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LordGlint

LordGlint

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LordGlint
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  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454524#Comment_1454524

    If they were being slugged it not considered a game being hostage. Only thing that considered is being an ass to another person. I would have just dc from that game and went on to watch tv.

    His teammates kept healing him while he was being slugged which halts the bleedout bar. They couldve kept him in the game while doing that indefinitely.

  • @RoMainPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454676#Comment_1454676

    Scott recently made a video about that very subject, I think it's an interesting watch.

    https://www.youtube.com/watch?v=7007JzDroCM

    I've seen it and while I dont agree with EVERYTHING the guy says, this video is pretty spot on.

  • @Mak0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454421#Comment_1454421

    Sony has always been tight on cross progression and play. Their finally starting to ease up but it's not a walk in the park to convince them to let your game have it.

    Microsoft is no excuse since they actively encourage cross play and progression

    Idrc if the game is on stadia more people get to play the game and who are we to be mad that more people get to play the game.

    With a game like DBD and all it's DLCs, cross progression gets kinda sticky. Each company gets money when you buy a product through their platform, but what happens when you buy abunch of DLC on steam where its often times cheaper... Should you get that stuff on Xbox with Microsoft not seeing a dime?

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454637#Comment_1454637

    Because survivors don't want their broken stuff fixed, they want to keep it AND nerf killers.

    You're saying THEY alot like anyone who's ever clicked that "play as survivor" button is some kind of hive-mind. You're thread isnt "Lets get rid of the broken stuff" its "stop complaining about MY broken stuff". When you go into these discussions, rather than acknowledging than someones complaint is infact valid... you are discrediting it because survivors have broken stuff too, and the conversation breaks down because you've successfully established a killer vs survivor mindset. "THEY" dont want this. Sure you have people on BOTH sides of the debate who are extremely skewed, but just because one person doesnt see anything wrong with keys, but moris are the devil... doesnt mean thats everyone. Alot of people would be completely fine with tossing both.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453926#Comment_1453926

    You'd lose. I play in sweat city. Try slugging, they're up in 20 seconds. Hit and run, they're healed back up. Down someone, there's two people waiting for a pallet stun or flashlight, chase one and the other is healing. Everyone knows where the pallets are broken.

    https://forum.deadbydaylight.com/en/discussion/comment/1453928#Comment_1453928

    I understand the frustrations of playing survivor, but they need to buff solos, not nerf killers. Its not the strength of the killer, it's the weaknesses of your teammates.

    https://forum.deadbydaylight.com/en/discussion/comment/1453946#Comment_1453946

    I can't help but notice the bugs and matchmaking, since it mostly hurts killers.

    Both sides have OP and broken #########. Your initial post is saying a survivor isnt allowed to call out killer OP broken ######### because survivor OP broken ######### exists. If someone complains about a mori, instead of coming at them like "Yeah, moris are broken...keys are broken too. Lets address both" you're coming at them like "STOP COMPLAINING!!! YOU HAVE KEYS!!!"

  • @Toybasher said:

    OG Freddy wasn't weak and was mid-tier at worst.

    His base-kit had BEST IN CLASS Stall (Something killers want desperately due to gen speeds) and tracking. (Which allows harassment of survivors to keep everyone off gens)

    His stealth was probably second-in-class. His small terror radius (IIRC it was hag-size on a 115% killer, and can be made NON EXISTANT with Red Paint Brush and M&A) combined with the dream world fog and mist made him hard to track or notice.

    The only weak part of Freddy was his chase. Even then it wasn't that bad. Yes you wait 7 seconds to make the survivor vulnerable but during that time you're flickering in and out of existence. You usually start the dream transition right next to the survivor and not many killers can get a hit in within 7 seconds of spotting the survivor. With addons it can be as low as 3 seconds.

    If you tunnel one dude at a time and take long chases you'd have a bad time. Freddy's playstyle involved a ton of disengaging from chases, glancing at survivor auras to see who's doing what, breaking a chase just to re-sleep a guy who woke up, catching people out of position in dead-zones, stressing survivors as much as possible (I loved the OG pill bottle. First sleep on a survivor you can usually get a gen-grab, all subsequent sleeps you can run after someone else and the survivor will run around like a chicken with their head cut off expecting a Freddy who isn't coming for them) etc.

    After all the pallets are down (and Freddy's stall put even hostage doc to shame) survivors were screwed.

    OG Freddy felt similar to OG Doc and I miss the juggling playstyle.

    I always loved hitting people with the sleep beam, then just waiting around the corner. Quite often I would find someone working on a gen at shack, so I'd sleep them then wait just outside the window for them to INEVITABLY vault it just as they finish the sleep transition, lol

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452953#Comment_1452953

    What happens when the only thing you face is rank 1 swf? That's the whole point of this thread, at the very top, survivors destroy killers. If you're dying as survivor, you can improve to the point of never dying. Asking for nerfs to killers will only widen the gap at the top, making killers leave the game.

    That leads to red ranks sucking up the entire killer base, making life miserable for everyone except red rank survivors.

    Typically those SWFs teams your talking about arnt the horrid sweat squads you fear anyways. While things like OoO is pretty broken in a SWF squad, proper pressure and knowing when to drop chases can win you games with any killer.

  • Posts like this one just go to further incite this stupid killer vs survivor mindset on the forums. You can't get anyone to sympathize with your problems and stressers if your going to turn a blind eye to theirs and claim that they dont matter.

  • Quite afew ppl actually enjoyed old Freddy. He was the first killer I hit rank 1 with and most people just fail at seeing his advantages is all. Old Freddy sucked in the 1 v 1 aspect of the game, which is the part inexperienced killer players hyper focus on, but he was a master of the 1 v 4 aspect if played correctly.

  • @Mr_Big0718 said:

    I always run double duration, as running one it’s hard to actually see a difference. But with 2, the difference is definitely noticeable.

    @ZackaryFreeman said:

    Yeah most of his add ons are just horrible, but there are some that are decent.

    There's 3 reliable add on combos that I usually run and think are the best.

    First one is stacking duration add ons : Stolen Sketchbook + mural sketch makes it much more possible to chain hits.

    Second one is 1 duration + 1 pin add on : Stolen Sketchbook + Legion pin makes the best combo, inflicting broken status can really counter medkits and help fortify slowdown builds like Thana + Dying light. You can also use mural sketch + defaced smiley pin as a bootleg version of the first but it still works very well.

    And then there's stacking cooldown fatigue add ons : Cold dirt + Joey's mixtape, so that they reduce the stun fatigue from 4 to 3 seconds (you can really feel the difference), this allows for much more aggressive play but less chain stab potential.

    There's also the Iridescent button that's good, but I rarely use it, if you plan on using it though, you should combine it with Stolen Sketchbook.

    Finally I personally think that the rest of his add ons are completely useless, recovery is dumb because you don't need your power once everyone is injured, the blade add ons barely add anything and frank's mixtape + stab wound study is a a complete joke nowadays as it is literally outdated and only worked with Legion's old power.

    Edit : Oh I didn't even think about the detection add ons and the fuming mixtape, but then again that just proves how useless and forgettable these add ons are.

    @Volfawott said:

    Duration add-on so probably the best no doubt about that.

    Cooldown add-ons are probably your second best the only reason I won't to consider them the first is because you usually have to stack properly see the results.

    Iridescent button is probably your next best one

    Good now that we describe the good ones let's get through with the other ones.

    Increased killer instinct add-ons -

    I have no clue what possessed them to change these from speed add-ons to this but these are terrible you basically get the vision on people you can't hit.

    Relatively knowing people in your general area is a lot better not only for chaining put for knowing things like if anyone's going for a hook or if anybody is is sticking around to complete a generator.

    If you want to know where people are in the map just use iridescent button it's a lot more useful and it basically gives you a whole map reading. For the love of god please we work these add-ons or just rather them back to increasing speed

    Faster refill add-ons-

    Honestly just solely depends on just how much you plan on using frenzy remember you can't down with it and the only reason you would want to hit injured people is typically to get information and waste of time.

    If you plan on using frenzy as a time waster and for information consistently they're ok not good not bad just ok.

    If you only use frenzy to injure people and you don't use it much outside of that these are useless to you.

    Pins

    Please can work on specific builds mainly defaced pain and the Legion pin however do keep in mind the best strategy to go up against Legion is usually to just work through your injuries and complete gens as they can injure you efficiently healing tends to be pointless. So unless you have a bill that punishes people for not healing this is usually not the best to run. Niche but can be very useful.

    Fuming mixtape-

    I feel like this add-on was just slept until Legion because Wraith just got it too to remember we had just finished with the mid chapter update where he got the add-on rework and the next chapter right afterwards was Legion's.

    But in doing all of this completely forgot why it was good on Wraith.

    * Wraith can choose how long he spends in cloaked mode meaning you get ample amount of choice to work with your decisions on what gen to go to.

    * you can maintain your fast clock speed get to the gen kick it and still be able to run after any survivors around and use your uncloak speed Boost.

    Legion however fails on both of these accounts.

    * frenzy is timed meaning you can't really analyse what's the right time to go to.

    * usually friend he's not going to get you to certain gems after that time you have a 4 second stun at which point you usually aren't going to be able to chase the survivors as efficiently if they are working at the gen as you're on cooldown from frenzy.

    Is it a bad add-on not necessarily it works well with Pop Goes the Weasel and it's not bad if you use a recharge add-on or a generation add-on but it's not good either.

    Honestly it feels like they just tried to copy and paste Wraith ultra without realising just how much it doesn't work with Legion's power in comparison with Wraith. Definitely needs a bath or just a full-scale rework to something that's more appropriate to their power.

    The cursed add-ons-

    Alright I save if these dumpster fires for last.

    Franks mixtape and stab wounds study are the worst add-ons in the game.

    It is always something I use as proof that the Legion rework and add-on pass was rushed.

    The fact that these add-ons somehow haven't got changed yet is actually very concerning.

    Rework them rework them hard. Hell wt this stage also rework the icon so I don't have to be remember what what a vile taste these things were. They were disgustingly uncounterable on the initial release of legion and now they're so pointless you'll get better results playing with a blindfold.

    @[Deleted User] said:

    Any addon that affects, or does the following:

    • Duration.
    • Cooldown (when stacked).
    • Status effects.
    • Iridescent Button.
    • Mending.

    The following addons are terrible and you shouldn't use:

    • Power refill time.
    • Deep Wound.
    • Generator auras.
    • Killer Instinct.

    This thread is over a year old, let it die. Dont necro it.

  • It works better against certain killer attacks. If a nurse blinks for example, they cant open the locker until they go through the fatigue afterwards, so you can leave safely then. Ive also seen people use it to successfully dodge a hit from Demogorgon's shred. Oni's 1 shot has abit of a windup so you can jump in a locker if they're winding up for THAT, then jump out afterwards so you hopefully have enough time to get to a window or something before they can windup another.

  • @Vox_Nocturne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453431#Comment_1453431

    And afterwards Gary Liniker is in the studio: "So I apologise to all our viewers for that. I can assure you that Nea has been confronted for this action, and is currently against a rank 1 Spirit match, and we have some news? Okay, Chris Kamara has more"

    Chris Kamara - "It's a bloody massacre Gary!"

    Then it shows the Spirit in the backstage interview seat picking splinters out of her face.

    "Yeah, I KNOW I'm a ghost and shouldnt be affected -RAWR!!!- by physical objects like pallets, but... Nea's a twat. Also its a tick -RAWR!!!- I cant help it so please stop drawing attention to it."

  • Did you actually COUNT the pallets? Also did you just chase 1 survivor through pallet city until finally downing them before ever choosing to chase another target?

  • Did you actually COUNT the pallets? Also did you just chase 1 survivor through pallet city until finally downing them before ever choosing to chase another target?

  • @rottmeister said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453401#Comment_1453401

    I'd take that.

    I would swap out DS for it in my main build. Q&Q + Head On + Inner Strength + this perk 👌👌👌

    Edit: spelling

    I wonder how it would work for the locker you teleport to. Would it be a random teleport, or maybe it can ONLY teleport you to one of the basement lockers.

  • @Vox_Nocturne said:

    It could turn into a comedy, like a more brutal version of Takeshi's Castle or Total Wipeout.

    Having Richard Hammond commentate on a match would be amusing, and having those backstage segments @LordGlint mentioned, it gives me vibes along the lines of Match Of The Day!

    Interviewer - "So, Evan. That was a disappointing performance out there, and you must have felt gutted by the result"

    Trapper - "Yeah, well, you know, it was a tough match, and certainly that's not the way I expected it to go. I understand the fans will be upset by this, but basically, you know, we need to learn from this and come out stronger the other end"

    Interviewer - "Do you have anything to say about that Nea play? Did you think that was a foul"

    Trapper - "Yeah, well, you know I do think the governing body should do something about that drop onto the top of the car where I couldn't get her, and I'm surprised that was not picked up on but, you know, at the end of the day you gotta just move on"

    Interviewer - "Thank you for your time"

    Trappet - "Yeah".

    Trapper loads into the match to see an OoO user

    "Its ok Evan...you got this...This is gonna be a GREAT match"

    Narrorator- But it was NOT a great match...

  • There would need to be some serious requirements for something like that, like it takes 10 seconds of sitting in a locker to work and you cant do it within the killer's TR.

  • @rottmeister said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453360#Comment_1453360

    LOL that image is now stuck in my head

    Actually, a locker teleport perk could be a fun survivor perk. Probably with the cost of a huge cooldown, 1 time usage or something like that. Combine that perk with Head On and Inner Strength and let the fun begin. xp

    That would just be HELL. Survivors already manage to quick and quiet mid chase into a locker for Head on plays, imagine doing it to just teleport across the map as a way of breaking chase.

  • I could see it alot like a reality TV show where it'll show a typical interaction (Meg stuns trapper with a pallet, then T bags abit), then it cuts over to a the 1 on 1 interview where Trapper is sitting down backstage talking to the camera.

    "Ya know, I REALLY thought I would be RESPECTED when I took this job, but I'm not and they dont get it that killers have feelings too"

    Cuts back to the match as Meg meets up with Nea working on a gen.

    "Did ya see that awesome pallet stun? Baby killer is probably gonna DC any second now, lol"

  • @Financial_Stability said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453307#Comment_1453307

    That's why there's a wide berth so that you can implement these types of perks in many different ways. Remember we can use some form of teleportation to stationary objects (say lockers or gens).

    It doesn't have to be movement speed, but if it was it would have to have major drawbacks, this I think everyone understands.

    Teleportation is something I could see in a killer power, but not in a perk. You're not gonna see a killer like Oni squish into a locker so he can step out of one across the map.

  • Anyone who's ever used PWYF knows just how big a deal even 5% movement speed is. This is NEVER gonna be a thing without some sort of huge downside or buildup.

  • If you slug a person, then start EGC...theyre not gonna die from EGC. Theyre gonna bleed out first.

  • Id suggest Feng since all of her perks are pretty useful for a newbie. None of its really top tier or anything, but its all still pretty handy.

  • Feel like dragging someone into the upside down wouldve made a great mori. You just have Demo make a portal and grab someone by the leg. They despritely grasp at the ground trying to avoid going under while screaming, only to completely disappear and demogorgon to come back up with his mouth dripping blood.

  • On a different note...What kinda mad lad killer uses a Haddonfield offering?

  • @Veen said:

    take a moment to notice he outperformed a rank 3.

    The rank 3 probably died on first hook because everyone was too scared to save them.

  • I've been running STBFL so that IDEALLY you're able to land a normal M1 hit and recover fast enough to nail a shot before they get too far.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450389#Comment_1450389

    Being downed doesn’t automatically equal being outplayed. I’ve had plenty of Billy’s chainsaw nowhere near me and it’s counted as a hit. So I don’t class ridiculous hit boxes as being outplayed. Anyway, we’ll agree to disagree. I understand the point you’re attempting to make, I just don’t agree.

    Oh yeah, getting downed due to crazy lag and ######### is a completely different topic.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450408#Comment_1450408

    You cant be sure of that , and it's certainly not how the devs described it..this will likely affect how every hit looks

    I wish I had bookmarked where I read it. Basiclly your still going to have some degree of lag. Theres never going to be a world where lag is never a thing, the new system is just going to get rid of the really atrocious hits where your 10 feet away. Those are examples of cases of extreme lag. The cases where a Huntress hatchet hit you even though it looked 1 foot away from you...Thats EXPECTED levels of lag and yeah, thats still a hit.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450320#Comment_1450320

    No but itll certainly make reactionary gameplay much easier especially with the double tick rate..I'm honestly worried of the repercussions

    It wont literally at all. The ONLY effect it has is in cases of extreme lag. Other than that, the system will basically be off.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450328#Comment_1450328

    Well I would personally zig-zag towards a pallet if I was near one. As that’s a good way to take away his ability to shoot you. But I don’t just run to pallets, against any killer. I look for loops and ways to get out of their FOV. The whole aim for my chase with a killer is to waste their time and ultimately escape. You don’t do that by just lingering around pallets.

    I already said you can’t compare him with Huntress. Two completely different abilities. She can down you a lot easier than he can. I’ve played her a lot and you don’t even have to be accurate with her hatchets, considering how ridiculous her hit boxes are.

    I see more matches lost to a Huntress then I do a Deathslinger and that’s because a lot of people don’t know how to play him. On console I rarely face him. I think I see Freddy, Legion and Doctor the most. Clown and Deathslinger are a rarity nowadays.

    Im not claiming Deathslinger is winning alot of matches. Alot of his kit is HORRIBLE in the 1 v 4 aspect of things. Im just saying his counterplay is to just guess when you need to zig as opposed to run straight because he has 0 tell. That and pre-throw pallets to make his gun as useless as possible because you cant risk giving him an opportunity to make a shot matter. Ultimately thats not exactly a thrilling interaction. We HAVE examples of STRONGER killers than Deathslinger with more fulfilling interactions in chases. If you get chainsawed by a Billy, its because you got outplayed. The chases COULD be really freaking short but at least it doesnt feel like a cheap down that you couldnt really avoid. You dont really get that with Deathslinger.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450273#Comment_1450273

    How is me running side to side to throw off his aim not me outplaying him? That’s like saying when a survivor 360’s a killers hit the killer messed up for missing. It’s not always as simple as that. Some people are good at making you miss hits. I’ll often run in a straight line and then erratically move side to side and it more often than not will make a Gunslinger miss his shot because he can’t predict where you’re going to be. I had this last night when I was playing as him. There was a Dwight who always seemed to know when I was going to shoot, even when I faked it. He would move in unpredictable ways so I couldn’t tell where I should try to quickscope him. I personally would say in that moment the Dwight was outplaying me. As he was deliberately making it hard for me to shoot him. The thing a lot of survivors struggle with is they either spend too much time looking behind and end up running into walls and just being M1’d or they just move in a straight line. Which is exactly what you SHOULDN’T do against him. Every killer in the game needs to be approached differently. I constantly see him being destroyed in red ranks as very few people actually know how to play as him. If you’re against a really good killer, the chances are, you’ll probably lose. It’s just how it is. Deathslinger isn’t problematic in the slightest. He’s rarely played as it is and adding a cool down to him would make him virtually non-existent.

    And I feel like I should once again point this out...I'm not saying he's OP. Survivors can 100% slam out gens and leave. He just has the same issue old Legion had. Legion being able to FF stab someone 4 times was time consuming but basically unavoidable.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450273#Comment_1450273

    How is me running side to side to throw off his aim not me outplaying him? That’s like saying when a survivor 360’s a killers hit the killer messed up for missing. It’s not always as simple as that. Some people are good at making you miss hits. I’ll often run in a straight line and then erratically move side to side and it more often than not will make a Gunslinger miss his shot because he can’t predict where you’re going to be. I had this last night when I was playing as him. There was a Dwight who always seemed to know when I was going to shoot, even when I faked it. He would move in unpredictable ways so I couldn’t tell where I should try to quickscope him. I personally would say in that moment the Dwight was outplaying me. As he was deliberately making it hard for me to shoot him. The thing a lot of survivors struggle with is they either spend too much time looking behind and end up running into walls and just being M1’d or they just move in a straight line. Which is exactly what you SHOULDN’T do against him. Every killer in the game needs to be approached differently. I constantly see him being destroyed in red ranks as very few people actually know how to play as him. If you’re against a really good killer, the chances are, you’ll probably lose. It’s just how it is. Deathslinger isn’t problematic in the slightest. He’s rarely played as it is and adding a cool down to him would make him virtually non-existent.

    You running side to side in itself is just guessing that I'm even gonna take a shot. Unlike Huntress who has an actual windup and everything... Deathslinger doesnt. That shot could come at ANY moment and unless you plan on zig zagging to every pallet...

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450119#Comment_1450119

    That won't be much of an issue after the server hit validation I thi k

    The server hit validation will only actually change anything in the event of extreme ping. If the killer is lagging out and hit the spot you were at 10 seconds ago...you wont take dmg from it. Its not going to make ping go away though.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450044#Comment_1450044

    You play different against Mr. YeeHaw. With Huntress you just keep looping her around the pallet until you know she isn’t going to throw a hatchet. With Mr. YeeHaw you just drop the pallet early. Can he still shoot you? Sure! But what use is it if the pallet is already down? Unlike Huntress he’s unable to down you over a pallet. I was against one earlier today and I just kept throwing pallets early and looping him until he would break them. The entire team escaped. He has a lot of counter play. Giving him some sort of cool down for aiming would make him almost unplayable. And unlike Huntress who throws whales at you his hit boxes are incredibly small. He’s rewarded for having good aim, that’s it. If survivors continuously dodge his aim (which is possible as I was doing it in my survivor match) he just becomes a basic M1 killer.

    I don’t think it’s fair to compare him to Huntress. She can down people over pallets. He can’t. She has an add-on that allows her to insta-down from close range. He does not. Her hit boxes are huge. His are not. Taking away his ability to freely aim without some sort of cool down would be such a terrible and unnecessary idea.

    I know you can always prethrow pallets, but that completely removes the interaction between players. Either the pallet is too safe for the deathslinger to do anything and he just breaks it and runs for the next pallet to prethrow...or he walks around it after shooting it and manages to hit you b4 the chain breaks. As for him hitting his shots...thats up to him to do. while you can say you can dip and dive to makee it tricky, ultimately its fully up to him to miss, thats not an outplay.

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449910#Comment_1449910

    I 100% agree with you, like he was clearly playing chill, but still... what else should have he done? Like camp when he had 2 people hooked or? dunno...

    Btw, if you wanna watch a streamer who ACTUALLY plays chill and does extremely well while sharing their thought process and their observations...Watch Fungoose. The guy is an absolute treat and is GREAT at applying pressure and being aware of his surroundings in general. I feel like the whole "playing chill" thing in the video you linked was mostly just being used as an excuse if im being honest...

    Heres a video Fungoose put out recently of a Bubba game. Spoiler alert, he was able to apply ALOT of pressure and prevented the survivors from doing much of anything, but still was honest with himself in admitting his own mistakes when he had them.

    https://www.youtube.com/watch?v=u2qpXOPDzsM


  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449989#Comment_1449989

    If you have any uploaded video in yt, could you share it? I'm not being toxic or sarcastic, i'm geniunely curious and interested

    I unfortunately dont make youtube videos or anything. I'm not trying to claim I'm a perfect player or anything, I'm just conscious when I make mistakes and misplays. Unfortunately in alot of videos Tru3 puts out... He's kinda oblivious to his own shortcomings and will just blame things on coordinated SWFs and such even when its not the case. Unfortunately alot of the playerbase itself isnt aware enough of the game to notice those mistakes and tends to buy into the 1 thing that True has alot of...which is self confidence. If you'd like to see me in a game sometime though, I DO have a discord and I can simply stream a game to you while explaining my thought process. I've done this for afew members of the community here and have kinda blown peoples mind on how to properly apply pressure who were struggling to do so.

  • @NekoTorvic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450044#Comment_1450044

    You are right about what you say with Huntress, but that was not the point of the example in my post. The example was simply to illustrate a scenario where there is already a requirement from the situation within the game to predict what your opponent is doing, and it's a scenario that's not looked down upon because it complies with a certain set of criteria. However it is still a prediction born of the situation the killer and survivor find themselves in.

    Your point about Deathslinger, however, has flaws. Like I said above, there are positions with any killer and even survivors can do that to killers, where it's a lose lose situation for one side. Deathslinger has certain checkmates that he can put you in (I believe there's a certain degree of you as a survivor letting him put you in these checkmate scenarios but I'll argue that later).

    However picture this scenario. You're running a jungle gym and you notice you're a few meters from the killer following your train. You're about to make it to the pallet and the deathslinger still needs to make the corner. This is a predictive scenario for both players. Based on the distance you are from the pallet and the killer, the killer NEEDS to take a preemptive shot or make a read. If you juke his shot and he shoots, you make the pallet and can make distance. If you don't juke his shot and he doesn't shoot trying to bait the juke, then you make it to the pallet. If the survivor makes the right call they get their distance and maybe a pallet drop. If the killer makes the right read he gets the hit. It's a similar situation than the example with Huntress, in that both players have to anticipate what the other is going to do. It's different in that, the set up and conditions for this are different.

    And just like this there are a bunch of scenarios that happen throughout a match where both survivors and Deathslinger have to make a call on what the other player is going to do:

    -Im 10 meters from the survivor, if i shoot and he jukes i lose, if i don't shoot and he doesn't juke I need to catch up to him and won't be able to shoot since he made a corner.

    -Is the survivor gonna keep running in a straight line or are they gonna turn to avoid that tree? when are they avoiding the tree? How long will it take me to catch up if they make it behind that tree? Can I react to his turning and still make the shot? If the survivor turns to avoid the tree before you anticipated they may juke the shot, if the survivor turns later than you anticipated they may juke the shot, if you shoot after they turn you may not have the time and end up hitting the tree.

    My point is to say that Deathslinger's counterplay forces both players into making predictions depending on a lot of very complex factors that need to be assessed by both players during the game. It's not as cookie cutter as it can be with a lot of other killers. I'm not gonna list them all, cuz this reply is already long enough, but I have seen with mine own eyes survivors pulling these off consistently, and I have pulled these off consistenly even though im not that great at it, because i play slinger a lot.

    Theres 2 things I wanna point out with this. A survivor juking implys that this survivor just KNOWS your gonna even try for a shot. Them running left and right when you dont even have your rifle aimed is just setting them up to get M1ed. This idea that they should just jerk over last second as you go from running after them normally 1 moment to raising a rifle and instantly firing a round before the rifle is ever raised on their screen is basically expecting someone to be a psychic mindreader. In the Huntress pallet scenario theres at least a 50/50 chance anytime you reach the pallet but your now asking that survivor to be in that mindset of every second the Deathslinger has LOS on you rather than just a pallet.

    As far as your scenerio with the Deathslinger pallet in which your juking and they have to blindly fire a shot or something...they dont. They have enough time to completely respect the pallet and not make blindshots. If you throw it, you get shot. If you DONT throw it, they'll shoot you before you make it back around to the pallet again. The Deathslinger is setup to REACT to anything you do with the appropriate move whereas you have to PREDICT a shot that could be fired at any moment. Really it just comes down to how good the killer's aim is and not what you're doing as a survivor.

    To once again wrap up everything... His 1 v 1 potential in chases are high enough to feel unfair to anyone he's chasing, but his 1 v 4 is low enough that ppl can crank out gens and leave before he can pressure anything since his overall dmg output is low and clunky. Thats not a fun time for anyone. While its fun to nail quickscope shots as Deathslinger, your CONSTANTLY feeling the limitations of how slow he does everything.

    Quick note about your "lose lose" mention. Its equally BS when survivors do it too, I'm not arguing that. When you have ppl cranking out gens while injured because they have DS+unbreakable so your not allowed to capitalize off what should be a risky play on their part...thats just as dumb.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450044#Comment_1450044

    To be fair avoiding or baiting shots isnt hard , especially if you run dh...its not super reachable but you do have that moment when you see his hin move and his shot still has travel time to it..I'd say his chase isnt even in has favor inside of tiles because pallets are legit force fields vs him..which is silly for a 110

    Sure, you can instantly throw pallets against him and make it so you completely bypass the mindgame of predicting anything for anyone and he just goes around kicking pallets all day and hope they last til the game is over... but once again wheres the fun in that for ANYONE. The enjoyment in the chases comes down to outsmarting your opponent and predicting their movements. Games where I have ppl running from 1 pallet to the next and CAMPING them without ever trying to actually run a Junglegym or something is just incredibly boring. Of course this also would only actually work for like half the pallets in the game since many of them allows him to shoot you and walk around the pallet before the chain breaks.

    As far as your DH example, while its true that you can maybe predict a shot and DH to avoid it... that would have to be PURE prediction with no actual indication of a shot coming since by the time you see the rifle get raised on your side, the killer has already fired the shot on THEIR side.

  • Seriously? You know this is far from true and its not even a fair assessment. Its OBVIOUSLY suppose to be a bunny instead of a cat. DBD doesnt have cats, duh.

  • I'm going to counter this by pointing out your own example. With The Huntress example you gave, both players are trying to predict the other. The Huntress needs to predict when the pallet is gonna be tossed to have enough time to get out a hatchet while the survivor is trying to predict if the Huntress is gonna pull out a hatchet or not in determining if they should toss the pallet or circle again. Since the Hatchet being pulled out and then stored back away takes time and slows the killer significantly...if the survivor guesses RIGHT, they get to circle the pallet again.

    This isnt the case with Deathslinger. Deathslinger has enough time to see if you'll drop the pallet. He doesnt have to predict ANYTHING because theres no downside to him raising his gun. Unlike Huntress who is slowed down for a decent amount of time if she misreads and pulls out a hatchet early... Deathslinger isnt and will just shoot you before you ever reach that pallet again. He doesnt HAVE to predict your actions since he can just react to your actions and still get the shot in while even if you predict HIS actions, you get nothing from it. Getting shot is basically inevitable if the person can aim and has nothing to do with what your input as a survivor was.

    Keep in mind, I'm not saying Deathslinger is OP or even Strong, but just that his interactions with a survivor are extremely 1 sided. His downfall is simply how long it takes him to get anything done. After shooting someone he has to reel them in, hit them, recover from the hit cooldown, reload and continue chase as a 110% killer to get another shot while making sure the survivor is within range. Compare that to how fast Huntress can put out dmg by just flinging 1 hatchet after another with very little time inbetween. Huntress can put out damage ALOT faster if she has the shots but the survivors are actually able to apply some input to that.

    Deathslinger on the other hand is very 1 sided with his shots, his dmg is just slow enough that while largely unfair in a chase, he's not as effective overall. Its like original Legion who could stab a survivor over and over with FF with that survivor having next to nothing they could do to avoid those hits and going down after the 4th unavoidable hit.

  • @Haku said:

    There is a bug where if during the lobby you switch chars and then go back to your original/first pick your offering will not load unless you re-equip it. I noticed it during the event where I always put the 104% bunus offering and then I switched to meg to spend points and back to my main. Every time my offering did not load into the game after that. If you have 2 different items between these 2 chars you switch even the item will bug out but just visually. At the end of the game the offering you tried to use is still there - not used.

    If you look at the screenshot, you'll see all the offerings used as well as the map we spawned on.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449910#Comment_1449910

    https://media.tenor.com/images/312da6da8f254b624743680f95b1f05e/tenor.gif

    I would appreciate specific examples as I don't want to watch a full match of this truly talented individual.

    Yeah, sure. He didnt have any gen regression perks and spent alot of time kicking gens without actually chasing the people who were working on said gens...so they obviously just came right back to undo that. 2:28 is an example of this but it happened alot... He would chase ppl off a gen, apply 0 pressure, kick the gen and then leave.

    He THOUGHT about making use of his dark devotion at one point... it activated at 3:12 but because he spent too much time just kinda wandering around, one of the 2 ppl he hit had enough time to get back up. He also noted that he THINKS a survivor that keeps going on a certain gen mightve had spine chill, but refuses to actually play as if that survivor has spine chill. The smart move if you think this is the case is to approach the gen without looking at it.

    8:55 he spots the SB user and another survivor cranking out a gen together and seperate. He starts moving towards the SB user, then starts talking like its some kind of master mindgame he's playing on the OTHER survivor in which he takes a long scenic route to chase THEM rather than just chase them directly... He didnt get the hit on that survivor til about 30 seconds later, which is an alarming amount of time considering the gen he just chased 2 survivors off of was almost done. If he just chased directly, the survivor wouldve been downed in less than 10 seconds.

    At the 12:20 mark he makes a bad play around a very easy pallet (his movement was super obvious and he wasnt playing with his red light pretty much at all), then blames getting pallet stunned afterwards as if its bad RNG ("A pallet into a pallet, I didnt see this")...but this map is pretty consistent and those pallets are pretty much ALWAYS present.

    I feel like I should also note that at no point did any of the survivors actually make any coordinated plays. There was no attempts at flashlight blinds or ANYTHING and this was something you would fully expect to see from a team of 4 solos. He insists though that this is the kind of games you can expect from a team of coordinated SWFs with his super short chases. Last gen popped at 12:48... This is by FAR not a gen rush and one guy even healed up before popping the last gen against his infinite T3.

  • @[Deleted User] said:

    My funniest post-game chat was with a swf mad because I 3 genned them and refused to let them loop me while the others repaired, I was ghostface ended stalking them, slowly, hooking them one by one, suffering through the instant flashes, the unbreakable, BT, DS and teabagging.

    At that point I knew making survivors salty was my calling, it's so funny saying ######### like "WHY DID YOU WAIT MY DS" "STOP 3 GENNING" "STOP USING THE BASEMENT NOOB", I'm worried that it'll make me a deviant that gets off on stupidity.

    Reminds me of a game I had once. Was down to 2 survivors and 2 gens to go. One had JUST gotten unhooked so I started to make my way on over, only for this newly unhooked Jane to fast vault into a locker basiclly as soon as she heard my TR. Decided that theres no way for 1 person to finish 2 gens in 60 seconds, so I decided to stand infront of the locker with my chainsaw revved to wait out the DS.

    20191110131524_1.jpg


  • I watched the video you linked and while he DID get really lucky with his early infinite T3... he played very poorly for the majority of the game and barely applied any pressure while chalking up his losing to "playing fair". I can give you specific examples if you'd like.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1446980#Comment_1446980

    So you are quite literally tonight's unluckiest winner.

    Just saw it happen to a streamer for 2 games in a row, lol.

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/1447862#Comment_1447862

    It could be a bug, but apparently the dbd wiki and my experience are wrong here :/

    By the sounds of it, the way map rotation goes is its like having a piece of paper in a hat with each map on different pieces. Map offerings just add 9999 more pieces with THAT map.

  • Welp...David looks satisfied.

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