Rezblaze
Rezblaze
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@_ZZlaya_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2925006#Comment_2925006
You know, people never mention their sexuality irl at the first meet, or it is never mentioned in the first line of their lore. But this is implied by indirect causes and usually, you can figure it out. For example, you can take a look at whom they are dating
There are cases of gay men dating or even marrying women. This is done because:
A) The person may not have had the resources to understand what they're feeling due the stigmatization of gay people and the lack of resources to study it.
B) To prevent emasculation, due to toxic masculinity disowning homosexuality. David King is known to do brawls and collect debts. Toxic masculinity dictates these are "manly" things to do (physical altercations) but also disowns homosexuality as being emasculating. David probably dated a girl to prevent discovery and keep a reputation in the ring.
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@_ZZlaya_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2925000#Comment_2925000
Man, that´s the same as poor Dumbledore in Harry Potter! Doesn't it feel forced that he is suddenly gay 10 years after the last book was written???
"Poor Dumbledore."
Oh the humanity; he's gay. A true tragedy.
The reason Dumbledore feels forced is because JK Rowling has expressed queerphobic views before, and is a TERF which is directly opposed to LGBTQ+ ideals. So the fact that Dumbledore is gay feels ungenuine because it comes from an ungenuine source.
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I don't get how yall can say this is "forced" when sexuality wasn't even a mentioned trait for David.
So why does it matter? Literally nothing is lost, and nothing is gained besides representation of a group that faces regular oppression in the world.
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@FeryGEN said:
I think his current abilities are final, because the rights to the character no longer belong to the bhvr. Correct me if I'm wrong from those who know how ownership works
I think he can still get buffs or nerfs or reworks to his addons and perks. But I don't think he'll get any kit rework tho.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2921303#Comment_2921303
Yeah, it's absolutely horrible how hard it is for killer to get kills at high MMR.
I Tried Otzdarva's Killer Challenge... - Dead By Daylight - YouTube
I Did Otzdarva's AFK Challenge TWICE | Night Survivors VS Day Survivors - Dead by Daylight - YouTube
I AFK'd for 30secs with NO PERKS / ADD-ONS! | Dead by Daylight - YouTube
I Did Otzdarva's AFK Challenge TWICE | Night Survivors VS Day Survivors - Dead by Daylight - YouTube
They literally tunneled in these matches ######### are you trying to prove?
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I'm wondering how balanced things will be if people remove ######### like Dead Hard from the game.
I can't remember a time before Dead Hard. I just remember it was better than this, and the game has been tanking in fun factor since.
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@Devilishly_Rowdy said:
https://forum.deadbydaylight.com/en/discussion/comment/2912930#Comment_2912930
Survivor main is afraid that the first thing Tru3 and Otz would do is remove Dead Hard.
I'm literally a ######### killer main.
Go somewhere else pls.
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Can we stop with these toxic ass threads?
"Wah wah the devs bad"
There's literally hundreds of threads dedicated to that complaint alone, not even anything productive or constructive here besides the dumbness of the "hire fans" argument as though they wouldn't be doing the exact thing they are doing now even if they did (because none of them probably know how to code).
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@JohnWick1654 said:
But what about being toxic and clicky clicky survivor out of spite?
Out of soloqueue, good killers yet bad survivors, hitting stage 2 on first hook,
you name it...
I don't camp when someone clicks clicks. That's a bit petty.
I do camp when someone plays so ######### boring. Or worse, the whole team plays boring. Holding W, clicking, running pallet to pallet, absolute snoozefest.
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@Mandy said:
Perk tiers are just one part of the grind, as we said we're looking at it as a whole so doing the work to just remove perk tiers whilst we work on a longer term solution just doesn't make sense. We do have plans that are in the works that will overhaul the grind, these will be shared when ready.
So the situation is that:
You have the grind that's becoming too overwhelming based on an old system. Your solutions are to:
1) Dedicate Dev Time to correct every perk's tiers in the game, and then all the other piddly stuff that comes with it (Descriptions, shrine, etc.) and then dedicate more of that time to make it defunct anyway with the new system in the works.
or
2) Bite the bullet of the old system until this new one is in place and reduce the dev time needed to correct the same problem.
This explanation actually makes sense. Thank you. Will the new system still have a 'tier' system for perks are will it just reduce the grind time?
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@anarchy753 said:
The argument the devs brought in one stream was "But it wouldn't just be removing perk tiers, you'd also have to remove all the places specific perk tiers are mentioned, like the shrine and teachables! That's a lot of work!"
I nearly choked laughing at that. That sounds like an hour tacked on the end of removing perk tiers, not such an insurmountable pile of work that justifies not improving the game.
I'm no game dev, but I guarantee the amount of time they'd take to correct this would take less time than it would for me to unlock all the perks in the game currently.
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@latigresa said:
Removing perk tiers would feel better but its a temporary solution. If they keep adding perks, the bloodweb will be just as grindy in the future.
There are 197 perks in the game, each with two other tiers.
That sounds like a lot. But adding on top of that Tier 2 and Tier 3 upgrades needed, the current grind feels as though there are 591.
5... 9... 1...
I think getting rid of perk tiers would eliminate the grind problem almost entirely for the foreseeable lifetime of the game, because there is no way there will be that many perks in the game to make it feel equally this bad.
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@Marik1987 said:
Against a good SWF, Tunneling is the only way for a killer (low Tier) to get at least 1-2K. The game is extremely survivorsided and when u play against a good cooperated SWF, u get f...... by any means.
You don't even need to go against SWF teams.
A good team in general can leave most M1 killers in the dust. I don't feel like I can play to have fun or ######### around anymore without feeling like I'm just throwing the match.
Legit, had a game as trapper, where this survivor in the mid game, all they did was run to pallet to pallet, throwing them down, and running to the next one, throwing it down... No looping. No preserving pallets, just holding W.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2904460#Comment_2904460
Keep those assumptions going, pal. I’m a veteran PC player with no skill check issues, who doesn’t even use DS anymore post-nerf. But you go on continuing thinking that every change I ask for on these forums is for me, me, me! And if you choose to hardcore tunnel someone out of the match, I don’t wanna hear crap about gen speeds or one five second stun!
https://forum.deadbydaylight.com/en/discussion/comment/2904461#Comment_2904461
Ah, so now you mention Unbreakable! Well, in that case a survivor is dedicating half their build to a specific strategy - in which, again, you as the killer do not need to go after them or pick them up within 60 seconds. If you leave them slugged, you’ve still created pressure by removing their ability to do anything but crawl or recover. And if that’s how they want to use their one-time Unbreakable, so be it.
And no, it doesn’t need to deactivate when hooking another survivor. Killer gets a down on survivor A and slugs them; quickly downs the recently unhooked survivor B near the hook through hardcore camping and/or tunneling; goes back and hooks survivor A, then comes to hook survivor B. You have enough DS deactivation conditions within the one minute ultimatum. Deal with it.
Yeah, of course you wouldn't. Because it isnt like the fact that gens pop too ######### fast necessitates the same build and meta on every killer to slow down the game enough for them to produce an impact. Its not like the game is heavily reliant on snowballing. It's not like fast gen speeds and braindead survivor tactics (Holding W, throwing every pallet and just running from end to end) produce incentives to take out the weak links from the game so that you have a chance to get more than a 1k by the end of the match.
All these issues feed into each other. The fact that gen speed, bad map design, and bad survivor spawns happen, produces incentives to cripple the survivors as quickly as possible to prolong the match. And to do that, you HAVE to tunnel. MMR is also designed around this fact.
As a veteran PC player you should already know this, and know that your mentality is a part of a problem that literally fixes nothing. Making DS instant fixes nothing.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2904360#Comment_2904360
Oh, you wouldn’t be mad if they removed DS?! You and a great deal of the killer base I’m sure! I’d never have guessed based on some of your other comments/posts I’ve seen! 🙄
The problem isn’t difficult skills checks in general, but specifically in the instance of DS. As others have said in their contributions to this thread, it’s a relic of past iterations of the perk that never got removed. When DS didn’t even require being hooked! That is no longer the perk function we have today, on top of serious console performance issues that can cause the skill check to be missed. There is no skill involved in that, is there? I’ve also seen recent reports of players hitting the skill check, yet the perk not activating. Is that a skill issue to you too?
The killer 100% deserves the stun with current version of DS (perhaps outside of end game only, which I would trade for two-time use before the final gen pop). You have to be utterly biased to think otherwise.
Just hit the damned skill check its not that hard lmao.
The Killer has to meet his goal as efficiently as possible. And sadly with the current meta, some killers can only keep up if they tunnel the weak link out of the game. That's the environment they provided and developed.
You're just mad because you suck at skill checks. You want your stun, hit the damn skill check. You don't have an argument here.
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There is definitely something wrong with how the games are essentially snowballing.
Seems now more than ever im encouraged to play scummy if I wanna maximize efficiency in a match.
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@GoshJosh said:
A 60-second timer after being unhooked, difficult skill check, being picked up, and one-time use per match weren’t enough activation requirements - according to BHVR and killer mains. Enjoy reading an essay for your pitiful ‘anti-tunnel’ perk that is still complained about to this day. While the root issue persists.
So yes, at the very least they can remove the difficult skill check already.
Honestly I wouldn't even be mad if they removed the perk.
Difficult skill checks are really not hard to hit.
This but a skill issue.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2902741#Comment_2902741
How can you say that? The slowness of his aiming should be unbearable, especially for someone who's played fps games. You are severely overrating this killer.
You have the most accurate and fastest aim in the game.
Huntress still throws slower, and trickster has terrible recoil and requires multiple shots.
Huntress mains don't #########.
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Stopped reading after the first sentence.
Yes, I've played FPS.
Yes, I've played Deathslinger.
Yes, he feels fine.
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/2890353#Comment_2890353
I think you mean unbreakables. Though Soul Guard and No Mither can also give that effect.
Sorry that's what I meant.
I've been talking about Dead Hard all day
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No.
I think instead of skill checks, the game should just kill all the players if everyone is slugged, much like everyone dies on hooks when everyone is hooked.
It only deactivates if there's no dead hards in play.
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@CodeDB said:
I thought you were close to my idea with Dead Hard but I went the other route. Dead Hard remains the same for exhaustion/distance/i-frames but it only activates after being unhooked (similar to DS but without the timer) and once used, it de-activates.
This makes it so Dead Hard is not active in the early game allowing killers to build some earlier pressure, incentives killers taking a chase with a survivors with 0 hook states as they won't have Dead Hard, gives the survivor another protection against tunneling, and limits the number of Dead Hards that can be seen in a given match.
Even can fit lore wise as you get the ability as you get closer to death.
I was thinking about applying it after an Unhook, but I think that wouldn't change the frequency we are seeing Dead Hards, which I think is kinda the point.
Sure, it still eliminates it in the early game, but by principle, you're still looking to hook every survivor. After you hooked every survivor once, it essentially becomes Dead Hard as it is now.
Requiring a rescue gives it a few other factors. For one, you aren't given it for free, and getting hooked yourself isn't earning you anything; you have to stay alive and contribute to be able to use it.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2879932#Comment_2879932
hmm that's interesting. I remember when he was first released that he was able to stalk multiple survivors at once before that was changed to single survivors. It was a different game back then though.
I don't think a 99% would be good, but I do think that his power having a cap on it is rather absurd considering how far he's fallen behind. I don't think its his main issue (His main issue is a potentially grueling early game and thus terrible match) but its another thing that bars him from being at his max performance.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2883982#Comment_2883982
To point B, there are three exceptions: Thrill of the Hunt, Plaything, and NOED.
Fair enough but like, it'd be no different than having a build where survivors break dull totems.
I think them affecting Thrill, Plaything, and NOED but having a cap would be far more preferable than current status or making them token based.
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Honestly, they need to just have Boon Totems break when a Killer puts them out.
A) It buffs Pentimento and synergizes with it better.
B) If a survivor Boons a Totem, it's pretty much considered broken anyway. There is no benefit for the Killer by making it dull.
C) Nerfs the Boon Totems in a sensible way that forces survivors to play more tactically with boobs
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@PigMainBigBrain said:
This is actually a pretty damn good idea. As it keeps the threat present throughout the match. I was thinking sort of the same thing when Sadako came out. As far as the add ons go, this would give BHVR the opportunity to give her more interesting status effects from her traps and make playing against her feel more like a SAW movie. Giving the killer the option to punish people after interacting with boxes. For instance face mask could apply X amount: Time for blindness after a survivor interacts with a box. Or You could apply mangled after interacting with a box. Amanda's Secret is already one of her most trash add ons as it is. Your suggested change would inadvertently actually make it a viable pick because it would get constant interaction rather than just 1 or 2 uses out of a match in a given game.
In fact a lot of her status effects from traps, utility blades, slow release toxin, could be shifted into different interactions for instance you could have slow release toxin only give you exhausted for X seconds while interacting with a generator. Or have Utility Blades react when a survivor tries to heal themselves or another person.
This would also get rid of the false positive of Rule Set No. 2. <---As people fail to realize that by applying ruleset no. 2 you basically force all survivors to rush gens removing the actual benefit of having the gen pressure that you would think you would get, it does the opposite. The add on could probably get converted into something more useful and have Amandas Secret take up that same positional value during a game.
Not bad OP. Probably one of the best pig game ideas I've seen on these forums so far.
And a happy pig, is a sign of a healthy game.
I also think its nice to have a system where you're incentivized to play it a bit more risky.
You could use the first search right away when your timer is halfway down, but then you'd use the only 100% refill on the timer that box has, and another survivor would have to resort to another. So the most efficient play, and also the riskiest, is to search a box as close to death as possible initially to save the value of the Jigsaw Boxes for your team.
That honestly just sounds fun to me.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2881982#Comment_2881982
While I agree the RNG should be removed I don't think it should be that way, as it is now searching boxes can feel tense and you just hope it can be that next box or you're screwed
What I think it should be, is 10 boxes need to be searched spread across each Survivor, so maybe you'll get a 3/4/2/1, maybe 4/4/2/2, 1/3/3/3, etc. This way it adds a bit more consistency to her slow down
As for her ambush, no idea what they could do for that
"Adding consistency" to this system for her is a net nerf. And the Pig has had enough nerfs and no buffs throughout her lifetime as a killer.
Her last significant buff was 2.5.0.
This system allows her power to be useful and act as a constant threat for survivors. And leaves room for buffs that doesn't have to dance around stupid RNG.
Not to mention that, your system would break itself with Bag of Gears + Crate Of Gears/Tampered Timer which is the deadly combination for Pig at the moment because it pretty much cheeses you during the RNG.
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@Torsti56 said:
https://forum.deadbydaylight.com/en/discussion/301657/make-a-new-perk-type-evolving-perks
Does Autodidact still have skill check reward or would this be just an nerf to it?
Yeah it'd still have the reward for skill checks. Just instead of waiting for chance skill checks while healing, getting to the next tier of Autodidact just requires you to heal someone for a specified amount of time.
Tier 1 is 10 seconds, 2 is 10, 3 is 15, and 4 is 20 seconds. So its still optimal to heal by yourself, and it works better when things like anti-heal, ala Sloppy Butcher, come into play, since you can get more progress in one sitting.
It also helps progress from the lower tiers faster, as when you decrease in progress, you get more time toward healing and thus more time to evolve the perk, but slowing down your progression to the last tier of evolution so that it doesn't get too powerful too quickly.
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@ProfSinful said:
okay the gearhead idea is really cool, maybe tuning the numbers down on the aura reading would make sure that it isn't over the top but overall is just sounds like it could a be a fun alternative info perk
Thank you~
Seems the Devs have already decided to simplify Gearhead. I'm okay with the change but again, I think the perk would have been better if it evolved better and better overtime.
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@REY_713 said:
@MandyTalk These are legitimate questions that need answers.
Don't tag devs
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I can imagine I don't want to spend 12 hours a day on overtime testing every ######### addon for bugs, gameplay fixes, balance issues, etc. etc.
Fact is, time is a factor. And they have so many killers to do passes on that whoever is in charge of balancing addons I don't envy. Because they have to really prioritize and only get a few months to adjust dozens of addons.
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Good.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2734508#Comment_2734508
It is objectively a buff. Don't see the point in arguing it. Even if it's a minor buff, it is a buff, and one disguised as a QoL feature when it is in fact a buff. Why is it needed that wiggling can now be faster? Why was that necessary and why would it be bad if it was removed before live and had no great skill checks? At the very least, make it consistent to other skill checks. The great skill checks for everything else are not put in the middle of the bar. It's at the end so you risk a full miss. With this, there's zero reason not always go for the greats. And it's EXTREMELY ABUSABLE with macros. I have every right to be bothered by this and shouldn't be brushed off like it's not an issue. It's also another non-transparent thing from the devs as this is a shadowbuff. Do the patch notes even note that you can now wiggle faster?
Jesus, its like people actively hate fun and unique mechanics.
You really think, at maximum, a 15 second timer as opposed to 16 seconds is going to fundamentally change how you carry people to hooks?
I'm not arguing that it isn't a buff. I'm saying, get over it. It'll be barely noticeable on launch, and if you do notice it, you're lying.
This will not change how you play fundamentally. It will have a negligible difference on where you hook. The worst that happens, is that you default lose those -very- close encounters, assuming they hit all their great skill checks; which, at that point, that's a well earned escape in my opinion. Because, believe it or not; survivors are players too, and actually want to, y'know, play a game and do something engaging.
Yes, its a buff. If you're going to cry every time survivors get a buff, then idk what to tell you. Keep crying.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2734508#Comment_2734508
It is a bad perk in a world where gens get done if a chase lasts longer than thirty seconds and maps are littered with safe loops linked to one another, coupled with breakable walls and dead hard. There's not really room for it as a standalone perk if it doesn't compliment the rest of your build. And yes, a second is very frequently the deal breaker between hitting the hook animation and not, especially if survivors are taking hits for one another. Which is more common nowadays, since health states mean very little anymore.
Then use Mad Grit too.
People have proven many times that you can do well with non-meta perks, or no perks at all. And I'm not just talking about Otz. I'm talking in general.
Agitation gets you hits, injures, and sometimes downs. Mad Grit punishes that play style and prevents a scenario like what you described from happening.
Again, if its that much of a concern to you, you'll use those perks. If you don't think its bad enough to justify those slots, then your complaints are meaningless because now you're saying its not THAT bad to require the perks designed to counter those play styles.
Agitation literally saves you time getting to hooks so idk where you think it doesn't help with gens, because it helps you clear the carrying stage faster.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2733482#Comment_2733482
A buff is a buff. One second makes a difference quite a lot of the time.
It doesn't tho.
If you were that close to losing a survivor, you probably already lost them anyway, unless you were directly in front of the hook. 15 seconds is still plenty of time to get to a hook.
If you're so worried about it, use Agitation. Its not even a bad perk.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2714725#Comment_2714725
You still haven't provided a definite reason why the quickscope was objectively bad game design. I have put forward my points to why I think it was fine:
- You could see where the deathslinger could or could not shoot. Not like an old spirit situation where there was no indication of what's happening
- I've disproved that "It's up to the slinger to miss" in an earlier comment. Simply it's due to the travel time and quick survivor strafe speed.
- You are not forced to dodge if he lifts, you can predict him going to zone you and keep running, similar to a TL mindgame.
Like if you wanna trigger some people it's called baiting in BHVR twitter replies with ######### takes, that's what I do and it's funny asf. But why the forums?
1) Seeing where he shoots doesn't matter when you have no time to react to it. The only way to react more is if you have distance, and even then its iffy.
2) Congratulations. Huntress hatches have windup times and travel times. So does Trickster. Trickster even has spread. Literally every ranged killer has to take this into account, but for some reason, as a Slinger main, you think you're the exception to this?
3) No, its not a prediction game. Its a guessing game. Just like Spirit phasing, you have no idea if he is going to shoot or zone. There is literally no way to tell. If you run in a straight line, he can literally just shoot you unless you're in a position where he can't profit from such a shot. If you dodge and weave, sure he zones you, but that gives him less options than just shooting you. Good survivors can wait it out and bait a shot before dodging. That's what makes a survivor good, y'know, the other ######### half of the playerbase, they exist too? Again, this is not unique to Deathslinger, this is a feature for every ranged killer; they can zone people out and fake a throw. Exception is probably Artist.
You wonder why nobody wants to give you a peer review study to 'prove' something to you; you've already convinced yourself that you're right.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2714736#Comment_2714736
This post was either written by someone that never plays deathslinger
Or someone that's never watched a high level player play deathslinger cause I can assure you that everybody misses shots and your delusional if you think you can't miss on k&m
Congratulations.
Even the top huntress players miss their hatchets. Frequently, I might add.
You're literally on par with almost every other ranged killer in the game now.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2714712#Comment_2714712
yes because 1. it's for a character I play not one I am against so the mechanics are something people who play him have to deal with and 2 DS was one of the main reasons I ever came back to this broken mess.
You on the other hand are trying to make it seem about it being "unfun" not for people who play the killer but for the survivors who didn't like dealing with him which again is not the killer's problem.
So you're literally just admitting that the problem is that you're a selfish prig who only cares about your own fun.
I mean, we seem to have found the problem; its you.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2714686#Comment_2714686
Oh I know it's meant to be fun but that's the dev's job, not the killer's so again that doesn't matter.
But you go into a thread and complain when they remove a mechanic that was unfun? After admitting its literally their job to stimulate it?
Again, I'm not saying every nerf was justified, but quickshotting absolutely needed to go.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2714647#Comment_2714647
The Killer is not here to make the game fun for the survivors and if you wanna keep acting like you know everything about slinger why not show us some vids of you doing it then
The literal point of a video game is that its fun.
If that's not your goal, that's really too bad; that's the Devs goal tho. Do- do you actually think the Devs are going to make a game less fun for half of the playerbase just because you don't think its your job to have fun in a -game-?
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2714122#Comment_2714122
You realise you had to aim previously right? From the way you are talking about his power you just think the killer presses a button and it magically attaches to the survivor 🤔
I mean, that's how it was pretty much. You were able to flick it up faster than someone could react. Which means they had no input or ability to juke, so it was entirely on the killer to hit the shot.
But that's not fun if only one side has say in how a scenario goes. Look at Spirit before her nerfs; she was terribly unfun because she had pretty much constant control of a situation. Now, she retains a good amount of her power while now giving survivors something to work from.
Its the same thing with Slinger; they needed to get rid of his ability to just quick-shot because it put a survivor in a scenario where they had no say in the matter. And in a game where its supposed to be You Vs Them and not You Vs Bots, that's not fun.
I agree he's been nerfed way too much. His TR nerf made no sense and people who complained really were being overdramatic considering the killer isn't that strong in the first place.
But you're joking if you think a 0.4 second windup actually affects your ability as a Deathslinger besides giving survivors less than half a second to react. Which is the idea.
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@Veinslay said:
Rezblaze - Embodies the spirit of the survivor main that always says "the really good ::insert killer name here:: players will be fine and won't even notice these nerfs, only the bad ones that are carried by ::insert part of kit or add on that survivors find "unfun" and "boring":: won't be able to get easy 4ks now". They say this ######### to justify every nerf
I'm literally a killer main.
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@Plsfix369 said:
You mean stacking perks like Devour hope?
Evolving would be a 'neater' way to do that.
Devour Hope has the similar effect here, but its a Hex so evolving it or getting tokens means nothing.
Evolving gives perks more of a gradual increase to a stronger perk. The token system right now can get clunky if you introduce things like timers that I put on the Autodidact one. But with Evolutions, the perk would change visually instead of having a little number indicator at the bottom.
Having a lot of token perks can be difficult to track too. Overall I think it would be easier and more interesting rather than just making these all token based.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2714085#Comment_2714085
So you admit that slinger was bad before the nerf and now that he has lost the only thing he had he is even worse. Glad we are on the same page. No idea why you think more playtime can fix his lack of anything good or fun but you do you i guess.
Yeah, the ######### solution isn't "give me back the cheesy and unfun tactic that carried me in place of actual aim and skill."
The solution is; buff his TR, buff his movement speed, buff his reload speed decrease, do any number of things than give him back something that made him actually unfun.
Because your ability to aim being garbage isn't a killer problem, that's a you problem.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2713409#Comment_2713409
Hmm ok lets see:
- Doesn't respond to any of my points instead provides arguments ive already disproven.
- Telling an old Slinger main who constantly watched both PC and console slingers "I wouldn't understand" cos I'm on controller, despite maining him for 1 1/2 years and constantly getting tips and advice from other slinger mains.
- "You don't miss on KbM" LMAO.
Come up with valid points I can't disagree with, or disprove my points. I've provided why I think the quickscope was fair.
Have you tried dodging? And predicting? A killer requiring skill to verse =/= an unfair or objectively unfun killer.
Yeah, we know you're a DS main.
That's why we're disregarding you. You literally are choosing to ######### about this because you lose the one-trick-pony you had that got you to this point, and you refuse to get better.
Slinger was always mediocre anyway, so the fact that you NEED that quickshot shows me that you need more time on the killer.
Maybe you'll actually learn to aim in another year, who knows.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2713403#Comment_2713403
Have you played him? He's one of the slowest killers now because of that nerf and the gun is damn near useless cause unless they are point-blank range they can just shift W out of range,
They literally made his aiming speed faster. His speed was always 110%.
If a survivor is getting out of range when you aim for less than half a second, then you weren't close enough in the first place. Get good.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2712512#Comment_2712512
Whoa someone with common sense and actually likes the current Deathslinger? This isn't allowed man. You can only disagree with the changes or you're not with us.
Deathslinger mains getting upset over 0.4 seconds because they actually have to aim now is the funniest thing to see.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2712410#Comment_2712410
No, that's what made slinger slinger and what made him fun to play.
You can still keep the wind down time and he'd be borderline perfect in terms of fairness in chase.
>Deathslinger pfp
Ok buddy.
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I have a few:
KILLER:
Perfect Specimen (The Alien):
Adapt. Learn. Overcome.
Whenever you hit a survivor successfully, Perfect Specimen gains a token. For every missed attack, lose a token. For each token, your speed during the successful hit animation increases by 10%, for a maximum of 8/9/10 tokens.
"You don't understand what you're dealing with do you? A perfect organism." - Ash
--
Agile Predator (The Alien):
You show great agility even when encumbered.
You now have the ability to lunge while carrying a survivor.
Increases the range of your lunge by 5/8/10%.
"I admire its purity. A survivor. Unclouded by conscious, remorse, or delusions of morality." - Ash
--
Relentless Hunter (The Alien):
You're always on pursuit of your prey.
Whenever you break a pallet, gain Bloodlust I/II/III.
"I can't lie to you about your chances... You have my sympathies." - Ash
--
Mortician (The Tallman):
You know exactly how to prepare someone for their demise.
Your pickup and drop speeds for survivors are increased by 25/30/35%.
Unhooking time for survivors is increased by 2 seconds.
"The funeral is about to begin, sir." - The Tallman
--
Hex: Ravager (The Tallman):
You bind the souls of all survivors to one.
You become obsessed with one survivor.
While Hex: Ravager is active, anytime the Obsession loses a health state, a random healthy survivor becomes injured and will scream.
Additionally, any status effects applied to the Obsession also apply to all other survivors (if applicable).
This effect persists as long as the hex totem carrying the perk remains standing.
"You play a good game, boy. But the game is finished; now you die." - The Tallman
--
Ominous Presence (The Tallman):
Your presence saps the wits and will of your victims.
All survivors inside your Terror Radius will be inflicted with the Blindness status effect.
Survivors that escape a chase will be inflicted with the Incapacitated status effect for 13/16/19 seconds.
"I have plans for you... later." - The Tallman
--
Abrasions (The Old Man):
You know exactly where to strike to cause the most pain.
Whenever you perform a basic attack without lunging, you also inflict a survivor with Deep Wound.
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Killer Perk:
Hex: Ravager
You become obsessed with one survivor.
While Hex: Ravager is active, whenever the Obsession loses a health state, a random healthy survivor will become injured.
Additionally, any status effects applied to the Obsession will apply to all other survivors while the Hex is active, and status effects on the Obsession will last 5/8/10% longer.
This effect persists so long as the Hex Totem the perk is tied to remains.
"You play a good game, boy. But the game is finished; now you die."
--
Survivor Perk:
Convincer
You know how to captivate an audience in anticipation.
Whenever you perform a fast action, any sound notification you create for the killer will be delayed by 3/4/5 seconds.
Convincer has a cooldown of 30 seconds.
