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FFirebrandd

FFirebrandd

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  • Alrighty... so. I personally don't think Shadow Step is too strong. Mostly because countering it is possible.

    If you don't run any aura reading, guess what? The aura reading immunity is irrelevant. There's plenty of good tracking perks that aren't aura perks. If it is bothering you too much, run those. Stuff like Whispers, Discordance, Thrilling Tremors, Surveillance, Infectious Fright, and Spies are all very solid tracking perks that don't care if Shadow Step is in play.

    The Scratch Marks is a bit more tricky, but this isn't impossible to counter either. First it needs LoS blockers to matter mid chase. Second, Bloodhound, Stridor (assuming no Iron Will), and Spies can potentially help you keep track of Survivors in spite of not having any scratches. Third, if you can just keep your eyes on them, no scratch marks doesn't matter.

  • Anything involving Quick and Quiet and Dance With Me.

    It never gets old being in chase and suddenly POOF I'm gone.

    I just wish I could run it more often... I don't solo queue Survivor and I'm my SWF's dedicated looper. So... disappearing mid chase isn't really a good thing for the team.

  • There's 2 tactics that work vs Plague.

    1. Nobody Cleanse ever. That way she only ever gets 1 use of Red Puke in the whole game.
    2. Mass Cleanse asap. Once the last pool is used, ALL pools become clean again and Plague gets her power which again... can result in only a single use of Red Puke... but it's more likely that more of your team is healthy when she gets it so it's less impactful. But it is riskier if Plague realizes you're doing that and starts grabbing Pools as often as possible.

    Either strat can work but everybody needs to be on the same page.

  • @Exult said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582509#Comment_2582509

    Believe it or not I do these things, but circumstances change dynamically and you can't always guarantee you aren't the first one hit. Especially if you like running the killer like I do. (Which, in that instance, getting hit with NOED is fine. I dont' care if I'M the one kill he gets.) You don't always find every totem on the map and unless you always run a totem-hunting perk then you're bound to not find one unless you've absolutely memorized every totem spawn on every map, which most people most certainly have not, right?

    As for default killer teachables yeah the selection isn't strong as a whole, but as you play the game you're able to unlock things in the shrine and original characters with Iridescent Shards. At the very least you can do that and unlock perks that way. Seeing a situation like a wraith with no other perk than noed doesn't bother me, because I understand the selection for new players isn't exactly the best at first.

    Sounds like you agree with me. It's slim pickings for newbie Killers. NOED is one of their few good options and shouldn't get nerfed/changed until more of their current garbage options aren't garbage.

  • Couple things.

    Firstly, did you know that there's a very powerful tactic for countering NOED that doesn't involve breaking Totems? It's simple. First step is keep your eyes open during the trial and remember where any dull totems are. Second step is don't be the first person to catch an M1 after gens are done. Third step if NOED activates is to bee line to the totems you saw during the match. Fourth, if one of them is now lit, congrats you found NOED. Break it and unless your team has done something very silly, you've countered the Killer's entire perk and all they got out of it was one hook state.

    Secondly, did you know that collection of perks for Killers that are general or teachables from free killers are pretty darn bad? Now it will get better once Demo's perks join the general set... but it still has got nothing on the Survivor's set. NOED happens to be one of the best of that bunch. I do happen to think that NOED could use some telegraphing. SOME mind you. Not much. However I also think that NOED shouldn't be changed until Killers don't have 10 out of 29 of their easily accessible perks as quite literal garbage.

    Starting off as Killer is hard enough as it is.

  • That looks like a massive desync. Throw it on the bug reporting forums if you haven't already.

  • I've had one game against a nerfed Spirit. I don't know if I did particularly well against her but she feels much much fairer to play against. Prior to this nerf, I actually refused to play her because I felt she was wildly unfair to be on the receiving side of. Now that this nerf has gone live I've finally played my first game as her and... I'm kinda like "Holy crap... if she's this good after getting nerfed, how good was she before? Yikes." That was even with a kinda wonky build and no add ons.

  • I mean... not for about another week since Circle of Healing got kill switched.

  • @Rydog said:

    @Mister_xD

    the counterplay to him was to not engage in chases in the first place, be stealthy and do gens efficiently.

    "The counterplay is to avoid engaging or being seen at all by the killer all game" is not a realistic strategy. I'm confident you understand this about Dead By Daylight.

    Sure that was the main one, but it wasn't by any means the only one. Here's some other ways to counter Deathslinger.

    1. Force him to use his gun. The most powerful win condition Slinger has is M1 -> Redeemer combo to get fast downs. Don't give him that ever. Force him to use his Redeemer for both of your hits so he has to reel and reload as often as possible.
    2. Hold W as early and often as possible. Especially after his first hit. He's a 4.4 killer with no mobility and hard capped range so doing that against him is ridiculously effective. Getting to a measily 22m away from him means he's got 10 seconds of walking before you're in a lick of danger.
    3. Be aware of the terrain around you. Once he's close enough to be in range, put something, anything, tall between you and him. You want him to have to hold W after you for as long as possible.
    4. Ignore short loops unless desperate. It is way easier than you think for Slinger to shoot you over a loop and pull you around and still land a hit. Seriously, a tall rock is stronger vs Deathslinger than some short pallet loops.
    5. *GET HEALED*. This one isn't as important anymore, but the main counter to a stealthy Deathslinger is to not go down to his first hit.
    6. This last one is an advanced Tech. If you are injured and have a piece of terrain you can quickly get behind or are at a pallet you can throw... you can attempt to bait him into shooting you then make him fail to reel you in. I don't recommend this unless you've played enough DS to know what the limits of his chain are, but it is super effective when you pull it off.
  • @Aneurysm said:

    Okay I tried it

    https://us.v-cdn.net/6030815/uploads/4I1PB8UVXZ1U/20211021211600-1.jpg

    I mean it works...it takes a very long time but it works. Although when survivors realise you don't want to hit them normally they just start mending on the spot and ofc you have a long recharge.

    Was kinda funny, will not be doing it again.

    To be fair, that's not a great build for going for Frenzy downs. Surge/Jolt doesn't go off on Frenzy downs. Enduring is unnecessary because you should be able to respect every pallet in the world since Frenzy lets you vault pallets and doubles the movespeed difference between you and Survivors. I don't know why you're running Undying without another Hex (anti boons?). You might have more luck with a build like Lethal/Corrupt, Thrilling, Pop, and Deadlock or Dying Light.

  • Alright so... couple things.

    Firstly, there's an extra upside to Brutal Strength that you don't seem to have noticed. That being that when I'm playing Survivor and the Killer breaks a pallet, I can usually leapfrog loops which ends up not creating a dead zone right away because there's still a pallet between the two that I used. Throw Brutal Strength in there, suddenly that doesn't work and dead zones start getting created.

    Secondly, you're the one who decides which side of the pallet to break. It isn't all that difficult to break pallets in such a way that it herds Survivors towards areas you've already cleared out. Brutal Strength makes this activity even stronger.

    I think the only reason you didn't notice the 40%/60% break speed helping is because you were expecting it to get you hits between loops and didn't notice/use the two above things to deny Survivors the ability to get to something else that hadn't gotten used yet.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2579713#Comment_2579713

    You failed to mention Iron Maiden which is a perk Huntress is more likely to run due to its interaction with her power.

    This is actually a very good point. @emmap8 Had you gotten out of a locker recently before you got hit?

    Edit: I just noticed in your first post that you've had it happen with Myers. Knocking you down in 1 hit is the vast majority of his power. Once he's stalked the Survivors enough, a loud musical cue plays and for the next while he can one shot down all 4 survivors on the map.

  • If I'm reading these changes right, this would break Legion.

    Here's the thing about Legion. Multi Stab Frenzy downs are uncounterable. They just are. They are technically possible right now but... they... well they used to take ~62s to do, as of Tuesday they now take 48s. So prior to this patch, no one bothered because they were no where near fast enough. Your changes will make them take 20 seconds. That's really fast for something the Survivor can't stop.

    The rest of the changes are a mixed bag for me. Some are great, some are questionable... but I can't get past the fact that you're bringing back Old Legion which got reworked for very good reasons.

  • I love this series and I'm glad to see it back.

  • I don't think so. The thing about Lucky Break is that it can potentially be completely countered by having eyeballs and will have zero effect if the Killer either hits you with an insta down or injures you then swaps targets. To go further, even if you stack your ability to self heal... you'll get maybe 2-3 uses of Lucky Break and then its a dead perk.

    Compare that to Circle of Healing. I'm fairly certain that it is useful to heal vs every single killer in the game bar Plague and Legion if for no other reason than to be quieter. But even against the Chainsaw Bros, if you play well you can force them to just start M1'ing you. This means that the effect it gives will only very rarely be useless unless Plague becomes a lot more common. For every single heal action that doesn't involve other perks or a medkit, it saves the Survivor team 16 seconds. That's a lot of time. If 5 heal actions happen there, that perk alone has saved the Survivor squad a generator's worth of time. To add additional context, Pop is considered a fantastic perk and it deletes 20 seconds of Survivor time, which isn't that much more that CoH saves on a single heal. Seriously, the time efficiency on this perk is nutty and the whole darn team can use it.

  • I'm conflicted. Part of me wants to try this just to say I did. Part of me isn't willing to subject anybody to this.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2578796#Comment_2578796

    I'll try it!

    Also jokes on you, Stab Wounds Study was buffed this patch to 5 seconds!

    Weird. That's not in the patch notes. Maybe the wiki is just wrong though and adding the actual numbers in game has made that obvious? I don't know.

  • For this to function, I would suspect that you'll need as much delay as you can get your hands on. To that end... I'd recommend this:

    Corrupt Intervention

    Deadlock

    Thrilling Tremors

    Pop goes the Weasel

    Also, due to how the numbers work out, you might be far better served by Frank's Mix Tape + Etched Ruler. Deep Wound timer has 20s on it. Frank's eats 5s of timer per stab, so 4 of those for a down. Stab Wounds Study only takes off 3 seconds so it doesn't lower the number of stabs necessary... unless a Survivor messes up and loses 2s of timer on their own. They probably won't, so being able to do each stab 3.5s quicker with ruler would probably be better.

  • To be fair, most tiles are standardized enough that after playing a while you can tell where the windows and pallets will be. WoO is just a shortcut. Though it is nice for letting you know that the nearby structure has already had its pallet used.

    As a Killer main, my main thing is that I don't think I'd be able to tell the difference between an experienced survivor and a WoO user, so I'm not really worried about it getting buffed. Besides, it kinda needed a buff. Also I feel like it and Zanshian Tactics should be moved to the base set so newbies can actually use them and Kate and Oni be given new perks to replace them... but that might just be me.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577332#Comment_2577332

    My point always was, I don't care if he is worse, he always was worse Huntress, so that's clearly not an issue for Deathslinger mains, but he is just not fun anymore.

    Quick-scope was only thing he was better compare to other ranges killers and that was his main skill cap, that was his most fun thing to do, that was reason why FPS players liked to play him, but that is just not a thing anymore.

    For me, Deathslinger is now most boring killer to play as, even more than Freddie and that is ######### hard to surpass.

    If you don't vomit from that ADS FOV + sensitivity, then he is still decent and you will get away with playing him, if you are going to use zoning a lot.

    But you just can't shoot survivors looking behind them, because they can react to it. 400ms ADS + 200ms Travel distance is not hard to react and he has super tiny hitbox, not like Huntress, so you don't need to actually dodge, just side-step.

    You look like you are going to try to play him, you might want to try build:

    BBQ (STBFL might be better here, but everyone wants BP),

    Pop (any slow-down you like)

    and main combo

    Hysteria + Nurse's calling.

    because of shorter stun after chain break, I would suggest using mending way more and that work really well with Hysteria

    That build was really fun to me, but I just really hate ADS FOV + that sensitivity. So he is dead to me...

    Idk if saying he's strictly worse than Huntress is fair. Prior to his nerfs at least, he was far better at using M1 activated perks, could actually play stealthy, could make use of Exposed, and didn't get bodied by indoor maps. Seriously, Hawkins as Huntress is pain which is half the reason I stopped playing as her.

    Everything else is pretty fair. I personally quite enjoyed the fact that he's the only ranged stealth killer we've got. Hence the build I mentioned that goes nearly all in on lowering his TR as far as possible. I'm also considering seeing how good/bad he is when loaded with undetectable perks. However I'm pretty sure I will be sorely disappointed if I try and use him in the context I used to.

    Honestly DS was my go to when I'd had a few bad matches and just wanted to feel unstoppable. Outpace able, but unstoppable. I've actually lost track of how many times I've mentally compared his play style to a glacier. Yeah, you can outrun me, but you can't stop me. Was a good feeling when previous matches had me starting to get a bit frustrated.

    But... Spirit seems to have gotten nerfed enough that I won't feel bad about inflicting Spirit games on others... so... maybe she'll take that role for me going forward.

  • @DoomedMind said:

    Now you have to actually aim, my bad, life is so hard.

    DeathSlinger requires skill now, practice or don't play him.

    Riddle me this.

    What kind of skill can I acquire to counter the fact that the Survivors hear my Terror Radius 8m sooner? If the Survivors know what's up they can run early and make me follow after them and gain distance at a ridiculously slow rate of 0.4 m/s. That extra 8m of distance will lengthen the chase by 20 seconds at that rate of catching up.

  • I think M&A + Whiskey + Marshal Badge to make him ranged Pig might make him still decent. I'm at least going to try it before I give up on him. 3.4 m/s is more than 0.4 at least.

  • There's a fairly obvious answer to this. Your friends haven't signed into DbD since the 13th. You have. So when they hopped on yesterday, they got the rank reset message because it was the first time they logged in since then. You have signed in since then so you didn't get that message.


  • @ShadowNurseZFX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2571674#Comment_2571674

    i want him to punish the survivors 3 manning gens, just in general being together.

    Legion already does that. If they do that, he can easily inflict all of them with injuries and deep wounds, causing a massive delay for them and potentially some very easy downs in the future. There's a reason why any halfway decent Survivors will split up as much as possible. It's to deny Legion from getting value out of Feral Frenzy.

  • @Rydog said:

    He was completely miserable to play against. He could shoot you 100% outside of TR, and counterplay against him was "weave randomly back and forth and hope for the best." Yeah man, this needed to be nerfed because going against him is one of the most frustrating things in the entire game.

    You act like he's the only Killer in the game who could do that. Fun fact, Plague, PH, Nemesis, and Ghostface can all hit you when you're outside their terror radius with the right setup (usually undetectable perks). Ghostface doesn't even need any perks or addons to do it. Actually, now that I think about it Huntress doesn't either since she has functionally infinite range. 40m long shots aren't easy and are helped immensely by Aura Reading but they are possible at base and your only warning is the soft metallic sound she makes when she's got a fully charged hatchet.

  • No maps are disabled. The Offerings to go there are so people can't abuse the unsnuffable totem locations as easily.

  • I don't think they should be only once per match. Realistically, Survivors have no way to prevent a Killer from snuffing a Boon. Losing 1-2 perks when you had no way to prevent it wouldn't feel good and Survivors would probably just... never use them. Likewise, nerfing the effects wouldn't be all that good because you have to spend time to set them up... potentially multiple times. They have to be more powerful than always on perks that give similar effects. For example, Circle of Healing needs to be numerically stronger than Self Care or Botany Knowledge.

    So how do we nerf it without butchering it? Honestly I think the Devs had the right idea when moving from PTB to Live but just didn't go far enough. After all, a drop of 4m of range adds 1s to the opportunity cost of using it in the form of the Survivor running back to their safe zone. The Current range of 24m is probably too strong. A range of 2m so you basically have to hug the totem to get the effects would almost certainly too weak. That means that there's a number between there somewhere where they'll be roughly balanced. Obviously I have no idea what that number could be. My gut read once I realized that the announcement basically said that Boons would have a limited range was 8m but that might be too small. Honestly I'll be happy if in the next Bugfix/hotfix patch they nerf the range by another 4m... reevaluate, then nerf another 4m if necessary and continue that until they find the right number.

  • I feel like you may have gotten way too dependent on running that addon.

  • I like the concept behind its addition. A little audio cue of "Hey, you need to put down a trap before picking another up, just fyi" is a neat little QoL change. I don't know if they should have gone with that noise in particular. Could have been a smidge less jarring. But I imagine I'll get used to it if I play Trapper a bit.

  • Because it actually is?

    If you do it right and either get around 2nd chance perks or the Survivor team is light on them, it'll basically win you the game. What you're talking about with 4 gens popping isn't tunneling, its overcommitting. Regardless, a successful tunnel represents a 25% slowdown to everything the Survivors are wanting to do because they lost 25% of their team.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2575406#Comment_2575406

    What? Spirit and Nurse are M1 killers in the end. Does not matter if they Phase/Teleport the swing is a basic atk. Huntress, Blight, Trickster, DS, Billy, Bubba, plague, Demo, Twins, nemesis, and I guess Oni as well are the ones that are NOT M1 killers.

    Fun fact, Deathslinger actually is an M1 killer unless you break his chain. The swing post reel is considered an M1. That's why STBFL works on him. Chain breaks can't down people, so I'd count him as an M1 killer.

  • I hate Plague because she basically makes several pieces of core Survivor gameplay impossible. Healing? Nah, permanent broken. Stealth? Vomiting says no. Any kind of save? She'll probably know you're there before hand because of the vomit.

    No thanks. I'd rather not be a jerk to the Survivors that way. Partially that viewpoint comes from maining Claudette and relying on healing and stealth when first starting out... hated playing against Plague back then so I'm not about to inflict her on others. But with boons... well I got no other obvious options I'd be Ok with.

  • I expect Survivors will see more in the next week or 2 while people see just how bad it is... then he'll basically drop out of the game.

    The one small potential I can see is Whispers + M&A + Whiskey + Badge = 12m terror radius while using ADS with old wanted poster along for the ride because of the base kit change. However... I never liked Killers who were only usable when running Purples.

  • Alright... here are your options.

    1. Play Plague. Being fully infected fully counters both boons.
    2. Play a Killer with a readily accessible insta down. IE Bubba or Hillbilly. Healing doesn't matter near as much if you bulldoze both their health states in 1 hit.
    3. The only way to permanently get a Boon perk out of your game is to get the Survivor who brought it out... so... figure out who brought it and tunnel them out of the game. If you can't figure out who brought them... tunnel anyway because while Boons are strong, they aren't as strong as an early 3v1.

    Pick your poison I guess.

  • @Floppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2574369#Comment_2574369

    The Deathslinger

    • The Deathslinger must now wait for the Enter Aim animation to complete before being able to fire (0.4 seconds)
    • The Deathslinger must now wait for the Exit Aim animation to complete before being able to attack (0.6 seconds)
    • Increased movement speed when aiming down sights to 85% (was 75%)
    • The cooldown when a survivor breaks free is now the same duration as a successful hit cooldown
    • Increased terror radius to 32 meters (was 24 meters)
    • Add-on – Gold Creek Whiskey: Removed movement speed penalty
    • Add-on – Marshal’s Badge: Removed movement speed penalty
    • Add-on – Iridescent Coin: Decreased range requirement to 12 meters (was 15 meters)
    • Add-on – Wanted Poster: Decreased movement speed while aiming to 2.5% (was 10%)
    • Add-on – Jaw Smasher: Decreased movement speed while aiming to 1% (was 5%)
    • Reworked Add-on – Hellshire Iron: When a Survivor is speared, gain Undetectable. The effect persists for 10 seconds after the Survivor is no longer speared.

    Most of these are changes in rarity not a nerf in fact most of them are BUFFS! Unless you can't read it's obvious that you are bad at playing Deathslinger.

    Ah... so what you're saying is that you have no clue how Deathslinger functions. Got it.

    Let's go take a look at the changes and see which ones actually matter, shall we?

    1. 0.4s delay. This matters. Beyond just feeling clunky, now Survivors can see and react to Deathslinger using his power.
    2. 0.6s delay. This matters. Again, probably feels clunky and punishes you for misjudging when you could fire.
    3. This is a tiny compensation buff for the above changes. Prior to the above nerfs, you could easily quickscope Survivors so you'd barely interact with the 75% movespeed while aiming thing. Now that you're forced to eat that slowdown for at least 0.4s they're making it a bit less terrible.
    4. Good Deathslingers didn't usually break their chain unless they're running STBFL. This buff is irrelevant unless running that perk.
    5. With Deathslinger's 0.4 m/s faster speed than Survivors, do you know how long it takes him to make up an extra 8m of distance? 20 seconds. If you think he can afford to spend +20s on each chase... well... you're just wrong.
    6. Nobody uses this add on and that will probably continue so the buff will probably be unimportant.
    7. See above.
    8. Iri Coin buff isn't bad but it's an Iri. You can't run those things every game, nor can you balance a Killer assuming they'll have it.
    9. Wanted Poster is useless now. It wasn't great before but now it is garbage.
    10. Jaw Smasher... see above.
    11. Hellshire Iron... honestly don't know if that's better or worse... but again iri add on.

    As you can plainly see, the most impactful changes were the massive nerfs to him. That's why Deathslinger is garbage. His base kit was hit with some very heavy nerfs with only a smidge of compensation.

  • @Floppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2574369#Comment_2574369

    How is irrelevant? Unless deathslinger has always been terrible that makes no sense! Also I don't think its Deathslinger that's bad I think its you that's bad. Maybe get better at that character or use different add ons or perks? Maybe play a different character? Idk whatever makes you feel better about being bad at the game.

    Lets say you really like apples but hate peaches. Now let's say someone steals half the apple you have in your possession, but later gives you a peach to make up for it. Does that make up for it? Obviously not because you don't care about the peach you gained, you just care about the half apple you lost.

    So to is it with bringing up positive changes to other killers to someone complaining that one killer got nerfed. If the OP doesn't care about Trapper or Plague... well... they don't care. It doesn't matter to them that those two killers are going to be much better. All they care about is that Deathslinger got several barely justifiable nerfs.

    Deathslinger has not in fact always been terrible. Did you miss the patch notes that said he got delays added to using his power and an 8m larger terror radius?

    Also I don't think that that ad hominem argument you made at the end was necessary or productive.

  • This is why I'm very sorely tempted to get Plague even though I hate how she basically makes healing and stealth impossible. If Circle of Healing does see use... she'll probably be the only damage spread killer who still functions because she also spreads Broken.

  • @Floppy said:

    https://forum.deadbydaylight.com/en/discussion/288277/deathslinger-is-garbage

    General

    • Base trap carrying capacity and starting traps increased to 2 (was 1)
    • Trap aura color changed from red to white to be consistent with other killer object auras

    Trapper

    Base trap carrying capacity and starting traps increased to 2 (was 1)

    The number of traps spawned on a given map is now always 6 (was random 4-6)

    Add-on – Trapper Gloves: Setting speed bonus increased to 30% (was 20%)

    Add-on – Secondary Coil: Increased trap disarm time to 50% (was 43%)

    Trapper Sack: Bear Traps are carried at the beginning of the trial instead of spawning on the map.

    The Wraith

    Uncloaking speed boost duration reduced to 1 seconds (was 1.25 seconds)

    Hill Billy

    Add-on – Death Engravings: Added effect: Decreases heat generated while charging by 14%

    Add-on – Doom Engravings: Added effect: Decreases heat generated while charging by 14%

    Add-on – Mother’s Helpers: Charge speed bonus after being stunned increased to 18% (was 12%)

    Add-on – Tuned Carburetor: Charge speed bonus increased to 25% (was 20%)

    The Nurse

    Add-on – Torn Bookmark: Removed line of sight restriction. Added effect: Increases Blink recharge time by 50%

    The Shape

    Add-on – Vanity Mirror: Removed speed penalty

    The Hag

    Add-on – Waterlogged Shoe: Increased speed bonus to 4.5% (was 2%)

    The Pig

    • Add-on – Bag of Gears: Increased Reverse Bear Trap setting speed bonus to 50% (was 20%)
    • Add-on – Crate of Gears: Decreased Jigsaw Box search penalty to 33% (was 43%)
    • Add-on – Tampered Timer: Decreased Reverse Bear Trap death timer modification to 20 seconds (was 30 seconds)
    • Add-on – Amanda’s Letter: Jigsaw Box reduction removed. Aura reveal range increased to 16 meters (was 12 meters)
    • Reworked Add-on – John’s Medical File: Increases crouched move speed by 6%
    • Reworked Add-on – Razor Wires: Failing a Jigsaw Box skill check while uninjured will injure the survivor

    The Spirit

    While phase walking Survivors within 24 meters of The Spirit (not the husk) hear a directional audio cue that gains volume with proximity

    The Plague

    • If the power button is released early, Vile Purge will continue charging to the minimum threshold instead of cancelling and entering cooldown
    • Vile Purge cooldown move speed increased from 2.3m/s to 3.6m/s
    • Base object infection time increased to 40 seconds (was 35 seconds)
    • Time to cleanse at a fountain increased to 8 seconds (was 6 seconds)
    • Add-on – Limestone Seal: Object infection bonus increased to 20 seconds (was 5 seconds)
    • Add-on – Emetic Potion: Increased Vile Purge effectiveness bonus to 30% (was 25%)
    • Add-on – Hematite Seal: Object infection bonus increased to 30 seconds (was 10 seconds)

    Add-on – Ashen Apple: Removed object infection duration modifier. Added effect: Increases the number of Pools of Devotion in the trial by 1

    • Add-on – Exorcism Amulet: Increased Corrupt Purge duration bonus to 10 seconds (was 6 seconds)
    • Add-on – Devotees Amulet: Increased Corrupt Purge duration bonus to 20 seconds (was 8 seconds)

    Reworked Add-on – Vile Emetic: Increases velocity of vomit projectiles by 10%

    The Deathslinger

    • Increased movement speed when aiming down sights to 85% (was 75%)
    • The cooldown when a survivor breaks free is now the same duration as a successful hit cooldown
    • Add-on – Gold Creek Whiskey: Removed movement speed penalty
    • Add-on – Marshal’s Badge: Removed movement speed penalty
    • Add-on – Iridescent Coin: Decreased range requirement to 12 meters (was 15 meters)
    • Add-on – Wanted Poster: Decreased movement speed while aiming to 2.5% (was 10%)
    • Add-on – Jaw Smasher: Decreased movement speed while aiming to 1% (was 5%)

    The Ghost Face

    • Night Shroud recovery time decreased to 24 seconds (was 30 seconds)
    • Add-on – Walleye’s Matchbook: Decreased Night Shroud recovery modifier to 2 seconds (was 4 seconds)
    • Add-on – Olson’s Address Book: Decreased Night Shroud recovery modifier to 3 seconds (was 6 seconds)
    • Add-on – Chewed Pen: Decreased Night Shroud recovery modifier to 4 seconds (was 8 seconds)

    The Blight

    • Add-on – Adrenaline Vial: Increased rush token recharge bonus to 1 second (was 0.75 seconds). Added effect: Increases Rushing speed by 10%
    • Add-on – Summoning Stone: Increased pallet blocking range to 16 meters (was 12 meters). Increased pallet blocking duration to 15 seconds (was 6 seconds)

    The Oni

    Add-on – Scalped Topknot: Reduced Demon Dash activation reduction to 0.5 seconds (was 1 second)

    The Trickster

    Add-on – Ji-Woon’s Autograph: Decreased the reduction of blades required to 1 (was 2)

    These are the newest reworks and added things to the game I looked through them and removed ones that were reworks or a change of rarity. And found 7 things they changed that were not in favor of the killers.

    Also it should be mentioned that not a single survivor got buffed! Some of the names of the items perks ect have been changed but not a single buff! I don't play as survivor alot but as a killer main I can nearly always get a 4k without camping tunneling or needing of underhanded tactics. It's sad af to see all those buffs given to killers and they are still so bad at the game they have to come here and complain or camp and tunnel... These are not nerfs!

    None of that addresses the actual issue put forth by the OP. That being... Deathslinger got nerfed and now he's terrible. Every inch of what you posted is irrelevant to the discussion at hand.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2572973#Comment_2572973

    I do not entirely disagree that it might be a bit premature. But at the same time, it is relatively obvious none of the new stuff is nearly as effective. They might still be her best add ons, actually, unless you want to do the Plaything trick.

    Whatever, they can nerf her again if this didn't work.

    Maybe, maybe not. I'm just optimistic about it because I never went for head pops so Tampered Timer's nerf doesn't matter to me. Meanwhile, the new version of John's Medical File might make a stealthier Pig work better. Same with Last Will + Workshop Grease potentially enabling a more Chase oriented Pig to be more lethal. Or... if you just want all the slowdown, the max number of Traps you can bring has been increased to 6 which is pretty nifty and has some extra effects on top of that. Then there's some other extra shenanigans of Ruleset No 2 + Sketch which encourages Survivors with traps to do gens but then gives you aura reading on them. Or new Video Tape which is a bit like having Corrupt Intervention as an Add on. Video Tape + Slow Release Toxin + Lethal Pursuer could be really good.

    I guess what I'm saying is that Pig has more options now and I'm interested to see how they play out.

  • @Princesse_nico said:

    https://forum.deadbydaylight.com/en/discussion/comment/2573004#Comment_2573004

    Its just that i only play dbd to play pig and demogorgon and her best2 add on got nerfed. I wish we could have a good iri add on and they make a very bad iri add on. It could have been like a grey or yellow add on

    Yeah they got nerfed because they were broken.

    She does however have more options now since most of her useless addons that modified her box skill checks got changed. I don't know if inflicting injuries or deep wound on a skill check fail is useful, but it has more potential than giving Survivors more skill checks is. I would recommend testing out some other options and see if you can find some that you enjoy.

    Also, Pig's power is more than just the traps.

  • So... couple things. If you don't like what the Iri Video Tape does... maybe don't bring it? Second, if you want to go for Trap Kills I'm pretty sure Video Tape is the last add on you want to bring. It is however great for early game delay.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2571908#Comment_2571908

    They nerfed her good add ons... So, yes, she was nerfed.

    Ok so firstly, that post was in direct response to what the new Iri video tape does. Honestly, that add on looks intriguing at the very least.

    Secondly, Pig was only nerfed if you consistently ran Tampered Timer + Crate of Gears. If you did literally anything else with your add-ons besides going for head pops... she wasn't nerfed and you have a bunch of new options to work with. I don't know how strong or not those new options are because I haven't had a chance to try them, but saying Pig was nerfed overall is premature.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2572012#Comment_2572012

    I don't care how cheesy or unfair you feel it was, you admit it was her best build and it was nerfed, so they nerfed Pig. If you can't admit it you are just being disingenuous.

    Seeing as running 2 purple add ons every game isn't really possible... Pig'll be just fine. Did her most powerful and broken setup get nerfed? Yep. Did it need it? Also Yep. Did they buff a whole lot of other stuff Pig has going on in her add ons? Looks like it. Do I think Pig will be overall better with these changes? Also Yep.

    If you can't see that the Survivor dying after only 1 down and some bad RNG rolls is not OK, then I don't know what to tell you.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2571908#Comment_2571908

    As someone who played Pig with all her possible variants, this is completly a nerf at her highest potential, pretending otherwise is being dishonest. They nerfed her best build without buffing her base kit.

    Her best build was stupid. Tampered Timer + Crate of Gears + Large Map = Dead Survivor if they're unlucky with their boxes. That feels cheesy for the Survivors and honestly I've never felt that Head Pops were all that interesting or fun for the Killer. However what they have done is massively increased how much you can buff her Crouch and Dash through add ons, which is pretty fantastic since that's the part of Pig's power you're actively using.

    Also, I don't see why they would have buffed her base kit if they didn't nerf it?

  • This isn't a nerf. It supports a different playstyle. It uses all your traps for delay at the beginning when you need it most but it does make head pops very unlikely. To be honest, all Iri Addons should be playstyle shifts instead of massive buffs.

  • That's not what I asked.

    You said "i want legion to punish snowballing more than he does". What kind of survivor snowballing do you want him to punish? Afaik, Survivors can't really snowball anything.

    What you've described is... I don't even know. A free down to counter the main way to counter Frenzy. Which is not a good direction to go with Legion.

  • Can we not buff Haddonfield for Survivors? That'd be great.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568309#Comment_2568309

    "And that justifies severely nerfing the things that made him more appealing to play as than Huntress? Answer is no."

    Yes, yes it does. Coinflip mechanics are never fun to face, especially not those ones that can be used every 0.15 seconds. Because the killer could fake it 5 times to see your reactions everytime so you become predictable on the 6th time, where as a survivor, you literally do not have time to react. The average human reaction speed is 0.25 seconds, the fastest possible human reaction is exactly 0.15 seconds, meaning that if you press dead hard the moment you notice the aim, you could dodge a quick shot.

    Deathslinger was literally humanly impossible to counter.

    As for the reeling mechanic, that is by far one of the worst attributes he has, giving that counterplay means survivors are more free to strave to left and right, meaning you cannot reel someone into a window anymore, since the chain is under constant stress. Or if you'd give counterplay to letting go of the chain where the survivor could react instantly, survivors would never use dead hard untill the moment they are freed.

    And from what I have experienced and noticed, he's fine. You cant really go off short term deductions when the core gameplay went from quickscoping to being able to shoot around corners more consistently(as you're able to start aiming before turning the corner, turning overall faster). If you literally played him the way he is played now, he's gonna suck. But that is like playing Freddy the way he was played before, where you dont have snares, pallets or teleports. He would absolutely suck if you played him like he used to be played. So I literally wouldnt listen to deathslinger mains who relied heavily on quickscoping and m&a to down survivors, because that is exactly the kind of deathslinger that has been nerfed. I would listen to deathslinger mains who have more variety in their playstyle. And for those players, deathslinger has been overall better. Not that he is made stronger, he's objectively weaker, but his weaker intended playstyles have recieved some neccesary love.

    I do have to clarify that I am for making Deathslinger a 115% killer, comparing him to Pyramid Head, who has similar ranges and can actually shoot through walls. I dont see a reason for Deathslinger having a 32 meter radius and being a 110% killer. Either give him a lullaby that is permanent from 24 meters(doing effectively the same as 32 meter terror radius: making M&A less powerful on Slinger), or make him 115% with 32 meter TR.

    No it doesn't.

    Deleting most of what makes any killer unique and fun should never be the course of action taken. It shouldn't have happened with Old Freddy and it shouldn't happen with Deathslinger. If a killer isn't unique and fun then what exactly is the point of him existing?

    Deathslinger is not impossible to counter. There are other ways to counter a killer other than preventing them from landing a hit for an extended period of time. Deathslinger's 1v4 game has always been pretty bad. If you didn't abuse that, that's on you. Also since the man is a 4.4 Killer, unless he really catches you out with a basic M1 into a shot, you can hold W away from him and make him take a ton of time to catch back up. You can also break LoS like you would for Nurse. If/when you got shot, all that means is that you had an opportunity to counter him ~10 seconds ago and you failed to for whatever reason. Sure... you're going to get shot, but you can make him waste way too much time to get it.

    Also... hi. Hello there. I'm a Deathslinger player who actively attempted multiple different setups and playstyles on him. Let's go through my off meta builds for him and see which ones the 32m TR will destroy, shall we? Sloppy, Tinkerer, Deathbound, and Discordance, probably won't function because it is aiming to get delay off of Sloppy + Deep wound and swapping targets. With 8m more TR, my new target is going to know they're in trouble and book it... eating all the time I gained from inflicting DW + Sloppy Injury on the other guy unless I'm following a Tinkerer proc. Thrilling, Agitation, Starstruck, Pop might still function assuming I don't just lose outright on my first chase where none of my perks help me, which is a big assumption. Stealth Slinger with M&A, Surveillance, A Nurse's Calling, and Oppression, with Gold Creek Whiskey and Wanted Poster may or may not function even though the add on changes makes running Gold Creek + Marshal Badge an option because approaching a gen while holding ADS for an extra 8m might very well be too slow. Classic Backpack build has similar issues as the Starstruck build but without the upside of inflicting Exposed on more people. My original build of Surveillance, Surge, Pop, and... Thana? geez it's been so long I don't fully remember that build... but I can't see it working with +20 seconds per chase with competent Survivors. The only build I can see still being functional is the meta of STBFL + M&A. A 24m TR is at least workable and hopefully STBFL can make up the difference. Alternatively, maybe an all out slug fest build would work... with STBFL, Infectous, and I'm not sure what else but I personally find that playstyle boring and I've heard that Survivors don't really enjoy eating dirt for long periods of time.

    Honestly that Terror Radius nerf is my biggest issue. Deathslinger is our ranged stealth killer. Why are they making him not stealthy? It makes zero sense to me.

    Oh and for the record, buffing him to 4.6 M/S won't help that much. He'd go from a 20s per chase nerf to a 13.33s per chase nerf. I guess he'd also be a bit better at M1 looping, but at that point you could argue you'd be better off rolling with Nemesis over Deathslinger. At least Nemmy has Zombies to harass Survivors who aren't in chase and doesn't have to reload.

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