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FichteHiro

FichteHiro

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  • @uuid said:

    so the chains of hate dlc just came out and I’m getting so bored already. All I’m going against is deathslingers who tunnel and use noed to win, but you can’t expect anything different as it is a new killer. It’s really starting to piss me off because it’s just repetitive bull crap which is there to only enjoy for about 3 matches until you realise every killer player is drooling over the deathslinger. So it isn’t really fun, who would want to put up with some repetitive ######### which isn’t fun anymore?

    People will keep on playing Deathslinger for a long time since he's much fun to play as for most people and since he was just released.

    This game is a bit repetitive sometimes, and it's just the nature of Dead by Daylight, it's not a sandbox game. If playing the game is annoying you because you just go against the new killer, then you should maybe take a break, idk.

    Also, you're being quite a bit destructive with your criticism, constructive criticism is always welcome, but saying the game is a "repetitive *bad word* " isn't really gonna help anyone.

    Using NOED isn't fun for the Survivor side but I can understand why they do this, there isn't really anything you can do to apply map pressure as the Deathslinger other than downing and hooking Survivors since he hasn't got any movement abilities.

  • @Trwth said:

    Since the dawn of Dead by Daylight, the game has always leaned in the Survivor's favor. There is nothing anyone can say that will change my mind, and everything you will read is my proof.

    First of all, I will always be optimistic for the future updates that this game will hold, but I'm focusing on now. The Killer experience of now. Nowadays, Killers are generally weak compared to the legion of determined human beings who wish to escape with their lives, and perhaps plant their flags in the realm of the Entity. The objective is super simple: protect the generators, don't let them get fixed. Seems easy enough. The first few trials will go smoothly. The next few hundred, maybe even thousand, and you'll start to see where people are coming from when they say that the game is Survivor-biased.

    Just apply pressure.

    You can't.

    It is an impossible task unless the Survivors aren't trying. All they have to do is ignore all other things besides unhooking and the game is won. Why do Killers gain momentum so slow? Why do Survivors recover so quickly? This is why some Killers resort to slug builds or relying on cheap, unfun tactics in order to win. It's a bogus thing to do, and I don't encourage it, but a game in this state sparks uprise just like it would in any community, not just in gaming. People want justice.

    That's why there is "killer viability". I hate it. I want to play as The Deathslinger or The Clown and have jolly good time doing it. I shouldn't have to divert all of my focus into this video game in order to avoid Entity Displeased while my foes relax and enjoy watching me suffer as the objective flies by and the gates are open before I can even reach them. I shouldn't have to be forced to play certain Killers to have just a chance to emerge victorious. I shouldn't have to be limited to a specific set of "viable" perks to cover my back while I carry someone to a hook. But even those can't save me.

    Even after all of that though, it's not about the Killers. There's nothing wrong with the Killers. It's the Survivors, we should worry about.

    The basic formula of Survivors NEEDS to change. Their objectives are way too easy. The only bit of knowledge they need in order to play effectively is knowing which perks are exemplary, and knowing which button is the Interact Button(M1). Not to mention, they have loads of tools to speed it up: medkits, toolboxes, Prove Thyself for goodness sake! Even the recent changes to sabotage have caused problems. They've strengthened toolboxes to the point where their utility outshines flashlights! All it takes is someone finding a box of Worn-Out Tools in a chest, and they have the power to deny hooks AND speed up the objective.

    And then there are maps... The maps are quite complicated to talk about. When people refer to maps, they're mostly targeting loops, size, and gen placements, which is fair. Loops have been changing dramatically, as have gen placements, featuring smaller loops and new tiles. Generators have also started being placed in more unsafe areas to increase the risk involved in doing so. However, the size of the maps is one of the major issues.

    Killers without mobility featured in their powers are often regarded as the weakest of the roster for obvious reasons. Maps such as Temple of Purgation or Sanctum of Wrath are massive, and moving at 110%-115% speed base is nowhere near enough to keep FOUR Survivors in check by patrolling the sparsely placed generators. Slugging is an effective method of dealing with this, but 9 times out of 10, you'll only end up forfeiting a hook. Killers such as Hillbilly, Freddy, and Nurse have movement abilities, such as a dash or teleport. All of the others who have only traps or chasing powers are almost guaranteed failure against a team of focused Survivors.

    In conclusion, the base game is need of repairs, and holding down the interaction button won't fix it anymore. The Survivor's side of the game needs to be enriched and maps should be spiced up a bit. Killers will still get their designated reworks, but one day, we should turn to the side we feared the most and see what they have to offer.

    Thanks for reading this essay, and see you in The Fog.

    Agreed, playing Killer lately hasn't been that much fun because of the insanely fast Gen speed and SWFs genrushing.

    However, I think the Devs are trying to think of something to balance the game and that will be enjoyable to both sides, which is very difficult considering how divided the Community is one core issues of the game.

    Currently, I think the Devs are balancing the game for the majority of the players, which are Survivor players. Also, many new players came in after the release of the Stranger Things DLC, and they were having quite a difficult time at first because they didn't know how to play the game yet. I have no way of confirming this is actually what they are doing, this is just my educated guess on this issue.

    Many Killer players and players who play both sides agree that Gen speed is insanely fast, giving the Killer very little space to apply enough map pressure to slow down the Gens. A handful of Maps still have God Loops that force the Killer to stop chasing a Survivor if they run there, and since Maps are quite RNG-dependent, there are a plentiful of map iterations with strong, interconnected loops everywhere.

    Hopefully, the Devs are aware of all these issues and are trying to address them.

  • @batmanscar said:

    if I equip the exposed status effect on clown , can I put survivors in the dying state with 1 hit if they get intoxicated , is that how it works ? and how long does the effect last ?

    You have to hit them directly with the bottle for the Exposed Status Effect to trigger. In other words, the bottle has to break directly on/at the Survivor for them to be Exposed. The effect lasts for the duration of the gas cloud.

  • @Kebek said:

    You need toolboxes to win so much ? If so that's pretty sad. I almost never use items and I do just fine.

    Yeah, Toolboxes aren't that impactful anymore since Gen speed is just faster in itself right now. The Devs probably tried to change the main function of Toolboxes from repairing to sabotaging with the Sabo buff.

  • @ThatOneGuy said:

    When I try to sign in It says “Initialization Error” “The Game Initialized incorrectly and may not save your game properly. Restarting your game may resolve the problem”

    Ive restarted the game and console multiple times and nothing’s worked. Anyone else having this issue today???

    I personally don't play DBD on Xbox, but I think you should report this issue on the Technical Issues section of the Forums so that people at BHVR can help you.

  • @Cheers said:

    Me and a friend of mine are planning on going on a hunt tomorrow for the golden toolbox, and although I assume there is one in the realm, I don't want to be barking up the wrong tree.

    So, can anyone confirm is there one in the realm? Thanks in advance.

    Edit: Wrong category sorry

    Theoretically every Realm has one Golden Toolbox, and since the new map came with a new Realm, Grave of Glenvale, it should have a Golden Toolbox. Maybe you gotta do something to unlock it like on The Underground Complex Map.

  • @EvilJoshy said:

    I only used him like 4 times. Mostly rank 15s, a few green/purples and the occasional red. I don't think he is strong. Often if I reel/hit someone, if I reload I lose the chase music. Probably bring pwyf? People try to loop him at waist high loops and expect to not get hit by him. Id say give it another week or 2 before we decide.

    Yeah, since he was just released maybe we haven't gotten to see his true potential yet. However, it is evident that he doesn't excel that much at long and high-wall loops.

  • @Oicimau said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155321#Comment_1155321

    I forgot about the hover over! Thanks!

    And with a mobile browser, do i click over?

    Cause there is also the Gold Creek Whisky addon that i just saw now...

    Np. For now, this functionality doesn't work on mobile, but they're trying to find a way to make it work on mobile too.

  • It decreases his Terror Radius by 4 meters to 20 meters. I found it on the DBD Wiki's article for Marshal's Badge, just hover over the "Slightly decreases" and you should find it.

    @Oicimau said:

    From 24 down to how many meters? Didnt find in the wiki.


  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/136898/tool-box-rework-is-pathetic

    To be honest, I don't really see much camping at the higher ranks...sure you get some but it really is rather rare in my experience anyway. Now, at the gray and yellow ranks...they camp like there is no tomorrow because well that don't know any better either that are they are just awful and that is the only way they can actually kill anyone.

    https://forum.deadbydaylight.com/en/discussion/comment/1155242#Comment_1155242

    Be honest now...you're just not that good now are you?

    Agreed. From my own experience, I don't see many Killers camping at Red Ranks. However, slugging became more common with the Ruin Nerf since it's one of the most reliable strategies to try to get map pressure and a 4k. Besides that, there isn't much you can do to slow the game down other than downing and hooking Survivors, which can be quite the challenge depending on the Map you're playing on.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155294#Comment_1155294

    But you're missing my point. If you're chasing a survivor around a long loop with the pallet unusued, they either have to drop the pallet early, or risk getting shot at the long side of the loop if they try to maximise the amount of loops they can get. If they drop it early, just kick the pallet, and that resource was severely underutilized. You don't need to try to play the down safe pallet as deathslinger, just kick it and keep chasing.

    Yeah, but that is true with most of the Killers, such as the Clown and Oni (when he has his ability), you wanna play safe against them and not be greedy. With the Clown, if you decide to be greedy when you're affected by his gas, you'll most likely take a hit.

    With the Deathslinger, if he's on the other side of the wall than you are, chances are you'll break out of the chain before he gets at lunge range. That's my point.

    I agree that he excels at window vaults, that is completely true.

  • @Sodahead said:

    I agree with god loops being an issue. I usually leave them if I see them running it well and move on to another survivor.

    Playing killer is about time management. I do not have the time to bloodlust someone through god loops. I will take the god pallet and catch them later away from the god loop or cut them off if they run back to it if possible.

    I suggest you do the same. I usually injure them and move on until everyone is accounted for. Most run self care and are to scared to play injured.

    Someone said Survivor should bring anything in? Lmao ok. Killer can't bring a weapon in then. See how dumb that sounds? Same argument reversed.

    How about people actually be gamers and learn how to play instead of calling for specific nerfs to fit their garbage playstyle? After all, we have seen one game nerfed so bad it is dead now. Behavior seems to be following that model. :(

    It depends, like I said, RNG is really a factor in this game. It is possible for practically all areas of the Map to have strong, interconnected tiles. If the Survivors know how to use them as effectively as possible, there isn't much you can do if you're not playing a viable killer.

    The Devs are trying to balance the game out for the majority of the Community since it is quite divided on the core issues of the game. Survivor players are an effective majority in the game, hence why most changes are made to improve their gameplay. However, the Devs are constantly trying to make everyone happy, however, that is very difficult to achieve with such a divided Community.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155268#Comment_1155268

    Dodging his harpoon is entirely luck and prediction based at loops unless the killer doesn't know to instantly shoot. It's a max windup huntress hatchet with zero indication it's coming besides for the tenth of a second of gun raising.

    And he doesn't need to catch up at a loop, he just needs to kick the pallet. You don't need to outplay a safe pallet if you have a ranged attack and the pallet is down. The player has to play comically safe and drop every pallet 2 loops early to avoid getting harpooned, in the process draining the resouces of the map crazy fast. Especially since Deathslinger is incredible against vaults.

    He can't break Pallets while you are speared. My point is, spearing a Survivor at a long loop doesn't really help since you can't get the hit most of the time.

    I agree with you that he's exceptionally good at vaults, tho.

  • @LordEmrich said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155259#Comment_1155259

    Oh I don't mind the loops. If I get into a chase where I feel like a Survivor knows the loops well I'll just break it off and find someone else. Even in a SWF there's always that weak link. You find it and the whole chain breaks.

    It really depends on RNG. If a given iteration of a Map has far too many strong, interconnected loops then it's quite difficult to get a down.

  • @smartemarte said:

    this is the only game I have issues with this and its so frustrating that I can't use dead hard because 9 times out of 10 i'm down without even having a chance.

    With the new patch it seems to be even worse and now if i get hit for the first time in a match my game freezes for 2 seconds and it just unfreezes in time to see me stood there about to get hit for the second time ....

    same for vaulting or dropping a first pallet etc, its infuriating as it is a brand new PC that has no issues with any other game in ultra settings and i'm running DBD in the lowest settings.

    How can the problem actually get WORSE with a patch ?? the only response i've seen from the devs is to say it must be a computer issue and not the games....

    I also had a similar issue before, my game froze sometimes just like yours, however, with the new updates, the issue seemed to be fixed. I think such technical issues can get better or worse with new updates.

    You should report the issue on the Technical Issue section of the Forums so that people at BHVR can help you.

  • @Spectre13 said:

    As a survivor it is kind of annoying to be more careful with my toolbox. But as a killer I don't feel so intimidated now if I get a lobby with 2 or 3 boxs in peoples hands.

    Yeah, true. Since Toolboxes aren't that impactful anymore, they aren't as feared as they used to be.

  • @Stornt said:

    Why is it that he has to back up to gain distance when pulling someone in? I'm not complaining since it makes me feel like a fisherman, I'm just curious if there's a reason as to why this is the case.

    I don't think there is a specific reason for it. I think this would be true irl too, because when you are moving away from the Survivor being reeled in, your movement speed affects the speed they are being reeled in - it makes it faster in this case.

  • Idk, but I'm pretty sure the Devs are aware of the issue and are trying to find a way to fix it.

    It does affect the game quite a bit as a Killer, but hopefully the Devs will come up with a fix for the issue soon.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155050#Comment_1155050

    I completely disagree. As long as the loop has long sides or isn't circular (Jungle gyms, basically every basic loop except McMillan) he gets hits for free, because you just quickscope the long side. The only option is to drop the pallet instantly, in which case he kicks it and then shoots you when you run.

    Even if he does shoot you after you drop the Pallet, he'll most likely not be able to catch up and hit you. This is unfortunately the case at most loops since they are relatively long. Dodging his spear depends on your reaction time and has its own skill cap.

  • @LordEmrich said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155244#Comment_1155244

    Sometimes that's the way the cookie crumbles. They're given waaaaaayyyy too advantageous positions in a scenario where they should have little advantages.

    Yeah, the problem is, most Maps have some sort of God Loop, and that's quite problematic when Survivors know how to use them as effectively as possible.

  • @Nickeleye said:

    I'm amazed that people are shocked at the tool box changes.

    One day after the ruin change. Every lobby was stacked full of tool boxes. Games were flying by and Not just because of the ruin change. People decided to take advantage of the ruin change and really bang out gens early.

    The changes to tool boxes are a direct result of that.

    Sabo can be taken advantage of by the killer most of the time. I have had just one good team run the strat against me so far. Takes comms to be truly taken advantage of by survivors.

    The Devs wanted to change the overall function of Toolboxes with the Sabo buff, and since the Gen Speed is already fast, they decided to make the impact Toolboxes have in the game less major.

  • @whammigobambam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155202#Comment_1155202

    I look up at those stars and try to find the entity as a constellation. Brings new life to holding m1 on generators. Lost in the stars and hitting great skill checks.

    Yeah, it's really different than what we're used to on DBD. This Map is just a great addition to the game.

  • @Sodahead said:

    As a survivor and killer player I can agree. I avoid everything toolbox related as much as possible in the blood web. I hate all my addons are gone in my flashlight and medkit even when I never use it.

    Gen speed isn't what the devs addressed here because the brand new part is still fast and is able to complete a gen damn near. Idk what they was thinking.

    Now that this is out of the way. Don't come here and whine about this game is killer sided. It is still heavily survivor sided. Sure, about time they did some stuff for killer but this nonsense they pulled was not the play. Simple just increase gen time? Lol that's all they had to do.

    I think some Maps also have their own issues that affect the game a lot too, such as the God Lop on Wretched Shop. I think the Devs should redesign most Maps to make them more balanced, just like the new Maps they've been publishing.

    @LordEmrich said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155228#Comment_1155228

    Best thing to do is to not allow Survivors to bring in items PERIOD! You come in and have to search a chest to find an item. It makes zero sense as to why they're allowed to bring items in to begin with.

    I kinda understand why they are able to bring in Items, there are only 3 Chests per Trial, so the possibility of all Survivors getting an item is zero if no Chest Offering is burned.

  • @rickyray101 said:

    All because of cry baby killers the tool boxes are useless now. The developers make the game worse every update and yet all that the high rank killers do is camp and tunnel survivors because they suck. Your game is a joke and it's no wonder why players quit matches. The reason why quitting is down is because fewer players are playing because this game is trash now.

    I don't think they are useless. The Devs are trying their best to find a way to make everyone happy, but since the Community is quite divided on core issues of the game, this is really difficult. The gen speed after the Ruin Nerf is already relatively very fast, so a Toolbox nerf is justified. Now their repair speed is faster, but you have to decide when you're gonna use them to get the most out of them, kinda like Brand New Part.

    Playing solo queue is getting more challenging, but playing SWF is getting much easier because of the nerfs to Ruin. Killers don't really have much they can do to stop Gens from being repaired insanely fast.

    Also, you are being quite destructive with your criticism, constructive criticism is always welcome, but saying the game is "trash" doesn't help anyone.

  • @Evalion said:

    Thanks ! And yea i was actually not sure on that one. IT would have to be balanced carefully around that aspect to make it fair. So im not sure what a good range would be for it. IT needs to force the person using it to move around if they are within range of other survivors. So if its too low then it could just end up being a hard gen rush perk with everyone taking it.

    Np. I would say 24 or 32 meters, which is Terror Radius distance. Yeah, but I agree, the range needs to be close enough that Survivors can use the Perk more often than not, but far enough that it isn't a complete Genrush perk.

  • @Evalion said:

    Trailblazer: You’re followers like to keep up with you, you’ve always been a trendsetter. While injured you don’t leave Pools of Blood but your Scratch Marks while in chaise do not disappear and last 3/5/7 seconds longer. 

    Brave Heart: You kick into gear when things are looking grim. After unhooking someone from the Basement you gain the Endurance status effect for 5/10/15 seconds. 

    Final Girl: Gain tokens each time you complete a full Generator or Unhook a Survivor, after accumulating 4 tokens this perk activates.  After all other Survivors have been sacrificed you become the Obsession but gain the ability to heal yourself over 2.5 seconds once and can see the Killers Aura whenever they are within 24 meters. You can also reopen the hatch over 18/12/6 seconds canceling this action resets the timer. -Final Girl trumps any of the killers stealth abilities. 

    People Pleaser: You can’t help but be there for the people around even at the expense of yourself. After scoring a Protection Hit break into a sprint at 150% of your normal running speed for a maximum of 3 seconds, during this time you do not leave Scratch Marks or Pools of Blood. Causes the Exhaustion Status Effect for 60/50/40 seconds. 

    Solo Artist: You don’t work well in a group and prefer to work alone. Whenever you are within 42 meters of another Survivor your repair speeds are reduced by 25/20/15%. While you are not within range of another Survivor you gain 15% bonus to your repair speeds and can see the aura of Survivors that are not within 42 meters of you. 

    Sightseer: The Aura of Generators you work on remain highlighted in yellow for the remainder of the trail. Any time the Killer walks within 6/12/16 meters of a Generator you have touched the Aura turns Red for 3 seconds and you are given a sound notification before fading. 

    Spit-Fire: Even in the face of overwhelming odds you never stop fighting. While you are hooked and the Killer is within 16 meters of your hook for 15 seconds this perk activates for the next 15 seconds your escape attempt chance is increased by 4%/8%/16% and your Hook timer is paused, during this time your escape attempts will not reduce your Hook timer and you may attempt to escape the hook even during second phase. 

    Hideout: You perform at your best when you have a safe place to stay hidden. While in the Basement and outside the Killers terror radius your Healing and Unhooking speed is 125/150/175% faster. Additionally your Aura will not be revealed to the Killer while in the basement.

    Upkeep: You like to keep your things nice . Cleansing a Totem regenerates 25/35/45% of your equip items efficiency. 

    Bird Feeder: It’s important to always admire nature because even during your darkest hour you may find an unlikely ally. While crouched near a Crow press and hold the Active Ability button for 2.5 seconds to feed a Crow putting this ability on a 60 second cooldown. Only one Crow may be fed at a time and a Fed Crow will not be disturbed by nearby players. Fed Crows are revealed to you and reveal the Aura of the Killer and Allies within 12/24/36 meters of them. Feeding a new Crow will disturb and alert your currently fed Crow causing a loud noise notification at its location for the Killer. -Bird Feeder trumps any of the Killers stealth abilities.

    These are really interesting perk ideas, I would love to see the Bird Feeder perk in-game, it would be very interesting.

    I think the range for the Solo Artist perk should be a bit smaller since most Maps aren't that big and Gens normally spawn close together.

  • @whammigobambam said:

    The new map is top tier in my opinion getting hooked right there in the street crossroad is actually pretty intense and very charming. I also enjoy bringing just a simple brown medkit without having to worry about using it up.

    Yeah, I think the new Map is really cool. It is a truly remarkable Map in that it features things never seen before in DBD, such as the new outskirt walls, the tumbleweeds, the vulture flying around, the canyons beyond the outskirt walls, the sunset, the stars in the sky and the Wild West Theme. It's overall visually stunning. It's one of the best Maps in DBD in my opinion.

  • @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155179#Comment_1155179

    Yep red ranks, also I do watch my back. It's not easy to dodge the spear.

    Guys, it depends on a lot of factors. To make the most accurate conclusion, you have to generalize quite a bit. Generally, The Deathslinger doesn't perform so well at red ranks, and most of the time people do counter him using different methods. Therefore, I don't consider him as a clearly overpowered killer, since he is - just like the Huntress - counterable.

    It also depends on your reaction time, and even on the way you play the game. Final conclusions should be made taking what most people experience after all. Fighting doesn't add anything to the discussion, the best thing to do is to try to understand the other perspective and to bring up arguments that support your view, not fighting over it.

  • @gatsby said:

    I know its on the 13th but idk when

    It really depends on your timezone. For me, it happens at 5 AM (CET). My best guess would be that it happens at 12 AM EST, which is the timezone Montreal uses.

  • @WiredGamerOni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155157#Comment_1155157

    I Never Got A Splinter Offering Even Though I Know They Turned You Into Another DLC Killer Like Mikey.

    If you purchased all licensed DLCs, then they won't spawn in your Bloodweb. However, even if you didn't, Splinter Offerings are all Ultra Rare so they are relatively difficult to find.

  • It really depends on the Survivors you are playing against and on your personal skill level with him. There are arguments for both sides but generally, the consensus that is reached is that he has a skill cap and there are ways to counter him, such as the ones I mentioned earlier. It's true that you have little reaction time when he's about to quick scope you, but you still have a tad bit of time to dodge the spear, and if he wants to go for a fast scope, he hasn't got time to properly aim down sights, so it really depends.

  • @WiredGamerOni said:

    I Think That There Should Be More Secret Offerings For The Killer Because If You Use A Mori They Most Likely Know What It Is Because The Shroud That Makes Survivors Away From Each Other Isn’t Used A lot Anymore From Any Of The Games That I Get In As Survivor, I Don’t Have A Problem With This But Possibly Add More Secret Offerings So Survivors Don’t Just Think “Oh, It’s A Mori How Toxic”.

    The Splinter Offerings were also secret, however, the Devs decided to remove them on Patch 3.6.0. However, I don't think this is that huge of a problem, there are three Mori Offerings, each one having its own functionality. When Survivors see a secret offering, it could be a Shroud, or one of the 3 Mori Offerings, not necessarily an ebony mori.

    There aren't that many offerings that could be secret, because most of them just award you with extra Bloodpoints. Maybe the Hook Distance and Realm Selection offerings could be secret? Idk. It would be definitely interesting to have some new secret offerings.

  • @MrsGhostface said:

    Friend didn’t receive a penalty for rage quitting, so we all went it a game and disconnected to test it out and we are not receiving any timeouts. Is there a reason for this? Already seeing more disconnects

    I don't think they disabled it, but the Devs did tweet they were aiming to improve the system so that it is more fair.

  • @Bill_I_Am__Overbeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155030#Comment_1155030

    Not really a "dumb thing to say", but rather common sense which seems to be lacking in your comment. If you get harpooned, then the killer should be rewarded for a good aim. He's barely been out and people are already complaining about him (on top of being a lower mid-tier killer with little gen pressure) being good at his ability. The harpoon isn't a guarantee of a down, either. People can stand in his way, people can dart behind a tree right before they take a harpoon hit, etc.

    Survivors shouldn't just be able to get harpooned and brush it off.

    @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155102#Comment_1155102

    Explain how my comment is lacking common sense, I'm not saying they shouldn't be rewarded for it, i think its too easy to achieve that reward, seeing as he can immediately shoot when he presses aim down sights and all he has to do is look at you. People are complaining because he's not fun to go against. Again, I'm not saying they should be able to brush off being harpooned but it's ridiculous how easy it is to get downs as him.

    I think it's not that easy to spear a Survivor, it has a certain skill cap just like hitting a Survivor with a Hatchet as the Huntress. Imo he's not overpowered, you have some ways of countering him such as:

    • Trying to dodge his spear (works similarly to dodging Hatchets)
    • Having a teammate stand on the Killer's way
    • Having a wall nearby so that we you make a turn while being reeled in you get protected by that wall.
    • Looping him at long and high-wall loops.

    The Huntress does have the benefit of downing Survivors more quickly and of her Hatchets having a bigger hitbox. I don't think he's the most viable of the projectile Killers, especially when going against higher rank Survivors.

    We all should try to understand the other side, whilst it might be a bit unfair that he can quick scope Survivors with little reaction time, he cannot do much when being looped and his chains can be broken easily. Both sides have valid arguments to justify their position.

  • @KingFrost said:

    This one isn't too difficult (though keys make it a lot harder..) but if someone disconnects, does that equal a death? Or does that not count? Because it seems like it should.

    I think it counts, a previous Challenge also required you to get a 4k by any means, and by the time I went on to try it, two Survivors DCed and it still counted.

  • @PrincessPoop said:

    Good job BHVR. This is the first killer in a while that I think might be a new main for me. There’s nothing more satisfying than shooting someone who’s about to make it out the exit gate and reeling them back for the down.

    Yeah, that's probably the most satisfying thing to do in the game. The Deathslinger is overall very fun to play as, which is the most important thing after all.

  • @Huntar said:

    If he's walking toward you, he's giving you the space to get behind something. The real issue is when he backs up, and pulls you away from anything you could possibly hide behind. But yeah, what everyone else said. His actual chain is pretty weak, and is rather easy to break. It also does almost nothing to you once you're wounded, so overall he's kinda weak. Fun to play, but weak.

    Just practice against huntress, and you'll naturally get better at avoiding DS, too.

    Yeah, it's pretty satisfying to fast scope Survivors and to get this FPS vibe on DBD. However, he's not the most viable Killer, but he's definitely not weak. I think it's worth playing him, it'll certainly be a lot of fun.

  • @mmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154985#Comment_1154985

    I do understand why they do it. The four you mentioned are definitely about the only 4 I ever see. I just see Freddy the overwhelming majority of the time. I saw Deathslinger a few times the first day, and barely since then. Maybe the reason I see Freddy so much is he's the best on PS4. I don't know since I don't play killer. All I know is I'm seriously giving thought to depiping so I get some more variety.

    Yeah, Freddy has a good map control and has solid ways to end chases faster. He also has plenty of good Add-ons that synergize well with his Power, some Perks, and some other Add-ons.

  • Yes, true, and that's why I think he's not OP or uncounterable. There's plenty of things you can do to counter him, just like Huntress.

  • @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154997#Comment_1154997

    That's a dumb thing to say ya know.

    https://forum.deadbydaylight.com/en/discussion/comment/1154998#Comment_1154998

    He can actually do a lot in a loop with a window, dodging his spears isn't as easy as you think. Survivors usually don't have anything to get behind to break the chain so it's usually a free hit for him or in most cases a down.

    It has generally the same skill cap as dodging a Hatchet. However, I get the point, it is a tad bit more difficult to know where he'll shoot his spear, but since its hitbox is smaller, both factors balance it out at the end.

    @KnotEnthusiast said:

    I think he's a good bit stronger than Huntress, due to the lack of windup. He can basically quickscope and get an instant harpoon on you for not a lot of effort. He's not broken in the macroscopic sense because he has zero map control and survivors can just do gens fast, but in the 1v1 he's a lot like spirit: there's really not a whole lot you can do besides drop pallets super early and try to predict when he's gonna take a shot.

    He can't do much against Pallet Loops, the Spirit can overall do more against looping.

  • @RayrafLPP said:

    4k 1 gen left. They tried to rush gens (unhooking a few seconds before phase 2 and doing gens before + gen tapping to stop the regression)

    Its okay for me if games are short, but gatekeeper emblem gives you points for each gen in the first 9 minutes...

    GAMES DONT LAST THAT LONG!

    Its so dumb as always.

    If you sweat as killer you get punished.

    Survivors escape in 4 minutes? they can even hook farm without a problem because DS unbreakable and BT are a thing. Good Gen rush survivors get the points AFTER they won. They get chases and heals because killers are in desperate need to get some points for a black pip.

    But if killers rush and do their objective good they get punished.

    Killers need to slow the game down for the survivors if they do well. Survivors dont.

    I play both sides but the things you can do as a survivor are unbelievable.

    Hook trading should reward the killer...

    Situation:

    Im on the hook, bill saves me WITH THE KILLER BEING NEXT TO HIM:

    he gets a hit, i get unhooked he gets a second hit. Killer could chase me but

    A: that wouldnt be nice and many red rank killers play extremely fair.

    B: I have Borrowed time active and a chase would last long + meta build is DS unbreakable so bill could get himself up.

    So He decides to hook the bill and not tunnel me.

    But guess what the game allowes me to do? I can run to the hook get hit, BT still active, unhook the bill with BT myself and the killer got nothing.

    Why? because Both bill and i have DS. I have unbreakable so i cant be let on the ground.

    He eats the DS and again I can loop.

    Was that a good play by me? Hell no it was dumb! Got the killer rewarded? Nope. No ones on the hook anymore, no pressure what so ever and the other two people can do gens with ease.

    This situation in an Endgame scenario is just rediculous.

    Because of these types of play survivors can make Gatekeeper emblems are super hard to get. you have to deal with super dumb perks on every survivor and while you get punished for doing your job the other survivors just sit at gens and destroy your emblem.

    The Emblem system isn't really the best for Killer, but it works for Survivor. Before the Emblems were introduced, Survivors and Killers had two different ranking systems, the so-called Victory Cube for Killers and the Bloodpoint System for Survivors. The Victory Cube system relied solely on how many kills and hooks the Killer got, which is also not the best. However, I feel like it worked a bit better than the Emblem system.

    Games go faster now and you have to find ways of dealing with it. Ranking up as Killer is generally more difficult than ranking up as a Survivor, and I guess it's supposed to be this way.

  • @Schmierbach said:

    You literally loop him just like a huntress, but pallets are even safer against him. If you drop the pallet there is nothing he can really do other than break the pallet or try to waste 45 seconds bloodlusting you.

    Yeah, true, I think he might be better than Huntress at Window Vaults though. This is due to the fact that he can shoot his spears faster than the Huntress can throw her Hatchets.

  • @re5_gamer2263 said:

    You now repair less of a gen but way faster.

    This now makes engineers toolbox the best toolbox in the game for repairing (which is a good thing).

    The problem is how fast gens are completed now. While toolboxes don't last long, basic addons like wire spool and scraps make toolboxes a [BAD WORD] to deal with. Combine this with streetwise, which is a very good perk after the medkit and toolbox changes, and genrushing is WAY more stressful than it used to be. But hey, maybe I'm just bad and complaining for nothing. I'm interested to hear both survivor and killer mains' opinions.

    I feel like it is a nerf. Charge Add-ons have been nerfed as well, but the normal Gen speed in itself is already insanely fast. Toolboxes don't affect the game so drastically anymore because the game also goes faster now. Toolboxes are now basically less OP and more durable Brand New Parts, and the strategy behind the two is kinda similar, now.

  • @Rezblaze said:

    I've been mulling over DbD for a little while now. There was always this issue that nudged at me, but I couldn't put my finger on it.

    But I had to ask myself, is this a team game? Of course it has teams, but it seems to not really play like one.

    You gain generator speed when repairing a generator with others, and the goal is to prolong your chases with the Killer as long as possible. The former highly benefits from a team, as a generator with four people can be completed in a little less than thirty seconds, and with three, a few seconds over thirty. The latter? The latter is a highly individual occurrence, only involving a team really when they are downed and need to be saved.

    I feel like in there, its a disconnect. The main objective can be done by a team and only disrupted by the individual killer. The chases can be done single-handedly by one individual, often for long periods of time if they path correctly and your killer cannot punish them accordingly.

    It would explain why matches tend to go intensely killer favored after getting an early kill. I mean, when you force one survivor to chase, a generator cannot get done in 33.3 seconds if your third is in a chase. It can only get done from 0 - 100% in 44.4 seconds. A little over half the time of a regular generator, but its increased time nonetheless. And if you down the third, then a generator cannot be done in 44.4 seconds, only the standard 80 seconds, as someone will need to go rescue them.

    Do we really want this game to rely this much on a snowball effect? Survivors snowballing off of one person who can path well, or the Killer snowballing off tunneling one survivor?

    I think repairing a Gen alone is more optimal, because then, in these 80 seconds, 4 Gens could theoretically be completed instead of just 2 Gens when repairing the Gen with someone else.

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154969#Comment_1154969

    I havent ran it yet. But someone said it doesnt work on the add ons you bring in yourself, only on stuff you find in a chest. But then someone said it works to let you keep all add ons.

    I don't know, I haven't ran it yet too, but I think it applies to all Add-ons, including the ones you bring in yourself. Pretty sure the Devs didn't specify it only kept the Add-ons you found in Chests on the Livestream they announced they would add this mechanic.

  • @Mikey4Hire said:

    Well I think he's broken, you can't do anything against him, no loops, no vaults. He shouldn't be able to walk towards you while your being reeled in or at least slow down his movement speed so the survivor can have a chance to do something. But I'm expecting people to just tell survivors, "your just mad because you can't loop the killer" or something close to that. I don't mind having viable killers to play but when survivors can't do anything against his power then it's a problem.

    You can still loop him just like you can loop The Huntress. Walking towards the Survivor while reeling them in isn't really the best option, walking backwards actually makes them come to you faster. Idk, he mostly can't do anything at Long Pallet Loops and is just a 110% in such situations. And, just like the Huntress, you can dodge his spears. He normally takes longer to down a Survivor than Huntress does, so I think you can counter him more than Huntress.

  • Yeah, it is kinda boring but I understand why people only play certain Killers at Red Ranks. With the excessively fast Gen speed, playing a non-viable killer will most likely result in a 4-man escape, which you don't want. So Killers normally play Nurse, Spirit, Freddy and Billy.

    I think the Devs did say they were thinking about adding some rank rewards, am not sure though.

  • @SurvivorGurl said:

    Hey everyone.

    First time poster here, just wanted to get some opinions on our loving new killer DeathSlinger. From playing against him almost non-stop since his release and talking to some other players I've found that his reel mechanic is a little....BS. I mean, have at it...but maybe make it so he can't walk toward you while you're being reeled? I feel like that would make it more interesting...but here he is shooting some crazy shots, and then reeling you in while walking towards you (which gives you basically no time to find something to put between the two of you). How do you feel about him? Love him? Hate him?~

    Hey, welcome. I think the reeling mechanic is fair in that the chains aren't that durable and Survivors don't get reeled in in a straight line, they normally make some turns along the way. In a relatively long Pallet Loop, the Survivor will most likely break out before you get at Lunge Runge. To me, his power is balanced at the most. He also has a high skill cap, and when you do know how to play him, you get rewarded, which is good.

  • @nicnc82 said:

    So does Ace in the Hole let you keep All add ons, even on the stuff you bring into trial? Or is it only for stuff you find in a chest?

    This new effect is basically like a Black Ward offering for Survivors.

  • @undercovertoaster said:

    https://us.v-cdn.net/6030815/uploads/526/Q5K70G7T9II0.jpg

    https://us.v-cdn.net/6030815/uploads/130/VACGLTCQ781U.jpg

    I was going through the game files, and I found this. Anybody know what it could be for?

    The Teacher was supposed to launch as the first DLC Killer in Dead by Daylight, but the Devs ended up choosing the Nurse and abandoned the idea.

    His power would have been called Detention, and one of his perks Underperform. His release would have also contained a new item called Trapple. None of the effects of the power, perk and item are known to date.

    The Icons for the three aforementioned things can still be found in the game files along with some unused Add-ons.

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