Mister_xD
Mister_xD
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personally i dont.
i wasnt the biggest billy player before anyway, but at this point i really just stopped playing him.
the limits on his chainsaw kinda sucked out the fun...
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@lucid4444 said:
I bet you still won
with that build for sure.
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@Rex3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1683144#Comment_1683144
Well then don't call people out for something like tunneling like the other person should care how much fun you had. Your survivor mates dictate your fun in how well they do. It's like playing a sport. You don't tell the other team that they should have let you score more because it wasn't fun.
why shouldnt i?
seems like you cant handle critisism on your playstyle very well.
if you want to avoid that, try playing more fair next time.
you can win without hardtunneling down the first person you see, ya know?
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@Rex3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1683133#Comment_1683133
I don't expect being praised for anything. Frankly they should remove chat between killer and survivors so that they can't communicate with each other
no i would not like that.
if you want your chat disabled, do that for yourself.
i like having it open, chatting with the others i played with.
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@Rex3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1682956#Comment_1682956
Killing survivors is an objective for a killer. If we can't attack a survivor that is injured off hook then survivors shouldn't be able to work on generators that they didn't start.
kill them however you want.
but dont expect them (or in general other players) to praise you for using scummy tactics.
if you make their gaming experience miserable, dont complain when they start making yours miserable.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1682982#Comment_1682982
I think the problem is with how hectic the game can be at high rank people want fast and responsive controls.
Having to mess about walking/looking in different directions until the on screen prompt changes to “pick up” rather than vaulting a window or opening a locker etc, its not ideal while gens are flying, every second counts, and at least 2 toxic players are running into position with flashlights.
Its not too much to ask for a second control scheme that is a bit more advanced.
yeah, the hectic nature of the game usually gets people to do mistakes like that (i mean, thats the whole reason why the pallet flashlight save tech even works in the first place)...
though it would also be bad if you had a different button for everything and then had to think about which button does what action mid game, so keeping it simplistic is also important.
i'm all for having more advanced controls, but they shouldnt overdo it is all im saying.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1682999#Comment_1682999
thus indicating you think there should be a punishment and why i responded as such.
i never said, or indicated for that matter, anything like that.
i merely stated a fact. there were no personal thoughts in that whatsoever.
please stop putting words in my mouth i never said.
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the community has said that DbD was dying for 4 years now.
yet we are more than ever. this game isnt even close to dying. not at all.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1682974#Comment_1682974
but why bring it up if there is nothing you want to do about it?
because OP mentioned both.
so i told him that DCs would stop, as they were now punished, but hook suicides wouldnt, as there was no punishment.
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its a little stupid that all actions are bound to Space, thats true (it keeps things simplistic though, which is also important).
but there are a couple of things you can do to avoid such a thing from happening:
- look away from the window. you cant vault a window when you stand with your back to it
- vault the window from the other side. that way you will immediately get the "pick up" action (this is kinda the same as the first though, as you end up in the same position)
- wait a second before pressing space and look what the key would trigger in this moment. then, if its not the action you want, move around a little until it updates.
should you fall for it any vault the window, eigther go for option 2, or, should they heal him hit through the window. if it was a dropdown window, F.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1682946#Comment_1682946
there is no punishment needed for them, the functionality is within the match and there is no rules broken by doing that. only your little (and other's) personal rule thou shalt not do anything I don't want you to do. First you decry the DC because it causes issues, then you decry using in match functionality as a choice. does it cause issues? sometimes. I have been left on hook where i paitiently waited 2 minutes to be rescued and no one rescued me. I then waited through the rest of the game and asked why i wasn't rescued, want to know what they said? oh the killer was camping you. That was news to me because the killer found another and hooked them, they rescued that person immedaitely. the killer jumped in and said he didn't and they changed their tune to "because we didn't want to risk that he was camping you and end up on the hook" so if i can't try to get off you doom me and everyone else to wait 2 minutes to find out if the team is going to save us or not and we HAVE to wait for that whole time? stop being a hypocrite and argue against dc's as it is a violation of the game rules, eula and ToS where killing self on hook is not even against the rules and the match functionality offers you the chance and choices.
i never said anything about adding a punishment to it.
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- hitboxes are not used to get hits. thats only accurate for ranges Killers such as the Huntress, whose Hitboxes are working fine. the only problem that exists here is latency - if you want those hitboxes to be more accurate, it would need a survivor hitbox rework first, which would basically delete looping from the game (you wouldnt be able to squeeze past objects as you currently can due to the pill shaped hitbox)
- hook are ~24m apart. you are not ment to wiggle off the killers shoulder, that feature is only ment to force the killer to use a hook nearby instead of bringing you to the basement every single time. wiggle isnt a "wasted feature", its working just as it was intended to.
- that one is definitely a problem. hook stages in general need to be looked at, and that entire spacebar mashing needs to be removed.
- thats just RNG. there are also quite a few survivor ones, so it should be somewhat even. then once again, this is something that should get looked at and be updated - imo it would be a lot better if instead of having 3 random challenges you'd have 3 random killer and 3 random survivor challenges.
for your last point, thats only going to be that way in lower ranks.
once you get to high ranks you'll find killer to be a lot more challenging than survivor.
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@Carlosylu said:
I don't understand people who do this, I mean, if it's for trolling, meh... but if they actually think of themselves as better players... ew...
its usually for trolling.
i dont want to imagine how sad their lifes must be if they can only find joy in ruining other peoples games...
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you are absolutely right, why isnt every new player that joins this game immediately a god at it?
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@Rex3 said:
https://forum.deadbydaylight.com/en/discussion/198064/tunneled
Survivors need to stop complaining about tunneling. It is either your fault for walking in front of the killer or it is your teams fault for rescuing you in front of the killer and giving them an easy target.
its also the killers fault for prioritizing them over other, just as (or even more) vulnerable targets.
its not like this was entirely one sides fault, both sides can be held responsible for it.
and if you are allowed to complain about 2nd chances survivors have, they are also allowed to complain if you play like that.
and no, im not denying that there are a lot of BS camp / tunnel claims. but saying that every camp / tunnel complaint would be bad and it would be entirely their fault if that happened is just as biased as calling everything tunneling / camping.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1682257#Comment_1682257
"killing themselves on hook isnt punished though, so thats still gonna be a thing. while its not exactly rare, its a lot less likely to happen than a disconnect and you at least get some points for it as killer, so thats something"
this action is not against the rules. there is a feature that lets you try to get off the hook, it costs you if you do it, but it can reward you as well. And i know people that have played for 1000's of hours that FORGET and i mean litterally forget to hit the space bar for struggle especially if they think that was their first hook or been on hook a while and have their attention else where at the moment the arms come in. So stop trying to punish people for playing the damn game and making it an issue as if it's just as bad. hell today I kobe'd infront of a legion that knew someone was near and I got away for a short while. meanwhile I'm in a match where I'm saving people, doing gens and all three of the rando survivors I was with dc'd on first hook. killer got me, but you know what they were cool about it and gave me hatch but i'd have accepted a hook at that point.
so... you took offense in me saying that hook suicides would remain as they were not punished, which has nothing to do with my opinion on it in any way, as i was merely stating a fact there?
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oh believe me, its going to stop.
eigther they stop it themselves or the game is gonna stop them from doing it - by not letting them play in the first place.
give it a few days and its gonna be drastically lower to what it was before.
killing themselves on hook isnt punished though, so thats still gonna be a thing. while its not exactly rare, its a lot less likely to happen than a disconnect and you at least get some points for it as killer, so thats something
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regarding your "ranking problem", thats is actually something the devs are working on right now.
we dont know how long its going to take, but there is going to be an MMR system in the future that will give you opponents of a similar skill level to yours.
as you correctly pointed out, ranks are super easy to get. thats why you will find people at rank 1 who barely know how to run the killer around a pallet, but also people who never make even the slightest of mistakes ever.
for the second part, im sorry to hear that, but i dont think there is a whole lot we can do about that.
this community is toxic af - there are a lot of nice people aswell, but toxicity really is a problem.
the only thing i can give you on your way is to not let it get to you. laugh it off / make jokes on their toxic behavior, make sure you show them that they dont get to you (while yourself remaníning respectful).
should they throw insults at you, make sure to report them for it (you can click on a button next to their name on the last page of the result screen and then report them for bad chat behavior there). the devs do take those reports serious and they will punish people how they see fit for it - you wont get notified of that however, which is why many think reporting was "useless" (but i know of someone who got his account banned for bad end chat behavior, so it definitely does work)
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1682197#Comment_1682197
I know he’s “hit and run”. It’s the “hit” part that’s the problem. Every survivor is seemingly clairvoyant. At least with GF survivors have a much more reduced time to react.
that is very true, and thats why GF is a better killer than Wraith.
like i said, try bodyblocking them before / while you uncloak, thats pretty effective.
other than that, try learning how much the speedboost increases your range and how you can use that around loops - if you get that down you might be able to pull some really nasty plays off.
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@LuffyBlack said:
https://forum.deadbydaylight.com/en/discussion/comment/1682186#Comment_1682186
I haven't played in ages, but he was my favorite. Along with his personality, there's something about the flamethrower I enjoy as a weapon.
yeah, thats true.
honestly i think the absolute best part is the airblast. its super unique and takes quite a bit of skill to be used - and its soooooo satisfying when a Huntsman Sniper shoots at you and you just reflect that arrow straight back at them xD
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according to the game any hit achieved within like 5 hours after uncloaking (as long as its the first attack you lunge after uncloaking) counts as a "surprise" hit...
but in general, try to bodyblock pallets / windows when you approach them. that way they eigther run into you getting hit or need to look for another opportunity to avoid you. and your speedboost allows you to catch up should they run away.
the speedboost can also be used for loops, though thats a lot tougher to do.
wraith is also more of a "hit and run" character.
hit them and leave. now they are injured and need to heal - Nurses Calling is amazing for that, as you can then ambush them from somewhere and get an easy hit. if they dont heal, they are injured on gens, which once again lets you get an easy hit in (even easier than with nurses, as there wont be someone to bodyblock).
you dont need to catch them with the speedboost you get from uncloaking, that just helps you to catch up - only attack when you are sure you can hit them. if the chase gets too long, cloak and go for someone else.
if you suspect some of them having spinechill, try looking away from where you are going. that way it wont trigger and you might actually surprise them.
he is not a good character though, so you will find yourself having a harder time than with other killers.
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@LuffyBlack said:
https://forum.deadbydaylight.com/en/discussion/comment/1681951#Comment_1681951
I'm a pyro guy myself
i know that sounds impossible, but i love both Spy and Pyro.
though Pyro more for his personality rather than his playstyle... i love the airblast though!
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i absolutely hate how my camera gets forced in her phantoms direction .-.
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@just_teme said:
Would most likely destroy soloq experience and useless power in swf. Spy works in tf2 due to the chaos of 12vs12 clusterfucks of matches and even in competitive tf2 its barely picked.
to be fair, competetive itself is barely picked by players xD
as a spy main i can assure you though he is a LOT of fun to play, even if he isnt the most powerful.
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holy ######### that blight skin though...
havent seen it before, but god damn thats like a mix of Blighted Serum and the Wraiths Scarecrow cosmetic...
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no.
Undying is way too good to just "be basekit". if you want its effects, use a perk slot for it.
its part of a Hex perks risk that you dont know the spot you get - they are a gamble and they are designed to be that way. you are not supposed to get a good value ouf of them every game.
and honestly, Ruin + Undying + Tinkerer + Discordance + BBQ would be way too strong.
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i dont.
if we ban survivor stuff because "if used optimally its OP", when only like .5% of people can ever use it like that, the same should apply to killers.
Nurse, if played optimally, has no counterplay. she is the only killer in the game where this applies and its way too good.
i do not think she should simply be nerfed though. they already tried that and the killer became almost unplayable (cause she became super unfun to play), i think they should give her a mini rework like Doc received it. keep the main aspect of her power but drastically change the way it works - have her still blink around, but have the blinks work differently.
its a hard job but its a necessary one.
and if they do it well, she might turn out to be good (not OP, but good) AND fun! thats the best case scenario i personally hope for.
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1681239#Comment_1681239
https://us.v-cdn.net/6030815/uploads/3Q8HYU3AEFT4/michael-2015-karl-von-frankenstein.jpg
How about this pic I found somewhere??
Felix and the buttercake are what he's stepping on....cause that's how Daddy rolls...🌈
shhhh!
we're not supposed to share leaked images of future skins!
better hope the mods wont see you 👀
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@UMCorian said:
https://forum.deadbydaylight.com/en/discussion/comment/1681228#Comment_1681228
I'm not still mad after like 3 days, I can promise you that. :)
I am more genuinely interested in why "Entity Displeased" is a message for a bad killer game, which IMHO, is still basically "Your Bad And Should Feel Bad"... whereas for a Survivor, even if you run a chase for all of 6 seconds and kill urself on hook, you get the same message as if you'd carried your team and died saving 2 during the end game collapse.
And I totally acknowledge, Brutal Killer and Rutheless Killer are pretty complimentary. Why don't Survivors get a "kudos" type message when they played well, kinda like how someone proposed earlier.
It seems like a deliberate design choice they made.
well, im glad to hear that xD
as for why "Entity Displeased" is the message you get, id say its because its the tamest way the Devs saw to tell you you lost. As I (and others) mentioned, there was a message prior to it, which was "Disgraceful Defeat". That one probaply got removed and replaced with "Entity Displeased" because the Devs felt like that one actually was rubbing salt in the wound of the players...
you are right, getting an "Entity Displeased" is never a pleasant thing, but i dont think changing the message would have much of an effect on that feeling. in the end, its a "you lost" message, it always sucks to get that.
as for why Survivors dont get such messages, i honestly dont know.
might be because its more complicated for them due to the many different playstyles / objectives they got to handle, as (just like you said) someone can run the killer for the whole game and still die, while others can do basically nothing and still escape - thats just my guess though.
i wouldnt mind them updating the system to give more compliments to people who did well, honestly.
but that would be such a minor change that it wouldnt be very prioritized by the Devs and therefore would probaply take ages to ever get implemented, so we're gonna be stuck with the current system for a while...
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@Zeus said:
I think the devs set difficulty bsaed on the complexity of their ability. Freddy and doctor have a lot going on with their power that it's "hard" for a new player to understand. Billy's just chainsaw go brr..
this
i dont think the devs primarily judge a killers power by how its used in high level play, instead they look at its complexity and how easy or hard it is going to be for new players to understand it.
but of course they also need to have gameplay influence their rating a bit, as for example Nurse would otherwise not be rated "hard" (her power is quite simple to understand - M2 to blink through stuff - but its insanely hard to actually use it right plus she is super slow, which denies her the ability to at least M1 someone)
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@UMCorian said:
https://forum.deadbydaylight.com/en/discussion/comment/1678690#Comment_1678690
What I'd be interested in hearing is why they opted to comment on your performance as a killer, but not as a survivor.
As a Survivor, you don't actually get told you had a bad match - you just get "Dead" "Sacrificed" or "Escaped". Doesn't matter if you killed yourself on hook within a minute or got hooked securing the escape of 2 others in the final moments of end game collapse.
Meanwhile, as a Killer, you can actually have a 2-3 kill match and still get Entity Displeased. It's happened once or twice to me after having a NOED slugathon after getting my ass handed to me by better players for 5-10 minutes. I'm just genuinely curious at this point why they made the decision to do "Your Bad And Should Feel Bad" messages for killers, but not survivors. Or even why they compliment good killer games, but don't do the same for Survivors.
"Entity Displeased" does not comment on you as the player though?
you literally only get commented on directly when you did well as killer.
its like when you did well the game compliments you for doing so "you are a "Ruthless Killer", keep it up!" (survivors done have that), but if you dont do well it just tells you the outcome (the outcome being that the entity wasnt pleased with the match. there is no commenting on your playstyle whatsoever, they actually removed that some time ago - you have heard of the "Disgraceful Defeat", im sure).
there are only two realistic changes you could ask for for this system:
1) the game always comments on your playstyle - this would ensure you (as killer or survivor) getting complimented just like you do now as killer, however when you do badly it would also directly call you a bad player. so something like "Disgraceful Defeat" would replace the current "Entity Displeased".
2) the game never comments on your playstyle and only gives you the match outcome - this would mean that it would do what it currently does with survivors for the killer aswell. so your match would be scaled from "Entity Displeased" to something like "Entity Astounded"
so whats your point, you want survivors to get nicer messages when they escape? "breathtaking escape" for example?
are you sure this entire complaint isnt just you being mad that you lost? you dont seem to dislike any of the compliments given to you, however you seem to take great offense the one time the game does not compliment you.
the game isnt "rubbing it in", the game is simplly not complimenting you for once - because there is simply nothing to compliment. thats the thing you hate, you know you did really bad and therefore you know the game is going to tell you that in the result screen (thats what its there for after all - it gives you the results)
its got nothing to do with the message itself, its all in your head. they could replace that message with ANY "you lost" message and you would feel the exact same way, wouldnt you?
you dont have a problem with the message, you have a problem with you losing. and thats nothing this message can be held responsible for.
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my absolute favourite for posts like this has to be:
Why not?
when equipping this perk you gain the ability to select a 5th perk for your character.
seriously though... why not?
and here is another one thats gonna be meta 110%:
Hex: Kaboom!
when a Survivor cleanses a Hex Totem, including this one, the explosion sound is played twice as loud as normal. This effect lasts for as long as the aflicted Hex Totem is standing.
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uhm..
i dont really know what you want to hear here, the match result screen provides you with the match results.
if you had a bad match, it will tell you so - its the same for survivors aswell.
its not there to boost your conficence with a message like "darn... well, we'll get em next time! :D", it merely displays how the match has went.
and if we're being honest, it has a lot more, much, much nicer messages than negative ones.
a loss will simply be "Entity Displeased" - a win literally compliments you (directed to you as a player) with "you are a "Ruthless Killer" / "Merciless Killer"", and even a draw still compliments you as "Brutal Killer".
imagine the loss message following the trend of the win messages and directly comment on you as the killer player. imagine having a really bad game like the one you described, just for the endscreen to say "Horrible Killer" or "Insufficient Killer".
it simply saying that the Entity isnt happy is a lot better imo...
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i mean, you can worhip it...
i dont know whether thats going to achieve a whole lot, but maybe it will?
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1677750#Comment_1677750
I was recently noticing it on a compilation for deathslinger, and that's not his breathing.
maybe it originated from his idel animation in the menu?
ya know, he is spitting and moving his injured jaw an awful lot, so maybe thats where it comes from?
or could it be that it was audible in his trailer?
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hook stages need to be looked at in general imo.
survivors suiciding on hook, forcing the killer to miss out on points without them having any say in the matter is BS and needs to go imo.
ive made the suggestion many times before, but i think hook stages should be changed to grant bonus points in both BP and EP (emblem point) wise when a survivor kills themselves.
i was thinking of a system like this:
+200 BP for each individual failed selfunhook + if they go from the summoning to the struggle stage with speeding it up (at least one failed selfunhook) Devout and Malicious count it just like a new hooking event.
+500 BP for a failed struggle event + Devout and Malicious count it as a new hooking event.
that way the killer gets the BP they would have missed out on with the inability to hook them again (+500 "hooked" points each time) aswell as getting some emblem boni so they dont have to fear depipping just because survivors decided to quit early.
and if the killer camped someone they wont be getting any bonus points whatsoever.
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well, in my case that would be because it got added when i already far exceeded the 1k hours ingame, so i didnt really feel like i needed it anymore.
though im gonna keep that slow entering lockers trick in mind, that sounds like a good idea :)
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@ToxicMyers said:
https://us.v-cdn.net/6030815/uploads/ACCQKY1LLEV6/image.png
is this really what you wanna do bro, just give him a minigun of punishment of the damned bullets
the 4.3.0 patchnotes be like:
"after reviewing The Executioner we have come to the conclusion that we didnt like the way his power felt. we have therefore decided to remove his knife alltogether and instead equip him with a minigun. she weights one hundred fifty kilograms and fires two hundred dollar custom-tooled cartridges at ten thousand rounds per minute. it costs four hundred thousand dollars to fire this weapon... for twelve seconds."
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Kindred
Pop Goes The Weasel
Kindred is just amazing for the reverse BBQ effect on the killer. knowing where they are heading after they hook someone is incredible, PLUS you get free wallhacks on your team! and when you are hooked everyone else has that effect aswell, allowing even solo survivors to coordinate their rescue and not run headfirst into the camping bubba!
Pop is just pop, i dont think there is much to say here. Its an amazing gen slowdown perk and its incredibly good at allowing you to protect a couple of selected gens. plus it heavily rewards you for doing well. though another hot contestor for Pops place would have been Discordance, due to all the map knowledge it provides. its another one i miss dearly whenever i dont run it, however Pop usually ends up in my builds, even when Discordance doesnt, therefore i had to give it to Pop.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1675357#Comment_1675357
Do like me some Kindred. 😏
no joke, Kindred is lowkey amazing.
even for SWFs, who often just disregard it as "the solo perk" - having a reversed BBQ effect on the killer is ridiculously good!
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@Boss said:
The common use for doing the struggle is to warn that the Killer is nearby.
Doing nothing IS the way to tell you that it's safe.
At least that's how it started, after a year or so, people started mixing it up.
well, thats the way i still use it.
though i mostly just chill and let my Kindred bive them all the info they need xD
i use it on characters i havent leveled though / when i replaced Kindred with sthg else
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1675316#Comment_1675316
The "clipping issue" excuse that they use is utter bullshit, these linked sets still have a multitude of clipping issues even though they're FORCED LINKED COSMETICS. There should be no clipping issues at ALL, and yet that's their only excuse as to why they aren't letting us customize them. It's so goddamn dumb and they really should undo all this linked bs.
to be fair, i can definitely see and understand why Kates upper and lower body in this cosmetic set need to be worn together, as they are literally the same dress.
its those kind of cosmetics i ment, ones you cant really rip apart and wear on their own.
then on the other hand we have the likes of Clowns Hades cosmetic, which could easily be picked apart and be worn with other cosmetics.
for ones like that i find it to be unnecessary.
especially since we have other greek myth cosmetics that actually CAN be mixed up with others.
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@Smiler said:
https://forum.deadbydaylight.com/en/discussion/comment/1675158#Comment_1675158
The head is totally fine. I mean that's it weird to then have the dress as half a set.
honestly, i find it to be weirder that they actually do link the entire set together instead of just the pieces that need it due to clipping issues.
imo it would make more sense would they only restrict our possible creativity with cosmetics as little as possible, so that we can experiment with the sets at least a little bit.
i think that would make the sets / certain set pieces more likely to be purchased by the players, as i said above: maybe one really really likes the kates headpiece, but isnt a fan of the other part of the set - currently they just wont purchase the set at all, however if they were to unlink the head, those players would be much more likely to at least buy the head.
so in that regard they are missing out on potential buyers...
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The Trapper, just because of the amount of power his Beartraps can hold.
you are right though, the two of these are definitely the worst killers in DbD right now - which hurts me to say, as i really really love Evan, but he is just soooooooo outdated its not even funny anymore.
the worst part is, that it wouldnt even take that much to make him decent again! there have been hundrets of forum posts about how you could buff him, there have been countless videos from content creators throwing buff ideas in the room, yet nothing has ever happened.
Trapper is like a relic from a bygone era at this point.
he himself wasnt made worse, but the game evolved more and more, while he just stayed the exact same.
its like he was left behind...
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@Smiler said:
Probably legal reasons, that's it.
yeah, its been confirmed by now that the Silent Hill skins are linked due the license agreement BHVR has with Konami, so for characters from that franchise we most likely wont get any unlinked skins (besides the top variations cheryl has, which are only reskins of the original one though).
however, this still doesnt really excuse some of the original skins they've created that are linked.
for example: why is it that on Kates Oktoberfest skin the head is linked aswell? why not limit the linking of skin parts to the ones where its necessary in order to prevent clipping issues, so we can use the other (her head in this example) on different combos?
i mean, the fact that people literally abuse bugs just to get the headpiece of a linked skin on a normal one says a lot, doesnt it?
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@Dreamnomad said:
You really just don't see an issue with ranged one shot attacks huh?
not when it reduces the amount of shots from 5 to 1.
if anything, the problematic add ons are the Infantry Belt and Leather Loop, not the Iridescent Head itself.
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out of just these two i would prefer BBQ for the double BP.
in general i prefer Discordance over both of them.
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i hope you find a game thats more enjoyable for you!
and who knows, maybe we'll see you return one day?
whatever the future brings, i wish you the best of luck ^^
bye o/
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i dont think any are actually dead.
though some have come very very close to death, they never actually died.
Spirit for example was taken in by the entity mere seconds before she would have died, which creates this connection with the spirit world she has where she fades in and out of it all the time.
Oni also never died, he was beaten and left for dead, but then just disappeared.
i think you can say that the body of some killers has died (Spirit or Nurse for example), but their brain never did, otherwise they wouldnt be with us today.
(that was the entire explanation behind us getting Amanda instead of John for the Saw chapter, that the Entity cant abduct dead people)
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now, i totally agree on the first part.
i love killers with unique chase mechanics that play differently than most of the cast, thats why i mained Trapper for so long and thats why im curently maining Deathslinger.
it adds more variety to the game and makes it more exciting than having 21 killers who all have the exact same counterplay to them.
but that power needs to offer a couple of things to survivors aswell - first of all it should require the killer to use their power well to be effective and secondly there should be some sort of counterplay to it that surivors can use to avoid the power.
lets take Deathslinger as an example here: his power requires precision, its therefore not very easy to be used effectively. now, his power also requires him to be within a certain range towards a survivor plus having a direct line of sight to them. this is the part survivors can play around, if they use line of sight blockers to their advantage they can avoid getting shot and if they play very smart and predict when he is going to shoot, they can dodge his bullets aswell.
PH on the other hand is a killer whose design i dont really like, even though he can be quite similar to Slinger if used differently (which funnily enough makes me love him again). the problem here is the continuous faking of his power - it takes no skill on their part, no precision, nothing. its just "ram knife in ground, then M2 should they go for a window / pallet or normal M1 should they not go for it" its a lose lose situation where the survivor cant really do anything against it, which makes it feel extremely cheap to go up against.
i like the change they gave him, it makes the unique aspect of his power, the ability to shoot through walls, more appealing and effective, aswell as making the annoying aspect of him cheesing chases less effective.
(and btw, no i dont think DS has an ability that can be used to cheese chases anywhere near as much as PH. the difference here is that DS needs a LoS to be able to shoot you, so if you used LoS blockers smartly, he wont get said chance. if you end up in a scenarion where he shoots you if you go for the pallet / hits you normally should you not its your own mistake, as you were outpositioned. plus the chase with DS is literally the only thing he is good at, while PH has other aspects he is good at aswell, therefore i dont think such a strong / oppressive chase power is justified in his case, while its fine for DS)