Kebek
Kebek
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- Kebek
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2524839#Comment_2524839
Ah, yeah I don't have Twitter.
Me neither. But there is that tweets by DBD window on the right side of forums here where I get my info from.
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@Veinslay said:
The Deathslinger will still be an extremely good killer. The best Deathslinger mains with thousands of hours won't even notice these nerfs. He just now has a little bit of counterplay that makes the game more fun for survivor!
Haha, sorry. But how exactly will you dodge these thousands of hours slinger mains when they're extremely precise ? Will you randomly strafe to sides when he readies up his gun ? Like you do now basically.
Counterplay hasn't changed at all, either get away before he's close or predict where and when he'll shoot based on experience on game knowledge. The spear still moves so fast it's unreactable, nothing has changes in terms of counerplay.
Only thing that has changed is his level of jankness and the option to evade chases thanks to 32m TR. In chase he's got exactly the same counterplay as before.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/282892/do-my-eyes-deceive-me
Where did you find that?
In a far away land, where dreams can become reality.
Also known as twitter.
https://twitter.com/DeadByBHVR/status/1442504401256652806/photo/1
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Ok, completely honestly, it will hurt but won't ruin him in terms of power. Even if these changes hit live (let's hope not), he'll be at worst low B tier killer, right now I'd rank him low A tier or very high B tier.
What these changes mainly do is make him clunky and far less fun to play which will push players away from playing him.
It really depens on how he'll feel on the PTB, it could be not that bad or it could be terrible. We'll see soon.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2524766#Comment_2524766
They could have done that key change the same day as the mori change.
Yeah but as I said before. Better late then never. It's still BHVR, they just do things in a weird manner.
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@Duskk said:
https://forum.deadbydaylight.com/en/discussion/comment/2524750#Comment_2524750
They’ll never address unfun things for killers though.. got it.
Let's not be unfair. Key changes are just a bit below. As long as they listen to feedback, I feel this will be one of the best patches DBD ever got.
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Because devs like to adress unfun things for survivors. That's all nice and dandy but they could have at the very least buffed some other impactful aspects of him, not 1 single useless buff that does literally nothing.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2523594#Comment_2523594
I am sorry Kebek. I think you said you were deathslinger main. It is sad to see such changes. These changes completely destroy deathslinger's chase potencial and chase efficiency(chase duration). I'll miss going against good deathslinger players.
I wouldn't say they destroy him as much as they make him jank which will push players away from him. Yet I have hope they'll listen to feedback and either delay the changes or manage to rebalance them so that it's not just bad things coming his way.
It really depends on how he'll feel on the PTB. We'll see soon, also thank you for the concern.
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@Dwight_Fairfield said:
I'd say he did. I can see tombstone piece getting changed for starters.
Hopefully just piece, Judith's tombstone + turf of hair is such a cool, thematic combo.
I would miss it so much if one of the most unique playstyle chaning addons with so many counters and downsides (that can still be decent with right build) went away.
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Exactly, these changes wouldn't suck if they actually buffed something meaningful about him.
If you remove fluency at one part, at least add it somewhere else too. But all we got was completely useless mm speed buff to ADS which you as slinger should never do.
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We might still have a chance with PTB feedback. I'd wager since so many people luckily dislike this many nerfs coming to him, there is still hope.
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I'd rather have a change that promotes using his gun and getting rewarded for longshots. 115% would make him stronger but debatably not more fun or rewarding.
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Go for nemesis, I've mained slinger since releaes and nemesis actually reminds me him a lot in many aspects. He's quite strong and pretty deep too, can't go wrong with him.
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Continue reading
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2523382#Comment_2523382
While I don't have strong feeling about the changes. This line, good slingers will stil hit their shots, is the worst thing I hear when a killer gets nerf. aka, a good X will be fine.
The statement often ignores the "good X players" that raise concerns and is used to justify any change made regardless of how crippling it is.
What I mean is that the change is stupid and doesn't solve the issue they think they're fixing.
By no means am I justifying this horrible change, the opposite, I'm pointing out how irrelevant it is and just will make him feel jank.
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No, please don't. We still have PTB right ?
Right ?
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2523658#Comment_2523658
They allowed release Trickster into live servers. I don't have much hope for BHVR reverting changes they make.
It's all we can do at this point. I don't want to see him deleted.
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They gave him his weakest addons basekit that nobody used - wanted poster & jaw smasher.
And all it cost is 32m TR so that survivors can hold W the moment he comes near, removing quickscoping to annoy the hell out of slinger players and M2 cooldown so that you don't try to use his power too much, you might have fun if you did.
Ahh if there at least was some serious compensation for such big nerfs but no, you walk faster doing something you're not supposed to be doing at all of you're any good at slinger.
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Remeber, give feedback and do your best to not allow this change into live servers if it will be as bad as it reads.
I'm preparing my fingers for all the feedback I'll give on slinger changes.
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Even when I hate couple things, overall yeah. It is a great patch, mainly because it's so big and actually full of mainly good changes.
Now I just hope some feedback will actually make it even better.
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Yeah sure buddy. That's as healthy of a change as survivors getting a stamina bar from what it reads like.
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@DelsKibara said:
Oh but that isn't all, mon ami~
https://us.v-cdn.net/6030815/uploads/GR4QOLR1FHT5/image.png
We got good ######### commons too! Yeah, it requires them to fail a skillcheck. But this is way better than the ######### they had before.
Blasphemy
The apocalypse is nigh. Pig has been buffed, end times are approaching.
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@Bangarang said:
https://forum.deadbydaylight.com/en/discussion/comment/2523468#Comment_2523468
Honestly, I’m leaning towards the latter right now. If it’s going to be as bad as I think it is, I’m probably done with him. Which will annoy me as he’s my favourite killer.
Might I suggest playing Nemesis, I've been maining slinger hard since his release and found nemesis really fun and actually quite deep.
I'm sure you'll love him if you spend some time on him. He's really similiar to slinger in quite a few aspects.
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@Bangarang said:
https://forum.deadbydaylight.com/en/discussion/comment/2523382#Comment_2523382
I don’t think it even comes down to ‘good’ or ‘bad’ Slingers to be fair. It’ll be completely dependent on the team your against. If people know to look behind them, it’ll make it a lot harder to land a shot, now that it’s blatantly obvious when you’re attempting to shoot. This is what made his ability to quick scope so powerful in the 1VS1.
Ofc it'll make it harder but slinger will still has the control over landing that shot as long as he's got enough FOV.
That's not going away, it's just even harder then before. But with enough precision more then possible. The fun aspect is imo really all this is about, it might be fine so that the 32m is the only big nerf or it might be terrible and he'll be so frustrating to play that nobody will bother.
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@Bangarang said:
https://forum.deadbydaylight.com/en/discussion/comment/2523317#Comment_2523317
Obviously I’ll wait for the PTB, but it sounds horrendous and I don’t really see the point of playing him anymore. Which is a shame as he’s one of the few killers I have genuine fun playing. If you have to walk around aiming your gun, it sounds like it’s going to be incredibly easy to make him miss. Sounds so engaging. 🥴
I mean, good slingers will stil hit their shots just fine with a bit more limitations. Survivors won't be able to dodge them no better then now. I am not concerned about his viability all that much. The nerfs will hurt but he wasn't really able to beat great SWFs before so yeah.
I just feel like this change will make him feel jank so much that many will just drop him since it isn't fun to play him anymore.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2523294#Comment_2523294
Their risk is not high if you can bless another Dull Totem. So they will probably not be good.
I hope so, otherwise it will be a pain to play against. No MoM n.2 please, we had that already, didn't like it then, won't like it now.
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I really hope it doesn't feel terrible.
I really hope it doesn't feel terrible.
I really hope it doesn't feel terrible.
I'll miss him so much if he'll feel ######### to play.
Please don't kill Nemesis next, he's been my slinger n.2 for some time. At least I still have him.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2523235#Comment_2523235
As many have already said, the effects of boon totems could be close to pointless for all we know. Could we wait to see their effects before complaining? Also just because the dev update implied that you could relight them, doesn't mean you can, it could be completely possible that survivors can only carry out a blessing once per match.
But why would you take a perk with long activation conditions unless the effect was amazing when there are perks like DH or BT.
I think the fact that the perks are basically equivalent to hex totems (high risk, high reward), they effect are supposed to be very good.
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@Peanits said:
Replenishing toolboxes is something we kept in mind. The benefits to recharging your toolbox would be offset by the time you spent hiding in a locker. Overall, you'd be better off working on the generator (even if you don't have a toolbox anymore).
The thing is, survivors control the pace of the game. Pressure for killers starts to build up once they chase someone or set up traps etc.
So if 4 survivors hard rush 1 gen with toolboxes before killer can react and do so again later with replenished toolboxes (which they replisned while all hiding so that killer can't gain pressure = time in lockers doesn't really matter in terms of slowing the game down), they can delete 2-3 gens so fast that killer can't possibly patrol them and interupt them.
Ofc this is mainly SWF issues as solos will never be able to coordinate this but still. Sounds very frustrating.
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Sounds scary doesn't it.
But if so, can killers rebuild their hex totems if they get cleased ?
Or is that a survivor privilege since they wouldn't enjoy a perk that can be permanently removed without the option to re-activate it.
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@NomiNomad said:
I don't think this is all keys have in store. From the anniversary update, they mentioned complete key reworks.
I think this is kind of a bandaid fix, until that happens. Still a very good change imo.
Better late then never.
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Wow, they might have murdered his fun aspects. Depends on how it feels in game, can't tell without playing it.
Glad I don't play as much slinger as I used to as these changes seem terrible to people who play him. Nerfed time to shoot and gave mm speed buff while aiming which is useless to him.
Great, just great.
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Trapper
But out of the 3, it would go like the most fun is Twins, a lot of fun is Billy and not great not terrible is Freddy.
I like facing twins, they're rare and outplaying victor is fun. Freddy is mostly generic M1 killer in chase which doesn't give all that much room for exciting gameplay unless you love going against M1 killers.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2517110#Comment_2517110
If his lunge was nerfed, hit and run wouldn't be so effective.
If you used healing perks or medkits his hit and run wouldn't be effective at all.
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Now I want stage themed cosmetics.
Come, BHVR. Give me that sweet Magician Ace outfit already.
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I see nothing out of the ordinary.
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/2514450#Comment_2514450
Maybe you don't know how blood warden works, go read it, because saying "leave the match" doesn't actually make you magically be able to walk through the BLOCKED gates.
Have you tied not opening the exit gates prematurely and open them when you actually want to escape like any good survivor does ?
I expect no since everyone who knows about BW's existence expects killer having it and plays around it just like every killer tends to play around survivor having DS.
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Counterplay: Leave the match you've basically won at that point and don't give killer free 4k.
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When he carries people.
Or when you really want to be chased.
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I don't want to play against trappers though ahhhhhhh
Well, at least they finally did another perk buff pass.
Spirit might be dead (not S tier I mean ofc) too but a bit early to say.
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Nurse + Doc would imo be the most busted combo.
Doc protects the best 3 gen with shocking only while nurse has free reign to kill everyone.
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And is should be reworked Underground complex once ST leaves DBD.
It would be a waste of work to just scrap a good functional map and not use it for anything.
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For the second time. Then third, fourth etc etc
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But he was completely useless on his PTB and everyone agreed since it was true. His hitboxes were terrible to the point his power never ever worked, always failing so naturaly we didn't know it was bugged or just not working properly.
If PTB blight was released to live in the state he was on PTB and stayed that way, he would be at best very low B tier.
Luckily for him, those issues with hitboxes were adressed otherwise he would be dead on arrival.
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I have extremely and I mean EXTREMELY low expectations that devs will actually manage to make boon totems balanced.
From the little we know and the rest that we can assume, they'll be another mess that devs will add, ingore most of the important feedback and leave busted or broken for at least 2 years before they'll get to second round of attemting to make them healthy part of gameplay.
Well, they'll probably be fun for survivors so cool I guess. Hope the que times won't be too long.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2504836#Comment_2504836
Does that really solve the issue though?
Yes, survivors wouldn't be able to bypass gens anymore, only gates just like mories can't bypass catching survivor 3 times before removing them.
What else is problematic about keys but survivors escaping from the match before they do what they're supposed to, gens. Nobody really minds when final survivor escapes through hatch when everyone else is already dead and killer basically won.
Yet for some bizzare reason, devs can't do a simple number change to the most busted item surivors have that is equivalent to old mories.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2504789#Comment_2504789
They can't do that change without changing the 4man escape achievements, and changing achievements on console is a huge pain apparently.
Why, just finsh all 5 gens and all escape through visible hatch with a key bypassing gates. Entirely possible.
It's literally a perfect change that accounts for everything problematic with them if you want to evade full rework.
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Haha sure.
Before my teammates were terrible. Since MMR, 80% of my games end in 4-6 min with all 5 gens done and killer having max 3-5 hoooks. Pure solo survivors with not even meta perks at all, just good survivors vs killers with meta build, all of them. blights, spirits, wraiths all of them lose.
Maybe improve your gameplay so that you get good teammtes too.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2504703#Comment_2504703
Probably because it was easier to balance moris out, it was just a value change.
I believe keys need to be completely replaced as a mechanic.
They don't, fixing them is EXTREMELY simple.
Make hatch spawn once all 5 gens are finished or only 1 survivor alive. Simple number change just like mories.
Perfect fix for now, no premature escaping the match just like no premature kills with mories.
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I'd say if you're good slinger, it doesn't matter what perks you bring as long as you're on point.
Ofc amazing survivor teams who spread perfectly are not really beatable but that depends on many factors.
If they feel like using strange build, I say more power to them.
Other then that, M&A is great as it lets you get closer, if you're getting spine chilled, just learn to walk backwards to gens. Prison chains are great as long as you go for trick shots on very specifit tiles or for longshots. Good addons are addictiong on all killers, his ones are good but nothing crazy.
Finally, I'm extremely disappointed that there is 0 mention of surge. Use it, it's severly underrated on him, I'd take it over pop or ruin any day.