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Kebek

Kebek

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Kebek
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  • @Mister_Holdout said:

    You were expecting a true horror killer but it was me, Dio!

    https://us.v-cdn.net/6030815/uploads/1IVAF766IM6Z/it-was-me-dio-21-281-29.jpg

    I'm waiting for DIO skin BHVR, don't fail me.

  • From the experiences thus far, his own power counters itself. It's not all that precise when he spams his knifes and it takes 8 knifes to do damage so you just do chaotic movement, evade open spaces and don't vault when it would give him free knife hits. Hard turning courners seem to destroy him more then it does huntress.

    In almost all scenarios where he can get hits with his power, slinger or huntress can do it better and faster. For now I don't think he's a threat but that may change once we get more experience with him.

  • @Asssblasster625 said:

    No don’t do this to me don’t give me hope. I would actually drop 200$ for a dip skin if they gave it to him

    Omg if that happened I might do the same.

  • It's because the original BT was extremely OP (it worked for both players) thus it had condition of TR to have at least some form of counterplay. Later due to how extremely strong it was, it got nerfed and the condition remained. Right now, it's more or less balanced.

    If it was to be buffed and work of proximity insted of TR, it would need to be partially nerfed as well.

    The best change would be to make it proximity based but insted of giving free endurance status effect, the damage would transfer from the unhooked survivor to the unhooker. You still get to protect your teammate if he needs it but you don't get free health states.

    Fair change I'd say but many would only only want buffs without giving anything up.

  • At this point you could be asking why do killers have weapons.

    Mories are mainly for visual pleasure since their last nerf, their impact on gameplay is quite minimal as if you've been hooked 2 times already and you got downed again, you're already dead even without a mori.

  • Ages ago I've made a pretty detailed post about countering my main Deathslinger. It's very old but since he didn't really get any changes, things I said should still apply the same way as back when I posted it. If you want a long read go for it.

    @Kebek said:

    I've seen many people claim this over the few months since his release and I wonder if they just really dislike his playstyle and are biased against him or truly believe this statement.

    But before I do my best to explain my interpretation of counterplay to him I might add that many slower killer's powers work exactly like his, rewarding them with a hit for correctly reading survivor's movement etc. nurse would be the prime example of getting hits when she predicts all survivor's attempts to juke her correctly. If she always gets her prediction correct by knowing the perfect distances and chain teleport spots her getting a hit is near guaranteed. Same appiles to other slower killers like spirit or huntress. If they know predict your strategies perfcetly the will get a hit without much problems. You can argue that nurse, huntress give feedback/have delay when using their power giving you time to juke them but that's actually only limiting their opportunities for using the power and if they miss it's still by them predicting wrong rather then you outsmarting them. Their power's are designed to give killer the upper hand in a chase while survivor can have an impact on difficulity of landing their power they can never truly counterplay it as long as there is opportunity to use it and all that applies to Deathslinger as well. You can't say that Deathslinger is only killer without any real chase counterplay while also not complaining about almost all other slower killer who's powers work just like his.

    So first off as I stated in my comparison of Deathslinger to other killers the counterplay consists more of proper understanding of his power, realising when he'll be using it and where not to loop him etc since as with all other killers that have chase power like he does, if there is opportunity for using it it's purely between killer's a survivor's prediction/skill if killer earns his hit or not.

    Most important thing about counterplaying Deathslinger is knowing where/when the mindgame for his power is happening = when he has LOS and enough time/space for reeling you towards him. Just by knowing this you start to realise that almost all open short loops are near death sentence to try and mindgame against him. It's the same as with nurse, if she sees you there you're basially dead. Loop him there only if healthy and always avoid them when injured.

    Another obvious mindgame spot are windows, these are tricky since they heavily rely on distance between Deathslinger and you. If there is enough distance between you two then you're safe from getting hit but if not you'll most likely get hit. Using them efficiently requires you to know Deathslinger's distance for getting hit on them. I wouln't advice using them much when healthy (unless you can use them safely ofc) since you'll be most likely giving Deathslinger free hit because distances don't matter just for injuring.

    Now how about long distance shots. These are the most dangerous shots for Deathslinger to make since the you can't rely on your ADS because even if you have your visor perfectly lined on survivor the travel time will cause you to miss unless you aim sliglty ahead of them. Best way to counter these is to just be unpredictable, don't run straight ever but also don't constantly zig zag since you'll lose distance allowing you to catch up. Most good Deathslingers will fake ADS to make you think they'll be shoting to slow you down so that they can easier shot. I would advice to make very slight changes to sides randomly as you run to make them doubt where to shoot. Also just as you're about to hit LOS blocker Deathslinger will very likely shoot so expect to dodge at that time the most. If you have dead hard and good reaction time you're quite safe since the travel distance is long enoug for you to use it as long as you time it exactly at the time you hear his shot.

    The loops with high walls. Here most bad/mediocre Deathslingers will just force down the pallet and break it but good ones will try to catch those few pixels of you when you're turning corners or when your head peaks out very slightly. It depends on the loop, some are completely unmindgamemable if you keep your distance others have very narrow time window to shoot (from 0,5s-1,5s) for getting the perfect shot in. If you're healthy loop them as much as you can if injured it's safer to drop the pallet early and do your best to make Deathslinger break it. Also if he misses and doesn't have reload addons while there is already a bit of distance between you it's not a bad idea to run to another loop if there is one. Base reload time is long enough to give you time to reach another LOS blockers.

    Overall there is counterplay and it's very simmiliar to nurse. Evade his LOS as much as you can and when you're in it you need to think like Deathslinger to know when he'll shoot and react appropriately. Random dodging will just get you killed just a much as running straight. Playing him will get you the most insight to his weaknesses and how to use them againt him effectively. Lack of ADS wind up is problem mainly for those who don't know when would Deathslinger go for a shot. If there was one it would limit his opportunities to get shots but the counterplay would still be the same as it is now = making the right prediction on when he goes for his shots.

    That about covers the most basic scenarios where I see people not having any clue how to properly run Deathslinger. Ofc this is just my interpretation of proper counterplay based on my experiences mainly playing him and also sometimes facing him (Deathslingers are pretty rare for me to go against for whatever reason). You can have your tricks/strategies to juke and run him and if they work for you that's fine. I just wanted to share my view on that there actually is counterplay where many claim there isn't. As 110% killer his chase potencial is where he gets his pressure from so he needs to be very dangerous to face in a chase. I for once like getting a killer you can't bully as long as he plays really well so it's dangerous to run around him.

    You can dislike Deathslinger's playstlyle but claiming that there isn't counterplay is utterly false. Deathslinger is well designed killer that is very powerful and rewarding if played by someone who is skilled with him. The comparison between old braindead legion can't be further from truth. Not knowing how to properly counterplay a killer doesn't mean there isn't a couterplay.

    PS: His terror radius is seperate issue and I don't want it to be disscused in this thread. If you want to talk about it do it elsewhere.


  • The Lifeslinger

  • It's better but I sure hope they'll keep working on it into the future.

  • Have you ever faced a Plague even a single time ?

    Her power is basically that addon as long as people don't cleanse and if they do she's far stronger then mere 1 hit M1 downing killer.

    That addons is completely fine, it's not even remotely OP when there are so many killers with much better snowball mechanics baseline compared to the ones Michael has.

  • Deathslinger

  • Do your realise that last time kill rates were shown, they were as high as they were because solo survivor is uncoordinated mess of potatoes ?

    It's much easier for single killer to do well vs bad survivors as he relies only on his own gameplay then to rely on 4 different people who all do random terrible decisions seperately. Obviously the side with only 1 player to make all the decisions will have better results overall unless you make proper matchmaking which won't let bad players into higher ranks.

    Kill rate wasn't so high because killers are too strong (we all know how much stronger top tier SWFs are) but because so many survivors are bad the game and extremely uncoordinated across all ranks.

  • About 3 hours ago. I've just recently returned after my 2-3 month break due to DBD's bad balance decisions.

  • @INVALIDE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1962072#Comment_1962072

    Could you send a video of how you play or some other strong player playing on deathslinger ? Maybe I'm not playing it right.

    You can check out leaderboards if any of the deathslingers with high numbers are streaming. Just go to the https://dbd.onteh.net.au/ and change the option in top right of "perfect games" to "survivors downed while Speared".

    I don't really watch any slinger players but if should recommend someone it would be either zubatLEL or DreanaJane both on twitch who play slinger really well. Although I don't know how often do they actually play slinger currently.

    As for me, I have a YT channel so it you're interested in how I play slinger, this would be the place.

    Share your videos with friends, family and the world


  • As one of the top leaderboards slinger players (https://dbd.onteh.net.au/playerstats/76561198055397106), I can safely say he doesn't need any buffs, he's already really strong killer.

    If any changes should be done, it should be both, buffs paired with nerfs. For example, adding M2 release delay (to lessen the issue with M2 spamming) while giving him small number buffs to compensate.

    I personally don't think he needs any changes at all.

  • Personally, I don't mind DH as long as other aspects of game are getting balanced, mainly the early game. If there was more time for long chases, less people would hate on DH.

  • @RoachesDelight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960250#Comment_1960250

    Oh I really don't care how people take me fact remains that if you have issues with DH you just suck and you need to get better

    Same used to be said about infinites. Guess how that ended.

  • There isn't really a simple answer to that. If you want some good reasoning why it was done this way go watch this.

    https://www.youtube.com/watch?v=tVlB-ZIAFu0&ab_channel=PixelBushEntertainment


  • Like above 50% of solo survivors already ignore generators and do random stuff insted of beiing efficient. Perks don't make those people do dumb #########, it's the people who do it anyway no matter what they run.

  • @RoachesDelight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960212#Comment_1960212

    I love how you salty fools dismiss everything as bait. I have literally zero problem with any perk in this game. I enjoy going against good teams and I enjoy going against good killers. Going against easy teams and bad killers just isn't fun. If I get killed at the end of the game cause of NOED then oh well I shouldn't have got hit that's my problem.

    Maybe learn to speak less out of emotion and more out of reason if you want to be taken seriously ? You're overally aggressive for no reason and you expect others to take you seriously, please.

  • "I've never lost a game because someone used DH." Same way no survivor ever died because of NOED.

    Clear bait, not like I have a problem with DH but you're clearly ranting more than making valid points.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959676#Comment_1959676

    I didn't say it was reliable, I just said it's an option if you don't have anything else you can do and you'd be surprised by how often pallets can save you.

    I don't see how there is a "prediction" against slinger. If you're going against a good deathslinger, you're not predicting or juking anything since they can pull off insta ADS shots reliably. You have to play super safe and drop pallets.

    Well if that option doesn't work, it's even worse then predropping pallets vs slinger. Even so, I'm just comparing that the scenario you presented that supposedly can work even against great nurse has same equivalent vs great slinger.

    What you're saying about ADS is true but only if you're out of position vs slinger. If you're hard turning corners, you're forcing slinger into 50/50 if he wants to get you before you get behind cover. Out of position, great nurse gets 100% hit on you the same way great deathslinger does. They're far more similar then you seem to acknowledge in terms of countering them in chase.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959595#Comment_1959595

    Nurse with a slugging build is really boring, I agree with that. Thankfully it's not something that's common when I play.

    I disagree about much of the rest though. Distance is VERY important against nurse, losing LOS and making as much distance as possible is one of the best plays you can do. I don't really get why people are saying pallets are useless against Nurse either because they can be used against her. If you're at a pallet when the nurse is about to use her second blink, you are pretty much forcing her to make a 50/50 decision about which side you're going to drop the pallet from.

    I share similar opinions about Spirit (especially the last paragraph lol) but I don't really have that many problems with Nurse after she's been nerfed.

    It's interesting that you think it's somehow reliable to force a 50/50 on nurse who's blinks at close distance to pallets are faster the survivor's animation. You might get lucky but in the end it's the same case of killer favored mindgame as is with slinger and PH.

    At that point, you can counter deathslinger by making a 50/50 prediction via abusing his slow movement. Each time he has LOS on you and you're about to turn a cornet, you get a chance to force a 50/50. He either has to aim and shoot directly at you running around the corner or fake/shoot next to you if you'd decide sidestep. He doesn't have time for both so he's forced to predict which happens all the time during a match, it isn't a rare ocassion.

  • Billy, anyone who is godly at curving around loops has my respect. I find it really annoying to learn so I never bothered.

  • @arslaN said:

    Your point makes no sense. There is no "different playstyle" against deathslinger unless you count stealth but you could say that against any killer in the game. If you are going against a good deathslinger, there is nothing you can do besides dropping pallets instantly which is a super boring play style and doesn't require any skill to pull off.

    As for pyramid head, dodging his attacks is fun but the problem is that, his ability doesn't have any punishment for cancelling it (no, they did not change this like they said they were going to. you can still instantly M1 after cancelling) so his gameplay has a lot of just, drop pallet and get hit by his power or don't drop pallet and then get hit by his M1 attack anyway. There is nothing you can do in these situations and it feels super cheap.

    But all the evil entitled survivors just want to have easy matches right?

    I don't really mean to start an argument but they do have different playstyles. Due to their strong chase powers you need so gain as much distance for mindgaming as possible, once you are close, odds for killer winning the mindgame increase a lot. With normal M1 killer, the distance doesn't matter half as much, same with LOS.

    There's a huge diffrence between chasing a survivor who knows how slinger's/PH's power works and does his best to playa around it, compared to someone who has no idea and just does the basic M1 loops.

    Chases vs them are risky, require predictions and favor the killer but with some luck and a lot of thinking, you can outplay them for quite a while even if they're good.

  • Every killer obliterates almost every solo lobby full of mediocre players. He's not really all that weak but there are just better options when it comes to strong chase killers.

  • As deathslinger main I can account that your statement is correct.

    image.png
  • To stop his snowball obviously.

  • If I ever get my lazy butt to do the like last 5 adept killer achievements, I'll be done with them all as well. Gongratzs on the resolve to get them all.

  • I'd keep the CD and insted add another passive effect. Like maybe completely unbalanced or not, 10% increase in vault speed. Or something else if that proves too strong.

  • It appears I'm just unlucky. It just felt weird to me that after almost 5 years of getting them regularly every chapter, somehow for the first time I couldn't get one is so long.

    Thanks for the responses confirming mori dailies still exist.

  • Actually not a bad idea but it would need a lot of refining in the numbers department. I personally don't think slinger needs any serious changes.

  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955501#Comment_1955501

    The fact is it doesn’t matter how likely or unlikely it is. No one should get penalized for it when they did nothing wrong.

    Kind of reminds me of people who claim we should balance around 0,1% of top survivor SWFs/killers.

    At that point we should remove DC penalties because they can be unfair already in small margin of cases. You have very strange view on penalization rules imo.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955664#Comment_1955664

    I went through about 60 webs before I found my first toolbox or firecracker :D

    The event items in general have an incredibly low spawn rate, OP, with Red Envelopes seemingly having a much higher priority.

    Thank you, I longer feel extremely unlucky and began praying to entity so that she doesn't take away my good fortune.

  • It's completely RNG. I've only seen like 2 toolboxes and 3 firecrackers in almost 10 bloodwebs. Extremely low appearance rate for me.

  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955479#Comment_1955479

    This is going in a better direction, but can still pose unfair problems.

    What if your team all gets slugged and you have yet to be hooked until now? So everyone dies, you die on your first hook, and you get a penalty?

    Yeah well that goes into some fastest game recored level RNG. Dowing AND hooking all 4 survivors to the sacrifice stage under 2 minutes. I don't even think I ever saw that happen in my 3k hours or maybe I just don't remember.

    At that point it's almost more likely you'll get stuck due to random bugs and be forced to DC anyway.

  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955435#Comment_1955435

    Here's the first example I can think of:

    Killer is an insidious Bubba who hooks someone within 30 seconds in a match. Player #2 doesn't realize/see the killer, saves #1 on first hook, both get downed immediately. Killer hooks #1 second time immediately because they're right underneath their hook, leaves #2 slugged so someone will come to heal/save #1 again. And repeat when #3 comes to save - #1 is hooked final time and not even 2 minutes have passed yet.

    You can argue how likely vs unlikely this may be, but if the killer wants to tunnel #1 out of the game, they will, and then that player suffers a penalty on top of it? Not a good or healthy idea.

    What if it the punishment wasn't applied if unhooked ?

    That way someone couldn't suicide to evade the DC penalty but people who get into the unlikely spot where death before 2 min mark happens wouldn't be punished unless they decided to hook suicide.

  • People do it to be mean. With pig there's near zero chance to get away if pig decides to tunnel you you with a trap on.

    It's the same deal witj bubba who has the same power in facecamping. Pig draws people who want to do some extreme hard tunneling because RBTs make it near foolproof.

  • @scenekiller said:

    Struggle phase definitely needs to be reworked, but

    "Ideally, anyone who dies within the first few minutes of the game would receive the same punishment as someone who disconnects"

    This would be beyond abuseable on the killer's end and is just not a productive idea lol

    Not to intrude but how would it be abused by killers if it was set to 2 min ?

    I'm not saying that it's a good idea or anything, I just wonder how does a killer kill someone faster then if they spawned on hook instantly at the start of the match which takes 2 minutes to sacrafice a survivor.

    Only other survivors could kill you faster than that if somehow killer found and hooked you under 30s and in the last 90s they somehow managed to unhook you twice in a row which isn't killer's doing but survivor's.

  • @Sluzzy said:

    Killers have a compulsion to always 4K. Killers complain even when they 4K. The game is just fortunate to have an abundance of casual survivors to fill in and satisfy the egos of killers. Most of whom do not come to forums to complain. They either re-queue to lose again (be camped, tunneled, slugged, or killrushed) or they quit. 

    Survivors are more receptive of losing, killers are not.

    How typical of a comment from you. If there was a bias template, you would be a perfect fit.

    The worst part is, you don't even realise or would never admit how incredibly biased you are. I've seen many extremely biased forum users over the years but you heavily compete for taking the crown.

  • There are far more evil builds than that. Still, what makes build evil is the actul playstyle, you need to play toxic to make evil build work.

    If I want to play like scum for whatever reason, I just play tunneling pig with perks to support it. Nobody like getting caught in RBT and then never getting chance to get free out of it. You can just crouch stalk them and if they go for boxes you get free down. If they don't they die after 2 min.

    One can only play like that for so long until they get evil overdose.

  • Yeah well that's one of the ways to use traps. Not everyone uses them for stall (which is extremely RNG dependant anyway) so insted they use them to kill people off. If they're bad at it, it takes the whole match but you still can't get away unless extremely lucky.

    I doubt there's even any way to nerf that. Any killer can tunnel you out of the match if they're willing to throw the game for it. With pig, you just know it's certain you won't survive unless you out-juke her, not only out-loop her.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1952489#Comment_1952489

    What about killers fun? Survivors complain about getting tunneled and that they die after 4 minutes. What about those matches where all gens are completed in 4 minutes?

    That's why I'm saying we need a feature that will help both sides, not just one. Some new mechanic to prevent the games where gens are done too fast but possibly in a way that won't buff the equivalent of that happening to a survivor through hard camping/slugging.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1952365#Comment_1952365

    I think killers that felt confident enough and not pressured by the gen speed, would camp and tunnel less.

    I agree but there are many killers who use both at every opportunity, even if they're not losing any gens at all. Some do it basically every game just because they can.

    I'm not saying it's wrong of them to do so or anything but I have some considerations for survivor's fun when it comes to changes that affect early game pacing which can make blind mindless tunneling/camping stronger.

  • I bet they're planning to make it 2 hooks in 4 gens. 3-4 is too much and kill rates are too high because of that.


    But seriously, if they change the pacing of the match to favor killer more, tunneling/camping would be made more powerfull as well. We need a change that can help with the pacing while not buffing tunneling/camping.

  • To clown:

    "You suck at juggling."

  • Finally, someone with actual good clown gameplay to support their point. You showed well how the sonic tonic can be used to catch up faster and I'm sure you'd be able to use it well to counter many loops more efficiently as well. It doesn't matter that the survivors were potatoes since the showcase of catching up faster would happen equally vs good survivors.

    But the problem isn't that clown would be weak, he's not that bad. Problem is that he's still a chase killer with purely focused chase power, the sonic tonic didn't give him mobility but another chase tool.


    He's still outshined by better chase killers then he is so in terms of that, he's still one of the worse chase killers in the roster. I don't think clown should have received sonic tonic but insted some other ability that wouldn't be tied to chasing. A stall tool or a mobility tool, not another chase tool for a killer that's already chase oriented.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1950465#Comment_1950465

    I haven't looked at the new, updated dimensions of Crotus but I can now cross it much quicker than before. It certainly feels smaller. :)

    Well until someone does actual measurements, we can't know for sure. It felt about the same to me.

  • Which maps ? Barely any maps got shrunked, from what I remember, only like Thompson house and maybe Temple of Purgation was made smaller (which was ages ago) other then that, it was all layout changes, not the actual size. Not even gen positions were tampered with almost at all distance wise, map reworks were focued mainly on removing/weakening of god loops + graphically updating them.

    Besides that, all the meta killers have strong enough mobility so even before the map reworks, none of them struggled with long distances.

  • I wish for Xenomorph too but mainly because I finally want a killer that could be able to crawl on walls and ceilings.

    Any killer with such power would do, especially after devs didn't allow it to Victor.

  • Survivors dislike tombstones because 90% of them don't know how to play against it or how to recognize it's comming so they call it OP (it is strong and could use a few changes but not OP) and badmouth those who use them.

    Whenver I use tombstone it's mainly because it's really fun addon to use for me. It's the only addon in the game that makes you actually into a killer which is very fitting for Michael.

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