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Millor

Millor

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Millor
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  • @snek said:

    of course it makes sense from a financial perspective - more money for devs

    but yes, current grind is ridiculous, i've heard even goddamn mobile version of dbd is less grindy LMAO

    At this point, the only extra money they're making out of this arrangement is from new players, for a single DLC, and only for people really interested in killer. 4/5 people in every game are survivors, so there's less draw for BBQ&chili than there is for WGLF, which is free. What they're losing out on, is a lot off people not buying a lot of DLC's, because there's so much stuff to grind as it is, and it'll take a long time to get the perks they want on the characters they want them on. The grind is bad enough without this extra RNG barrier on trying to get WGLF or BBQ&chili to show up on a character you want to play.

  • I mean, challenges and rifts are nothing new. I don't really have a strong opinion on the cosmetics. I just hate the add-on and offering in this event so much that it overshadowed anything that was mildly good. I wish we would just get refunded like 1500 BP for every event add-on we have after it ended at least. I don't even want to use them next year.

  • Killers live to suffer and serve their survivor overlords by providing a safe a thrilling (but not too thrilling!!) experience. Please keep your hands and feet inside the ride at all times.

  • @anarchy753 said:

    I think they need changing but this isn't the answer.

    Especially Circle of Healing you'd need to bless the totem every time you wanted to heal. At that point it's more efficient to just run self-care because the 14 seconds of blessing with the 16 seconds of healing means you'd have to be 2 seconds away from a totem for it not to be better.


    That's assuming your team is only going to get one heal out of it before it's destroyed. Even still, if it's not currently up, you can just place it and then immediately begin healing. It makes self-care and inner healing completely obsolete, and if you have another survivor healing you in the boon area, it's basically a triple strength botany (without the efficiency part). It's just too many perks in one package.

  • @anarchy753 said:

    I think they need changing but this isn't the answer.

    Especially Circle of Healing you'd need to bless the totem every time you wanted to heal. At that point it's more efficient to just run self-care because the 14 seconds of blessing with the 16 seconds of healing means you'd have to be 2 seconds away from a totem for it not to be better.


    That's assuming your team is only going to get one heal out of it before it's destroyed. Even still, if it's not currently up, you can just place it and then immediately begin healing. It makes self-care and inner healing completely obsolete, and if you have another survivor healing you in the boon area, it's basically a triple strength botany (without the efficiency part). It's just too many perks in one package.

  • @anarchy753 said:

    I think they need changing but this isn't the answer.

    Especially Circle of Healing you'd need to bless the totem every time you wanted to heal. At that point it's more efficient to just run self-care because the 14 seconds of blessing with the 16 seconds of healing means you'd have to be 2 seconds away from a totem for it not to be better.


    But that's assuming your team is only going to get one heal out of it before it's destroyed. Even still, if it's not currently up, you can just place it and then immediately begin healing. It makes self-care and inner healing completely obsolete, and if you have another survivor healing you in the boon area, it's basically a triple strength botany (without the efficiency part). It's just too many perks in one package.

  • @anarchy753 said:

    I think they need changing but this isn't the answer.

    Especially Circle of Healing you'd need to bless the totem every time you wanted to heal. At that point it's more efficient to just run self-care because the 14 seconds of blessing with the 16 seconds of healing means you'd have to be 2 seconds away from a totem for it not to be better.

    That's assuming your team is only going to get one heal out of it before it's destroyed. Even still, if it's not currently up, you can just place it and then immediately begin healing. It makes self-care and inner healing completely obsolete, and if you have another survivor healing you in the boon area, it's basically a triple strength botany (without the efficiency part). It's just too many perks in one package.

  • They really need to do something about them because they're not just strong, but they force you to tunnel people to get kills because you can't target switch without the person being healed up within the next 30 seconds. It also just significantly prolongs the game when survivors are constatly placing boons instead of doing gens and you're forced to constantly douse them if you don't want to spend half a game chasing a single person.

    I have no idea why killer hexes can be permanently destroyed but boons can't. Either make them both go on a 2 minute cooldown and randomly move to another hex totem, or make them both permanently destroyable and removed for the rest of the game. Survivors would still have the possibility to place 4 of them in a game, which is still probably too strong, but at least there would be an end to destroying them at some point.

  • They're very poorly implemented as they are, and aren't just too strong but as Demondaddy said, they kind of just force you too tunnel people which no one likes. It also just significantly prolongs the game when you're constantly destroying them and survivors aren't doing gens and just placing new boons. I know they just make new perks strong like this to sell a character most people would otherwise pass up, but I'm hoping for a change sooner than later.

    Killer totems are just out right permanently destroyed when removed and if they aren't going to change that at all, I don't think boons should be any different. Make the notification go away when placed, but the killer is able to just permanently destroy the totem, and the survivor can't place another boon. It'd still be really strong if the team had 2 or 3 people who could place them, but at least there's a light at the end of the tunnel and you aren't just forced to camp people or chase boons all game.

    Alternatively, make boons and hexes not permanently destroyable, but go on cooldown for 2 minutes. The location of the hex/boon also randomly moves to another totem when it comes back up (or maybe even when it's doused, so if it's spotted again you can reset the timer and keep it down). But I'm not entirely sure about that because it still might just be too much of a distraction from gens for both sides.

  • @Taingaran said:

    The lack of ADS camera speed penalty will significantly improve the comfort when playing as the Deathslinger.

    This too, a seperate sensitivity slider for ADS would be extremely nice. Before it was kind of avoidable with snapshots, but now that we have to deal with the changing sensitivity even more it's much worse.

  • If every game is a "gg", then no game is a "gg", it becomes meaningless, I only say if it was actually good close game where everyone was generally sportsman like, (IE not facecamping/tunneling or SWF+discord shenanigans while also running a full gambit of meta perks), otherwise, you don't deserve a gg. Obviously if some one is flaming you in chat, they're already angry, give them a break. It serves no purpose to get angry too, you simply don't have to read it or care, the game is already over, let em vent. Whatever it is they're mad about was probably more upsetting than whatever it is they had to say about it. I've always found being a little sympathetic and giving tips on what they may have been doing wrong makes everyone feel better in the end, people will often cooldown and apologize if it means that much to you. Just be the bigger person.

  • Lets just give every survivor a jetpack

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2594907#Comment_2594907

    The way Deathslinger played before his nerf was unfun and boring and predictable and bad

    His ability is a bit one dimensional without much variation in how it's used, but a lot of killer abilities are like that. They can't all be convoluted and multi-faceted (or maybe they should be, but that's a lot of work). This update changed nothing in his game play other than making him worse. The only thing I see to make his ability require more thought in its use if the current changes are kept is adding like 10 meter terror radius reduction when he's ADS, and then replacing the terror reduction add-ons he has to something else (like ADS speed maybe!). More interestingly, maybe give him the ability to crouch and tie the terror radius reduction to that. Make it so he can crouch and move, or crouch and ADS, but crouch moving while ADS makes you automatically stand up (while continuing to aim), or just move even slower.

  • @R1ch4rd_N1x0n said:

    I was at first glad he got nerfed, but after playing against him, and as him, it does kinda feel like too much. Then again, it could be just because we aren't used to him, maybe he's not as bad as it seems.

    I think he should be able to use his gun as a grappling hook, I made this thread suggesting that https://forum.deadbydaylight.com/en/discussion/287930/grappling-spear-ability-for-the-deathslinger#latest

    While an interesting idea, I don't think the grappling hook idea really fits him much thematically or what his gameplay seemed to be intended to be like. He is a "you can hide, but you can't run" sort of killer with low map control but very hard to shake if he spots you. I'd accept the increased terror radius or some sound cue outside of his terror radius to reinforce the fact that you are supposed to hide from him, if they reverted the shot delay nerfs. On the opposite end of the spectrum, they could perhaps enforce his ambush gameplay and make the terror radius reduction when aiming add-on just an inherent effect he gets. I found that paired with monitor and abuse to be at least an interesting play style. It feels very good to stalk through cornfields and have your spear come flying out and nail some unsuspecting survivor. But then again, it's rather map dependent, and it really seems like it'd be much more difficult to counter than he was. If that path was taken I think a ranged decrease might be needed.

    @Nos37 said:

    Just aim down sights while walking toward the survivor.

    You're no longer slowed to a stop and can close distance as the survivor tries to zig-zag and dodge a shot that's not coming.

    Then just M1 them

    That isn't fun gameplay for anyone, it's a very silly and eye rolling encounter for both players.