NekoTorvic
NekoTorvic
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Survivors will literally say horrible stuff about you for no reason no matter what you do. It's especially obvious if you check the vods of ttvs you go against, I do that a lot cuz I like to see what they saw from their perspective, but it's almost always some bs or another about tunneling, camping or using a non approved killer, or because they have 0 awareness they demean every play I make cuz they don't know what I'm trying to do. Non ttv survivors do the same.
I literally have had survivors unhook someone and work on a gen, AND heal, and still if I chased them, I was somehow tunneling.
Do not ever feel bad about doing anything you need to win. Survivors certainly don't. Don't ever follow their rules unless you, yourself, want to. I know I stopped caring about their bs rules long ago. Way I see it, it's the devs job to make the game nice for everyone, I just wanna go into a match and try to get at least a 3k, by whatever means within the rules of the game, and I expect survivors to want every gen done and everyone out as fast as possible by whatever means as well.
And if they try to say anything to demean you after the game is done, either ignore them and move on, because they're seriously not worth your time and energy, or remind them that they're playing a role whose main objective is literally to just hold a button on an inanimate object for a few seconds so they honestly have no business telling you how to play or how "skillful" your tactics are.
#NotAllSurvivors
#KillersSayTheirFairShareOfBSToo
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I do not agree with this idea.
I recently had a match where I saw a survivor get a key, which means killing survivors would cause me to lose the game. I needed to slug everyone. Obviously, they got annoyed, but that's the fault of bad game design, not mine.
Unbreakable exists for a reason, and survivors can have coms to coordinate pick ups, and even competent solos can do it.
Slugging, at most, will last 4 minutes, which is annoying but not the worst. Just make it so that if all 4 survivors are slugged, and there's no survivor left up to pick people up, after a few seconds they get an option to bleed out faster. The longer they hold that option, the faster it goes until they die.
That way killers don't get to slug everyone just to grief, survivors don't get to just kill themselves because they feel like it, and you don't give survivors a way to just get up for free because they're getting outplayed.
Slugging is absolutely necessary in some matches, and sometimes you do have to slug 3 people at once to defend a position.
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It's worse when you have full stacks of STBFL.
Normally youd be able to just hit them twice before they get the save. But because of the grab animation, they can get the save because the game will think youre trying to grab them, force the animation which will get cancelled and then you can swing, by then they get the save. It's annoying.
Honestly, I would much rather a failed grab turn into a hit, than it just disappearing into the void giving survivors extra time to do things.
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Blight cannot turn 180 degrees in the open. His 90 degree flick is very snappy now. And because of the hard cap they added per frame, you can NEVER over-flick so when a survivor spins, as long as you have the reaction time, you will hit them. Being out in the open is not a good positions against Blight anyways.
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It's important to also note that a 1v1 can result in a very weird gameplay that wouldn't normally happen.
In a 1v4, survivors need to care about their teammates, they need to worry about being more conservative with pallets because they don't know what will be needed when the match is more progressed. They need to worry about running into their teammates, potentially giving the killer a weaker target. Also Otz did not use his power, nor could he disengage from the chase for an easier target.
In a 1v1 we're just worried about the survivor being as safe as they need to in order to last longer.
It's the reason 1v1s with the Deathslinger are not useful either. You need a Slinger that is pressured by gens, that needs to use their power. Otherwise the Slinger will be totally free to never use their power and just fake it for distance.
However, those hay loops are problematic. I did not realize how much you can see the killer on those loops. That's kinda busted imo. Also it needs to be said that there are some structures that a lot of killers cannot even afford to mind game, they just have to brute force it until the pallet is down, because the survivor can always have a position from where they can just react to whatever the killer does. I think this is an issue since it essentially allows survivors to waste the killer's time without even having to mind game.
Regardless, this 1v1 needs to be taken with a grain of salt. I wouldn't use it to derive too many conclusions about the game's balancing.
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The better you get with Blight, the more you use his rush in general regardless of 180 turns. Using bump logic is still just as strong, especially with addons.
People who are good with Blight can do a turn of around 140 degrees without needing to flick more than the default 90 degrees. They turn a little to face the object they're going around and then they do a 90 degree flick to get that extra turn. This is pretty skillful and requires deep map knowledge and precise timing.
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It gets better once you start learning what you bump against, what you dont and how.
You can do some pretty nasty stuff using Blight's slipperiness to your advantage. At shack you can run parallel to the wall, turn towards it knowing you wont bump and then do a nasty 90 degree flick into the door. If the survivor is not expecting it, you can get them there or break the pallet instantly.
It's a high time investment but it is super good to learn what you bump against and what you don't so you can use those things to make otherwise impossible plays.
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You could also play Blight, and see how he has to run tiles, and then use that knowledge to make reads on the next Blight you face.
You know, if you understand how a killer has to be played, and you pay attention to where you are, your distance from the killer, and their playstyle during the match, you can quite confidently predict what the killer is going to try to do and then you can bait out maneuvers and counter accordingly.
Killers do that all the time when they think: "oh yeah so this tile is here and it's connected to this, and survivors usually run it this way, so the survivor will go here and jump through this window" and then that happens exactly as predicted and the killer gets the hit.
Always learn to play the killer that gives you the most trouble so you can see first hand what good survivors do that's effective against them.
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Point system is absolutely irrelevant to me. The only thing that makes me behave a certain way is tangible gameplay impact during a match.
I don't personally think punishment is the way to go, because ultimately the killer is choosing a strategy that carries with it risks and potential rewards.
I've proposed trying to help tunneling by making it so that every new survivor hooked gives a 1% gen damage to your kicks. You end up with 4% when all 4 survivors have been hooked at least once, and you lose 1% for every survivor that dies. I think this both encourages killers do go for multiple survivors and gives more purpose to base kicks. Obviously PGTW should be changed accordingly.
Camping is a harder thing to tackle. I would imagine most killers, unless they're being malicious, engage in it because: looking for a new chase and having that chase would give me nothing compared to keeping this position secured. This is also a strategic determination they need to make, and they should be able to make that choice. Something to encourage leaving the hook and getting into a new chase would be ideal. Maybe something like: After hooking a survivor, and moving x distance away from the hook, get a 5% speed boost until you start a chase or come back within x meters of the hook? Percentage seems small enough that it shouldn't be game breaking, but enough that you might feel encouraged to leave the hook and look for a new chase. Just a rando thought, not as thought out as my idea for tunneling...
Ultimately killers will try to get back some control and pressure over the match if things are going bad, and they should be able to. Same thing with survivors, they should do whatever they can, and whatever the game allows them to get control over the match. Whoever doesn't do it is doing it out of the kindness of their hearts.
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Survivor gameplay should be generally harder, but killer gameplay should not be made easier in any way.
We already have killers who can wreck teams if they're player is skilled enough, because they provide the players with the tools they need to express their skill. Make most killers like that.
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The more you play on this map the more you get used to it's layout. It's got some decent opportunities to string tiles, holding W is strong against a lot of killers without much mobility.
Most loops are fair. They are not too strong for survivors but they aren't as unsafe as Hawkins loops which need to be played in a completely different way. Loops in Midwich can mostly be mindgamed, so you need to be on point with your reads to get away from the killer.
I've grown to like Midwitch for the most part, but I still think It could use some more access to certain areas.
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I think my biggest problem with the game is gens. I hate everything about them. They are a barely interactive objective, that is generally too safe and requires minimum effort from survivors. I wish gens put survivors in more danger, had them being more active around the map or just were harder to do in general. I dont want them to take longer. I want them to not be "hold M1 for a bit"
Survivors also have an unhealthy amount of perks designed like this: Undo or get rewarded for the fact that you were outplayed or made a mistake. This is problematic because, as much as it helps survivors that don't know what they're doing, it becomes insanely powerful at the hands of survivors that know what they're doing. These safeguards become overkill.
Comparatively, killers have less perks that work like that, and the only impactful ones are NOED, Spirit Fury and Bitter Murmur I think? To be fair, I'm not sure I agree with perks designed this way. On either side.
The game is not necessarily survivor sided, but it does have some things by design that make it so that when of equal skill, a killer is usually working way more and against way more safeguards than survivors. So when survivors are good and on coms, it generally breaks the game in their favor.
The problem is, it's hard to address these issues, because a huge chunk of survivors don't know what they're doing and matchmaking is bad. Also killers can stack up gen slowdown perks... Honestly I'd get rid of gen perks entirely if we could just have a game that's balanced around gen perks not existing, which provides survivors with a meaningful objective and tools to work with, without just giving them safeguards on top of safeguards.
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It's a low effort play from survivors that can have a massive impact on the game. I don't like that it exists, but I understand arguments in favor of it.
Personally, if a survivor bodyblocks me because they have BT, I spend the entire rest of the match helping them contemplate every possible meaning of the concept "a perk does not make them invincible". I especially enjoy it when a survivor takes a hit with BT, i catch up to them in 2 seconds, they DS me, I catch up to them in 5 seconds and then they're out of the game the next time they're unhooked.
It can backfire massively though, but only if the survivor that blocked you knows what they're doing. That has happened 3 times that I can remember in my experience. Most of them really think they're invincible and untouchable because they decided to equip a perk or two.
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It depends on what you mean by A tier, especially with regards to perks.
All killers should provide their players the tools to compete against survivors of equal skill.
Perks should be medium to high in power but very, very, very few perks should be safeguards. Perks should reward players for playing well or making a significant investment.
Things like NOED, Sprint Burst, Dead Hard, new Lucky Break, Spirit Fury, DS, Unbreakable... all those perks are either safeguards for mess-ups or they reward you for failing. These kinds of perks should be the least impactful, however they are extremely powerful, which is baffling to me.
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Isn't it sad that killers have to dedicate half or most of their build to gens? So many perks that make the way killers play different and synergize with their power...and the killer must use 2 or 3 gen perks.
Let me be clear, in the average game, you'll probably do fine with just 1 or 0 gen perks... whenever you find survivors of your same skill level or just competent enough, you better have 2 or 3 gen perks or your game will end in 5 minutes and you won't be able to compete with all their safeguard perks.
There's a reason gen slowdown is meta in competitive dbd...and the reason is: The balance of gens to survivor vs killer skill is bullshit. Generators are the bane of this game.
Honestly I almost want the devs to get rid of every single gen perk from killers just so they can see how ridiculous it is to have 4 survivors complete their objective by holding M1 on a thing for a bit, and how much that breaks when you have stacked safeguards designed for survivors that don't know what they're doing.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2168191#Comment_2168191
Well disagree on his skill ceiling and j flicking being base kit. He shouldn't be able to hit 180 degrees out of his rush... No. 90 is plenty
The fact you need to know the best way to use your power at any given tile, and you have to learn where your collision works and how makes it so that he has a high skill ceiling. The more skill you have with him, the better you will perform against better survivors.
I have only performed a jflick like 10 times or so ever even though I play him all the time, but i've seen it from people who perform it well consistently and I've seen strong survivors going against it. It seems like a decent extra tool on his kit, with enough counterplay if survivors make a good read and know how to play around it, and a risk if performed wrong. I think it's fair enough for a basekit tool, but I know there's a fair amount of disagreement on that.
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Leave. My. Baby. Alone.
Literally the best thing that has happened to this game for me is Blight.
Good survivors know how to avoid everything he can do, but the killer character has enough tools to make plays against them, if the player knows how to play the killer.
He's a balanced killer. I think his Jflick should be in some way added to his kit, but if the devs don't want that, that's fine. The base killer has a high skill ceiling, a decently high skill floor, and decent opportunities for counterplay.
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When I go into a match, I try to win the match. A win for me is 3k or more. A tie is 2k and a loss is 1k or less. I don't care for going for max hooks.
Matches that are too easy are somewhat boring.
Matches where survivors barely outplay me but gens just fly are frustrating, even if I get them all during the endgame, it's just frustrating that it got to that in the first place.
Matches that are hard but where I get the chance to outplay survivors are fun. If I lose it's somewhat frustrating in a good way. If I win it's immensely satisfying. I especially like matches where both sides are at a point where one crucial mistake will get them to lose the match.
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Honestly the amount of hits I've gotten from the pallet bug that I would have not gotten before is in the single digits. I don't respect pallets anyways so this has not changed my playstyle.
It does, however feel pretty awful whenever you get a BS hit and don't get stunned. But then I see survivors using the Breakout bug and I stop caring c:
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@[Deleted User] said:
Yeah, the legs don't move at all when you lunge. It looks so bad :D
It's not a gigantic priority, but would go well with all the visual improvements this game is receiving.
I've had a problem with that for a long time, but with the visual updates it just kinda stands out a lot more for me XD
It's just kinda weird, seeing how their making all this effort to make the game more lively and good looking, and then you see these horrid 1st person shadows. But you're probably right in that it's likely not a huge priority.
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I think the Badham maps are the maps I hate the most in the game. The fog is annoying, you can't see anything from a distance if you play above Low graphics. the buildings are free time waste by holding W, Blight's collisions are ######### on that map... they're just kinda horrid imo.
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I actually enjoy the asymmetry in his eyes. It's very rare to see a game that dares to make a normal character's face a little asymmetrical, but most people have some sort of asymmetry like that.
What I don't like too much is how thin his forehead looks compared to his jaw. i think i'd make his cheekbones and jaw a bit thinner or his forehead just a bit wider. But that's just a me thing. He looks pretty good overall.
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Run towards a hooked survivor while being chased by the killer. This one can completely destroy any chance for a survivor team.
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I love Blight.
-He goes vroom vroom
-He doesn't care about DS
-He doesn't care about BT
-He doesn't care about survivors holding W
-He does not care about Sprint Burst
-The mental model you need in your head to use his power is extremely satisfying.
-I love his visual design more than anything else in this whole game
After Blight I like:
Hag: She is the only killer in the game that does not care to try and chase survivors. Survivors have to come and bother me instead.
Demo: He's a big kitty cat boi and i love his clopy-clop feets
Desthslinger: I love his chase music and I love how responsive his power is.
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Keys have been ridiculously common lately. I used to not care, but now I indeed avoid any lobby with a key. Just not worth the effort. I'll stop avoiding them when they rework keys XD
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@Kirkylad said:
An incentive for not tunnelling is for the gens not to be as fast so they don't feel the need to get someone out ASAP to be able to deal with it.
True. But holding M1 is boring, and gens just being slower seems like a lazy fix.
The idea I propose still translates to survivors having to hold M1 for longer, but at least it requires the killer to work for it, it adds extra strategy on both sides, it buffs base kicks, addresses gen tapping as well as working as an incentive to not tunnel.
In fact, if gens just take longer, killers can still just tunnel, and they'd just get a straight buff. With this, a killer can choose not to tunnel for a chance at having something that will be useful later. There's the risk of going for survivors that have not been hooked vs the reward of getting better kicks for later in the game.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2141888#Comment_2141888
Thats fair. I am one of those who prefer BP above anything else and also a BBQ slave in every build on every killer cause of BP.
Idea of kicking gens actually doing something other than wasting killers time is very interesting. Might be a good perk, or even basekit mechanic?
Yeah. I totally understand. I also Use BBQ a lot, but i genuinely think the perk is useful for my playstyle. Generally speaking I find things that have a tangible effect on a match weigh waaay more on my decisions.
And yeah, I conceived this idea as a base kit mechanic to incentivize killers to hook multiple survivors, because I see a lot of people just calling for punishment for tunneling, and I don't think that's a productive approach.
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@CheesyGuy said:
I love the idea however while there is Pop Goes the Weasel I dont konw how many people would prefer to use that.
This is an idea for a default mechanic. It would be base kit.
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@ShinobuSK said:
Just give them BP bonus from BBQ as basekit. That will make them want to hook everyone at least once.
And make survivors earn more BP as basekit as well while we are at it. No reason not to
More BP would be good, but like I said, I care way more about the match and what's happening in it than the points i'm going to get. I know that there are people who value points way more, but I think trying to provide a tangible gameplay incentive within a match would be preferable.
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@gilgamer said:
Tbh although I generally hate making things that should be base kit a perk but this sounds like a cool perk. Would have to buff the percentages slightly though.
I prefer to stay away from perks because some perks genuinely seem like bandaid fixes to stuff that is problematic from the base game. Like the totem counter that they're adding to Small Game...why not just make that a default HUD element? It'd be so much better for everyone.
But yeah if it were a perk, you'd need to bump up the percentages to make it worth the slot.
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I mean...it's a good thing that they didn't destroy her base kit.
Given the fact that the dev update post that included the changes specifically asked players not to worry, that they didn't change her base kit, I would imagine that they probably think the response to Billy's and Nurse's base kit change wasn't the greatest. So they decided to stick to an addon pass exclusively instead fiddling with her base kit.
This is me reading into what they said, given the pretty severe negative response to what happened to Billy. It could just be that they looked at a myriad other factors and decided that her base kit is just fine.
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They definitely made him weaker around shack since he does not collide with a huge portion of shack walls.
They also made his slam hitbox very inconsistent. Sometimes they are as you expect, sometimes they extend waaay further than the object you're looking at, sometimes you just slide right past objects...
It's almost like it doesn't matter what arcane method they use to determine what he does and doesn't collide with, if those hitboxes are sloppy, they are going to be inconsistent and frustrating to deal with, and it would seem that even the basic attack hitboxes on object are terribly sloppy.
I remember I used to know exactly what I would and wouldn't bounce on... now it's a gamble again. I honestly feel it would have been easier to fix his previous collision detection checks instead of scrapping it for the basic attack collision check and then realizing it's just as bad but in a different way. Definitely would have been easier on players who already knew how his collision worked.
They should firstly fix the atrocious collision detection for basic attacks on objects. I also find it awful whenever you try to graze past an object that is almost outside of your FOV and then you slam against it. Like, if something is bang in the middle of my screen, I want to hit it...if something is on the corner of my FOV i dont want to hit it, pls make it consistent.
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I actually like all of the lore. My biggest problem is that lore entries are tied to these pain in the arse challenges that I just cannot be bothered to complete. Honestly I'd like to know more about Blight, Deathslinger and the lovecraftian stuff that's happening with the entity and the trials XD
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2139833#Comment_2139833
Survivors despise things that need them to adapt? No.
Survivors despise people who voluntarily and knowingly abuse an exploit? Yes.
I did not say "adapt". I specifically said survivors seem to hate things that: "requires survivors to mind their positioning and to make a read based on their opponent's abilities and playstyle".
"Adapt" is too broad a term. The specific actions I mentioned are a subset of the umbrella of "adapting", but they're specific for a reason. You could argue that looking at a red stain and turning around is "adapting" but it is not even close to being the thing I was referring to.
Look at any complaint about Deathslinger having "no counterplay" and you'll see exactly this: Survivors complaining about his stealth can't mind their positioning and be aware of their surroundings if their lives depended on it. Survivors complaining about his quickscopes cannot mind their positioning and make reads on their opponent based on how the killer is played and how the specific player in the match is playing.
J-Flicks are similar in that survivors need to make a read to inform their decisions based on what Blight as a killer is capable of doing, their current positioning and what the specific Blight player has done during the match.
What do you see? Survivors claiming "no counterplay"
The "exploit" argument is valid. The thing is, I am not arguing that it's not an exploit. I'm arguing that, even though it is an exploit, the specifics of the exploit are reasonable enough that it can (and in my opinion should), be embraced as just another tool in Blight's kit.
The devs have already stated that it is unintentional. Now we're just arguing over whether or not we agree with them removing it and why.
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I am a defender of Blight's normal flicks. I used to not like J flicks, but after seeing Otz's stream where he put a group of strong as ######### survivors against several killers and seeing the examples of j-flicks in this video I think this is the sort of happy accident that should be turned into a feature.
Good survivors can counter it, predictable survivors get nuked by it, it is a risky maneuver from the Blight player for the reward of saving time and rush tokens.
I play with high sensitivity and I honestly don't know what I'd do without my 90 degree flicks. I think i've only ever flicked more than 90 degrees like...at most 10 times and I've played Blight non stop since he was released. It's literally just an extra tool in his kit, useful in very particular situations.
Unfortunately though, the counterplay to a competent J flicking Blight, requires survivors to mind their positioning and to make a read based on their opponent's abilities and playstyle. It seems a great number of survivors absolutely despise anything that requires that from them. They want every killer in the game to have their actions telegraphed 50 seconds before they happen so their brain wakes up from holding M1 so much and can process what is happening. Which means survivors that are actually skilled and can make these kinds of reads and plays just stomp on killers who get gutted to appease survivors that can't.
Unfortunately this tool on Blight's kit is probably going to go.
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There were posts about tunneling every single day before the DS change. I honestly don't think there's any significant spikes in tunneling after the DS nerf. I don't think people realize this enough.
DS is not a deterrent when a killer has made the determination that tunneling was the appropriate choice.
DS was, and still is, merely a factor that a killer would consider when making that determination. Most of the time, when I made that determination or when I just couldn't be bothered looking for another survivor instead of the unhooked one, I'd just eat it..
The problem is that DS, before, used to be a guaranteed potential 60 seconds of invulnerability after an unhook. Allowed survivors to make ridiculously aggressive plays without it having any risk for them at all, and it allowed situations where a killer could not make any meaningful choice against certain survivors when combined with other perks or in an organized team.
Now, DS is exclusively a safeguard perk. It protects you one time after you've been outplayed and hooked and a teammate unhooked you, and it does nothing more than that. It's still a useful perk to cause the killer trouble for tunneling you. But it's not the ridiculous safeguard it was before, so because it's not ridiculous survivors decided it's not worth their time anymore so they just don't run it. That is 100% their choice.
Tunneling is a necessity in several matches, and you will see even good killers, or killers widely regarded as very good engaging in it when a match calls for it, because as much as people don't like to admit it, it's just a strategy. It can be a risk for the killer. You can leave ample time for survivors to do gens and you risk eating a DS and investing too much time in a survivor that can loop very well. This is okay. You're making a choice of what you want to do, weighing the benefits vs the risks and getting punished or rewarded based on your plays after that decision.
Some survivors want to see tunneling as a spiteful, vindictive thing a killer does to ruin their time. I guess some killers do that. Most of the time it's just a strategy, sometimes to cement a victory early, other times as a desperate last ditch effort.
Also some survivors have such broad definitions for what they consider tunneling that at this point you can't even be sure what exactly they mean. Like, I enjoy looking at the VODs of streamers I go against cuz I wanna see the game from their perspective. Sometimes I could literally let a person do an entire gen after they've been unhooked, and just because they didn't get the chance to heal when i end up chasing them again, they'll call me a tunneler. This term is inconsistently used at best, and dishonestly used at worst, and should not be the basis for any serious decision on balance unless clarified.
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I wouldn't even want to "fix" that stress.
The fact that one's mistakes can lead to one's loss is a good thing. Killer is highly demanding like that.
What I would want, however is for the survivors' experience be similar. Each individual survivor should put in as much effort and have as much pressure on them as the killer does. The downtime survivor's have at gens being relatively safe and uninteractive contributes to that a lot.
It is incredibly frustrating to me when I play killer to know that while I am worrying constantly about outplaying my opponents in less than 10 seconds each time, multiple times, my opponents are progressing the game massively in their favor by holding a button on an inanimate object, far away from me. I dunno... that is legitimately the biggest problem I have with the game...
It's especially frustrating when I'm succeeding at outplaying my opponents over and over again in less than 10 seconds each time and they still get most if not all gens done. And it is exceedingly frustrating when they do get all gens done, and then they all try to save someone on the hook and then they all die instantly because they were literally incapable of outplaying me, they could only outgen me.
The fact that the game seems to be balanced around survivors who are not terribly competent is also a problem. Because survivors arent dumb. Survivors can be very sophisticated players that get to an incredibly high level of skill...the problem is the game has so many safeguards for survivors that aren't too competent, that those safeguards in the hands of survivors with high skill levels just become ridiculous... A similar thing can happen with a few things on the killer side but I don't think it ever reaches that level, and usually killers get power boosts for succeeding, not safeguards for their mistakes, with a few problematic exceptions.
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My guess is the discussion about Trickster's appearance and design was way more prevalent than it seemed? So maybe they wanna make sure they do the right things design/appearance-wise with the game to appeal to their actual audience?
It seems strange that all those questions appeared right after the Trickster stuff.... Like...I love the fact that DBD has different designs, some more gruesome, some more gory, some more grotesque, some more monster-like...and some more edgy like Legion and Trickster... I dunno. design wise I just love the game.
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Deathslinger is literally fine.
If you have a problem with Slinger there are two things happening and both are a you problem:
- You don't know how to make a read if your life depended on it. I'm sorry you don't get to turn the other player into an NPC that telegraphs everything they're going to do just because you need every single action spelled out for you 3 hours before they happen so your brain has ample time to prepare. Make a read based on what they're likely to do based on your knowledge of the game and your opponent.
- You have no idea how Slinger works, what he needs to do, what shots are difficult to make, when he can and cannot afford to shoot, when he is most likely to try to shoot, etc. You are so preoccupied crying about "no counterplay" that you can't even be bothered to learn how to play against a killer by learning how the killer player needs to play.
Deathslinger is as hard as survivors make it, BUT the Deathslinger still can depend on their own skill as a player to make a play and get survivors. This idea that "a good slinger can hit you anywhere" is BS. A good slinger with thousands of hours of shooter experience still has to contend with the fact that experienced survivors can make it a nightmare to hit them, which then makes shots riskier, the more shots are missed, the more pressure is put on the slinger, the more gens are done the more pressure on the slinger to perform perfectly to have a chance against them. It's not as simple as "Deathslinger doesn't ever ever need to shoot because he just zones you by existing"...yeah good luck winning a game against competent survivors by just zoning them with your existence...i await your 100 million 4k streaks against good survivors with that strat if it's so viable.
The fact that the killer gives those skillful players the tools to deal with those skillful survivors IF they have the skill for it at the right time is a positive thing. Because that is precisely what makes bad killers bad...the fact that no matter the skill level of the killer or how well the killer can read their situation and what survivors are doing, their success is ultimately on the hands of the survivors, the killers simply have no tools to let the skill of the player have a final say in the situation. HOWEVER, ask any seasoned Deathslinger player, I bet not a single one will honestly tell you that a survivor's skill level makes absolutely no difference in a chase and the overall game (remember btw this is a 4v1...a lot of people forget that). Because chasing a survivor that doesn't know what the ######### to do against slinger, and a survivor that knows what they're doing is completely and utterly different.
A reload at lockers or a cooldown would literally only limit Slinger players for no good reason. Also if Slinger aimed his gun and had to wait .5 seconds to shoot, you'd still have no idea of when he would actually shoot. So you'd still be required to use your noggin and make a read. But now you've just arbitrarily made a thousand loops more in your favor against him just because...and you've made him feel clunkier and less like a responsive shooty shooty gunslinger.
What a sad, sad state of affairs to have this discussion still going... I feel bad for slinger mains that know what it's like to deal with competent teams... especially if some bullshit is done to that killer because of this...
I'd make a concession though. If he lowers his aim without shooting he gets an action cooldown of about half/a third of a second. He doesn't slow down, but he can't aim, hit, open a locker, vault, kick a gen, close hatch, break a pallet or pick up/grab a survivor. This seems like a decent compromise that shouldn't completely destroy him, but limits him from spamming his ADS.
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I think the update is neutral in general...but there are a couple of potentially very bad things killers will need to face with the update.
I think the thing that concerns me the most is the Lucky Break+Iron Will combo, because it seems too good for no good reason cuz you're essentially just rewarding survivors for messing up and getting injured.
The Kindred + Open Handed one is the worst thing in the update I think. It legit provides wall hacks for the entire team while at 32 meters from a hook. 32 meter radius is a big sphere to have wall hacks on... especially bad on maps like the Game with multiple floors. You'll essentially be unable to mindgame anyone at that distance from the hook. Which I think is unacceptable. It's way too much distance for wall hacks.
Aside from that it's some good things and some meh things...
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I love Trickster's design. It just really fits DBD as being this combinations of all sorts of different styles that are all united by some aspect of horror. I for one love the diversity. I remember people said the same thing about Deathslinger too...
Trickster totally looks like a killer tho... it's just a different style of killer from monsters like Demo and Blight or the classics like Myers and Bubba...
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This is what scares me the most with the Lucky Break buff they're proposing. Combined with Iron will survivors will literally disappear as soon as they break LoS while injured. It's silly... like killers can afford that wasted time.
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DS gives you a head start, and your skill (and the killer's) determines whether or not and how much the tunneling killer gets "punished"
Get to a safe area, or a powerful structure. If you're using DS, plan out how and where you're gonna use it if the killer is trying to tunnel you.
When a killer tunnels they are run the risk of the DS stun, and the risk of the survivor extending the chase way longer than anticipated after the stun, and the risk of that survivor being on a SWF and telling their team to hammer gens while the are being tunneled.
Tunneling is a useful strategy at certain times, against certain teams and carries risk with it.
You don't get to put that entire risk on the killer and then remove any downside from survivor JUST because you equip a perk.
If you're having trouble with killers catching you 2 seconds after they recover from the DS stun, learn to run tiles better against those killers. Or maybe plan to use your DS to run to a bullshit structure like the Ormond building where you get 3 god pallets and a possible god vault, by just holding W. There you go. You get free time waste. Even if the killer catches you, your team will be out by then, and you get to practice chase instead of holding a button and looking at a bar fill up.
I've had matches where I determine I must tunnel a survivor, I take the risk of getting DS'd, then I catch the survivor in 2 seconds cuz they had no idea what they were doing and expected a perk to make them invincible. And I've had 3 matches I can remember where I got my arse handed to me by the tunneled survivors that hit me with DS and then proceed to show me how they know what they're doing by running me forever. I either break chase with them and try to scramble something, or I commit to it to see if I can at least get that survivor. That is the gamble of tunneling. It either works or it doesn't, which is why I usually use it as a desperate measure, usually after I pretty much give up on a match.
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Sometimes survivors have very, very bad pathing when running from you while you're carrying someone. It could just be that that survivor was bad at pathing and allowed themselves to get hit. It happens a lot more than you'd think, and some survivors even let themselves get hit twice from it...
If no agitation, and you're completely sure the survivor did not mess up their pathing, then it could be a hacker.
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Rank 1-2
Blight.
It's so fun how fast and responsive he is. I love the fact I have to predict survivor movements in order to use his power effectively. I love his design so much, I love the sounds he makes. I like how versatile he is with his builds. Only thing I dont like is how broken his rush collision is... but I can look past it most of the time.
I play without addons on Blight. I don't like the addon system. They're inconsistent because of availability, they give massive advantages, are useless, or 100% necessary on some killers...
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Well the game is a strategy game to prevent the other side from completing their objective on a macro level...and only in the micro level is it a 1v1 cat and mouse chase game.
I'm sorry for individual survivors, I truly wish there was some form of reward for stalling the killer on a hook, but strategic control over an area via 3 gens and hooking close to gens is part of the decision making process of playing killer.
It is a tactic that can be pretty effective if used at the right time, and it drastically reduces the amount of stuff a killer player needs to keep track of and the area the killer player needs to patrol at crucial moments during a match. Yet there are risks involved. If you miscalculate where players are and what they're doing, then it can backfire massively. Also survivors have tools to deal with it, such as BT and DS, and, with some coordination, body blocking (depending on the killer).
Also, you're not entitled to a free hook save. And you're not entitled to be left alone after being hooked. If a killer makes the determination that making the unhooking process as hard as possible, or impossible is the right choice, it's up to your team to figure out a way to deal with it. That's why you have a team.
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- Make it so survivors have a more interactive and demanding objective that actually puts them in some kind of danger.
- Destroy any structure that provides free time waste at the low low price of shutting off your brain and holding W.
- Make it so that killers who stand at a certain distance from a hook without any survivors close by make gen progress faster, and hook progress slower, BUT give killers a buff for each new survivor they hook.
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@Dwigtht said:
I've been thinking to use those slides to my advantage in the chases, but they are too inconsistent
Honestly I think they were WAY more consistent before. I knew exactly what I would and wouldnt slide off. Now it's pretty much a gamble again, cuz ######### all those hours learning what he slides off of. BHVR just had to change the detection for his collision so it's different from before... not fix anything anyways AND make it worse in the process.
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@FrenziedRoach said:
This is only an occasional thing - but if I'm in a really foul mood (IE, I really shouldn't be playing in the first place) and I see a really dumb unhook or hook farm, I will expend every effort I have to tunnel that moron out the game.
I hate hook farmers so much....
I can feel your hatred XD At least if it's punishing a hook farmer it's a little bit of a nobler cause.
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I never respected the perk in the first place. If I made the determination that tunneling was the best course of action I'd do it through DS and BT, body blocking anything else.
The only thing about DS before is that it was a massive momentum stopper for no good reason and provided survivors with a very powerful defense while allowing them to progress the game. It could also allow coordinated teams extremely aggressive plays with little risk and little effort for a massive payoff.
Edit: If anything I was more encouraged to tunnel a survivor early, cuz that way I would get rid of DS and wouldn't have to worry about it when it's an actual threat (mid to late game)