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Kebek

Kebek

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Kebek
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  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453133#Comment_1453133

    No they wont..numbers prove hes bad..hes got several issues thatll always keep him down

    Well my numbers are that I have very high kill rate in high ranks with purely him since I've git guted with him after his release. You've ofc entiteled to have an opinion, I'm just saying that he's more then a decent killer, not top tier but still good one.

  • @ClickyClicky said:

    Fix his terror radius for a start.

    If it's bugged 100% agree. If not, make more detailed suggestion for TR change.

  • @immortalls96 said:

    Honestly I'd just add a slightly better version or iri coin base..that way he shaves off some of his time waste and differs from huntress by going g for long shots..as he stands hes just weak

    Hmm I can't agree with that. Iri coin isn't great I agree but it beiing baseline would be too much imao, especilly if it was a better version of it.

    I also can't agree on the statement that DS is weak, he's very strong killer when played by someone good with him. If you think he's bad you should look up gameplay of good slingers, maybe they'll change your views of him.

  • @Izo_Quartz said:

    Remove no-scoping, add a 0.6 second delay between aiming down sights and shooting. This gives room for survivors to react when Deathslinger is about to shoot. In exchange for this, there is no longer any cooldown for missed shots, and the addons that would normally affect this now reduse the delay between aiming down sights and shooting.

    Add an audio que that's different from the terror radius, for when he is within proximity of a survivor, similar to the huntress's lullaby. Perhaps the auidio que can only be heard when his ammo is loaded? Or maybe add a visual que for when Deathslinger's ammo is loaded or not?

    When it comes to counterplay against deathslinger, i think he has a very similar issue as the spirit, they both have the ability to zone out survivors without actually doing anything. By simply letting the survivor know your ammo is loaded, you can force them to run into dead zones in an attempt to dodge a potention shot. This is similar to how spirit can force survivors to leave any loop by just standing still.

    I've mentioned it before but increase to his ADS just limits his options for tight shots, survivors still can't react since his shot still moves very fast so the counterplay is still a prediction like it's now. But 0,6s isn't really a huge number so it would need to be tested in gameplay to see how it would affect him.

    The audio que is a fine change imao, it could work but some small buffs would have to come with it. I like the idea to give survivors more chances to hide from him especially when he's a good chase killer even when so many play him as almost a stealth killer.

    The change to somehow stop M2 spam is imao the best suggestion I've heard but they don't really affect counterplay which is the main complain from the community that I've heard. I can see devs eventually adding some kind of CD after you let got of your M2 if you didn't shoot and imao it would be a good change.

  • @HectorBrando said:

    Lower the speed of the projectile so there is a real chance to dodge it at certain distances and increase the slow down after faking take aim (so he cant fake it to force zigzag while eating your distance for free, same that happens to Huntress) as trade on make him recover faster after a reel hit and a missed shot, this would tie in with a higher number of misses from the slower spear.

    Overall he would miss more but the misses would be way less punishing.

    No matter how slow you make it, it'll still be unreactable on any distance lower then 6m which is where he gets most of his hits. Long shots aren't very realiable and are also already reactable so he would never shoot if survivor is more then 10m away due to it beeing too slow thus impossible to hit unless facing very oblivious survivors.

    I think that slowdown after faking M2 would be OK change, it helps with the spamming of M2 issue so that would be welcomed. Yet still as a trade off I would suggest to add either increase for MM speed during ADS or your idea to counterweight such nerf.

    Thank you for your feedback, I like the change to M2 faking but don't know how well woul work the slowing of projectile. Probably not very much.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453060#Comment_1453060

    I think an indicator of some sort a second or two before he fires his chain, just like Pyramid Head. Maybe his muzzle flashes red or a ground indicator appears. It allows the survivor to have a chance to do something. Right now, survivors can only guess where his shot is going and with quick scoping, all you can do is weave and hope you randomly don't get hit. ScottJund makes an excellent point about why Deathslinger is not fun to play against for survivors in his video "Boring Killers" - Are Survivor Complaints Valid. I highly recommend watching it.

    But any indicator that slows down his chances to shoot doesn't change the counterplay, it only allows survivors to know that he'll shoot but they still can't react to it since it's fast and they don't know which direction he'll shoot. The counterplay is still making a prediction and even if you start dodging it's still a prediction that's needed to somehow evade the shot. Just because you know he'll shoot doesn't change current counterplay in any way, it limits his chances to shoot which doesn't require any imput from survivors so it basically isn't counterplay.

  • @CrowFoxy said:

    I simply can't find any flaws with Slingers power.

    His chain travels at the exact same speed as a fully charged Huntress hatchet. Meaning both are equally as hard to dodge, it's based on prediction. And Slinger can't even get you at a lot of places that Huntress CAN! So what is the problem?


    My thoughs exactly, people really like to suggest for example that giving him long ADS would somehow give him counterplay when only thing it would do is limit the potencial of his shots around tight corners while counterplay would still stay the same - predictions.

    I don't know what the problem is, that's why I'm asking people who have it to give some feedback.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451246#Comment_1451246

    Let's agree to disagree then I wont make this long since you have to go but ya jb nice talking to you, you have a good night.

    I didn't think that one of us would somehow persuade the other one about his view but I enjoyed the discussion. We have different view on the matter which is completely fine. Sharing your views with others who are able to make civilised discussion is good enough for me.

  • @N0T0Ri0US said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450686#Comment_1450686

    Well if people are so worried that it's an invincibility perk then why don't they just down them and slug them till their DS is over. It's a win-win for the killer. The person goes down so he can't do anything and someone has to pick him up so only 2 survivors that will be working on objectives and if its a solo group then it's a party for the killer cause then no one knows if anyone is going to pick them up or not.

    New players do have DS. Not all of them but a lot of them because it's such a famous perk. It gives them another shot at running the killer around or trying to evade him. Many people buy new DLCs just for the perk, that's all there is to a survivor.

    Well because lockers, gen pressure and mainly unbreakable exists. Slugging isn't always win win no matter how you use it. There are times where slugging can slow down the game but also times where it wastes more of your own time then it buys. Forced slugges just aren't as effective as strategical ones timed when you need them not when you're forced to take them.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451158#Comment_1451158

    So another thing that is luck based yes we can all mess up but thats all a game of chance. I feel unfairly downed because there is nothing i can do I cant say it's like 2016 infinites where no matter what you so you cant catch the survivor it's more like I cant even handle this chase.

    That mario jump he made didnt affect the over all point let's say he didnt he wouldnt have to options preemptively dodge and have PH cancel and m1 or run through and get shot. It's not even about reading your opponent because when you read your opponent you take in consideration of there past moves there he was just guessjng.

    Also that's entirely subjective which I respect you like what you like and I do the same although just because I'm playing survivors doesnt mean killers should have chases where winning is luck based thats unfun.

    Killers who are prediction based really dont have counterplay because all the "counter" relies on winning the guess which btw is so one sided that its oppressive.

    You can call it luck if you want, I'll still disagree since my perception of luck based power would be a coin flip. You use it no matter how good/bad you are and you have 50% to get a hit or not. Luckily that's not how any chase power in DBD works. Predictions have a bit of luck mixed into them but it boils down to game of who can maximalize their chance of sucess by playing and predicting better. Key here is experince with the power and how it's used, the more you know anout optimal ways to use it the better is your chance to predict it correctly. Killer has (should have) higher base chance to win these due to the 4v1 gameplay of DBD.

    There are quite a few things about DBD that are very opressive like completely safe loops vs weak killers, facecamping with instadown killers, etc etc. As of now all of these things are considered a part of normal DBD gameplay, many things are unfair about DBD when you think about if both sides have good chance to prevent other sides's strategy/gameplay. Not saying that these things shouldn't be changed because both sides have them so it equals out. But DBD will never be 100% fair, killer will always feel unfair if you get into bad position where it's almost die or die situation or when survivors have super safe loop with 0 mindgame. Many of these scenarios boil down to if you felt like was fun/fair overall which is very subjective for everyone.

    I'll wrap it up today since it's kinda late where I live but it was nice to talk someone reasonable.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451113#Comment_1451113

    That was die or die I get where you are coming from and trying to read but against any patient and good Killer will wait for the survivor because if he ran through the pallet it was a guaranteed range because it was too small if we dodged he cancels. You seem smart enough to know that was heavily in the killers favor and he bad no real chance of winning in that scenario.

    Not necessarily die or die, you never know. I've seen god nurses mess up the most easy blinks during DBD's history, it happens rarely but everyone can have a brain freeze once in a while. Maybe he might have made a correct read and killer could possibly make a bad one and get stunned. We'll never know since he insted made a mario jump.

    Tough position to be in really, I can empathize with feeling unfairly downed when you're vs someone who's good with their killer that has good chase power but part of playing survivor is that you're the one chosing which tile you run to so even when in a bad spot you need to get into position as safe as you can. Unfortunately for him his tile wasn't great vs PH and he didn't manage to make some great read to win it.

    Still, I prefer to vs such situations when I play survivor. When it feels like odds are stacked against me. I just can't find much fun in versing loopable killer who would be force to break the pallet on such tile and just run to another one and repeat. That't the playstyle I find boring but when such hard predictions are in play is where I find the excitement when playing survivor. Whenever I vs killers with such power I have a lot of fun even if I mess up my reads.

    That's why I defend them, I don't want to lose those few killers who's gameplay is prediction based which I love and just face boring reaction based killers.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451061#Comment_1451061

    Ok I thought so you cant name any its prediction which is 100% in the killer favor

    https://www.youtube.com/watch?v=CPlEbG3fOJU

    Go to 4:12 and watch where he goes down and tell me how you counter that.

    Well duh, there's 1 killer and 4 survivors who he needs to hook 3 times. This isn't 1v1 game where both sides have equal chances, odds are shifted in killers favor when he uses his power since he's supposed to be much stronger in 1v1.

    Now for that video, as I said there isn't any 100% counter, countering something doesn't mean you have some technique or a tool that makes you win 100% of the time if you use it. Countering PH there is correctly predicting what killer's thinking and how he's going to play that pallet and waste as much time as you can so that teammates push gens.

    First off, he never should have dodged (and failed miserebly by valking up the rock and getting stagger lol that was funny) before he reached the pallet that's insanely dumb, PH's M2 is slow enough to react if he does it prematurely, obviously PH was waiting if he's going to drop the pallet or continue running. Thus we have a mindgame, will the survivor drop the pallet or run and dodge M2. He was supposed to either expect that killer will cancel M2 for M1 or sliglty stop before the pallet for animation locked M2. Best play imao (ofc no 100% of sucess as I've stated before) would be to fake run through the pallet and observe if the PH's using his power before he goes close enough for the stun. If he reaches the pallet, do a teleport pallet drop for distance and if he doesn't and waites for the drop then capitalize on that distance and loop another round and repeat the process when the mindgame appears again.

    Another thing might be to just stay at the pallet and watch really closely for him dropping his sword. If he does insta throw the pallet and if he doesn't be extremely on point with your movement since he'll be doing M2 where you need to predict the way he'll be shooting it.

    Hard to win, I know but that's what's playing survivor is supposed to be. If the killer was wraith in that scenario he would just drop the pallet and killer would be #########. Where's fair counterplay there ? You don't have a single tool to get a hit on such safe pallet as wraith so you need to break it and waste time. But people would rather complain about killers that can win such pallets then about killer that can't and should be able to.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451012#Comment_1451012

    Give me a counterplay to pyramid head that isnt guessing I'll wait.

    Easy, it's very skillful action called:

    Prediction - a statement/action about what you think will happen in the future

    Guessing would mean that experince of either player doesn't matrer, in other words if PH or DS randomly M2ed blindfolded he would still have around 50% chance to hit which is complete false.

    If you want 100% counterplay then I must disappoint you there is none. All skillful actions in pretty much all games with competitive elements invole some amount of prediction based on experience.

    Also I wonder what do you think that pallet/window mindgames are, you think that killer somehow has 100% chance to succeed when he counters pallets via mindgames around a dropped pallet or moonwalks ? That's not how counterplay works. It's all predictions, just as is predicting use of PH's M2 or any other killer's ability.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450641#Comment_1450641

    Whiny killers (not all killers ofc) just wanna have boring killers with have no counterplay which isnt fun for survivors. If you put your killer agenda for aside you'd see actual complaints instead of nerf everything.

    Luckily enough, I and a few others have provided counterplay to your "no counterplay" killers, your kind just ignores it and cries for nerfs. It's so much easier to make an excuse like "boring" or "no counterplay" as justification for nerfs then actually gid gut.

  • @N0T0Ri0US said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450623#Comment_1450623

    What do you mean rushes to kill you ? Fam you just hooked me, and there is another guy right beside me who's even trying to take a hit for me but you still going for me like what the actual * cough * If that isn't tunneling then I don't know what is. Hide in a locker, stay away from objectives ?

    What I talked about is a good scenario where the killer isn't camping, I haven't even mentioned about the killer camping you and tunneling you. It just kills the fun. Why would someone pay money just to get camped and tunneled ? Don't think about me or anyone else who has been playing this game for some time. Think about the new player base, DS can be very helpful for them.

    I don't know how can you consider unfair for killer to punish survivor focusing more on gens insted of their own survival by evading the killer insted of hoping for killer's generosity to not kill them and go for someone else. Killing someone off asap is the fastest way to win as killer just as is doing the closes gen fastest way to win for survivor. Survivors switching killer's agro is bad for killer if killer knows he can win faster by removing someone he alredy hooked, DS allows you to force your objectives while punishes killer for forcing his. If it was changed to disable after for example working on a gen you wouldn't be able to force objective and also be completely safe from killer attempting to stop you.

    New players don't have DS since it's licensed DLC perk, they won't get it for first few hundred hours unless they willing to make more commitement with $$$ to a game they don't even know if they like.

  • @NekoTorvic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450598#Comment_1450598

    Aye. It's unfortunate really because those are the ones that make chases much more engaging and much more satisfying when you consistently outplay the killer. But it is what it is.

    Another thing about these killers that I think is not considered when talking about them is how they feel to play. Cowboy man has many slowdowns, but using his power feels responsive and encouraging. Same with PH. But then we have killers that have slowdowns and cooldowns and painfully slow actions no matter what they do that are such a drag to play. And this is what some people ask for in these killers. "Oh make his ADS slower, give him a cooldown so he can't M1"...it's like dude XD that feels awful to play.

    I used to like playing as Plague. Then they gave her AWFUL cooldowns after puking and after cancelling the puke which made her so clunky and unbearable i dont even touch her anymore unless i have a daily.

    To be fair this is more of a personal thing i suppose.

    Whiny survivors (not all survivors ofc) just wanna rework all fun killer powers which are the ones with 110% MM and rework them into boring loop around piece of wood 115% killers with power that helps as much as a perk would.

    Tbh I can understand plague since she's designed as 115% with possible use of insane snowball long range attack which would be pretty OP if there weren't some drawback for using it. It's all about what you feel comfortable with as you said.

  • @N0T0Ri0US said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444183#Comment_1444183

    Imagine you have been hooked, the killer is not close to you and your buddy saves you. Now -

    Case 1 - You both start working on a gen not caring about heals. The killer comes back, your buddy distracts him from you to help you escape but the killer just doesn't give a darn. He goes straight for you to kill you again and secure that 1K at least.

    Case 2 - Your buddy heals you. Now again you both start working on a generator. The killer comes to you guys and even though he could have hit your buddy easily but instead decides to chase you and kill you ( again to secure that 1K )

    I stg I'd be pissed if they changed it so that DS deactivates on touching a gen or any other actions and this happened to me.

    Then go work on a different gen ? If you have time to heal/work on gens rushing the game for killer then don't be suprised if killer rushes to kill you. If your priority is to be safe and not get tunneled you're free to now work on a gen and go somewhere else, maybe find a comfortable locker to hide until killer finds new prey.

  • @NekoTorvic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450558#Comment_1450558

    I've been going around stating ways to counter Deathslinger, Spirit and PH (Culminated on this post lol XD) because people constantly keep droning on and on about them not having counter play. I think we'll probably see nerf to those killers because all their counters are too hard or unintuitive for a lot of players... It's a shame really...

    Just imagine when no one will be able to use cowboy man cuz he's gonna have .5 second ADS and a sound queue so survivors can lightly tap A or D and easily avoid 90% of his shots XD

    It's a shame really when completely unique playstyles (only like 3 killers out of 20 have it) that need deep understanding of your opponent to correctly predict their next move is generally considered as "not counterable". I hope devs won't go back on their design and ruin such great killers that managed to break through the boring M1, survivors have full control over chase, looping meta which so many support as fair and balanced.

    Well if they ever get over-nerfed I'll be here to give a piece of my mind on such changes.

  • @NekoTorvic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450523#Comment_1450523

    OMG this! Is something survivors do all the time against M1 killers...pretend to leave the pallet then teleport back and smack them in the face. It works really well on PH and it is unreactable, its a read the PH needs to make at the cost of looping slower while keeping his M2 held longer.

    Exactly, that's why I'm so frustated with so many survivors claiming that he's a lose lose scenario no matter what you do because he has not CD on M2 release when actuall good players know strats like this and are actively doing them to counter PH.

    I know learning is tough but geez why do some many players just complain insted of trying to devise new strategies to counter someting they obviously don't have enough knowledge about.

  • @NumB_16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450345#Comment_1450345

    What i mean is a cooldown when canceling M2, he has none right now. In exchange they could make missing his M2 a bit less punishing. It would make playing as him more interesting too. Right now 90% of the times its just better to fake the M2 than actually using it

    Yes, you're right, M2 is punishing and pretty hard to land with that camera lock, no even talking about how predictable the M2 is.

    That's why I fake continue looping when they bait for the M2, they cancel it and I make a step back and teleport slam the pallet on them if they've overstepped. It's one of the ways you can outplay the lack of CD on M2 release, PHs expect you to not respect his power so when you actully do they get outplayed. Just one of the tricks that can counter PHs who fake M2.

  • I could give you several suggestions via a guide I made some time ago.

    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

    My best preformance build is as it states Pop, surge, surveillance and whispers. If you're doing well with finding survivors efficiently you can easily swap whiseprs for M&A if you feel it mandatory. I've never needed it but I have different playstyle that suits me more.

  • @lucid4444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450403#Comment_1450403

    Depends on how lenient you want to be with the term asymmetrical - if by the strict definition of two sides that do not have the same exact loadouts or objectives, then nearly every esport- counter-strike, dota, starcraft etc.

    But if you were to say the other side has to be COMPLETELY different from the other.. maybe Left 4 Dead, Natural Selection..

    Or if it's a 1v4(or more) game.. there really hasn't been that many, none were very e-sport ready. Evolve is probably the only contender? Friday the 13th is the only asymmetrical horror game that's gotten close to the popularity of DBD, and that's obviously not competitive. DBD has the market cornered so to speak

    Yeah it's just as I thought, there aren't no games simmiliar enough to DBD that could be considered competitive or even just popular enough to compare in the same genre. That's in my opinion why so many can't accept any claim that calls DBD competitive, because it just might be the first of it's kind for competitive asymetrical "horror" game. Still thanks for the info.

  • @lucid4444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450376#Comment_1450376

    I think you could make an e-sport out of an asymmetrical game, just have teams of 5 with 1 player being the designated killer. You could even have the games going on simultaneously. Although so much would have to change it wouldn't look anything like DBD. There would be map, perk, and killer banning phases, static maps, open coms on the survivor side, minimal randomness, etc.

    Hmm I don't see that ever happening (too many restrictions imao), do you know any other asymetrical game that was ever as competitive as DBD is ? I can't really think of any, I've wondered if there ever even was any real asymetrical game that could be considered competitive and if DBD might learn anything from it.

  • @Sir_Bassington said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450327#Comment_1450327

    you mean to tell me the competitive aspect of this game, the argument you chose to use, rest soley on the fact that people try to make this game competitive on the outside of this game? As in telling people to get gud with hard killers? And tournaments made up by players for fun in their spare time? that no one takes seriously? People calling this asymetrical online "pvp" game unbalanced? Man just dont respond to me anymore, this is getting stupid. Dark souls isnt a competitive game, yet there are tournaments in those games. Doesnt mean its an esports title. get real.

    I feel like the more time I give respones for you the more insultive and close minded you get. My guess would be that I'm slowly making you realise that your view on DBD beiing casual game might not be as 100% correct as you felt it is which is upsetting you.

    Still don't now where you got that I've said that DBD is by any means e-sports level of competitive game. I didn't, I've said that DBD is more of a competitive game then it is casual game thus it should be balanced as a competitive game and not as game for casual as it was clearly showing in the nurse example.

    Also it's more then clear to me now how much time I've wasted on you. You're 100% set on making excuse insted of arguments so consider this my last responce at least for a while. It's a pity that you just can't find any logic to support your claims, still I enjoyed attempting to reason with you.

  • @lucid4444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450258#Comment_1450258

    It also has a lot of traits of casual games (add-ons/items being optional boosts of power, keys, moris, random maps, random gens, random spawns, etc.). Another thing not talked about much is hidden perk information - in a competitive game you need to know exactly of what your opponent is capable of, so you can plan a strategy. With DBD you can be surprised by a head hard or a NOED or Iridescent add-on. Not saying that it isn't fun to guess what your opponent has and feel like you outplayed them when guessed correctly... but it wouldn't be taken seriously as an e-sport. You also don't know who the killer is until you spot him or you're on comms that can tell each other.. another thing that's casual - no communication between players unless on a 3rd party program.

    Then again, like you said, there's ONLY a ranked mode. I think the devs just put that in so you can feel you matched up against someone of similar skill level so it's not a stomp either way.. but inadvertently made the game much more competitive than they imagined

    You make good points but remember that DBD is asymetrical game so it can't really fit the criterias for e-sports level of competitive game. That howerver doesn't make it casual game, it's a kind of very unique competitive game with casual elemets.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450309#Comment_1450309

    And I feel like I should once again point this out...I'm not saying he's OP. Survivors can 100% slam out gens and leave. He just has the same issue old Legion had. Legion being able to FF stab someone 4 times was time consuming but basically unavoidable.

    You see that's where you're not entirely right. Old Legion was broken not because he was able to bypass survivor defences and down them eventually 100% but because he could do that and it was easy to do. Nurse alway evaded all survivor defences far more then any other killer ever made but she's hard to play and slow which is why she wasn't ever reworked. Same with DS, he can bypass some of the defences but he has many limits and is very difficult to play which is why he's actually completely fine.

    You can beat DS in a chase just like any other killer, difference is, he's the one in control most of the time so you have to think like him if you plan on beating him in chase. Better players comes on top and ofc DS is favored in that since he has to outplay min 3 times 4 survivors. That however doesn't meant you can't be in his head and read his every move, it's hard but entirely possible if you know how DS operate.

  • @NumB_16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450208#Comment_1450208

    Rank means nothing in this game and only exists to give a sense of achievment every month.

    Its not about being the typical M1 looping. There are killers that counter looping but still fun to play aggainst like demogorgon, huntress. Even pyramid head would be fine if he just had a cooldown when canceling M2

    I'll agree with you on that rank means nothing right now but only because MM is broken and needs a rework.

    PH already has very CD punishing power so further nerfs might just trash him. You can still do some tricks to play around him faking his M2 just like all killers. No power is fool-proof with 0 counterplay as of now, only 2 times during DBD's history that happened and both times they were fixed.

  • @Sir_Bassington

    Ahh, here we go again.

    If DBD wasn't competitive game then there wouldn't be so many competitive aspecs to it. I'm not even talking about only those ingame like ranking system etc but those that were created by the players themselfs, biggest indication of a competitive game.

    We have meta, large amount of skilled streamers, insane amount of balance discussions, constant balance patches, high skill celling klillers, insane amount of information needed to be a good player and so so much more. People never go around and just agree when someone says "Hey I'm new here and this killer called Nurse is so hard to play so can we buff her so that new players can enjoy her too". No, everyone tells them to either gid gut or gives them tips to improve, nobody ever says yeah nurse is hard for new playrs let's buff her.

    I'd go on more about this topic but I feel like you're hard set on your opinion so writing more would just be a waste. I'm not saying that you aren't allowed to disagree with me and that you have to adopt my view on the game but if you want to discuss whether DBD is or isn't competetive game you'll have to make serious arguments and not excuses.

    I'm not planning on ignoring your future respones because your disagree with me but because you disagree with me and aren't progressing the discussion with logical points supported by some actuall evidence/examples. You just say "it's casual game and not competetive" but you lack any actuall examples or points that would suggest so.

  • @Sir_Bassington said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450208#Comment_1450208

    it takes ages to come to an "understanding" because you wont take any actual reason as a "good response". Even the devs have stated they wont make different queues because of queue time being an issue, if they split the player base into multiple queues the queue time will become longer, thats why theres only survivor and killer queue and nothing else. it isn't hard to understand. And having "unranked casual" queue doesn't mean only casuals play in that queue, good competitive players often queue up to bully or destroy casual players. the casual queue in DBD is the regular queue we have right now anyway, rank doesn't matter or indicate skill, rank 10-1 is the same skill level, all rank is an indication of how much you play.

    I feel like you're missing the point, I don't want seperate casual mode, I'm just laughing at the silly argument that DBD is a casual game when it has so many traits of competetive game. Just because it doesn't match all conditions of competetive games due to it's asymetrical nature still doesn't make it a casual game and definetly doesn't somehow mean we should balance it around casuals. But if you'd like, I'm all for massive nurse buffs since she's historically weakest killer when played by casual gamers. Balancing around casuals would be so funny to watch.

    Also please either be constructive or I'll just ignore you if you have anything more to say, so please no silly arguments like "thing X is boring because I don't like it so it needs to be nerfed".

  • @NumB_16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450182#Comment_1450182

    DBD isnt a competitive game.

    And people dont want direct nerfs, they want changes. They're not saying those 3 killers are OP on the 1v4 scenario, but are just boring and lack counterplay on the 1v1.

    For non-competitive game it's pretty weird that there's no casual mode and only ranked one but I won't discuss this since it would take ages to reach any solid understanding.

    As for the "boring killers" argument, that's very subjective, I find those 3 fun to face due to higher difficulty in predicting their actions which is really fun for me unlike casual M1 looping where killer is powerless to do anything but force down the pallet which nobody talks about how unfair it is towards the killer.

    They have different counterplay then avergame M1 killer which is what makes people dislike them so much. They change the fundamentals of average chases and people just don't know what to do since they never bothered to learn.

  • I wanted to make a thread on the same topic but you've summed it up really well so thank you.

    It so frustrating when in most competitive games predicting your opponents moves is one of the most skillful actions one can learn but here in DBD so many survivors just ignore learning such strategies and rather complain about lack of counterplay when there clearly is one. Just because it's different from their normal easy reactive gameplay where they're in full control doesn't mean it's unfair or uncounterable.

    Pity that most will continue on beiing close minded and ignore tools given to them and insted of learning cry for nerfs. I just hope that devs won't take their side and ruin a few killers that have these unique playstyles.

  • @NuclearBurrito said:

    Double his reel speed. Cut the chain durability in half.

    In terms of what hits he can or cannot get these 2 changes perfectly chancel out. However it means he gets those hits faster, and while this doesn't effect the 1v1 aspect it DOES effect the big picture 1v4 part of the game.

    I know you probably mean well but that change would make him the worst killer in the game. Just 50 charges on the chain would make it impossible to win more then 50% of loops he can outplay now. Faster reeling is pretty insignificant buff for such insanely huge nerf.

    He´s already pretty well balanced and doesn´t need any changes.

  • They have counterplay, it's just far more complex and requires much more thinking then your normal M1 looping.

  • I envy you, I like playing those 2 actually and I haven't seen a single match of them in my last 20+ games.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1448173#Comment_1448173

    Oh, i didn't know about that, i prefer to avoid leaks.

    Well you've been spoiled 😎

  • it was leaked wasn't it ? I'm pretty sure it was

    I think it was meg & ace and hag & wraith so a good prediction I guess.

  • Good choice on putting Ace into S tier.

    Otherwise you would gain very powerless enemy.

  • Hmm, yeah people can be pretty biased on their opinions here but everyone is entitled to one. We all have different experiences with the game so it's pretty normal to have wide variety of strong opinions.

    Luckily a lot of peole here can actually make great detailed logical discussions also. It's never as back and white as it seems.

  • Fun & good addon. Has counterplay and lot of downsides for powerfull effect. Definitely not something that should get "slight tweaks" like some other things did.

  • Got it.

    I'll be sure to spear them as hard as I can before I put them on a meathook.

  • @Schlute6969 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1447542#Comment_1447542

    https://us.v-cdn.net/6030815/uploads/NR0SCDD8XWA0/2463c9fa-139f-44c4-9f75-9a40e870708f.jpeg

    https://us.v-cdn.net/6030815/uploads/0AD64V7U4WBX/5ea1292d-e924-431e-af28-d88ac57f1a74.jpeg

    https://us.v-cdn.net/6030815/uploads/C0O2EWNFSI6S/9387286e-3759-41ad-bebc-9077345f1f39.jpeg

    Wow! That worked very well and better than expected. Imma consider red ranks both in the way they played and reset was quite recent so I’m assuming the purple 5s were red before reset. I chose addons that would help me experiment with shots so faster reloading and aiming down sight walking speed for added pressure if they are too fidgety it will result in a hit. I’m going to keep trying this build and other builds from others. If anything it has helped me at least find a good base build for him.

    I do have a question though for reeling. I see a lot of people say if you back up while reeling they struggle less but if you walk forward that’s where they can do those wide sweeps resulting in getting stunned is that true? I remembered trying to do both in my game and seemed like they were unable to move as much when going back so if so that’s another way I have been playing incorrect. Also what happens if DS stays still while reeling is it in between or is it always good to just back up?

    Glad it helped you. DS is pretty good when you play him well. I've been 3-4king with him in red ranks very consistently almost since he released so I can assure you that he's viable for playing in red ranks while also beiing really fun.

    For the reeling question, generally yes, if you walk backwards you lessen their ability to move sideway significantly (be sure to adjust your movement to sides according to the movement of your chain/them) and if you walk towards them they can move much more. Overall it's a good idea to be used to walking backwards whenever you land a shots and it's viable to reel them to you (no objects that would break the chain are in the way). Ofc there are quite a few scenarios where it's required to do something different (mostly when outplaying loops) but for almost any longshot you're better off to walk back so that they can't mess up your chain. It's a learning process, to know how to play each shot correctly.

    If you stay still (no reason to do that I'm pretty sure) and reel you'll be pulling them towards you but slower and they'll still have decent control over the chain. Not advised.

  • @Peanits said:

    Those aren't dumb questions, they're perfectly reasonable.

    1. Yes. You should see a camera sensitivity option in the Settings; one for Killer and one for Survivor.
    2. You can ignore them if you REALLY want, but I wouldn't recommend it. They'll keep popping up, and any time it shows up, it's taking the place of a different perk that you might want. It's usually better to just take them and get them to tier 3 so they don't appear anymore.
    3. It's not too hard, no, it's just that we don't want to add gestures that could be used to taunt. If we do add more gestures, we would want to add ones that help people communicate.

    I'm 100% certain that finger guns emote would be welcomed and even if people attempted to use it for taunting, it's impossible due to the good vibes it sends out. You know you want it Peanits, we all do 😎

    riot.jpg
  • As one of the top Deathslinger mains on leaderboards I'd say that best 3 tips for learning him is to practice your shots a lot, experiment with loops(finding out new ways to shoot&reel over them) and general good decision making on 110% killers (like when to defend certain part of the map insted of going for far gens that you won't be able to hold anyway etc).

    If you're interested I've made a DS guide some time ago giving a piece of my mind on how he should be played, where he's in the meta, etc. If you're interested you can find it here:

    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


    I also have YT channel where I kind of regulary post pure Deathslinger content so you can see the way I play him and possibly learn something.

    If you have any specific questions be sure to ask.

    I hope this helps and good luck in your Deathslinging 👍️

  • Better HUD ingame would be nice. I'd like to see for example which survivors I hooked how many times and on survivor something like small obsession claws for all survivors (to notifiy chases).

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444183#Comment_1444183

    With that once you go on the gen is it permanently deactivated for the remainder of the game?

    Nah the changes usually involve that once your DS actives after unhooking for 60s if you during that time do some interaction like unhooks/gen repair it'll get disabled. If you get hooked again the timer starts again and same conditions apply.

    Basically, if you use DS just to escape from the killer and not force objectives then you aren't affected by the change.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444183#Comment_1444183

    I've always been a fan of that, personally. That way you've only got yourself to blame if you don't get to use it. You're opting to put yourself back into the game.

    Thanks a lot for a response especially on this topic. Yeah I've always liked these changes too, I think giving survivor option to either progress their objectives or protect themself would be pretty fair change to DS.

  • @Peanits said:

    The odds of us noticing your post is actually pretty high. Even if we don't get a chance to respond to everything, we do actually read most of what is posted here.

    Anywho, getting back on topic, the issue with the chase mechanic is that it has predefined rules that can be abused. Under normal circumstances, it's not an issue: You only stand to gain bloodlust by being in a chase, there's no downside. When you start penalizing being a chase, however, that gives you a reason to avoid being in a chase. You can do that simply by turning around. If the survivor isn't sprinting in your field of view (and you don't hit them), you can't start a chase with them. Simply put, if you wanted to actually tunnel someone, you could do that way more efficiently by moonwalking after them for 30 seconds rather than the normal 60, then down them and hook them freely.

    What about the changes that suggest to make DS disable itself if you preform for example unhooking or working on a gen ? I think those are pretty reasonable.

  • Tbh yes I think it's still going to be a bit more restrictive then it needs to be but at least they're doing something. If it's not enough they can always make more tweaks after the update drops. Hopefully that's the plan and not just make a few adjustments now and forget about billy for a year or two.

    Still it's nice to see devs listening to feedback and seeing their mistake on the og design. They probably don't want to go overboard with changes until they get more feedback when it goes live and people have a chance to test them.

  • Devs listen to this man, Lucky break is long overdue for a nice buff to even the playing field with Iron will.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443916#Comment_1443916

    Nah I mean a 110 killer with no mobility is just #########, even if his power can be strong when there's no pallets anywhere. I kinda feel like he's in "full rework" status more than nerf or buff.

    No mate, Deathslinger 100% doesn't need a rework. He's actually far stronger then people give him credit for when you play him well. No killer needs a complete rework right now (maby besides Legion but that's questionable).

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