than the perk otherwise it is weird other killers can equip an entire power as singular perk. The arm traps already have implicit timer of 45 seconds. The arm traps breaking from pallets only debuff's the skull merchant movement speed and serve as negative change over positive one.
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the only perk out of those that i'd be interesting in using is furtive chase. if it reduced tr outside chase, it might be funny to run stealth build on killer.
@sizzlingmario4 said:
Dissolution isn't bad. The rest I agree.
skull merchant has dissolution with no time limit or limit to breaks as an add-on. compare to add-on, the perk is rubbish. the irony is that they want to nerf it in their upcoming skull merchant changes which makes no sense to me. At least they could make the perk have no duration like skull merchant but its like they purposely release terrible perks. it has come to a point that I do not bother to test new perks into my builds because just reading the description is complete turn off.
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@DemocRat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373989#Comment_3373989
Potato potahto, SWF have that information and easily tell their team the exact killer's position. same thing aura or call exact location. SoloQ can't communicate, so Aura have to do the job to bring SoloQ to SWF level ;).
this is true but your way too discrete with that. aura reading on killer is way to discrete to be base-kit. A more indirect way to do that is show aura of survivor that is in chase. this does not show the precise location of the killer but it shows your teammate is getting chased which indirectly showing the killer position.
Again there are perks like that. specifically Empathy does this when the survivor is injured. Bond does this for both injured and healthy however has restricted range.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373926#Comment_3373926
The fact a single determined Survivor can go around totally disabling Trapper or Hag is outright detrimental to their design and performance, though.
It's generally not needed, but the idea that if 1/4 of the Survivor side feels like it (and for Trapper and this theoretical SM, without any item or investment), a Killer doesn't get to have a power and is in a 3v1 with literally just an M1 and addons denied? That's awful. It might technically be a massive amount of slowdown, but it's well over into unfun gameplay design.
disabling killer power is one of the most ridiculous concepts in dbd. trapper and hag definitely suffer from same problem. apart from obvious trapping killers, I think Twins can suffer from victor being disable for 40 seconds if the survivor purposely holds the killer power hostage. Another killer who survivor can manually disable the power is freddy dream world.
I do not think that any killer design that has revolved around the survivor disabling the power has ever been strong. It has always been weakness with no real positive.
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@Crowman said:
It's not that tunneling needs cons. It's that not tunneling needs to actually reward the killer.
Having 3 survivors with 1 hook each means nothing compared to 1 survivor with 3 hooks. There's no reason for killers to spread hooks, because there's no benefit to it.
No matter what changes get made to tunneling, it is still better to make the game a 3v1 than to spread hooks out.
tunneling is currently design flaw within hook-states. voluntarily, the killer has little reason to spread hooks. until spreading hooks is more rewarding. I would not expect tunneling to change to much.
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@DragonMasterDarren said:
This has been a idea I'm sure a lot of people have been thinking of for a while, what if we shifted from perks like Pain Res, Surge, Eruption, etc, to perks like Merciless Storm, DMS, and Deadlock?
Let's look at this from 2 angles, Balance and Psychological
First, balance
I think a Prevention Meta with things like Entity Blockers and Incapacitated would be overall healthier then the Regression meta we have right now, Regression, especially when combined with some killers (CoughXSkullMerchantXCough) and a strong 3 gen, matches can last a eternity, similar issues would arise with a Prevention meta, but I think it would be overall healthier, since gens would be blocked from gaining more progress rather then losing it, which would mean that games would be overall faster while not ending in under 5 minutes, survivors would spend more time looking for gens that aren't blocked, which means that they would be at greater risk of being found, which would mean more interactions per match, which is always a good thing
Second i want to look at the Psychological aspects, lets be real, no one enjoys working on gens for long stretches of time only for it to get Pain Res'd or Erupted, with a Gen Blocking meta this wouldn't really happen, if a gen get's blocked you can just go look for a different gen rather then have to work on the same gen for even longer then you would want to.
I say we buff Prevention perks and nerf/rework some of the current regression perks into prevention perks, it would be overall healthier for the game and encourage more interactions just by making survivors look for unblocked gens
What are your thoughts?
eruption granted 25 second incapacitated and this was deemed too strong. Incapacitated is debuff version of gen-blocking and this was easily one of the strongest gen-blocking type perks for killer that the game has ever had.
The second strongest gen-blocking perk that used to exist was dead man switch and it had 45 second block window. Artist proxy camping and facecamping hooks with this was not very fun to play against. The perk is ok in principal where pushing people off generators block the generator as some form of pseudo gen pressure but the interaction for survivor has similar fun factor as incapacitated eruption.
Deadlock is another gen-blocking perk that anyone who enjoys camping hooks will easily put into their killer build and its weird perk because you get guaranteed unearned pressure. its creates that whole stigma of generator racing vs camping that is not too particular interesting.
Corrupt intervention is other perk that is similar to deadlock. A strong early chase from the killer that results in less generator being completed gives opportunity for the killer to trade generators for potencial hook-states.
Overall, I think entire archetype incentives hook camping more then anything else. I do not think that survivors particularly enjoy hook-camping from the killer and the interaction of these perk is really low for survivor. I am personally not a big fan of these perks when playing against them as survivor. they are not fun for me to play against. at the same, its hard to say whether 3 gen camping is better form of camping then hooking camping.
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@HugTechLover said:
40 x .7 = 28 seconds.
no it is 30.77. you have to pay attention to the wording.
The perk does not say reduce recovery time by 30%. It increases recovery time by 30%. The math is not 30*0.3 = 12; 40-12 = 28. It is 40/1.3. 40/1.3 = 30.77.
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@Riski said:
Allowing survivors to be self sufficent is very powerfull in any factor. By performing the action yourself you gain several benefits:
- You save time by not finding a teammates.
- You avoid grouping up making spreading pressure harder.
- Your teammate can use the saved time to do a gen or help someone else.
- You can recover from bad situations where everyone else has to do something.
This is true for not only healing but unhooking (deliverence) and picking up (unbreakable). Medkits are the strongest version of this as they're both fast and reliable. CoH is also good however it loses out on a lot of efficency if you only need one heal and you replace needing to find a teammate with finding a totem, in matches where your team needs to heal a lot it's good but otherwise it's outclassed by a few good medkits. Notablly unbreakable needs you to be slugged and deliverence needs you to unhook so some team play is needed for these options to be set up usually.
CoH is probably fine as a whole due to the inital time investment, although it's quite polarising for killer. Blights, bubas and Weskers can just commit to chase or don't care too much about people being healthy so it's managable, while wraith, dredge and sadako need people injured and to spread injuries to win (although wraith and dredge at least have the mobility to find the totem first). Medkits need to be slower with their heals, reliable self suffency is already good so I don't see why they should also get the benefit of being twice as efficent baseline in terms of time.
Blights, bubas and Weskers can just commit to chase or don't care too much about people being healthy so it's managable, while wraith, dredge and sadako need people injured and to spread injuries to win (although wraith and dredge at least have the mobility to find the totem first).
I agree with this sentiment the most. I think this is major problem behind healing in dbd. chase killers with proper mobility in-chase mobility or instant down can mitigate effectiveness of healing making the mechanic relatively balanced. The problem with healing comes with killers that have in-chase low-mobility or rely on stealth hit & run tactics. all stealth killers too majorly effected by healing speed as their whole premise is striking at unpredictable times. With health-states, you can use health-states as aggressive armor-tool to second chance their stealth and once a survivor get to a loop. The stealth killer are not that good at the chase and can be really strong if the survivor is competent at using them. In-chase low mobility killers is every m1 killer. For example, Demogorgon is chase killer but at base-kit, he does not do well against health-states and you can yoyo him before the chase with the generators. The remedy perk for those killer is stbfl but being married to particular perk is somewhat not ideal. The negative drawbacks of the perk are also not ideal for that perk as some killer cannot mitigate the drawback like freddy, clown, doctor and so on.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373942#Comment_3373942
Yeah, increasing gen times is the last thing I want to see. Improving killer powers would be nice, but the biggest problem is the arms race the devs have going between killer and survivor perks and add-ons. Killers get slowdown perks, survivors get speed-up perks. If one side brings those perks and the other doesn't, the result can be devastating. There's no way to balance for that.
i think the game is balanced around the idea of 4 perks of your choosing. survivor's that run speed-up perks are gen-jockey players. it is inherently play-style. If a player runs deja vu+prove thyself+Friendly competition+Dead hard. That is just their prefer survivor play-style. An alternative gen-jocky build is This is not happening+Stake out+Hyperfocus although i find this play-style a lot harder to use consistently(I think hyperfocus is a bit too difficult for most player to get value of, So i think This not happening perhaps need slight buff). The other gen combination you face as killer is prove thyself+resilience with 99% med-kit heals. I think if player should be able to run whatever perks fit their inherit game-play style. The play-styles get balanced by themselves because of inherit opportunity cost of one of set perks over another set. For example a gen-jocky player is faster at generators but he is unlikely to have access to anti-tunnel perks like Off the record+Decisive strike+Adrenaline. The player is favouring glass-cannon play-style over a more safe alternative.
I think where it gets complicated to balance is items for survivor. the items can create big extremes. Like an entire team can run commodos toolboxes with 4 BNP+4x streetwise+x4 build to last for some really fast games. Not entirely sure how you balance game-changing items. 4 green med-kits with gel dressing+purple/red needles can sometimes be little bit oppressive for the killer to play against. I am not saying you will play against these game-changing items every single game but those combinations do exist. I have won teams with these crazy combinations but you rely on survivor to not be too good at the game.
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@TragicSolitude said:
If we're going to make gens take longer, then can we make them fun somehow? Because they're super boring and sitting on them can hardly be called "gameplay" as is.
I think they're better off improving killer powers over increase gen times. stronger killer powers are more fun for killer to play and the survivor is less bored on generators.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373731#Comment_3373731
Drones reset the batteries so if you can keep them in a loop you can easily keep the trap on until they are forced to vault giving you a free hit in most cases
drones do not reset battery. the battery lasts for 45 seconds and expires if a survivor vaults a pallet or the 45 second elapse.
@Blueberry said:
I’m actually pretty excited to try her out with these changes. I just had no interest in the camp 3 gens thing with her.
I cannot believe I am saying this... but I am excited to play an m1 killer. I remember one of requests that people will often meme about is what would it be like for a killer to have no ability, but move at 120% speed for entire game? Skull merchant is just that. Killer's dreams came true.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373450#Comment_3373450
But she still gets the haste if you are in a drone area. It's not just the claw trap.
You can't choose between the haste or the exposed. Its either both or just the haste. In 3 gens, thats what i mean.
oh I see, I read tracked as tracked with a trap on. ok never ever mind then. so it is not like plague where people can avoid ability. it is more like end game killer. she has bad early game but strong late game in 3 gen where she get anti-loop. not sure how it will turn out.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373434#Comment_3373434
Like:
- she now gets free Haste, not just in chase, so she moves around faster
- She still can have all the info she needs
- Survivors being trapped makes them unable to hack drones so they either have to risk expose or wait for other survivors to disable them
- So now she actually gains access to unhackable drones, by tunneling a survivor out of the game.
I am not sure, if she was nerfed in 3 gens. She might actually be buffed in that area. But i am not sure.
here's issue with their change. if you place 4 drones by generators. there is no obligation for the survivor to power-up the killer until final generator and even then, now the skull merchant claw traps are more dangerous then her lock on. There is no incentive to ever put get a claw trap because Haste status effect is stronger then Exposed effect. You can outplay exposed by staying injured the entire game rendering status effect irrelevant.
so now what happens is that you will need to use all 3 drones on pre-determine 3 gen, i.e your power is irrelevant for entire game and once all 4 generator have been completed. the survivor will ignore your drones on gens and play permanently exposed on purpose. So these buffs in regard to gaining haste and gaining dissolution will never occur. Her anti-loop is tied behind survivor giving killer anti-loop.
Do you know what killer also has this problem? Plague
Her claw traps are like corrupt puke. Nobody will ever give a single claw trap the entire game and she has no ways to force survivor to willing place a claw trap on themselves apart from Iri add-on. So now her 3 gen is worse while her anti-loop is entirely controlled by the survivor.
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@Gandor said:
If he ever gets 24m TR, I want him to not be able to fully utilize M&A. We have hiding killers and all of them don't shoot. There's a good reason for that.
If you want super easy games, go play against bots.
his low tr had little to do with being able to shoot out of terror radius. it had everything to do with his ammo capacity and yoyoing generators. 1 ammo count means that if he shoots a healthy survivor, he has to shoot, wipe his weapon/self-stun, reload, speed boost and then shoot again. that is time consuming for the killer. Low terror radius was clever way to preserve his ammo count by potentially getting an initial hit which would result in a survivor starting injured in the chase.
The other aspect of low terror radius to make yoyoing generators less effective vs soloq. soloq relies on heartbeats to measure distances for how close/how far a killer is from a generator. the more intense heartbeat, the closer the killer is near you. the less intense the heartbeat, the further away the killer is. most survivor do not understand how heartbeat works and do not yoyo effectively anyway. yoyoing is most of SWF concept more so then soloq one. that is kinda why even with deathslinger was stronger, he was not that good vs swf because low terror radius is not that helpful vs strong swf that proper yoyoing because they call out the killer's position despite having no terror radius.
*** I will avoid explaining yoyoing as concept in this thread.
@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372536#Comment_3372536
Dude, i don't know what you want. I do think he needs a smaller TR, but i don't think you should be able to damage survivors outside your TR with monitor without any warning.
About the ADS, every semi range killer has a delay before they attack, i already told you that. Deathslinger numbers are 0.4 to ADS and 0.5 delay to shoot. This numbers are very in line with other killers. I understand that quickscoping with him was fun and required skill, but it wasn't good for the game as made him too powerfull in chases and gave way to short time for survivors to react.
This is not unique to slinger, every other semi ranged killer has numbers similar or bigger than slinger. The only one that has better number than him is nemesis, but his whip is shorter and has to work with a 3 hit chase.
So no, if his numbers were drastically bigger than other similar killers like for example Victor post hit cooldown, i would give you reason. But he doesn't.
About the ADS, every semi range killer has a delay before they attack, i already told you that. Deathslinger numbers are 0.4 to ADS and 0.5 delay to shoot. This numbers are very in line with other killers. I understand that quickscoping with him was fun and required skill, but it wasn't good for the game as made him too powerfull in chases and gave way to short time for survivors to react.
The quick ADS timing for deathslinger was there because of the travel time of his harpoon and his tiny hitbox on the harpoon. At further distances. His gun had a lot of shot leading which gave more experienced survivors time to react to his shot allowing them to easily side-step out of the way. Survivor was always in control of his gun in terms of whether shot hits or not but it took a lot more skill to predict when deathslinger would shoot and there was a skill towards using line of sight and meticulous prediction in avoiding his harpoon gun. Fast ADS time increases skill-floor for survivor to avoid his gun. I wrote thread around 6 months ago explaining this concept in regards to his gun.
Now the survivor control is like free. With current iteration of his gun, I feel like survivor do not earn control over his gun. There is no real skill-cap towards playing against deathslinger gun. they just get control without much effort.There is more odds for him to miss a wiggling survivor then there is for him to hit a survivor which artificially creates long chases for a killer who is designed to be a strong chasing killer. Luckily, most survivors are not that good so you can still 4k with slinger against not so good survivors.
If you want my opinion on this topic, I would recommend raising his harpoon gun velocity to 1500 m/s from 1000 m/s. Make his gun near hitscan. Now survivor can have their longer ADS time and Killer can have a more effective gun if the slinger player has good aim.
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@sizzlingmario4 said:
Yes, it is. STBFL should be a chase perk, not a perk that makes camping even stronger than it already is by default.
well currently it is a chase perk and camping perk. I do not think it is too strong because you can still get end game saves even at 8 stacks and have 4 people escaping.
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@Carth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371440#Comment_3371440
And how exactly would you balance giving Windows for free, kindred for free,bond for free, and I'm assuming you're asking for a sub 10 second self care solo at any time?
Between the already base BT that's 5 free perks plus completely breaking the healing economy of dbd( bringing the total number of survivor perks = (5 + 4)4 = 36 perks vs the killer 4)
now you know why swf to some degree breaks the game in term of perk economy and why soloq has negative perk economy which is one of the reasons why killer kill-rate is so high. I am just explaining to pulsar in regards to his kill-rate chart. Basically if your a strong SWF, you have near zero possibility to make any large macro error in the game unless your purposely trolling or something.
And how exactly would you balance giving Windows for free, kindred for free,bond for free, and I'm assuming you're asking for a sub 10 second self care solo at any time?
zero clue. I am just talking about each individual problem, not necessary the solution. DBD is not survivor sided. its SWF sided. arguably the game is killer sided if your strictly looking at odds of escaping vs odds of the killer killing since a vast majority of games are either full soloq or 2 man swf at best which is still pretty strong as 2 people gain access to breaking economy instead of 3/4.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372115#Comment_3372115
You mean those small holes that don't secure downs because Slinger is not true ranged... again?
No, he IS weaker, 100%. Lower range to use his power, needs to get a close hit to down someone, has travel time like the others, etc.
And of course, the focusing on instascope because if I am complaining about current nerfed Slinger, it must mean that I want instascope back. Surely I can't want a Killer buffed without bringing back what the playerbase complained about, surely?
"Current slinger is much better."
Don't talk up a weak Killer please, it's spreading misinformation. Everything I said still stands, you just brought up the fact that his shot can go through holes and get those INSANE shots (if the Survivor isn't paying attention) that only allow for injures and don't get downs (which is what truly matters).
And it sounds reasonable because you don't see anything that could make him actually dangerous, that's all. "I can accept these changes because they won't actually buff him at all."
Which is pretty much proof of what the community sees as "balanced"... and most likely why the devs don't listen to the forums. :)
if you want to do BHVR-style changes that don't address his issues and just make people upset, sure go ahead.
"I can accept these changes because they won't actually buff him at all."
These two sentences made me laugh.
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Lullaby is worse then normal TR. takes away perk synergy. With current slinger, you can at least use M&A to bring him back to his old self. It is just not worth it until they revert his negative changes.
Reload is small waste of time when outside chase. most irrelevant
Jay Smasher turns his basic attack which is called hybrid attack into special attack. this is another nerf because it removes his synergy on STBFl. I could definitely see further weakening deathslinger by turning his hyprid attack into special attack as a global change. I could imagine them calling it consistency pass because deathslinger is only killer able to use instant down and m1 perks with his power.
No opinion on other add-on as they are low impact. Honey locus has most potencial with green reload add-on. Hellshire iron would be better off as being reverted back to an aura reading add-on.
