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FFirebrandd

FFirebrandd

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FFirebrandd
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  • Yeah. Rip Deathslinger. He has zero unique strengths anymore and is super clunky to use. It's sad cause he used to be my second most played Killer.

    Dropped him so fast after his nerfs.

  • Yeah... before its buff it was a pretty decent perk. Don't know why they buffed it.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223978#Comment_3223978

    They didn't butcher it, Thrill is a much better perk then it was before.

    The amount of time survivors need to spend to cleanse/boon a totem with Thrill active is huge. Especially if you can interrupt then with things like infectious.

    It takes close to a minute to boon a hex with thrill active

    It's probably one of the most slept on killer perks in the game

    They did butcher it.

    Sure, old Thrill didn't slow things quite as much but it made it significantly easier to interrupt cleanses because you knew when they were happening.

    Seriously... if you played around it, old Thrill without any help could net you 3-4 interrupts and several free hits besides because Survivors would try to stick the cleanse.

    Old Thrill was *actually* slept on. New Thrill is just... eh. It doesn't actually help you keep your totems up anymore because it doesn't give you the info to defend them.

  • None of the above. What they should focus on is undoing a bunch of the stupid changes they made.

  • Yep. It used to. Then Behavior butchered the perk.

    I think it was because of adding boons, because they did it when Makayla came out. Honestly it was probably so killers couldn't occupy all 5 totems, get warned a totem was getting blessed, and stop survivors from using and abusing Circle of Healing.

    Honestly... with how busted CoH was and kind of still is, killers needed to have an option like that.

  • That'd be a nice change. Red Herring is really fun and can be very good when it works, but setting it up and using it is... clunky at best.

    Using active ability to do both halves of it would be nice too. Marking the Gen and making it go boom.

  • The only time I'm sad about getting Ormond is if I'm trying to do a stealth build. Seriously sneaking around on that map just does not work.

    Other than that I have no complaints.

  • Trickster really should've gotten a map. Even just the lobby screens during All Kill were fantastic. A whole map in that style would have been amazing.

  • Honestly I'd say it needs two things to be decent. First, hitting a survivor reveals the obsession for ~2s. Second, the TR reduction stays in play for 10s after leaving chase.

  • Them undoing the bone headed balance changes that made me mostly quit.

  • I'll swf if a friend asks.

    Not gonna play on my own probably ever. The meta shakeup patch was garbage and I'm not going to get invested in the game again because apparently they're ok with pulling stuff like that.

  • Eyre of Crows, Coldwind, and Ormond exist. Running no TR doesn't work if the map lets the survivors see you easily from 20m away.

  • I'd rather they change those add ons to be like plagues. Instead of a downgrade, they're a playstyle shift.

  • Yeah @tippy2k2 makes a good point. I don't know if any of the licensed DLCs are on the sale, but arguably going for any of those (Halloween, Saw, Nightmare on Elm Street, Silent Hill, either Resident Evil, etc) are a better option than either of the ones you mentioned because you can't just get them by amassing shards.

  • Kate vs Zarina:

    This one's honestly difficult to call. All three of Kate's perks are decent. Zarina's perks are... well 2 of them are incredibly fun but not good, then after some semi recent buffs, Off the Record is probably the best anti tunnel perk in the game.

    Deathslinger vs Clown:

    Perk wise I think Clown comes on top. Bamboozle is very good for the killers who can use it. I think Pop is still... ok even after its nerfs and Coulrophobia is honestly the best Terror Radius weaponizing perk in the game however the other perks you'd pair with it are kinda meh, so it's kinda just Ok. Deathslinger's perks are just kinda there. Gearhead is not particularly good, though it is better than it was. Retribution is nice but not amazing. Dead Man's Switch can be alright if paired with Artist's Pain Resonance but otherwise is not good.

    Power wise... to be honest I used to really like playing as Deathslinger. Then they nerfed him in such a way that I see zero reason to play as him ever again. So even though Clown isn't amazing, I'd pick him over Slinger in an instant if I was judging those two DLC's just off playing as the killer.

    Final Conclusion: If you mostly play Survivor and don't have Off the Record yet, you might want to buy Chains of Hate for that. Otherwise, I would say Curtain Call is a better buy.

  • Infinite Tier 3 Myers with 4 slowdowns and Nurse with all info.

    Myers tier 3 inflicts all survivors with exposed... so once he gets there Nurse just needs to find everyone.

  • In general, I agree with you. There are some perks, Eruption mostly, who mark gens but 100% don't need to.

    Small point of order, Discordance still gives noise notifications when its conditions are met. So, while Discordance and Eruption do clash, they are still usable together. Surveillance + Eruption though? It's honestly so sad. Surveillance is basically down to just its +8m range on hearing Survivors on gens which is not worth the perk slot. It's too bad really because in theory those two perks should get along fantastically.

  • Yeah... it is honestly really sad.

    Depending on your load out, Deathslinger used to be able to become the less map dependent Ranged/Stealth/Split damage killer. His nerfs to his ads and TR ruined all of that.

    Really the only reason to play him now is if you really like cowboys.

  • I used to. I loved how relentless you could be with him back when you could burn a brown and roll up with 70 knives in your pockets. I was almost certain I was going to main him.

    Now though? No. His power was already kinda hit or miss. Some tiles it was downright lethal and some tiles it was barely anything. The changes they made to him made both cases way more intense and I just didn't like it.

  • I have no idea what that picture is from, but yes. 100% yes.

  • @DemonDaddy said:

    Might as well use coh. You can still heal yourself if no one else will and it aids teammates that can't heal as well.

    That assumes they have CoH and are decent at finding totems.

    Self Care + Botany is on Claudette who's free. CoH is on Mikaela who is not.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137727#Comment_3137727

    There aren't even four slowdown perks in the game. What are you talking about?

    Is this sarcasm? Or being pedantic?

  • This would cause so many problems it isn't even funny.

    Even if you only allow to avoid 1 killer, a high mmr swf could use their 4 bans to avoid all Nurse, Blight, Spirit, and 1 other A tier killer forever. Giving them basically permanent easy games.

    Also, say someone really likes is a meta killer and they're pretty good at them. They queue up. Every survivor at their rank has their killer avoided. Their queue will take way longer than it should to widen to include lower rank players who don't have the killer avoided... then they get into a 1 sided stomp where noone had fun. Or... they never get a game at all.

    Does any of that sound good to you?

  • They'd have to make it significantly smarter than that. There are times when letting yourself die on hook is the right play. Usually during end game.

  • Legion.

    Running fast, vaulting stuff, and stabbing everybody is fantastic. Also I do really like basic M1 gameplay but most Killers can't afford to take chases like that. Legion can though because Deep Wounds buys them extra time.

  • It's a weird build that unfortunately is getting harder and harder to use due to maps and boons.

    I call it off brand Scratched Mirror Myers.

    I run Surveillance, Nurse's Calling, Oppression, Sloppy Butcher, and Boyfriend's Letter. Stay in tier 1 and keep ambushing Survivors who are doing my gens or healing.

    Later in the game I'll tier up if I think I need the power... but yeah. It is a cheaper, slightly weaker, but more flexible version of Scratched Mirror Myers.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113805#Comment_3113805

    Also, the number of survivors who think they can hide from frenzy while in a locker astounds me !

    Like, if I'm going against Legion and the person I'm working with goes to hide in a locker, I don't even bother to quit working on the gen. They'll be the first found !

    Yeah... the handful of times I've gotten a 3 chain Frenzy into locker pull is too high. It's only been 2-3... but still too high. Also those are usually very short games.

  • Yes I have.

    Survivor was suspicious of me after I ran straight at them when they were healthy and crouching behind a rock and I had zero aura perks equipped. All of that was indeed true. However I was Legion, in Frenzy, after my first hit. So Killer Instinct was telling me where they were.

    Said survivor actually admitted that they didn't know Frenzy did that after I explained.

  • @[Deleted User] said:

    I was starting to think he had a buff or something. Went from seeing him once in a blue moon to 5 last night. Scratching my head why so many were playing him.

    It probably is partially because he is the only ranged killer to fully benefit from all the general killer buffs in the last patch.

    Also gens going to 90s makes his ridiculously bad 1v4 less of a problem.

  • Pig's little Meeep! Is very cute.

  • @Sludge said:

    I thought people in higher mmr were using it in combination with medkits for higher item efficiency?

    I never understood the idea behind Self Care and Medkits having different healing rates, if one is problematic then so is the other. And if medkits aren't a problem then why is selfcare?

    They have different healing rates because Medkits are limited. Even the most cracked medkit eventually runs out of charges. Self care doesn't ever run out, so it is slower.

    To be honest though I don't think either was a problem even before SC got nerfed.

  • So... usually I can at least kind of guess why a change was made even if I don't agree with it.

    This time though? Nah... I got nothing.

    Pain Res + Merciless Storm is causing 40 skill checks? Let's bring back the PR + DMS combo to "fix it" instead of... oh I don't know... kill switching one of the bugged perks instead? Also, that doesn't sound like it's actually a bug... just the natural result of what the 2 perks do.

    "Let's buff Thana so more people use it!" Succeeds "Now let's butcher Thana so it is useless on everyone except Legion and Plague and they might not even use it!" What?

    For Mettle of Man... I sorta get it. They want endurance to function the same across all perks that give it. But like... still. You nerfed an already bad perk. Also... why the heck does it have the Conspicuous Actions thing? That's for anti camp/anti tunnel perks so they don't turn into immunity perks. That's not a global thing for endurance effects.

  • In my opinion, the nerfs Slinger got took away all the things he did better than anyone else. So... if he isn't the best at anything, why would I play him over the killers who do his stuff better?

    If you like his looks, personality, or the challenge of playing him... cool. You do you. But I'm not going to touch him until I have a reason to.

  • I thought MacMillan was still a decent map for trap killers?

    I get it on Eyrie and Coldwind though. You can't do anything cute with traps on those maps.

  • I don't think anyone will run new Thana.

    In addition to what you brought up, the main thing Thana had going for it was that it was far more reliable than any other anti Gen perk. With this nerf, it has lost nearly all of its reliability since the survivors can remove 70% of the perk via finishing a single heal.

    I see zero reason for killers to run Thana over Eruption, Jolt, Pain Res, Call of Brine, or even Overcharge in spite of it being worse than a dry kick for 12s. Heck, with the addition of the mini pop on every kick, Brutal Strength might be a more reliable anti Gen perk than Thana.

  • So... firstly, meta stands for "most effective tactic available". There will always be a meta. Even if something is only 0.1% better than the other options, it is still better and meta.

    Now, narrowing the gap between the meta and off meta options is always a good thing to do. That part of your post I agree with.

    However hard nerfing everything is not the way to go. Firstly it kinda breaks player choice. If you can pick 4 perks but all of your options are bad and are barely noticeable then your choices don't matter. Secondly, Loss Aversion is a thing. Heavily nerfing everything will 100% cause massive community backlash and will probably cause people to quit.

  • The heck? It used to do that? Why the heck did they change it in the first place?

  • Firstly, it would be a much more palatable nerf than the idiocrasy they're currently planning on doing.

    Secondly, Thana got a buff in the last patch because it was hardly getting used because nobody other than Plague and Legion used it. A change like this would actually fix that problem.

    Thirdly, Thana was given a pretty massive indirect buff from Generators being set to 90s and dry kicking gens being made actually worth it.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108393#Comment_3108393

    You should be. Sadako definitely does need buffs, but they also have to get the permission of the license holder for that, which I'm assuming they haven't and that's the reason Sadako hasn't been buffed.

    The fact that they're willing to change things this quickly after a patch is HUGE. It doesn't even really matter what the changes are, as long as they keep doing this the game will be in a better spot.

    That's... not how it works.

    It is most decidedly not if those fast iterations are all terrible. It can still either be good and lead the game towards excellence or bad and lead to the game crashing and burning. All fast changes does is get the game to those end points faster.

    The mantra in game design of "Fail Faster" only works if you learn from those failures.

  • Seriously... this was literally the exact opposite of what they should have done with Thana.

    Nobody besides Legion and Plague could use it because nobody but them could consistently have enough people injured for its numbers to get high enough to matter.

    They should have made it so the first "stack" gave 8%... then each additional stack gave half the effect of the previous. So 8 + 4 + 2 + 1 = 15%. Overall weaker but so much better for every killer besides Legion and Plague.

    Now I'm not sure if even Legion and Plague will still use it because it is absolute garbage unless everybody is injured.

  • So... I'm not a survivor main, but if I had to guess it is because of Dead By Daylight's biggest flaw.

    Generators are not fun.

    To be honest they've never been fun. But this update ran headfirst into that issue at full speed in several different ways. First, it just flat out made generators take longer to do. More time spent doing the not fun thing is not good. Second, it gave Killers decent slowdown at base with the initial damage when a gen gets kicked which indirectly forces more boring gen time. Third, I really like playing Legion... but because they and Plague exists, Thana should NEVER have gotten a flat buff like it did.

    It also ran into it in an indirect way too. Y'see... gens aren't fun, so Survivors would go trying to find fun elsewhere in the game. The most common spot to find it is in chase. In chase... where the Killer got gifted half of Brutal Strength and 25% of STBFL. In addition to that, Dead Hard was really the only Exhaustion Perk designed to help you loop longer. All the others are much better at either preventing a chase or getting you out of one that's in progress, which if you were wanting to have fun getting chased, you don't want that but Dead Hard kind of got wrecked.

  • To be honest, I haven't played this update at all.

    I was really excited about it before the second round of changes. Then the Botany and Overcharge changes just rubbed me very much the wrong way... and I just have no desire to play DbD. Also VHS came out around that time too, so I've been playing that when I want to play a 1v4 game.

  • The changes are good for exactly 1 goal. If you want to keep all perks available for everyone, the changes are fantastic. That grind no longer has exponential growth on it and new characters will be starting out with tons of perks.

    However... that's basically the only case that is better. Want rare addons? Worse. Only care about having all perks on one survivor? It’s worse. Was running BBQ or WGLF every game? It's worse.

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091387#Comment_3091387

    This is actually an incredibly innovative way to discourage tunneling that I never thought of... Good on you. I actually really like this idea! Maybe allow diminishing returns so it doesn't punish late game? So within the first 3 minutes (give or take, random number) if a survivor is 3-hooked or takes an entire 2-hook state and then dies (to prevent abusing killing yourself on hook by attempting), this bonus is given to other survivors. Let's say an extra 20% bonus (another random number), but if the match goes past 3 minutes without a single kill, it diminishes and becomes weaker until there is no bonus provided at all if it goes on long enough.

    I've actually been toying with the idea of a Desperation Bonus for a bit now.

    I think the solution would be to add in both a Desperation Bonus and a Terrible Wound mechanic at the same time. Desperation Bonus gives 25% faster repairs and healing for each dead Survivor while Terrible Wound reduces a Survivor's repair speed by 10% per time they've been hooked (not hook state lost mind you).

    That way a Killer who's playing fair doesn't hand the remaining 3 Survivors a massive repair bonus when he does kill someone because all of them will be sporting 1-2 stacks of Terrible Wound. In addition, it further lowers the advantage of tunneling. The guy who's getting tunneled is much less of a threat than anyone else on the Survivor team since he'll only be able to repair at 80% efficiency.

  • I mean... is DMS even a problem now that it doesn't have synergy with Pain Resonance?

  • It is a matter of expectations.

    Unless you manage to 99% your sprint burst, the killer is going to learn you have it very early while you are still healthy and the Killer is still expecting to need to chase you.

    Dead Hard as a contrast comes out at what looks like is going to be the end of chase. The Killer has already invested enough time to chase you, get an injury, continue chase, expect to get a down and then get robbed by your exhaustion perk.

  • Good perks on the Survivor side aren't behind a pay wall.

    I get the feeling that you missed the fact that Survivors can still rank up Meg and Bill and get access to a near meta loadout that wasn't nerfed. Sprint Burst, Unbreakable, Borrowed Time, and Adrenaline. If they don't like Adrenaline, they can swap it out for Quick and Quiet or Kindred which are also both very solid perks. Consoles that don't have Bill and therefore have his perks in their general pool can just rank Meg and get this loadout. They'll be fine.

    Heck... with Off the Record being a pretty decent replacement for DS, now they have even fewer good perks behind a paywall.

  • I never really played Freddy or Hillbilly.

    However, Deathslinger I did used to play. He was my 2nd most commonly played killer behind Legion. After his nerfs, I tested them out twice... and haven't touched him since. I also actively reroll any of his dailies. They did him so very dirty.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3068153#Comment_3068153

    Thanks for the info, I had heard about people complaining about getting headaches from low FOV, I hadn’t heard it goes the other way around too of people who get headaches with Shadowborn but not the default fov.

    In that case I’m all for have a slider that maxes out at Shadowborn FOV and goes down to at least the current default or less. As long as the highest FOV isn’t gamebreaking I’m ok with it.

    No problem. To be honest I wouldn't have known that either except that I follow a streamer with that exact problem.

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