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Mister_xD

Mister_xD

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Mister_xD
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  • idk i kind of wanna offer it some Survivor souls for it to battle the entity and free us all from its grasp...

    in Lamp. Comment by Mister_xD
  • i think the problematic part about Dead Hard isnt its effect, but the activation requirement behind it.


    Think about it, every Exhaustion Perk is ment to cover a certain scenario, a specific nieche: Lithe for fastvaults, Balanced Landing for dropping off of things, Smash Hit for Pallet Stuns, Head On for hiding in Lockers and Sprint Burst for the beginning of a chase (doesnt really have much of an activation requirement, therefore comes with the drawback of not allowing you to run outside of chases without wasting the Perk).

    but what does Dead Hard have?

    its "requirement" is that you are injured. being injured however is something that is guaranteed to happen once each chase (unless its your very first chase and you get oneshot - afterwards you have "fullfilled" the "requirement" for the rest of the trial though). So its basically given to be active every time the killer chases someone without the Survivor having to do anything for it.

    And not only does the Survivor not have to do anything to get it active and can play the game just as they would always do, it also activates whenever the Survivor screws up. With other words, its a direct reward for failure, something that, funnily enough, is always used as an argument against Hex: No One Escapes Death. Now i dont want to dip into that whole "Us VS Them" mentality here, i just found it a bit ironic.

    okay, so what if it doesnt require the Survivor to perform any specific action, Sprint Burst doesnt do that either, so why is it a problem with Dead Hard?

    well, the main difference is, that Sprint Burst isnt as "for free" as many say it is. For a Survivor to Sprint Burst away from the Killer, they had to not run prior to their encounter, otherwise they'd be at risk of being exhausted when the Killer finds them, leading to them not having any Exhaustion Perk at all. With other words, the Survivor trades their ability to quickly traverse the map for a headstart in chases. Or they trade their headstart in chases for quicker map traversal. Dead Hard doesnt have any such downside to it, you can just use it whenever you please, as long as you havent just used it before and are still exhausted ofc.

    and there is the second striking difference between the two: Dead Hard is activatable at will. The Survivor can actively choose to activate Dead Hard at any point in a chase. This leads to the Perk being much more controllable than a Sprint Burst, much more accessable. like i said before, Sprint Burst only covers the very beginning of a chase, Dead Hard on the other hand allows its user to use it at any point they fear they might have screwed up.

    Scott just made a video about that, where he covers why Dead Hard is so much more hated than Sprint Burst is (i recommend you watch it if you havent already) and its because of exactly that. Survivors use Dead Hard to cover up their mistakes, which means the Killer puts a lot of work into his chase and the Survivor can just negate all of it by pressing E. Thats why it feels so unfair for the Killer, which i can absolutely understand and back up.

    and because i know someone is going to bring this up:

    yes, 99%ed Sprint Burst exists. This effecively gets rid of the Perks uncontrolability and allows its user to use it very similar to how they would use Dead Hard. However, there is one big difference: The Survivor is forced to no longer participate in the trial in any way that would be useful to the team and instead needs to be the one being chased. As soon as they start any action, such as repairing a gen or just simply walking, they would once again fall back to Sprint Burst being a headstart Perk. So when the Killer knows they have Sprint Burst and sees them begging for attention, they can basically hardcounter the 99%ed Sprint Burst by ignoring the Survivor and instead focussing on the others, leaving them with two Survivors not on gens.

    So in short: Dead Hard is a Survivor Perk that activates uppon failure and is commonly used to then prevent a second failure for absolutely no cost on the Survivors side.

    or, in reverse, its a Perk that activates uppon the Killer doing well and then punishes the Killer for doing well a second time without the Survivor having to put much into it.

    It turns any chase from outplay survivor -> hit, outplay survivor again -> down into outplay survivor -> hit, outplay survivor again -> use up Dead Hard, outplay survivor again again -> down, pretty much a third health state at that point - for absolutely zero cost on the survivor side of things.

    Additionally it promotes some very annoying playstyles where that bonus health state basically makes it so Survivors never have to heal and instead can just immediately jump on gens, as being injured is actually much stronger than being healthy in todays meta (thats not soley the fault of DH, but its one of the main reasons for it).


    so, long wall of text above, but what was i trying to get at?

    TL;DR: Dead Hard as a Perk needs to be given an actual nieche to cover, much like all the other Exhaustion Perks already do. Either that or it needs to have an significant downside to it that balances out the very strong effect it gives.

    I think the best way of doing so would be to completely scrap the current activation requirement of being injured and replacing it with something entirely new that makes the activation of the Perk more predictable for killers and less free for Survivors.

    My first idea would be to make it so the Perk activates uppon being X seconds in a chase without being hit. This would cover the whole "being injured is just as, if not stronger than being healthy" point, the "DH being activatable at any point in time" point, aswell as the "Survivors dont have to do anything to "earn" DH" point by making the Perk a late chase Perk that can be used to keep up your momentum after you already did a good job at keeping the Killer at bay, aswell as giving the Killer a way of avoiding the Perk by not sticking with chases for too long. Thats just an idea though.

  • can we trade games?

    you can have all my Twins games in exchange for literally any other killer you want.


    please?

  • yeah, tunneling the same person with an active trap on their head is basically just camping with extra steps.

    though, luckily, the devs thought of it when designing her, so her cheesing a trap kill like that is gonna cost her much more time than a regular sacrifice would (a hook sacrifice takes 2 minutes to complete, a RBT has a base 2.5 minute timer + stops any time she enters a chase with you) - and on top of that you could, technically speaking, still escape through hatch (very unlikely, but in theory possible when you're either the last one in the trial or you got a key with you).

    so while it is definitely annoying to deal with as a survivor, its such an inefficient playstyle that you wont see it very often, as the killer is basically just admitting defeat when using it.

  • yeah there is some serious salt in this community...


    though one of the reasons why you see less "ggs" when you sacricife everyone (or a majority of them) is also because many of the survivors who died early on arent in the lobby anymore.

    ofc that in no way excuses those who are toxic towards you in end chat, but it might explain why you see less "nice" survivors as a killer.

  • a Shrine of Secrets rework.

    honestly, i think thats more than due at this point. We have so many teachables and so many of them are extremely powerful and needed (e.g. BBQ) that we gotta make them more accessable.

  • its not pointless, it does exactly what it is ment to do: force the trial to an end.

    it was never ment to give either side an advantage over the other or have any significant impact on how the trial plays out, its just there to prevent games from getting taken hostage.

    should you struggle with Survivors 99%ing gates, you can always open them up yourself.

  • @Actionjacksn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2204668#Comment_2204668

    My killer ques are almost instant, i could wait few more sec or half a min to get fairer matches.

    and the Survivors you got have probaply been waiting for a long time now.

    and its only natural that the game would prioritize those who waited for 5+ minutes for a trial but arent in your rank range over those who are in your rank range but just queued up 5 seconds ago.

  • the Survivor Master Challenge "Fight Back", which required you to stun the Killer 4 times in a single trial.

    it was featured twice btw, once in Tome 1 and once more in Tome 5, but under the name "Back Off!".


    i hated it every time :)

  • ill try to make it as short as possible:

    Trickster is a Deathslinger in much worse.

    they have the exact same downsides to their power (= they suck at everything other than chase), their power covers the exact same aspect (= chase), but Trickster is much worse at chasing than Deathslinger due to him having to hit 8 shots (that take the same effort as a Deathslinger shot to hit) while Deathslinger only needs to hit one.

    in short, there isnt really a reason for Trickster to exist when we have Deathslinger.

    even if you cant aim and need help with that, just equip reloadspeed + missed shot recovery speed add ons on Deathslinger and you got a similar effect.

    1. Killer main
    2. i like to think that i am. im not going around flaming people in end chat or anything like that, so i think so?
    3. Yes. at least for my killers.
    4. Yes. and i find myself struggeling with playing again after i started playing some other games again that dont tilt me.
    5. occasionally. usually im going for the shard ones though.
  • i dont really like Dwight.

    he just lost all of his... cuteness (not ment in a thirsty way).

    :(

  • well, i usually just end up predicting where they go and play accordingly.

    as Deathslinger i sometimes even take some blind shots (and i have hit quite a few, which always feels great!)

  • what do you mean?

    the chat ###### is working perfectly ####! its just that you are ####### words that are bad, so its only ####### that you're getting ########.


    please stop hating on chat ######, its doing its job ####### as it was ment to and has no flaws ##########.

    do not #####, you will get used to it after a short #####! :)


    sincerely,

    ######_xD

  • well, depends what you count as "Zombies".

    Technically speaking pretty much everything in RE is a Zombie, so Mr. X or Nemesis could be classified as such.


    however, the Devs have stated their dislike for the stereotypical Zombie (= grunting, slowly limping undead only driven by hunger) in the past, so i think its pretty unlikely we're gonna see those make an appearance.

  • Clown is not that bad. He isnt great, but he does his job decently.

    Legion has amazing synergy with Thanatophobia, which makes them a lot better.

    Pig has one of the best game delays in the game as her power, only problem is the RNG dependency.

    Plague is a pretty good killer, though severely underrated.


    Trickster is probaply on par with Trapper tbh. But since he wasnt an option here i stuck with Trapper.

  • Nurse i'd say

    she has like one or two Add Ons that actually buff her, everything else is either just useless, very gimmicky (= on the verge of being useless) or a straight downgrade

  • Twins - they are a complete failure in terms of mechanics and powerdesign imo

    Hag - i find her boring to play

    Freddy - i find him too easy to play


    Trickster just barely didnt make the list, because at least i enjoy his personality... gameplay wise he is just painfully weak tho

  • it does not reveal any auras, it reveals the current location of a survivor.


    honestly, the only thing i'd find misleading on this is that the location reveal doesnt get updated, so the "6 second location reveal" doesnt actually reveal their location to you for 6 seconds, but the location they were in when you triggered it for a duration of 6 seconds.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2198150#Comment_2198150

    But that's Second Wind, not Babysitter ;)

    I'd argue that For the People would be a better choice but since the point of the build is to work alone I think it's perfect as it is

    darn...


    in my defense, ive never really used either xD

  • @Friendly_Blendette said:

    Honestly I would prefer if they made his power worthy of being a 110 than just making him a 115

    while that sounds like a good idea in theory, this is a lot more to ask for than just some simple buffs.

    if they choose this approach (which seems to be the case, given the newest buffs to him), they will need to make some much more drastic changes to his power in order for it to actually receive its own identity.

    right now Showstopper really is but a worse Redeemer. These two powers are just too similar in how they work and how you gotta play with them / against them, so if you truly want to make him a Killer that has to rely on his power to down people, you need to make sure he plays differently than a Deathslinger would.

    a very common suggestion for this is to give him the ricochet Add On basekit (at least with one bounce). Whether that would be enough already is hard to say, but it would certainly give him some diversity over the others.


    with Trickster there are two possible ways to go if you want to buff him:

    1) acknowledge his power is but a worse Redeemer that with simple buffs will always end up being the worse option (thanks to the Laceration meter) and make up for it by giving him more utility and less downsides (this can easily be achieved by upping his movementspeed to 4.6 m/s)

    2) try to buff him to the point where the strength of his power justifies the 4.4 m/s movementspeed. However, as mentioned above, this leads to a big problem with power diversity.

    both of these are definitely possible, but the second option would be a lot more work.

  • it sounded super good on paper, but i have to say its really not that great after all.

    easily the worst of Tricksters 3 Perks.

    that said, its also not a bad Perk. it has its nieche and can be quite strong when combined with the right other Perks / playstyle.


    overall i'd rank it as a decent Perk.

    nothing you're gonna see too often, but also not useless when it is used.

  • clearly they have no idea what they are talking about.

    that Perk build is worthless!

    and all because of ONE Perk...

    honestly, just replace Babysitter with Solidarity and you got a great build smh my head

  • i think it would be kinda fancy if a Punishment of the Damned attack would leave some Rites of Judgement on the floor and torment anyone it hits.

  • @Blueberry said:

    DH needs to be brought down to their level, not them up to DH. Head On and BL are probably the ideal level.

    yeah, instead of removing the activation requirements from the other Exhaustion Perks we should rather add one to Dead Hard so its not freely activatable at any point in a chase after the survivor got hit once.


    honestly, why not scrap the current "requirement" of being injured and add something new entirely? something like "after being in a chase for X seconds without getting hit, Dead Hard activates"

  • yep.

    i am still mad about my lost legacy, cause that achieved exactly that.


    it'd be nice to unlock something special when you have a character completely maxed out. a golden skin or something fancy like that...

  • its still a very strong perk.

    after all, paired with iron will all you need to escape a chase is some LoS blockers and the killer pretty much autmatically loses you. and that is a very strong ability to have.

  • i would love to say something like "make sure to trap around loops, hide them in the tall grass in areas you suspect they might want to loop you on / they might pass through when trying to get to a loop in order to catch them off guard" - but thanks to the incredibly shallow grass on the reworked maps you should honestly just stick to trapping pallets and windows.

    especially god pallets / windows can be shut down quite effectively that way - however, make sure to not place the trap too close to either, as you dont want a dropped pallet to cover up the trap (so they can jump over it) or survivors jumping over a window trap by performing a fast vault.

    also never, and i mean NEVER, leave your house withoug at least one bag add on.


    honestly, and i say that as a former Trapper main, you should not invest your time into him.

    at least not when you want to win. he is incredibly weak with a power that has more downsides than upsides as well as being RNG dependent and extremely slow in doing what it was designed to do.

    so unless you really like his gameplay, do not play him. not until he receives some significant buffs.

  • Nice

    in Nice. Comment by Mister_xD
  • the way DS works is that it activates whenever the Survivor performs any action that has a progress bar to it (excluding a few, such as searching a Jigsaw Box).

    since there is none such progress bar present in Inner Strength (and hiding in a locker isnt something that deactivates the Perk (nor should)), it wont be deactivated.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186235#Comment_2186235

    I made a Rework thread a long time ago. If we can't get a mask-changing rework, I'd like it to be similar to this.

    Deep Wounds has to go. It can only be either extremely underpowered or extremely overpowered. It will never be fun for BOTH sides. 

    • Feral Frenzy now applies the Frenzied Slashes (FS)

    Frenzied Slashes is a new status affect. The numbers are purely experimental and are more of a proof of concept than a legitimate attempt to balance it. Please keep that in mind.

    • FS applies Hemorrhage and louder grunts until fully healed 
    • FS applies a 2 second Exhaustion

    Hemorrhage is for easier tracking, as are the louder grunts. Two seconds of Exhaustion is designed to regulate the Survivors perk use. This Legion specializes in the chase and stall. Therefore, his strongest point will be in the chase. It is only two seconds because to allow the Survivor to recover Exhaustion if the Legion makes a bad read and to quickly recover it when Legion leaves them alone. 

    • FS applies a 3% repair debuff and a significant healing speed debuff. The repair speed debuff will remain until the Survivor fully heals. This debuff is unique. If one Survivor has FS, they have a 3% debuff. Hit another? Those two have a 6% debuff. Get all four? They all have a 12% debuff.

    The repair debuff is probably too low, however, I don’t want it to be oppressive. Everyone knows gens are very boring. As for the healing speed debuff, this applies only to your self-healing and will slightly slow down your healing of others, think one stack of old Thana. It is NOT the Mangled status effect. You will still be healed at the same rate, unless the other Survivor has also been hit by FS. It is not meant to be oppressive, it is only meant as an incentive to heal. Being injured isn't a huge issue in Dead By Daylight, even in 2021, hence why players need an incentive to heal.

    • FS will not down Survivors normally, however, if the Survivor has been hit by FS three times, and has not healed, they will go down. This is not designed to be a common thing, nor will it be efficient at all, as hitting a Survivor twice will still cancel your power. It will have a 3 second stun, similar to a pallet stun. No vision clouding. 
    • It will have a 30 second recharge and will have a default length of 15 seconds, being extended everytime you hit a Survivor. 

    FS is meant as a purely stalling power, not to down Survivors normally, therefore, the stun will be reduced. 

    • FS will recede when the Survivor heals one health state. 

    This is to discourage slugging early in the game when you need the gen pressure, while still leaving it viable in the late game

    • The speed of Legion’s power will remain the same as it is in the 3.4.0 patch. 
    • Missing an attack will no longer remove your power, it will cancel it, but it will keep the charge it had when you missed.
    • Hitting a Survivor with a M1 will no longer drain the power at all.
    • Because of stacking issues, FS will not be a basic attack.

    interesting.

    if you dont mind, before i give you my opinion on it, i'd like to ask two questions:

    1) how exactly does Feral Frenzy work now? am i right to assume that the Legion are going to keep their current increased movementspeed, Killerinstinct of non affected Survivors and fastvaulting of Pallets and Windows and the only change to it is the replacement of the Deep Wound mechanic with the Feral Slashes?

    2) do the repair speed debuffs stack with other debuffs applied from Perks (such as Dying Light)?

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186220#Comment_2186220

    Nah just confused personally on whats taking stretched so long. And if you know a lot about stretched you know it isnt survivor only. Stretched is also used by huntress,blight,billy (shouldn't have nerfed his pov) and nurse players. And i guess really any killer who wants a better pov. So i didn't imply anything about it being survivor only. And my post was just acting what you said at the end of yours. Because i honestly doubt the devs will fix stretched since they've known about it for 2 years. And the rate bhvr honestly moves? Doubtful.

    well, i cant comment on why its taking them so long - i'd actually love to know that myself.

    and while you are right that its also something that can be used by Killers, 99.95% of the stretched res complaints are about Survivors using it to look over a loop they shouldnt be able to look over, while for Killers its basically just a free Shadowborn (which is still bad, but much less impactfull), which means its an exploit that mostly favours survivors (hence the title "survivor exploit").


    my apologies if you really didnt mean it like that.

  • i wouldnt be as drastic as @Pulsar above, but i too think their current power doesnt really work too good.


    however, instead of completely reworking them, i'd prefer to instead add a secondary ability to their current power.

    what if Legion was able to take off their mask (like they did in the trailer) to surpress their Terror Radius, Red Stain and mimic Survivor movements?

    attacking however is only possible after putting on their mask again, which would ofc take some time to do.

    that way they would have a power that quickly allows to injure people to then go into hiding and plan an ambush on them.

    it would also be different enough to other stealth killers we have to still be unique (Wraith is invisible, speedy and gets a boost after uncloaking, Myers can stalk to power himself up and go on a rampage with base stat boosts and Ghostface can expose individuals and attack straight out of his stealth)

    additionally to that, it would finally please all those who wanted a werewolf killer

  • @supersonic853 said:

    Surprised you come up with these stupid comparisons but don't mention the 2 that are always compared. Stretch res and the j-flick were always considered the 2 exploits that need to be removed. Big surprise j-flicks gone but stretched has been around for 2 years. Id love to see @Mister_xDs assumption for stretched being around for 2-4 years but j-flick lasts a few months. And not queen and almo did confirm stretched is a exploit.

    well thats probaply going to be because one is harder to get rid off than the other.

    if it has been confirmed to be an exploit, then it is going to get fixed eventually.


    and i dont like how both of you imply that the "survivor exploit" never gets fixed but the "killer exploit" gets fixed immediately.

    that sounds an awful lot like the common "us vs them" mentality that, sadly, is quite prominent here on this forum.

    an exploit is an exploit, no matter which side it is from. if one is being fixed quickly, that is a good thing - and im going to be quite honest with you guys, stretched res has absolutely nothing to do with this discussion and i really dont see how its even remotely relevant here other than fueling this "us vs them" mentality and getting some unnecessary debates going.

    sadly, the way both of your messages come across is like saying J-Flick should not have been patched out, because Stretched Res hasnt been patched out yet, which is just an objectively wrong way to look at it.

  • @Kate_Main_01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186094#Comment_2186094

    I really appreciate your thorough answer, this helped quite a lot!

    1. Does Blight regain his charges somehow after the 5? So he has to hit something once and then after that he's able to attack while charging? I don't have Blight so I can't play a few rounds of him to learn how he works.
    2. Aww, that's so unfortunate. I love the Trickster's design and lore.
    3. Oh so Dwight, Meg, Claudette, and Jake's upgrades aren't live yet? That makes sense. I was staring so hard at the character models when I played and I wasn't sure I saw any difference. 🤣 That's great to know about the maps, thank you!

    you are welcome ^^

    1. he recharges them passively over time. Basically, his power bar lowers by a certain amount each time he uses a dash and once he either attacks or fails to slam into the next obstacle in time (so any time he uses the syringe to drug himself back up) it starts recharging from there. also, Blight is unable to use his dash unless he has all 5 tokens available.
    2. same :( though not all hope is lost, he does have an Add On called the "Trick Blades" that allows his knifes to ricochet off of surfaces, which actually makes him quite interesting and unique! everyone has been requesting this to be added to his basekit ever since the PTB, so maybe they'll actually listen and add it to him. it would at least give his power an identity that isnt just "Redeemer just in much much worse".
  • SWF mode was not designed to play on discord with your friends and talk all the time with a BIG advantage on the Killer. But that's strange how another UNINTENTIONAL feature is allowed for survivors but not for KIllers.

    we literally have an official discord server with an SWF section in it.

    And not, SWF was NOT designed for talk on discord with your friends.

    you are literally playing with your friends. what do you expect, everyone sitting silently in their room, never saying a word?

    also you cant just not let people have fun with their friends.

    deal with Key abusing

    keys are getting nerfed.

     BT and DS spam

    both got nerfed multiple times.

    People really think Blight's J-flick are like "Let me change my dpi and magically I willl get a beatiful and perfectly predicted hit" are so dumb and probably never tried to achieved that skill. And most probably never played Killer or Blight.

    in my 4500 ingame hours i have almost exclusively been playing killer. and trust me, i did not need to rely on exploits to do well.

    That was a beatiful feature and not hard to dodge at all

    not a feature in the slightest. it was an exploit and Blight was never intended to be played like that. and exploits have zero say in balance discussions.

    Spirit with Stridor + Sound equalizer is allowed

    Stridor is an ingame perk...... also what exactly do you want the Devs to do about a third party programm that makes your sound louder (e.g. Headphones)? thats like saying the Devs need to fix people drawing a crosshair on their computer screen and playing Deathslinger / Huntress...


    please just let this stupid topic die already.

    it was an exploit, exploits are getting fixed - end of discussion.

  • my very first one would be "when will Trapper finally receive buffs that make him playable again?"

    my second one would be "why exactly isnt it possible for you to return the legacy i lost?"

    1. Blight plays a lot like a pinball machine. he runs from one obstacke to the next in a pretty straight line (there is turning, but only very slight (excluding exploits) like billy) and has 5 charges to do so (a charge is consumed every time he slams into something and starts a new rush - the more charges were used, the longer his recharge time). Basically, try to make sharp turns and dont run out in the open (unless its like Rotten Fields open and there is nothing for him to bounce on). also, since you asked: the difference between him and billy is, that Bligh does not oneshot survivors and that he can not attack without having slammed into an object at least once with his power.
    2. in short, you dont. Trickster is just Deathslinger done wrong, there is absolutely no reason to play him unless you wanna do some aim practise and dont care about losing (which really sucks, as he is such a cool killer visually).
    3. there is nothing known about the frequency of playmodel visual updates. We've got Nurse and Clown when Clown received some changes, Doctor just received one with the Coldwind Farm graphical rework, Dwight, Meg, Claudette and Jake are confirmed to be a work in progress and we've seen a picture of Trapper with new graphics aswell (but no news on that so far). The maps however receive a rework every midchapter - so 1.5 months after the latest Chapter released (which is pretty exactly 3 months from now). it has been confirmed that we wont be getting any more DbD original maps until all the graphical reworks are done and they usually do two each update (only one this time, which leads to rumors about an upcomming Resident Evil map). All maps up to i believe Grave of Glenvale will receive this treatment (we are done with MacMillan Estate, Autohaven Wreckers, Coldwind Farm, Crotus Prenn Asylum, Lerys Memorial Institute, Springwood, Gideon Meat Plant, Yamaoka Estate and Ormond).
    4. yes.
  • i'd create some new perks that help fighting it.

    especially for Camping, we dont really have a whole lot here.

    my first suggestion would be to add a repair speed buff to Kindred that makes every survivor repair faster when the killer is within 8m to the hook after a certain timer (that begins with hooking the survivor) has expired (to allow the killer to kick a gen / pallet and leave without activating it). additionally, the repairspeed buff will not be applied should the killer be in a chase or if there is another survivor within the detection range.

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186009#Comment_2186009

    Implying he isn't already in the top five, alongside Deathslinger and the Twins.

    excuse me, no one could ever dislike Daddy Slinger!

  • thats latency mixed with very weird hitboxes.

    ive also had it plenty times that i hit someone who visually wasnt even close to the vomit...

  • apparently my rank hasnt changed at all...

    i only opened the game to quickly check though, so its possible that thats just a visual bug.

  • @Mandy said:

    The fact that he ends chases so quickly more than makes up for his slowness in providing simple map pressure - I think this is one of the main reasons that he's as strong as he is.

    this.

    while he is below average in pretty much every aspect of the game, the sheer strength of his chase ability makes up for all those downsides.

    there barely are any killers who are able to compete with this chase powerhouse of a killer, but they also have utility build into them that makes up for that.

    thats also the reason why Deathslinger imho shouldnt get any changes to him (or at least we've got to be extremely careful with those), as those could very easily push him over the edge to either Nurse / Spirit levels of power or down to Trickster levels of power (who, funnily enough, is literally a perfect example for Deathslinger done wrong).


    if you wish to improve with him, here a few things that might help:

    1) learn your projectile speed. He is not a hitscan killer, so you will have to aim in front of people in order to shoot them (depending on the distance between you two).

    2) try aiming for them before you aim down sights. What i mean with this is, that you should try to predict their next moves and then shoot when they have little to no way of avoiding your shot. doorways, pallets (not dropped), windows, tight corridors, etc are your best friend here. I usually try to focus the center of my screen to where i want to shoot next, so that i can quickly take my gun out and take the shot at them when they do go where i wanted them to.

    3) analyse the behavior of the survivors you play with. are they attempting to dodge your shots? if so, try shooting towards where you think they'll dodge. if not, aim directly at them. some people are completely oblivious to whats happening behind them, others are hyper aware. you need to be able to tell what kind of player they are if you want to be able to shoot them consistently.

    4) do not loop like any other killer would. your goal when looping is not to get closer to them, your goal is to get them out of safety into your line of sight. especially around shack or T L walls, dont run around it like a normal killer would, instead try playing around the windows. get them out of cover and be at the window when they are so you can shoot them through it.

    5) if you struggle with reeling in a survivor, thats okay. but unless they are healthy, never let the chain snap on you. instead go for a lunge attack as soon as the chain is about to burst, this will deny them the speedboost and you the stun, so even though you didnt reel them in, you could pull them out of position and gain some good distance on them

    6) never chase without a bullet in your gun. also never chase people who are too far away, by the time you caught up with them the game is pretty much over.

  • he has not exactly been a common sight for me pre nerf either, so i didnt really notice much of a difference.

    but thank god i dont have to sit through these boring slowdown stacked freddy games anymore, those were always the worst experience i had when playing survivor - well, on par with any Twins game.

  • BT itself is just unhealthy for the game imo.

    its because of exactly that mindset it creates where people feel entitled to get free unhooks with no penalty whatsoever every time they try.


    i think the "unsafe hook rescue" penalty needs to be applied whenever the unhooked survivor gets hit right after being unhooked instead of only being applied when said survivor gets downed.

  • thats not an exploit, but why in the world would anyone waste their precious time doing that?

    they literally give you a free second chance, that stuff is going to lose them the game pretty damn fast if they keep doing it...

  • clearly just someone with a better gaming chair.

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