Avatar

FFirebrandd

FFirebrandd

About

Username
FFirebrandd
Joined
Visits
8,028
Last Active

Comments

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2293681#Comment_2293681

    Alright. By the way, I'll give my reasoning so that you can understand my line of thinking.

    Slinger has good chase, but he's also 4.4. He's hard countered by holding W while others do gens. If you see him coming, three gens will almost definitely be done by the end of that chase.

    I mean there's a flip side to this.

    Deathslinger uses Line of Sight blockers and Tinkerer to get close enough to M1 you before you can get to anything safe. Then because he's got STBFL and a gun, he can shoot you, reel you, and down you before you can make any distance.

    Sure, he's weak if you see him coming from a mile away. If you don't he can be absolutely brutal.

  • Both of them were in a Kill Your Friends. I had done the Survivor one so I sort of knew what to do. I did however play like a scared rabbit and would run away the second Premonition went off, but I don't remember much else. For Killer I ended up as Trapper on old Ormond. I placed my one starting trap in a random piece of grass and didn't catch anyone but myself in it and wasn't able to see any of my other traps on the ground. I didn't know that lunging was a thing. Despite that, I had fun and actually managed to kill one of my friends who'd been playing for a while. Though I know now that it was mostly because said friend is really good at stealthing with Blendette... but we had Ormond.

    In both instances I was very overwhelmed but also excited by just how many perks the game had.

  • The stats are the way they are because Killers can force at least a 1k significantly more often than Survivors can force a 1 escape.

  • @BasementDweller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2290002#Comment_2290002

    Ruin should maybe be nerfed from 100%/200%/300% to like... 100%/175%/250%.

    Ruin doesn't go to 300% only 200%

    Oh oops. This is what happens when you post without double checking your numbers. Anyway, point being, Tier 3 Ruin just seems to kill gen progress too fast. So like... make it like... 100%/130%/160% or something.

  • Pop should probably be nerfed to 20% from 25%. Ruin should maybe be nerfed from 100%/200%/300% to like... 100%/175%/250%.

    Devour Hope... Honestly I personally hate it. There's nothing inherently wrong with it... I just hate it.

    No other Killer perk needs a nerf. A lot of them could get a buff though.

    Edit: Three people have told me I got Ruin's numbers wrong. Nobody else needs to, thanks.

    My point is still the same though. Ruin kills gen progress a little too fast.

  • Legion's power is only strong if you and your team let it be strong. Seriously, out of all the Killers in the game, Legion is the most of a knowledge check. So how do you counter Legion?

    1. Don't bother with stealth. Once you see that first deep wound bar with no gunshot... That means if you can hear the heartbeat, Legion can see you. Start running asap.

    2. Frenzy cannot down you. That means if you're already injured do NOT use pallets or Dead Hard until you hear or see them leave their power.

    3. Mend in a safe place. You can stay in deep wound forever if you keep running. You don't have to stop and mend asap. Mending wherever is a good way to have Legion come back and catch you in the middle of nowhere.

    4. Healing is probably a bad idea. Legion is very good at getting you injured and healing up every time will waste too much time. So it is probably better to stay injured. However Legion knows this and probably brought perks to punish not healing. So... Play it by ear, but probably don't.

    5. Get good at looping. Legion has to down you with default 115% M1 gameplay. If you can deal with that, Legion isn't very good.

  • @Thrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286594#Comment_2286594

    It's fun trapping people sometimes. Some people haven't been playing the game the whole time.

    https://forum.deadbydaylight.com/en/discussion/comment/2287320#Comment_2287320

    Something like freddys teleport maybe. you can target a trap and yoink it

    Yeah basically.

    Because he's so territorial, Trapper usually has to just let about half the map go. If that half the map only has 1 trap he'll never get, he'll be ok. If it had 3, he's a lot worse just because of rng trap spawns. A side ability to smooth out that rng would be great.

  • I would suspect that high kill rates are due to what happens when the last generator is powered. When that happens, gates and Survivors are the only objectives left on the map. Gates are impossible to defend if there's 2 Survivors left. So... Survivors are the only objective left. So... Most killers are going to camp out their last hook. I'm including myself in that statement.

    Getting that last guy out is incredibly difficult and usually requires good coordination, good perks, or both. Fairly frequently, attempting to get the 4 man out will end up giving the killer more kills than the one they're camping.

    In short, getting a 4 man out is very difficult.

    What about a 4k? Well... If the killer decides to slug the second to last person, it'll probably work. Most of the time it does. Unbreakable can help to fight that but depending on how bad a position the Survivors are it might just not help.

    Tldr: On Killer, it is much much easier to prevent a shutout than it is for Survivors.

  • Trapper should never be able to carry more than 2 traps at base.

    Why? Because it only takes 3 traps to lock down the Killer Shack with a Survivor stuck in the basement. That is a horrible situation for that Survivor to be in and allowing a Trapper to set that up without a chance for a Survivor to sneak in for the unhook before he's ready and without eating add ons would be a bad thing.

    Trapper does need some buffs, but that's too much. Carrying 2 at base should be fine. Better trap spawn RNG would be nice. More maps with grass would help. Lastly, an ability that asks the Entity to bring him one Trap at any distance with a 30-60s CD would be pretty great. Some of what is holding Trapper back is that usually he'll have at least 1 trap way the heck on the other side of the map with no way to get it.

  • Predator, Territorial Imperative, Beast of Prey, Unrelenting, Iron Grasp, Distressing, and Monstrous Shrine.

    Why those in particular? Well, its because at present, the Killer side has a massive artificial difficulty spike hit once both sides have scraped together enough BP to get perks from a few different characters but not really enough Shards to get anyone new yet. Survivors can get Borrowed Time, Unbreakable, Sprint Burst, Dead Hard, Iron Will, Adrenaline, and Kindred which are ALL amazing perks while only investing BP. Killers have Tinkerer which is amazing... but after that the quality drops off quite a bit.

    Those perks I mentioned are the real stinkers in the set of perks Killers can get access for only Bloodpoints. They need help asap.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2277327#Comment_2277327

    People are going to get more competitive anyways and MMR will do that I guarantee it, honestly the way I think it should be done if they implement it at all, I'd rather it only be used in a separate queue system

    Honestly I don't think it'll get that much more competitive. A decent chunk of the community probably won't care about it if they can't see it. If it is visible, it'll be 1000% worse if players can see it. However I honestly cannot se bhvr splitting the playerbase like that.

    in ll Comment by FFirebrandd
  • @Wedeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278447#Comment_2278447

    Why he deservs to kill me with traps he didn't place after he tunnels me? If he didn't have an input of these traps, it means that the game just did the job for him. without the player having to show skill or thinking.

    Just because he didn't place them doesn't mean he didn't purposely chase you into an area near where they were. Sure getting tunneled sucks, but that doesn't mean you getting downed by Zombies was only dumb luck and showed no skill.

    Does it not show skill when a Trapper chases you into a place where he's placed a beartrap?

  • Low Rank: Killer Sided. The Killer's goals and methods of achieving those goals are fairly straight forward for a beginner to pick up. Survivor's goals are less obvious and more difficult to figure out on your own so are harder to pick up for a beginner. Seriously, looping is not an obvious mechanic. There's a reason why Killer queues at rank 20 are really long.

    Medium Rank: Survivor Sided. Going from Low to Mid rank as a survivor has multiple avenues to improve. Looping, awareness, and general efficiency to name a few. Killer basically needs to learn how to mind game and moon walk to get better... neither of which are particularly easy or obvious. Beyond that... the perks available to Survivors without investing Shards or Cells are far superior to those available to Killers without spending Shards or Cells. Seriously... as far as excellent perks go, only Tinkerer is free. Meanwhile well over half the Survivor meta is found on free Survivors.

    High Rank: Killer Sided. Once Killers get good loadouts and learn to mind game and moonwalk, they start doing very very well. Not because Killers are OP mind you... its because Matchmaking will very rarely send a full group of 4 high skill Survivors at them. Usually there's at least 1 or 2 that the Killer can exploit to make the whole team fall apart. Countless streamers going on very long 4k streaks on Killer pretty much cements this.

    Pro: Survivor Sided. Only the best Killers on Nurse/Spirit can stand up to a full team of 4 good survivors on comms. Even then they still usually lose. I'm pretty sure everyone knows this already but yeah.

  • Question. How do you know the Killer "did nothing" for those downs? Herding Survivors into your traps as Trapper or Hag is a very very common and powerful tactic. How do you know that Nemesis didn't specifically herd you into an area with a zombie? Cause that's basically what the Zombies are. Traps that Nemesis doesn't have to place.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2276960#Comment_2276960

    It should very much so be visible. I for one have almost zero faith that bhvr will actually make a decent mmr system and if it just stays as invisible numbers in the backend that players have no way of seeing then it could honestly still be based off of ranks and we wouldn't even know it. MMR is already gonna make the game sweatier on average why not at least let me see where I stand in the grand scheme of the player base so I can have at least some feeling of progressing.

    I'd much rather take a gamble on Bhvr making a solid invisible MMR system over gambling on the player base not finding ways to exploit a visible MMR system. The first of those may or may not happen. The second 100% going to happen and the results will suck.

    Besides... Dead By Daylight is not and has never been a competitive game. All a visible MMR system will do is encourage people to sweat for those sweet sweet number increases.

    in ll Comment by FFirebrandd
  • It actually very much should stay invisible.

    That way the players have no chance of being able to reverse engineer the system. Nothing good happens when players are able to do that.

    in ll Comment by FFirebrandd
  • I imagine that they're working on that. They probably don't have it yet because they haven't managed to teach the bots how to handle anyone else's power yet.

    Edit: Also this is probably why it's currently locked to a single Macmillan map.

  • @whycantIwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275312#Comment_2275312

    0 map pressure, 0 multi target, 0 range on his power, tiny hitbox, ultra long cooldown, extremely easy to dodge, 3 hit power, taller killer in the game super easy to spot from far away, he is F tier, played him a few times on ptb to notice this and my first match confirmed his uselessness and how weakly trash he is.

    Apparently zombies can't generate free map pressure despite being Ai controlled agents that can infect, injure, even down Survivors. Sure they aren't super dependable, but they can 100% generate pressure.

  • There was quite a few? Also... yeah the DLC was most of the patch. That's normal for new Chapter patches.

    Also... they fixed Surveillance. That alone makes the patch worth it to me.

  • Fix Overcharge so it stops giving Survivors Telekinetic powers. Seriously... you aren't even touching the generator anymore. How are you finishing the skill check?!?!?

  • As Legion. Endgame against a Bill. I knew he was around because Whispers, but I had no idea he was camping that pallet I walked through. Made me jump so bad.

  • Christmas Tree Edited.png

    My first fully decorated Christmas Tree. Courtesy of Mad Grit. Also if I remember correctly I didn't use my gun at all.

  • @IridescentBlood said:

    This could be a good idea but what if someine has this + bamboozle + fire up? They could have 50%+ vaulting increase.

    What about this + brutal strength?

    What about this on legion + bamboozle?

    All you would need is Bamboozle/Brutal and Undying and killers would have like 30-50% boosts on vaulting and breaking things.

    Your numbers on my idea are exactly what I meant.

    As for your worrying about stacking... it shouldn't be an issue. How do I know this? Wraith already has an addon combo that allows for that sort of thing. Shadowdance Blood with Serpent lets him kick and vault 60% faster and kicks pop him out of stealth instantly for a speed boost and possible hit. That can be paired with Brutal, Fire Up, and Bamboozle if desired. Now, while that particular build is pretty strong, it isn't OP and isn't even his best build. The usual suspects for Gen Regression are more powerful than a build like that.

    I can see why you might be concerned, but it shouldn't be a problem.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262419#Comment_2262419

    Good idea...worst case scenerio it is a bunch of body blocking at the exit gates unless there was a cooldown to the attack animation as well as the walking speed and a totem counter has to be given for fairness.

    I didn't have it give out buffs to those because those stats are very powerful. I wanted to give the Survivors an incentive to break dull totems, not make it near mandatory.

  • Funnily enough... I also came up with an idea to encourage Survivors to break Totems even without Hex Perks in play.

    Each Totem in play provides the Killer a 1% bonus to Break, Vault, Pick Up, and Hook actions per completed generator. This bonus is lowered by 3% for each dead Survivor. That might not sound like much, but at the end of the game with no totems destroyed and no dead Survivors, the Killer is rocking a 25% Fire Up bonus. Of course everyone would be given a totem counter if this happened.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260390#Comment_2260390

    Yeah, I realize now. I'm not feeling too great today. Don't think I'm thinking straight like I usually am.

    Sorry to hear that. Hopefully you'll feel better soon.

  • People still run M&A because it does in fact work in spite of the lullaby.

    I don't know if the survivors aren't hearing the lullaby, hear the low lullaby and think I'm just running past, or don't respect Trickster enough to not bolt until they hear the actual heart beat... but with M&A on Trickster it is significantly easier to get close to Survivors before they book it.

    Should it work? No. Does it? In my experience, yes.

    Also if Trickster's Lullaby is in fact a doughnut like the wiki and your testing indicates, then M&A still works because from 32-24 meters the Survivor thinks Trickster is far off. From 24-16 meters they'll think he went elsewhere because they aren't hearing either the Lullaby or the Terror Radius. Then at 16 meters its "OH CRAP THERE HE IS."

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260347#Comment_2260347

    I got sidetracked but what yeah, that was what I was referring to. Its supposed to lose stacks for attacks.

    As far as I know Save the Best For Last has never lost tokens for hitting the obsession with special attacks, and has always gained stacks from hitting non obsessions with M1.

  • @AVoiceOfReason said:

    You have to break chase multiple times to get all stacks, you lose stacks for hits and most special attacks like hatchets and such take a token away. They should fix it so certain killers can't use special attacks like Shred or Deathslingers gun can't keep stacks by using it. Then it would be alright.

    You sir are thinking of the wrong perk. OP is talking about Save the Best for Last. A Myers perk that shortens the M1 recovery time by 5% for each stack you have. Stacks are gained by M1ing survivors and 2 stacks are lost by M1ing the Obsession. Max 8 Stacks. You're describing Myer's other perk, Play With Your Food.

    To the OP. I don't think anyone is going to try to claim that STBFL isn't a strong perk, because it is. However it is not anywhere near the level of broken that you seem to be thinking it is. If your chase prowess is based that much off the post injury speed boost that STBFL is wrecking you... then you simply aren't very good in chases. Also... maybe don't go for bodyblocks if you think the Killer has STBFL? Body blocking is not a necessary mechanic and is a high risk high reward thing to do. Sometimes when you try it, you get wrecked. Also, Forced Penance does a terrible job of punishing body blocking.

  • Trickster: Hold Main Event as long as you want.

    Legion: Get rid of M1s and pick ups eating your power.

  • Oppression is good. It is by far the best gen regression perk that does not require a down or a Hex perk. So if that's the sort of perk you're looking for, it is quite literally your best option.

    Coup De Grace is... it is workable on Killers who insta down off M1's or *sort of* insta down on them. So... Myers in Tier 3 with Coup stacks is super scary. Ghostface marks you with Coup stacks? Also scary. The *sort of* refers to Killers who down with M1's but get really easy injuries with their power. Essentially Plague and Legion can also use it because they can get everybody injured with their power then use Coup to get their downs. I wouldn't bother on anyone else though.

    Hoarder... Honestly, I've not tried it. I am fairly certain it isn't really good, but it's less terrible than some people are saying. Something to consider, unlocking a chest takes 10 seconds. There's a decent amount of items in the game that won't recoup that time investment and a few will even encourage the Survivors to waste more time. Brown Toolboxes return 8 seconds. Green Keys are flat out useless. Green Maps aren't much better. Any variety of Flashlight can encourage Survivors to go for flashlight saves and waste time that way (if you're good at avoiding them that is). Them getting any variety of Medkit isn't good but not the worst. However... this perk can absolutely wreck you if the Survivors get lucky with good Toolboxes, good medkits or even purple/pink keys. Honestly I think I need to give it a try.

  • It really just depends. I've had times where a Survivor decides its a good idea to run in a straight line after getting injured and the next 8 knives all hit. Other times I throw 10 knives and all of them miss.

  • That'd be nice if it was a slider.

    While they're making Shadow Born actually do something, maybe they can take a look at Predator and maybe Bloodhound too.

  • I think my dumbest where I actually got hurt was when I was much younger than I am now. My family and I were at a hotel with a pool. Right outside the pool they had this hallway that had ceramic tile and a bunch of rugs in it. For whatever reason there was about an 8 foot gap between two of the rugs. I was one of those kids who seem to always be running no matter what and... well... I'm not sure if the tiles were wet or my feet were wet... but I had my feet fly out from under me as I attempted to run across that 8 ft. patch of tile. Hit my head pretty good. No lasting effects thankfully.

    Honestly, thinking back to my childhood, there were a lot of instances where I should have gotten hurt pretty bad but just didn't.

  • @theplaggg said:

    Its all fun and jokes until you get slugged over and over again and die on the ground.

    That or/and the Twins player is running the iri addon that gives Charlotte undetectable for 20 seconds when she wakes up... so, they're basically insidious camping with Charlotte 24/7. That was... not a fun game.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253007#Comment_2253007

    But I was arguing that it wasn't hard. I kept listing how you could do it to counter Otz's points that it was supposedly impossible.

    It is significantly harder to detect than most other big impact add ons AND changes the necessary counterplay.

    Tombstone Piece or Tombstone? Myers just murdered a dude outright. That dude probably didn't have much warning but now ALL of you know what's up. Tuft of Hair? The music cue for Tier 3 ending simply never happens. Scratched Mirror? If you never hear him go Tier 2... its probably Scratched Mirror. All of those add ons are blatantly obvious compared to Spirit moving faster or being able to move earlier while you can't see what she's doing. Myers does have his Stalk Speed add ons that are difficult to discern, but guess what? The counterplay to Myers stays the same regardless of how quick he gets stalk.

    How about Legion's? Duration doesn't change how you counter Frenzy. Iri Pin is good but both effects ridiculously obvious. Legion Pin is nice but you or your teammates getting broken is a dead give away. Most of their other add ons are kinda meh.

    Trapper? Bags are fantastic but don't change the counter play. Darker traps are obvious once you see one. Honing Stone warns you when you get trapped. Bloody Coil is obvious after the first time it hits you. Iri Stone can be difficult to tell, but if a trap next to you suddenly rearms itself... kinda becomes obvious at that point.

    Wraith? Coxcombed Clapper is obvious once he pops up without any bell noise. Bone Clapper is obvious once he touches his bell. Windstorm isn't obvious but doesn't change how you counter him. Serpent is obvious. Ghost is obvious. Shadowdance is so fast and applies to something you can both see and hear that it is obvious. The one add on that is maybe problematic is his Swift Hunt addons and honestly their numbers are pretty freaking low.

    Deathslinger? His reload addons are his best. You can see and hear the reload animation... so you've got a decent chance of knowing what's up, but even if you don't notice it doesn't change too much about how you go against him. The one Add On he's got that maybe changes how you want to play as him is the Iri Coin... which is again... very obvious once it happens.

    That's kind of how it goes. For the majority of Killers, their most powerful Add Ons are either super obvious or don't really touch how you counter them. Spirit is the exception. Why? Because you cannot see or hear ######### Spirit is doing while she's in her power. Which is the whole point of her power... but that makes discerning what her addons are doing ridiculously difficult. You cannot SEE or HEAR what her addons are doing. All you can see is the end result. What caused it? Nobody knows other than the Spirit player.

  • @Shooby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251372#Comment_2251372

    I agree. Killers deserve a second chance perk, especially one that's available to all killers in the base pool of perks.

    But it's a two way street. Let's remind ourselves about the killers who outclass 4 baby survivors, and when the two survivors both on death hook barely manage to power the exit gates, they get hit with an oppressive NOED by a killer who played so well they didn't need a second chance.

    I hate generalizations like these, because each game is variable. I'd rather NOED be more consistent and truly be a second chance perk like the new DS, one that only activates (and stays active) when it needs to.

    Here's the thing though, I've had it happen the other way too. Survivors using Deliverance + DS in my face when all their teammates are perfectly OK and all the Gens are done. Or the more common instance of using BT, copious amounts of body blocking, and sometimes last man DS to get everybody out. Unless you're looking to also start disabling Survivor 2nd chance perks when they're doing well, NOED shouldn't get disabled when the Killer is doing well but the doors get powered anyway.

    Does getting hit by NOED after the hatch gets closed suck? Sure. But so does picking up the guy you downed while all 4 Survivors were running out and getting stabbed by DS.

  • NOED is fine. At the absolute most, it could use a tiny bit more telegraphing, but the general effect it has is fine.

    Also... NOED should not be nerfed or changed in any way to be more based on how well the Killer did in the rest of the match. It currently stands as one of the very very few decent perks available to new Killers and is a good comeback mechanic for when they inevitably get matched against Survivors who heavily outclass them.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251162#Comment_2251162

    The reason why it encourages tunneling is because the rescuer is generally responsible for protecting the unhooked. But the perk makes the rescuer vulnerable and it encourages the killer to come back to the hook.

    Except it doesn't. The Rescuer is vulnerable and can go down in 1 M1 and the Rescuee likely has Borrowed Time, Decisive Strike, and Dead Hard all ready to go to keep them on their feet. I can tell you that if I'm running MYC I am going after the Rescuer every time. In fact, Make Your Choice is a quite healthy perk because...

    1. It won't go off if you're face camping.
    2. If you just tunnel, you may as well not even run the thing.

    Sure it incentivizes returning to the Hook but that's not toxic behavior if you go for the Rescuee.

  • Weird take that Make Your Choice promotes Tunneling.

    Like... it literally incentivizes the Killer to go after the Rescuer not the Rescuee by exposing them. Why would you not take the 2 health states for 1 hit if you could?

  • @Judgement said:

    https://forum.deadbydaylight.com/en/discussion/comment/2247172#Comment_2247172

    I question the same thing because he is definitely more dangerous than Trickster who does have a lullaby, and he himself doesn’t.

    He makes an absolutely terrifying stealth killer as well with a very low Terror Radius using an assortment of perks and an add-on.

    Probably because Deathslinger's range is hard capped at 18 meters. Huntress and Trickster aren't. Granted Trickster isn't very lethal from that range unless the Survivor already has near max Laceration... but I've gotten a surprising amount of downs from 20+ meters as him.

  • Honestly most of his base kit is ok. Main Event needs a bit more oomph. I mostly want to be able to hold it until I need it and a single instance of a somersault / dash while its going.

  • When I run For the People I usually run it with Dead Hard, Tenacity, and Self Care, usually with a medkit.

  • I say This Is Not Happening.

    Especially after Ruin changed and Great skill checks were nerfed, hitting great skill checks just isn't that important. Add to that, Resilience has the same activation requirements and is just flat out better in every conceivable way... Yeah... It's the worst.

  • I was going to ask why on earth you needed to counter it. Then I saw the thing about custom games.

    Well Blood Pact only activates if a heal happens. So my suggestion would be to run a source of Mangled, A Nurse's Calling, and maybe Clourophobia to deny every heal. They can't use Blood Pact if they can't heal.

    PWYF by itself would also work. 1 of the two loopers have to be the obsession so you don't even have to run Nemesis.

    However... Big brain play... Play as Plague. They can't heal if they're broken permanently... Unless they cleanse... But that won't turn on Blood Pact.

  • There are several killers in the game who have spectacularly bad early games. Corrupt Intervention is the only perk in the game that can give killers more time in the early game. So... Weak early game killers usually run it so they can get up and running without losing too much.

  • They last until the Survivors heal up or die.

  • If you stay at a loop after you've given the Pig the pallet... You basically take a dash hit every time. Also moon dashing is great.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2244160#Comment_2244160

    so in short your argument boils down to "i can down people much quicker when there is no cover for them" - alias when they are in a deadzone.

    thats nice and all, but Slinger is much quicker at downing them at quite literally any loop there is.

    even the short autohaven loops have been buffed to the point where Survivors can take cover behind the truck to avoid your shots (and lets not forget the zigzag survivors can run to make you miss shots even in deadzones that further increases the time it takes you to down them), so you dont really have much of a point here.

    but you are right with one thing:

    there is a reason why someone would pick Trickster over Deathslinger. That reason being said person being bad at aiming and rather having 70 shots in a non lethal machinegun over one shot in a very lethal rifle and / or not being confident in their reeling abilities (which, lets face it, is not a hard thing to do)

    It's not just that. Trickster can punish mistakes harder than Deathslinger can. For example, one time I had two injured Neas go up onto the box shaped catwalk on Hawkins with the window opposite the stairs. I just stood half way up the stairs and started throwing knives. One fell to knives, the other vaulted into me and got M1'd. Getting both of them as Deathslinger would have been insanely difficult.

    Deathslinger is better overall than Trickster because he needs much fewer and less serious mistakes to get things done. However, if Survivors do mess up against Trickster, he can wreck them harder than Deathslinger can. Honestly the only Killer who can punish mistakes harder than Trickster is Bubba.

  • I routinely run Trail of Torment on Legion. Everyone knows that you don't heal against Legion. Legion suddenly becoming undetectable makes staying injured a pretty large liability.

    I personally didn't like Tinkerer on Legion, but having undetectable on Legion is not a bad plan.

1 … 22 23 24 25 26 … 45