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Leachy_Jr

Leachy_Jr

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Leachy_Jr
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  • Demos power is one of the best designed powers in the game. Abeit being a tiny bit weak, he has the full potential to be an actual perfect killer.

    He won't be getting a rework, but as @Pawcelot said, I'm just betting on some cool skins.

  • No one, right now every single content creator who takes balance seriously is flawed in some way or another in what they want with the game. They look at the game through their eyes and what THEY want for the game, not what the valid part of the community wants and what would be healthiest for the game.

    I will say though, the closest to becoming dev worthy is most certainly Otz.

  • I would like compensation, but not the ones you listed.

    Maybe Rift shards, Bloodpoints and a few shards would be good as the game is borderline unplayable. Just to catch up on the progress we lost assuming we did play the game at the time.

  • It is only 5 minutes. Not really the end of the world and you are not fully prevented leaving the match.

  • Matters HOW I didn't get any kills.

    Did I play bad? My fault, I'm not too mad as I acknowledged I played bad and could've done better. Especially if I was close to a victory.

    Did I get boned by something out of my control (eg map RNG, Broken survivor perks)? Eh, now I'm a bit salty as there was nothing I could've done to combat it.

    Very rarely do I get 4 man escapes as slinger is a great killer, when I do I either play bad against a good team or have the unluckiest map RNG to the point where I cant catch anyone. I'm glad I have them types of games though, it helps me improve on what I'm bad at.

  • @Exerath1992 said:

    -_- and? Who cares, the tree is tiny, go around. Sure, its not ideal, but geeze, not a big deal buddy. (Killer main here)

    The killer is forced to take a longer route, possible forcing bloodlust as he isn't catching up at a good speed.

  • Here's the thing: If matchmaking actually worked you wouldn't need to have a built in camaraderie. As the teammates you were matched with would understand you were being camped and would power out gens. But ya know, my teammates would rather sit and do nothing for minutes on end.

    I would say the issue you're describing isn't a camping issue, but more of a matchmaking issue.

  • Meh, the breakable walls can really mean something in mid game, possibly between the difference of a win or loss. Here's my take:

    Ironworks: 100% survivor sided. Semi infinite pallet if the main door is broken which can sometimes be required to catch a survivor or to have better mobility around the building. God window upstairs until you break the door which is the most absurd breakable wall in the game IMO.

    Groaning Storehouse: More survivor sided, the window in the main building near one of the exits still exists which is a pretty absurd window if you play it right. Breakable wall at the main window is absurd and can cost some time. Not as survivor sided as ironworks as some of the main pallets are gone and it's pretty easy to create deadzones and 3 gen on the map.

    Suffocation Pit: Still has like 7 chained Jungle gyms in the centre so still one of the most survivor sided maps in the game. Plus it's massive and incredibly easy for the survivors to split gens.

    Shelter: Pretty big but it comes down to your RNG. If you get a bunch of TL walls it's killer sided but if you get a bunch of Long walls it's survivor sided. Plus, not many gens spawn close to the centre so getting a 3 gen is hard. Easily the most balanced MacMillian map currently.

    Coal tower: Still haven't fixed the semi infinite window (instead they buffed it????), but the map size and gen locations save it. Wall at the main building downstairs is alright, you would need to break it depending on your situation. Overall a little survivor sided now but still a map I enjoy getting.

    I much prefer the old versions tbh, they were the peak of actual good map design aside from Suffo pit.

  • Hey uh, this entire thread is a kinda too long didn't read, so sorry if I make you repeat something xD.

    Freddy's killrate is highest for 2 main reasons:

    1 - Extremely easy to utilise: Slap a rank 10 killer on him and he'll beat most squads, where with another killer, he wouldn't as the player is bad. It's extremely clear that Freddy just rofl stomps noobs as all ranks up to like maybe rank 2 and 1 just because of how easy he is to play.

    2 - Literally designed to do well against solo Q: Freddy is very reliant on mistakes and snowballs off them very easily, and as everyone knows, solo Q makes lots of mistakes due to crappy MM and lack of communications.

    Think of it this way - Oni is probably the biggest noob stomper in the game. If Oni took no skill his killrate would be higher than Freddy's and I guarantee that.

    Plus, my dud, you're taking conclusions from stats in a game hell bent on RNG and matchmaking. Freddy gets stomped against 4 mans.

  • That would literally kill him. No.

    It's borderline impossible to hit a 15m+ shot against an actual good survivor, so that buff does nothing.

  • @MeltingPenguins said:

    I'm not trying to badmouth or ridicule you, I'm just baffled. Because while some do have legit points about what needs to be tweaked about him (LBR, M&A is an overall broken perk, not just on him), I commonly see behaviour in matches against him (whether playing myself on either side or watching others) that are just baffling:

    1. The seeming refusal to learn about him on survivor side.
    2. The ignorance towards his powers.

    1 : One of the first things a lot of Deathslinger players do in experience is get into a custom match and see what he can shoot through/over. Meanwhile a lot of people that complain that you can't loop him (at all) etc seem to try and run him at spots where it would seem obvious that he can shoot through/over.

    2: The weirdest thing is still what some people do at the open gate. Like, sure, healing there gives extra points, but... if he's standing right there and you saw the reload animation going through, why would you still stand there, healing and teabagging? He has a gun that can pull you back to him. Forget those few points and run. Especially people who complain about his 'quickscoping' (which isn't actually something you can't pull off by default) should know better.

    So, why? Sure, he needs some tweaks, but he's still not as impossible to counter as some seem certain.

    As a little FYI, there is actually not that many people who hate deathslinger, it's just that small minority is very vocal and "wElL mR bIG sTrImMeR sAiD iT sO iT mUst bE tRuE!!!11!!" is used a lot. Plus all of casual streamers just follow the bandwagon because if a killer isn't billy or demo, they're immediately deemed "unfun".

    The influx of deathslinger threads we had a while ago were pretty much all made by one person with a few exceptions. Not saying that there wasn't any hate, but there was far too much for how many people "hate" him.

    A good example is looking on threads that ask "Which killer would you want deleted/reworked?" or "Which killer is most unfun to you?". Most of the responses are a mixture of Hag, Ghostface and Legion. There are a few people saying deathslinger, but nowhere near the amount that most people say there should be, people expect him to be universally hated, which isn't true. They're just kinda stuck in this hole where if anyone else thinks otherwise that deathslinger isn't fun, then they're wrong, and opinions don't matter. Of course this isn't everyone that hates slinger, some can accept opinions, but some people can't.

    Obviously, I cant take the entire playerbase off of the forums, but judging by the fact that a good majority of people on the forums are actually decent at the game, I can make a pretty accurate guess that deathslinger isn't hated near as much as you might think he is.

    Back to the actual topic, yea I agree with what you said. I don't think he needs tweaks tho, he's fine where he is now.

  • Trapper or billy. If I had to choose it'd probably be billy.

  • @mightygiraffe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688636#Comment_1688636

    I guess it depends what ranks your playing at but I've deffinitly been bullied by very, very good billy's that moped the floor with us, so killers with a gamble to them aren't very necessary and kinda seem cheap. Thinking of it now that would be the cause of so much salt and people dc'ing all the time. Losing a bs mindgame isn't fun.

    Sounds like you and your team played bad if you got moped by a billy who relies on mistakes and survivors grouping up.

    Killers with 50/50s are kinda needed as every other killer that doesn't have this are so easy to loop unless they have something else like a trap in place. Doing a bunch of mindgames is needed to catch good players as they will eventually fail.

  • @mightygiraffe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688624#Comment_1688624

    There's plenty of killers that have minimal mindgame and it is much more fun that way cause you need actual skill as that killer and not just luck.

    I mean nah not really.

    Compare him to billy who is classified as a "fun" killer, a good survivor will have him looped for upwards of 2+ minutes if he plays safe.

    As Billy, you're relying on mistakes, NOT your own skill. Obv if you are not good you will be looped longer, but a good skilled killer should never be able to be reliably ran for minutes.

    These 50/50s is what makes chase killers like PH, Slinger and Doctor good.

  • They're slow in the sense that it takes a while to balance things.

    Unfortunately OoO isn't talked about enough as it really only effects matches at quite high level, so the chances of it being nerfed is low when compared to DS and undying.

    Also SWF makes the game the most money, so the devs don't want to nerf them.

  • I can already see people drawing conclusions from flawed statistics. Great.

    Cant wait to see this used in an argument/debate.

  • I would very much like a SWF indicator as it seems that the devs aren't even trying to balance it. But unfortunately, as @NursesBootie put it, people would just dodge to get easier players as that's just what people do. They are never going to be able to get SWF down to solo Q or solo Q up to SWF so versing solo will always be easier.

    I reckon a better solution to SWF is balancing it accordingly and giving a double bloodpoint bonus for each person in a SWF. So if there is 4 people you would get 400% BP. This would kinda sort out SWF bully squads who derank to get bad killer, after playing, even if they only get lets say 10,000 BP, they get 40,000 as a kinda "hey that match sucked, here's some compensation".

    However, this is required that the devs ACTUALLY balance SWF, and judging that SWF makes the most money SWF isn't going to be nerfed any time soon.

    So yea, we kinda in a lose lose with SWF until the balance team nerfs it.

  • @MasterofSFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681885#Comment_1681885

    You don't need mobility when you have an attack that passes through obstacles.

    Also, this whole "when things are done perfect" argument doesn't fly, it never does. Survivors will make mistakes unless they're top-tier, sweat with friends. When I said "Power-packed" I think you read that as over-powered. They're not the same thing and his kit is packed.

    Ah yea mb I thought you meant actually over powered.

    Even then though, I still wouldn't describe his kit as packed. Freddy is what I would think of as packed. Mobility, chase, passive pressure, tracking. Pyramid has Chase and a bit of pressure, his tracking is so weak I wouldn't even consider it a thing.

    If you're talking stacked as in, he is really strong in what he does (because he is, he screws DS and has one of the best chases in the game), I agree, but if you're talking all around I still disagree as he fails on some fronts.

  • @MasterofSFL said:

    Over-packed kit. Pyramid Head can deny an area, track you, mori you, ranged attack (with no drawback) and immediately send you to hook.

    He's the Jack-of-All-Trades killer, with no real clear weakness.

    He has no mobility.

    His tracking is reliant on survivor mistakes.

    Doesn't "deny" an area unless you aren't stepping or crouching over torment (for some reason).

    Mori on death hook*

    Ranged attack with a reactable telegraph and a long cooldown.

    Pyramid lives and dies by his anti DS and his ranged power due to how little else he has in his kit. Thankfully his raged power is pretty good during animation locks.

  • "But you rarely see good nurses!"

    When was the last time you saw a genuine good deathslinger?

    Back to topic, nurse has many 50/50s which gives her counterplay. If you can read your opponent correctly you will win in a chase until you're stuck in an uncounterable situation like a deadzone or such. Saying "A good nurse wont miss a blink" is about as absurd as "a good deathslinger wont miss a shot". It's completely unrealistic and kinda shows someones inexperience playing a killer.

    Plus, people have had up to 4 years practice against nurse, while more recent killers who are complained about have only been out for a bit. If people actually had practice against slinger and PH, they really wouldn't be complained about as much. Still would be complained about because survivors don't like killers with strong chase, but complained about a lot less.

  • I posted a discussion on ruin undying explaining why I think it needs a nerf, the first page was actually civil with only 1 (as far as I can remember) calling me a survivor main while with 1 glance at my post history it proves the opposite. Then it went a downhill from there, but it didn't turn out as bad as I thought it would.

    In fact I notice that a lot with balance threads, first pages and second pages are usually pretty nice and civil. After that it usually gets worse.

    Back on topic: I agree with what you said. I think Ruin Undying is interesting because it's one of the only things on killer where Ive thought "yea, that needs a nerf". Seeing peoples responses on it is interesting whether I disagree with them or not.

  • @Falkner09 said:

    "walking to a gen is not skill"

    Lol but it's skillful for a survivor to spawn within view of a gen and walk 10 feet to it, ok survivor main. No self awareness at all.

    Way to go taking something completely out of context.

    I was saying walking to a gen with hex ruin active did not take skill - which it doesn't, nor did I try to say that survivors walking to gens take skill. In fact comparing survivors walking to gens to killers walking to gens with ruin is stupid as they have no correlation, survivors walk to gens to complete their main objective which is balanced around not requiring skill. Killers with ruin walk to gens to get free regression that I think they shouldn't get.

    Also, if you literally glance through my comment and post history it's extremely easy to tell that I am most certainly not a survivor main nor have survivor sided opinions. Ruin Undying is just so absurd that I have to talk about it despite it being on the killer side.

  • @danielmaster87 said:

    The aura reading for Undying could be nerfed but otherwise I don't know how to nerf it without killing the perk.

    Make it non hex, make it transfer the first lit totem the survivor cleanses and that's it. Nerf aura reading so you can only see them when on a lit totem.

    Side nerf: Make lit hex totems slightly louder (not by too much, by 2m).

    I want to make it more consistent in what it does but make it weaker overall.

  • @Flyguy115 said:

    you need a nerf.

    Idk what that means but thank you.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676147#Comment_1676147

    This is highly incorrect. This might work out against some Tournament Squads (but I know, every Forum-Killer goes against them all of the time), but not in regular DBD-Games, even with SWF-included. Dropping Pallets immediatly and not killing the team by doing so would work at max on Ormond.

    Most Maps dont have many Pallets, even tho they are safe, which creates some bad situations (and honestly, there should be way more Pallets, but less safe ones) where god Survivors can run around Killers who need to break the Pallets and bad Survivors throw the few Pallets on the Map so that their team does not have any ressources left.

    Like, I regularly have games where Shack Pallet is gone at 5 Gens. Like, just thrown, who needs it anyway. So saying that Survivors can just play safe and win is not correct at all. This only works if your team is actually doing stuff AND you have the right Map for that, but I can assure you that at least the first point is not given that often.

    But a solution for that would be that instead of having 8-12 safe Pallets, every Map has like 20+ Pallets where like 2 or 3 are safe and the rest is quite unsafe. But sadly something like that would not work out since Bloodlust exists.

    I'm not talking like instantly dropping like my boosted solo q teammates, I'm talking like looping something maybe once where you are in a good position and then dropping, without risking a pallet respect or a mindgame. As long as your not against an anti loop killer, filler pallets like on macmillian are safe as hell and you cannot mindgame them even if they decide to loop it. Same goes for most other maps like badham.

    Windows are an infinite resource, so they can use safe ones if any are on the map. Thankfully on some maps these windows are weaker than pallets due to them being infinite, but some maps don't follow this rule (looking at you hadnofun).

    The most common example of insta dropping is C wall gyms, where there's just a pallet and a short and long wall. Looping around the long wall allows too many possible mindgames for the killer, so most of the time they are used in a needed situation or when chaining tiles together to get rid of bloodlust.

    If survivors do this there is almost nothing the killer can do unless they have a powerful anti loop power like slinger, spirit etc. The only maps I can think of where doing this would end up in the survivors having no pallets would be swamp and shelter. Other than that the gen location, map sized and gen speeds on all other maps all allow survivors to play safe as hell and take no risks.

  • It's probably because survivors can just play safe and allow no possible outplays and because of how absurd gen times and maps are they never run out of pallets.

  • It's super annoying yea, but it doesn't need a nerf.

    I don't know why your saying that maps no longer have chained tiles, thompson house still has a possibility of chained tiles and the new reworked maps macmillan still have filler pallets that are 100% safe and have no vaults. Badham is probably the 3rd or 2nd most survivor sided map(s) in the game due to the absolute absurd loops and buildings.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673389#Comment_1673389

    You can't dodge slinger. See, you can only GUESS if he's going to shoot. Thats not dodging.

    Yes, it's a prediction on where you think he is going to shoot.

    The exact same thing happens with huntress as you do not know where huntress is going to throw until shes already thrown it.

    So, it's either you can dodge slinger and huntress by predicting them correctly, or you cant because apparently predicting isn't a dodge?

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1674363#Comment_1674363

    But it's like playing against Hag: you need to crouch the whole way through to counterplay it. That's annoying and makes you waste time like crazy, so it's a lose-lose.

    Just because you can't use DS doesn't make it a lose lose.

    Yea sure, you still get DS basically removed. But if you didn't have DS being tormented means next to nothing other than a tiny bit of saved time on the killers end

    To help against him do either:

    • Save super late in the cage (so just before death or 2nd stage). This means he has less time to kill you and your teammates have more time on gens before you die.
    • Keep him looped for a good enough duration after being uncaged so gens get done.
  • @CalamityJane said:

    Nah nah nah. It's not able to be counterplayed until a popup comes up every time he shoots to ask the survivor if they would like to be hit.

    It doesn't matter that you can run in ways that make it hard for him to hit, or take a shot at all.

    It doesn't matter that after you're hit you and your team have ways to stop him getting a hit/down from it AND stun him.

    If the killer can use their power then they have no counterplay, are OP, and are 'boring' to play against.

    hahahahaha

    Like a little yes or no question whenever deathslinger presses shoot in comic sans font saying "Would you like to be hit here? Yes ------- No."

    I vote for that or making deathslingers spear move at 1m/s.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673630#Comment_1673630

    Could you hold @Kebek in chase as survivor then. Since he has just a strong ability. Could you hold an extremely good slinger in chase? Just a genuine question no need to set up a match.

    No. because I can't read him every 50/50.

    If you give me 30 TL walls to run, I'm eventually going to fail a mindgame and get hit. That's just how the game is and Slinger is designed to be 50/50s.

    Lets say I could read everything he does, I could genuinely have him looped for a while, but I can't read him every time and I shouldn't be able to read him every time as he is a good slinger player.

    You shouldn't be able to reliably loop an extremely good killer player playing a killer whos power is solely in a chase. You can still loop him for a bit if you somehow guess every 50/50 correct, but expecting to loop him easily is unrealistic.

  • @ALostPuppy said:

    Why can't Deathslinger mains accept their killer is BS in a chase and just move on lmao. You don't have to open dozens of threads to try and convince people your main is more fair in a chase than we think. Just play who you wanna play who cares

    There's a difference between acknowledging strong mechanics and spreading flat out lies about a killer due to lack of experience as or against them. The amount of arguments made that come from people just not knowing deathslinger is insane.

    Even then, some people just hate on deathslinger to hate and follow the bandwagon.

  • @Kbot22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673576#Comment_1673576

    Yeah but you at least have some idea and can say "okay I need to get behind something" instead of just getting instant sniped with no way to know when he was going to shoot. Hence counterplay.

    Why aren't you running behind cover anyway against slinger? You don't need a warning to get behind cover, it should be pretty obvious to do it anyway.

    That's not slinger lacking counters that's you misplaying.

  • @Kbot22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673498#Comment_1673498

    Yeah obviously, but you have a much higher chance of avoiding something if you have a general idea of when it is coming. With deathslinger you have no real idea of when he could shoot because he has instant ads.

    You still have no idea when it's coming, she could hold it for ages and then cancel or throw instantly. That's where your prediction comes in.

  • @Kbot22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673310#Comment_1673310

    Yeah but here's the thing, huntress actually has a windup to tell you when she could be getting ready to throw a hatchet. Deathslinger can just instantly shoot you with no way to react.

    Imma just quote myself:

    Knowing when she might throw it doesn't make it completely dodgeable, knowing where she will throw it makes it dodgeable.

  • @not_Queef said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673365#Comment_1673365

    It being more predictable makes it more dodgeable.

    Keep up.

    That makes no sense.

    That's like saying "ok she might throw a hatchet in a few seconds. I still have absolutely no clue however where she is going to throw it".

    Knowing when she might throw it doesn't make it completely dodgeable, knowing where she will throw it makes it dodgeable.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673310#Comment_1673310

    You can dodge Huntress's hatchet pre-emptively because she moves at 77% speed while readying a throw, but you cannot react to a max-charge hatchet unless you're basically across the map. Deathslinger should behave the same way, because his speed while aiming down sight is 75% and his projectile speed is the same as a max-charge hatchet, but he doesn't because he doesn't need to stay in that stance for a few seconds to shoot like Huntress does. He can just quick scope, meaning he hardly slows down at all because he's hardly spending any time at that 75% speed. That's the problem with Deathslinger. If he was forced to ADS for a second or two before shooting and especially if he also had a cooldown while lowering his weapon during which he couldn't M1, survivors would be able to alligator run and make him miss just like they can for Huntress. As is, if you try to dodge pre-emptively you're taking an M1, and if you don't you're a sitting duck for a quick scope.

    Her movement speed does not matter when it comes to dodging, all it means is that she catches up slower. If she holds she's just a really slow deathslinger that throws trains. It's still by the logic of some people not dodgeable because the movement speed doesn't matter, the projectile speed does.

    You can already do small strafes side to side and move totally unpredictably to the point where it's borderline impossible for him to hit his shot. Along with dodging at corners despite if he has drawn his weapon or not - this is where he turns into a 50/50 whether he will shoot or not.

    More importantly, he is not lose lose like you are proposing. If you start going around a corner he has to guess whether you will dodge or not. He doesn't react to what you do, he guesses along with you as survivor strafe speeds are near enough instant. This lets you dodge him.

    As for reference, I do think that you can dodge both a slinger and a huntress, I'm just pointing out the hypocrisy of people saying you can dodge a huntress but not a slinger by using the same logic.

  • A windup doesn't make it dodgeable, it makes it more predictable. Plus even if it does have a windup - according to people who say you cant dodge a slinger - she will get the hit anyway because it travels just as fast as slinger.

  • The argument mainly comes from not being very good against him, also you made very good points.

    Huntress has the exact same projectile speed when fully charged with the hitbox of a train and apparently you can dodge that.

    If you can't dodge slinger, you can't dodge huntress. Take your pick.

  • Overrated:

    Tinkerer - Really only gets use on about 3 killers, on others it doesn't really do much due to how loud they are.

    Inner strength - Get out of the locker and do a damn gen you 4head.

    Underrated:

    Brutal strength - Good for zoning and a huge QOL improvement for killer.

    Camaraderie - Godlike against camping killers.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1672482#Comment_1672482

    Idk, I'm not a good slinger, but what I'm trying to say is, you didn't ever juke a deathslinger, the deathslinger missed.

    So you can't dodge a good huntress then because a fully charged hatchet moves at the same speed and has a bigger hit box.

    It's not a dodge, it's a prediction. If you could dodge his harpoon or huntress they'd be clown tier.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1671695#Comment_1671695

    Just eat the stun. Eat it early. Presume every survivor has it, and attempt to try an eat 4 stuns by mid game. Problem solved.

    Let me just throw my game getting all 4 DS out the way. That's really good counterplay that.

    As for OP, maybe if you run it on spirit, nurse, hag and Freddy then yea id say that's pretty smol pp. Other than that all the other killers are fine with it. Nobody cares if a clown runs ruin undying or a Slinger or a Plague etc.

  • Id have to say map design is the biggest issue rn.

    EDIT: nvm i'm a dum dum and didn't see that you said you play survivor. Still man, BBQ isn't that big of an issue.

  • Can it be truly balanced? No.

    Can it be balanced more than the current state this game is in? Yes.

  • @ABannedCat summed it up perfectly, IDK why the devs just don't do anything to make the sides less toxic. They could literally remove the clicking sound effect from flashlights and they'd become much less toxic and annoying.

    Also, I think another big part of this games toxicity comes from certain toxic streamers and content creators. Sure, most of the toxic ones have died off but they're still most certainly here. They promote toxicity as though it's a fine thing to do.

  • @MeltingPenguins said:

    Another thing: what is it with several red ranks doing the following against deathslinger:

    They're in a chase. They do look behind them. The see Deathslinger being a little to the side. Instead of running/dodging to the other, they do a 90° turn and run straight across his line of side like a metal duck in a shooting booth at the carnival...

    WHY?

    Probably too used to all the huntresses they've versed of which have the hitbox of a bus. They need to dodge at a 90 degree angle so they don't get hit.

    Of course because deathslinger's hitbox is smaller they don't need to do that, but they do it anyway.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669894#Comment_1669894

    I don't agree, especially with the Nurse and Huntress sentiments, mainly because the difference between the two is that there is a clear tell for when they'll use their power. They both have a bit of wind up that just doesn't exist with Deathslinger. He can just spam ADS until he has a clear shot or closes distance.

    Where huntress throws is a complete guess along with where nurse blinks. Nurse could literally blink on top of you, to your left, right etc by doing a quick turn just before she blinks. You need to predict where she will blink. In fact if she wasn't just guesses she wouldn't be the best killer in the game rn.

    If you know slinger is just spamming ads you can keep running, if you suspect he is going to shoot then you can strafe slightly. Not one of the big strafes like what you need to do against huntress, but extremely inconsistent strafes that make you a 1/100 to hit.

    If you still can't reach a pallet in time don't end up in a deadzone against a ranged killer.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669867#Comment_1669867

    I think there's a pretty clear difference between guessing how another player will use a loop and guessing if and how a killer will use their power. Guessing should not be the entirety of interaction between survivors and a killer's power.

    There really isn't that much difference, if I expect the slinger player to be bad due to cosmetics, movement, other actions in game etc I will dodge more obvious shots. If I think he is good I will change it up and dodge in some areas but not in others.

    That is exactly how TL walls go, if you think the killer is bad, he wont double back. If you think he's good, you bait. If you think he is very good, he will double bait so you need to vault. You only have 2 options remember, vaulting the window or not.

    Plus not justifying slinger with this but nurse and huntress also boil down to guesses especially at high tier play.

  • Favs against:

    1. Slinger
    2. Doctor
    3. Oni

    Favs as:

    1. Slinger
    2. Legion
    3. Pig/Freddy (cant decide)
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