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Leachy_Jr

Leachy_Jr

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  • Guess based on how good you think the other player is. Just like a 50/50 mindgame at a TL.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669835#Comment_1669835

    *You can guess where he'll shoot, but can't outplay him.

    You can't actively dodge a shot if he's close enough, you can just get lucky, which isn't really fun.

    Yes you can, if you think he is going to shoot at a corner you can dodge making it a 50/50. Many situations can be made a 50/50 against him.

    Unless you're vaulting a window like a dummy, or going down a narrow corridor, he isn't a guaranteed down. He still has to shoot at a fixed point.

  • @thefallenloser said:

    Yikes, this is a post...

    Pyramid Head and Deathslinger both zoned survivors for free, with no consequences. if old Pyramid Head was within Punishment range, you would get hit if they had line of sight, because either you drop the pallet and get hit by Punish, or don't, and get hit regularly. Deathslinger just forced survivors to drop all pallets super early and hope the loop is good enough. You can predict where he'll shoot, but can't outplay him, just drop pallets and run to the next safe loop, not to mention his nonexistent TR that gives little warning when you'll get shot. This is a ranged killer, BTW. With no warning. At least Huntress has a lullaby.

    No one is complaining about killers who don't chase in the traditional way. Nurse is excellent and players love Huntress, Blight, Oni, etc. Old PH and Hashslinging Slasher are just understandably unfun to play against, and since the Pyramid Head change, we're moving in the right direction since survivors actually have options.

    So yikes.

    but you cant outplay him

    What.

  • @BugsGalore said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669754#Comment_1669754

    I'd say blight is pretty balanced in both the 1v1 and 1v4.

    1v4 yea he's pretty good. 1v1 though he looks waaaaaay too rng dependant and too weak in certain loops.

    I haven't really seen a "God" blight main yet, but from the basic understanding of him it doesn't look like he can do much.

    I would say doctor is a good example of a killer balanced in the 1v1 and 1v4.

  • Oh god I can already see where this post is going to go.

    As for the actual topic, I don't want killers stronger than the current best chasers as I think we have enough good 1v1 characters. Id like a good balanced killer that has decent 1v1 and decent 1v4, kinda like demo but ya know... actually good.

  • @MadLordJack said:

    Spirit: have her husk shift to her position every half-second.

    Pyramid Head: Increase his cancel time, decrease his attack cooldown, increase his wave travel speed.

    Deathslinger: increase cancel time, increase ads sensitivity, increase ads movement, decrease ads zoom, increase ads activation time, increase tr to 28m, increase chain break time.

    Nurse: Delete from game. There's no way to make her fair in a chase. Her power is literally the ability to blink to you and hit, ignoring everything you can do.

    Hag: remove flashlight disabling and create manual disabling, at a time of maybe 7-10 seconds.

    Freddy: Add snare placement slowdown, remove the drastic increase to waking someone up, and give more ways TOO wake up that aren't detrimental to the survivors.

    Title said "while keeping them strong".

  • Yes. It is justified to fight BS with BS.

  • Huntress.

    Forever Freddy.

    Myers.

    Huntress because her hitboxes are the size of a train leading to a lot of undeserved hits.

    FF because of his passives. Normal Freddys are fine tho.

    Myers because he gets an instant down ability by looking at me.

  • @GoodBoyKaru said:

    oh so i guess when i face red ranks and can win without needing to camp or tunnel they just hacked their way to being rank 1 did they?

    you dont need to camp or tunnel. feel free to, but its not a necessity. you can get 12 hook games at red ranks; it's very dificult but it's very possible.

    if you need to tunnel to stay in red ranks you shouldn't be in red ranks.

    I'm sure OP is referring to good squads, not rank 1 squads. You need to tunnel or at least prioritise hooks against them because 12 hooking them is impossible. EDIT: not even 12 hooking, you need to get someone out early in order to scrape a possible 2 or 3k.

    If OP is referring to rank 1 squads then idk as most R1 lobbies are pretty easy unless you get a bunch of good solos which is rare AF.

  • @Weeezy said:

    Before the Billy "rework", he was one of those popular killers that everyone loves going against and you know that when you get a Billy, you were going to have a good game. I used to go against good Billy's all the time and I always enjoyed it (except when they were using instasaw). Ever since the rework, I have not played against a single Billy that actually knew what they were doing. Like how bad of a dev team do you have to be to not give a ######### about the most annoying killers in the game (spirit, freddy, legion, etc.) but decide to nerf one of the most loved and fun to go against killers in this game. The thing is, Billy isn't even a bad killer now by any means, he just feels very off when you play him. From his janky animations that are complete garbage to him not having any fun addons anymore (besides a few like drift Billy and double engravings) to the overheat system that was not necessary because his base kit was fine.

    First of all, the animations. The new ones are trash and faces you downwards while in the middle of it, so when you do hit a nice curve or flick, you cant even see it. Just bring back the old ones, they were so much better.

    Secondly, his add-ons. Billy had some of the most fun add-ons in the game prior to the rework. Yes I know, there were some busted add-on combos like instasaw (double charge) and crack Billy (doom engravings + tuning guide), but apart from the charge time addons, the rest were pretty much fine. Now there are a ton of completely useless addons, such as both red addons. Any survivor with a brain will figure out that you have this and use their eyes to see you coming, rendering them both useless. The overheat addons, while nice, don't really help too often because you never overheat unless you're running engravings or something.

    Lastly, the overheating mechanic. And to be totally honest, this was not the worst idea in the world. It punishes people that like to spam their chainsaw and miss every one of them. Although, as a double engravings player, with a very long charge time, you overheat in like 2 saws and its pretty annoying to use. So maybe increase the rate of dissipation while using engravings or something. Otherwise the overheat mechanic is fine as it is.

    Please devs. Fix Billy. I'm in a discord with other Billy mains and like 80% of them quit playing him just because of this update. #BRINGBACKBILLY #JUSTICEFORBILLY

    One thing I don't understand is that when they nerfed spirit, they barely touched her. But with billy - a killer almost nobody complained about - got a pretty hefty nerf and was made pretty unfun. I don't want spirit nerfed but I just found that funny.

    Also the sole reason I never play billy is because of his god awful animations, the limping makes me feel like a 110% speed killer his chainsaw animations are just straight up broken.

    I agree he could be revisited.

  • @azame said:

    I feel like I'm at an incredible disadvantage when solo survivor. I uploaded a video where I ran the killer for 5 minutes and only a single gen was done. Also in this game a survivor had disconnected. Solo survivor is just unfun.

    I'm never matched up with players that are good or as good as me. It's always players who urban around the map or cant hold a chase. When I'm hooked I've been left to die or left to get second state.

    Out of all the swf post solo is not talked about enough. Solo is very bad right now. It's so bad that it encourages swf play because you rather not play with bad randoms.

    Just a short rant solo is just bothering me lately.

    A thing I do is I dodge lobbies that look like trash survivors (by dodge I mean leave the lobby, not leave in game). eg: If I see a default Jane I already know it's gonna be a 3v1 so I just dodge. Same goes with Nancys, blendettes etc.

    Other than that Better together or Kindered is really good for solos, DS is a must have. If you're running the smol pp build though you wont need kindered or better together.

    Bringing a medkit works as well.

    Obviously this wont guarantee a fun game but it helps a lot.

  • He has the illusion of having no terror radius because you instantly start running when he comes close. You only get to hear about 4m of terror radius before the chase actually begins.

    Plus that his terror radius is pretty quiet.

  • @EntitledMyersMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658881#Comment_1658881

    And?

    Just pick Plague anyway, lots of survivors bring medkits.

    Id rather not play plague.

    I like deathslinger and already use Forced penance or sloppy, even then the heals still go extremely fast.

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657734#Comment_1657734

    Don't forget that they nerfed him after the release. If you're using your chainsaw optimally you get punished again.

    This.

    Optimal billy play (curving, etc) has been nerfed. You're not totally limited but the overheat definitely comes into play when trying to play well with him.

  • @ClickyClicky said:

    What's the counterplay to Object of Obsession if you're playing as Freddy?

    "bring blindness add ons"

    Assuming you're already in the trial and didn't bring those?

    Every single mindgame you could try at a tile is taken away from you.

    Unironically, if you sense you're against a SWF run blindness add ons, it actually works quite well but you are still at a hinderance.

    Playing setup Freddy with snares plus blindness plus Corrupt is mainly how I would deal with object, can still imagine it still screws you over though.

  • I'm betting my left bollock slinger is going to be the "most oppressive". Calling it rn as spirit hate has died down a bit recently.

  • 10/10 idea id have that.

    If we are still buffing huntress a bit then Id address some of her slowdowns as well. She throws a hatchet and it takes a bit too long imo to get her M1 back.

    Idk, it's probably my lack of experience playing her, but I dislike how she's slow for so long doing stuff.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1654804#Comment_1654804

    You have been given a valid opinion by a complete stranger on the internet.

    It makes the argument more valid but it doesn't automatically make your arguments correct. You just won't complain about things that weaker players would.

    Of course, whether it's right or wrong mainly comes down to opinion.

  • @musefan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655361#Comment_1655361

    So you get a 2k then... or a 1k... or a 0k, what does it matter. You can still play the game to the end, earn some BP and don't ruin the game for every one else.

    Even if this person was cheating (which I doubt) in order to ruin the killers day, the killer is just as bad for purposefully quiting the game and ruining it for others.

    In fact, I would say the killer is worse because they made a choice to ruin everyones game. That Kate probably can't help having a bad internet connection.

    Bruh #########?

    No, the killer literally cannot down someone. That is an excuse to leave 100%. When it gets to that point the other survivors don't matter. The killer can DC in which they can get to the next game which hopefully works. I'm not insta losing a match just to let other survivors "have fun".

    Don't blame the killer for DCing, blame the game for encouraging the killer DC due to hit validation being badly made.

  • Deathslinger for both, I like his 50/50s.

    I might be a bit biased

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1654663#Comment_1654663

    There are no complex killer mechanics. As survivors it is prettty easy to deciver how each killer works without playing them for even a second. There is no benefit in playing killer.

    So are you telling me you can learn everything about a killer by just playing against them as survivor? And all of their counters, mindsets, etc? Because I know that is not the case

  • It's a 50/50 for both sides, he needs you to predict if you'll dodge, or commit to the pallet.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1654898#Comment_1654898

    You dont even need to be out of postion you could see him coming and a pallet could be 10 meters away but you can make it. All he has to do is press m2.

    If you are running to a pallet in a straight line, it's a 50/50 whether you don't accept bait or dodge unless he is close. There is also going path that block LOS towards pallets so it can be dropped safely (such as pallet gyms).

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1654730#Comment_1654730

    If a survivor is strafing, walk up and M1 them. The main complaint with Deathslinger is that he puts you in a lose/lose that's very similar to PH unless you happen to start your chase at a very strong tile. If you dodge, you lose a lot of distance and he walks up and M1s you. If you don't dodge, he shoots you in the back. Deathslinger can just spam ADS a few times to see what the survivor is going to do; it's not like there's just a 50/50 between dodge/no dodge.

    His hitbox for his harpoon is tiny, you only need to constantly strafe a bit. Not like huntress where you're strafing like you're trying to dodge a mini van. He's 110% speed, so you should be able to get to the next pallet despite your movement inconsistencies.

    He cannot "react", I have no clue where people are getting this from. Survivor strafe speeds are so fast and his hitbox is so small he cannot react to survivor movement period. He either baits, or doesn't bait. He doesn't suddenly shoot when he's baiting because the survivor didn't move.

    See this is a pretty clear defining factor between people who do play slinger and don't. He doesn't "react", ever unless a potato survivor vaults in front of him.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1654444#Comment_1654444

    His hits being inconsistent doesn't do anything about the core complaints with him, which is the ability to zone. Idc if the Deathslinger misses because the game is trash or because he can't aim. I care that I have very limited ability to do anything about it myself unless the killer is bad.

    If you had played slinger you would realise that it's borderline impossible to hit an unpredictable strafing survivor. If he's not constantly strafing then he's only moving at key locations forcing a 50/50.

  • @LetsPlayTogether said:

    Noone needs to play killer to understand their mechanics. I basically played near to a thousand hours before even touching killers and nothing new came to me after playing killer. This "argument" lacks all logic.

    That explains a lot.

    You can't learn a killers complex mechanics from purely playing against them, it's impossible. Demo can hit shreads that I never even imagined, nurse needs to consider many more situations than I thought, and pyramid isn't as busted as I imagined him. A lot can come from playing the killer.

  • @Tactless_Ninja said:

    Waddabout people that played the killer in question and still think they're op? Do you fall back on the "potatos" defense?

    I was more talking about killers that are found "annoying", eg people say that deathslinger has lots of lose lose situations yet these situations can be mostly avoided by forcing a 50/50. Anybody who has played deathslinger a decent amount knows this.

    But yea, it can be used to see if a killer is OP. If they still think they're OP then they need to go against actual good survivors.

  • @ccactus623 said:

    We're all guilty of this. I though the undying ruin tinker combo was overwhelming as survivor, but playing killer you just see how rng can mess with you

    I'm guilty of that exact thing lmao.

  • @MeltingPenguins said:

    how many people DO run spinechill?

    usually I'm (and maybe some new players) the only one with it when playing survivor...

    I see quite a lot of spinechill. I use it in some of my builds.

    I agree with OP, spine chill gives you waaaaay too much for so little.

  • I don't think people mean that, they mean nerfed from the state the devs originally said it was going to be.

    Original was: You gain undetectable by kicking a gen until either the gen stops regressing or you put a survivor into the dying state.

    Now it's: You gain undetectable by kicking a gen until either the gen stops regressing or you put a survivor into the dying state or until you injure a survivor.

    That's a pretty noticeable change, if the survivors aren't responsible for tapping the gen you gained undetectable for the entire chase. Plus it removed some possible strats of hitting a survivor and immediately returning to the gen undetectable.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651454#Comment_1651454

    You either dodge a shot that isn't coming and get m1'd, or you get shot. its a weighted cointoss against the survivor instead of a chase determined on actual skill.

    Someone like Billy's chases vs. Slinger, 1 is a fun, engaging interaction, the other is Slinger-controlled Luck

    For the record are we talking about zoning in a deadzone or in loops?

    Also you can read a bait, most slingers bait in deadzones so just keep on running even if he does pull his gun up and try to predict when he'll shoot.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651402#Comment_1651402

    None of what you said is an argument as to why his free zoning/hits is good for the game. Slinger complaints are not new, with this being his most common criticism.

    btw I play Nurse, she's fine but okay

    His zoning is 50/50 and isn't objectively broken. If you don't like them that's fine but you need to know that it's not "unhealthy" for the game.

  • Make it 30 seconds and make it go down 2x slower in a chase and chase only. Deactivate in endgame. Infinite DS on down is easily abusable by bodyblocks.

    Along with this give Unbreakable the requirement to pick someone up from dying in order for the perk to work.

    Boom.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650197#Comment_1650197

    Both pallets and windows are lose/lose against him. Didnt know we are trying to defend it yikes.

    He has some lose lose, but he isn't just "ah are you at a pallet? free hit!". He is mainly 50/50s, kinda similar to huntress now that I think about it.

    Saying EVERYTHING is a lose lose against him is just overexaggerating.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/194918/im-worried-for-the-executioner

    So in other words you are worried because he isnt going to be able to put you in the lose/lose situation. Nice try g

    He had to actually put you in lose lose situations, which if survivors are smart enough, can avoid most of them and force a 50/50.

  • ooooooh and a Demogorgon parkour map as well.

    Sometimes on haddonfield i just let survivors do gens while I parkour onto cars with Demo from the balconies. Fun asf.

  • @TheClownIsKing said:

    I’d like to see DS & Unbreakable get the Deliverance treatment. If the survivor successfully stuns/self revives, then they’ll incur Broken for a significant amount of time.

    That would be good for unbreakable but not good for DS. DS as a concept is really good, it's just that the numbers are too high for it to be it's intended purpose.

    If they nerfed DS and gave UB an activation condition of picking someone up from the ground, id be happy with that.

  • Ace is full crutch guaranteed. It's either a baby ace or a sweaty one, no in between.

  • Add a requirement to the perk, your version would make it annoying to use.

    Make the recovery speed 25% at T3, and make it so you have to pick someone up beforehand in order for it to be used.

    Picking yourself up is an extremely strong effect that shouldn't come lightly tbh.

  • More people need to understand that last sentence. We aint complaining because pop is now a bad perk (which it isn't, it's still pretty good), we complain because they focused on a perk that isn't an issue instead of perks that are an issue like DS and OoO.

    Good for bringing up OoO, I completely forgot that perk existed.

  • @Nazia said:

    Another thread buried because survivor mains are never silenced, give each other ass-pats, and anyone who goes against the narrative is told to be quiet and the devs will ignore them.

    It is an absolute travesty that all other attempts at an asymmetric horror game have failed because Behaviour needs a fire lit under their ass.

    Bro the thread has 6 pages and pretty much everyone is aware of the topic, its not being buried it just died like every other thread does.

    Plus it's not really survivor mains, the devs just have some very questionable thinking when it comes to perks. We are complaining to help the devs see that they should balance DS as it's kinda messing with the game.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645956#Comment_1645956

    Yes zoning does not equal lose lose however it is not a 50/50 it's more like a 75/25. If you dodge you lose distance and he catches sup and if you run he shoots you. Saying it like that you are technically losing either way. Its objectively unfair.

    I dont care if hes super fun to play as like the devs you are forgetting about the survivor side. Is that good that hes unfun as hell to play against? I can say the same thing when they removed vacuum pallets. "Its not fair becuase I learned how to loop extremely good and take advantage of the vacuum."

    It's not very rewarding to guess correctly and maybe extend your chase by 5 seconds against a slinger. Yeah he has a high skill cap but that doesnt excuse his unfair nature. You wre proving my point as a slinger main your opinion is skewed. Hes barely played? I see a good amount of slingers that's a region thing.

    I do look at things objectively and objectively slinger has a terribly designed power.

    Its a 50/50, you either predict the bait and don't dodge, or you predict the shot and dodge. That's just how it is. I've tested this against good pub squads and against my friends it's most certainly not a lose lose. It's not a spirit where she can do 70 different things to get you, he either shoots or doesn't.

    By saying you don't care if he's super fun to play kinda shows that you only care about the survivor side and not the killer. He needs to be fun to play as well.

    Also, he's not objectively broken so he's not objectively unfun. Yea if you don't like versing him that's fine, but you can't please everyone and I don't expect everyone to have fun against him. If you don't like predicting your opponent constantly, that's fine, I do. I find it a thrill. Also that pallet vacuum thing makes no sense really.

    Extending a chase by about 10 seconds by predicting correctly can mean a lot in the long run against him. If you have a long chase against slinger and at least 2 gens ain't done before he hooks another survivor, then that's on your team being bad.

    I mean, if you are really good with slinger the chase should be favoured towards you by a noticeable margin. Not unfair like old legion, but very stacked for you. And he isn't really unfair as by the reasons above.

    If you classify his 50/50s as terribly designed then the whole core of mindgames are terribly designed as well, it comes to a skill point where each side is just guessing. So either both are badly designed, or both are not badly designed.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645918#Comment_1645918

    You mean you miss once in a while and need to zone. That's fair but a good slinger hardly misses. (That's the correct wording). That's good you arent fine with his free zoning and also even if they add a delay he can still zone because of his instashoot no matter the situation his psychological effect rivals DS.

    Also I said you have a skewed view because you main him and dont want a change. That's reasonable as a lot of people dislike change. However slinger needs some type of nerf and a compensation buff.

    Ah I misworded that, I am fine with his zoning, it creates many 50/50 situations which is needed for a strong chase power. That's not objectively broken however as 50/50s are part of the game naturally in mindgames etc. As I said zoning =/= lose lose.

    What I do want is people actually learning how to be efficient against him and understanding his limitations. You can avoid most lose lose situations and force 50/50s. Not everyone will like that but it's better than having the misconception that he is constantly lose lose similar to pyramid.

    Objectively yes, changing him to have less chase and buffing him elsewhere is better, however, he is super fun to play, feels very rewarding and has a high skill ceiling. Plus changing him would ruin the killer for the people who have learned him down to the bone, learning every hole in shack, etc. Plus, he is barely played. It's putting effort into something that is going to happen every game.

    You shouldn't always look at things objectively, because if we did, other killers would require a rework when it's really not necessary.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645856#Comment_1645856

    You are prefacing it as a slinger main. You can not predict most shots. The only shots you are predicting are choke points (before running through a pallet dodge) any slinger can catch on to that. You have a skewed view because you main the killer.

    Yea, you cant predict some shots, that's why you need to zone. Ive never said you can never zone and I'm completely fine with his zoning.

    I must've missed you're point.

    Plus (unrelated, but I hate seeing people say this) most people have skewed views because they DON'T play the killer. It's why the phrase "a good deathslinger wont miss" is still around, anybody who has played him knows that you will miss eventually due to inconsistent survivor pathing.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645856#Comment_1645856

    this question isn't necessarily "should they" or "how would they" change him, its "will they" now that they addressed the similar PH issue

    That makes sense, but they're not comparable.

    Deathslinger has no where near the amount of lose lose situations pyramid has. The only place deathslinger is sorta guaranteed a hit is through windows, while if you're prepared with pyramid, both windows and pallets can be lose lose.

    Plus pyramid can't zone in deadzones, only in loops, while deathslinger can do both.

    You have to remember though that zoning =/= Lose lose. You can read a bait just as much as you can read a shot. With Pyramid though you mostly are in an animation lock and literally cant do anything as long as the PH is good.

    I understand why you would compare them (hell even I used to compare them), but they adjusted pyramid because of lose lose, not because of zoning which is what slinger has.

  • @Rivyn said:

    If they follow PHs example, he'll get a time delay added to his M2, but also a larger hitbox. I'm okay with that.

    Soooooo a worse huntress and removing the skill based part of him which is hitting hole shots.

    That would be possibly the worst way to handle him.

  • @MusicNerd_TC said:

    Slinger is my second main after blight, and I would be overjoyed if they changed his ads spam. Only bad slingers rely on this tactic to win chases, because they aren't confident in their shots.

    You haven't came up against a good team if you think only bad slingers rely on ADS spam.

  • @BigTimeGamer said:

    From the update:

    "Currently the Survivor is left with two choices: Vault the window/drop the pallet and get hit with Punishment of the Damned, or continue running and get hit with a basic attack."

    With Slinger, the biggest complaint against him is the free zoning he has built in, much like PH, and the problem of you either dodge an instant-ADS and lose distance and eventually get hit, or keep holding W and get shot. There are number of reasons but I feel most understand what I'm referring to.

    So the question is, now that BHVR have directly addressed this issue found in PH, will they change Slinger or eventually even Spirit (though she is unlikely due to how controversial that would be and this issue im referring to is more specific to Slinger/PH.)

    For reference, this is what I mean, Skip to 1:40 if it doesn't work:

    https://youtu.be/40gHL0W48HA?t=100

    You cant change his zoning and ADS time for a few reasons:

    • He'll literally become a worse huntress
    • He'll become clown tier if not handled properly
    • He'll be super unfun to play
    • You NEED to zone against good players, good players can predict most shots and it's impossible to hit a zig zaging survivor.

    Just keep slinger as is unless you want to destroy him "just because he's frustrating", and disappoint all the people who main him.

    EDIT: I usually never say this but this is coming from a genuine slinger main who literally only plays him. Changing slinger is a bad idea.

  • I'm guessing you're talking about pop and DS scene as though those are the only perks people are comparing currently.

    We don't compare their ability, gen regression and escaping the grasp are 2 different things.

    What we are comparing them as is meta perks, why would you nerf a balanced meta perk (pop) when DS is still busted and 10x more unbalanced. Other perks like unbreakable and SG just add to this.

  • Didn't know Scott lurked on the forums so much lmao.

    I don't agree with his DS rework, having it activate for infinite amount of time would be abused pretty easily, mainly for taking hits and rewarding survivors for bad unhook play. He has a good idea though.

    I would have it just pause in a chase and last 30 seconds, but it continues when you're downed. It rewards looping the killer while being tunneled and still punishes the team accordingly if they unhook in the killers face.

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