Kebek
Kebek
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- Kebek
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Not even close, he's limited, has low vision and can be buggy while also RNG dependant. That doesn't make him that hard to play overall but rather difficult to use due to limitations put on his power.
Nurse requires completely different approach to be even useable, killers like hag/trapper requires substantial extreme amount of map knowledge and knowledge of survivor pathing and leading them to correct areas of the map while juggling all of them. Huntress/Deathslinger require very high precision and timings and every second you're not shooting when you could you're basically not playing into their full potencial. All of these killers are far harder to play then blight.
He's not easy to play but he's also definetly not that hard to play either.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1663725#Comment_1663725
Id love to play with you, but please run a mori or something so you have a fair chance. We aren't just a challenge, we are a loss. Id feel really bad going against you if my friends are running their usual builds and you don't have a mori. They play SHAMELESS, and I'm the only empathetic one there. They'll all be sweating, guaranteed, and I'll just feel bad. So please, if you see me in a lobby, play shameless. Its the only way you'll have a chance, because even if you play fair, they won't.
Well if we meet randomly through MM I will never notice since I 90% of the time am alt tabbed out of game not looking at the survivors I'm getting.
And as for me, a mori game isn't half as satisfying to win for me, that's why my mori collection only grows even higher, right now it's at 1425 ebony mories (with a few tombstones counted as well). Playing fair is imao pretty subjective, my way of playing fair is doing any strategy that helps me win, be it tunneling, camping, whatever fits current situation.
As I said, I welcome any team that goes against me and any way they play (as long as they follow the official rules ofc). Losing only means I still have room to improve my gameplay. No need to feel bad for playing your best to win.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1663688#Comment_1663688
I am. Although the worse a nurse is, the harder it is for me. Good nurses are much more predictable 😆. I can assume that they'll blink to corners, which saves time while learning their playstyle. But yeah, I'm not a survivor main. I only play survivor with my friends, because I hate solo. If you run into me as a survivor, you'll lose unless we are meming. We're all really good and typically win without sweating. If you see me with Pro Gamurr, you want to dodge, because chances are we're running head-on. We go on comms and use head on with a flashlight, and trust me, you do not want to go against that.
Tbh I've had like 3 nurse game today after not playing like for 3 months and my blink precision is so bad. But I had fun, even when everyone escaped almost every time. It'd be interesting to see you play anyway, even if I can't land single hit on you.
Also I don't dodge almost ever. I welcome challenges from any team I face, if I lose, so be it. At least it's more fun to get destroyed by good SWF then constantly get rank 1 solo potatoes teams who die in first 4 min, that's pretty boring. I don't want to pry but a few matches vs your team would be also really fun to play. I probably won't win even one if you're as good as you claim but it'd be learning experience so we can do that too if we somehow all randomly play at the same time eventually.
Edit - Also I wanted to ask, should we play at the same time how shall we write ? I think I saw you play on console so responding through ingame chat would probably be difficult for you. I would suggest discord (Kebek#6507) but if you have any other option I would like to know it.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1662851#Comment_1662851
Nice. By the way, if we see each other, theres around a 75% chance I'll be killer. I dont really play survivor anymore.
Well I wanted to see you how you play survivor against nurse as you described. I'm not really a good nurse but I want to see your movement against her since you seem very confident you can evade any nurse if you get enough time to learn her playstyle.
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I agree that rift is too grindy but I disagree that it punishes good players. If you as a good player manage to do all the challenges fast then you're left to grind the rest at your leisure.
If you're bad player you might not complete all the challenges before the rift closes if it takes you to do 1 challenge 10-20 game while you don't have that much time to play.
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Yeah well that's the design idea. Even when I hate beiing kind of forced to play around a perk survivors don't even have, I understand why it's made like that = to discourage tuneling. Unfortunately DS promotes dumb gameplay of forcing killer to eat the DS which is the exact opposite of DS's design philosophy and I would like to see that aspect changed. Meaning, make it more anti-tunneling perk and remove other aspect of it like working on a gen with DS, jumping in a locker with DS, unhooking other survivors while having active DS etc.
Just today I was playing a match where I used STBFL, 0 tunneling, around 10 hooks match vs really good survivors and in the end screen I saw they didn't even have DS. Not a single one of them, still I had to play around the possibility since I was in hot seat as gens were poping left and right and one of them even used the locker DS which I had to abandon due to gens.
I hope devs will adjust DS more in future updates.
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As almost pure solo player, I know what you mean but for me it never was as bad as you describe. Yeah sure, there is ton of potatoes in red ranks who can't even hold M1 that much less run the killer but that's not every game. I still have decent portion of games where my teammates are usefull and can even run the killer for decent amount of time.
I've always though of solo more like 1v1v1v1v1 since your teammates can be as much of a hindrance as help. That's why when you play solo you can't be just good looper. You need to learn to avoid the killer through stealth so that he kills of your teammates so you can get the hatch/open gates. Or when you're getting chased for a while already you also need to be able to forcefully end the chase via juking which is extremely risky to do but can do wonders if you pull it off.
Overall, don't play solo expecting to escape. Ranking is based of pipping so that's your goal. Do as much to pip, if you do, then it's personal victory since you weren't the weak link making your team lose. If ranking was based of escapes then red ranks would have far less potatoes since they couldn't pip just because they farmed a few hooks and did half a gen.
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Yeah I've seen much more keys lately as well. It's probably just bad luck.
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Ofc it does. Just today I had a match with speedhacking claudette. Hopefully my report with video evidence will get her banned.
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@GoodLookinCookin said:
I just bought the game, should I study before I play?
If you're in red ranks for some reason yes. People there play without thinking to the point you wonder why are they even at the highest rank possible in DBD.
If you're anywhere rank 5-20 it's expected that you'll do crazy illogical stuff not really attempting to win.
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I don't really miss the most annoying gen stall, tunneling, impossible to stealth since he has wallhacks and is invisible, RNG dependant, basic M1 killer.
He had unique mechanics I agree but he was not fun to play against at all and had so many extremely frustratuing issues when you played him. Chase power would make him too opressive for all the things you could do and without it he was weak due to looping. His design was cool but it was also gamebreaking to a certain point.
I like the new Freddy far more. Strong all around killer that's easy to play so if you're tired of the more hard to play killers you can just go chill and still do well with Freddy.
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I think only free chapters ever were nurse and huntress right ? Those existed before the shop (if memory serves right) so the only way to buy a chapter was through money since IS didn't exist so free chapters made sence in a way. At least that's how I think it was, it's been a while.
Now that we can grind for IS to buy chapters through in game time/currency I don't think they'll ever add completely free chapter again.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1661088#Comment_1661088
Sure. My dbd name us ShinobiSlayer360. Weird, I know, but I didnt know what to do for a name. I do stream on twitch, but I forgot the username and password, meaning i need a new account lol. So If you want friend request me and I'll do what you want.
Great thank you. If we eventually see each other online I'd love to have a few chases against you. My user name is same as here, Kebek.
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Wow, that's horrible design.
Reminds me of old MoM. Extremely overpowered effect with no downside that happen passively without any imput of survivors, rewarding them for their failuers.
Where are the killer perks that instantly down survivor if killer loses the chase. Sounds just as fair.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/1661754#Comment_1661754
Oh yeah I know that, I meant another objective like the plants, doing something else in the game, making it a bit more, Halloween like.
I don't think so, probably only event hooks/gens. As I said, we don't really know. Although plants were just more holding M1 so even when it was nice to look at, it still was the same M1 thing like gens.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/1661743#Comment_1661743
Based on rewards or play?
They'll be adding new serum addons for everyone to farm through normal bloodwebs. There might be more but nothing is confirmed.
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From what I've heard from the leaks, this halloween event is probably going to be best in DBD's history. Everyone is going to do drugs making them run crazy fast, it's going be fun. I can't wait to farm the new addons.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1661325#Comment_1661325
There are many survivor metas which come and go right? Mettle of Man? Selfcare?
I think hex perks are just dumb in general as they bascially reward good rng and not the skill of survivors and killers. The reason i actually like the pop bbq meta however is that it requires effort on the killers part and can be countered by survivors. Every counter to undying/ruin is either waste 2-3 minutes at the start searchiing for totems or force gens at a tourny swf rate.
Self care was meta for like 2 years consecutively and it's still very strong perk. MoM was leaked and community said it's OP, devs released it and it was completely OP so it was gutted as utterly OP perks deserve to be. It wasn't new meta at all, just one broken perk devs used to force everyone to buy ash and then instantly nerf only perk that made peoply but it in the first place.
Meanwhile DS, BT, DH etc are meta since their release and never dropped out of it no matter changes they received.
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It would be extremely dumb to nerf only viable hex build ever. And it only works if killer is applying pressure on gens while also beiing quite easily cleansed if RNG deems it.
If they do nerf new killer meta after very short time leaving stale survivor meta the same for years, it will be extremely hypocritical of them.
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Hmm, it's hard to tell because there are quite a few builds you can use depending on your playstyle. If you want general "good power synergy perks" then something along the line of M&A, nurses or BBQ, STBFL, pop goes the weasel.
That's the most basic good build you can use. If you want more ideas for different builds and some more slinger info I've made a guide on him some time ago if you want to check that out.
I'm Kebek and as Deathslinger main I've noticed that there there is severe lack of DS guides that explain how to propely use him in chases. As of making this guide I'm top 12 Deathslinger with the mos -
@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1660560#Comment_1660560
I told you its flexible. But in all of my matches against nurse, at a certain point they can't hit me. Doing the opposite of something isn't unpredictable either, and I expect people to do that. Eventually I'll reach a god mode where they can't hit me, and I lose them on fatigue every time.
Huh, neat. I've never seen anyone who could ascend and avoid perfectly even good nurses, it sounds admirable. I have 2 questions.
Do you stream or make survivor videos ? I'd love to see your gameplay so that I can improve.
And, would it be too much of a bother to ask for a few round vs my nurse. I'm a really horrible nurse (since I don't really play her) but I would like to see your gameplay vs her.
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Is it really that rare to face legacy survivors ? Like I mean, it's not every match but during this last like 2 weeks I've seen at least 6 in my matches. I know it's not that much but also not all that little.
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That's holding the game hostage and is bannable offence.
If they weren't progressing their objective and basically only hiding then you should have definitely reported them for holding the game hostage.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1660025#Comment_1660025
An open field vs most nurses is death, but I can read her playstyle once I get hit. From there, I won't get hit again. She's only the strongest killer because people don't know how to counter her, because she doesn't have a solid counter. Her counter is there, just flexible.
How exactly do you read nurse's playstyle ? If she's good and needs to predict you she'll switch it up, once she'll go directly where she thinks you are, if that doesn't work she'll go to the last spot she saw you for a double blink and stuff like that. No good nurse has consistenct playstyle where she make the same thing over and over. You can read a bad nurse's playstyle who does the same thing constantly, good nurses don't play like that.
And as I said, in the open you have a little to no influence over her getting a hit or not if she's used correctly. Main counterplay vs nurse is her beiing bad, either going for unsafe blinks or misjudging distances on her power.
That's like me saying as hard core slinger main that I know optimal timings and spots for slinger to shoot thus I can read his playstyle and never get his which is not true. Good killers switch up their tactics so reading one consistently is as good as some would say "guessing" what they'll do next.
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If killer manages to 4 man slug all of your team it means you all have severly ######### up. It's the same as killer who can't get a down for first 3-4 minutes and then complain he got unfairly gen rushed when it's his fault for playing bad.
Don't blame killer for your own teams mistakes and him capitalizing on them to end the game. You already have a lot of perks to hard counter this strategy if you hate to play against it, there is 0 point to nerf valid killer strategy that already very hard to do vs good players.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1659561#Comment_1659561
To answer your question better, I know exactly how nurse works, like most killers, including slinger. Slingers shot isn't reactable, meaning that he has no counterplay. Nurse, however, has queues to tell you what she's doing. She holds up her arm while charging a blink, and makes a sigh and clenches her fist when its charged. From there, she'll go 20 meters, but she can release it before this point. She can go from 1 to 32 meters with two blinks, and i know this. I see where she's facing, and how long she charged the blink, and have a very good idea what's going to happen, meaning that if a nurse is against me, an open field is a literal infinite. Once I learn how she blinks when you break line of sight, I will never get hit, unless she is VERY unpredictable, which is rare.
Slinger has no counterplay, since it goes in a straight line, but isn't reactable. You have to constantly juke for a shot he might not make. He can zone you without any effort, and then youre dead in 2 seconds. Combine this with save and monitor, like most people, and theres nothing you can do to win.
Your logic is sound but there is 1 problem with it. You're basing this counterplay on the idea that nurse makes a mistake. Let me explain.
Nurse's blink charge time as you probably knows allows her to make short blinks (around 8m) extremely fast to the point where you have less then 1s to react to them. Meaning that you are very likely to juke her first long blink which nurse uses to get to the genereal area around you, then the second short one for the perfect hit. This can't be avoided no matter what smart play you do (unless you have DH) since nurse can easily react to changes in your movement as long as you're in her LOS, so if you juke any nurse in the open or while she had time to blink to your general are with her fisrt blink and thus has LOS with her second one, it's her who's misusing her power, not you outplaying her (meaning you do have a lot of impact on difficulty of her blink but the outcome is still decided by her imput far more then yours as long as she had LOS on you at least for her fisrt blink).
What is usually the case is that survivors manage to gain enough distance or have enough LOS blockers forcing nurse to predict their movement on the first blink making the second one very inaccurate or even also a prediction blink. These are the ones you can mindgame (assuming the nurse play always perfectly) unlike those where she has enough LOS which are 100% her mistake if she misses them.
If her power was as much under the control of survivors as you make it seem she wouldn't be the most powerfull killer ind DBD since her release until now and probably forever. Main thing holding her back and creating the idea that she has counterplay (while in LOS) is the inability of players to user her to 100% of her potencial. This is the same with slinger who does the same thing, if you're in his LOS and slinger plays perfectly, you're as good as dead since he's in control of the outcome just like nurse is. Main difference beiing that slinger has much more limits and is far slower overall causing his power to be somewhat easier to use (and much much easier to fake) making surviors realise they can't juke god tier slinger just like it's impossible to juke god tier nurse while they have LOS.
Luckily, it's pretty much impossible to play each of these two killer to their 100% potencial so chances of running into someone who is able to play them extrmely well and never miss blinks/shots 90% of the time is just as rare as SWF death squad. Meaning, balancing these killers around 1% and calling them out on lack of counterplay is just as fair as not removing SWF due to existence of tournament level death squeads that can't be countered + are extremely unfair. Both are extreme edge cases which we shouldn't balance the game around.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1659544#Comment_1659544
For me, nurse isn't. I'm a nurse main, and I know what a good nurse will do. I can run nurses as easily as any other killer now.
I highly doubt that you can consistently outplay really good nurses on any tile in the game, especially the open ones. I do agree that you (since you know how nurse is played) can run general rank 1 nurses since most of them aren't that good.
Still, I wonder (since you've claimed nurse has counterplay and slinger doesn't) how are you consistenly counterplaying good nurse other then her making mistakes/bad predecitons which applies to slinger as well ?
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1656560#Comment_1656560
Am i the only one that loves going against nurse but hates slinger, even though he's weaker? Nurse has counterplay, but he doesn't.
Dunno, I love facing both due to their different chase mechanics and many predictions per chase. They are very similar in that manner.
Tbh nurse has only as much counterplay as the person playing her allows it, just like slinger. They both are unbeatable if the person playing them plays 100% perfectly which is impossible thus they do have some reasonable amount of counterplay.
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I highly doubt people will stop spewing nonsence about devs beiing biased to either side. It's been ages since any truly bad change/update. Pretty much everything they've been doing for a while has some amount of solid reasoning behind it.
I hope they keep up doing good updates and possibly get even a bit braver with some changes. I mean, I get why they don't want to make a hasty change to anything but for example this new perk update patch is rather underwhelming. I'd just love to see more brave changes, possibly even reworks then only a very small tweaks to numbers of perks.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1656763#Comment_1656763
In a sense the base of chase skills/experience matters verses slinger. You provided a good example of instead of wasting hit sb you make distance to a better tile. However that's the basics and you also still got hit.
Killers with zoning such as demo slow down and have a better telegraph. He doesnt zone by existing and his zone is way easier to read at loops. It isnt just insta shoot it actually has more boundries rather than shoot over this and pull around cause loops are short. Slingers zoning is just gross. I struggle to find out how he got past ptb.
Yes preference is the only thing at the end of the day. You may enjoy killers like slinger but u enjoy killers like billy. A killer who can punish you and aldo provides equal opportunity to outplay.
Well, other examples would include a lot of predicting which as it seems isn't generally accepted as valid counterplay vs sligner since he forces far more predicitons and more often then other killers do. Universally staying near him is bad idea so whenver I see someone who doesn't leave a unsafe tile for a safer one after slinger misses just makes my head hurt.
Other killers have slowdowns because their powers are more lethal in a sence that their projectiles deal damage and/or have much faster reload/recovery for snowballing besides often having some kind of another alt power. Slinger needs much more time to confirm his hits and has no other alt power or normal MM speed which is why his power doesn't have other "average" slowdowns.
Also I wanted to ask, were you playing DBD already during slinger's PTB ? Since there was liteally no one who complained about him (chase fun/fairness wise) during his PTB and a small period of time after his release. I though someone like you would offer a lot of feedback on killer like him during the PTB when any changes were most likely to happen.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1656560#Comment_1656560
Kebek I like you but you are prefacing this as a slinger main. People dont like slinger because of his terrible design. The one interaction you have as survivor is completely negated from average to good slingers. The free zoning by just moving is absolutely ludicrous. What killer can make you lose distance by just existing?
I dont see how this does not seem like a problem for some people. These killers only further push towards genrush stealth meta where killers will moan about how gen speeds are to fast. It Is a double edged sword.
I know that as slinger main I'll always be at least a little bit biased towards him but my general stance is that not a single killer's power right now is badly designed to deserve huge changes, not even slinger. I agree with a few things that should change aboout him like M2 release spam & possibly also TR but other then those nothing is inherently breaking the game to warrant significant changes.
Chase experience/skill still matters a lot vs slinger, I would know since I've seen soooo many horrible survivors who have literally 0 idea how to play against slinger. Even the basic things like "if you get hit by his power in open loop you should leave it insted of deciding to waster your hit SB and stay there" among others more complex.
Many killers have in-build zoning that can benefit them to gain distance, slinger just brings it one tier higher, it's annoying sure but not broken.
Tbh it's a matter of preference. I love playing against killers like slinger and hate killers like trapper other people don't have a problem with. And every killer is beaten by doing gens, it doesn't have much to do with only slinger, especially since many people can't play him so you hava more time then average to do gens anyway.
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Many people can't accept and thus don't like that slinger is supposed to be extremely deadly on close range in most cases, just like nurse. The general hate towards him reminds me of the old days when nurse came out during the infinites meta and everyone hated her because she could negate all of the basic looping and forced completely new playstyle on survivors.
With slinger it's a simmliar case of new playstyle called "get the ######### as far away as you can or you'll die" and most survivors don't really like that. I've seen so many survivors who don't have any idea how to play against deathslinger and make the most obvious mistakes in chase and get downed near instantly.
I hope devs won't nerf/rework him since I enjoy playing against him quite a bit so I would miss to play him and play against him.
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Legacy isn't half as cool as most of the shop outfits. Imao it's the case of it's rare so it's cool but if everyone had it, nobody would wear it.
I have a piece of legacy and I couldn't care less if everyone had it but if it would become earnable eventually (which it won't ever, as devs said many times) I'd be happier if everyone just got all of it for free then be force to grind for it.
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Mindgame while you're healthy and once you're injured force pallet 50/50 mindgame. The simplest thing you can do.
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Trapper and hag. Both are bane of my existence and I hate playing vs them.
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@Shenanigan said:
https://forum.deadbydaylight.com/en/discussion/194858/deathslinger-will-never-be-fixed
I feel like what they'll do to him would be inevitable. I just hope they don't nerf quickshots. It's satisfying to reel in Survivors out of exit gates because they chose to stay behind and do their victory dance, and whole I don't mind it because they deserve to have their fun I do draw the line when it's been halfway through endgame collapse and they didn't take their leave. However I wouldn't mind his m2 spam to go. I just hope it won't kill him in a drastic way. Deathslinger is one of my favorite killers and he's my main. I welcome his tweak/nerf with open arms and I'll test him out and still try to play with him and adapt to the tweak as best as I can. But if aiming will have to take "x amount of seconds" before a shot can be made then that would discourage me from playing him because I like that surprise on Survivors and I like that when I play AGAINST him, but also because who has to wait a bit before they have to shoot their target? They could implement a blur mechanic just when you start aiming so quickshots can occur a little less. But I wouldn't be too big of a fan if it gives Survivors a notification on what you're about to do, because it loses the element of surprise when you catch them off by surprise.
I wouldn't be worry too much. Quickscopes are his main feature and as I said I really doubt devs will hard nerf or rework them. They are the main difference between him and huntress so changing them too much would just render deathslinger irrelevant causing him to never get played since he would lose his main advantage he has over huntress.
Still, I can also agree that his M2 spam will eventually get nerfed, possibly with a change to his terror radius as well. Those are far more probable to happen then any nerfs to quickscoping.
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Lucky break to be permanent like Iron will.
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You've severely underestimated Ace's guts and luck. The dude is one of the toughest survivors to ever enter the fog, not even counting his luck.
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Hmm, you've certainly met a lot of inexperienced deathslingers. I mean, I do camp with him too but mainly when it makes sence (survivors rushing around the hook, good 3 gen, obvious scratch marks leading to the hook etc).
He's so good at chasing that there's no real point to just hang around the hook all match when you could be insted having pretty fast chases. I'd love to randomly face you, it would hopefully result in a match with far less camping then you're used to when facing slingers.
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You've obviously didn't see me when I play hard tunneling pig. It's the meanest playstyle since no one can escape pig who decides to tunnel them unless they're extremely lucky.
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I was really happy with this perk updates patch until last spacecoconuts video came out making me realise that these changes were in the making for 8 MONTHS. I hope that devs didn't actually take all that time for these few very very slight perk changes. If that's the case, I have no other words then disappointment.
I sure hope that it's not the case and it didn't take 8 MONTHS to slightly adjust a few perks. @Almo Please tell me something pushed the changes back and that you didn't really take 8 months to slightly adjust only a few perks.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1646023#Comment_1646023
I'm referring to his insta shoot and zoning it isnt designed well. The devs are amatuers.
A good nurse still has a telegraph and can be beat. Fingerguns did it to ayrun who 8sent a bad nurse. Even a good huntress can he outplayed on jungle gym tiles. ######### spirit.
Hmm, I won't go into that. I find him well designed but that's just my opinion.
Yes they can be beat but not really consistently, up close, in open tiles. If you outplay them there, it's them messing up, not you making some insane play that made nurse that had you close in plain view miss her blink.
As I said, once you're in reach of those killers powers, be it slinger, huntress or whatever, it's on them to make a mistake. It's not a sole problem with slinger, other killers do the same thing, they just don't have as many opportunities as he has.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1645956#Comment_1645956
Yes zoning does not equal lose lose however it is not a 50/50 it's more like a 75/25. If you dodge you lose distance and he catches sup and if you run he shoots you. Saying it like that you are technically losing either way. Its objectively unfair.
I dont care if hes super fun to play as like the devs you are forgetting about the survivor side. Is that good that hes unfun as hell to play against? I can say the same thing when they removed vacuum pallets. "Its not fair becuase I learned how to loop extremely good and take advantage of the vacuum."
It's not very rewarding to guess correctly and maybe extend your chase by 5 seconds against a slinger. Yeah he has a high skill cap but that doesnt excuse his unfair nature. You wre proving my point as a slinger main your opinion is skewed. Hes barely played? I see a good amount of slingers that's a region thing.
I do look at things objectively and objectively slinger has a terribly designed power.
I don't want to start another super long discussion about slinger but I just need to ask since I'm curious.
"Yeah he has a high skill cap but that doesnt excuse his unfair nature." Are you referring to his zoning with this or his power overall ?
I'm just wondering since a lot of really good chase killers like nurse, spirit, huntress when mastered can't be really countered effectively. Once you're in their reach you will get hit and you depend on killer to mess up. If you consider DS unfair that he can instashoot you over open tiles up close then all other killers who can easily beat these tiles are unfair as well.
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I as a hardcore slinger main would be completely fine with some smaller CD on M2 release spam. That's not what makes slinger a good killer so nerfing that is imao completely fine since it's irrelevant change for good slingers.
Overall I don't think slinger needs any changes at all but if some should happen, M2 spam nerf would be more then acceptable, especially if accommodated with some small number buffs to compensate.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1645806#Comment_1645806
I know that you should never be 100% safe. But you shouldn't be able to just be tunneled out of the game without the killer being punished. Just because the power role wants to be an ######### doesn't mean they should be able to with impunity.
They are getting punished if you're good. It's generally accepted that tunneling really good loopers is the best way to lose the game with min 3 survivors escaping. Ofc if you're getting tunneled and your teammates are just sucking on their thumbs, killer isn't getting punished but that's the fault of your teammates inability to do gens to give you a chance at escaping.
I get the frustratins behind dying really early but seriously, if all surivors were at least mediocre at looping, killers would lose almost every game they decide to hard tunnel someone.
I still believe that best option to lessen the tunneling issues is by discouraging killers from tunneling rather then punishing them for it.
For example there was an idea that recently unhooked survivors would suffer gen repair speed decrease for a minute or two which rewards killer for not tunneling with more gen pressure. Survivors have higher chance to live longer since they are less of a threat to gens so killers feel less pressured to kill them asap to slow down the game. Both sides enjoy longer match, imao really good idea worth at least testing on PTB.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1645424#Comment_1645424
Because it's not fair. Honestly what I would do to d's is make it have a much shorter timer that stops in chase and goes slower while slugged. Instead of the killer dropping you, you get to have 50% of their BP gain in that match. You also can't depip if you use it, because it isnt fair to depip when you never got to do anything. This way, it would punish tunneling a lot harder.
Huh, know any other asymetrical game where you beiing killed by the power role is considered unfair ? Asymetrical games work around the idea that the weaker role has the very real posibility of beiing kicked out of the game rather fast by the power role. If you want to play a full match every time you probably shouldn't play the weaker role in asymetrical game.
You people act like DS prevents you from getting hard tunneled. It doesn't, nothing can. If killer wants you dead, you'll die and no perk or game mechanic will save you. Main thing DS does is slowing the match overall and allowing the remaining 3 survivors survive easier but it doesn't stop killer from removing you out of the game in first few minutes if they want to and you can't loop/lose them.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1645424#Comment_1645424
There us no build variety when all the builds I run have t ok have DS because killer csnt resist tunneling. So let's jsut remove DS and bt for a week and see hoe matches go. Ik there are some respectable killers but alot of them are just...tunnelers at heart.
That efficient killing method not only removes a player before they can play the game but it isnt very fun to verse. The other side is humans not an ai so they have to be considered it's kinda crazy right?
Once again that's nice kebek but it happens just because it doesnt happen to you it happens.
If devs removed DS/BT for a week (which they won't, well know that) players would definetly abuse it since they would know those perks are coming back. Tunneling/camping would skyrocket the same way when nerfs to medkits & toolboxes were announced and everyone had to use their syringes and best toolboxes. That would only prove that if something is getting changed for limited duration, people will abuse it for that limited time. Not really a proof that DS and BT are the true saviours who hold camping/tunneling at bay.
Most of the common camping/tunneling is used when it's warranted (unsafe unhooks, all 3 other survivors hovering around the hooked person etc), nothing wrong with those. That's killer not beiing dumb and ignoring survivors horrible decisions for the sake of their fun. I think that people still look at tunneling the wrong way, they want to punish killers for doing it insted of implementing new ways to discourage it.
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What's exactly wrong with making DS only anti-tunnel perk insted of anti-momentum ? It means it will get buffed to prevent tunneling more and nerfed in ways that allow it progress the match free of danger from killers hooking you. I can't see why would such changes make the perk suddently bad.
Also why should tunneling be punishable ? Playing efficiently to kill off someone asap is nothing that would warrant punishing. Toxic tunneling/camping is something no perk or baseline game change will ever stop. If killer wants to grief you by killing only you fast while throwing the game, nothing can really stop him.
I play survivor almost never using DS and I don't have even half as much problems with tunneling killers as people who run DS every game. Times I get tunneled really fast are mainly those where I played badly and was easy to catch, that's my fault, not killers for capitalizing on me playing bad.
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Don't heal, rush gens, loop like normal. He's still M1 killer with a bit faster vaulting and very slightly longer lunge, that's not good enough to catch a good looper unless he screws up.