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Kebek

Kebek

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Kebek
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  • As a Deathslinger main believe me you don't want to buff him. I've been playing him at rank 1 since he came out pretty much exclusively (one of the most speared survivor downs out there https://dbd.onteh.net.au/playerstats/76561198055397106/ ) and I'm doing quite well even againt very sweaty SWF teams as long as I aim + predict well and don't make many overall mistakes during the match.

    I'm positive that he's in a good spot right now ( maybe some nerfs to his TR in trade for some very slight number buffs is only change I think wouldn't break him). No real changes are needed right now, at least when there are other killers in far bigger need of changes then Deathslinger.

  • I'd be happier if any hit taken for other survivors would count as protection hit, not just those made for injured survivors.

  • Tombstone Myers, I don't care if everyone dies or everyone escapes but using both pinks with proper build is massive amount of fun for me. It makes Michael intro a killer in literal sence. So menacing and unique playstyle, that's why I love Shape's addons the most.

  • I've spent based on my steam history 270 € and I plan on increasing that number unless devs make some horrible long term marketing or balance decisions.

  • @Demogordon_Ramsay I've read through all your posts and they boil down to these points (correct me if I'm wrong) of deathslinger beiing broken due to:

    - Him lacking proper time window (wind up) with added notification to warn survivors that they should begin to predict his next move

    - Low skill ceilling caused by said lack of wind up etc and DBD's slow movement gameplay making aiming far too easy thus making him too easy to use and play very efficiently.

    - Him lacking predictive gameplay due to his power beiing insanely fast making him reaction playstyle based killer while forcing survivors to constantly predict/guess when he'll shoot which may happen at any time with no window to react.


    So I'll adress these in the same order as best I can.

    - You've stated many times that for example hunresse's wind up/etc creates a situation where both parties get a chance to predict what the other one is going to do thus creating a situation where both sides have equal chances based on how correct their prediction of the other party is for achieving desired outcome for themselfs. I strongly disagree with this.

    What huntress's wind up really creates is limit on situations where huntress has enough time to use her power. If she has enough time to wind up to the point of the throw while a survivor stays in her LOS for that duration that survivor is extremely likely to get hit unless huntress makes a mistake in her aiming. Outcome here is strongly favored towards huntress as long as she knows here timings which is what makes her strong chase killer. On close distances without enough LOS blockers or litterally next to her dodging hatchet thorwn by seasoned huntress who knows her power's limits is near death sentence. Same goes for attempting to dodge deathslinger on low distances with lack of cover, the outcome is strongly favored to him just like huntress or nurse which both are near impossible to dodge on low distances. No matter how good a survivor is at predicting his opponent, attepting to somehow evade for example seasoned nurse in a short loop where she can clearly see you is going to end up in her getting a hit. No prediction or dodging here is plausible even when she gives you feedback on using her power.

    On long distances huntress/nurse has the same timing and movement speed restriction for survivors just like deathslinger. If she has time to throw/blink the survivor is in completely the same situation as against deathslinger who just walks towards him without giving him feedback. You canť tell where is she going to thow/blink just as you can't tell where is deathslinger going to shoot. The rev up time is mainly for limiting the speed of use and not giving survivors window to evade it.


    - You've said many times that it's extremely easy to play deathslinger since survivor don't have time to react making his aiming reactionary and very easy to use. These statements made me wonder how much have you actually played deathslinger since reactionary aiming is pretty far fetched. His shooting even on point blank distance assuimg you've fired with instant timing knowing his ADS perfectly still takes 0,65s before the spear is fired. I admit that on short loops/distances this is impossible to dodge without predicting him firing exactly before he does (which is tottaly possible, I've seen quite a few good players who managed to do so for decent amount of times) but it is pretty much impossible do evade point blank nurse blink or a clear hatchet shot so he's equall to other powerful range killers in this matter.

    On long distances the travel times adds up to this making it more then enough time to react by even slightly changing your movement or using dead hard. Long distance shots require deathslinger not to aim directly at survivors with his visor but slightly before them so that the shot doesn't fly by them so survivors have enough time to react here and main thing that causes them to get hit is their lack of predicting deathslinger's shot + their slow reaction time. It's again comletely the same like attempting to somehow evade huntress/nurse who have LOS and enough time to rev up their power. Long distance makes it harder for them just like for deathslinger but it's still mainly in their power to not make a mistake and survivor has hardly any control over the outcome.

    Deathslinger has very simmiliar requirements for timing his shots just like nurse or huntress theirs but has the advantage of getting more of the opportunities to shot at the cost of his power beiing less leathal and snowbally. This creates so many chances to shoot (since the extremely narrow window of possibility is there) that even the best deathslingers I've watched or seen play never managed to play to his maximum potencial. Lack of rev time doesn't make him any less skill based then huntress since she have limits that hard cap opportunities to shoot. Playing deathslinger near his max potencial is very skkillful and claiming that his fast rev makes him easy to play is imo not true. Having more opportunites to shoot challenging you to predict survivors more often if anything makes him equally skill based to play as other ranged killers.


    - I've touched on this topic in my previous statements. Summing it up, his power having very fast rev time is mainly to create more opportunities to shoot and adding more managable wind up to his power wouldn't necessarily create any more mindgames but insted just limit his opportunities to take a shot. There are situations where his gameplay is reactive and situations where it's predictive and survivors as with other range killers is disfavoured due to DBD beiing 4v1 game.You have as fair chance to predict his shots as you do with other range killers, there is just more of them. Deathslinger's main thing is always beiing dangerous while in LOS and lessening this aspect of his kit would need to make his power more lethal in return.

    Nurse or huntress have their rev times due to having far more lethal powers with bigger snowball/movement advantages. Deathslinger is just as reactionary as these other 2 in close distances if they are played correctly and use proper timing. Yes he may not have timing requirements to make hit harder to know when to shoot but he needs to properly position himself for straight reeling otherwise his shots can't down survivors. Good deathlindger won't shoot unless he's decently sure that his shot will give him proper reel. This gives survivors options to work with by positioning themselfs properly in manner that might kill them if they did the same against nurse or huntress. Knowing when he'll get in position to counter him by throwing down the pallet prematurely is the same gameplay as againt huntress to deny any mindgaming potenciall and force her to break the pallet.


    I wonder how would you fix him if you see him as gamebreaking as old legin. Does he only need number changes or do you think his kit is already beyond fixing and needs complete rework.

  • I wish it was alien and that he would become the old idea people had for hag when she was called Crawler before she got released. Basically that he would be albe to climb over and on any walls in all maps. That would be as cool as flying killer wink wink.

  • Poweas: Devs can we get Mr.Puddles ?

    Devs: No we have Mr.Puddles at home.

    Mr.Puddles at home:

    Mrpuddles.png


  • Many maps still need changes but my top 3 maps that need fixes are Ormond, Hawkins lab (mainly fixing trap pallets and bad door spawns otherwise it's kind of fine) and as you said Lampkin lake. That doesn't mean other maps are well designed, only my personal preference for future reworks.

  • So the few people who have basically 18k hours should 22 perks ? Sounds extremely dumb.

  • Devs stated many times that you can play as greedily for your own survival as you want as long as you obey official rules = no teaming up with killer or repeatedly and intentionally sandbagging other survivors in order to get them killer etc.

    If you want to play purely for yourself and don't care about other survivors that's fine, they won't like you and most of your game will very likely end in killer killing most of you all if not all of you. I would advice for using stealth more as a tool for certain scenarios rather then full playstyle but you do you. No one can really stop you as long as you do something to progress the match and strive for survival.

    If I can give my favourite "sole survivor" build that focues on beiing extremely stealthy while assisting teammates/doing gens etc when it's safe rather then all the time how most normal survivor buids/playstyles do. It consists of mainly plunderer's instinct, calm spirit, spine chill, left behind. When once in a while I play like this, my main goal is to remain hidden as long as possible (while doing saves, gens safely = killer beiing far away, chasing someone else) and do my best to get hatch either while it's open or with a key if I get lucky with plunderer's.

    It's quite fun to play weird unusual builds from time to time when I get overdosed from playing chasing builds.

  • @ad19970 said:

    I totally agree that he has counterplay. Claiming he doesn't have counterplay is simply false. And you explained his counterplay perfectly.

    But I'd say he has the same problem that Spirit has, and that's a complete lack of visual feedback. Which people often misjudge as having no counterplay at all.

    Deathslinger's projectile has the same travel speed as a fully charged huntress hatchet. If you can predict where a huntress will throw her hatchet, you can dodge it. And since Deathslinger's harpoon has the same travel speed as huntress hatchets, you can do the same with him. That's the essence of mindgames in this game. Both sides try to predict the move of the enemy. Maybe the Deathslinger will predict a dodge by a survivor, and aim to where the survivor might dodge, but the survivor can also predict that and not dodge.

    The difference between Huntress and Deathslinger is visual feedback. Huntress has to first wind up her hatchets, and that even makes a sound notification for survivors. They know when they need to try and predict your shot. It's the indication of when you have to engage in the power specific counterplay of huntress. And that's what Deathslinger lacks. He can shoot at any time, which means you are in danger any time he has line of sight of you, as you mentioned. Having to try to predict when and where he will be shooting at any time during which he has line of sight of you feels more like a guessing game than trying to predict his move. It's prediction without reaction. And whenever you don't have line of sight of Deathslinger, you also can't see him, which also means that you don't know when he'll pop out of some corner and immediately shoot you.

    Theoretically, Deathslinger and Huntress have similar counterplay. In both cases you have to try and predict where and when they'll throw/shoot their projectile. The difference is that with Huntress, you know when you need to engage in this kind of counterplay, whereas against Deathslinger, you don't. Deathslinger's counterplay is prediction without any visual feedback to react to, which feels mainly like a guessing game, and nothing more. It's the same problem people have with Spirit, and what some people mistakingly claim as having no counterplay at all.

    He definitely has counterplay, but personally I'm not so convinced that his design is actual good design. I haven't had too many problems going against him myself yet, but I can understand why some people have problems with him, and I do hope that future killers are designed to have more engaging counterplay for survivors.

    You raise some good points and I've glad for reasonable reply but I can't agree that giving survivors visual signs when killer uses his power is the design we should always strive towards. It's my opinion that visual feedback huntress gives doesn't provide more counterplay then deathslinger's no scoping.

    I'm basing that opinion on that huntress's wind up time that has this notification is more of a limit on proper timing of throwing a hatchet and not actually to allow survivors to dodge. In ideal scenario where huntress knows the perfect distance and angle for her hatchet throw for any loop survivor's ability to evade that throw is near useless since huntress would know how to position herself + time her throw to make any pallet unsafe. But in most scenarios it goes more like this - huntress guesses if the survivor will be greedy (same goes for survivor guesssing if he should drop the pallet early) for another loop and when she gets close enough for pallet drop to not matter she just take her "free" hit. As long as huntress knows when she can get her hit safely without needing to guess/mindgame the feedback she gives doesn't provide any real benefit to survivors.

    This applies to many scenarios where you counterplay huntress by dropping the pallet before she can even see you to remove any chance of mindgaming at the pallet. You basically deny her opportunity to capitalise on your possibly bad guess. With deathslinger you need to do the same, deny him opportunities to line up a good shot. Part of this is the problem with his low TR giving him these opportunities more easily but as I said I won't discuss that here.

    I personally believe that having killer like deathslinger is completely fine and lack of visual feedback for him is compensated by limitations on his power paired with low speed making him rely on constantly outplaying survivor in chases. Mindgame potencial is there, it's just much unsafer then with nurse or huntress. The lack of feedback makes you question if running away much earlier then with other killers is the proper way to survive vs him. I think it makes him dangerous, a quality I love in killers which is why imao his design is done really well and is fitting for DBD.

    Ofc people may dislike this lack of feedback and that's fine. DBD is a game where having designs that are tilting to play agaisnt is part of the appeal of the game. I disagree with people dislikeing designs like deathslinger's (because I enjoy to play againt killers like this) but I respect opinions of those not liking him. I just wanted to share a piece of my mind on why his design is fine and shouldn't be changed even when some may say he's broken and needs a rework.

  • @shadowman0105 said:

    To add on to this, a experienced deathslinger can tell the difference between a survivor who understands slinger vs one who doesn’t by what they do on the reel.

    An experienced survivor will move either left or right to break the chain fastest and try to get the chain to snag on anything between him.

    an inexperienced survivor will wiggle in place as they are reel in.

    a way to help your fellow survivor if they seem inexperienced against slinger is to try and break the chain by just standing still between him/her and slinger.

    True that, in quite a few games where I play agaisnt good SWF (or just really smart solos) and manage to spear injured survivor they even create antireeling obstacles from themselfs by getting close to debries around reeled survivor and making it impossible to reel him towards me. Having good teamamtes can really hinder Deathslinger's preformance.

  • Trapper, I'm cursed to be a magnet for stepping into traps that are very easy to spot.

  • @Peanits said:

    Correct, as the progression system on DBD mobile is completely different from the PC and console version. You don't level up with bloodpoints on mobile like you do here, they level up characters with XP. A double XP offering on mobile is basically like a double bloodpoint offering, and those already exist. For PC and console, your player level is more of an indicator of playtime than progress, so having a multiplier for it doesn't make as much sense.

    Still it would be extremely cool to get double XP offering for PC/console too. Since we gain IRI shards through levels it would be nice addition as an ultra rare offering.

  • If you don't like endgame perks then don't use them.

  • He has the same counterplay as most killers with active chase power and it's prediction, difference is that the prediction takes place the moment he has clear LOS unlike for example huntress who does the prediction when she has enugh time for a wind up.

    I don't see a problem, it's the same as with nurse, you predict where is she going to blink and if you guess right you don't get hit, if you guess wrong you do get hit. Same with DS, you predict if he shoots and dodge before he does and he guesses if you're going to dodge and if to shoot at you or besides you. Just because killer is favored doesn't mean that he's guaranteed to land a hit, that's what makes the chase hard/exciting for the survivor, knowing that odds are against you (as they should) and that you have to outplay him hard to gain distance and escape.

    I would utterly hate if he got any nerfs to his power since it despite the popular belief it has counterplay, just the kind that requires skill and a lot of thinking which is something survivors don't like most of the time. That's why they always disliked nurse since predicting what other player does before they even do it is hard and risky. Same reason why I always loved to face nurse.

    Don't change him, he's fine and people just don't like adapting to his playstyle that forces them to think.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287682#Comment_1287682

    Have you tried playing Huntress? That’s the best way to understand. It may seem easy when you’re facing someone who is practised with her, but it definitely isn’t easy your first few games.

    Don't even bother, you won't get any real answer.

  • He's a bit like nurse, you gotta be in his head and predict when and where will he shoot before he does. Otherwise you'll very likely get hit. Still there are tons of loops that counter him if you drop the pallet. In no way is he OP or nerf worthy, annoying to face maybe but you can say that about any killer.

    I like facing him personally, not as much as I love facing a good nurse but he reminds me of her so I enjoy to play against him even when I still haven't adapted to playing against his redeemer.

  • All mingames are a gamble meaning that no matter what you do if other side always guesses right then none of them will ever work. If there was 100% sucessful mindgame then we wouldn't have a game.

    I hate how people say that some killer's power is completely RNG and you can go AFK since it's all luck because it isn't. Educated guesess have random outcames but they aren't based on luck. No killer or survivor mechanic that requires player's input to work isn't luck but a prediction that can but doesn't have to work.

    If there was a design that's completely luck based then it's pig's RBT boxes. There you literally don't rely on nothing but luckily choosing the correct one since there is no player input given.

  • Extremely underrated, I use it on rank 1 consistently and it's amazing. If you pair it with surveilence it gives massive amounts out information but even by itself it manages to fully regress gens if you know how to properly use it and play alongside it.

  • It's still better then when your teammates kill you with how bad they are. Noed doesn't even faze me or not as much as teammates lasting like 10s each chase 6 times in a row.

  • I don't see where there is correlation between rank 1s not beiing allowed or expected to camp. Ranks are extremely easy to farm off, anyone can get to rank 1 just if they play enough. With how easy it is I can play 10 game as purely facecamping LF and then in 5 deathslinger games be rank 1 again. If someone feels like camping (bad previous matches, mining salt etc) it's their choice to make.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281969#Comment_1281969

    Well, #########. Here's hoping they don't follow your suggestion or the idea of only being usable on the death hook. I'd like them to be useful so killers feel compelled to use them, if that's not too much to ask...

    Well my idea isn't perfect, I never claimed that (only that it is better the death hook idea or hook all 4 survivors once idea). If you want them to not over do it and make the them useless then think of your way to change them and post it at feedback section. You never know who is looking and who you might inspire.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281955#Comment_1281955

    Changes to the animations, not the offerings themselves.

    I meant they're rarely used, at least in the trials I've been in. Even when they're in play, I rarely get to see them.

    No I meant this, after looking for in in the stream review, they are planning on a change to mories but it's mainly discussion right now.

    "Are any changes planned for the Memento Mori offerings, such as only being usable on death hook? (from @lucasdoamaral)

    The developers have analysed the mori from a design perspective, and they don’t consider it perfect by any means (few things in a live game ever are), so they are looking to improve it at some stage. It is definitely “on The List” and is actively being discussed, but as with everything, it is a matter of priorities and they are unable to make any promises as to when such changes may be implemented."

    It support my fear that they might over do it when they change them so discussing better ideas then death hook is needed imao since mories will get changes eventually even if it won't be soon.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281949#Comment_1281949

    I don't think they will. They're already rare enough as it is. I can't get enough of those kick-ass animations.

    Didn't devs say something about planning to change mories in foreseeable future in the last stream thou ? I'm not fully sure but I think they did. Also they aren't that rare. They might be a little hard to come by if you are using them every match but I get a decent amount of them in my bloodwebs.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281933#Comment_1281933

    No, I think it makes them worse. I think the way they work now is fine. Learn to take the L and move on.

    I also think that the way the work now is fine. Don't get me wrong, if they could stay the way they are now I would love it but do you think that devs won't change them eventually ?

    I think they will and when they do I'd be happeir if they went with something like my idea then the death hook idea.

  • Well it beats making them death hook, don't you think ?

    Also DH is a perk that can be removed and needs you to not camp, survivors to not self unhook, gives other effects (1 hit downs) etc so it's not exactly the same as permanent effect that will eventually activate without possibily to be negated unless you escape.

  • @Zoophage said:

    I too think keys are pretty well balanced. Imo, the problem with Moris is that the only thing balancing them is their in-game rarity. Currently, I think that Moris are too powerful; but if you add the stipulation that they only work on death-hook, I think they then become too weak. Something in the middle then... But what?

    I suggested a few times to make them activate after killer gets their 4th hook. That way he can't tunnel and kill survivors right when they get unhooked but they still retain their power if the killer manages to get hooks early. If 4 proves too strong we can easily nerf them later on and rise it to for example 6th hook. I think that would be a pretty neat change.

  • Key and mories both are as usable as players using them. Both cause strong snowball effect that can drastically shorten the game. Both could use some updates but neither should get gutted.

    Good killers can use mories to end a game really fast since then need to do 4 less chases (hooks) but same goes for good survivors. If they are good they won't get downed before first 1-2 gens pop or even more. Keys can completely evade mid up to late-game for killer. Gurading last 1-2 gens is the part of the matcth where killer is supposed to be at their strongest. I've see namy matches that seemed lost but then killer managed to defend his last gen so well that he killed all 4 survivors. Keys can evade that so they are actually as powerfull as moris but only as long as good players use them. Even with mories if you face good survivors they can do so well that even 3-4 escape before you can mori them. Neither is free win, players using mories or keys need to work for their effect to activate to give them the edge. It boils down to which played better, the killer or the survivors and who managed to start their snowball effect earlier.

    I personally don't mind facing or using either. It's part of the game and even when it can be frustrating sometimes, it can also create some very enjoyable experience.

  • @BigBrainMegMain said:

    Monitor & Abuse with Save the Best for Last.

    I honestly just want to DC every time I see a Deathslinger. He's not fun to vs at all.

    But I suck it up and wade through the bs. Even though he has no penalty for missing shots, his Aim Down the Sight speed is ridiculous.

    Plague gets her power completely removed when someone stuns her on a pallet and she has a major debuff to her speed when charging her vomit, Huntress has a windup and needs to reload her hatchets on a locker.

    It's quite unfair to say he has no punishment for missing shots. You become powerless 110% killer unless you relod which takes quite a while and slows you down quite a bit giving survivors time to reach another pallet/LOS blockers. His ADS is his main strength since his shots by themselfs aren't lethal so they get compensation in speed.

    Both plague and hunress are extremely lethal when and have massive hit recovery so they need their slowdowns to blance the power of their projectiles. Also size of their projectiles is far far far larger then deathslinger's so they are quite a bit easier to aim and hit if you don't suck at playing them.

    It's fine disliking facing him but claiming that he has no weaknesses in aspects where he actually has weakness is outright false.

  • I generally don't use them (even when I have around 1200 ebonys + tombstones) since I enjoy winning without them more. I could start using them to have easier matches but the satisfaction of winning would drop quite a bit for me.

    When I'm using them it's probably either for daily ritual or just because I didn't use them for a while and just felt like using 1 or 2.

    On the other hand I really enjoy using MM's ultra rares paired and tombstone people with them. There's something about that build that't really fun for me and I guess that's the case for people using mories. They could just like using them and that itself is good enough of a reason to use them.

    A bit of topic but I think they could use a slight nerf but not like everyone suggests (last hook mori etc) but to start beiing usable after killer gets his 4th hook. That would solve a lot of tunneling frustrations many people have with them while keeping them strong. Just a thought.

  • More waiting in lobby for everyone sounds like a great idea. /s

    Imagine how long would SWF lobby times get xD. Since a lot of killers would block at least 1 and then all 4 wouldn't be able to be paired with that killer. This feature would probably completely kill off SWF.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281398#Comment_1281398

    The idea of the discussion isnt to come up with a nerf to current Iri heads, but to toss the current addon out and come up with a completely different idea.

    I know, I was just experessing my disagreement with complete rework since I like the current effect, I agree with the mases that it is in it's current form it's quite overtuned but that doesn't make it bad deisgn.

    Although if a completely new effect should take it's place then I would probably vote for it making survivors broken for some balanced duration without any other drawbacks.

  • I think forcing Iri heads to trump other hatchet addons to only have 1 hatchet is good enough of a nerf/change. Creating new effects isn't needed imao. I like facing Iri huntress and do my best to juke her to see her having to leave me to get a refill.

  • No, flashlights are perfectly balanced. They are skillful and rewarding to use which is a good thing. Only small issue is flashlighting from a side where they aren't in FOV but that is FOV problem and not flashlight problem.

  • Well she isn't considered one of the strongest killers (A tier) for nothing. Her base is really good if you can aim/predict really well with her. She has some major limits like map dependance but even that can be worked around. People do well with killers like clown even on red ranks (since they're littered with potatoes) so I think you're more then fine.

  • @finitethrills said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280182#Comment_1280182

    While we're at it, we should do something about trapper, too, since he "moves faster than any other killer"

    Make his legs longer (or shorter ?) I'm not sure how that works so just give him a segway.

  • This keeps poping up and it's getting kind of old. Hey @Peanits go tell the person who designed Freddy's claws to make them longer (maybe put jingle bells on them also) so that people stop beiing worked up about his hits looking weird.

  • I've been enjoying it since 2016 and still am. Even with all the frustrations it has, if they become too much, I'll just take a short break and come back later.

  • No, not really. Cosmetics never determine how well someone plays, DBD is far too random for that. If there was some kind of "higher probability of good/tryhard player" the it would probably go like this.

    Basic character outfic - any different random outfit - literally the ugliest cosmetic combination imaginable - P3 any character - P3 claudette - Legacy

  • I just want to face nurses, it's a pity that they became so rare. I miss the good old days where you could see nurse almost every match, I loved to play survivor during that time since nurse is my most favourite killer to play against.


    I probably don't really have a killer I would like to see less except my teammates who's horrible decisions are the real killer most of my matches. I don't really like facing trapper since I'm an oblivious magnet for traps but luckily for me, there aren't many trappers around.

  • I had a few max 3s at basement parties a long while ago but never 4s.

  • That's the trade off for almost never beiing affected by borrowed time. Imao balanced, killer near negates one of the most used survivor perks in trade off for beiing hard countered by other one. Both situational, both can be evaded (cube with blindness for killer and stealthy non-dreaming save for survivor). I think it's fair at least, one hand gives, the other takes away.

  • Even when I enjoy to sometimes use NOED in endgame build and it's fun, I still think that it's design is unhealthy at least in it's current form. Too much room for abuse of this perk for uninteractive playstyles and general poor implementation of counterplay that has insane amount of flaws when faceing solos.

    Best would be to give it full rework into some new amazing effect that would still make it worth the name No one escapes death with less frustraing aspects. Other option would be to add more info to solo players on the state of totems so that the current couterplay is at least plausible insted of complete RNG hope your team didn't miss 1 super secret totem spot or that it doesn't spawn near hooked person/gates or that you find it under 2 min or your teammate dies etc. It has many other issues but I don't feel like dissecting them all here.

    I hope for new mid-chapter having large amount of perk reworks and NOED beiing one of them, paired with other perks with potentially annoying design.

  • @Rivyn said:

    Does it matter? We're connecting to a server, not a killer's connection.

    I suppose any info is good info, at least in this regard. Add it in.

    It doesn't but they added them for survivors anyway. I'm jealous and curious so I want it.

  • I think it's better idea to post this in feedback section. There it has better chance to be seen by devs that are affiliated with reworking perks, here it will get swallowed by other mostly complaining posts really fast. I've posted mine there too if you want more food for thoughts on reworking DS.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/151446/decisive-strike-obsession-mechanic-changes

    I don't really like this new DS idea at all.

    Those mini Obsession indication whether a survivor is in a chase or not is a great idea and should be implemented in some way along with different icons to bring solo players up to SWF level in terms of information.

    What i don't like about it is loseing the perk by starting an interaction or stunning the killer.Your idea in general makes this perk way more complicated than it hast to be.

    Change DS that it's duration expires after another survivor gets hooked.That's the only change i would think could be reasonable but for the most part DS is honestly fine as it is.

    I agree that these updates to obsession mechanic are far away from perfect and solos could use some other new features to bring them closer to SWF level. Yet that wasn't really my intention for them, I changed them mainly to help with this new design for DS.

    I don't see your point on my design beiing complicated, current DS is far less clear towards new players in terms of when it activates and why then my design is.

    Main reason that I can think of why you wouldn't like losing DS after preforming any intercation (besides chase ones) is because then you are probably useing DS as immunity perk to help you get away from extremely risky situations for free like saving your teammate from hook or something simmiliar. That's exactly the kind of behaviour I want to discourage with this new design. Also why would you think stunning the killer would disable your DS ? It falls under the chase interaction of dropping pallets and it doesn't matter if that pallet hits killer or not, it's still dropping a pallet thus it doesn't disable your DS.

    I was once supporting the idea of DS beiing disabled by hooking someone else but after thinking about it quite a bit I found that idea to be far too abuseable for tunneling from killer's side. Decent portion of scenarios that consist of saving your camped tunneled teammate mean hook trading so killers who tunneling would get much easier time to tunnel someone as long as they do a hook trade. That could become way too common and having your perk disabled due to mistakes of someone else is imao at least for this scenario, a bad design.

  • @OhHelloThere said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266157#Comment_1266157

    yes but ur perk has:

    no bleeding, no grunts of pain, no scratch marks, 5s stun

    you cant have what 4 perks give in one, that is against the "rules"

    if you really want so much good stuff in a perk, you would also need a major drawback

    There is a major drawback, you can't do anything useful for 90s. You could do a gen in that time.

  • @OhHelloThere said:

    very good idea

    but:

    remove "For 30s after stunning the killer you don't leave pools of blood, scratch marks and grunts of pain are reduced by 100%."

    why? Imagine if all 4 run DS, then they would have free Lucky Break,iron will and dance with me and could use other perks instead

    Also, keep the skillcheck

    That is there to help with getting tunneled. True tunnelers don't give a damm about some DS or others survivors or gens/wining, their goal is to obliterate survivor of their choosing so this gives that tunneled survivor a very good chance to escape after killer takes their DS. With these temporary stealth buff and 5s of time you should almost always get enough distance to completely lose the killer so that he can't tunnled you unless he finds you again which would be pretty hard.

    It might be a bit too much but with new disadvatages that my design for DS has I think it's fair to give real means to battle tunneling and not just more wasted time before killers downs you again. You get a chance to hide and start fresh.

    Remember that survivor with active DS can't anything besides runnung around vaulting/dropping pallets. If they start any interaction they lose their DS so if killer wants to get them even when they are tottaly harmless to their preassure for those 90s they'll need to work quite a bit harder to catch them.

    Also the skillcheck is imao meaningless, it beiing there is more of a meme imao (like who can't hit a skillcheck in red ranks unless their brain literally freezes) so I've removed it to make it less annoying to run.

    I think all the changes are justified and would make DS far more fun for both sides. It could certainly use some more tuning but none of the changes feels like overkill to me at least.

  • Time changes aren't imao proper way to fix issues this perk has. Fixing abuseable sides of DS is what is needed and even possibly more notifications on which survivors use it and how long does it have left. Although if changes like this were to happen, it could probably use some buffs in other aspects.

    I don't know really, it's hard to change this perk without promoting "unfun" strategies that it's supposed to discourage.

    in DS Nerf... Comment by Kebek
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