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MadLordJack

MadLordJack

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MadLordJack
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  • I would just make it activate once the gates are powered.

  • Nurse. She just strangles the survivors, which carries the most potential to be non-lethal. Trapper and Wraith kind of just smack people on the back, too, which could leave survivors.

    The most lethal is probably Deathslinger or Oni. Or Plague, because she can vomit her Corrupt Purge straight down the survivors throats, which is kind of like taking a dozen hatchets to the uvula.

  • It used to be a thing to pair an Exhaustion perk with Balanced Landing because it's secondary effect was permanently active (and kinda busted). Now it's not such a great idea and is t really worth two perk slots, but if you want to run two exhaustion perks I'd suggest not pairing anything with Lithe or Sprint Burst.

  • Gen rushing is when survivors are doing nothing but gens. That's all they have on the brain, holding m1 as efficiently as possible. No saves, no heals, no nothing, just doing gens. They split up at the beginning to slam the first 3 and a half while the killer is chasing someone and converge on the last 2 with Prove Thyself while their teammate is hanging. Maybe they'll go for a save before their teammate dies if the killer isn't camping.

    Bonus points if they play chases ultra safe b cause they know they aren't going to be in the trial for long enough to care about deadzones.

  • Yes you did. You claim that only bad survivors die to Tombstone Piece. The killer can get it active in only a couple of minutes and delete someone from the trial. The only way to prevent this would be for survivors to be extremely efficient bordering on actual genrushing, or else 2-3 minutes is not enough time to do 4-5 gens. Normally, at that mark you would expect 2-3 gens being finished, in which case the survivors have no chance unless they are extremely well co-ordinated because the killer can activate it a second time only much quicker now, leaving 2 survivors to do 1-2 gens.

    Thats not survivors being bad. That's survivors being actually pretty decent.

  • @ryseterion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143565#Comment_2143565

    Bruh you're saying legion and clown are better than trapper. Who does that?

    Someone who plays a lot of Legion, Clown and Trapper.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145989#Comment_2145989

    Firstly, let's not talk about Pig. Nothing I have said is about Pig and nothing of this topic is about Pig.

    Yes Myers has a lot of issues that need reworking but that's completely unrelated to this addon topic.

    The only time the Tombstone Piece is an issue is when the survivors are bad. I can't think of a single time this addon has mori'd me. It takes long enough to charge with zero map pressure that gens would be flying if the survivors were decent. Also, as soon as they realize you're running it they are going to pre drop pallets. There are more than enough pallets to have the gens done before they run out, especially with how little map pressure you're actually generating by running this. It's for meme's, nothing more.

    Your definition of "bad" survivor seems to include everyone who isn't actively attempting to genrush and play ultra safe from the very beginning.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145918#Comment_2145918

    Even better because you don't even need to down or hit that survivor.

    Or you equip IF, slug the first person you find for map pressure, and delete the second from the trial.

  • It's the same effect as an old Ebony Mori, if we're being perfectly honest.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145813#Comment_2145813

    While he can injure you from almost everywhere, he can't properly down you from everywhere. If you're at 10+m and put an object between you and him, when you factor in the delay of the hit+latency, unless he have chain add-ons, he won't be able to M1 you, same for dropped pallet. And like I and other said many times you don't need to move 10miles on the side to dodge. Just vary your movement/strife so you're not 100% predictable.

    Also it's not rare for a Deathsligner to shoot someone at 10+m and for the survivor to get hit yet still vault a window/pallet/drop a pallet because of the 0.25s it take for the harpoon to hit at 10m+latency. That mean you don't get to put the survivor in dying state and have a long ass cooldown from breaking the chain+reloading.

    It's the exact same reason why survivor are able to vault a pallet/window when getting shocked by Doctor, latency play a huge factor. Or how you can get some late down with Bubba (&Billy?) on a vault because of how big their hitbox is, the way hit validation work & latency.

    And what happens if the Slinger just walks a little closer instead of taking an insanely risky shot for no good reason?

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145737#Comment_2145737

    The question is: doe it feel like he doesn't have much counterplay because he actually doesn't, or because people are very insistent on looping and juking him like other killers?

    cause, you CAN tell when he's faking a shot, you can evade the shots by sidestepping instead of strifing.

    the strifing a lot of survivors do is what makes the 'zoning' an issue, as that makes them lose distance. He has a hitdot, you don't need to evade him the same way as huntress' fridges

    As a former Slinger main, I can absolutely say that he does not have counterplay. Not even holding W, breaking LoS and predropping pallets, the thing that everyone insists works against him. His projectile is just too small, it can hit you nearly anywhere. And the fact that he basically moves around as a 110 killer with a fully charged hatchet the size of a pinhead that gets released in half a second means that yes, he is zoning people by existing.

    The only counterplay is calling a bad Slinger's bluff. Which doesn't help agaisnt a good Slinger. So why not remove the thing that makes a bad Slinger unbearable? It worked for Nurse.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145701#Comment_2145701

    But demo will make distance with it, deathslinger doesn't. that's why I'm saying you can't really give him any sort of longer windup.

    there is something that might be done about short distance shots (same for huntress and short distance throws) though

    A good Slinger won't need to make distance. He'll still have the exact same problem of not really having counterplay, there's nothing that can ever change that, but he'll no longer have the issue of zoning by existing.

  • Kate and Zarina.

  • @MeltingPenguins said:

    The thing about slinger is this:

    If you give him a windup like huntress, his ability becomes unusable, as sometimes you have to quickly lower and raise the gun. NOT to fake a shot and M1 people, but to be able to better change positions to get a shot in.

    If you'd make him faster to make up for the windup time, you'd have to lower the chain length to not have him be able to come up too quickly, windup or not, and M&A or not. This would make a lot of longer shots impossible and lead to a lot of M1 again.

    The best change for him would be the introduction of dynamic map generation, so that maps are slightly different depending on the killer. In caleb's case this would mean, for example, maps are generally smaller and a bit more condensed, but with more obstacles to dodge behind that can be shot through but not over, meaning you oughta know what you are doing on either side.

    I'm gonna be honest, I'm all but certain that if they just copy/pasted Demogorgons windup/aim speed, times and aim sensitivity then Slinger would be much better to face and still just as dangerous.

  • The hatch spawns at the beginning of the trial. It being revealed right next to a survivor is pure coincidence. Also, keys are getting changed at some point. Also, them constantly appearing in chests is just a bug. Also, killer is as strong as it's ever been. Also, can't think of anything else to add, just wanted to include another "also".

  • Tenacity, Bond, No Mither, Mettle of Man. Though now I'm thinking of swapping out Bond for the new OoO.

  • Yes. Bandaiding problems with perks that become problematic in their own right was a terrible idea. Now the only way to prevent a killer from getting a relatively cheap win or just straight up BMing is by using another perk that punishes them for trying to win no matter what, or by playing in a full party.

    Slugging, Unbreakable, No Mither and Soul Guard all need looked into. Right now they just don't do what they should.

  • Tenacity, Bond, No Mither, Mettle of Man.

  • I truly did not think such a question would ever be asked. The answer is literally in the name, and the gameplay, and the entire purpose of QTE's. If you find them easy, whatever. Maybe go check on all the people just starting the game who can barely hit "good" checks, let alone "great" ones, and ask them why they're called "skillchecks".

  • Personally, I don't, but that's because I've yet to go against a Trickster that actually knows what they are doing. Speaking as a Trickster that knows what they are doing, at least better than most, it's because his counterplay is uninteractive on both sides and no matter what you are going to go down relatively quickly. It exists, to be sure, so he's not quite Deathslinger, but he's close.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143770#Comment_2143770

    I'm not saying they're strong based on average trials as I don't think that's legitimate criteria as well.

    All I'm saying is that out of most the killer roster which doesn't make it into the "viable" against "good" teams category, The Twins is at least near the top of that non-viable list. Which to me at least doesn't earn them a "weak" tag since if we're gonna call them weak then that means 90% of the entire killer roster we can call weak by those standards.

    They'll lose vs good survivors as most the killers would as well, but they'll do a better job than most the roster.

    I don't think Twins are particularly good agasint decent teams. I'd be a whole lot more comfortable taking Legion or Trapper, because against good teams you may as well not use your power at all except as a little locator/camping totem.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143762#Comment_2143762

    I have. That's extremely rare though.

    If you want to say she's not "strong" when we're referencing against good survivors then sure I can agree with that. However we're not talking about strong, he said she's "weak".

    Even against "good" survivors The Twins is still probably in the top 15% of killers at least. So while not strong per say, still better than most the roster in comparison.

    I honestly go against those teams (especially lockers) a lot, somehow even more than as Oni, the other killer that tactic (lockers) destroys whose been around for a lot longer and whose counterplay should be more common.

    Don't get me wrong, I understand basing a killers strength off the average trial, but the stick together/lockers teams is ever fifth or so trial for me.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143756#Comment_2143756

    I mean I'm on a 9 hour 4k win streak with her at rank 1, with most of those even being at 5 gens. She can't be that weak.

    Gone against teams that stick together and/or use lockers? Can't snowball if they literally deny you Victor.

  • A good starting build, assuming you only have access to the free killers, is Thanatophobia/Brutal Strength/Discordance and either Sloppy Butcher (if you don't have/don't want to use the mangled add-on) or Enduring.

    The strongest Legion builds are ones with massive slowdown. Personally, I think the absolute strongest is Ruin/Undying/Thanatophobia/Dying Light and the mangled add-on, also called "Forever Legion", but you have to be very, very good in order to use it to its full potential and it gets hard countered by survivors that predrop pallets and hold W.

    My personal favourite at the moment is Ruin/Thana/Enduring/BBQ, because bloodpoints are life and I hate respecting pallets. If I didn't need BP so much I'd replace BBQ with Infectious Fright. I also like Pop/M&A/Tinkerer/Infectious Fright.

    A lot of people suggest Corrupt Intervention, but I don't find if that useful because it makes survivors spread out at the beginning, and as Legion you want them to stick together. I also dont think NOED is that useful, because it doesn't really help you until the very end. Also, you're Legion, so they're likely going to be injured anyway. But, if you get value then run it I guess.

    Edit: Also, random and extremely fun build, Dark Devotion/Nemesis/Enduring/Rancor, because evil is nice to occasionally be.

  • @voorheesgt said:

    That's really the appeal of the perk though. If it didn't make you invincible it would be the worst exhaustion perk. They'd have to make the dash 2 to 3 times the distance to be worth using. Honestly it makes me laugh thinking of how many hatchets would hit😂. Without the invincibility it would almost guarantee hatchets because you'd cross like 3 hit box areas in one motion.

    Dead Hard for Distance is it's default use. The ability to "outplay" certain killers that have to use their power to get downs and cannot bait it is a secondary factor. So, removing it's secondary ability while not touching it's primary use seems like a good change to me. It would put it in line with all the other exhaustion perks.

  • Honestly, if they keep the downside and don't mess around with protection hits, that's a perfectly acceptable change.

  • That's an unwinnable scenario that your team could have complely avoided being in in the first place because... Well, it's Trapper. Arguably the weakest killer in the game. Who relies entirely on survivors making massive mistakes.

  • So, make her into a worse version of Trapper, the weakest killer in the game?

  • @Sluzzy said:

    What? That addon is the worst. Iri-Head I cannot believe is still going to be in the game. I am not happy at all with the Huntress nerf because they are not even wanting to fix her basekit which was broken. 5 uncounterable hatchets? No cooldown?

    I love how you not only ignore all of the counterplay that is not only proven to exist but often forces her to chase down survivors to go for a back hatchet, essentially making her a 110 m1 killer, but you also pretend that Oak Haft doesn't exist and isn't one of her strongest addons.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143083#Comment_2143083

    Slugging at 5 gens with Oni is toxic? what that literally just the Oni playing well.

    I feel like that's more the survivors playing poorly and the Oni not caring. Which is perfectly fine.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141693#Comment_2141693

    But survivors can get so easly all perks. And that is fair?

    But most people aren't "mains", as evidenced by the polls section of this forum.

  • I t-bagged the killer with Babysitter and DC'd right before he could down me.

    Edit: No, I will not provide context. Just assume I'm a complete #########.

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2142017#Comment_2142017

    just my opinion, but if people will bring Small Game and Detective Hunch, I don't think it will hard to find 3+ totems.

    And when they bring those perks and the killer doesn't have any Hex perks but is still sweaty AF? Or if multiple people bring them into a trial? Or if there's just no time to cleanse Ruin 4 times?

    Using perks to counter perks will always be a terrible way to balance the game.

  • Try not to lunge and treat it kind of like Dead Hard. They got buffed with the survivor movement change thanks to desync, you can't track people through janky movement any more which means you can't track a 360 during a lunge. Yay.

  • It's about as acceptable as it is to burn these offerrings in the first place. Which is to say, who the ######### knows, it's a massive grey area because no-one burns those offerrings to be nice so no matter what someone is getting screwed.

  • My first DLC was Shattered Bloodlines, which I now kind of regret because at the time I didn't think Spirit was as strong as she is and please for the love of all that's phasewalking BHVR give her some goddamn tells so I can actually play Spirit.

    And like half an hour after that I bought Curtain Call for Kate and no regrets there.

  • Vigil and Wake Up, because I don't even have them unlocked and Quentin is at level 1.

  • I like to use Thanatophobia, M&A, Enduring, Dying Light, especially with the new mangled add-on.

    Thana and Dying Light go well together in a way most people don't think - it makes people heal. M&A gives you bursts of info and then shrinks your TR so you know where people are but also who you can chain your Frenzy with. And Enduring is just a nice chase perk that sometimes gets you out of your power nice and quick.

    I have been called "evil" for swapping out M&A and Enduring for Ruin and either Undying or Discordance. Can't fathom why...

  • Someone got Meg's perks confused.

  • So, give killers the option to play in extremely easy mode?

  • @SammiieK1991 said:

    https://forum.deadbydaylight.com/en/discussion/245500/why-does-deathslinger-get-so-much-hate

    I once told the player playing as him to put his gun up his arse. 👍

    Him, wraith and spirit are my most hated.

    So you're an extremely toxic person. Good to know.

  • @MojoTheFabulous said:

    Probably the biggest problem people have with the Deathslinger is that quick scoping is so fast it's almost impossible to dodge and can be faked with essentially no penalty. So it doesn't really feel like you can do much in a chase other than guess what the killer is going to do as the Deathslinger can zone a survivor even without the need of doing anything.

    With people hating the Spirit because going against her becomes a guessing game, it makes sense people hate this about Deathslinger and why people made a big deal about Pyramid Head too. Though for some reason I haven't really noticed anyone complain about Demogorgon for the same thing.

    I have, just not on the forums.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2140149#Comment_2140149

    Being a survivor against him is miserable. I literally have more fun fighting freddy

    The best part is that he has counterplay, it's just that it's the exact same thing over and over again.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2140136#Comment_2140136

    He does even really have a good 1v1. Tall loops kinda cuck him.

    Not in my experience. He's kinda like Deathslinger tbh, just takes a bit longer. And a lot more worthless because you have to be super accurate 16 times instead of twice.

    I got super bored with him once I figured out his playstyle. You just mindlessly hold W and survivors go down in 20-30 seconds.

  • Sure, they can add it to Thrill of The Hunt. Because apparently perks are getting buffs that should be in the base game.

  • I know Trickster has a strong 1v1, but pay to win? The only thing there you have to pay money for is the base game and (if you don't get it in the shrine) Surveillance. (At least I think that's Surveillance.)

  • I just prefer playing female characters in games, I don't really care about advantages or disadvantages. All the girls could have glowing hair and grunt constantly and it wouldn't change a thing.

    Well, that's not true, it would make me feel supremely uncomfortable. But I'd still play the characters that I feel closest to.

  • Whether or not the nerf goes through won't change much. They're horribly weak to lockers and basic teamwork, but more than fast enough that a 5-second stun doesn't really do anything.

    It also addressed nothing about facecamping. Yay.

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