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Nebula

Nebula

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Nebula
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  • @Depressedlegion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475567#Comment_3475567

    What is old MoM, I've seen it multiple times with people saying it was really good, but what did it do?

    It literally made it so if you take three hits (no other requirements) you would get endurance the next time you were supposed to go into the dying state. It could activate at any time and this was also when self care was the most popular perk in the game and you could get this perk to proc multiple times per game.

  • @Leachy_Jr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474023#Comment_3474023

    I said it in a previous post, people will defend something regardless of how broken or unhealthy for the game it is. When MoM dropped, people were unironically defending it saying "Most killers can bypass it with an M2, its not that big of a deal". MFT is going through the same process, claiming the 3% isn't that much.

    Thankfully since its such a hot topic it's bound to get nerfed at some point, and I have enough skull merchant exhaustion add ons to last until the heat death of the universe, so I can deal with it until the nerf comes. However I would like to play other killers without having to run fearmonger/exhaustion add ons every match.

    Please, please, please stop comparing MoM pre nerf to MfT, it’s extremely clear you didn’t play when that perk dropped to keep up this analogy multiple times.

  • @Botiz said:

    It'll be nerfed, just not for another two years.

    It's funny - Thanatophobia was nerfed just 2 weeks after it's buff because it was seen it almost every lobby and was "overperforming" - yet, almost every lobby I'm seeing at least 1 or 2 survivors running Made for This and we've still yet to see a nerf.

    About 1 lobby in every 10 I don't see it used. I sure wonder what the pick rates are for MfT.

    I genuinely don't understand how people say they can't tell when survivors are running it, to me it's blatantly obvious but I do have close to 5k hours, perhaps the people who can't tell don't have as much playtime?

    So when are pain res and jolt getting nerfed? I see these perks in 90% of my lobbies, they also have an higher pick rate according to Nightlight. By your logic these should also get nerfed, right? Or does this only extend one way?

  • @Roaroftime said:

    Lol you've pulled some killer main heart strings here, how dare you make an observation of your personal experience of DBD and complain about a toxic and boring gameplay.

    but have you looked at the deeper moral imperatives upon you disliking tunneling? You’re clearly pulling a straw man and this clearly means that you’re a close minded person for not enjoying an objectively unfun playstyle to go against.

    /s

    And also, OP if it makes you feel any better, yes, 90% of Wraiths hit and run, camp, or tunnel in my games. He’s one of my least favorite killers to play against.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472659#Comment_3472659

    I want her current, extremely problematic and weak, design out of the game. Don't you?

    Freddy was actually pretty strong for quite a while there, not sure if you remember.

    Freddy was once considered a top 3 killer by many post rework. Forever Freddy was a nightmare

  • @Coriander said:

    FOMO is one of the scummiest things any company can do. Spare your "business first" argument; the companies exist to make games, not wealth. Anything to make the players happier is a good thing for game and company health.

    You ask to spare the business first argument but that argument is both valid and reality. These companies exist to make games for profit, not just to make games. DbD would have shut down years ago if this wasn’t the case. If things aren’t profitable, how are they supposed to support the game and keep putting money into it?

    FOMO is a legit business tactic, call it scummy, call it whatever you want, but it exists and isn’t going anywhere.

  • Dear lord this won’t end until the perk is dead in the ground huh.

    I think made for this is totally fine but at this point I wish they’ll nerf it so I can stop seeing these constant threads all saying the same exact thing.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468216#Comment_3468216

    That's what I try to do. Prepare it before I get there, but I still mess it up more often than not. I'm just really bad at discerning the side the killer is facing when picking up...

    Yeah that’s definitely a hard thing to get down, most killers will face towards the outside of the map. This is also why I love running background player so much

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468186#Comment_3468186

    I'm also bad with Flashlights, especially since I play on controller, it's so clunky to control them. Yesterday I got 2 saves. It's probably much better to bring your own item, I personally don't have many of them on some of my fav survivors so I rather not waste them (since I will probably die anyway), so I rather rely on getting them from chests.

    Once I get paid I also wanna buy Yoichi and try Empathic Connection with MoM. Bought MoM when it was in the shrine a week or two ago, and tried running it with Bond, but teammates keep running away from you. I wish they'd use me for body block so I figured Empathic Connection might be more reliable. Will try it and let you know if I find more success with it than my other build.

    Another one I wanna try is Smash Hit + Any Means Necessary. The idea of it basically is, you stun the killer and vault into them and run away with your speed boost, so as to incentivize them to chase you and leave the pallet alone so you can reset it later and reuse it.

    A capture by truzziboy22

    https://www.xbox.com/play/media/7RAKCFWGCK

    Here are some examples if you’re a visual learner.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468186#Comment_3468186

    I'm also bad with Flashlights, especially since I play on controller, it's so clunky to control them. Yesterday I got 2 saves. It's probably much better to bring your own item, I personally don't have many of them on some of my fav survivors so I rather not waste them (since I will probably die anyway), so I rather rely on getting them from chests.

    Once I get paid I also wanna buy Yoichi and try Empathic Connection with MoM. Bought MoM when it was in the shrine a week or two ago, and tried running it with Bond, but teammates keep running away from you. I wish they'd use me for body block so I figured Empathic Connection might be more reliable. Will try it and let you know if I find more success with it than my other build.

    Another one I wanna try is Smash Hit + Any Means Necessary. The idea of it basically is, you stun the killer and vault into them and run away with your speed boost, so as to incentivize them to chase you and leave the pallet alone so you can reset it later and reuse it.

    My advice to getting better at flashlight saves would be to pre-aim before you click so you don't have to adjust once you've started (this can be rather difficult on controller, but it's something that comes with time). I'd start by pre-aiming before you drop pallets for stuns so you can instantly blind once the stun starts. This is how I taught my friend and he used to never be able to hit them, he now consistently hits blinds and flash saves. If the killer is about to pick up, aim the middle of your screen at their head and you should have the angle the majority of the time.

    Another tip for tougher angles is to try to crouch right when you start the blind, this can be the difference between hitting the angle and not and has gotten me plenty of saves I thought wouldn't be possible. Good luck!

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468160#Comment_3468160

    Overzealous + Inner Healing can be a really good combo I agree.

    Personally atm I am trying to learn Flashlight saves, so I go with Background Player + Inner Focus, as I always have trouble discerning where the killer will turn to and I pair it with Residual Manifest (I don't bring Flashlights in the lobby, to avoid Lightborn) and also bring Plunderer's Instinct to find chests. It's definitely not efficient, but I would consider it a training wheels build for learning flashlights, unfortunately Inner Focus doesn't last that much, if only it lasted 2 more seconds.

    I also tried to go for a Slippery Meat + renewal build (I don't have deliverance lol and renewal doesn't work with it anyway I believe), but it's quite hard to get renewal to activate, since you have to heal a complete health state alone, and if you double heal it's bad.

    Background player has turned into my favorite perk in the game. It's unreal how many flashlight and pallet saves this perk can get you. It feels so satisfying getting those saves from so far away. My go to build lately is Background Player, Iron will (to stay close if I'm injured), Bond (to let me know if I'm close enough to go for a save), and No One Left Behind (quickly turning into one of my favorites as well, I love going for stupid altruistic plays in end game).

    No One Left Behind is a very underrated perk in my opinion if you can get to endgame. It's essentially a 3 in 1 perk if you make it to endgame. Gives you Botany, Aftercare, 4 stacks of desperate measures (unhooking wise), and also gives you double points for all these actions. The amount of times this perk has saved my team this event is unreal. You can also pair this perk with Desperate Measures to have an instant unhook build in endgame, and adrenaline and hope to have the ultimate end game buff build.

  • The worst offender is it being applied to killers add ons such as Wraith and especially Nurse.

    Why are they getting a free fifth perk slot, and not only that, a very meta one?

  • @Yippiekiyah said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467999#Comment_3467999

    Altruistic healing speeds weren't touched at all, just cause you cant self heal in 10 seconds doesn't make healing weak.

    Altruistic healing speeds rightfully should not have been touched. Healing has been nerfed substantially, the biggest problem has always been medkits and self healing. No one’s ever had a problem with altruistic healing, it takes two players out the game. If you can’t see how this is a huge nerf to healing you either don’t play survivor or haven’t been playing long.

    Healing is weaker than it’s ever been and throw that on top of sloppy being very meta and you have your answer to why gens go fast.

  • Wanted to throw in that I got forcefully kicked two times in a row yesterday while playing killer right after I hit somebody both times. I thought maybe my internet died but nope, both times I wasn’t even given a DC penalty so the server literally crashed two games in a row.

  • Not that I'm aware of. I took a break after that for about 9 months or so and waited to play until I got the new gen. I'd imagine it hasn't gotten any better since then though.

  • @HugTechLover said:

    I haven’t experienced this. Is it a certain region? Or console? Who is affected by it? My servers have been fine. (East, PC)

    East Xbox Series X and it's literally like every other server is just crashing every time I load into the game. All four survivors at 100+ ping, killer clearly lagging, people rubber banding everywhere when I play killer, etc.

  • @NoOneKnowsNova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467534#Comment_3467534

    I swear the dev response wasn't even acknowledging it either but rather just to tell everyone to not be toxic (although I'd be gladly told I'm wrong).

    I can't remember exactly what they said but I know for sure that it was the most blanket statement they could have made.

    I'm pretty sure it was something along the lines of "We'll pass this along to the team"...

  • @NoOneKnowsNova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467531#Comment_3467531

    It's not as if BHVR has every been great at being open with the community...one of my few gripes about the company.

    Not wrong there. This reminds me of when the thread on old gen consoles reached like 20+ pages before getting a dev response.

  • It's the lack of acknowledgement that really annoys me.

    There's dozens and dozens of threads and hundreds of complaints about how bad it is but I guess there are more important things to address than platform wide stability issues...

    I'm sure they're working on it but it's clear they have no solution as of now or else we would have had a response by now. This feels like a very scummy business tactic as they know people will ask for compensation if they admit they currently don't have a fix.

  • @GreyBigfoot said:

    I couldn't disagree more. The prestige rewards end at P9, and that's okay. It's already a large commitment to get a character to 9. Anything after that is a personal choice and it takes a ludicrous amount of bloodpoints and time invested to reach the higher up numbers.

    If there was a tangible reward besides the badge itself, I just know some poor soul would spend thousands of hours just because it's content they feel the need to earn. Or they'll just feel bad that there's content they'll never feasibly earn, being forced to pick and choose just a few characters.

    You literally just pointed out exactly why there should be a cool P100 reward. It's literally nothing but good for business for BHVR. People either dump more time into getting that high or people just simply don't go for it. There is literally no downside.

  • @lifestylee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467198#Comment_3467198

    I could see slugging people for 4 minutes till they bleedout as bm and hitting on hook over and over as bm but the others not.

    You don't think facecamping first hook of the game is BM?

  • @LittleBigSunset said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467245#Comment_3467245

    You are blowing this way out of proportion.

    What does the killer get if they choose to bleed someone out instead of hooking them? What do they get if they beat me on the hook? What do they get if they choose to facecamp one survivor from the beginning of the game, ignoring the other survivors and leaving generators undefended?

    They don't get points. They don't come any closer to 'winning'. So why do they do it? The only conclusion I can draw is that they do it to spoil the other person's experience. Nobody wants to be BM'd for playing a game. Nobody wants their cakes to be wasted and to only be able to play the game for a minute and a half before being facecamped and forced to sit on the hook and wait to die. Nobody wants to wait four minutes to bleed to death when there are hooks everywhere around them. There is NO logical reason other than spite. So why shouldn't I disdain the killers that play that way?

    It's annoying that I need to emphasise this again, but I am NOT talking about typical gameplay. Playing to a killer's strengths is absolutely fine. Playing to win is fine. If it comes to a stage where you need to camp for a kill, fine. Tunnel someone out, fine. Playing to ruin the other player's experience while having it contribute nothing to your overall strategy is just uncalled for. It's bad manners. And unfortunately (I wish I was exaggerating) it is all I've run into. I've actually uninstalled and don't even know if I can be bothered to come back, and that's saying a lot during an event.

    Sorry your experience was ruined like that. I know the frustration that can come out of games like the ones your describing. I've learned that in my experience, the type of games you get is dependent on the time of day. Any survivor games I play before 9 pm Eastern time are usually a very enjoyable experience where both sides have good games and high scores.

    The second that it hits 9 pm though and when the BP bonus moves to killer, I'm done playing survivor for the night. You'll get 3 alc ring blights in a row, Nurses with infectious trying to end games at 5 gens, Spirits with mother daughter ring, constant Midwich offerings and hardcore face campers and tunnelers. I tend to only play killer during the nights now unless I'm playing with a buddy due to this.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467272#Comment_3467272

    Yeah but disdain the playstyle not the person is my point.

    Its fine to say "I don't like this" but that is different from saying "anyone who does this is scummy".

    A discussion on whether legitimate mechanics are generally "healthy" for the game or not is different from a discussion about "how my opponents are nothing but spiteful"

    Inability to separate these two things is what makes the DBD community as "toxic" as it is.

    Its also what gets the reaction and fuels those who do play like this for that reaction.

    Because lets face it, the event itself hardly justifies the level of emotional weight people often place on it and a lot of it is just gameplay.

    Lastly yeah I'm sure we've even disagreed on things too, but the joy of civilized discussion is we can disagree and still harbor no real animosity toward one another. My motivation to play and interpretation of what's fun in game may be vastly different from yours but I still hope we are both having fun most of the time. (I say most of the time as the idea it will be fun all of the time is a stretch and with something as trivial as the outcome of an online game then it really is not what happens that matters but how to react to it).

    That we can definitely agree on.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467198#Comment_3467198

    Well yeah it is very easy to infer and assume, that's why people do it.

    I'm not happy with what happened in that game so I'll justify my unhappiness by imagining the worst about my opponent.

    I use that assumption to attach a bunch of emotional imperative to game mechanics and demonize anyone who doesn't meet the standard of play that I've set for myself.

    That's basically what the OP has done with examples of the play they think is not ok. The very first lines state this "My experience with this event has been awful the last few days. I main survivor, and pretty much more than half of my games have involved killers going out of their way to play nasty for no reason other than spite."

    According to the OP... spite is the only reason someone would play like this.

    Just to point to one popular example, camping Bubba. Bubba hook defends well, very well and defending your hooks as bubba can win you a lot of games for various reasons so its a common play.

    Does it mean your opponent is a horrible person out to ruin your fun?

    Could it be someone just playing into the strengths of their chosen killer with no further malice beyond a desire to win as easily as possible?

    The answer is you don't know, but you can easily assume the answer you want and feel self justified in your anger about it.

    Because lets face it playing to the strength of your chosen killer in order to win as easily as possible doesn't make someone spiteful, but we'll imagine they are because we didn't like it and anyone doing something we don't like must be spiteful... right?

    You’re looking too logically into things that are emotionally charged.

    People understand that things like Bubba camping hooks and killers tunneling early are valid strategies and the logical choice if you really want to play to win. If humans had no emotions, this is how every game would be played. But that’s not how it works, these games suck when it comes to feeling. No one on the opposing side enjoys these games. That’s why people complain. You wait in a lobby for 3-5 minutes just to get 1 minute of actual gameplay followed by waiting to die and then wait in the lobby again. No one likes wasting their time. And before you hit me with the “not everyone thinks like this” I’m inclined to say the majority share this sentiment.

    We’ve had this discussion before, and while I appreciate your optimistic viewpoint and perspective (you seem like a really good dude) the reality is that a lot of killers do these tactics to get a reaction out of people. Playing like this doesn’t mean they’re a horrible person, but it doesn’t mean that I and others can’t express disdain towards this playstyle (if you could even call it that).

  • @pseudechis said:

    To play devils advocate a lil here, did the killer player message/chat after the game saying their intention was to ruin everyone's fun?

    Because that's really the only confirmation you have that the intent of the player was a spiteful attempt to ruin your fun.

    You can perhaps infer that the intent was a spiteful attack on fun, because there are people whom find certain play styles "unfun".

    But frankly trying to apply a rigid collection of arbitrary rules that you have imposed on yourself game wise (and in the process of doing so attached moral imperative to those rules meaning anyone else who doesn't follow them is evil and out to ruin the fun) is a really bad way to approach the game. Its like a recipe for ruining your own enjoyment.

    Because people will play in all manner of ways and if they aren't breaking the game rules then its all just legitimate gameplay.

    Also an event, and bringing event bonus items, doesn't obligate anyone to play a certain way or treat you a certain way.

    So if you go into games with the expectation that people will play how you want them to and/or bring the items you want them to, then you are setting yourself up for a miserable experience, even more so during an event.

    It’s not hard to infer peoples intentions when they play the way OP described. Slugging people for 4 minutes, hitting and facecamping on first hook, hard tunneling at 4-5 gens. Tunneling and camping can be valid strategies but the situation OP pointed out is nothing but BM

  • @bazarama said:

    Unfortunately you get toxic on both sides. I killer main and the amount of flashlights (thank you lightborn) is ridiculous.

    I only do my objectives during the event because I want survivors to get the rewards too.

    But some people just can't help but be toxic even when it's clear you aren't playing to win.

    Flashlights aren’t toxic and more than not they help you as killer. The more people with flashlights the less likely they are to crank out gens. Longer games = Less pressure on killer

  • @OwlWithMustache said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466582#Comment_3466582

    Meh, I probably have more hours than you so... I'm right you're wrong

    Right on man 🤣

  • @OwlWithMustache said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466564#Comment_3466564

    That sounds so bad. "If they brought this perk, you're ######### and need to ignore them."

    Personally, I find that MFT's biggest issue is that it makes bad survivors look good on top of pushing good survivors over the limit of whats fair.

    This perk doesn’t make bad survivors look good lol, if they can’t loop in the first place this perk doesn’t turn them into a god. You need to loop tightly in the first place to get value out of this, bad survivors don’t do this well.

    And also, that’s basic killer strategy? You need to know who and who not to commit to chase with. If you’re not doing this and blaming MfT for your losses than you should reflect on your overall strategy and not blame the perk.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466539#Comment_3466539

    The old DH comparison is referring to dead harding for distance, I.E being able to press a button to turn extra greedy play into making a window or pallet you shouldnt have. MfT allows people to get similar value mathematically, passively, multiple times per chase (and still allows for multiple exhaustion perks like DH/BL/Lithe as a "finisher" to get another second chance in the chase later.) The reason its important is because you either reach a resource without getting hit or you get hit (or worse, get hit while using the resource,) with the resource then resetting to the next hit binary: The value of the perk can easily be the difference between multiple potential hits being denied in a single chase instead of only one from old DH.

    Its potential is massive, even if a lot of people don't utilize it properly. Its a perk that does the best in the hands of someone who knows how to get the most out of it, which can make them waste absurd amounts of time.

    I agree that in the right hands and on the correct tiles it can definitely extend chases longer than DH for distance. That being said though, if you commit to that chase knowing they have MfT and on those tiles, that’s on you. Leave the chase and get pressure in other ways. There will almost always be a weak link on the team that leads to pressure and downs.

  • I don’t see what this is supposed to prove.

    MfT is not stronger than old dead hard, not even close. Old dead hard was the ultimate Swiss Army knife perk that gave you value against not only weaker killers but the best killers in the game (something MfT absolutely does not do). It allowed you to make unreal saves, Sabo plays, chase extenders, dodges of projectiles, last second gate opens, etc.

    Apparently according to your post I’m simply bad but I’m not noticing any insane 20% extra distance when I’m chasing people. I notice when people run it but I’m really not bothered by it.

    In fact I’ve noticed MfT kill a bunch of people due to them overextending on double backs due to the slight extra speed.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466310#Comment_3466310

    If you don't notice how survivor making 20% more distance, it's only your problem. Even every survivor main streamer already said it's broken af.

    This whole 20% extra distance thing is such bs. Math doesn’t translate to actual gameplay. People were freaking out over scavenger because of the “math” when in reality the perk was extremely situational and rng based.

    Not saying made for this is bad but people are overreacting wayyy too much

  • Playing killer feels miserable and survivor isn’t much better.

    People rubberbanding all over the place, getting hit 5 feet over a window, etc.

    Kind unreal how they haven’t addressed this yet.

  • Welcome back man, haven't seen you since like 2020 lol. Hope you've been doing well.

  • The reverse stun was definitely on purpose and not me overrunning the pallet 😬

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465124#Comment_3465124

    May I interest you in the Claw method? Index Finger for the button/directional pad, thumbs on the joysticks, and middle finger to hit R1/L1.

    I used to play claw when playing Smash and MK but I don't think its necessary in DbD due to how many actions are tied to single buttons.

    I don't even use the four main buttons unless I run the rare secondary action perks.

  • It was hilarious, I’ll have to see if I clipped it when I get home

  • @GannTM said:

    Wiretap is getting heavily slept on. It is probably the best solo queue perk right now and even in SWF can have the decent benefits of seeing a killer while being chased at a tile. It’s so great for many things.

    Got the nastiest wire tap value on midwich yesterday in the big room with the god pallet. Dude was trying to mindgame it for a solid 30+ seconds before realizing he was never getting distance.

  • A Halo chapter would be sick. Make the Arbiter or a Zealot the killer with Chief or Cortana as the survivor.

    A killer with an energy sword or grav hammer would damn near be my favorite thing in the game

  • @Sharby said:

    They probably need a workable solution before they say anything.

    Let us imagine for a second, that they come out and say Servers are experiencing issues.

    Not only would that deter people from playing and make them less money, but then people would just go back to asking for compensation through no dc penalty or extended event with an equal amount of fervor as they are now.

    They don't stand to benefit from saying anything until they can fix it. Or it might be a problem in which there is no fix, so they might not say anything at all.

    Transparency and acknowledgement of issues goes a long way with communities.

    Literally all they need to say is "We are aware of this issue and doing our best to resolve it".

    In no way am I trying to talk bad about the devs but its really weird to see them responding to non-game related questions but ignoring the hundreds of ones about the actual state of the game being fundamentally hampered.

  • For both sides, I find games that are not determined in the first 30-90 seconds the most enjoyable. A bunch of games are decided due to

    1. How quickly the killer finds the first survivor
    2. How quickly they get their first down
    3. How quickly the survivors get the first 2-3 gens done

    If the killer gets the first down and hook within the first 30-45 seconds, it's almost always wraps after that.

    The best games in my opinion are the ones that turn into war of attrition. This is where I feel like skill and game knowledge can really shine as the pressure ramps up for both sides to have to make good plays to win the game.

    I also get a lot of enjoyment from playing with and against players that are clearly just trying to have a good time, going for stupid stuff, being overly altruistic, etc. Had a game yesterday where my random three teammates and I were going for the dumbest 3 man basement saves for an easy 5-10 minutes in endgame against a Trickster. Stuff like that is always a good time.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465448#Comment_3465448

    Tbf I think in his case is much less effective as the other two killer you mentioned are 115% movement speed so they can punish you, but you can still gain distance against slinger while dodging and hey for the people that do not like facing slinger, you live in an amazing time, want to make that player not touch slinger is their life, pro tip: equip made for this

    Don't get me wrong, I don't hate going against Slinger. Like I mentioned earlier I still have PTSD to when he was able to shoot you the second he aimed in and everyone ran Monitor on him. He's in a much much more fair state nowadays, but there's always been something that irked me about playing against him. You're definitely correct that the other killers I mentioned can get more value out of the M2 fake due to them being 115 but if he's close enough to you where he makes you make a decision on vaulting a window / throwing a pallet, he's more than likely going to get that hit regardless of being 110.

    Made for this is so strong against him as well. Catch him on a rock loop and you start playing Ring around the Rosie.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465381#Comment_3465381

    Rn slinger has a slow aim animation accompanied with a warning sound when he is aiming at you, dodgong him is pretty simple idk how zoning can be effective when you dodge just after the sound.

    That's exactly the point. You're forced to dodge when he aims at you but since he can drop his gun with little to no cooldown you've simply put yourself in a position to get M1'd. It's exactly like Demo's who fake shreds, Pyramid Heads that put their swords in the ground and pick up, Nemesis picking up his whip and dropping it, etc.

    You get zoned by them simply pressing M2.

  • I disagree.

    I think Huntress is the most fair ranged killer with the most counterplay opportunities. Yes, her hitboxes can be terrible sometimes, but that’s more of a connection issue in my experience. Her windup gives you ample time to make a decision on whether to run through for another loop or make an attempt to dodge.

    Deathslinger falls into the camp of “zones you by existing” (a trend many killers from year 4 and 5 share) with how quickly he can aim and drop his gun. These killers are some of the least enjoyable in chase in my opinion.

    I still have PTSD from when Slinger was the best stealth killer in the game and could quickscope you.

    Edit: Slinger is also the best (if not, top 3) tunneler in the game and many will simply shoot you off hook and wait the ten second BT out. It honestly feels like an exploit.

  • @GolbezGarlandGabrant said:

    To unlock a mask you need to unlock the gates and begin end game. Plus, 7000 points just for escaping so people want as much bloodpoints as possible from all the BP stacks.

    Add on that everyone is running prove thyself for points and there’s your answer

  • I believe this is a platform wide issue. Servers have been extremely jank since the event launched

  • Reconnecting the controller also does not fix this issue

  • Wow, I remember the good old days of checking this thread every couple of days with actual hope we’d get a solid response on this issue.

    I think this thread single handedly turned me into a cynical person lol.

  • @Wewantjason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464201#Comment_3464201

    I loaded in as bubba and pride myself in being a fun fair non camping bubba. I lost three gens from rubber banding making me kiss hits when I outplayed them at pallets and jungle guns. I played better and the game ######### me over

    so I decided I had to camp at that point if the game is broke

    I was hitting CHAINSAWS and rubber banding AT THE HOOK. Then the toxic survivors in typical survivor toxicity . I hit every player at once and didn’t get a single down. And in typical toxic fashion they started teabagging and flashlight clicking. Either hacking or worst server issues ever.

    Yeah I genuinely had a moment where I thought somebody was hacking til I looked at the ping

  • Just played a nurse match where I literally could not hit people because every time I blinked the game would rubber band

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