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PassarinoT

PassarinoT

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PassarinoT
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  • She's not even a challenge to play as. I think her hearing shouldn't be directional, it's such a dead giveaway as killer.

  • Demogorgon.

    Give him a way longer undetectable status after leaving a portal.

  • @PrettyFaceKate said:

    So, 15k bp in item plus add-ons to get back 8k. I'm on board with this.

    Can’t forget your teammates will most likely die die to your lack of care for objectives when stalking the killer ;o

  • @GoodBoyKaru said:

    You looking for the word "Eighth" by any chance?

    No never. Everybody knows there's no defined number following "seveventh"

  • I understand what you're on about, but maybe come with suggestions?

    It's a little undermining when you don't follow up with any reasoning or propositions.

  • @Orion said:

    Since this question was answered, I have one of my own. Out of curiosity: why would you want motion blur if you're looking for realism? It's a camera effect, like chromatic aberration. It's less realistic.

    I don’t know, when i play the forest with it enabled it gives a much more intense and realistic feel. when something is running st me and i can’t see it crystal clear like dbd, it just feels more frantic than not, yknow? nevermind for asking though, everybody on these forums has to counter my posts in every way imaginable

  • @Rizzo said:

    Your thread was in the spam filter, it happens when you edit it, I just approved it tho.

    Oh I see, thank you vv much.

  • I see what you mean with the obsession aspect. Honestly, I think there should always be an obsession and it should have more related bloodpoint scores.

    For The People is a cool perk itself and I like the way you brought up an alternative use.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1288034#Comment_1288034

    I don't camp at all unless the gates are open.

    Secondly the idea behind it is just rotten given how I pointed out its easily abused in the right set ups.

    Also gen speeds being too fast has always been an issue with the game to the point, that the devs are constantly having to reduce gen speed bonuses due to them ending games far too quickly.

    Even having to halfing great skill checks bonus progression recently due to the bonus progression ending games too fast, along with creating the game speed divide between low levels and high levels.

    I am sorry if I base my opinion off of what little evidence we have from the developers but, its what I find to be the best way of seeing if an idea will work when applied to the game currently.

    1) Then why is this an issue?

    2) No, the idea is far from rotten. This perk is controlled by the killer. The killer is the one who grants the bonus.

    3) Honestly, I understand this. In my opinion, not all, but in mine: Generators badly need to be reworked.

    4) Yeah, I don't know why they thought that of all things would be a help. I guess it does help, but barely.

    5) It's fine. Again, bear in mind this was a remedial concept. Not a "do this now, devs!"

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287942#Comment_1287942

    Your the one who amended it to have the not be in a chase part so you are in fact trying to argue for it by changing it to make it valid.

    So my comment was as its written it will be abused on 2nd stage hooks because 50% gen speed buff with only 2 people on gens act as if there were 3 which in a situation where someone is on 2nd stage there will be someone off a gen to try to save them regardless.

    Remember even 45% gen speed for 1 min from old toolboxes was considered so overpowered that it had to be nerfed out of the game so why would this be any different.

    Okay, genuine question, how often do you camp?

    It feels like you're very biased here and do not realize this perk idea is

    A) Not in game or going to be, necessarily

    B) VERY situational. Just don't camp. Even without a chase factor, the circumstances required and the reward given are hardly enough to make a good killer get destroyed. Go find someone on a gen, and let them unhook. It's not that hard.

    Side Note: Try and make forum posts legible, yours gave me a stroke and a half trying to figure what it was conveying with how little punctuation there was.

  • @Meroko said:

    You shouldn't have to waste a slot to prevent something toxic in-game. Devs are already working on it anyway, they are going to make it less appealing, who knows what that will mean.

    I agree with this. But again, this is just a small idea to remedy it. Similar to how the devs created Inner Strength to counter NOED. I know, I know, it's perk vs perk not perk vs mechanic but it's just an idea. Similar to camaraderie.

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1286790#Comment_1286790

    Except that didn’t involve what the chaser emblem does. That’s the problem with everyone just responding “this was tried before and survivors abused it”. No, it really wasn’t as it was very poorly done. If the killer is in chase, or another survivor is within 16m, the chaser emblem is not penalized. I imagine a perk like this would be based off the same criteria as that. I’m not really arguing for or against the perk, just pointing the difference out. As far as I know, that old test was just based solely off the killer being near the hook. Of course that wouldn’t work.

    Ooh the chase factor is actually a good idea, for sure. Should have added that!

  • @MonsterInMyMind said:

    This wouldn't work what about killers like trapper and hag who need to set up it takes more then 4 seconds to set bear traps and for hag to trap the area idk not a fan personally.

    I understand that, @alaenyia made a great suggestion to tweaking times for killers who have legitimate business being near the hook. But you have to realize:

    • This is a perk, not a mechanic. It takes a slot of the survivor hooked, possibly making them very weak in other categories.
    • If you're quick enough, with alaenyia's suggestions, you will give them little to no bonus.
    • It's not that bad if the survivors get a tiny bonus. Many perks already do that. Hence the name "perk"
  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/153776/anti-camping-perk-suggestion

    So one person just loops the killer within 16 meters of the person on the hook(With camaraderie to extend the time by 34 seconds per 2nd hook stage per survivor) so their buddies can gen rush the ever living day lights out of the game?

    Distance alone won't work sense survivors have abused distance based anti camping mechanics in the past to the point they got removed from the game entirely.

    Also giving a 100% gen speed to the entire team on any perk that doesn't have a MASSIVE GAME LOSING DOWNSIDE should NEVER exist no matter what.

    This is requiring that one survivor loops near the killer which is one person off a gen, one person needs a perk that is VERY situational alongside this hook perk. Looping for 34 seconds within the larger radius only grants 50% increased speed and even then the killer needs to be within it for, as suggested by another, 12+ seconds and that resets once they leave the radius.

    2 survivors on a gen with 50% increased repair speed while one is remaining hooked and once is looping, potentially risking being down for the hooked survivor, and then making the 2 survivors on gens turn into 1 or even 0 on a gen. This strat sounds like a quick snowball for a good killer.

    And for the last part, it's a punishment for camping. It's not a permanent buff to survivors when a survivor is hooked. Go find somebody else and find a counter to somebody wanting to loop nearby. Don't grant them that extra 100%/50% repair speed. As a killer main, it's safe to say that this perk is not as insanely good as you make it out to be.

    No disrespect though. I get that viewpoint, but as a veteran to this game, it's not that difficult to avoid helping them with a perk like this. Alongside that, the plan you outlined sounds like a once-in-a-bluemoon stunt to be pulled. I'd be tilted, maybe, but with respect for a trick like that.

  • @alaenyia said:

    I think the survivor percentage gains are too high. But overall I like the concept. It encourages better , more strategic game-play for both camps. I would also make the larger radius the longer seconds and maybe make that a bit longer. So 8 meters/ 8 seconds, 16 meters/ 12 seconds. The killer may have legit business near a hook like kicking a gen (3 seconds+ walk time) or pallet breaking etc. So the longer time gives some general business leeway.

    I also really appreciate that you came here with a solution to a problem. I am all good with people airing grievances on the forum but it is nice when they also bring ideas for change to the conversation.

    I guess they could be, and while not sure if you are considering this, but I think it's necessary to note this effect persists only during the time the killer is within this radius. The second part makes sense, but also I think it's not too harmful if the killer grants a little boost from sticking around for a moment.

    Thank you! That's literally all I try and do on the forums, most often, people just sh*t on me for my ideas, but I'm happy to see someone found it somewhat logical :,) Nice change for once

    Edit: Not saying I disagree at all with what you suggested lol, just trying to get my ideas further elaborated if that makes sense.

  • Not sure about these distances, can't lie, I'm really tired and do not have a good mental picture of how meters work. I blame the imperial system

  • @CookieBaws said:

    Imagine having 3 health states.

    *Healthy

    *Injured

    *Dying

    There you go :-)

  • @Milo said:

    The question is, when you got hit did your screen became bloody and did you have to mend?

    But yeah i think Borrowed used to overwrite Mettle... (which then in turn made it so you cannot use Borrowed and Mettle in a sequence)

    No, which makes sense. But it still removed borrowed's endurance status so it slightly confused me. Although, that makes sense since you shouldn't get another hit in deep wound.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1276155#Comment_1276155

    Playing killer with bbq on youll get closer to 50k per game on average.

    And 25 minutes per game? Ive never had a game go that long. 15 mins is a long game. Even if we be generous and include time in between games its at most 20.

    Then let's retouch this math. And perks are not going to be included in this equation because not all players have access to it.

    (All numbers are rounded down for length sake.)

    1,540,000,000/30,000 = 51,333 games.

    Let's be lenient and say games are 13 minutes, 3 minutes for queue/load, 10 minutes for gameplay.

    51,333 x 13 = 667,329

    667,329/60 = 11122 hours

    1 calendar year consists of 8,760 hours.

    11,122/8,760 equals 1.269 years.

    Not like playing the game for that time in date to date, playing for that time in raw gametime. No breaks.

    This is if each game is 13 minutes and you get 30,000 bloodpoints. As survivor, that's difficult to get. As killer, definitely more possible but not always so in just 10 minutes.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1276186#Comment_1276186

    Thank you, someone told me I should make an entire post regarding the Bloodpoint Grind so I thought I should put more thought into it because it is a rather large issue especially for new players.

    It makes me happy to see other players who take time to make posts in the forums :,) I try to, but get sh*t on for trying to suggest improvements. :( Dbd forums feel like people just going on here to say why you're wrong even if they don't disagree. But seriously, this bloodpoint grind is so monotonous.

  • @Dead_by_Gadfly said:

    At some point they need to get rid of the tiered perks and just have the current tier 3 be the perk. It made sense 3 years and 25 characters ago. Now its just gotten crazy

    This, or they need to make leveling perks and characters separate. You should be able to spend bloodpoints on perks unlocked without having to buy add-ons you are extremely unlikely to use. I don't want retardant jelly or rubber gloves, I want tier III WGLF which I haven't seen in 20 bloodwebs.

  • I gotta say, I am impressed with how you made this entire post. It's a rigid argument.I agree wholeheartedly the grind is absolutely insane. They need a whole redesign of the bloodweb or something else. Mobile is even doing better than PC/Console now thanks to their reward system IMO. The grind on PC is INTENSE, and while the archive goals/dailies do help a little, it is still absurd that the devs are so slow to provide more reward systems. As a killer main, too, I can tell that survivors are being absolutely starved of bloodpoints. Getting max BP in a round as surv happens once in a blue moon, whereas with killer, I can get it just about any round if I play my cards right.

    I really hope the devs see this and take it to consideration.

  • Put dunce cap icon next to the username like the windows store users world icon

  • Not sure, was just a bug with a dwight fit in the ptb for oni :p

  • @Onyx_Blue said:

    People suicide on the hook for reasons other than points. Most of the time it's because they can't take being outplayed or don't like vsing a particular killer/style of play. Making a survivor get points for being hooked isn't a healthy idea. By that logic, killers should get points passively just for patrolling the map outside of a chase.

    Also, a survivor does get points for being healed and unhooked, if they are the ones to do it to themselves. People should be awarded for helping themselves and their teammates, not by being helped by others. Point score events are fine as they are. Only things about points, for survivor, I would add are: 300bp for great skill-checks in all categories, not just repair; get a few Boldness bp for avoiding a basic attack with Dead Hard - score event can be called 'elusive'; and get bp for resetting a pallet with Any Means Necessary - score event can be called 'defense reset' or something of the sort.

    Right but I didn't ask why they suicided, I asked if it's a potential incentive worth applying. And how precisely is that unhealthy? Providing survival points for hang time? If a killer can get so many points for hooking a survivor for the first time and a survivor gets zero if unhooked by another, then it's quite easily more unhealthy than getting bloodpoints for being incapacitated.

    A survivor does not get bloodpoints by getting healed when by others, which is what I was referring to, I'm not that clueless. Been playing this since 2017 and I know how these point scores go.

    When survivors start to avoid letting you heal them because they want survival points, it's more unhealthy than granting them points for being healed. All of this is intended to make it easier to get 32K as survivor. As a killer main, 32K is far too easy to get. As survivor, it's near impossible, you have to be a jack of all trades and then some.

    I agree with the 300 BP skill check thing, that would be nice. Although the devs are heavily neglecting the survival category. It's absurd a killer can get 8K in all categories and 6,600 in sacrifice without killing a single person, whereas a survivor often has to go out of their way to get max survival but a killer can just do their job.

    I think perk-related bloodpoint scores are intriguing concept, DS and Headon granting survival points is great. I think the dead-hard thing is similar to an idea I had with a "Whiff" score in which you make the killer miss an attack at all and get points.

  • Would love to see it, but the issues with the new Nightmare on Elm Street movie seems to be getting the devs in a deadlock with anything related to it :(

  • @Waffleyumboy said:

    I think it's better people see what they're purchasing.

    Maybe just additional cosmetics on the free track then idk

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262938#Comment_1262938

    That sounds cool. It gives me an idea where individual survivors have unique bp caps, like Claudette would care less about boldness and not have a cap increase but she likes using her medical knowledge so she gets an altruism cap increase. Just an idea.

    Yeah, that's actually a cool idea! Maybe prestiging increases their caps slightly too?

  • @Waffleyumboy said:

    Yes I would love more survival points, atm I just ignore my survival bp offerings. To coincide these changes, I don't think it would hurt to increase the cap for the Survival category up to 10k so escaping still rewards a good sum of bp.

    Honestly the grind is so hard with so little assistance aside from archive goals rn, I'd love to see a mechanic that dynamically adjusts your BP caps on categories depending on what you're doing best at. If you get chased excessively, possibly increase your boldness cap and decrease objective or something. Seems interesting to test with

  • @Waffleyumboy said:

    His power doesn't give him any map pressure, and the chase potential with his bottles is heavily limited by his slow reload.

    He has average map pressure, 115 killers aren't totally effed like hag or anything but his chase potential with bottles is pretty irritating, disabling fast vaults and slowing survivors with a simple throw of a bottle is pretty strong for something that has little cooldown on his end.

    Not saying he's strong tho, would not place my money on a rank 1 clown.

  • Not terribly interactive IMO. His bottles are like meh, they just speed up chases a bit and make survivors think out very odd alternative routes but his power hardly costs him anything and on the survivors end it has no interaction aside from trying to avoid it.

  • @Macymj6 said:

    I don't have a problem with having surprises, the problem is this rift seems to be very underwhelming. Cosmetic wise.

    That exactly is why. It's not really going to be much, but it makes it more of a surprise when you do get something I reckon. Maybe it's my monkey brain wanting to have birthday gifts I never got lol

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262715#Comment_1262715

    Ah thanks. I agree with that sentiment, especially regarding my top three favorite killers: GF, Demo, and Billy

    BRO DEMO NEEDS A WHOLE BUFF TO HIS PORTALS. I really want his red moss default bc his portals are so hard to jumpscare with :(((

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262552#Comment_1262552

    He cannot get hits around a large number of structures, which means he is going to eat a stun. I use Deathslinger as my secondary killer (Nurse is my main), and while I do think he is decent in the chase, he is not at Nurse's level in the chase. Slinger also has FAR worse map control than her.

    I understand that but his reel is insanely rigged towards him and no other outcome. Possibly buffing him to 115 could be worth consideration with a slight nerf to his reel speed but in the meantime it's just absurdly fast when stepping backwards. But bear in mind I also suggested his chain be much harder to break if this is the case.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262681#Comment_1262681

    Some things I noticed right off the bat:

    You don't give any reason for DS and NOED being unbalanced. DS is slightly too versatile I'll admit but NOED is generally regarded as weak due to its situational nature and how hard it is to utilize it correctly.

    The Pig and The Plague are pretty uninteractive at times, so this can slide

    Facts

    I think it's okay for a killer to have a non-lethal power. This is a matter of opinion in general.

    Solo and swf have the same maximum potential lmao

    Facts

    Idk what this means but I'm guessing you're saying Billy's add-ons are fine. They're not.

    They are indeed improving the game, good point

    I would give a kidney for these changes

    @Seiko300

    When he was referring to billy, I think he was saying that more killers need addons reworked than killers who don't, and that billy is one of them

  • @Seiko300 said:

    Only the people that play both sides have a relatively accurate idea of how balanced or not balanced different aspects of the game are.

    For example - (Potentially) Hard to Swallow Pills:

    -Despite its rework, DS is still incredibly unbalanced and so is NOED. Both for various reasons, unbalanced can mean many things for example it is often connected to something being "overpowered" but this is not always the case. It means exactly what you would think it means - it is unbalanced.

    -Both the Pig and The Plague are some of the most poorly designed killers in the entire game for their own respective reasons, but the biggest one which both share is that some aspect of both their powers operates passively. This is not fun. This is not interactive.

    -The Clown. Needs. A. Buff & / or Rework. Now.

    -The Legion needs a rework which addresses his core fundamental issue - his power does not help down survivors. Take a minute to think about it: every killer as good, bad, or as poorly designed as they are have a power that actually helps put survivors into the dying state. The Legion's Feral Frenzy does not. This is what makes him incredibly unsatisfying to play as, you must m1 to down a survivor

    -Solo queue is by far the most difficult and sometimes frustrating role to play. For those who don't know the power scaling of maximum potential goes Solo < Killers < SWF

    -People want, and should be able to play with their friends. Removing SWF is not a viable option to solve the balance issues that have arisen over time, and it never was.

    -More killers than not need reworks to their add-ons, even killers who are viable at high ranks or fairly balanced. IE The Hillbilly

    -The devs have indeed done A Pretty Good Job So Far, stop ripping into them all the time.

    -Finally: Quentin is in desperate need of a face rework, Steve Harrington needs a voice over starring his actual actor Joe Keery, and Emotes do not belong in Dead By Daylight unless they are practical gestures intended to support Solo survivor communicative capabilities. Stop asking. Dead By Daylight is not Fortnite.

    Don't @ me

    Yes! These are really valid things that people instantly shut down depending on which side they are!

    -IMO, Unbalanced means it's close to or just a 100% or 0% use perk. NOED Literally depends on one totem being up and grants an insane amount of power to killers, decisive lasts 60 seconds and the difference of 1 second can mean an escape or not. They're not entirely overpowered, they just have a huge potential that can be stomped out with a bit of time.

    -Pig and Plague are definitely an odd genre of killers, their powers are very survivor based for the most part so their games go how survivors let it and somewhat how the killer forces it. But yes, they are poorly designed. Especially plagues mori, ffs. Awful sound design and lipsync.

    -Clown is in need of a rework, he's no fun to play against and has hardly any counterplay. But somehow he needs to still be viable. Just not in the way he is.

    -Legion DEFINITELY needs reworking. His deep wound also does barely anything, it's not a threat to survivors that they have to be scared of.

    -Solo queue certainly needs love. I feel like some things that could help is by making some perks toned down and default. For example, make Empathy a buff to a preexisting mechanic. Maybe within 16 meters, all injured survivors are revealed to you. Then Empathy just buffs this.

    -Removing SWF is a ridiculous idea, no clue who would suggest that aside from entitled killer mains but it sounds absurd. Thats part of what makes this game fun.

    -Billy himself lowkey needs a rework IMO. Or atleast make it so you can tell how revved his chainsaw is by a physical attribute, maybe he raises his saw further when its close to being fully revved.

    -Yeah, I agree, the devs have done great recently, but I still admit they do neglect some things a bit more than they should. Also, their livestreams feel a bit like a waste lately, I hope they can re prioritize

    -Quentin: Yes. Steve: Yes. Emotes: Only gameplay related. Spirit: NEEDS VOICE REWORK

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262640#Comment_1262640

    The people in feedback and suggestions are pretty nice. I think the toxic people like to stay in general discussions where there is more action.

    Some are! But often I suggest what I believe to be moderately balanced and they don't even consider it, they don't point out anything about it that could work but rather say that I'm wrong often without anything to back it aside from their opinion on why X side is already hard to play or something.

    It does make me smile when the community comes together on some things tho :,)

  • @DelsKibara said:

    In this community?

    Yes. Yes it is.

    As I said in another thread, this community is as polarized as US Politics. It's hard for both sides to see eye to eye because they only ever see their side and never consider what it's like to play the other side.

    I've had some conversations both here and other avenues that talks about DBD where I just facepalmed hard because of how certain people are. It seems like it's easier to just shut down the other side when you have no arguments and can only scream, scream, scream.

    Just remember though.

    The loudest people tend to be the least brightest.

    Always look for opportunities to talk with people who has a level of understanding.

    Ignore those who only wants to push their own agenda that would ruin the game.

    I reckon it's honestly even further divided than politics these days. Oh well. No way to get through to those people.

    Just wish I wasn't absolutely crucified every time I suggest a slight balance to the game. It's beyond ridiculous when I get tomato pelted on the forums with hardly anybody considering my stance to be a real balance.

  • @Cheers said:

    That's why I always encourage people to play both sides. Feel how each one is and then understand why people feel that way.

    I don't look for a win. I look for fun. Once I've achieved that in a match, I don't care if I escape/ get a 4k.

    Thank you! This is a severely underrated stance. Nobody seems to want this game to develop in the direction of fun, but rather the direction of absolutely demolishing the opposing side.

    I honestly just wish it was more possible to get more rewards for playing and having fun rather than destroying the team or killer.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262326#Comment_1262326

    it isn't true. when he ADS, he has like this crazy alarm sound. the shots you need to do vs deathslinger are near pixel perfect, so even a little swaying from side to side can randomly make him miss. Use LOS blockers as you move forward is also good way safety measure for not getting shot. Most deathslinger shoot in two particular instances. they do it when you approach an wall for when you turn a corner. it is good guess to bait out the shot. The other instance they tend to shoot are the little holes within loops or windows/pallets that you are about to come across. Throwing down pallets isn't 100% safe, but it makes easier to predict shots he might take during the loop.

    I don't think deathslinger was meant to be good at loops. I think he was meant to be good at catching people out of position and downing them before they get to a loop. The issue is that he moves 110% and the health states that survivors have are way too good safety nets for achieving that goal. I feel like his gameplay starts really make way more sense when you have Monitor&abuse and Nurse calling. He has 16 base TR out of chase and 18 meter range, so he has just enough range to shoot someone outside of his TR while being able to see someone healing under nurses calling. With no mobility tools, very long 1vs1 chases times(compare to other killers) or no real way in spread multiple injuries very quickly, It is very hard to capitalize on his strengths. Deathslinger playstyle is too slow for the game.

    I think best change they could do for deathslinger is remove distance restriction of his iridescent coin add-on so we see more Deathslinger. It is real shame as it was fun to face him in first two weeks and now you barely see him. The only time you ever see Deathslinger win is when they camp hooks and your entire team gets slugged from attempting a hook save. Just survivor playing bad I guess.

    Deathslinger's ADS sound is a high pitched squeal-like sound and it only is triggered when he's aiming directly at you. Quick-scoping as him provides little to no warning. Which I think is ok but a little too fast

  • @TheEdster said:

    What about this:

    When you are the last Survivor remaining in the Trial you get 1500 bloodpoints in the Survival category: Last Man Standing

    Was thinking about this but seems a little problematic, might make people become very immersed

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261902#Comment_1261902

    because they want break his hook easy. They want everything easy.

    I'd say more that I want to actually give survivors a fighting chance so that the game is fun. It's literally too easy pulling in survivors and getting a hit. I genuinely will let them break the hook sometimes for points because chases as deathslinger are not even fun anymore. It's too easy.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261050#Comment_1261050

    The reeling time regardless of whether the Slinger is backing up, standing still, or moving forward, is all the same.

    Sorry, I misphrased. Reeling SPEED is absurd. Stepping back pulls a survivor in faster than other survivors can run. This is insanely fast and with pill hitboxes survivors literally slide off objects they try to grab on to.

  • @hanibel said:

    Nope he needs buffs not nerfs

    As a PIII Deathslinger main, I can assure you he is the last one to need a buff right now.

  • @woundcowboy said:

    Deathslinger is an average killer....he doesn't need any nerfs.

    No? As a deathslinger main, he is insanely good. Similar to spirit when she came out, when you land a shot, which is all too easy, you are basically guaranteed a hit. I'm not even a survivor main I'm just trying to make him more interactive. Right now, you have a slim chance of even breaking half his chain before being hit.

    This wasn't even implying it's a nerf, in fact I suggested added 2 meters to his chain and then adding more charges to breaking it. It still has essentially the same effect but toned down and less of a guaranteed hit. His power wasn't intended to be a guaranteed hit.

  • Noticed this with when survivors block the window themself.

  • 20191119132010_1.jpg

    Iridescent Dwight

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