FFirebrandd
FFirebrandd
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2525173#Comment_2525173
That still doesn't change the fact his power wasn't punishing to the pinhead at all, you had free mindgames for a fast click of a button, and at almost every single loop he was getting the guarantee hit, unless you predrop hold w which is always super interactive and fun /s. The new change is perfect for him and makes him actually punishing, the problem with the update is he didnt get a buff to compensate.
You're just flat out wrong. How punishing do you think it is if you shoot a survivor but can't get the reel off? The answer is VERY. I know because I've done it... on both sides.
The new change is hot garbage. One of the main reasons for picking Deathslinger over Huntress is that claustrophobic indoor maps didn't seriously hurt his power. The removal of quick scoping deletes that upside. Another is the fact that he can pull off stealth plays that Huntress simply can't because she's humming 24/7. Don't believe me? Just take a gander at Marshal Badge and Gold Creek Whiskey. The only purpose of those is to turn ADS into an off brand Pig crouch... which is honestly pretty cool. Unless they buff both of those to completely offset this BS nerf from 24 to 32m Terror Radius, that play style is dead. Also... just in general, his Terror Radius going up to 32 meters will ruin him. You know how long it takes him to make up 8m of distance? 20 SECONDS! If Survivors actually use that extra 8m of warning... he'll simply down people way too slow to ever be viable ever.
Now I will admit that his Tap M2 to make the Survivor flinch thing shouldn't have existed. The slower lowering of his gun is the one change he's getting that I'd call good. Everything else is trash.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2525115#Comment_2525115
Oh of course, he had lots of counterplay if the deathslinger didnt play him correctly lmaoo
I don't know why you're laughing. That's a perfectly valid point. Deathslinger doesn't hold S? There's suddenly counter play. On both sides. Because now the Deathslinger player can be more aware of when the Survivor has stuff nearby they can use to avoid damage and not shoot them when they do.
So... a far healthier fix for Slinger would be to make it so holding S while reeling didn't break any and all counter play to his spear. Not that crap that showed up in the Developer Update.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2525091#Comment_2525091
I have, the point is that unless he reels you in from literally 18 meters which he shouldnt be doing, playing around him didnt have counterplay. You vault a window, well he is gonna hit you. You are about to get to a pallet? Instantly aim and shoot and you got them. There isn't any actual interactive gameplay against him.
There's plenty... assuming the Deathslinger didn't use the walk backwards while reeling trick to make it impossible to move. I've had multiple occurrences of saving myself from getting downed vs a Deathslinger by getting myself hooked on something. It is in fact a thing you can do. On the flip side, when the Deathslinger does use that trick... then yeah, the counterplay while you're on spear doesn't exist and its not OK.
If they just removed that trick, Deathslinger would be fine the way he is and they wouldn't need to nerf his gun and TR.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2525003#Comment_2525003
Well yeah, we get that his chain breaking thing is there, but he was just free mindgames for spamming the aim button, what is the point of counterplay when you are already hit by his power lmao
The Spear can't down you. To actually down you, he needs to reel you in and M1 you. That's why the counter play to the bit while you're on the chain matters. Unlike with Huntress, you can prevent getting downed after getting shot. Have you never played against Deathslinger or something?
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@Zacharry100 said:
1v4...Deathslinger. He doesn't have a that kind of pressure he only have 1v1 and that is about to be nerf real hard.
Pretty sure that's the point of the post.
Anyway, on topic... 5% movement speed boost while outside of chase and not carrying anyone, 2s cool down on turning back on. Ammo Belt and Snake Oil made base kit.
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@Superyoshiegg said:
How about we wait and see what the actual effects of the Boon perks are before we all freak out about the mechanic.
Chances are, the bonuses they provide to Survivors isn't going to be that great to the point of the Killer feeling like they're forced to put a stop to it immediately.
Then what's the point? If they aren't strong enough to make the Killer want to get rid of them, why would Survivors run them over the current meta of DS, Unbreakable, Dead Hard/Sprint Burst, and Iron Will/Adrenaline/Whatever?
I don't see a good way for these to work. Either they're powerful enough for the Killer to care and it breaks everything because they don't have permanent counter play OR they aren't and nobody runs them over the current stronger Survivor meta.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2524899#Comment_2524899
Wait i’m confused are they adding more totems??
No. That first bit of text is a link. A link to a post by Mandy explaining that they're making it so Survivors can flat out replace a Hex with a Boon. And in a different thread I lost track of, Mandy said they could reapply a blessing to a new totem if the Killer got rid of it. Meaning Killers have zero ways to get a Boon perk out of the game. If Boons are impactful enough, they will make playing Killer absolutely miserable.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2524835#Comment_2524835
I hope that’s not the case. Especially if they can do it multiple times.
More dull totems? — Dead By Daylight
It's the case. As said by Mandy.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2524848#Comment_2524848
You don't even know what they do?
The only way they'll be acceptable is if they are barely stronger than the permanent perks that Survivors already have access to. Mandy also confirmed that Survivors can rebless totems. Killers can't permanently destroy Dull Totems, so them kicking a Boon only turns it off for a bit. They can't fully counter them ever.
And... if that is the maximum power they can have... Survivors won't run them because their single use survivability perks are just better.
So... in short, I see Boons either being unviable and nobody runs them or they're strong enough to unseat UB/DS and break the game because they lack conterplay with zero possibility of a middle ground. Neither outcome is good.
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This will kill him. If Survivors are even remotely competent and milk that extra 8m of warning they get, they'll make him spend 20 more seconds just holding W after them on every chase. He already has really low map pressure, only made up by his ability to cut chases short. With a 32m TR he can't do that anymore without copious investment in Undetectable perks.
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@Superyoshiegg said:
I assumed that Survivors could only bless dull totems, because the Developer Update specifies:
...the Killer can also quickly interact with the created Boon Totem to completely remove the associated blessing, *once again turning it into a dull totem*...
Hopefully we can get a Mod to clear things up for us.
Nope. Mandy recently posted that a Survivor with a Boon Totem can overwrite a lit Hex Totem.
https://forum.deadbydaylight.com/en/discussion/comment/2524634/#Comment_2524634
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It is misguided but a Lullaby won't fix the issue either. Deathslinger is supposed to be stealtier than Huntress and Trickster to offset the fact that he has a hard capped maximum range while they don't. A better change to fix the TR smaller than Range thing would be to nerf his max range to 15m and change Iri Coin accordingly. It's not like most people are going for long range shots on Deathslinger anyway.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/282991/more-dull-totems
Survivors can bless a Hex Totem removing the Hex.
It takes the same length of time as cleansing the totem does (or a little bit longer).
Are you serious?
So Killers have zero ways to fully get Boon perks out of the match? These things better not be even close to the power level of Hex perks then. For them to be even remotely fair to Killers, they'll have to be only barely better than their permanent perks like Botany Knowledge, Kindred, and so forth.
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Most of the changes looked pretty good.
Deathslinger's changes are beyond terrible and will ruin him. I'm really really hoping they walk back most of the changes or give him some meaty compensation buffs since the man was not overpowered in the slightest.
Hatch spawn mechanics didn't need to get messed with. Just keys.
But... to be honest, even if every other change was good, the Deathslinger change is so bad to possibly spoil the whole patch for me.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2524226#Comment_2524226
Part 2 mentions addons buffs.
I'll admit, I missed that line. However I have two issue with that.
- Making a killer more addon depending is not how you fix them. In fact in this same patch they're taking steps to make Trapper less add on dependent which is a step forward. Taking a step back with Deathslinger is not a good plan.
- They're only buffing his addons that aren't used much. Reload addons get used *all the time*. They ain't getting buffed. I don't know what they will buff but it won't be those.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/2524247#Comment_2524247
Well that's what his add ons are for they don't need to change the base reload speed itself. Also in my experience playing him its only bad if you miss then miss the following shot. Then you've basically lost the survivor but you basically get two chances assuming they didn't have some exhaustion perk.
In what universe is it a good plan to make a Killer more add on dependent?
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/2524101#Comment_2524101
The reload speed thing wouldn't really be fair it'd just offset the whole point of the nerf. He's also a ranged killer so he's not going to get faster. He has to be slower to compensate for his power. His terror radius is what made up for that, but people abuse it by combining monitor with it so that change happened since they don't wanna change his actual terror radius. Which is fine by me I'll never have him just sneak up on me for free. I think he'll still be fine at least in high tier of play.
The point of the nerfs is to deal with 3 things that Deathslinger is doing that are all maybe a bit unhealthy for the game.
- Quickscoping so Survivors get hit before they can react.
- Feathering M2 so Survivors dodge and lose distance too fast.
- Using M&A to have a longer range than terror radius.
One can debate how fair or unfair most of these things are... but changing his reload speed doesn't rebreak any of those problematic interactions. All it does is make him faster at what he does... which he'll need if he can't rely on broken chase mechanics anymore to offset his terrible 1v4.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2523946#Comment_2523946
Then make more suggestions to buff him in other areas.
Also, he got buffs to addons.
Btw, he has free zoning by just existing and looking at you. You don't even have to tap M2. M1 is so fast followed up after M2 that waiting to see the M2 as Survivor leaves you no reaction time.
He got no buffs to his add ons unless the Devs changed their mind. He wasn't on the list of Killers getting an add on pass in Part 1.
Also I did. I said if they keep all of these nerfs, he needs to have faster reload and faster reeling so his power eats less time to use.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2524147#Comment_2524147
Why should that be a thing ? You already got shot and didn't juke them properly. Eat your hit
As an alternative to the current terrible nerfs he's getting. I would 100% take it over the Devs proposed changes.
At least the Deathslinger player can play around that by being aware of the surrounding crap the Survivor could hook themselves on. There's precious little Deathslinger can do to offset 8m more TR, a firing delay, and a punishment for lowering your gun.
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@Squirrel_Thicc said:
https://forum.deadbydaylight.com/en/discussion/comment/2523505#Comment_2523505
Well how would you suggest giving deathslinger reliable counter play in chase without removing quick scoping? I can't really think of anything considering that was my main issue with him.
Get rid of the dumb mechanic where Deathslinger Reeling and Walking Backwards makes it so the Survivor on the Spear can't move. Deathslinger has plenty of counter play if the player using him doesn't know about that trick because then you can bait Slinger into firing when you're near something you can get yourself caught on and avoid getting stabbed.
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If they're keeping all his current 1v1 chase nerfs, they need to buff his 1v4 by reducing how much time he has to spend reloading and reeling. Aka at minimum they should make Ammo Belt and Snake Oil base kit.
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@Ramxenoc445 said:
All the salty killer players acting like he won't still be good. He'll still be good and needed the nerfs. Anytime any killer gets nerfed so they can't exploit survivors for free they claim the killer has lost all mind game and that the killer is gutted. DS is still going to be good he just can't exploit pallets and windows anymore. I only wish they had done this way sooner because it was an obvious change he needed as far as being able to instantly scope and fire without counterplay.
Here's the deal, if they had significantly buffed his reload speed and reel speed, then maybe this would be Ok.
I don't think Survivors realize just how much time Deathslinger wastes doing those two activities that most other killers don't need to do. That's why his map pressure is so terrible. That's why his 1v1 was so oppressive to offset that. That's why playing as him kinda felt like playing as a glacier... where the Survivors sure couldn't stop you but they could outpace you. If he's not unstoppable anymore, he needs to be faster in the 1v4. But... they didn't make him faster.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2523818#Comment_2523818
On paper sound alright to me. And if he needs more buffs in other areas I'm all I'm for it as long as his dumb quick scoping is gone.
Ok, let's take a look at what he lost... shall we?
- Quick scoping (probably). This means that he'll be just as miserable to play as on the claustrophobic indoor maps as Huntress. Honestly, that alone was over half the reason to play him over Huntress.
- Free zoning by tapping M2. Honestly him losing this is fine. This was kinda BS anyway so I'm fine with him losing it.
- Good chase potential. His Terror Radius increasing from 24 to 32 meters is going to hurt a ton. It's already a good idea to just hold Shift + W away from Slinger when he shows up. The Survivors being able to do that 8m sooner could easily add a crazy 20 additional seconds to his chases.
- His alternate play style of Stealth Slinger. M&A + Gold Creek Whiskey could allow Deathslinger an alternate play style of using ADS a bit like how Pig uses her crouch. It was great. Not super viable but still fun. 32m TR along with the delay on unscoping murders this completely.
What did he get back? Somewhat faster movement speed while ADSing. That just flat out isn't enough considering what he lost.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2523582#Comment_2523582
Removing key frustrations like his cod sniper ads quickscoping but compensate with other buffs to his power and addons.
Except he didn't get hardly any compensation buffs. But he did get a whole ton of massive nerfs.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2523629#Comment_2523629
I think removing quickscoping and the stupid ‘ADS over and over for an easy hit’ thing is honestly a fair change.
I’m not sure they needed to nerf both his gun AND his terror radius. One or the other would have been enough, I do agree that nerfing both and giving him nothing back is a bit too harsh. Especially since I don’t think he’s one of the killers whose add ons are getting touched, are they?
I don't agree. He should have kept quick scoping because tbh, one of the biggest reasons I do play Slinger and I don't play Huntress is because Deathslinger still functions on Hawkins, Lery's, and RPD. I have no desire to play killers where randomly pulling a particular map means I have zero fun. Having a longer unscope animation to get rid of free zoning by spam clicking M2 would probably have been fine.
He wasn't on the list of Killers getting addons looked at in part 1, so probably not.
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I mean, to be fair a lot of this midchapter patch does look fantastic. But like... those Deathslinger changes. The hell are they thinking? Actually I know what they're thinking... they're getting rid of the frustrating aspects of facing him in the most hamfisted way possible without giving him enough compensation for it.
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@glitchboi said:
It doesn't seem like there's any reason to play him over Huntress anymore.
Huntress can hit through dropped pallets, has a faster cooldown, and has better 1v4. I guess if you find him more fun I suppose.
The only thing I can think of is if you really want to use Exposed or other M1 exclusive mechanics or Undetectable on a ranged Killer.
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@Brokenbones said:
I have a better idea
Leave his TR as 24m, give him a lullaby like the other ranged killers
By making this TR 32M they have made monitor and abuse REQUIRED and monitor will make slingers TR 24M, which is what it is rn
pointless
No.
At least with the... admittedly dumb change to his Terror Radius, you can still get some stealth killer gameplay out of him. You just need to run Undetectable perks instead of M&A and his TR addons... which is doable. Giving him a Lullaby would delete the only ranged stealth killer we've got.
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I do get that Deathslinger was annoying to go against. I really do. For real though, all they needed to do was make it so walking backwards while reeling didn't make it near impossible for the Survivor to move. That's it. Deathslingers who didn't know about that interaction were actually really fun to go against because you could position yourself to get shot and instantly hook yourself on something so you didn't get stabbed. The counter play to Deathslinger is supposed to be in the bit where the Survivor is on the chain. The counter play is not supposed to come from whether or not you get shot.
With this they seem to be killing both quickscoping and stealth Slinger shenanigans which... is leading me to question why one would pick him over Huntress. I guess he can still use on M1 hit perks and Undetectable... but still. Using M&A and his TR reducing while aiming add ons to make him ranged Pig is dead which is sad.
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I run some of the mangled add ons sometimes. Especially after they got standardized to (almost) all last until the Survivor heals. Other than that... not really.
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@Tomskrex said:
https://forum.deadbydaylight.com/en/discussion/comment/2516840#Comment_2516840
https://forum.deadbydaylight.com/en/discussion/comment/2516916#Comment_2516916
https://forum.deadbydaylight.com/en/discussion/comment/2516904#Comment_2516904
Okay, I never mentioned "spirit nerf". I do not play spirit since I do not like how she feels and that she is a supernatural killer, why are people assuming I am talking about spirit nerf?
I am talking about general killer feeling and gameplay (I main clown and Ghost face for the reference) where I need Corrupt, BBQ, pop and ruin to have a chance competing, slap higher MMR at that and bam, 3-4 escapes. Stop refering to spirit nerf and putting words in my mouth, please.
Timing.
You posted this complaint literally a day after the Devs posted something with a Spirit nerf but a whole lot of Killer buffs and (hopefully) more we don't know the specifics of yet. So... they made the small logical leap that Spirit getting nerfed triggered this post.
Heck... your main Ghostface is getting some add on changes that we don't know the specifics of... but tbh all of Ghostface's add ons beside the cool down ones are bad. So he's probably gonna end up getting buffed.
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I heard it will be posted Monday.
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I see that and raise you a fully decorated christmas tree.
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@RaSavage42 said:
I'm worried about the Pigs addon changes... so I'll be using those addons first (If I can ever play killer again)
Cause we all know that her two strongest addons are Tampered Timer and Crate of Gears (those two are going to be gutted)
And her Combat Straps might see a change (IDK if it'll be a buff or a nerf)
Also the Interlocking Razors are going to get a change due to them not being used
To be honest, I'm excited for Pig's add on changes. Yeah sure, Tampered Timer is probably going to get nerfed, but I never ran that add on anyway. I always thought trying to force head pops was scummy and not fun. On the flip side, all of her add ons that modify the box skill checks are useless. Most of the Status Effects inflicted by hats add ons are unless you're planning to tunnel. Basically I only run Straps + Syringe for ambush or Last Will + Jigsaw's Annotated Plan for slowdown.
In short, Pig's add ons have a lot of room for improvement and only really that one spot to get worse. So I'm pretty hopeful about this.
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Not gonna lie, Legion kind of desperately needs something to help them out during their standard chases after using Frenzy. Something like Brutal Strength, Enduring, EndFury, Bamboozle, Play With Your Food, possibly Coup De Grace. Any of those have potential, but which one works for you changes a bit depending on what else you're running.
Double that since... 3/4 of your current build doesn't go off without a down. I personally would replace Surge with some sort of chase perk.
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To be honest I use Oppression on just about all my killers. I'm not a fan of Hexes, and not a huge fan of perks that only function if you're winning aka... all the slowdown perks that require downs or hooks which is most of them. So... from my particular point of view, Oppression is the best slowdown perk in the game since its much more functional than Overcharge which is too predictable to usually get value.
Now, if we're going to ignore that... how does it stand out from Ruin or Pop or Surge or Eruption? Beyond not falling down on the job if you aren't getting downs... it has a few advantages over a lot of the above. Firstly, it can function as both a slowdown perk and a info perk. If a Survivor fails the hard skill check, well congrats, you know where somebody is. Secondly, it can function in the space where Pop can easily let you down. You know the one, you have Pop, you know you need to pop that gen, but the survivors finish it before you make it there. Oppression allows you to get pressure on that gen without needing to get all the way there. You do need another closer Gen that you can kick to use Oppression this way, but it is super satisfying when kicking a gen saves a gen across the map0.
What about Eruption? Well I find that Eruption works very nicely as the slowdown to run if you're going to be playing defensive and don't want to slug a ton. If you manage to catch survivors on the gen with Eruption, it is very powerful. 16 seconds of them being useless is very strong and can easily allow you to collect your hook states because you just rendered 1-2 Survivors not a threat. Eruption can also be used as an info perk. Even if you don't catch someone with it... you know that that gen that just Erupted hasn't got a Survivor. That means you can go look elsewhere.
As for which is better, honestly it depends on your playstyle. If you're playing Trapper, Hag, or other Killer who wants to hunker down and play defensively, Eruption is far better. Oppression on the other hand is much better if you're wanting to spread out your defense and pressure throughout the map.
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I'm pretty sure they're changing some of his addons. Especially the underused ones. So like... maybe when they're done, Vanity Mirror won't suck and it'll be worth it to run the aura add ons and the movespeed while stalking addons.
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Picture this.
Trapper runs Iron Grasp, Agitation, Basement in Shack offering, and Trapper Bag.
Trapper catches a Survivor and carts him off to the basement almost regardless of where they went down because Agi + IG. He then proceeds to drop all 8 of his traps in and around the Shack. That survivor he caught is probably dead and so is anybody who tries to get them out. Against any team that's not a SWF and can warn each other... that's looking like easy 4k territory as the Survivors' altruism leads them into a massive trap that'll probably get them killed.
In short... starting with 8 traps on your hand allows Trapper to set up some really nasty situations if one were so inclined. That's why it's got such a nasty drawback. You could be right that that's too much of a drawback and letting him cart around just 1 trap afterwards would be better... but I'm pretty sure the above situation is why it's got such a massive downside.
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For a bit there, Spirit was bugged so that the Survivors could hear her while she was phasing (I think). At the very least I know she was bugged and it was something that made her a lot easier for the survivors to deal with. While that was going on, her pickrate fell dramatically and I think a lot of her players switched to Blight.
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"I think there's a lot of confusion because Survivor mains that I know talk about how they will go entire days of playing without getting a single escape. And then the Killer mains that I know talk about how they are constantly being steamrolled. I want to know who these winners are because no one I know from either side feels like a winner or like they are getting a fair game right now. Moreso than ever it seems."
I can shed some light on this one. The thing is, that it is entirely possible for you as the Killer to feel like you got steamrolled but still get multiple kills... sometimes even 4k. That may not make sense, but let me try to explain via examples.
Game 1: I was Myers on Shelter Woods. Because that map is... one of the worst for stealth killers, the Survivors managed to keep me from getting any Tier 1 Ambushes and kept me from getting to Tier 2 for a ridiculously long amount of time. I had... maybe 2-3 hooks by the time all the gens were done. By all accounts, 3-4 of them should have gotten out. However, they didn't. I got somebody down during end game and they got super greedy and altruistic going for the 4 out, but... didn't do it well. When all was said and done, I eventually got all 4 on the floor and threw them up on hooks despite not popping Tier 3 during that and not having any chase perks on that build. Did I technically win? Yeah. Did I feel like I won? Nope.
Game 2: Backpack Deathslinger on Shelter Woods again funny enough. My shot was terribly off this game. Don't know why. But regardless, I got exactly 1 hook the entire game... but 2 kills. They triggered EGC when they didn't need to, so I was able to zone an injured and probably broken Bill into not being able to get out. He made an unsuccessful run for the gate when time was almost up and right after I downed Bill near the open gate, I spun, fired, and speared another person who hadn't left yet for no reason. I pulled them out of the gate and EGC claimed them both before either could fully get out. Technically speaking, the Survivors and I tied but it felt like I got steamrolled because I did. The Survivors just messed up the end game badly.
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@bjorksnas said:
He has collision its just the duration that the survivors lose collision for is long enough that you can start canceling fatigue while they can still move through you, otzdarva pointed this out in one of his suggesting changes videos as it would be a nice change to immediately overide collision loss when you start canceling frenzy instead of waiting for the survivors collision to come back normally so you can try and use canceling your power quickly to your advantage
ngl, I didn't realize that's why sometimes I can successfully body block with Legion and sometimes I can't. That makes perfect sense though.
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Depending on what playstyle you're going with, Tinkerer can actually be a great perk on Deathslinger.
Say you're aiming to get lots of value out of his baked in Deep Wound, so you're running either Sloppy or the Sloppy add on, then 3 perks that can give you info on other Survivors mid chase so you know where to go when you break chase. Stuff like Discordance, Hex: Retribution, Hex: Thrill of the Hunt, Deathbound, Oppression if you're feeling spicy, or even Gearhead if you're desperate. Tinkerer actually fits into that loadout really well and it heavily encourages the Survivors to heal and not just slam gens while injured because nobody wants to die for free to a Undetectable Deathslinger who just stepped around the corner.
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I second this. RPD is just not a good DBD map. It looks cool, but its terrible to play on.
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Because Survivors have to do gens, get put on hooks, get slugged etc, Killers are just generally going to be more active throughout the entire match. Which makes them more fun to watch in my opinion.
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It has a very minor conflict. Oppression does not apply Overcharge to the other generators it effects. That means that if Oppression starts a Generator regressing you won't be able to kick it to apply Overcharge unless a Survivor touches it between those two events. In practice, this very rarely matters.
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Can we not super buff the least interesting part of her power? That being the lethality of her traps? Also I'd like to point out that there are absolutely people playing Pig who don't run Crate of Gears, Jigsaw Sketch, or Tampered Timer. I myself usually run either Combat Straps + Shattered Syringe for better dashes or Last Will + Annotated Plan for more slowdown.
How about this instead?
General Buff: The Pig's movements speed while Crouched has been increased to 3.8 m/s from 3.6 m/s.
Workshop Grease replaced with Ribbed Soles. Slightly increases the duration of the Ambush Dash.
Utility Blades replaced with Serrated Blade. Survivors struck by Ambush Dash are inflicted with Haemorrhage until healed.
Razor Wires replaced with Runner's Cleats. Moderately increases the duration of the Ambush Dash.
Rusty Attachments replaced with Rusty Blade. Survivors struck by Ambush Dash are inflicted with Mangled until healed.
Interlocking Razor replaced with ...I'm having trouble naming this one... Slightly increase movement speed while crouched (to 4.0 m/s).
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The chain hunt chains come in volleys. So dodge a set of chains, then solve.
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I heard it was a bug. At the very least there aren't supposed to be any changes to PH this patch according to the patch notes. So odds are he's bugged.
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I have a friend who is somehow able to pull off stealthy plays as Zarina in her Christmas Onesie. I have no idea how... But it works.
I would say to not worry about it.
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Because this game is not competitive. Whenever people start trying to make it competitive, it falls to pieces in the worst possible way and becomes an unfun mess.
Showing and giving rewards for MMR is probably the fastest possible way to destroy the game.
So rewarding play time is fine. Good even. Rewarding MMR points will turn the game into a massive sweat factory.
