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MarcoPoloYolo

MarcoPoloYolo

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MarcoPoloYolo
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  • Wait? You mean console has vault mapped on the action button as well?

    Though the idea of the chains preventing you from making gen repairs is clearly intentional. Interrupting normal actions is kind of the intent of the system. That's one of the demerits of holding the configuration hostage.

  • If you are allowed only one slowdown, then pop 100%. Yes, technically you can extend the life of your ruin by patrolling the 3-4 gen that it's around, but that's assuming the survivors don't spawn directly on top of it.

  • Map offerings are the biggest offender. Given the wide disparity on how maps play out, picking a good map for yourself as much as you can obviously will skew the system.

    Now, when it comes to add-ons, items, and perks, I feel "carry" is a bogus term. The high end-level of any game will be filled with pretty much nothing but the meta. The meta doesn't carry you to high-end level, meta is the entryway to high level. Your performance with the meta will dictate how far you actually can go. That being said, when it comes to rare and powerful items and add-ons, stockpiling them can carry you for a time since it's not normal performance.

  • They don't. They just need to fix the code.

  • Maybe the cooldown add-ons or the slam duration ones.

  • @Tsulan said:

    Thats why ranks are being removed. We will have grades and probably new ways to show how the match went.

    Grades are based off of pips. https://forum.deadbydaylight.com/en/discussion/276774/developer-update-september-2021#latest

    So, if you're just barely getting 2ks on average, you should have difficulty pipping with calibrated MMR. This is unless there's undocumented changes to the pipping system, which would be a big thing for the devs to skip over. For survivors, I dunno because I'm not a high ranked survivor.

  • Currently running Lithe, Borrowed (yes, I know it's meta, but I consider borrowed being a good teammate feel free to add a more self-interested perk in this slot), Flashbang, and Detective's Hunch.

  • @Aven_Fallen said:

    Close Matches are those where it is more likely to pip or at least blackpip (instead of depipping) IMO. In a close match you can also pip as a Survivor when not escaping or pipping as a Killer with only 2 Kills if you got enough Hooks.

    The fast matches are those where you will not pip.

    You won't usually pip if you only get a 2k. Especially if you use insta-down perks. For survivor, I can't say.

  • Tunneling doesn't exist. Killers are just doing their objective as efficiently as possible.

  • Not accurate. You're assuming the matchmaking is going to give you a perfect match. In reality, what it's actually going to do. They kinda did this, and it resulted in things like Dowsey's Twins not being able to find a match. Obviously, this changed, meaning there's still going to be unbalanced matches so that the top don't have to be sitting in a queue forever. The ones that SBMM is really going to hurt are the competent players that aren't truly at the top. Why? Because before, you'd have a random assortment of matches. Some down to the wire, some easy, some out of your depth. Now, you'll more likely either have close matches, or be fed to the top players and get stomped so that they can have a match. As killers, you'll get survivor sweat squads more frequently. As survivor, you'll get Nurse and Blight (Spirit once she's fixed, I doubt highest MMR Spirit is a thing in her current condition) with all slowdown builds much more frequently.

  • It's something I find confusing too. When the killer isn't attempting to cause bleed-outs, the alternative to slugging is getting hooked, which also involves stopping any action.

  • A pub-stomping build. Good survivors that have experience with totem spawns will clear out the perks like you wouldn't believe. In my personal experience, if a totem spawn is good, ruindying will last long and let you win harder. If the spawn for one is terrible, the other is falling soon, and you just wasted 2 perk slots VS a SWF. Tinkerer also has varying effectiveness. Also, all the salty comments in this discussion about it, when taking out the demeaning language simply amounts to "it's an information perk that actually does its job." If survivors do split gens, you're only saving one gen. If survivors are doubling up on a gen, chances are that gen is finished, the best case scenario being that greed may cause you to have 2 hooked/downed survivors. It's a great perk, but it's reactive rather than proactive, so there's some cons attached to the pros.

  • @Edilibs said:

    I've read all the comments here and you guys are actually crazy or delusional to think that Freddy wasnt top 3 or 4 after his rework! Also some of you didnt even pay attention to what i posted. I never said he's top 4 "today" I said after the rework. He got nerfed TWICE since the rework and if that doesnt tell you something i dont know what to say. Most of you guys have a very one dimensional linear way of looking at things...You "choose" to ackknowledge some things and disregard or ignore the other important aspects. You will never get a bigger understanding this way which is why i cant even reply to 90% of these responses, its actually crazy

    You're the delusional one. A killer that was effectively pre-rework Clown with map mobility and slowdown add-ons is not top 3 material. You, like many of the people that thought that he was outright OP, do not understand this game. He was a strong killer that happened to be easy to play. That's it.

  • There is a reason. Ruin Undying is overrated.

  • @Aven_Fallen said:

    Killer is the easiest it has ever been and STILL people struggle with playing Killer.

    It is impossible to make it that easy that every Killer can have easy games... The game is also not that imbalanced as people claim it to be. On the very highest Level, it is imbalanced, but 99,99% of the players are not at this level (including those who complain about it..).

    "Spirit used to have collision, and survivor play has been the easiest it's ever been and people STILL struggle against Spirit." Sounds coarse and ignorant if not outright silly doesn't it?

    A correct version of what you said is " The game is unbalanced, but most people are not able to live up to the unbalanced advantage that the game offers them." DBD is DBD. The game doesn't magically become another one based on who's playing it. The game's unbalanced because it's unbalanced not because sweat squads exist. The sweat squads are just good players that play the best that they can by milking DBD's unbalanced mechanics that DBD even breaks with survivors with more restrictions than you'd see in pub matches. Non-sweats not being able to abuse these mechanics as well as them does not mean that the mechanics are ok.

  • @Entity_Lich94 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2449289#Comment_2449289

    1. Mate I've been playing DBD since 2016, I've had my fair share of competent survivors. Most of my losses are because of my own mistakes or misreads on the survivors rather than I didn't run enough slowdowns. With the exception of the weakest killers, you do NOT need multiple slowdowns to win against good survivors if you are confident and good enough at playing the killer you are using and its 100 percent overkill on the stronger killers who already have the ability to apply loads of pressure. Yes sometimes I will be up against A SWF sweat squad, yes sometimes the map RNG really screws me over and spawns dozens of safe loops together but a lot of losses are my own fault. A killer wining with this build doesn't necessarily make them out of league of the survivor team at all. What if the map was really bad like shelter woods, or only had TL walls and dead zones? what are survivors supposed to do to delay the killer when they have been given very little defence to delay him in a chase but the killer has a huge amount of pressure from his build and mobility? It's honestly so bizarre to me how much blights use slowdowns for the off chance they get a sweat squad with how rare they are
    2. Never did I say or even suggest people only play build I like. killers and survivors can use whatever perks and builds they want, doesn't mean I have to like them. I hate going against dead hard as much as multiple slow downs but everyone has the right to use any of them if they wish. I just find it incredibly tedious to go against this build over and over again all the time. Especially when its on killer like blight because he's already strong even without slowdowns. As for the rest of what you said...I really don't know what your trying to say there with how you worded that sentence....
    3. Have had plenty of those days buddy. Instead of throwing a tantrum, I just make do with what I've got and a lot of the time I actually pull it off. Do I lose in these scenarios? sure! plenty of times! everyone does. But it's just not worth getting wound up about it. On a side note, if you disagree with me fair enough but maybe next time, do a response a little less patronising....
    1. Unless you played hard from start to end, I don't believe you for a second. The killers that handicap themselves with one or no slowdown perk typically get stomped the instant they go up against a team that splits gens. I mean, they can come back, but typically this happens if they decide to play hard from the beginning. MMR really should have murdered that overkill argument. What happens to the killers that don't run those slowdowns now being introduced to good matchmaking? They throw on 2 or more slowdowns. Your experience is simply bad matchmaking. Most of the matches are perfectly winnable and it does come down to mistakes, but then you have a day where you quite literally get nothing but the sweat squads on bad maps. The sweat squads are the good players. The ones that call these builds while having a good build on their own are the bad ones. There's no acceptable reason to not run a slowdown build other than tailoring builds to the killer/variety. If someone feels like not sweating, why preemptively nerfing themselves to make their opponents no bored (something the opponents are responsible for themselves). The opponent's ability to handle it is on them, and no, it's not overpowered on the strongest killers. You don't see comp killers always smashing everyone with 3 slowdowns and NOED on Nurse or SPirit. There's some responsibility on survivors.
    2. Nothing here to say other than refer to 1.
    3. This isn't a tantrum my friend. I just put on the sweat builds during those days to match the heat survivors give me. My typical build is 1-2 slowdowns. In the case of Blight, it's Lethal, Pop, BBQ, and Enduring (looking to ad PWYF once leveled). However, I reserve the right to do whatever I please, and I won't have people being pi$$y about players that simply use good builds. I will call survivors hypocrites for whining about killer's builds when using the sweatiest builds and tactics available. You whining about how boring Blight is with a slowdown build is a tantrum. You're just doing it from the survivor perspective rather than a killer one.
  • @Entity_Lich94 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2448549#Comment_2448549

    Gonna have to agree with Aven_Fallen here. Having one slowdown perk is usually enough on most killers when you know what your doing with them. Alot people seem to think if you only got 1 or 2 hooks and 3 gens are already done you've lost when alot of the time it's still very possible to bring it back.

    Seeing a killer run ruin/undying/tinkerer on someone like blight or spirit( with strong addons too)is just one of the most miserable things to see when playing survivor, especially considering the stronger killers can use more unique builds since they already are strong in their own right with out slow down perks.

    As for getting bad maps with certain killers, this is just one of the unfortunate RNG aspects of the game. Its still possible to win on RPD or lerys with blight even if it is significantly harder but I just don't see the point of running loads of slowdowns on him just for the slight chance I may get these maps

    1. Then you don't play against moderately competent survivors. I could leave it at that because it's fairly well known, but I'll elaborate further. Yes, one slowdown can often be enough to secure the win against survivors that don't focus on gens. The problem with this is that it's well known that stacking slowdown is done at the highest level against nerfed survivors. The biggest lie everywhere is that multiple slowdowns is overkill. It's not. If a killer wins with multiple slowdowns, that killer was out of the league of the survivor team.
    2. A. Why should anyone care what you personally find fun or not as long as it doesn't involve BM? B. So you want to be camped, tunneled and slugged? It's either/or dude. This does not change with the strongest killers. I can understand being frustrated if the killer plays hard right off the bat with those builds, but if the killer is playing chill.........what are you doing? Like, seriously.
    3. You say that, but wait until you have days where you get literally nothing but bad maps for your killer.
  • I used to have the exact same opinion that Otz expressed in his video. However, my opinion changed over time. As others have pointed out, a perk doesn't have to be earned. NOED is designed to be the killer second chance perk that punishes survivors for not interacting with the secondary objective (which is rewarded by the system) to efficiently achieve the primary objective or not use a non-meta totem detection perk. The severity of punishment is a bit RNG based, but you get the idea.

    Please bear in mind, many powerful second chance perks are not earned. DS doesn't require a survivor to accomplish something to punish an efficient killer playstyle (tunneling). Unbreakable does not require an action to initiate its anti-slugging function. A survivor doesn't need to do gens to get the benefit of Adrenaline. They can be immersed and receive its effects all the same if the team carries them. If NOED needs a change, most of DBD needs to be changed TBH.

    Also, Otz had a mental hiccup by claiming that endgame perks like No Way Out makes NOED "more unfair" under the premise that NOED is powerful while not being earned. Otz even suggests that NOED be activated like No Way Out................... which wouldn't change the course of the matches he shows. So, by his own definition, the other endgame perks do not make NOED less fair if he has to earn them. Except for the Trapper game, the results would have been the same with his revised NOED.

  • @landromat said:

    Speed add-ons should go. I thought devs took their lesson from billies add-ons. As well as his ability to hit around obstacles

    What lesson is there to learn? What is one of the most complained about things in the thread? Hillbilly's nerf. What people miss from Hillbilly is likely Crack Billy. Speed add-ons are fine. God forbid good add-ons exist for killers.

  • @Sadsnacks said:

    Yes, please quarantine the sweaty tryhards to their own little salt mine and the rest of us can actually have fun in the game consistently.

    It doesn't punish people for being tryhards. It puts good players against the tryhards, which inevitably forces the sweaty playstyle if you don't want a loss streak.

  • First, I'm a killer main, so this is my perspective from being a good killer, but not that great at survivor(and probably not enough recent matched to operator on.

    Second, MMR is working.

    For a while I would have said bring MMR on so that there can be an objective stance on balance so that the game can have informed changes. With the realization that BHVR let a large portion if not the majority of their playerbase have a broken game for weeks, what are the odds that they'll make sweeping changes to maps and the base mechanics to the game? I don't think they'll put in the effort. They'll just stick the less skilled players together and call it a job well done.

    After unknowingly playing several MMR matches of survivors with killers I have played a decent amount of recently, I've come to the conclusion that higher level DBD just devolves into the most boring schlock imaginable. By that, I don't mean frustrating like how it's commonly misused in the player base. I mean literally boring. It usually becomes a waiting game of seeing who screws up the positioning first. It simultaneously has the stress of an exam mixed with uninteresting moments, and every match will be like this. There is no chill game.

    If the devs want to implement MMR, they're going to have to do a lot of work so that it doesn't become a matter of the game being fun at first, but becoming progressively more miserable the better you get. Also, I tried playing a killer I haven't touched for a while (Ghostface). Sure enough, it worked as intended, and I got some goofballs. Not necessarily terrible survivors across the board, but some that didn't immediately go for split gens. I guess the game has deemed I'm a pretty good Huntress and Clown. It'll be interesting to see where it puts me with Nurse and Blight.

    edit: Then again, I was spammed with Coldwin maps, so maybe that's feeding into it.

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2415271#Comment_2415271

    I think it's just buggy. Looking up has very consistently countered flash bangs to me. I do look up immediately upon hearing the sound of the flashbang being dropped so maybe that has something to do with it?

    I did that as well, still got flashbanged. I've never had any laggy flashlight hit me like that.

  • @InsatiableMop said:

    Look up GG

    I've done that and been stunned anyway. Either it's buggy, or that doesn't work.

  • To an extent, you need perks to deal with this issue. Corrupt is the go to for slowing down the dreaded 3 gen pop. It's mandatory on any killer that's not a fast killer, and even fast killers have a similar issue, but they typically prefer lethal pursuer. Gen regression perks in general help, but it won't stop the issue.

    Try to identify a cluster of 4 gens, and make it your top priority to protect those 4 gens in a more favorable side of the map. You can venture off, but don't leave them alone for long. It's better to not guard gens out in the middle of nowhere.

    What you'll quickly find is that

    A. survivors make the classic mistake of taking the path of least resistance and finish the gens you don't care about, leaving yourself with more easily defended generators.

    B. The survivors will aggressively funnel themselves to central generators in an attempt to break the possibilities of a 3 gen.

    Optimal plays become predictable, and suboptimal plays win you the game.

    Depending on the level of the team (which you won't know until it's too late unfortunately), you'll have to engage in tactics they don't like. This includes hooking a survivor in a 3-4 gen area so that you can simultaneously guard the generators will either getting that survivor to second stage, or snowball map pressure by downing the savior and slugging the previously hooked survivor. These types of tactics can even make Trickster look like a credible threat since it's the only thing he excels in.

    If you're a faster killer, it's possible to hook a survivor, chase another one, slug them, then go back to the hook where a rescue would likely take place.

    This works because if a survivor is on a hook, and you occupy another one, then one other survivor has to go for the save, leaving a maximum of one survivor on a generator.

  • I'm going to offer some guesses as to why.

    1. A lot of the "killer sided" maps are held as the gold standard for balance, so reacting negatively would be like "oh no, we're playing on an equal playing field."
    2. Outside of scenario 1, Hawkins is an example of a killer sided map that killers don't like because they typically have to play without an ability, so it won't be common. So it's the reverse of Gideon.
    3. Dead Dog offers immersion to survivor players if they like that play style.
    4. Killers might use map offerings so that they can use an unconventional build that's not meta.


  • The game's stuffed to the brim with mediocre killers with few killers viable at the highest levels. Even now, Trickster's mediocre since the nerfs they gave to him are more plentiful than his buffs ( somehow that got approved when the point was to buff him, and the fact that they had to do that should indicate that they should have taken the time to rework him). Trickster wasn't even just mediocre, he was awful. He's a 110% killer with a power that's situational. Even in the situations where his power worked, Huntress could operate on those same scenarios be as "oppressive" and finish the survivors faster. Outside of stacking his 2 purples, Trickster still has these problems. It's pretty much bamboozle or bust for Trickster.

  • Because that typically means that it's a lobby so sweaty, that they want to be in a SWF, but not give the killer a warning in advance that he's dealing with something stronger than the typical lobby. So that's more meticulous and probably not just a bunch of buddies chilling.

  • Because they think that perk grinding will cause engagement when offerings, items, and add-ons should just as much.

    1. Keys.
    2. Multiple toolboxes in this event, because it's typically been multiple BNP lobbies.
    3. Multiple private profiles.
  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399525#Comment_2399525

    Sorry to say but those are really bad changes. It removes his counterplay which is dodging his shots, makes him unfun to play and just makes him worse for the game overall.

    If you wanna touch slinger, you HAVE to keep his quickscope or he's not slinger anymore.

    To be fair, that's what a rework does. I still think it's a bad idea though for the reasons from my responses to Tat. I'd like to amend what I said before that maybe instead of a .5 second firing delay, maybe there should be no firing delay, but a .65 second ADS time with the ringing during the ADS process alongside all the changes I recommended. It's probably still result in him being stronger while probably being more fun to be against.

  • @Kira4Evr said:

    I would:

    • Give him a Lullaby. Because he is the only range killer without one. And that bothers me a bit.
    • Remove so that you won't get injured when you break the chain. But the deep wound will apply if you're already injured. Because I really dislike that you are getting injured even if he did a bad shot.
    • Increase the ADS time.
    • Make it so he can't shoot immediately after aiming. So you can at least react to it.

    Maybe something about him would have to be buffed if these changes would make it into the game.

    I'm pretty sure the reason why Huntress had a lullaby is because she can hit you from a long distance away, so it acted as an advanced warning. DS is the only ranged killer that has a short maximum range. It'd be like slapping on a lullaby for Pyramid Head or Nemesis. Trickster is simply a bizarre anomaly to the logic and he realistically shouldn't have one since his left right left right spread and recoil should result in him not being able to go for long range shots.

  • Myth: Trickster always had a good 1v1.

    Truth: Trickster's 1v1 is his only power, and was never good at it, and is amongst the worst in the game at it. Most occasions where Trickster throws 2 knives, a Deathslinger would have gotten a health state. Any occasion in a loop close up where you get hit with 4 knives, Huntress would have gotten a health state. Meanwhile he can't cut that time around corners like Huntress. Most maps are stacked with tiles he's weak at if the survivors play correctly. His 1v1 absolutely needed, and still needs to be looked at, though it might require an actual rework and not shifting numbers.

  • I'm afraid you'll have to learn what objects he can and can't bounce off of. The snow piles he'll slide off of, and he slides off of most reworked shacks. There's other things, but I'm keeping the context to Ormond. Once you get used to the map's rules, it becomes a place where you can do fancy tricks with easy 180 hits.

  • @TacitusKilgore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2400458#Comment_2400458

    Sure, the survivor is the probably for not equipping iron will ever single game just to counter the 1 possible spirit they encounter.

    Come on dude. Its not fun to be deprived of all sensory information, while the spirit has every possible in game sound at her disposal. She stands still, and then you die in 10 seconds.

    Iron Will, the perk that a metric ton of survivors use Spirit or no Spirit and gives a ton of value on any killer?

    She's bugged to where, if the survivor has Iron Will, the only indicator she has is scratch marks, which don't do enough for her ability to function outside of the stand still mindgame. Spirit is, effectively, both blind and deaf if against an Iron Will user. Survivors have to guess which side of the pallet she'll reappear. Now Spirit has to guess which of 4 core directions a survivor is going, or if they're standing still. Feel free to dislike her core gameplay, but let's not pretend that Spirit's in a good spot for killer players ATM.

  • If you have a problem with the current, bugged Spirit for anything but the stand-still mindgame, you're predictable and are the problem.

  • In short: He's ranged Letherface but worse. Weirdly enough, I don't think Letherface gets as much hate.

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399494#Comment_2399494

    Who's this general consensus?

    Most people either say

    A.) Perfect

    B.) Boring/frustrating to play against

    B. Followed immediately by saying, he sucks as a killer. People that follow the line of thinking typically say "DS is a bad killer, but he's so frustrating to play against."

  • Who cares? Making it a projectile (albeit a fast but small one) is actually a skill-based element. If DS were hitscan, most wouldn't miss any shots ever, and people would probably be even more annoyed at facing him in certain circumstances. So, you know how Huntress and Deathslinger players like to try to bait someone to peaking a space like a window but it never works? Imagine that, but with a near 100% success rate.

  • @[Deleted User] said:

    My changes are derived from me being very bad at Deathslinger. lmao

    I would change the following:

    • Speargun shots are now hit-scan, rather than projectile.
    • Maximum range of the Speargun is now 24 meters, up from 18 meters.
    • The time to break free from the Speargun is unchanged, however the ability for Survivors to sway left and right has a stronger effect.
    • ADS camera sensitivity is no longer reduced.
    • ADS time is now 1 second, up from 0.15 seconds.
    • Movement speed and camera rotation is no longer reduced after missed shots.

    You just made DS take longer to fire than Huntress and Pyramid Head whom have 5 shots and infinite ammo respectively. If you keep the ammo system in tact for DS, no one in their right mind would play him.

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399395#Comment_2399395

    No, not a buff rework.

    Something that would make him less boring and slightly frustrating to deal with

    Got news for you, the general consensus is he's amongst the killers that could use a buff. His issues are simply a matter of taste in that a lot of survivors don't like facing him (so we're just basically just talking about reworking a killer purely based off of feelings).

    If he were reworked to address the more valid issues survivors have with him, but resulting in a net buff, I'd do the following.

    • Not change his firing time. The people that think his quickscoping is a problem tend to think his quickscope is shorter than it actually is. His quickscope is fairly average in time for power windups in this game. Maybe the ringing should be based on M2 presses, not when the gun's up for more feedback.
    • Increase the cooldown on his ADS. The fact that he doesn't is where the problems are. DS doesn't have to commit to any shot, and is actually rewarded for just threatening the survivor to dodge and loose distance.
    • Allow him to skip reloading if he lands a successful hit. So, the thing about DS is that he actually suffers long downtimes for failing, and significant ones even for succeeding. One disadvantage he suffers from compared to Huntress is that Huntress has 5 tries to hit a survivor and only has to wait 2 seconds to try again by default. If we're adding consequence to DS's ADS, and lowering his raw chase potential, it makes sense to lessen the advantage Huntress has. I like the idea of doubling down on high risk, high reward. If you're always hitting your shots, you snowball (even with STBL, his cooldown would be about the same as Huntress with this idea believe it or not). If you miss, you're punished.
    • And last, give him some map mobility. I don't care how it's implemented. Give him entity grapple hook locations in the sky or something I dunno. DS reeling in survivors is wacky anyway, so F*ck it.
  • For me, it's mostly don't BM me or don't be super immersed (there's a time and place for it, but it gets annoying if it's constant). The "we're going to stalk the killer to get a save in any way possible" style gets a bit annoying even if its effectiveness is questionable. Literally the rest is just balance issues TBH.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397602#Comment_2397602

    Maybe on your 15 year old PC with your Geforce 256.

    Caleb Quinn or "The Deathslinger" is one of 24Killers currently featured inDead by Daylight . He was introduced as the Killer of CHAPTER XV: Chains of Hate, a Chapter DLC released on 10 March 2020. 1 Overview 2 Lore 3 The Deathslinger's Perks 4 Load-out 4.1 Weapon: Death to Bayshore 4.2 Power: The Redeemer 4.2.1 Power Trivia 4.3 Add-ons for The Redeemer 5 Achievements 6 Customisation 6.1 Default 6.2 Prestige 6.3 Special 6.4 Event 6.5 Archives 6.6 In-Game Store 6.6.1 Outfits 6.6.2 Heads 6.6.3 Bod

    Combined with ADS, Slinger's actual quickskope is about the same speed as a quick Demo Shred.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397576#Comment_2397576

    The only change he need is windup time period. And if only for like 0,5-0,75 seconds, but his quickscope is simply stupid.

    He already has a windup time in that range LMAO.

  • Double Purples is just basically making him Bubba with the ability to throw over short loops(normal damage in this case). Nowhere near Nurse's level. Coconut probably isn't lying, but he frequently underrates aspects of Nurse. For instance, he thinks she requires less skill than Huntress (probably indicating he hasn't faced the really weird survivors that do jukes I don't even recognize). If Coconut put bamboozle on Bubba, and put some time into him, he'd probably get similar results to Trickster.

    Also, some clarification for those that didn't watch the video. This is about his pierce+AOE addons. Outside of these add-ons, Coconut doesn't think highly of Trickster's abilities.

  • From my killer's perspective, it's "hey killer, wanna get genrushed by a brand new parts for every toolbox in the match up to 4?" For whatever reason, a lot of people are going in a farming event, and trying to make the others have as little points as possible.

  • Slowdowns like the good old Corrupt Ruin Pop can work well. Eruption has good synergy with pop as an alternative to the ruin pop combo. If you're more chase oriented, you could consider enduring Spirit fury. It gives a free hit if survivors don't drop the pallet early, which leads to them wanting to drop the pallet early, which feeds Nemesis' pallet destroying tier 2.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2393793#Comment_2393793

    The reason for that is cause and effect. The Devs create killers where survivors had to adapt and they came up with this cheap and boring tactic. Now killer mains are complaining that this is unfun...

    What you sow, you will reap.

    Well, no. Let's not pretend that survivors are just angels that are concerned about the killers having a nice experience if they play nice in turn. Select a killer that is based more on 50/50s like Billy or Huntress, and you'll still see it. What probably happened is that survivors typically greed loops to milk as much time as possible from the killer in addition to the free time they get in the loop, but the really sweaty ones would deny the 50/50s by dropping one loop early. Killers then get designed around the gameplay of having a chance against dropped loops, but dominate on loops with the pallet up as a consequence.

  • Yeah, no. Not true. This is just a narrative Scot and OhTofu make without thinking about the bigger picture. The real truth is that, if a killer is designed to do a particular thing well, the killer will be hated. If a killer has a strong 1v1 or a strong 1v4, the killer is hated. Let's think about killers that have a strong 1v4 that have a substantial amount of people that hate them. Old Doctor, Legion, Hag, Forever Freddy (a distinctly 1v4 build that people hate specifically for the 1v4), Blight with slowdowns and info perks (If you saw more Billies running this, they'd get hated as well), Twins. What survivors actually want are the killers that either A. Dip into both categories, but don't excel at them, typically creating a pushover like Pig. B. Killers that don't optimize their perk loadouts to the strengths of that killer.

    Emotions aren't rational, and neither are the standards of "boring killers." "Don't select a 1v1 killer, and only 1v4 killers, and I better not see a 1v4 build on a 1v4 killer!"

  • Killer (varies on mood, currently): Blight, Oni, Huntress.

    Survivor: Leon. Will probably main Felix as well, maybe Jane or Yui.

  • Some people act like he's terrible. He's just ok. He's a fairly good " I just want to relax" killer that doesn't require a lot of mechanical skill.

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