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Dino7281

Dino7281

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Dino7281
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  • Maybe with add-ons, but then it takes forever to charge.

    Bubba is fine.

  • @Harold_Shipman said:

    The grab effect is client side, your pc detects whether it should execute the grab animation, the server validates it and changes it to an m1 if it fails validation. If you made it a guaranteed hit, then you would essentially be letting the client decide when to hit a survivor.

    I imagine it would be open to all kinds of exploiting. Server validation is a tricky beast, and even if this is the devs intention, I would expect it to probably take a while longer than the standard grab M1 they have implemented so far.

    It is still downgrade. Server denied me insta-down, but I was able to start animation, so that means I had to be in range for normal hit at least.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2537753#Comment_2537753

    BTW: I've seen a few complaints about him being able to shoot through stuff now like PH's ability. If that isn't a bug then, gratz, all the people crying bloody murder about being unable to run in diagonal lines instead of 90° angles when running away now nerfed him to a point where he's both pointless yet requires genuinely zero skill. amazing.

    I mean, he was always being able to shoot through gaps in walls etc., but only some tho, so it was also kinda skill thing, when you need to learn those spots and use them.

  • @DbD_Enjoyer said:

    https://forum.deadbydaylight.com/en/discussion/284919/can-we-make-failed-grab-fix-as-guaranteed-hit

    I think that instead of a guaranteed hit we should get a guaranteed grab, its so awkward to start a grab animation then stand still for 0.3 secs or so and then hit the air / survivor...

    Yeah, problem is that this would kinda situations with pallets. High ping killers would grab you after 1 minute...

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2537419#Comment_2537419

    ADS Slinger is a thing so speed is not an issue for Slinger. Slinger can get shots in before they reach the pallet. Nemesis has a secondary power? You mean those 2 things that get stuck everywhere? That's a secondary power? RNG is the secondary power you want for a killer? Deep Wounds at least forces you to Mend, meanwhile Contaminated does nothing for Nemesis.

    Nemesis better than "Nerfed" Slinger? What add-on combos does Nemesis have? Cause i'm already counting 6 combos in my head for Slinger and all i can think off for Nemesis is i gotta tier up fast to get any use out of my Tickling Feather.

    Btw Nemesis Tickling Feather only works after Survivors are Contaminated. That M2 down potential means 3 hits per hook. Slinger with 2 shots has a hook. And can even deny an unhook from a distance greater than Nemesis can.

    Stop trying, Nemesis is a mix of mechanics from other killers and he doesn't do any of them better than the killers that he is borrowing from. Slinger reels Survivors in for the hit while Nemesis gives Survivors a speed boost with his Tickling Feather.

    Oh no, so you are just saying Deathslinger is add-on dependant killer. Since when is that good thing?

    So speed is not an issue for him? Since when. Holding W is a thing and that will work even better with bigger TR, so it definetly is an issue.

    Zombies are RNG, but they can be really annoying sometimes, mainly with Ruin.

    It's not 3 hits per hook It is 8 extra hits overall, which to me is not an issue. You have faster recovery with it and can still move while using it. He has probably best pallet destroying power in the game, well we have Nurse who just ignores them, but not sure how to count that...

    So Nemesis is best at least in something...

    Stop trying, new Deathslinger feels really clunky and only way how to make him work is with add-ons, where you just zone survivors ADS walking, so much fun to do...

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2537016#Comment_2537016

    You mentioned Huntress basement game was better and i simply told you other killers have a much better basement game. If the argument is why pick Slinger and not Huntress then you bring Basement huntress and i simply said if you wanna go Basement builds there's better.

    Even if She Hits all the hatchets she still has to go grab more from a locker. If you don't miss any hatchet and go for 12 hooks that's 24 hatchets you have to hit. 6 hatchets per survivor sacrificed, 2 hatchets per hook stage, 2x3 hook stages = 6. Even at max capacity you're reloading in lockers 4 times, max cap is 7 right? So 24 divided by 7= 3+ so you'll have to reload the 4th time just to get the 3 final hatchets. Depending on where you are and which map you are when you use the last hatchet and where a locker is then you can travel quite a bit or not travel at all so your downtime is at RNG's mercy while Slinger's Reload is capped at a max time by default and can only be shortened. DPS and down potential is in Slinger's favor.

    Nemesiis definetly is not better than Slinger. Nemesis doesn't have Slinger's zone potential, 1 shot capacity or range or even stealth capacity...What you just said is wrong in every count possible.

    You're right per shot she isn't as punished but Slinger now has a way to guarantee less misses or decrease the penalty of a miss.

    Nemesis walks faster, can destroy pallets, can down over pallets and has secondary power.

    He is worse as ranged killer, but he is definetly better overall killer after Deathslinger nerfs.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2536477#Comment_2536477

    So jsut because Huntress is more fun to YOU does it mean Slinger isn't good? Ok gotcha. Slinge rhas to Zone but Huntress doesn't zone? Zoning with Huntress isn't boring but with Slinger it is? ok gotcha. Huntress doesn't abuse add-ons? ok gotcha.

    Do you really wanna keep going?

    Sure. I don't think Huntress was more fun, but she definetly is after Deathslinger nerfs.

    It's funn how your counter argument is usually that other killer can do it better. Well, but we are talking Huntress vs Deathslinger.

    Not Huntress vs Deathslinger, Nemesis, Trapper, Myers and Bubba.

    Btw yeah Nemesis is better than Deathslinger, but we can have that contest another time.

    She is more punished only after she miss all her hatchets, 1 miss is punished less.

  • @NekoTorvic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2536292#Comment_2536292

    I have played other killers without gen regression. Before Blight I was a Slinger main, I like playing Demo, I have played and enjoyed playing Wraith even before his buff. Ghostface was one of the first killers I really liked to play. Clown before his buff was another one I gravitated towards at some point. Just because I became a Blight main, since Blight is the most fun thing in this game for me, doesn't mean I don't know or understand the plight of killers without mobility. In fact, the first thing I always say when talking about how strong x killer is, is whether or not it's weak to W.

    Gens can be damaged by surge while regressing, and I think they can be damaged by eruption too. They can also be damaged by surge while blocked, i think, I might be wrong on that one. I know that gens do not regress while blocked. This was mainly my way of killing the synergy between something like surge and ruin.

    They would be useless in our current meta, they would be about as useful as the other gen perks if the meta were to change, which is the presumption in this post, which unfortunately is not made clear. I think the game is balanced poorly, and this was me attempting to say: "Hey, would we be willing compromises like this so gen regression isn't ridiculous when stacked if we agreed to get rid of survivor bs"

    I don't think Corrupt is the best thing ever. I was trying to kill how it can work as a plan A, then Pop or Ruin Undying as a plan B.

    Pop 10 seconds is admittedly (i literally said it in the post), just there so it doesnt' synergize with surge, Again Plan A, Plan B. Surge for gens close by, Pop for gens far away. I wanted to kill that. In my mind I was thinking maybe pop, in this scenario, could be a perk to control a 3 or 4 gen, meaning you'd always be within that walking distance with regular movement speed killers. I dont like gen perks, I don't know why you'd assume I'd want it trashed so that only my precious Blight could use it, that's not my intention.

    Blight is not the only one that gets value of ruin undying. Nemesis, Pinhead, Pyramid head, and other killers can make use of it pretty effectively. Again, my point was to kill it's plan A, Plan B thing with Pop.

    Eruption would not stack with Oppression, I specifically said they would override and cancel each other. I guess surge should do a similar thing.

    I don't think the base kit kick buff would be super strong. Get's to 5% only if you manage to hook everyone and otherwise gens regress at basic speed, and goes down as survivors die, so as to not create scenarios where survivors feel the game is unwinnable because of the pressure the killer is building. Although to be fair, surge and eruption would probably be too strong cuz they'd do 10% and 12% respectively. Oppression would just do 5% at most. Seems fine to me.

    But it's fair enough. I wanted to see what people thought of these ideas, but I am 100% aware that the current meta is : mash gens in 3 minutes and stall with second chances. I fully expected this to be very unpopular, but the feedback I've gotten does give me good insight into how people think. I am grateful to anyone who interacted with this post.

    Problem is that you talked only about how to nerf gen regression perks, but they are needed, if you want to have chance against good survivors.

    It might be different, if you come up with idea how to nerf survivors, so this would not become issue. But of course just let's nerf killers will not meet good feedback.

    Game would be in even worse state than now with your changes imo. This is not something you can just do and let's see how it goes and cya in 5 months. You would lose a lot of killers for this. High MMR would become unplayable for most killers.

    Pop 10 seconds is really bad. You said you don't like plan A, plan B, but problem is that 10 seconds is not enough for it to be plan A even close.

    You hook survivor, you see someone working on gen across the map, but you can't use your regression perk for it even if you will have time to get there before they finish it.


    Interesting idea would be too sort perks into categories and both survivors and killers could use only limited amount of perks.

    But that would not work in practice, because some perks fit in multiple catagories and this would probably screw balance even more and game would be less fun with less freedom to do what you want.

  • Low S, or high A

    She lost stridor (used by bad Spirits), standing mind-game, free grab from gens and some addons, which hurts but she is still really strong, but quite balanced imo.

    It is definetly better to play against now, so I think she is fine.

  • @lemonsway said:

    https://www.youtube.com/watch?v=G1eF2XrDsqk

    Here, this is NERFED Slinger. You tell me this is a horrible killer and Huntress is better than this.

    Huntress is better, more fun and feel better to play. So I said it, happy?

    Oh no, he will be viable if you abuse movement speed addon and just keep zoning survivors, so fun... or use Iridescent addon, so you can insta down, so good, right?

    Yeah, no...

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534690#Comment_2534690

    Huntress slows down when holding hatchets and needs charge to hit max range. Slinger moves faster than survivors while ADSing, he will counter shift W and his projectile is faster than hatchets which means Survivors can't react to it as easy as they can to hatchets and any shot Death Slinger does is always Max range... How is this bad!? Yes he has less range but he is moving faster than huntress and Survivors, projectile speed is superior and he can go from M1 to M2 just the same as Huntress.

    Huntress has 40 meter Lullaby and Slinger will have 32 meter TR. You can't change huntresses Lullaby range but you can use M&A on Slinger to reduce TR. Plus Slinger's TR music starts out very slow which is very deceptive. Huntress max charge makes map wide audio queue while Slinger just ADS's with no audio cue and any shot is max range everytime. As long as you are in that range and with the speed of the speargun you're in for a hard time dodging the shot.

    All Slinger has to do is make better predictions jsut like Huntress has to do. Slinger shooting is same as Demo's Shredd you wanna use Off the Abyss or ADS with Slinger when rounding corners when you know there's a window in the loop.

    I have feeling you didn't play them...

    So Huntress over Deathslinger:

    Is not punished that hard for miss.

    Can down over pallet.

    Can down on bigger range

    Can down survivors way faster

    She can defend basement way better

    She can down multiple survivors before reloading

    Has bigger projectile, so harder to dodge


    She is overall better killer and now even feels better to play her and more fun.

  • @Marc_go_solo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2536336#Comment_2536336

    I get that. I do think some sort of small, extra objective would be worthwhile trying out, even if it's not in this form. Just to balance the beginning a little. In what form though, I'm not exactly sure.

    It might work with multiple spawns around the killer. So you know where to search and you have chance to find it.

    If there would be only 1 for each, you can get screwed by RNG and just lose game because of it and that's not fun...

  • @Marc_go_solo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2536304#Comment_2536304

    https://forum.deadbydaylight.com/en/discussion/comment/2536308#Comment_2536308

    That's what I was considering with finding the emblem: Survivors could do a few seconds of interraction once finding it (like the yellow and red emblem hunts) and it activates the gen. What's more, they don't all have to be done at the start; some gens may not be activated until later on.

    Either way, in a game where every second counts, this just makes the early gen blasts not go quite as quickly.

    Interesting but not good. I mean, good luck on big maps like Red Forest, or indoor maps like Racoon city.

  • @SirGando said:

    https://forum.deadbydaylight.com/en/discussion/comment/2536307#Comment_2536307

    Yes, the post is intentionally sarcastic but im serious with the essence of it.

    So was I. You just can't really compare it. Do bones work for survivors, because you need to do it once and you have time to do it. Killer would have to do it over and over again and he doesn't have time to do it.

  • @Foxy_Teltac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2535613#Comment_2535613

    Another issue with corrupt is that if anything it promotes gen rushing due to the fact that it creates the feeling of pressure right at the start, so survivors immediately spread out on the gens they can

    Also, Corrupt is sometimes useless when survivor can spawn next to non-blocked gen.

    Just make survivors always spawn together. Easy fix.

  • @SirGando said:

    that soon I have to look out for totems in my killer matches. I was so focused on the killer changes on this ptb that I havent really realized it. And there is no excuse or defense on my part because now I will have to hear the "Just do bones" argument. And it is a fair one, because killers always said that to survivors.

    Ok, you won this one. Gotta admit defeat where you have to...

    It's probably joke, but I will go for it anyway.

    4 players (3rd POV) against 1 player (1st POV).

    Multiple perks + item to help find it vs 0 help.

    Infinite number of use vs 1 time use.

    Yeah, seems same to me. Just do bones and git gud.

  • u gotta use Brand New Parts and Haddonfield offerings , get a new strategy. Last 3 day yall genrush and use broken maps . Get better Be better

  • Oh boy, well first. Try to play other killers without gen regression. Yeah, it's not hard to do with Blight. Try to do it with clown, wraith, myers etc. Good luck

    about changes:

    • Gens cannot regress or be damaged while blocked, and they cannot be damaged while regressing. 

    They already don't...

    Base-kit regression that scales based on how you perform might be good.

    about perk changes, oh boy...

    So Corrupt, Ruin, Pop Goes the Weasel would be useless.

    Corrupt is not that good, when survivors can spawn next to open gen, not worth your nerf.

    Pop -> 10 seconds really? Yeah we know, you are blight main you are everywhere, but some killers would not be able even walk to nearest gen to kick it....

    Ruin -> is not that good alone, you can finish gens ignoring it and it is not hard to find on most maps. Yeah, we know you are Blight main and can pressure everyone everywhere.

    Your changes would do nothing just destroyed few perks. You could still stack regression perks, just different then now.

    Build I would use, which would be way stronger than any current = Eruption + Oppression + Surge.

    Eruption and Oppression might be enough.

    This also with your base-kit buff would be super strong.


    Your changes would just make some perks useless.

    It's hidden, but it would actually buff killers with that base-kit 5% regression and using perk that stacks with it.

  • @SabunoHakia said:

    I like him as is his ability applies pressure to heal your self twice over finding and doing gens and totems while the last person is the one whom must be on guard and this is a huge thing needed for some killers who can't apply map pressure in this manner.

    Haha stab haha mend haha heal haha do it again haha no gen haha no totem haha I win, haha sometimes I lose when they are far apart on the map.

    Yeah, Legion has problem with survivors who just split, so it will be close to impossible get chain hits, or just start running asap you get close to them and you are not able to catch them anyway without addons.

    Alternative is just 4 good survivors, who can loop you and play safe with pallets -> which is not hard, when you are m1 killer only.

    I am using Enduring + Spirit Fury to help get downs and it works a lot even against better SWF.

  • Hi, tired af. I hope it will get better for you.

    Don't look on ranks, it doesn't matter anymore. Ranks -> Grades are just player level 2.0, so it only means that they play a lot.

    There is chance you had good results before you stopped playing, so game puts you against better survivors than should. Well, I don't know how long your break was...

    It should fix sooner or later, if you keep playing, but it is understandable to give up on killers tho.

    I have already found short cut, I just never kill everyone. Always kill two and get two others on deadhook, then I just let them finish gens and farm for more BP.

  • I mean, if they die on first hook -> they don't have many points and if you DC you don't get any (I think so).


    Survivors that die on first hook don't affect queues at all, because they can play again and number of DC players is not that high to affect it in major way.

    Problem is just SBMM and inbalance between number of killers and survivors for different MMRs.

  • yes, some things are just bad to filter. I can't even say that I killed someone in killer game.

    I would turn it off so hard...

  • Nah, just make it random and survivors always spawn together and give them offering for split spawn.

  • @Slippers said:

    https://forum.deadbydaylight.com/en/discussion/265008/deathslingers-ads-being-slower

    https://forum.deadbydaylight.com/en/discussion/comment/2531267#Comment_2531267

    they should have him rev it a sec at full ms, then have like 3-5 sec to shoot. That would kinda force him to go for shots while not ruining his gameplay and make it feel stale like it is on PTB rn. These changes for game health are totally ruining it for the killer player at this point.

    That would be probably even worse than current version.

    Ha survivor, oh wait I need to charge up my laser gun or something... Yeah, hell no.

  • @White_Owl said:

     I think a lullaby would be a much better and balanced idea for deathslinger

    I agree. I understand the reasoning for the increased TR, but it would be more fitting and consistent to give him a lullaby that extends beyond his TR.

    Why do you think Lullaby would be better than bigger TR?

    You can't get rid of Lullaby.

    I mean unless it is like Trickster Lullaby where it took several months to everyone notice it.

  • @ThePolice said:

    I wouldn’t mind a slightly longer lowering sights animation but removing quickcoping kills this killer

    Yeah, if they just forced Deathslinger to commit to shots, it would be fine for both sides, because it would make it more worth for survivors making predictions when he will shoot and Deathslinger would not feel that bad to play as.

    This way, it just sucks.

  • @Miralis said:

    Legion didnt need a nerf, he needs a massive buff, new terror radius theme. Nuff said.

    How was he nerfed?

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526091#Comment_2526091

    What about buffing his rage? To maybe 24m? And improving his reeling speed as well would be nice too. Or they could add a lullaby instead of the 32m TR where he whistles a song.

    PH might have a 2ndary power, but half of the perks restrict him in what he can do.

    Thing is that M&A would become "problem" for them again, because you could do shots without warning.

    Well, but it is still secondary powe and it restricts perks on both sides.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524420#Comment_2524420

    I'm ok with them giving him the same treatment as PH, but PH could compensate, because he's 115%. So I think they should make Slinger 115% as well.

    PH also has second power, can hit multiple survivors, doesn't need to reload, can hit through walls and yeah is 115%.

    Not really same treatment deserved imo.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525467#Comment_2525467

    You didn't dodge, he simply missed.

    You can't react to something coming out instantly

    I can predict, so yes I dodged.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525436#Comment_2525436

    Because Slinger is boring as hell to face. I don't know if you've realized but there's one thing in common with the killers that people complain about. They lack feedback, Spirit, Silent Bell Wraith, Rusty Shackles Hag, Deathslinger. Survivors aren't given any information and its just frustrating to deal with. Against a good Slinger your best bet was hoping you'd guess right of when he was going to shoot since there's no way in hell you're reacting to an instant ADS.

    I never had problem with Deathslingers that just quick-scope, because I used to play him, so I just dodge, when I would shoot.

    I can understand faking scoping can be annoying and cheap like standing Spirit, so I am fine with that change.

    But Deathslinger will be worse and way less fun to play, when you are not able to quick-scope.

    Deathslinger was never high tier killer, so this change is just "because it is annoying", so you need to have some proper compensation as an buff weak side of the killer. Buff to movement speed while aiming will be probably minor -> useless, or big -> not fixed anything, instead of faking you will keep walking.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525235#Comment_2525235

    Did you even read my post or just that part?

    I said his chase is gonna be similar to Huntress when in chase, since now that he has to ADS for a bit before shooting. experienced survivors can attempt to dodge, similar to Huntress. Not the same. Similar.

    But why should he get nerf to be similar in one aspect, when he is worse in everything else?

  • @Laurie268 said:

    You guys can thank all the deathslingers that were running M&A on him which is like 99% of them. I’ve run into him so many times without a warning, especially on indoor maps like midwich. The only ways they could’ve balanced his TR was by either nerfing M&A (like they did with stridor) or by increasing his TR. They chose the best option imo

    M&A wasn't good on Deathslinger, it was just meme add-on for suprise shots.

    If you actually run into him, then it is on you.

    Deathslinger is really bad, if survivors start running away early, because he is slow killer with limited range. This will make it just easier.

  • @MarcoPoloYolo said:

    If there was any time for BHVR to do the whole "we make changes in one direction, here's a bunch of changes in the other direction to keep the buff/nerf in check" it's now. Deathslinger, unlike Spirit, isn't even one of the really strong killers. He can't afford any net negatives, but that's what the upcoming changes do, and the concerns have to be voiced now because we know that whatever's in the PTB is making it live with the exception of internal discussion by the devs.

    So, why are the changes bad? Believe it or not, I don't mind the concept of the quicksope nerf and cooldown nerf in of itself. The problem is that it weakens his strength, but the devs aren't buffing his weaknesses. Any nerf to his 1v1 is a nerf to the only component of his power, which is not good enough for the higher levels of play. This is made worse by the terror radius change. As we all know, holding W away from generators is automatically devastating to the majority of the killer cast. This is especially bad for 4.4m/s killers that don't have mobility powers since it'll take longer to catch up. Giving Deathslinger a 32m warning while also being slow also makes his weakness worse. Consider how bad it is that he has to reload after every shot and give the survivor extra distance, whether or you succeed or not. The risk-reward isn't there after his nerf. It's a "lose-lose" if you will. One way to deal with this is to make him not require reloading after landing a basic attack through his power. Perhaps also remove his severe penalty for missing his shot now that his power is being made easier for the survivors to deal with in the first place. Think about what was done for Pyramid Head after his nerf which was motivated by the same reasons as this Deathslinger nerf. He also had consequences added for canceling his power, but was given a cooldown reduction for using his power in the first place. Since the same reason for nerfing is there for nerfing both of them, they should have equivalent compensation.

    The other issue is that he lacks map mobility. Deathslinger was amongst the most dominant 1v1 killers, but completely lacking in patrolling the map, and he isn't even good at camping like Huntress(yes, this is the main reason why Huntress can win matches DS can't, don't deny it) and Trickster. Now that his 1v1 is nerfed, his kit is compromised. He'll be like clown where the only thing he does is 1v1, and he might not even be exceptional at it. I feel that his harpoon should also function as a mobility power like a grapple hook (yes, I know this won't make it next patch, but it's something to consider). This way, Deathslinger is allowed a more fair 1v1 without being a garbage killer as a whole. He'll have a more balanced skillset allowing for Slingers to adapt to it rather than just switching to Huntress and Trickster and camping survivors in a 3 gen. Won't that be nice?

    I like idea, but it would take a lot of work and looked kinda weird imo.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524656#Comment_2524656

    Every killer in the roster gets punished for making mistakes as they should. Slinger shouldn’t be any different.

    Have you ever played him?

    Deathslinger gets punished a lot for any missed shot (unless survivor is on corner of the map) and chase gets longer, because of it. That's how it is supposed to work. Mistake -> longer chase. That is how it works for him already, so what is your issue?

    Nurse, Spirit, Huntress, Blight, Trickster etc. They can make mistakes and then make up for it with using they power well again. So how is Deathslinger different?

  • And you are legend for killer mains, because of it. Thank you.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524983#Comment_2524983

    Give him 115 and were back at square zero of him having no counterplay in chase, the whole point of the ADS change is to at least give the survivors a slight chance, experienced players will be able to react to the shot and at that point his gameplay becomes very similar to Huntress

    Gameplay similar to Huntress...

    Really?

    Will he be able to hit over whole map?

    Will he be able to chain m2 with fast m1?

    Will he get multiple hits before need to reload?


    Deathslinger gets punished more for missed shots, has limited range, can't down survivor over most pallets, takes longer overall to down survivor.

    Those two are nowhere near close in power and Deathslinger definetly wasn't better than Huntress.

  • @Chocolate_Cosmos said:

    Deathslinger is not even a top tier killer lol. He is only good at one thing: chase. And even there you will miss a lot of shots here and there unless your aim is top tier or you play him a TON lot.

    Terrible changes. Just terrible. Also super unfun to play him now I assume as well. Seems like we will have only 2 range killers in the game hah.

    BHVR wanted to show us, that Trickster wasn't that bad... They can do worse :D

  • Wanted to create post on it, but you were faster, so:

    Increased the delay after cancelling your shot before you can start a Basic Attack

    This one is fine and I understand that faking scoping was cheap (kinda like standing spirit mind-game)

    You can no longer shoot until you have fully aimed down sights 

    Just why? Quick-scope is probably only good thing about this killer and there is no reason to nerf it, because it is not really easy to do, unless you are into FPS games.

    Decreased movement speed penalty while aiming down sights  

    I mean, it's most useless buff they could do. You never want aim and walk for long duration, so unless it is higher movement speed than survivor's -> it doesn't matter

    we’ve increased The Deathslinger’s terror radius to 32m. 

    Oh no no no. Holding W asap was already huge weakness of Deathslinger and it will be even easier now. It's not like M&A was good perk on him, it was just meme for suprise shots.

    Deathslinger was never good killer, he had only one thing going for him and that was chases.

    How they don't understand that, if you want to nerf something "annoying" not broken, just annoying, then you need to buff something to compensete the killer.

    I would remove that change about fully ADS and give him 115%, when they want him with 32m TR.

    Patch-notes looked so good and then BHVR does this...

  • I mean, they are still better than addons / items you will never use, or offerings for luck etc. Those ones at least give you some BP back.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2519896#Comment_2519896

    So u suggest all 4 to dc because one of them is unhappy? It sounds nuts.

    I suggest noone DC, even tho you can be unhappy with current game, because this game is not for kids.

  • @missionnhunter said:

    no penalty is better so when a killer is tunneling right off hook over and over people can at least move on to a match that's fun. it's a game, if it isn't fun there's no point in continuing a round. fun is the whole point of a game.

    if he is tunneling you, you are gone move on the next match pretty fast, if you are not good at looping.

    I don't mind tunneling, because I like chases.

    but if you DC sooner, then he actually kills you, because you are upset that you are going to die, you are usually only helping that killer and screwing teammate, so you definetly deserve DC penalty.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516633#Comment_2516633

    So u want to let it go cause there is possibility that someday your game might crash?

    I'm not asking banning them, which in some games they would get on multiple dc's, but asking to make dc penalty strong enough so players think twice before they throw a game for whatever reason they have.

    They will just go afk instead or chase killer and die on hook, so then you will punish just those who crash.

  • @R2k said:

    https://us.v-cdn.net/6030815/uploads/M4A10CXGM99M/image.png

    Little back story: Just played a game and we faced decent killer but survivors [BAD WORD] dc'd for whatever reason and rushed on killer with after game toxicity.

    Guys, devs, mods anyone, please! This is not healthy at all that survivors can Dc at any time they want, ruin others game and just get out with 5 min penalty.

    Dc penalty should more punishable.

    Well, you can have technical issues caused by dbd, which is then dumb to get punished for.

    DC penalty can escalate to days, I don't know how long it takes to get lower tho.

  • Grades are useless, they are just player level 2.0

  • @kaeru said:

    Surge is a perk from a killer with special attack, so it should have same treatment long ago.

    But it also have it's own active radius, so if Huntress down someone with distant hatchet, should it work from killer radius or hatchet radius?

    It might be quite funny to throw exploding hatchets...

  • I agree Judith's Tombstone is fine. There is counter-play to it, just go into locker, slow vault something, work on gen in front of him and he will get just normal grab instead of mori. We can't lose burger king Myers.

    Tombstone Piece is kinda broken and might get nerfed tho.

  • Only way how to tell power-level is by stalking player's profiles for hour played, which is even worse indicator than rank used to be.

    I think it should be linked with grades, but they are probably not going to show us. Then we would be able to tell, how fair it was by grades.

    Grades are useless atm and make this game even worse experience then SBMM imo.

  • @whereismykebab said:

    All the adjustments seem great.

    Especially Hex: Blood Favor and Hex: The Third Seal activating with special attacks.

    Would you consider giving Surge a similar treatment, pretty please?

    I kinda expect it, because it is going to be free for all perk, so it would be nice, if it actually worked for any killer.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509021#Comment_2509021

    Before the SBMM went live, BHVR said that most matches should end with two kills and two escapes. Now that the MMR is live again, they stated that that should be happening more often now, however anyone who plays this game on a regular basis knows that simply is not true.

    We all have bad games, it's inevitable, but when it's consistently bad, that's when there is a fundamental problem with the game. Gamers with hundreds of hours or less are consistently being matched against players with thousands of hours. Not only is it not fun, but it's starting to make more and more players, especially new players, turn the game off altogether.

    In my games it is usually survivors are either not good enough -> 4k, or they are ->0-1k (depends how campy mood I have)

    I had stop playing Legion and Wraith, because I just too often played against teams that knew how to abuse their weaknesses, so Blight and Oni only now.

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