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MeltingPenguins

MeltingPenguins

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MeltingPenguins
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155016#Comment_2155016

    A subtle rattlesnake sound would fit well, not too eye beating, but rewarding to the players paying attention :)

    I think the ADS animation would have to be slowed down for any kind of notif sound to make sense. Right now, even if you hear it, you can't react fast enough unless you get lucky. Which I don't think would be healthy - he shouldn't get the same down-side as the Huntress since his power isn't as universally viable as hers. I dunno, at the same time I don't really have a solution for this in mind :D

    I never really noticed his POV chase music is the default one lol

    EDIT: No he has his own chase theme?

    on survivor side. but on killer side his theme lacks a certain something (i think it's the base theme on killer side. it certainly doesn't sound fitting)

  • @[Deleted User] said:

    I don't mind him being super good at ending chases, let him have it if he's skilled enough, he's slow at traveling to make up for it. His non-existent terror radius gets annoying though. Sometimes you don't get warned until his bayonet is already between your cheeks. A ranged killer should give off more warning than this imo.

    yeah. and that can be changed by reworking his sounds (and hey, poor sod's in for an audio update anyway, as he has no unique chase music on killer side).

    just make the aiming sound more distinct (maybe a cheeky, mocking whistle before the metallic hum?) and start his TR music with maybe a clear rattlesnake sound?

  • If they need someone to write Deathslinger's story, they are free to contact me.

  • Once and for all:

    Every change that ISN'T dynamic map creation would NOT pan out. Clearer soundscues and better info on how to break the chains might help, but any given change to his ADS, the TR, his speed or general mobility would NOT work.

    Because either you'd make him as broken as freddy and bubba, or make him unplayable to the point where removing him entirely would be the better idea.

    Let's break it down again

    Increasing his windup time: Due to the limited range and projectile travel time you sometimes have to shoot from the hip. Giving him a longer windup would mean increasing his speed while aiming. increasing his speed while aiming would mean increasing his TR while doing so, which in turn means you'd have to increase the length of the chain, increasing the length of the chain however means increasing the strength of the chain, which means he'll be even stronger in chases, which is the main beef a lot of people have with him because they measure how good or bad a killer is by how easily they can be engaged in a chase (that the survivor can win)

    in short: You can't alter the abilities (and no, giving him the same wind up as PH or demo also would not work cause the trail and shred have other properties that make up for that), but you CAN alter the maps. And dynamic map creation is not just possible, it would be beneficial for both sides.

  • I think we are all missing some important information here:

    Are you going to lose a vital organ and/or loved one if you don't get a kill in every match?

  • pain and chaos

  • @Warcrafter4 said:

    The swamps have been wonky for a while given that they can spawn "Fat Shame" spots(Spots were survivors can pass through but not killers).

    They are also repeatedly for me spawn the hatch half inside of trees or rocks with completely glitched out audio enough that you'd need to be physically touching them to hear them.

    Y'know, in some way I hope that when they rework the swamp maps they pay tribute to the glitches and implement it as 'haunted swamp' features... like, that the lamps float away on purpose etc

  • If I could dive into the code, though, I'd look for what variable has accidentally been set to FALSE or doesn't call a function anymore

  • Because they are judging killers by their loop-a-bility. Can you engage spirit in a chase and loop her a bit? yep. does that mean she isn't broken af? nope. but to some people here being able to feel good about themselves cause they looped a killer is more important than anything else

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150843#Comment_2150843

    More like they were trying to tweak pallets because of all the hit through pallet complaints on the forums.

    When the stun does work it is instant for me now instead of the small delay it had. I have even been teleported into the pallet when backpedalling or just walking near one being dropped.

    i was talking about the breakdown bug.

    but the palletstun likely has similar causes

  • Most realistic guess:

    Spaghetti code al dente.

    with stuff like this?

    it might easily be that the culprit for the bug is in the code for a challenge from the next tome or even a survivor cosmetic.

    Good luck finding it

  • @oh_salutations said:

    Note I'm not posting this to ######### on Kate's ears just that I've never noticed it before and was wondering if it was intentional or not, saying that her ears are the only ones that look like that.

    and I'm also not hounding at them to fix it there are worse things needing to be fixed

    It might be, as said, a modeler signature thing (like how there's the ongoing joke that the only modeler that knows how to make nice looking hair has a thing for shaved sides?)

  • I noticed this on a few male survivors too (felix for example).

    their ear canals are massive.

    Might be a sculpture signature thing, but damn it looks creepy

  • On a genuine note here:

    A part of the issue is that a lot of the people saying the game is dying are like the same that refuse to give usable feedback. They're the ones that will go on the ptb and play as if they are playing a regular match, not actually test stuff out. And THEN they'll complain about stuff they could have easily found while testing, had they actually tested.

    lot of feedback also boils down to people not thinking practically with the changes they demand. granted, looking at some perks etc they have that in common with the devs at times... (seriously, bhvr, how did you not foresee original undying being broken af with ruin?)

  • it's part of an overall issue with the community:

    Survivors refuse to drop their 1 single go-to tactics, as do killers.

    For survivors this usually means:

    • 'fun' of a killer is measured in how well a killer can be engaged in a chase, with the survivor ultimately winning the chase. Killers that are strong in chases are declared 'unfun' 'boring' and are demanded to be nerfed/removed
    • gen rush above everything. Play against the above wraith, pig, any killer that even slightly requires a change of the 'gen rush while someone loops the killer' tactics? Nope, killer must be broken, is op, must be nerfed or removed.

    For killers:

    • 4k or bust. you didn't get at least 2 kills in before the 3rd gen pops? time to slug, because that's a legit tactic.
    • tunneling? well, it's not my fault survivors are close to each other after unhooking and it was a real hard choice to go after the injured one
    • camping devs said its a legit tactic. but they need to fix the gen times, it's sooooo unfair gens pop while I waste time preventing people from getting unhooked.

    In short, everyone wants iWin buttons and just refuses to even try playing with some skill.

    As someone wise once said:

    Slugging is the equivalent to a survivor DCing because the got hit before the second gen's popped.

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150322#Comment_2150322

    I'm assuming he means he hooked someone in the basement and the other 3 ran in and farmed themselves to death. Or he ran into all 3 of them near the basement and they all 3 ran down and started pointing at the hook. If its not those 2, then yes, suicide may not be the right word. If they were having a meme basement-party then that's not suicide, just hoping the killer wants to party lol

    oh, i have seen people boast about how people get to the basement to get hooked because they don't like a killer... which, frankly... why people?

    And funfact: it's NEVER bubba or spirit. it's always killers that can't be engaged in chases.

  • @redsopine00 said:

    Like I get not liking a killer but 3 of them suiciding is stupid

    how exactly is running into the basement suicide? Like, won't that require YOU actually knocking them down and hooking them. If you think they do that cause they don't like wrath just... leave them to rot.

    do something else. if you're on pc, open solitaire or something and wait till they collectively dc

  • People, you need to understand ALL killer jiggle physics go into Blight's butt.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2149719#Comment_2149719

    Iri coin has been an objective design failure for years now as the game itself just doesn't support its design.

    So why would they want to repeat the same mistake?

    Hun, they were so obviously talking about the distance requirement. 0/10 seen better bait

  • 9 out of 10 changes made to perks, addons and abilities seem to scream that the devs don't actually play the game. I mean, how long have people stated in no uncertain terms:

    'Rework Iri Head cause people use it on melee distance' and asked to have it work similar to deathslinger's coin.

    But nope.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2147714#Comment_2147714

    All 3 of those changes won't change anything about playing against Deathslinger, just like how the Freddy changes that are being made don't solve any problems people have with that killer.

    - idk why barring good perks on him would do anything, that just seems like a dumb idea and limits what people like running on the killer. Synergising perks are fine.

    - A new sound won't matter because you don't get any time to physically react and move your character anyway (although spamming ADS to hear a constant whistling sound would be really funny). Wasn't it you and a couple other people who said that you outplay a Deathslinger in a chase with predictions and not reactions? Surely you of all people would know this change would be pointless. It also sounds like a hillbilly roar type of thing where it'll get annoying to listen to constantly for those who play Deathslinger.

    - It would be a useful tip if we had any control of the chain to begin with, because for some reason they decided to make survivor movement influence the chain less and less and I have no idea why.

    still try it.


    Because here's the thing I found in common on all the complains:

    • people mostly complain about slinger when the player's been running M&A (plus stbfl) thus taking away some TR which skews odds.
    • A lot of people are not aware of the sound
    • a lot of people are clueless as to how to break the chain

    Thus removing these factors for a while to see if that is the actual issue, and NOT the quickscoping etc.

    Because it won't be any use to either side if they go and fix the parts that aren't broken but appear broken due to a different factor.

  • @MadLordJack said:

    If they make him harder to play by removing his zone-by-existing, he'll get Nurse Syndrome and people will suddenly stop complaining and instead compliment a good Slinger. That, or they'll admit they're hypocrites and/or sheep that just follow the opinion of the masses and don't actually care how difficult a killer with no counterplay is to play.

    as if they'd ever admit to it.


    It would be nice to have a weekend where devs would just try the follwing:

    • bar him from m&a and stbfl
    • change the aiming sound to maybe a sharp whistle (i mean, he is the kind of person to do that mockingly)
    • put up a new tip on the loading screen on how to break the chain

    and see how it goes.

  • @Cornpopers_Evan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2147420#Comment_2147420

    Seriously, although, hopefully it's happening in the background.

    from all I found it seems to be like this:

    Quentin's actor gave his OK for the remodel, but the licenseholders said no (likely they want more money). I think it's a similar case for Nancy and maybe Laurie

  • @SpaghettiYOLO said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145674#Comment_2145674

    Have to ask... how many do you kill when those matches come up and you get that message?

    2-3 usually. i tend to let the last person go if they played well. and due to the wonky matchmaking it's commonly people from all ranks

  • @BubbaOniBlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145648#Comment_2145648

    Great idea! Too bad BHVR is too lazy to do this. They haven’t released a new map in a whole year. The idea of every map getting custom tile load outs for all 23 killers is so unrealistic. Or just ask a CERTAIN dev about stats and he will probably say something like trickster has a very high win rate on lery’s therefore all maps will be restructured as Lerys for trickster. (Obvious hyperbole but man stats isn’t everything smh)

    I hope though that they do give us dynamic maps at some points. Cause i stand with my evaluation that that (and giving survivors a better hint at how to break the chain + maybe changing the aiming sound) is the only decent way to fix the issues with slinger.

    Grabbling Hooks, longer wind-up etc, none of that pans out. at all.

    Also: no, PH's power and the redeemer are NOT the same.

  • They ought to change plague to actually 'kissing' the survivor and having the survivor's cheeks and stomach explode with vomit.

    I mean, even in the animation the survivor is pretty much looking away right now. sure, she's strangling them, but you don't die from an earful of vomit

  • @Mew said:

    maybe something that can be done is giving survivors more control in their movement while being speared?

    that way when you’re speared as a survivor you aren’t just dead- it would also require more forethought from both sides

    That's honestly a much needed change, give a clear indication how to break the chain.

    And coming back to the idea with demo's shred:

    It really wouldn't work.

    1. The grabbling hook idea would just look and feel ridiculous. even in a game where we have killers like blight or trickster.
    2. the shred timing for the shots won't work cause, as mentioned, demo has something to make up for missing, as do huntress and trickster. Caleb does not. It's one shot and you have to reload. with an additional windup time, especially if you'd have to stand still, it would render his ability entirely useless.

    And before anyone goes and says anything about 'good slinger players won't have the problem'... think about how new players should then get good with him, if this idea would render him more useless than Trickster

  • No matter what you think about trickster, he IS a ranged killer who's ability is only really doing anything if you cornered a survivor or attack on melee range

  • On the notion of giving him a 'Grabbling hook' ability for mobility:

    If this doesn't mean we can swing cross the melting pot on ironworks and kick a teabagging nea in the face it's not worth it.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145712#Comment_2145712

    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.

    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

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145648#Comment_2145648

    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.

    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

  • @jakesotto said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145674#Comment_2145674

    I don't want his power changed to something else completely but every aspect of his power needs looked at and adjusted to make him more fair for survivors and stronger for killers. They could add a grappling hook to his gun for mobility.

    It's like when Overwatch reworked Brigitte, they didn't just get rid of her shield and health packs but they changed values to change her play style

    yeah, but how to adjust it. as said:

    you can't make him fast while keeping the chain the same length.

    you can't make the chain shorter without making the tr smaller

    you can't change the scoping without making him faster.

    It's a bloody cycle.

    You can't undo the deep wound from the chain breaking without making the chain more durable to make up for that. if they chain's more durable, you can't have it short, and...

    It's pretty much 'there's a whole in the bucket' with guns

  • Isn't this what they were going to add at the start of a match? that you have to find stuff first to be able to work on gens?

  • @jakesotto said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145648#Comment_2145648

    I honestly have no idea what balance to his current power would work, that's why I think his power needs a rework. I don't want him made weaker I just want some sort of quality of life change for both sides...

    As his power stands now he is the least fun killer for me to play against to the point where I want to disconnect because I know I won't have fun in the chases. And this is coming from someone who never disconnects (even if it's a stridor spirit)

    I think you cant rework his power without reworking his entire lore, which, no.

    What could work to make him more fun to go against would be barring him from the crutchperks so many red ranks insist you MUST use on him:

    stbfl and M&A.

    Like, i do get a lot of positive feedback from red rank survivors (whenever the matchmaking goes 'screw it' again and puts them in my lobby) for my build, saying that I'm much more fun to go against than other slingers, BECAUSE i don't run those perks.

    so... yeah.

  • 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.

  • At the risk of sounding elitist, but something that grinds my nerves for either side is when people are ignorant/completely oblivious towards mechanics of 'the other side'. Like not knowing what certain perks like Bloodhound do and accusing someone of hacking instead, or walking past bushes on glenvale or midwich for what feels like hours and obvioosly knowing the survivor's around, but the idea they are in the bush doesn't occur to them. (you see this often in 'funny dbd moment' compilations)

  • Needs more cowbell

  • i'm trying to understand the mathematics here:

    all perks for a character become teachables to the others at the same levels (35, 40, 45)

    so you need to level up survivors and killers to that point.

    The real issue is survivors seam to get things to increase BP more commonly

    Killer got: wreaths, pudding and the cocoonlooking thing

    survivors got: flowers, escape cake and the envelopes which increase the bp payout for every survivor. and these things seem to pop up more commonly on the survivor bloodweb.

    the thing really are the envelopes:

    killers are on their, while survivors just need someone to bring one of those.

    add to that that the grind is horrible.... yeah

  • also: look at what you are dealing with:

    There's survivors, random groups and swfs alike, that WILL genrush no matter what, meaning a good tactic is down a survivor quickly and see if they activate a gen and thus the trap or not.

    if they do, get traps on them, i have seen people pop gens while wearing a trap themself cause they think they can get them off before quickly enough.

    If you have that kind of group and got a bit practice in, you might be able to time things well and have at least two survivors with traps when the last gen pops. then you can open the gates and watch them panic.


    If you have a group who knows how to play against pig (99 gens and only pop them when no trap is in play).... good luck

  • Y'know.... this isn't snark, but they could have made Trickster the console-strong killer.

    Like, that you'd throw his knives with Q & E on keyboard, but the shoulderbuttons on controller, respectively by moving the controllers on switch?

    the latter would have been great to watch streamers do. beatsaber killer

  • The mentality at show here ('If I hit a survivor I want my down, goddamnit!') is really unsettling. Expected, gotten used to, but still unsettling and concerning

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/2140763#Comment_2140763

    I've mentioned it above, but there are certain situations where hitting them wouldn't be preferable like if I had stbfl & the BT bodyblocker was the obsession.

    tough luck. hit them and then build up the stacks again.

    This is honestly something about stbfl users that baffles me. this utter fear of losing stacks, like... people...

    really, in this case, just hit the person trying to get a protection hit and get the stacks back on the other. it's not like you lose all stacks. and even if, who really cares?

  • @Yords said:

    Because by the time daylight rises you are dead?

    ^^^ this:

    Look at classical horror movies, especially slashers. you'll either make it to dawn, or you're toast

  • just hit them.

    It's like this:

    BT is meant to be a sorta-anti-tunnel perk. If you go after the unhooked to tunnel, you are wasting your time to BT. However, if they take a protectionhit for the unhooker and you hit them and then go after the other person that's fair game.

    They got points for the protection hit and can split off from the other person. It boils down to whom you are chasing and why.

  • @Laurie268 said:

    Anyone know when the ptb update goes live?

    probably round the 4th or 5th?

  • @sesawyer3127 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139303#Comment_2139303

    I hear ya,,,I even ran the add on "start farthest from the killer" and somehow the Killer finds me first and fast lol. This has happened so many times I avoid that addon in the bloodweb like the Plague lol.

    I think that's actually BECAUSE you started furthest away:

    The killer see the offering not turning and can guess whether it's the yellow or the purple one. Most killers seem to head for the gens near the furthest one at the start, cause that's the most common starting points. So when you bring the yellow shroud, the killer has a pretty good clue where you are.

  • @Kirkylad said:

    A player that's been killed by any means necessary is included. The only thing they don't include is dc's.

    yeah, but are the 'means' included? That's what I wonder. like, can the devs see if someone tunneled?

    likewise, do they e.g. see how many people died to pig's traps because someone couldn't keep their hands off a gen while a teammate had a trap on?

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2138735#Comment_2138735

    I don't understand why people pop a vein over hanging on a hook for 2 minutes out of their entire night...

    Okay, maybe we can agree on the following:

    Personally I'd be curious to know if camping etc reflect in the devs pick/kill stats, and if no, would the stats change noticeable if just for a weekend no one would camp, tunnel and slug.

    How 'bout you?

  • Look, if you don't know how to play without camping, if you pop a vein over the prospect of not getting a kill... you oughta do some soulsearching.

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