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Johnny_XMan

Johnny_XMan

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  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564480#Comment_1564480

    Huntress leaves you with a lot of counterplay. She has a windeup time, ergo you can react. Cant do that to a deathslinger. Almost no windup, quickscope, no reaction to that. Like you did in the video, you did a move and hoped it would work. If it would not have worked, we would now see a different video where you got lucky.

    Then she is slowed when aiming and therefore loosing distance. Slinger is gaining distance because he can fake his ability and forced the survivor to do random moves.

    Still Huntress is by many considered stronger because she is not just a braindead 1v1killer but can put pressure on multible people. But funny that nobody complains about her, even tho she might be stronger.

    I really dont want to discuss with you anymore, you only see what you want to see which became clear with your last posting. I just leave you with that video timestamps. Always fun to watch these. Any they explain the problem without even words.

    https://youtu.be/40gHL0W48HA?t=529

    https://youtu.be/40gHL0W48HA?t=555

    @xEa

    So does Deathslinger. Look behind you.

    He has a 0.5 s firing time, plus it takes him 1.5s to actually aim, so that's a total of 1.10s for you to react or do something.

    Deathslinger is also slowed down to 75% of his default movement speed.

    I actually don't only see what I want to see. Can't say the same for you though.

    The fact that you didn't even know that Deathslinger was slowed down while aiming baffles me as to why you would even bring it up as comparison. When anyone who actually understands his power KNOWS this.

    Thanks for your time. :)

    PS. In that first clip she was already out, she made the choice to stay. I did the same thing in the gif I just posted 3 posts ago, only I dodged. :)

  • @TreSen said:

    https://forum.deadbydaylight.com/en/discussion/184965/why-do-people-keep-saying-there-is-no-counter-to-deathslinger

    Problem is he has to miss.

    I love playing Deathslinger because, well, gun. But I consistently land my shots so I can feel how overpowered I am while playing him. He is so much less challenging than playing Huntress, it almost feels like playing two different games. I've also been on the other side, playing against a competent deathslinger. There really is little to no counterplay. He needs nerfed.

    i.e. in the first image you post the Deathslinger could have very easily gotten you. He could have just continued faking shots so you'd have to continue dodging, letting him catch up, or he could have just taken an extra half-second to aim and hit you. Instead, he did what only bad slingers do: let his knee-jerk reflexes take the wheel. Everyone 1v1 shouldn't depend entirely on whether or not the killer makes a mistake and absolutely nothing else, which is the case with Deathslinger.

    @TreSen

    Bingo!

    He did shot out of a knee-jerk reaction, but that's what I wanted. If you think about it that was a guess on his end. As I mentioned in one of my previous posts even the streamer said "Wow, nice dodge there" , because he knew there was no way it was going to miss. I didn't give him indication prior by turning back and forth. I made him think I was staying in that path. Like, I am not saying it works ALL the time, but it works.

    "Everyone 1v1 shouldn't depend entirely on whether or not the killer makes a mistake and absolutely nothing else, which is the case with Deathslinger."

    Listen. I am a survivor main. Even I can admit that more than one time, killers do depend on survivor's mistakes. Sometimes depending on how well-combined their perks are, it is nearly impossible to cut a chase by even half (depending on the set up). I am saying with any killer. I could care less what survivors bring when I play killer, but I adapt to that situation. There is no reason why survivors shouldn't when it comes to killer powers.

    I am surprised to hear that as someone who sounds like they play killer, can't grasp that.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564327#Comment_1564327

    What has this to do with missing or not? He tries to give a headshot for whatever reason, the survivor turns away. Is it now confirmed that the head in DbD has a small hitbox? Or that it is bugged? Try a bodyshot next time i guess. All you could possible prove with that example is that it is hard to hit a shot with deathslinger, which is irrelevant. Its not about how hard it is to play Deathslinger, but about his counterplay. He might be indeed a hard killer to master, but thats irrelevant.

    I dont know why you think you mindgame him, he simply missed the shot. He does not need to read your patterns and adapt to it, thats the thing with deathslinger. He can simply react to what you do, but you as survivor, can not. In this example you talk about mindgame but it was just a mistake he did. Are we assuming now that mistakes are counterplay? His fault was that he followed some patterns you had before. Again, his mistake, totally irrelevant for "counterplay"

    100% counterable? I say he is 0% counterable in a chase. Imagine a Deathslinger AI with Aimbot, guess how often he would miss? 0 times. All your mindgames you think off are only relying on his mistakes, not your plays.

    Last but not least, Deathslinger is not hard to beat eventually. Spread out, do gens, lead the game as quickly as possible. Another reason many hate him so much.

    @xEa

    Literally aiming at my body, but it's not a bodyshot. Gotcha.

    I guess you are now going to say that when the shot actually connects with the survivor's body he doesn't miss, right? Because it "connected". What game are you playing? Seriously.

    So when a Huntress misses do you also just not think that the survivor dodged it? That they just got lucky because the Huntress missed? LOL

    You did say something worth answering to, and that is that he IS hard to master. Why is that irrelevant? A killer who has limited counterplay because he is literally not like more than half the roster when it comes to counterplay, that makes it irrelevant? In what way? It is relevant when you consider that he is walking with one shot at all times and doesn't have as many as Huntress or even someone like Pyramid Head. His reload takes 2.75 seconds to reload, it's not like he can use his power 100% of the time. His reload alone buys you time to find LoS blockers.

    "Last but not least, Deathslinger is not hard to beat eventually. Spread out, do gens, lead the game as quickly as possible. Another reason many hate him so much."

    What does this even mean? So are you saying he is easy to beat but just hate him anyway? 🤣

  • @TAG said:

    There's no way they'd be able to do him justice IMO. The Force is too powerful for DBD, and a stripped down version would be lame.

    This. You couldn't possibly do it without either making him OP or like a completely watered down version of him.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564280#Comment_1564280

    It does not really matter if he or she is bad and how we define it.

    The point is that your counterplay you showed us was him missing the shot. I repeat HIM MISSING THE SHOT. Not you dodging.

    On top of that, he was not even forced to shoot you. He would have gained distance so quickly by just faking it that he would have m1d you no matter what.

    There was no reaction to that shot, you just randomly moved to the right, thats it. It was luck, nothing more, nothing less.

    EDIT: And thats why survivors HATE Deathslinger so much. Nobody wants to play verus a killer where your best counter is luck.

    @xEa

    So was he "missing the shot" here too?

    Untitled Image

    Where I literally and purposely stood still and quickly moved away to show the friend that I was playing with how you dodge his shots? I guess now you're gonna tell me the game bugged because that's the only explanation that makes sense, when I knew what I was doing because he had PREVIOUSLY shot me from that same distance.

    The clips I showed was where YES he missed because I mind-gamed him into thinking I wasn't going to move. In the first clip he even fakes it once and then actually shoots in that same direction he was aiming which I knew he would and that's why I moved in the reaction time that I did.

    You are literally explaining how it didn't go down as if you were the one playing Zarina. I was there, I was the one looking behind I was the one looking for a queue of his harpoon animation, not you. He wouldn't have M1'd because he didn't have enough distance, hence why he went for the shot. I had already made him think I stayed at the previous loop when in fact I had left, therefore giving me enough distance.

    I never claimed that he is counterable 100% of the time. Why should he? As I said before, my guess is you just don't like killers who can keep you on your toes.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/184965/why-do-people-keep-saying-there-is-no-counter-to-deathslinger

    Finally someone who knows whats going on. All you have to do is to hope and pray the Deathslinger is as bad as the one shown in the video and misses his shot. So easy! 200 IQ suggestion ty.

    @xEa

    Yeah nice of you to assume he was bad. I already said he wasn’t.

    1) I never said “hope and pray”.

    2) I guess according to you, we should just assume every killer who doesn’t land a hit is just bad at the game. There aren’t any real survivors who can make a killer miss. Gotcha.

    My guess is you just don’t like juking killers who don’t M1. Or you can t hide behind a bush with.

  • @VicThor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1563620#Comment_1563620

    The issue is that the killer has to camp the last hook. I cannot go and open the exit gate and also be at the hook. Many many survivors get cocky at the end, cause they know you can’t do anything since they will bodyblock and it’s kinda free escape. Of course if NOED comes into the picture then they complain. But regressing exit gates would solve this issue in my opinion.

    @VicThor

    It also sucks when things go south and you face a camping killer with STBL and NO ONE was able to open a door.

    I think both sides have downsides for a door being 99’d if you bring up specific scenarios.

    Sometimes for survivors it’s better to open the door immediately sometimes it’s not.

  • If you saw my thread I was actually saying the opposite.

    That he does have counters, people just refuse to adjust their play styles.

  • I really want a Plague cosmetic with long hair like before she became Plague, except for maybe some parts of it missing...so she still looks scary.

  • If they do regress then you shouldn’t be allowed to open it because then that defeats the purpose of having this ability.

  • @Marc_go_solo said:

    If the projectile can be dodged, then it's counterable. Keeping in dense, object-laiden areas and weaving also counters his skill, and a missed shot results in slowdown as he reloads.

    Deathslinger is 100% counterable. As with any killer, eventually if chased for long enough, the odds are that the Killer will get you. The aim is to lose a killer, rather than take them for a jolly.

    @Marc_go_solo

    Exactly.

    This guy pretty much explains his counters perfectly.

    https://www.youtube.com/watch?v=pJZJ_tIbQMk


  • @xEa said:

    Do i understand you right that you camp and you complain about DS unbreakable dead hard bt?

    Those perks excist just for that reason.

    @xEa

    Yep. Because they always do and always will.

    They want to be able to camp, but they want to judge you for bringing those perk combos.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560186#Comment_1560186

    You turned after he fired, your wiggle made no difference to him missing.

    @xenotimebong

    Did I turn after he shot in this one too?

    Untitled Image

    That wouldn’t even make any sense anyway... why would it miss if they are clearly aiming at you after they shot??

  • @999 said:

    It's because your survival depends upon his ability to aim. Your skill as a survivor just goes out the window, sure you can juke a bad deathslinger but that isn't anything that you did as a survivor, he just missed. It gets frustrating after a bit and it makes playing against him just completely boring. His shots connect immediately so it gives you no time to react, if he can aim then you're basically done for

    @999

    There are instances that I can think of where, sure, you could absolutely be <bad word> if you don't react within enough time. Like a corner for example. For some reason my reaction time is trash at corners, because I always try to keep going around instead of turning the opposite way for a sec and continuing along that path after.

    The sound of his harpoon is basically your queue to move. That's how much time you have.

  • @xenotimebong said:

    In the first gif he just straight up misses you. That’s not counterplay, that’s a killer making a mistake.

    @xenotimebong

    If I had not wiggled/turned to the other side, he wouldn't have missed.

    That's the point.

    Even the streamer said "Wow, nice dodge". Like you can't really make this stuff up.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560155#Comment_1560155

    You arrogantly claim to juke close-range shots. Those are two streamers that constantly have people attempting to juke their close-range shots. Tofu's still getting back into the swing of the character, but Zubat is consistently making lives miserable. They are where I learned how little counterplay he has and how quick you can make chases. And it works. Because it's on you to miss, not on the survivors to successfully juke.

    @MadLordJack

    Oh I am not being arrogant, I am speaking from my own experience.

    I love OhTofu, I've learned a lot from him (Not sure who the other person is, I assume a streamer since you are throwing names out).

    "Because it's on you to miss, not on the survivors to successfully juke."

    This couldn't be further from the truth. A simple turn could make Deathslinger miss. It doesn't always work, but if you are clearly aiming at something and they turn it doesn't mean you are going to hit your shot.

    Untitled Image


  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560080#Comment_1560080

    He's Deathslinger - he doesn't have to guess. I never do, I react. That's how you play him. And that first clip? He had no reason to use his power there. None. He was simply going for a fancy shot. If he was a good slinger, he would've waited til you got closer to a loop, thereby making distance and increasing the effective size of your hitbox and altering your desire to juke. I've never been dodged since I started playing that way, I've only ever missed a shot. You can claim I'm just not giving credit to the survivor, but in reality I have people juke me all the time and they don't make me miss because of it, because I don't go for pointless long shots that are actually dodgable thanks to projectile travel speed.

    @MadLordJack

    Well I am glad your playstyle works out for you, doesn't mean there aren't very good Deathslingers who can read your movement from a far.

    Pointless long shot? I had nothing to work with, except for those mini z walls that would have given him a guaranteed M1.

    I can juke a deathslinger even at close range. It's not that hard.

  • @NekoGamerX said:

    so your say the only counter is it the killer bad?

    @NekoGamerX

    Huh??

    No. I said that you can still dodge his hit.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560080#Comment_1560080

    He could of easily let you juke yourself and m1'd you. He has no counter in chase he can zone without even pulling his gun up.

    @azame

    I was no where near M1 distance though. -.- He was trying to fake his power, as you saw.... and I could have easily gone around those walls, but I knew that if I did that, it meant he could have caught up to me and M1'd. So I went to a nearby pallet after he missed, because I had enough time.

    Edit: I added another gif, to show what I mean about the distance part.

  • @MadLordJack said:

    And if he had hit you, like any skilled Deathslinger would? Sure, you can juke a bad one... But you can juke any bad killer. At the end of the day, you played a guessing game against an impatient killer with terrible aim.

    @MadLordJack

    Actually, he wasn't that bad. That's my point with the post. I was only able to juke him twice, and after that he was able to read my moves.

    So are you saying that if he was skilled he wouldn't deserve those hits? I don't understand. I wasn't guessing, I was making him guess.

    Of course you can juke any killer. The point is that people love to bring up scenarios without any evidence. So to support my opinion I thought I would post the actual way you CAN juke him.

  • @Xbob42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559753#Comment_1559753

    What do you mean according to who? Read what you quoted, out loud. And then say "according to who?" It makes no sense. It is a self-evident statement. Something being unbalanced and then changed does not guarantee that the item in question is now balanced. If I have a 400 kg rock and you have a 300 kg rock, and I shave 5 kg off my rock 10 times, I cannot then point to my 350 kg rock and say "you know this is balanced, I made my rock lighter over TEN TIMES, what, do you want me to come sit on your rock as well?" because that's silly. Previous nerfs are irrelevant to the discussion of the current game and are a red herring at best to deter actual balance discussion.

    @Xbob42

    Yeah it is what I asked. Since you are so hung up on "evidence" what evidence do you have that things that were previously nerfed before, are still unbalanced? Inquiring minds want to know.

    I don't think you understand how balance works. The point of nerfing things is to still keep some of it's strengths. Previous nerfs ARE relevant when the OP posts things such as "Now more than ever..." So you mean to tell me now is less balanced than before? Ok. lol

  • @Xbob42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1548310#Comment_1548310

    While I think a super strong 4-man SWF with comms is virtually unbeatable unless you know what they are ahead of time and choose the appropriate killer and loadout specifically to sweat as hard as possible to beat them, I actually think only a small number of survivor-sided things are too strong, I think for the average player and the average solo queue, things are mostly okay-ish.

    That said, if anything, the evidence of all that stuff being so wildly unbalanced over and over and over again in the survivor's favor does raise an eyebrow or two. Things being stronger previously is not evidence of those things being balanced currently.

    @Xbob42

     "Things being stronger previously is not evidence of those things being balanced currently."

    According to who?

    There are killers who didn't have a problem with certain things pre-nerf and post-nerf. I think putting out statements like "Now more than ever..." doesn't really help your case when you want people to understand how unbalanced some things can be. When those of us who have been here long enough know how 'bad' things were in comparison.

    So they stopped bringing the groceries in and started cooking for you instead, but now you want them to spoon feed you too? As in, maybe the survivors should just all 4 start on a hook at the beginning of a trial and then attempt the 4% before they can start working on a gen. Maybe that is the balance that you seek.

  • Lol what?

    Bring a killer tracking perk like OoO or Alert.

    If they are on the other side of the map and in a chase they will have to either commit or not and come back for their totem.

    You don’t need SWF comms for that.

  • @Kikki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556744#Comment_1556744

    Information sharing IS definitely strong bc you get Information without sacrificing a Perks lot and in the worst case it is for the WHOLE Team. They don't even need to have a Perk equipped for that. It is basically a 5th Perk.

    Imagine or not but I play this game really often to even know without other's saying that SWF is OP(3-4 man squad) They give your position away, say other what you are doing right know (if he is camping or not) and all that WITHOUT to have a Perk equipped.

    @Kikki

    Ok, but again. What information does SWF give you that you cant figure out for yourself?

    Me in a SWF- Hex Totem Spawns in shack: “There is a hex in the shack, I’m gonna cleanse it”

    Me in a Solo queue - Hex totem spawns in shack, I make my way around shack and I already know there is always a totem in there. Cleanse it.

    Same result. The information being relayed to me doesn’t mean it is THAT much greater than the experience I already have because I am aware of totem spawn locations in maps.

  • How do you know the game isn’t balanced around SWF? Because of the same thing that has been said since the beginning of the game?

    I legit wanna know where you are getting this information.

    Information sharing isn’t that strong when you can figure it out without comms. An experienced survivor WILL know totem spawn locations for instance.

    Im not denying that it is a convenience but I do not agree that it is as overpowered as you claim it is.

    The main reason solo sucks is because you have a lot of unreliable players who care more about self caring in the corner than working on gens or saving. Because if the majority of them did the right thing we wouldn’t be having this conversation.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1553361#Comment_1553361

    You do understand that me slugging is gonna ive me the 4k right? Nice logic Xeno... They have a better chance of surviving if they get hooked, if I slug them they're doomed, this feature I'm proposing is por survivor, not pro killer.

    Example: 2k, 1 guy downed, 1 guy standing, if I hook, he suicides and the 4th probably escapes, if I slug I get a 4k. What should I do?

    @Carlosylu

    Just because you slug for the 4K doesn’t guarantee a 4K. I have seen people get slugged then the 4th survivor gets found, which then you either slug them or hook them. And one of them will have UB/SG (one or the other and get hatch. I’ve also seen the ones where it’s basically you against a VERY immerse survivor because that’s what they have to play with, they pick the other person up and back to ultra immerse, because they know what you’re gonna do next: Slug again.

    Personally I would rather move on the next match as I want more BPs but to each their own.

  • Slugging for the 4K is as good of a ‘strat’ as hatch stand off was.

    At which point people just want out. Just keep slugging, not as many people as you might think really care honestly.

  • I wonder just how do you know exactly what they are going to change? You have some inside sources we don’t?

    You say you understand that it is PTB where things can drastically change, but you somehow you think things will stay the same way. 😆

  • @Todgeweiht said:

    Maybe as a perk? Otherwise, no. I think the killer deserves full control over breakable walls.

    @Todgeweiht

    Oh I'd definitely be down for it being a perk. That's why I brought it up. :)

    More than that though, I just question the way that these new mechanics are getting introduced. Like, I am ok with the killer having control over breakable walls, I just hate it when it diminishes any possible interaction you can have between killer vs survivor.

  • @WeenieDog

    @Golden_spider

    I am all for (maybe) nerfing some of the stronger structures throughout the match. I just think this one falls under that same one at the Saloon upstairs. Like, why on earth would anyone go in there? o.O

    This is why I loved breakable walls in Friday the 13th. The structure protected the survivor, but also became very weak once Jason plowed through them. It created an intense and interesting chase. In DBD as killer the only thing that I will think about is "Why would I ever break this?" and as a survivor is "Why would I ever go in there?".... destroying the possible interaction you could have during a chase.

  • I disagree.

    Interacting on a generator does not prevent a killer from being able to come back to the hook and target you after you have just started working on a gen. Tunneling which is only 1 of DS's counters is not black and white.

    Also when you say  "I don't like to tunnel or slug or anything in-between as killer."

    First, sometimes you have to as a killer even tho you don't like it, so the whole "I'll be nice this time" isn't something I will buy. Second, DS isn't strictly an anti tunneling perk. Devs have already confirmed this.

    I'm not down with giving a perk that has already been nerfed enough, more consequences. Not when there are perks and built-in mechanics for the opposing side which have very little to none. Because as much as tunneling gets brought up with DS, NO ONE is offering a solution for the kind of tunneling that will have you question if DS is even enough.

  • @CalamityJane said:

    If there was, hopefully it would be Carrie.

    @CalamityJane yeah!

    I thought about her after I made the post.

    Cosmetics-wise she could have her prom dress drenched in blood.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547767#Comment_1547767

    Oni doesnt have the "m2 to zone" or the "you do this you lose or do that and you lose."

    @azame

    Not sure what you mean without providing specific examples.

    He doesn't need to zone you, he can down 4 survivors much faster than Pyramid Head ever could. Especially when PH doesn't have a one-shot and cannot zoom across the map.

  • Oni has more counter play than Pyramid Head?

    K.

    Untitled Image


  • For me I have I played F13 (1200 hours) here as well, and I actually started playing DBD after F13. I never thought I was going to like DbD because it made survivors look very weak. Running from a killer 100% of the match unless they actually weren't on you just didn't seem like my cup of tea.

    I think both games are different, and there are things I do/don't like about each game. Killing Jason fits with his lore, because even though you did, it never feels like you did... we KNOW he always comes back.

    In DbD I feel like the objectives for survivors are too plain, basically hold M1 and you're good to go. So I can't even compare them to the ones in F13.

    As for fun, I think for me both are... IN their own way. I find DBD a bit more competitive in the sense that you don't have an arsenal of weapons just laying around for you to use and you have to be good at getting chased. I also find F13 a bit more interesting because defending yourself with a weapon against something trying to kill you feel so damn good. Both of those are fun for me.

  • Looping is an essential part of the horror genre that is Dead By Daylight.

    It's part of most if not all horror films because there is always some type of chase scene(s). It may not look as intense as the ones in those scenes, but I feel like they have done a fair job in making you feel like you are put in that horror scenario. Perhaps they could add more animations to make chases look better, but I feel like this is what makes DBD feel exciting.

    Here are scenes from films that I feel are 'looping' moments in DBD.

    Halloween: (Unsure of map awareness, heads to the next tile)

    Untitled Image

    Scream: (Pallet stun at the end)

    Untitled Image


    Happy Death Day: (Killer swings and misses)

    Untitled Image

    Prom Night (1980): (Survivor crouches to evade killer at end of chase)


    Untitled Image


  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1543444#Comment_1543444

    Yes but people say it's not an anti-tunnelling perk, which the devs have agreed with, so that makes sense. They also go on to say it only affects tunnelers. Both things can't be true.

    @Aneurysm

    They can be both.

    In fact DS was never an “anti-tunneling” tool. Before you could use it anytime on first down. So for me, the reason it becomes anti-tunnel is because many killers do go back in hopes they will kill the freshly downed survivor. It also kept that original mechanic which was more of an anti-momentum tool.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1543429#Comment_1543429

    Stale gameplay also comes from too strong of outcomes being purposefully sought after. Like when a survivor uses DS to hide in a locker next to a gen. If the killer leaves, the surv gets free gen time. If the killer opens locker, they get stunned. The mean of these outcomes is so high that survivors will replicate this scenario as often as possible, leading to stale gameplay.

    @Waffleyumboy

    Right, but that would be a problem if there was a locker always available 24/7. Which there isn’t.

    The locker play is only played when there is a locker available. It’s far more fun to pretend like you left and have the survivor come out and get downed than this proposed idea of “I can’t go back to the hook because there is no longer a timer and I’m going to get stunned no matter what if I chase that same survivor”.

    This is why I have a big problem with most of the complaints about DS. They always bring up 2 things Lockers and 60 seconds. One isn’t around all the time in specific said area and the other is depleting and it hasn’t magically paused. Both of which ironically RARELY ever get played against me or killers I play against.

    You could say the same about slugging being too strong. Something that isn’t even a perk itself, but a mechanic. Yet no one is asking for a nerf. Even tho there are literally builds that encourage it. Survivor gets slugged, that’s free pressure.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1542908#Comment_1542908

    "It's not an anti-tunnelling perk but only tunnelers get hit by it"

    @Aneurysm

    They aren’t wrong though. The perk was never meant to only work as an “anti tunnel” perk. This is something that players that hate the perk came up with.

  • This would make gameplay stale tbh... not to mention broken during ECG. This is basically saying NO killer can go back to the hook under any circumstance without getting stunned.

    Sometimes going back to the hook is a necessary evil. The way DS works now is fair when you consider the counterplay and the way you can play around it when you encounter the person after you didn’t purposely tunnel.

    Also, as it’s been said countless of times. DS isn’t strictly meant to be an anti tunnel perk, so by you defining it in that way you are acknowledging that you don’t really care for the gray areas in which DS shines in as well. It isn’t just useful for after unhook tunneling.

    Killer could just wait until you do any action and get it deactivated until they decide to pursue.

    Main reason I feel DS is fine now is because of the different outcomes. With too many restrictions you (again) have stale gameplay.

  • Slugging is ok, just don’t complain when the survivor has UB|SG slotted. That also includes when you don’t slug at 5 gens.

  • Did every single survivor in every single match bring a BNP, ignore other hooked survivors go to second phase-post phase 2 to death just to complete a generator? Because it they didn’t do all of those they were not gen rushing.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1541586#Comment_1541586

    Imagine a stealth killer, and you don't know they're coming back to tunnel you, your team mate who just saved you tries to heal you, oh no, no DS, killer is free to tunnel.

    It's entirely unrealistic to disable a perk based on whether you start to heal, starting to heal DOES NOT mean you're not being tunneled, nor does doing a gen, especially when it comes to stealth killers.

    @SenzuDuck Nods.

    Thank you for making too much sense.

    👏

  • Not when this appears on your screen 90% of the time and you get downed anyway.

    BEE5DBD2-D02F-4BCC-BB16-EF9CEB3DF683.jpeg


  • I would say loop him in a safe manner. Meaning not getting greedy at loops, and keeping as much distance between you and him.

    So if you would normally go around at a loop, throw the pallet down, find LoS and immediately go to another safe spot. Make him think you stayed but you didn’t.

  • @VSchmitt said:

    All you guys are saying is "just don't chase the unhooked". Did you even read? Can you? For me the timer can last the ######### game if it wants. It just has to deactivate as soon as you touch a gen or heal somebody. #########? Isn't tunneling what you're complaining? That's it, it's solved, if DS lasts forever you'll not get tunneled, and if you have time to sit on a gen or heal somebody, you surely aren't being tunneled.

    @VSchmitt

    Here is what I think you (and many others) don’t understand.

    I get that you feel that it is unfair to get stunned when part of the perk’s purpose is to delay tunneling (I say delay because let’s face it, it doesn’t stop tunneling).

    With that being said, tunneling isn’t as black and white as you might think. Just as much as it is sometimes unintentional to bump into the same survivor while you aren’t trying to. There are also cases where the killer left the hook, came back to the area seconds after and tracked down the general area where the recently unhooked survivor went... who now happens to have started a gen and who’s DS (if we went by your suggestion) has now deactivated.

    I have actually experienced being in the middle of chase and as soon as someone gets unhooked the killer leaves. Survivor was healed only to see the icon at the bottom go injured again.

    Just because you look the other way as a killer doesn’t mean that your intentions to take someone out ASAP aren’t there. Your job is to kill by whatever means necessary...and I think most survivors get that.

    It doesn’t mean that they will not find a way to avoid being the only one predominantly chased, to the point it feels like it’s a 1v1 match. There is only so much the rest of the survivors can do to avoid that, because even taking hits doesn’t work, killer walks past them.

    So, in conclusion I’m not saying anyone should feel like they have to play by any rules (survivor or killer) but I think that this is why the current DS is fair because the actual fair usage you get out of it outweighs the unfair instances. Which IMO are extremely rare, if you know how to play around it.

  • So If you understand that DS isn’t strictly an anti tunnel perk, why are you complaining about it still being active?

    Also, please stop saying the survivor has 60 seconds of “immortality” when A) no, they do not. Their timer is depleting the more you aren’t seeing that survivor, so if you bump into them it is no longer going to be at 60 seconds, the timer didn’t magically pause.

    B) it isn’t immortality if the survivor can still go down and you can slug.

    DS can work as both an anti tunnel and an anti momentum perk. The fact that you think it is flawed by design doesn’t mean it is something that killers will often experience. Not when there are things like slugging and camping which are borderline abusive and you aren’t on a timer when you do it. But sure let’s keep complaining about a VERY rare occasion DS will stun the forgetful killer who got greedy.

  • I like SWF.

    I think the idea that the game is only balanced around solo queue is an antiquated one. Especially when you consider that many things have changed since the beginning.

    You have more unsafe loops and yet bloodlust is still in the game. You have the oblivious status introduced which can throw off SWF teams. You have perks that literally give away your position as a survivor, which didn’t exist before. Immersion (while still somewhat viable) is not reliable all the time.

  • Plague Main here.

    Of course there is the biased me that will say she is. I will also say all killers have the potential of being ‘viable’. You just have to understand how they work power-wise and apply the general DBD knowledge (map awareness, gen patrolling, when you need to create pressure etc). To your playstyle.

    I will tell you that many people on here think she isn’t because of her corrupt purge being available mostly via survivors cleansing. Well one could argue that an infected survivor under broken status is far easier to find/down that a healthy one who is immersing.

    She shines when you can use your corrupt purge on broken survivors, but it’s not the only time she is strong.

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