Leachy_Jr
Leachy_Jr
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- Leachy_Jr
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The right way to approach this is by buffing going for separate hooks and not getting someone out early.
The reason you're getting tunnelled is because is one of if not the best strat to do currently, especially against good teams.
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It's big sad because I know slinger generates a lotta salt and I can't see it :(
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@TicTac said:
@TheClownIsKing Otzdarva did a 50win-streak with clown. Did he use the bottles correctly or not? If you could confirm it, i could use his video to learn it.
From the video I saw he did use the bottles in an efficient way. Probably not the most efficient way but deffos better than what most people can do with the bottles.
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You should create some videos showing how these bottles are used. I thought they were borderline useless until I watched pro vengance use them and tested them in a custom with my friend. Now while I'm not convinced he's top tier, I am convinced that he is better than I thought he was.
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Once I saw "Overpowered bubba" I knew this was going to be a high quality sluzzy post.
It was a good read, thank you for your thoughtful opinions Sluzzy.
I think you should reconsider your opinion on bubba however, he isn't that great.
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play twins and turn it into a 2 gen strat by parking vic near one of the gens :)
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Deathslinger.
I hated the "cowboy" theme before he released, now I love it. The only character I have all cosmetics on is him.
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Some issues in your buffs and nerfs that would kill twins:
- Victors charge speed needs to be reduced heavily if you're gonna nerf his movement speed, along with making victor last longer on lockers when holding survivors in. (Without this compensation victor would be too easily counterable)
- Victor should not have that 2 second delay unless his range of detection is buffed. Without the range buff this would massively hurt their pressure and hurt their 3 gen potential.
- Camping with charlotte is part of twins' playstyle, that does not need nerfing if anything id buff it. Victor however you should not be able to easily camp with. Id say reduce the distance where vic can be released to 10m, then nerf victor so he cannot be placed within 20m of a hook.
As for victor dying after downing 2 people, that's just absurd. It's entirely the survivors fault if vic manages to slug, and with the reduce MS his slugging ability would be nerfed already. So that doesn't seem necessary.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2047545#Comment_2047545
Ideally it should not happen, this is true. But you cannot hand hold everyone, if someone has still problems playing Killer, they should really consider to git gud. Killer got so much easier, IMO it is a little bit too easy now.
And you will always have people asking for more and more.
It really is not easy unless matchmaking blesses you with constant potatoes.
When the MMR got added in even some of the top killer players were complaining that the games balance was totally wack. 4 mans with map offerings, DS UB, etc. The only killers that really stood a chance were spirit and nurse and maybe some of the top blight mains.
I do agree that very very very few games should end in 3-4 minutes, but 5-6 minute games which still give killers no chance are entirely possible and can be easily recreated by getting a 4 man SWF. This is disregarding killer skill aside from maybe the top spirits and nurses, which will still do bad due to horrible perk and map balancing.
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I mean the fact that laceration goes down after a while is a complete game changer for me.
What's even the point of them having infinite range if there is literally NO reward hitting a shot beyond like 18m. Plus keeping laceration would be a big buff and allow better chases and better snowball, similar to ghostface.
Maybe if laceration didn't go down id be hyped, because that would be new main potential.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2043112#Comment_2043112
Dead Hard has requirements to use it. You have to be injured, so it's totally useless against insta-downs. And it gives you 1 1/2 seconds instead of 3 seconds.
That's not really a requirement, because most instadowns in 95% of situations can be avoided.
Once again, doesn't really matter about the duration, that 1 and a half seconds of distance is more than enough to cover up a mistake and extend a loop by another 30 seconds.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2043089#Comment_2043089
Which makes no sense since all the other exhaustion perks give you more distance than Dead Hard.
Dh is used when you need the distance, so essentially on command.
Lithe, etc have requirements to them that make them good in certain situations. Dead hard can literally be used at every loop that isn't a super unsafe pallet.
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Yes.
People just want to keep their "E to undo mistake" perk.
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@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/comment/2038823#Comment_2038823
Spoken like someone who loves to abuse a mechanic and doesn't want anyone taking away their fun. It by passes the intended design of the killer. Therefore it is abusing a game mechanic which is a reportable offense. Thats in a nutshell what cheating is.
I'm literally console, so I can't do either the 180 oni flick or the j flick on blight.
If it had no counter then sure, id understand why people want it removed. But once again all I see is survivors whining and refusing to adapt to a trick that doesn't even change the game that much and only increases the skillcap of versing and playing these killers.
Also, it's only a reportable offence if it has a detrimental effect to the game, eg infinite mend legion. This doesn't. Some unintended game mechanics are recognised by the devs like the tractor tech, and even mclean himself knows about the j flick and at the current date he has no plans to remove it.
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Oh no the twitter 3 heads who think j flicking is cheating are on the forums now.
They both have counterplay, so I don't care about it. It does nothing but increase the skillcap of versing and playing blight and oni, which is almost never a bad thing, and it most certainly isn't a bad thing in this situation.
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@CryptFriend said:
https://forum.deadbydaylight.com/en/discussion/comment/2036475#Comment_2036475
I think you're missing the point of this thread, and it's almost impossible to be a worse killer than Nea, so I really don't think the changes are that bad.
The goal was to nerf killers wasn't it? I still nerfed deathslinger but made him still fine to play. Nobody would want to play slinger if a base 2 second wind up was added.
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Not a good change for deathslinger, here's an actual good one:
MS is now 115%, but still has 24m TR
ADSing takes 1 second, when you first start ADSing, his speed starts decreasing to 110% after 1 second (when you can fire), then 105% after 2 seconds.
Remove noise notification when being aimed at.
Have 2 detection zones: Make a hitbox for environment and another one for survivors. Make the environment hitbox the same size it is now but make the survivor detection zone much bigger than the harpoon, similar to a huntress hatchet.
Increase the amount of charges on the chain from 100 to 120.
Increase reload speed by 0.25 seconds.
Decrease missed shot cooldown by 0.25 seconds.
The changes made there in your post would make no one play him, which isn't the goal here.
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Finally someone doesn't Overrated oni in the top 5, he's nowhere near there when he spends half the match as an M1 against good survivors.
Legion and freddy are a bit too high tbh, some other odd placements as well. Other than that I like this list.
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It would be very cool to see the result but I already know it'd be broken.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2022718#Comment_2022718
I mean why should they? There's literally a thread on this forum right now talking about how people target streamers constantly and tunnel mori them, I don't see why they need to then put effort into being nice.
The person span a deathslinger a few times saying "yooop nice power" and then the killer DC'd like, regardless of whether the player was saying that or not the deathslinger gave up and quit out.
I mean yes, just as much as the people who mori streamers should.
She literally called him a dumbass, idiot and was incredibly taunting. As well as teabag. Instead of acknowledging that hey it's not very nice, she don't care. Even when said to her that some people might look up to her as a content creator.
Also nice tweet :)
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@Seanzu said:
Lol this clip was absolutely hilarious and anyone seeing it as something personal is being ridiculous honestly.
I mean, someone directly pointed out that if someone saw this it would discourage them if they were the opposing side. Instead of saying something to excuse it eg the fact that they were drunk, they went straight to saying "Don't care".
They really do not care about the other side.
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@Yumyumtasty said:
Streamers that basically play this game like a Job shitting on people who MIGHT play this game every weekend. This is why I only watch ScottJund or Otz because they at least realize that.
People say "hey you're being a nob here" and they respond with "don't care", really shows what type of person they are.
I'm so glad that Otz, tru3, tofu, etc are the top streamers, even if I disagree with some of them in terms of opinions. At least they aint ######### people.
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*response to TunnelVision*
Remove the pronoun please so I can keep this post up as long as possible thanks :)
EDIT: Lmao "it". Like they're sub human. Ty anyway.
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@BlindMole said:
The fact that idiots like these exist i can understand, the fact that people actually chose to watch them however.... It's just sad, sad that the more toxic content you put out the more people will watch it.
The one benefit of toxic creators is that they have barely any viewers, because nobody actually wants to watch a toxic person be a nob to the opposing side.
Personally if I come into the stream and see you being toxic you're not getting me to stay around, and from the looks of it not many other people want to either.
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@Botiz said:
I know the clip you're on about, I ######### hate people like that, they can't use "I was drunk" as an excuse really when they literally call themselves a "Toxic DBD Survivor Main" in their bio too.
Always found it super strange how people can be happy and proud they're making other people's experience awful. Of course they were using the most crutch build too in the clip
1000th post and I'm probably gonna get banned for it lmao.
Yea, it's even worse when fog whisperers do something like this as well, as many are still incredibly toxic and a detriment to the games health.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2021563#Comment_2021563
Correction: They were asked for BUT only for killers to make new beneficial path's through maps for the KILLERS ONLY.
They were not wanted as a way of making new infinite loops until broken which the developers are mainly using them for.
Not only for new paths, but to be added to improve map design. EG: The breakable wall that prevents the badham gate window from becoming an infinite. That's a good breakable wall.
Things that walls would also be used for is making some gens less safe due to less options of escape. Lots of maps have gens in just completely safe locations, adding walls to some escape routes would benefit there. It's why I actually like the breakable walls on game as it provides less escape routes for any gens nearby.
But as most things, they're added in a way where you're forced to break it and not put any thought behind it. Making boring gameplay.
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My comfy deathslinger is laughing at all the male survivors who have to sit in the fog with no onesie.
for real though felix in a onesie would be very nice :)
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@Phasmamain said:
I’ve never had an issue with sensitivity before as an Xbox player
You think you don't have issues until you see how fast PC can turn. Look at Blight and nurse on pc when compared to console.
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Why.
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@TheClownIsKing said:
You haven’t outplayed them if you’ve allowed them to be speared in a position where they can break the chain. And what does it matter? It still inflicts deep wounds.
This.
Good deathslingers wont shoot if your in a position where the chain will break.
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It's why NOED is unironically fun on him, so yea it's fine.
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/2012713#Comment_2012713
Why would i take a video game seriously?
Ah so it was bait, got it.
You are on a forum about dead by daylight, if people didn't take this game seriously then the forums wouldn't exist and people wouldn't be on it debating with people.
Everyone would just take this game as casually as fall guys, despite this game being built as a competitive game where people verse each other and try to win. People WANT to win, some people cannot take this game casually which isn't a problem.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/2012657#Comment_2012657
The "skill argument" is bs. Even Otz lost all 5 gens in 3.5 minutes a while ago and he basically lives in the Entity's realm at this point.
3 minutes Id understand, no killer should have 5 gens in 3 mins unless you're literally chasing 1 survivor or they devote full genrush builds.
4-5 minutes is more understandable, this means you've actually split people off of gens at some point. 5 mins for 5 gens is still insane.
@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/2012667#Comment_2012667
Oh no, he lost 1 game out of 1000 😨
Is this bait, I know this is the typical response of some streamers who do not take this game seriously at all.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2012542#Comment_2012542
Well now there's the question if you should balance the game around the top 1% of survivors, and I really don't think so. Solo Q still exists and it's some of the worst times you can have in the game because as a rank 1 you'll get matched with new purples.
Balance around the 1% because the main reason solo has it hard currently is due to matchmaking. Nothing balance wise is preventing solos from being good, just the MM.
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@YourNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/2012518#Comment_2012518
Sure but facts are here, most DC/suicides i see are against those killers. Everytime i face one of them someone DC/suicide and if not the game is terrible and everyone dies really fast doing less than 10k points lol... i susually do around 20k in those conditions but the trial is not fun at all.
Point of this thread is not to argue if those killers are balanced or not, they are not fun to play against at all and the survivor community will continue to leave trials against them if they are not reworked.
You've got to understand that the main cause of survivor frustration is because the average survivor is bad at the game.
Not saying you can't dislike versing some killers, I hate versing Demo, Mikey and huntress. I understand that killers like deathslinger etc can be frustrating.
But most of the survivor community still vaults windows in front of deathslinger, still refuses to play safe against a spirit, still doesn't run through a hags web when carrying, etc.
Assuming a perfect world where the survivors you were matched with were all good at the game, the DC/suicide rate would drop. Not to 0, but just drop.
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It's mainly opinions on what survivors "enjoy" versing.
Sure I can understand iri heads or a good nurse running busted perks being OP, but everything else comes down to personal preference of what you like versing or not.
In terms of balance, slinger, freddy, hag and possibly even spirit aside from add ons is balanced.
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Take the 5% off of pop, put it on base kick regression and buff pop back to 60 second. Basically your first idea.
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Yea I take pleasure in knowing that swing chains paint brush freddys are just taking their anger out on the next match because they just got their ass whopped.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2004103#Comment_2004103
I mean....
I can get away with it once or twice but a blight with half a brain working might catch onto it.
I'm not getting chased only once or twice
Well yea that's when it becomes a mindgame, so then if he keeps predicting you start running away and countering his flick you continue running the loop normally.
This requires you to read what he might do, ya know, mindgaming.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2004048#Comment_2004048
So by what you say.
... Running straight into him? I would've preferred if you said running not around the loop where he's gonna flick but the moment he wants to flick run away from the loop, vertically i mean, not left or right since that's where he's gonna flick. Even then, the flick and hitboxes are quite forgiving so it can still connect since his attack is not stopped by environment and only stops once it makes contact with a survivor. Not much to do tbh.
What if he has good reaction? I'm dead
Is it really a counter if he can COUNTER IT himself...?
You run back away from the loop instead of running it like you normally would.
He cannot react because to flick you have to do it in 1 frame, so he has to guess if you would continue the loop or predict the flick. Basically making it a 50/50.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2004048#Comment_2004048
Do you have a video showing an example?
I don't sorry as nobody really clips it. Ive seen it happen a lot to xeno though.
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You can actually counter the flick by running the opposite way you think they're gonna flick. EG, lets say you're looping around a car and he goes to flick around the car to hit you, you can run away from the car to avoid the hit.
Of course he can counteract this by predicting you will dodge it, but then you can counter that by continuing the car loop. It basically becomes a 50/50 so I have no issue with it.
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Instead of punishing people playing effectively, something should be done to make NOT tunnelling viable.
As much as people want to deny it, tunnelling someone out early is THE most efficient strat in the game, and is crucial for beating high level teams especially on unbalanced maps.
Instead of adding something like this in - which buffs SWF by a lot and punishes the killer for playing smartly - something should be done to make going for separate hooks viable.
Once we are in a state of the game where you can separately hook everyone and everyone has an even chance of winning, then something like this can be implemented. Until then, tunnelling will remain the best strat.
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In terms of fun id say iron will but in terms of viability you will do better with dead hard.
Id take both, but if your build is weak id take DH, but if your build is strong id take iron will.
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I thought twins were bad. They really are not.
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Highest ive seen legit is devotion 40 which is penzi_
Too bad he's really toxic, but i guess that's what 11 thousand hours does to you.
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Depends on map rng but overall deathslinger will be better in most situations, especially against good teams.