Kebek
Kebek
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- Kebek
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2155268#Comment_2155268
just eat snow on ormond.
You don't know which Claudette was hiding it beforehand. That's very nasty, I'd rather sustain myself on survivor/killer tears.
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The game is fine, it used to be top killer map so it was toned down, adding more advanatges for survivors.
Now we just need the same to happen to Haddonfield making it more killer sided and it's going to be perfect.
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There's basically no drinkable water in the trials. It makes one quite parched.
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Shhhh brother, don't make survivors realise it's the best tracking perk when used properly.
Members of whispers cult aren't allowed to spread awarness to the power of whispers.
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You haven't seen Ace then yet.
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I hate only Haddonfield as killer, all other maps have redeeming qualities for me but Haddonfield is just pure suffering to play on.
The only map I hope gets rebalanced to be more killer favored, all others maps are fine balance wise at least for me.
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I've always blamed matchmaking, there's quite a few really good solo surivor players out there but each game you get at least 1-2 potatoes who just sink your whole team as you can't force killer to chase you or stop them from tunneling the weak links.
If MM actually worked properly and put 4 good survivor vs 1 good killer in red ranks each time, we would see far more different kill rate statistics. Altough, there very likely isn't enough good survivors to be matched with equal amount of good killers. You'd need 4 times more good survivors then there is good killers consistently each game, very unlikely with how many potatoes there is.
It honestly can't be fixed in no ther way then survivor getting better at playing survivor, possibly increasing ranking up conditions significantly (putting most emphasis on escaping and not farming emblems) to force them to improve if they want to play in high ranks.
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You could get concede buttom in the menu to die instantly after 2 min, that's about it. Free semi unbreakable even if it takes 1.5 min to activate is still uneeded free perk.
It's like giving killer ability to read aura of all 4 survivors if he didn't get in a chase in last 90s to counter infinite hiding survivors.
Slugging doesn't need any passive 0 effort counters, concede buttom after 2 mins would be welcomed so that people who use it to grief and 4 min slugg everyone can't waste your time as much but that's about it.
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...
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Hmm, making passive movement changes based of LOS is probably bad idea. It never works out as that is extremely inconsistent, either too OP or too weak based on the map.
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Legion
I would add new secondary power that allows them to instantly vault pallet/window and do direct damage aftewards seperate from feral frenzy, I'd call it someting like Deadly frenzy.
It would work like this:
- You need to apply deep wounds status effect by any means X times (around 3 probably) before you get the option to activate deadly frenzy, gaining 1 stack of it.
- Deadly frenzy has 2 maximum usage stacks that deplete each time it's used. Each time legion gains or uses 1 stack of deadly frenzy there is a map wide audio cue to warn survivors of it.
- While infornt of a pallet/window, you get the option to use a stack of your secondary power of deadly frenzy which instantly vaults said pallet/window and you move in the frenzy animation (basically it has the same animation just like running in feral frenzy) for next 5 seconds moving at normal 115%, free to M1 a survivor and down them just like normal attack would.
- If you fail to attack during those 5s or miss, you go on a cooldown just like ending feral frenzy. If you connect your hit, you get normal M1 attack cooldown.
- You don't see pools of blood or scratch marks while in deadly frenzy.
That would be my way of buffing Legion to make them less of a joke. It has some parts of old Legion that made them brokenly opressive but now it works of a stack system that you need to load up before beiing able to use it. It's still quite heavily countered by splittting up a lot so that Legion can't charge their tokens fast enough.
Besides that, they get only 5s window to down you with it, if you juke them or get enough distance, they basically self stunned themselfs. It would make Legion far more interesting imo.
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Really ? He's now finally around mid-tier killer, nothing even remotely as opressive as you claim he is. Also I wouldn't be comparing him to Pig who is generally accepted as one of the weakest killers in DBD who has only the traps going for her.
He's mediocre at chase and decent at stealth, mobility is his strongest aspect. Good survivor team still obliterates him. Any nerfs at all is the last thing he needs.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2153977#Comment_2153977
Haddonfield becoming the best killer map would be ######### hilarious.
I hope it won't be that drastic. Just putting it somewhere middleish would be great, removing a lot of BS that map throws at killers.
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As deathslinger main I say:
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They made Gideion more survivor sided with quite large scale rework when it used to be one of the strongest killer maps.
It's only appropriate they give the same size rework to Lamkin lake to make it less survivor sided and more killer friendly.
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I hope it goes according to their releases, now the first 4 continuing with each new DLC afterwards.
If they start remodeling new survivors like Yui or Adam before Nea or Ace, I'll be very upset.
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2 deathslingers, we both spear a surviovor from each side and tear him in two.
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It takes them years to make simple changes like allowing 1 player to start custom game insted of 2.
We don't even need some complex, extremely detailed training mode. Just make custom game startable by 1 player with addition of the most simple both like are in current tutorial.
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Omg Plague would go from the lowest pick rate killer to the highest in matter of 1 single day if this released.
Do it BHVR !
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Where did they go!? is the hardest one, I never expected that I would get it.
I've done it in normal solo match and only with insane amount of luck and good perk combinations for it.
Nothing comes even remotely close to the difficulty of doing this achievement in solo que.
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@[Deleted User] said:
They're working on it, chill :)
Since 8th of december and most likely far longer. Is it so hard to increase number of gens required to spawn hatch to 5 at all times.
They finally did it with mories and now with iri hatches, why are the taking so long with keys when it's so simple.
I just have to post this since it just came out and it relates to the key isses perfectly.
https://www.youtube.com/watch?v=b7SxmLh4XkE&ab_channel=ScottJund -
This one looks the best so far imo.
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Magician Ace
If possible with tophat and long black cloak (red on the inside).
Something like this
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It's very subjective that's for sure.
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I wouldn't change anyhing, he's perfect as he is, chase specialist kind of a killer.
People got to realise he's kind of a mini-nurse, you can't stay in his LOS and expect that you'll survive for long without making some insane reads on him.
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I feel like he looks even more innocent then before. The old models are pretty iconic but I always found most of them looking quite silly.
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Cool
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@Name_Unavailable said:
https://forum.deadbydaylight.com/en/discussion/comment/2149679#Comment_2149679
im afraid, ace is perfect, hope they don't mess him up...
Oh no, I didn't think of that.
I curse you for making me realise that failure is an option. ( I could never curse someone who said ace is perfect, you have a good taste )
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Oh my god (entity), Ace is soon going to get even more handsome. I never tought that possible.
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Tbh billy right now is not that great, he's not bad by any means and C tier is a bit of a over exaggeration but I can understand where he's coming from.
Billy, just like myers, without any addons with new overheat get severly overshadowed by newer killers like Oni or Blight. They just do things he does significantly better.
Imo they should make overheat into a risk mechanic insted of a punishment. The higher it gets (50%, then at 75%) you start to get bonuses like increased chainsaw speed, charge etc or all together. That way you on purpose increase your overheat to get a chance at crazy plays with better stats and if survivors manages to outplay you, you fully overheat and go on massive cooldown.
That would make overheat actually fun mechanic for both sides insted of unnecessary annoyance.
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I enjoy facing all strong chase killers, spirit included. Still when she uses stridor and is capable at hearing it does get quite ridiculous.
She can definetly use a few changes to change the stridor sound tracking and make her give slightly more feedback when she uses her power.
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I fear the time he does get buffed, I'll have to stop playing survivor for a month or so when that happens.
I really hate facing trappers so the lack of them makes me quite happy.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2147349#Comment_2147349
That's such a bad downside. No wonder nobody runs MoM. Not only is it 3 protection hits instead of 2, gets wasted if the killer hits you with BT, and now you're telling me that they see your aura the whole match after that? What were the devs even thinking?!
Only until you go down, then it's disabled. Besides, bad survivors don't run MoM since they'll never proc it anyway and good player actually wants to get chased so some aura reading doesn't hinder them that much.
With new OoO, it actually becomes a positive, what a great perk combination imo, changes a downside into an upside without removing it. We need more of such great designs.
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Yes that's exactly how it works. Once you proc MoM and and get healed afterwards, killer permanently sees you without you seeing them while outside of the 16m radius.
That's why it's such a cool combo with new OoO. If you proc this effect, you get old OoO on the killer that isn't TR based but only 16m based until you go down.
I've used it on PTB and it was so much fun, I'll be playing so much of this perk combo once it releases.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2147228#Comment_2147228
Oh she has tons of counters - more than almost any killer in the game. Her 40m lullaby makes stealth extremely viable against her. Her hatchets take a second to throw at base, which is already longer than a Deathslinger quick scope, and can be dodged by any survivors that aren't point blank due to their slow movement speed. They're also just generally less accurate and harder for her to land until they've been charged. In order to charge up a hatchet that moves as fast as Deathslinger's chain, she needs to move at substantially reduced speed for 2.75 seconds. During this time, the survivor can continue to gain distance on her and possibly get to cover, but even if there's nothing to hide behind the survivor can just alligator run to try to force a miss without losing distance. I do agree that a Huntress missing a max-charge hatchet on a close or medium-range survivor in the open is 100% on her, but my point is that survivors have ample opportunity to not put themselves in that position in the first place. That's not the case with a zoning Deathslinger.
Deathslinger can also ADS in .15s, meaning he's hardly slowing down at all while faking a quickscope and can repeatedly spam ADS to bait / probe for dodges. Huntress also has very clear audio tells when she's readying a hatchet, when it's fully charged, and when she's putting it away, which makes life easier for survivors even if they don't have line of sight on her. Huntress also has a short M1 cooldown after putting away a hatchet that Deathslinger does not have when he puts down his gun. This gives survivors a fraction of a second to drop a pallet or vault a window if she tries to go for an M1. Finally, while her 5 hatchet max is definitely an advantage over Deathslinger, she nonetheless can be forced to drop chase if she misses a few hatchets, especially if she's trying to slug and snowball without reloading from a previous chase, which is pretty common.
Huntress's 50/50 at pallets only really comes into play when she is very close to the survivor, like, close enough to swing through the pallet. Survivors have a lot of warning when she's coming, so they have an opportunity to play conservative and avoid her getting that close in the first place. And, even then, a true 50/50 beats a lose/lose unless the killer's bad.
Because of the slow speed while charging a hatchet and the need to charge the hatchet for quite a while before it can't be dodged, you don't really need to predict Huntress much at all. Against a Deathslinger that's zoning you, meanwhile, you're forced to perfectly predict what he's going to do and when or you need to hope he's bad. If neither, you're taking a quick hit almost every time. The only possible saving grace is a safe pallet you can pre-drop.
Interesting views but most things you listed as counters are imo misplays on account of huntress not properly managing her cooldowns and distances, winding up when she should not have, going for unnecessary risky shots when she could have gone for a safer one etc.
Thank you for the detailed answer, good day to you sir.
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@jakesotto said:
https://forum.deadbydaylight.com/en/discussion/comment/2147228#Comment_2147228
Huntress you can punish for pulling up at every loop. Deathslinger can fake hit power at every single tile and gains distance because of it. Huntress is significantly slowed
But that's what bad huntresses do, good ones just throw when they are in range, you don't have any control over when she decides to do dumb stuff. If she's got LOS on you be it open space or low wall loop, good huntress will hit unless you predict her.
Slinger can shoot you whenever with quickscope if he has LOS and no obstacles between you, spam raising M2 is just to make you think he's going to shoot so that you slow down and give him easier shot or even M1, you're better of making a dodge based on your own prediction then slinger's faking at that point. And in loops if you're at a low walls loops, half the killer roster can down you there easily so that's not slinger specific issues either.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2146870#Comment_2146870
...such as? A D A D spam and saying a quick prayer?
I agree that not every killer needs map pressure and that variety is good, but a 1v1 chase power that all but ignores survivor skill is not healthy either. I would not have no problem getting shot by him if I had a reasonable opportunity to counter it. In practice, your only option is basically to hope he's bad.
Huntress is a model killer in this regard. She's solid in the 1v1 despite having basically no stealth, 110% speed, and a hefty charge time before her hatchets can be thrown too fast to dodge. This is what DBD should be striving for: reasonably powerful killers with a high skill cap that give skilled players options to counter them. Chases should always be interactive.
Not to intrude into the heated discussion happening here but I got to ask. What skillful action do you do exactly to counter huntress ?
Her biggest counter is to abuse high wall loops that you tight loop so that her wind up doesn't allow her to throw at you, basically you use loops that favor you because low wall loops are free hit for her just like slinger. Not much all that different skilful interaction there, you just force M1 or make a 50/50 guess at pallet if she's going to throw.
If you're in the open or just a bit out of position so that she has time to throw, she's much harder to dodge as good huntress who know how large the hatchet hitboxes are won't miss you right, that's just her missing, not you dodging. At least I never see any survivors actually dodging mid thrown hatchet without predicting good huntresse's shot before it's thrown.
The biggest difference between these two in terms of chase counterplay is literally that slinger has more chances to shoot and outplay even the high wall loops thanks to the fast ADS forcing more predictions then huntress does. You do the same vs both, stay out of loops that favor them and gain as much distance as possible while prediction their shots.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2146669#Comment_2146669
Deathslinger was released before the devs started systematically revisiting recently-released killers for potential balance changes a few months after release. Given his overall balance isn't an issue, it also makes sense that other older killers have gotten a look before him. I'd be shocked if he stays like this long term.
Do you not remember GF, Legion, Spirit, Clown and many other killers that were getting changes either from their respective PTBs or soon after ?
Devs revisit all killers that have problems that need adressing, deathslinger just isn't one of them in their eyes it seems.
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This addon combination needs rebalancing. Not removing the effect but toning it down, for example addding more notifications that survivors are facing tombstones so that they can use the plentiful of counters there are against tombstones already.
Besides that, probably also slight decrease in MM speed and somewhat more stalk required to reach T3.
It's really cool addon, fiting killer as iconic as myers a lot but puple tombstone does definetly need a few nerfs.
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He doesn't need mobility, he's a chase specialist killer, his pressure comes from playing his chases perfectly.
Open maps with small loops are death sentence vs all killers with any kind of good chase power, that's nothing specific to slinger.
PH's power deals direct damage, goes through walls, is spammable while he's 115% and has also cages to create even more pressure. Not comparable.
Just because some people don't like facing strong chase power such as slinger's doesn't warrant changes as there are also people who like to face him (me beiing one of them), the options for chase counterplay (not even metioning the other ones like spreading up or using stealth) are already there, it's very difficult to preform but it exits. Balance wise, he's fine and doesn't need any changes.
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No I don't think so, proper matchmaking would help far more.
And in terms of communication, VCH would ruin the immersion for a many players I'd bet, besides it beiing used for insults rather then useful info. In my opinion it doesn't fit in DBD at all.
Someting like in game text lines like in identiy V would work far better for DBD.
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That's because survivors stopped using DS as much. If they want to lower tunneling, they should just bring it the same as before the nerfs.
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No, he's quite well balanced.
What even brought the idea of nerfing him up ?
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The one where killer literally breaks the wall by walking throught it. It doesn't exist yet but I'm sure it will, either with this new RE chapter or eventually with Jason.
For now Oni's the best one, straight out punching through the wall is pretty cool.
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Killer's model hitboxes are larger, if we made them smaller, looping would cease to exist as the difference in turing speed would be the same for both.
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If you focus and don't get impatient, it's very unlikely they can spin you. Also hope aim assist doesn't screw you over.
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He's a chase focused killer that even when slow at doing so, can down survivors in most loops. Generally survivros just don't like killers like that as they're not as simple to loop as M1 killers.
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soon
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The most likely reason they weren't changed as much as other killers is probably due to them actually beiing well designed in eyes of devs.
They both have some frustrations about them (as do all killers) but for the most part both killers are quite strong when played by someone who's good at them while having weaknesses survivors can use against them.
I'd say both can stay exactly as they are and it would be perfectly fine. Still that doesn't mean devs can't made some small adjustments to adress most notorious complains about them without affecting their gameplay too much.
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He's got a lot of control over the chase which survivros don't like. You can't have any 100% foolproof way to counter him, you have to read him which extremely hard vs good slinger so many survivors just dismiss it as a random guessing when it's far more then that.
I generally love facing all strong active chase killers, be it slinger, huntress, nurse, spirit, PH etc. All of those you need to read and can't just rely on visual looping keeping you completely safe unless you get greedy or out of position.




