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RonMan32

RonMan32

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RonMan32
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  • @Rudjohns said:

    "last survivor standing" to me is the last survivor alive. This perk needs more clarity in its description.

    Agreed. "Last man standing" is never used literally, especially in video games. Imagine if you were playing Halo infection but the "LAST MAN STANDING" Audio clip didn't play when you were the only human left because a ragdoll of another player was angled on a wall such that it was "still standing".

  • Gotta agree with most people here. It's an unnecessary change if it's a change that is supposed to be a nerf. People are saying it's actually fixing a life long bug for the perk. That it was initially intended to force another recharge. That said, they should still revert it or at least make the gen progress needed greatly reduced. I doubt it was an intended as a nerf because it's "too good" and more as a fix to the way it's coded which has it ending up as no longer really usable as an accident.

    https://forum.deadbydaylight.com/en/discussion/343527/can-a-dev-explain-why-blastmine-was-nerfed/ here is another good thread on the subject

    Hopefully the devs can see that even the "broken" version of the perk was bad enough that fixing it without any buffs to compensate was a mistake. As both killer and survivor I never found it to be all that useful before the change. As survivor every 3rd game running it I would get 1 use out of it. And out of every time I got "use" out of it only 1/5 of those instances was it actually useful. Maybe I was still nearby and it let me safely escape. Maybe that gen was really close to popping and the killer didn't realize he needed to damage it twice. So on. The other 4 times I'm like on the other side of the map, I get "killer blinded" in the top right which makes me go "hehe" and then the killer just breaks it again and we both move on with our lives. Most of the time it wastes a tiny amount of time that makes no difference in the end result of the match. Truly pre-nerf it was an almost completely useless perk just for fun, and now it IS a completely useless perk.

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/343694/did-they-lie-about-low-profile-changes

    No they didn't so if you have 2 people down and one on hook it will activate and if you pick someone up and after the timer they go down it will activate again.

    The only thing I don't know is if it stays active after you pick someone up

    Alright cool. Well personally I think the phrasing should be changed to better reflect that but that's good to hear.

  • I think I agree with the consensus that it wasn't a "nerf" exactly and more like fixing a bug they left alone up until now. That said I think it working the way it was "intended" is pretty horrid and if they aren't going to revert it they should at least buff the thing. Maybe maybe it take only half as long to get (30% or so gen progress). Or leave it at the 60% and just make the stun last an extra 20 MINUTES (I kid, maybe 3-5 seconds). It should be at least buffed back to it being usable AS a meme perk. It'd be nice if it was buffed to being usable in general, but I'll take what I can get.

  • Yeah I do not understand it either. If they had it like how it used to work but made it able to be placed after only 30 or hell 25% gen progress it would not even be close to broken. It's sometimes helpful for escaping a gen you were kind of camping near but really it's a tiny TINY time waster most of the time. Doesn't do much else, that tiny time waste isn't super helpful. The way I see it is it's just kind of a funny novel thing to do to the killer, as opposed to something even worth a full perk slot. So nerfing a perk I would refer to as a "nearly useless, just for fun joke perk" is really odd.

    Not only do I HATE this nerf, it's pointless. Even if you could recharge it every 25% on a gen it would not majorly effect if the killer wins or loses that match. So making fizzled out mines require you to charge it again means you'll realistically only have 1 or 2 chances at blinding the killer. And those are just CHANCES. Because you have to charge it again the killer could just wait it out or the gen gets finished and there is no value to be gained.

    In fact the whole reason this is dumb is I rarely get more than one use out of blast mine per game using the old way it worked. And that once use in 80% of situations is functionally just a brief annoyance for the killer and nothing more. This change makes it harder to get value out of it, which is already basically impossible before this change because hardly anything it does could even be described as "value".

    I will likely never run it again if they don't at least revert the nerf but honestly it should probably get a BUFF. Possibly in the form you only needing to do 45% of the gen to gain access to the mine and maybe the blindness/stun lasts another full second. This wouldn't extend the situations in which it would actually be useful to any significant degree, just make it so that in those situations it's slightly better and since getting it is faster opportunities for those situations are slightly more plentiful.

    Nerfs should mainly be done around the meta, with a few here and there for stuff that just isn't fun to fight against. But you know in those 2nd cases the nerf should actually make them more fun/more tolerable to fight against as opposed to just more tedious to use. That's what they did with the Deathslinger base kit nerf in some areas. He's not any worse, nor any more fun to play against. He's just more tedious to use. Bad design philosophy all around when it comes to nerfs and buffs. IMO anyway.

  • I wouldn't call it broken. They're increasing it to 10 seconds up from 5. I'd be happy with it being 5 seconds still in the end game specifically because I kinda see what you mean? But going away entirely no way.

    No offense but whenever I see takes like these it's apparent the person stating them play that role way more than the other. Basekit BT was an amazing choice all and all. That 10 second increase might be a tad much imo because if you really feel like you need that down specifically and couldn't afford to go for the savior you either gotta use the BT hit or wait it out even longer than before. But no BT should still exist in endgame.

  • @DrKnockers05 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3157940#Comment_3157940

    Possibly but like DS, you just ignore them or slug them for a bit if you suspect they're trying to bait the Deliverance. That way they're wasting their time not doing gens, you're applying pressure to the others, etc.

    Now we have perks like Reassurance and Kinship, having Deliverance guarantee an unhook in second phase renders those perks redundant and in the hands of sweat squads, could be devastating to go against. With a bit of brainstorming, there's maybe a version of a second phase Deliverance that could work. But most ideas I can think of make it either too strong (especially with SWF groups) or too reliant on chance.

    I take it your idea for it still requires them to safely unhook another survivor, right? Survivors shouldn't just get a free unhook by simply equipping a perk, regardless of what hook stage they're in.

    Yeah no it still requires the safe unhook. Just like if you don't get the safe unhook before your first hook you can still use it if you get the unhook after.

  • @DrKnockers05 said:

    I'm not sure Deliverance necessarily needs anything for the second hook phase. I do like your idea of it, but chances are most people would use it on the first hook provided you're not the first person to be hooked.

    That right there is what I believe is its biggest problem: it's completely useless if you're the first person to be hooked.

    Obviously this doesn't mean you should get an easy self-unhook if you're the first survivor to be hooked, perks shouldn't reward you for being caught before anyone else. But it would be nice to actually get some usage out of the perk regardless.

    So how about this: if you're caught first but the other survivors manage to complete a gen while you're hooked, the perk activates. You know have a 100% chance to unhook yourself but instead of staying Broken for just 60 secs, it lasts indefinitely until you safely unhook someone else, complete a gen, or get hooked again.

    True, it would be completely reliant on the other survivors being useful and completing a gen, but at least there would actually be a chance to use it if you're hooked first compared to its current form.

    I'd be a tad worried this would encourage new weird strats akin to baiting a DS by going into a locker unsafely by having people go get the killer's attention to ensure they're the first hook to get that use out of it. But maybe that'd work. Personally like my idea better just because it'd give the perk a wider window of utility.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155251#Comment_3155251

    I'm gonna stop you right there. There is no 1 strategy in the history of this game that has ever come close to killers having a 100% chance to 4k. If you're gonna fool anybody trying to argue that, it certainly isn't going to be me. You don't JUST get a 3v1.

    You like to give hatch? Good for you. Maybe if it ever goes away, you can just let 1 survivor escape for free, even if they still have 4 gens still to do, because you're a nice killer. But I'm not a nice killer, because I want to win, and there's nothing wrong with that, hence why it's not against the rules and the devs haven't put a statement out about it.

    Survivors' feelings are taken very seriously in this game. You can't show gameplay of tunneling or camping, even if it was necessary to win the game, to an audience of more than like 5 without someone saying, "Wow, trash killer" or "that's messed up." And that mentality is shown in the game balance. Specifically the wording of the Reassurance nerf, not the nerf itself, is a prime example. "It prevented survivors from being sacrificed against their will." It's survivor-centric thinking, especially when it's talking about a survivor's right, I guess we could call it, to unalive themselves on hook, which 90% of the time ruins the game for their teammates. But the 1 survivor was able to give up on a match that they didn't like, so that's all fine and dandy.

    As far as I can tell you read his message wrong. That's what he's saying. The forcing 3v1 WOULD result in a 100% or near 100% chance at a 4k IF the hatch existing as a mechanic didn't prevent it (sometimes). You are correct, there is no one strat that does that, because of the hatch, AND that's a good thing.

    Some people are rebutting with you that the hatch is survivor sided. I won't even take the argument there. I'll just say sure, Yeah it is, and it should be. You won already. You don't need a 4k, the survivor does actually have to EARN the hatch or gate escape. But a game that would allow you to steam roll all the time wouldn't be a balanced one.

  • @Steel_Eyed said:

    I think his original ADS time was around .15 seconds. That’s takes a quicker reaction speed than is frankly humanly possible. It is now .40 seconds and it doesn’t feel bad. It’d be nice to reduce but I do not expect it to go down much more nor convinced that it’s necessary.

    Making him 115 would discourage players from using his power to end chases. I also disagree with this suggestion. Players suggest 115 because that would put him back in line with other 32m terror radius killers.

    Terror radius is my only gripe with nerfed Deathslinger. I think it should revert to 24 meters and nerf M&A accordingly. Post nerf it went from a strength to practically a requirement.

    I believe he does need an addon pass. But he’s one of those stronger basekit killers imo. Top five chase potential of the killer roster.

    I've gotta agree. Making the ADS .35 seconds and reducing his TR to 28 or even the original 24m is imo the bare minimum he should get. Doubt that'll happen tho.

  • You gotta look at him. He does have one, one that is quiet and hard to react to but he does. Turn back and look at the bastard bud.

  • I don't know if these precisely are the way to address it but I do think camping during at least end game collapse and or just after the last gen is done is valid. So maybe changes like this should just apply to mid match.

    I kind of liked the idea of like, on 2nd hook there's no skill checks if the killer is too close/the bar progression is slower than otherwise and on 1st it's slowed and the chance to get yourself off increases until it reaches 50% (up from 4%) within' a certain radius after a decent chunk of time, decreases back down to 4 way rapidly than it increased up to when they leave the radius.

    With new base BT taking yourself off hook while being camped is doable.

    On another note Deliverance could use some sort of use case on 2nd hook. Maybe the skill checks turn into gen/healing like checks and on 3 great skill checks you get yourself off.

  • @friendlyant1 said:

    It’s not about showing the killer anything. For me personally, this is a game. If im not having fun in said game, ill move on to the next game.

    now “having fun” doesn’t mean I need to be winning and stomping on the killer.

    for example, if I get into a long chase with killer, over 2-3 minutes, I get downed eventually and hooked and no gens get done, and I look around and see survivors doing god knows what, I’d rather just move on. I don’t wanna play that game.

    another example, if I (or someone else) gets hooked, at 5-4 gens, killer is camping or proxy camping and preventing saves, I’d rather just move on to the next game.

    a third example, if I (or someone else) keeps getting tunelled early (at 5-4-3) gens, I’d rather move on as well. Especially if it’s an oppressive killer.

    before you jump at me and scream that those are strategies, fine, they are, but this is a game and if you’re not having fun, by all means, move on to find a better game.

    Really fair enough. My only rebuttal is that your teammates might be having fun, and I personally feel a responsibility to make sure I'm not making the match any less fun even if I'm personally not having a great time. Maybe because it's just a game putting that expectation onto others isn't really fair.

    Not gonna stop me from calling people who DC on first down out tho. That kills the game and often times we only lose because that person did that. Not the end of the world but I would like to play a full proper match please.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154923#Comment_3154923

    Hopefully. I've heard there is an AI for killer coming as well. That's probably for the best. Just let people of whatever role/side play with bots. It'll reduce a lot of problems.

    The killer AI would be nice for practice in custom game but tbh for the main game if the killer DCs mid match the game should just end like how it does now.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154907#Comment_3154907

    I guess it comes down to the survivors aren’t having fun, have the option to leave a game they perceive as unfun, and exercise that ability. Like in any game.

    Supposedly bots to replace players who DC is coming. If those bots are half decent I'll likely just not care anymore. Especially if as killer a sacrifice on a bot counts as the same or nearly the same as a player sacrifice. Maybe it would be the player sacrifice score minus the DC points so you can only earn the full points if the bot doesn't escape.

    P.S. it would actually be really nice if there was an option to enable "join game in progress" when you queue up like how lots of PvE games work. The bot replaces the person that DCs, and then another person could replace the bot later. Honestly dunno why this isn't already in the game because it would be an easy solution I think.

  • @SoylentPixie said:

    I can't really say I have any in game killer behavior reasons that cause me to DC. If we're getting our butts handed to us, we're getting our butts handed to us, simple as that, move on to the next match. If I'm frustrated I simply stop at the end of the last match and play something else. Even if I'm being camped I'll just hang there singing 'hooked on a feeling' to myself and quietly cursing the players that waste this golden gen-time opportunity trying to get those sweet sweet unhook points.

    The ONLY time I sacrifice on a hook or even more rarely DC, is always due to my team rather than the killer. You want to sandbag me, or have your 3 man SWF body block me in the corner, hack, or do the stupid unhook spam....I'm gone. I'll feel a little regret for the killer losing points, but I like to think I make up for that when I insist on a killer getting death hook points if they wish to farm.

    Perks and allowed strategies don't cause my very rare DC's, other survivors do. Though I won't say that my experience answers your question on a larger scale because we all know the multitude of DC excuses.

    That's totally fair tbh. My main issue with it comes from when I'm survivor and the DC screws over the match. If the match is already screwed/has teammates acting in bad faith then yeah, you shouldn't bother if you don't care to at that point.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154189#Comment_3154189

    I don't believe survivors are tilted over DCing. As someone else commented earlier, they do it & move on. DBD is just a video game.

    If you say so. That was the main purpose of this thread. Wanting to understand why people do it, as someone who is incapable of understanding it as I've never done it once. I guess having y'all spell out the obvious helped me at least. "If I'm not having fun why would I keep playing?" makes a lot of sense and idk why I just assumed it was something else.

  • @Hawk81584 said:

    https://forum.deadbydaylight.com/en/discussion/343057/question-to-survivors-who-dc

    your post is precisely why! you come to the forums and act like it doesnt bother you....evern though it does :)

    The person who DC'd is the one who is mad. Why would the killer be bothered? Particularly toxic killers are probably amused, happy that they got a survivor that tilted. It's not that it bothers me, it's that it doesn't. And since it doesn't I don't see why they'd do it. It DOES bother me when I'm playing survivor. As a killer I'm confused and as a survivor I'm frustrated. Maybe as killer I'm a tad bummed that the game suddenly got a lot easier and I feel bad for the remaining 3 survivors. But what I assume you're saying is that it would anger me that someone got so mad from me just outplaying them at a 20 dollar video game that they desperately denied me a kill like a sore loser. Maybe it's accurate to say it "bothers" me because yeah, I feel negative emotions like a minor bummer on the behalf of the rest of the other team. But no DCs are often funny when I assume they're a pitiful attempt at trying to make a jab at me, a guy playing a video game better than them.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153471#Comment_3153471

    It's not about the chase, his chase power is already strong. The point is his map pressure. He literally cannot walk across the map even if he knows exactly where the survivors are when they are on a gen with prove thyself before they finish the gen.

    True. That was actually my reasoning in my rework post. Regardless, I think 4.5 m/s while the Redeemer is unloaded would be perfect. 4.6 would be too quick I think.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153242#Comment_3153242

    150 might be too fast, but 115 might as well not even exist. The point is to give him some map pressure by letting him move around the map a bit better. In general all killers should have some kind of mobility and map pressure because the ones without it are terrible.

    no making him a 4.5 up from 4.4 m/s when unloaded would be tangible in chase, that's the difference between the survivor making the pallet and getting downed 3m before the pallet in some cases

  • @SgtMittens said:

    https://forum.deadbydaylight.com/en/discussion/343057/question-to-survivors-who-dc

    I like how you call them babies yet the tone of this is 100% whining.

    🙄 Yeah well at least I'm a baby that just wants to play the game normally, and would feel bad if I screwed over my team. Please, answer the question. Why DC? With a comment like that I assume you're getting defensive as a fellow man-child who DCs when the killer outplays you so actually contribute to the conversation at least why don't you?

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/343057/question-to-survivors-who-dc

    Counter question why killers dc? It happens almost as often as survivor dc in my games.

    Killer DC has like happened once mid match for me in my over 200 hours. (Not claiming that is a lot, just saying that's what I have for a frame of reference) Every other killer DC which maybe only happened 2 or 3 other times was before we even loaded into the match. So I dunno how you've found this to be the case. I cannot give an answer because as killer AND survivor I never DC. Ever not once for any reason. I've plowed through games with cheaters, bad teammates and afk killers alike. Not once. Actually I did DC once and got a 30 second punishment because my wifi crapped out. Wasn't intentional.

  • @Johnny_XMan said:

    Why do you care to know why they do it? I'm curious.

    I think many people who dc, dc and never look back. They don't care to show anyone anything, they just wanna move on to a different (more fair) match. Plain and simple.

    honestly it's good I asked because I always thought it was to spite the killer but apparently not

  • @Pulsar said:

    Look man you're the 5th Nurse in a night of tunneling Range Nurses and Iri Box Pinhead's

    It's not really your fault but I do not have the mental fortitude to continue this without losing my sanity

    Fair enough. I main Deathslinger and even after his nerf into the ground people will DC on my first down on them. Personally anger never plays into survivor. I get bummed but never mad. Anger comes from killer games for me.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/342978/why-deathslinger-still-is-a-4-4m-s-killer

    They should just make him move faster when his gun isn't loaded.

    • While the gun is loaded, the slinger moves at 110% movement speed and has his power
    • Gunslinger can activate a secondary ability to put the gun on his back.
    • While the gun is on his back, the slinger moves at 150% movement speed, but is unable to use basic attacks or do any damage to a survivor.
    • Make it take 4-5 seconds to take the gun off his back.

    This allows him to keep is strong power in chase, but actually gives him some map pressure and mobility, while taking away the lethality he has of his power to move faster.

    150% Would be WAY too fast, 115% and I'm onboard. 4.5 m/s and it's a good idea. I had this exact idea on my own. They should do it.

  • @versacefeng said:

    This is kind of on the same subject, but why do killers slug survivors unnecessarily and let them bleed out. It just adds on more time to their already long queues.

    This is very much an unrelated off subject behavior. But I'll try and answer why I imagine people do it anyway.

    You specify unnecessarily so I assume you understand that slugging is a useful and respectable strat in some circumstances. I'd imagine a situation where it's "unnecessary" is one where all 4 or all remaining survivors are on the floor. In that case it's likely they're just try-harding. Not necessarily just keeping the survivors hostage.

    DCing is different because it at worst for killer makes them lose a few blood points and at least for survivor puts the team at a disadvantage. It's a minor annoyance to the killer that really just helps them, and it screws over SoloQ survivors. A DC is nearly always toxic butthurt rage quit behavior, while slugging is just a strat that isn't fun to deal with. Like lots of condoned strats in this game.

    Anyway. Is this just a question? Or is this a "rebuttal" in the form of a question? If so, are you a survivor who DCs and can you say why? I did make this post out of curiosity. Just honestly want to know why at this point.

  • This type of toxicity should be reportable to perma ban them from pre and end game chat.

  • I think my man is overdue for a rework. I'd be happy with a 28m TR, making his ADS slightly snappier but not anywhere near where it was before and an add-on pass, completely changing his useless ones. That wouldn't even really move him up a tier. It'd just make him better to play. Maybe he could use a more extensive rework to make him viable in high MMR and I'd welcome that as well.

  • It might not be the best call but yeah this exact idea I proposed in both of my reworks for the guy. 4.5 m/s when the redeemer is unloaded.

  • I'd certainly love some attention for my boy. Even if they just made him the first 28m TR killer. That's what I've suggested in both of my rework posts.

  • Solo-q just needs a buff. People suggested some diet version of Kindred at base if you're shoved into a match by yourself. I personally think more hand signal emotes that are labeled to mean a variety of other things would be cool. Like it does an animation for some specific hand signal but you're not expected to memorize them all. It just has splash text on the other person's screen as to what it means. Slightly slower second stage regression on hook for solo-qs would also be nice. I find that when playing solo everyone expects "the other guy" to go for the save so no one does. If there was a tad more time to diminish this hesitation issue that would be good. Maybe some of those emotes I mentioned would actually work across the map with like a speech bubble pointing to their hud icon and you could have a message like "I'm going for the save" as an option on this emote wheel.

    I'd really love a casual mode that doesn't count for or against your pips, has no blood point earning and acted sort of like a custom match you could queue for (but it would still use your normal match inventory, maybe without actually consuming items and add-ons but not all level 3 perks like custom game I mean). But in this mode there would be proximity chat (with the killer too) and the hatch could spawn earlier like it used to.

  • Deathslinger one soon?

  • @ByeByeQ said:

    I think he could get an addon pass.

    I think they could give him a truly hilarious meme addon.

    A purple +2m range addon would be really nice.

    Sniper scope that also provides an increased zoom/reticle when ADS-ing. :)

  • The ADS nerf was kind of deserved. My dream 'slinger basekit rework would be make his ADS up speed ever so slightly faster, leaving the speed to put it down alone or again SLIGHTLY faster. Reduce his TR to 28m and rework his more useless add-ons to do completely different stuff. Bayshore's Gold Tooth, Wanted Poster, Jaw Smasher, Poison Oak Leaves, Rickety Chain, Snake Oil, Marshal's Badge, Gold Creek Whiskey and Barbed Wire all need either completely different effects, or need to be buffed. Hellshire Iron could also use a change, doesn't seem terribly useful. I do want a sniper scope add-on I've seen a few people suggest. Maybe have both a very rare and ultra rare variant.

    @RonMan32 said:

    Hello again DBD forum. Last month I made a post explaining a concept I had for a Deathslinger buff/rework. I have since more than doubled my hours in the game and would like to propose a new concept with some changes to my original one. Here is the post for anyone who is interested:

    https://forum.deadbydaylight.com/en/discussion/337612/a-noobs-perspective-on-what-to-do-with-the-deathslinger

    I will also be more precise with my proposed changes. I refer to changes that flat out give him an edge as a buff, something that puts him weaker in that area as a nerf, and something that is changed in both directions that it's hard to say if it counts as either because it gives AND takes as a "rework".

    Note, I am copying terminology used on this page: https://deadbydaylight.fandom.com/wiki/Caleb_Quinn

    Rework: Decrease Terror Radius to 28m and have a non-directional/no volume change "Lullaby" where he whistles a tune (some sort of Irish folk song maybe?) 7m outside of his base TR (35m) and stops completely once you're within 12m. The 12-35m lullaby range stays the same regardless of TR size and can be heard when obvious.

    Buff: While Redeemer is unloaded increase walking speed to 4.5 m/s (not active when carrying survivor and does not directly effect lunge distance/speed), decrease vaulting time by 10% and decrease Terror Radius by 4m.

    Nerf: When a survivor is hit by the Redeemer projectile while within the first 6m of the 18m range activate a difficult skill check akin to the one for DS. On a success the chain is broken and stuns the Deathslinger for -0.5 seconds less than a normal chain break (2.5 seconds at base, 2.0 with chewing tobacco etc.)

    Rework: Decrease ADS activate time to 0.35 seconds (0.3 if 100ths of a second aren't supported) and increase deactivate time to 0.65 (0.7 if 100ths not supported).

    Nerf: If a survivor is healthy when hit with The Redeemer increase Chain pulling c/s to -17 c/s during the first 3m of chain length.

    Ok. Now I will briefly explain the reasoning behind each. First change is primarily to address his old 24m to 32m nerf in a way that is more interesting and allows him to get the drop on survivors a little more often, especially with perks.

    Second change has nothing to do with his nerf and is simply a buff I think would add more depth to his gameplay, while also making him better at pressuring gens/efficient map traversal. The trade off being he won't me immediately ready to shoot when he stumbles upon a survivor.

    Change 3 promotes skillful shots and allows for survivors more leeway when it comes to scummy after window vault shots. I think the way this is approached makes him more fun to fight against and without completely destroying his fun rush vault punishing window shots. Adds an extra layer of depth to the chain.

    Change 4 is to make him *feel* a little better to use without causing a return of quickscopes. It also punishes faking out shots to zone a tad more.

    Change 5 is supposed to promote the "Hit with basic attack, THEN go for the shot" kind of playstyle most people do on him anyway. Just slightly brings down higher level 'slingers who go for the frustrating double shot. Is likely too small of a change to make a difference with mid and close range shots.

    Finally I'd like to propose an addon concept I just think is cool. Not relevant to bringing him to a preferred state in the meta. Just a fun way to end it. I also won't claim this concept is unique. I actually got inspired by someone else somewhere on this forum.

    Ultra Rare: Sniper scope

    When a survivor is on a hook press the active ability button to attach a scope to The Redeemer (takes 1.2 seconds). ADS activate speed is increased to 0.6 seconds. Increases ADS zoom to 150% (normal ADS is 125%) and adds scope overlay w/ crosshair obscuring the edges of the screen. Shots beyond 12m increase reeling speed by 10%. (This would also be less sensitive than normal ADS because then shots would be too finicky to use otherwise.) If no survivors are on hook after it has been attached Caleb does an animation to remove it that briefly prevents ADS but speeds up if the ADS button is being held. Maybe attaching should reduce his movement speed to his ADS speed but removing should have no speed penalty.

    That's it. Thanks for coming to my Ted Talk! Please let me know what you think in replies! I check this forum daily and will likely respond.


  • You should show the artwork off. But anyway I think this would work best if it got stuck in the door and broke after using a short version of the reel to reel it out.

  • I agree. But it should be option and by default they should remain the same. Seems like a sensible quality of life I just personally won't use it. It's annoying but I only do the vault once. Rather have less controls to worry about.

  • @RonMan32 said:

    Hello again DBD forum. Last month I made a post explaining a concept I had for a Deathslinger buff/rework. I have since more than doubled my hours in the game and would like to propose a new concept with some changes to my original one. Here is the post for anyone who is interested:

    https://forum.deadbydaylight.com/en/discussion/337612/a-noobs-perspective-on-what-to-do-with-the-deathslinger

    I will also be more precise with my proposed changes. I refer to changes that flat out give him an edge as a buff, something that puts him weaker in that area as a nerf, and something that is changed in both directions that it's hard to say if it counts as either because it gives AND takes as a "rework".

    Note, I am copying terminology used on this page: https://deadbydaylight.fandom.com/wiki/Caleb_Quinn

    Rework: Decrease Terror Radius to 28m and have a non-directional/no volume change "Lullaby" where he whistles a tune (some sort of Irish folk song maybe?) 7m outside of his base TR (35m) and stops completely once you're within 12m. The 12-35m lullaby range stays the same regardless of TR size and can be heard when obvious.

    Buff: While Redeemer is unloaded increase walking speed to 4.5 m/s (not active when carrying survivor and does not directly effect lunge distance/speed), decrease vaulting time by 10% and decrease Terror Radius by 4m.

    Nerf: When a survivor is hit by the Redeemer projectile while within the first 6m of the 18m range activate a difficult skill check akin to the one for DS. On a success the chain is broken and stuns the Deathslinger for -0.5 seconds less than a normal chain break (2.5 seconds at base, 2.0 with chewing tobacco etc.)

    Rework: Decrease ADS activate time to 0.35 seconds (0.3 if 100ths of a second aren't supported) and increase deactivate time to 0.65 (0.7 if 100ths not supported).

    Nerf: If a survivor is healthy when hit with The Redeemer increase Chain pulling c/s to -17 c/s during the first 3m of chain length.

    Ok. Now I will briefly explain the reasoning behind each. First change is primarily to address his old 24m to 32m nerf in a way that is more interesting and allows him to get the drop on survivors a little more often, especially with perks.

    Second change has nothing to do with his nerf and is simply a buff I think would add more depth to his gameplay, while also making him better at pressuring gens/efficient map traversal. The trade off being he won't me immediately ready to shoot when he stumbles upon a survivor.

    Change 3 promotes skillful shots and allows for survivors more leeway when it comes to scummy after window vault shots. I think the way this is approached makes him more fun to fight against and without completely destroying his fun rush vault punishing window shots. Adds an extra layer of depth to the chain.

    Change 4 is to make him *feel* a little better to use without causing a return of quickscopes. It also punishes faking out shots to zone a tad more.

    Change 5 is supposed to promote the "Hit with basic attack, THEN go for the shot" kind of playstyle most people do on him anyway. Just slightly brings down higher level 'slingers who go for the frustrating double shot. Is likely too small of a change to make a difference with mid and close range shots.

    Finally I'd like to propose an addon concept I just think is cool. Not relevant to bringing him to a preferred state in the meta. Just a fun way to end it. I also won't claim this concept is unique. I actually got inspired by someone else somewhere on this forum.

    Ultra Rare: Sniper scope

    When a survivor is on a hook press the active ability button to attach a scope to The Redeemer (takes 1.2 seconds). ADS activate speed is increased to 0.6 seconds. Increases ADS zoom to 150% (normal ADS is 125%) and adds scope overlay w/ crosshair obscuring the edges of the screen. Shots beyond 12m increase reeling speed by 10%. (This would also be less sensitive than normal ADS because then shots would be too finicky to use otherwise.) If no survivors are on hook after it has been attached Caleb does an animation to remove it that briefly prevents ADS but speeds up if the ADS button is being held. Maybe attaching should reduce his movement speed to his ADS speed but removing should have no speed penalty.

    That's it. Thanks for coming to my Ted Talk! Please let me know what you think in replies! I check this forum daily and will likely respond.

    Here's my new concept. Check it out!

  • @fixdeadhard said:

    Lets also not forget that games with DC's are excluded from that killrate as stated by the devs.

    Survivors experience a much higher killrate than the graphs present

    DCs SHOULD be excluded. If someone DCs early you are at a disadvantage. That sucks and they should add bots to replace them but you don't balance a game like this around games where things were unbalanced due to something out of the devs control. If someone DCs early you're likely to lose. Don't blame the game or the killer, blame the guy that DC'd.

    It would be nice if they punished DCs more. Like adding extra matchmaking things where if you're someone who DCs a lot you get matched with fellow jerks who do the same and high level killers that will wipe. If you DC more than 7 times in one week period you should have a 5 minute wait on every game you queue for, for a month. Resetting the countdown if you keep doing it. Maybe make these people earn blood points at a -0.5% per score when they're on a DC streak.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127178#Comment_3127178

    Why should the killer be stronger? What would be the point of playing survivor if you know there's almost no chance of winning?

    I'm not a punching bag, I want to play both sides with an equal chance of winning.

    If the killer is as skillful as killer as you are at survivor, he beats you in 1v1 obviously. But you should be able to loop him for a decent chunk of time such that your teammates could have gotten gens and healing done. If you're keeping a killer looped all game the killer is less skillful than you and it wasn't a fair match, Obviously MMR can't be perfect so you'll get and deserve those hard wins. But you shouldn't be able to do this to a killer as skillful as you. In that case your team should still at least get 2 people out. That's the equal chance of winning. Each survivor has a 50% of escape and the team should have a near 100% chance of getting at least 1 person out. But 2 people are likely to lose. In this ideal situation the killer always "wins" depending on if you do it half glass full or half empty. Same with looking at the survivor team. The always "win". But an individual survivor can only win half the time in that case. If you want for it to be possible that a skillful killer could get 0 kills against 4 solo queue survivors of equal skill than you don't understand what balance should mean in asymmetric games.

  • The problem with balancing this game not only come simply from it being an asymmetric 4v1. As if that wasn't hard enough it has to be balanced both around solo queue and 4 people in a discord call. Obviously if all 4 people are communicating well AND are good at the game the killer is going to have a worse time than when all 4 queued individually and aren't able to communicate and they have a fresh install Dwight.

    So keeping that in mind, this close to 50% is impressive. This data doesn't account for what games are and aren't solo queue. Solo queue does need a buff. Maybe more emotes that are actually labeled to mean different things instead of just the point and come here gesture. Maybe give people who are queued by themselves more aura information. So on.

    The way I see it is if you have 5 people of equal skill, but the survivors are not communicating the killer should get a 2k most of the time and 4ks happen every now and again. If you have 5 people of equal skill and all 4 survivors queued together and are tryharding callouts the killer should almost NEVER get a 4k and always get at least 1, ALWAYS. And between these two the average should be as close to a 50% kill rate. I'd argue that this is very close to being true. Note: Again, this is speaking of magical matches where the killer is at a skill level where every encounter is a very close advantage for each with almost just luck playing into who comes out on top. Loops last just long enough for a gen to pop or some other stuff to get done. But not so long that the first down is done well after the 2nd gen pops. So on. Pressure spread perfectly evenly and people getting shoved on hooks at the perfect rate for a 2k.

    Obviously the skill based matchmaking in this game doesn't work so these ideal outcomes don't happen as often because the ideal conditions aren't met. I often play with 3 other people in a discord call. None of us are great at the game but I'd say a little over half of the time we get 3 or 4k'd.

    All in all this post seems to be survivor mains with a lack of perspective complaining. It is SO close to 50%. Most games are solo queue with the survivor team not even close to their true potential if they were communicating.

    The reality is killers are supposed to be amazing in 1v1s. Obviously. The killer is designed to get them eventually. So the only thing you have against them is teamwork. Without being able to communicate finding the perfect balance between doing gens and going for saves isn't easy. The advantage of teamwork is hindered. So more than likely 2 of you are going to die.

    The devs need to buff solo queue, otherwise they're doing a very impressive if obviously flawed job of keeping the game balanced.

  • I know it's a take that is beaten to death and people are sick of it but... Springtrap? 👉️👈️

    He would be my number 1 but since people despise that one I'll toss in a few others. (Any fnaf rep would make me happy)

    Xenomorph and Ripley from Alien

    Pennywise and Richie from IT 2

    T-800 and Sarah Conner from Terminator (It's not lost on me that Terminator is more of a thriller-action franchise than horror but they added Attack on Titan so whatever)

    Jason

    The Witch and Coach from Left 4 Dead 2

    Big Daddy and Jack from Bioshock (Maybe Booker as a skin for Jack?)

    Bitores Mendez and Ashley Graham from Resident Evil 4 (Would be a fun as something that releases alongside the RE4 remake)

    Lady Dimitrescu and Ethan from Resident Evil Village

    I'd love a Scooby Doo crossover but probably not in the form of a DLC. More like the Attack on Titan crossover with skins and maybe a map. All 4 of the human members of the Mystery Gang as skins for survivors and like 2 or 3 skins of iconic Scooby Doo villains for killers.

    Jeff and Alyx Vance from Half Life: Alyx

  • I'm new to the game. Personally I love the idea of them using it as a way to dump off skins from rifts I missed before I was playing. Although I agree that they should at least be recolors for people who DIDN'T miss them. That way people who have them have a different one, and people who don't at least get the skin in some form and the other peeps can still flex their different color skin over prime gaming peeps. I don't even own plague atm so I can't use the skin but it's been redeemed. My hope is we get an exclusive Deathslinger skin. Does anyone have a list of all the past prime gaming skins?

  • @Vampwire said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130201#Comment_3130201

    I do like the concept of being able to move faster when the chamber is empty, but that also goes against his design. The reason he's 110 is because of his anti-loop. A very versatile and strong ability needs some sort of draw back. If he moves faster then his power loses it's purpose because he can just walk at you and not have to use his power if he wishes so. Part of learning his kit is knowing when to reload, so removing that in it's self goes against part of his mechanics.

    As for your other replies, most of this post was sarcastic. Poking fun at people who want absurd buffs for him. You said you never experienced old Slinger. The truth is that he could aim and shoot much faster than you could react, meaning you always had to assume he was about to shoot and that alone zoned you out of any potential counter to him. It was complete guess work, and the only time you could win against old Slinger was if he missed and played bad. You couldn't bait shots, or crouch in time to dodge. It was instant. There was literally no other counter than just getting lucky. Right now he is in the best state he will probably ever be in. All that I would ask is for more interesting add-ons and the removal of reload speed add-ons. Right now the reload add-ons make the penalty for missing almost non-existent along with the distance survivors can make for Slinger missing a shot.

    Is he hard to learn? A bit, yes. Is he a top tier killer? Not at all, but he's definitely a higher B ranking when used by a skilled player. He's a lot like Billy in a sense, where the power takes a lot of dedication to master and use efficiently, but still isn't Nurse or Blight tier. And that's okay! Not every killer needs to be that good just because they're tough. I don't want old Deathslinger back largely because it just erases his learning curve and makes the survivor side miserable. You don't have to learn hole shots, how to drag people around corners, setting up long distance shots or learning when you should let the chain break or not. All old Slinger has to do is wait until you vault a window or run towards a pallet and he wins a 50/50 game on whether you're going to dodge or not. He still has insane lethality and that's what makes him so fun and satisfying to play.

    tl;dr: Nerfing Deathslinger back to his old state would just be hand holding the people who don't actually care to learn how to play him and make the game suck because everyone would use him for easy wins again.

    Very good points. Also yeah I'm aware this is joke thread more taking the piss on people like me who want a buff. I do agree that increased speed while the redeemer is unloaded might make him a little more brainless but I imagine myself using the speed boost as a way to time reloads differently. I won't pretend to have any idea what I'm doing writing up these concepts.

    I do kind of disagree about the reload increase add ons though. I think they exist to promote a play style to go for more risky shots without completely screwing yourself over and are not at all that difficult to play against.

    I would never claim that his nerf wasn't deserved but I am sympathetic to his ADS feeling a lot more sluggish. I don't want a return of quickscopes just maybe a slightly snapper ADS mainly for feel.

    Anyway I made a new version of that concept. It still maintains the speed increase when keeping The Redeemer unloaded because frankly I don't see it as game breaking, even if it is unnecessary. I think it adds more thinking required for when is the ideal time to reload as opposed to less. Maybe a fair trade of would be missed AND successful basic attacks while this speed increase is active are longer?

    Check it out:

    @RonMan32 said:

    Hello again DBD forum. Last month I made a post explaining a concept I had for a Deathslinger buff/rework. I have since more than doubled my hours in the game and would like to propose a new concept with some changes to my original one. Here is the post for anyone who is interested:

    https://forum.deadbydaylight.com/en/discussion/337612/a-noobs-perspective-on-what-to-do-with-the-deathslinger

    I will also be more precise with my proposed changes. I refer to changes that flat out give him an edge as a buff, something that puts him weaker in that area as a nerf, and something that is changed in both directions that it's hard to say if it counts as either because it gives AND takes as a "rework".

    Note, I am copying terminology used on this page: https://deadbydaylight.fandom.com/wiki/Caleb_Quinn

    Rework: Decrease Terror Radius to 28m and have a non-directional/no volume change "Lullaby" where he whistles a tune (some sort of Irish folk song maybe?) 7m outside of his base TR (35m) and stops completely once you're within 12m. The 12-35m lullaby range stays the same regardless of TR size and can be heard when obvious.

    Buff: While Redeemer is unloaded increase walking speed to 4.5 m/s (not active when carrying survivor and does not directly effect lunge distance/speed), decrease vaulting time by 10% and decrease Terror Radius by 4m.

    Nerf: When a survivor is hit by the Redeemer projectile while within the first 6m of the 18m range activate a difficult skill check akin to the one for DS. On a success the chain is broken and stuns the Deathslinger for -0.5 seconds less than a normal chain break (2.5 seconds at base, 2.0 with chewing tobacco etc.)

    Rework: Decrease ADS activate time to 0.35 seconds (0.3 if 100ths of a second aren't supported) and increase deactivate time to 0.65 (0.7 if 100ths not supported).

    Nerf: If a survivor is healthy when hit with The Redeemer increase Chain pulling c/s to -17 c/s during the first 3m of chain length.

    Ok. Now I will briefly explain the reasoning behind each. First change is primarily to address his old 24m to 32m nerf in a way that is more interesting and allows him to get the drop on survivors a little more often, especially with perks.

    Second change has nothing to do with his nerf and is simply a buff I think would add more depth to his gameplay, while also making him better at pressuring gens/efficient map traversal. The trade off being he won't me immediately ready to shoot when he stumbles upon a survivor.

    Change 3 promotes skillful shots and allows for survivors more leeway when it comes to scummy after window vault shots. I think the way this is approached makes him more fun to fight against and without completely destroying his fun rush vault punishing window shots. Adds an extra layer of depth to the chain.

    Change 4 is to make him *feel* a little better to use without causing a return of quickscopes. It also punishes faking out shots to zone a tad more.

    Change 5 is supposed to promote the "Hit with basic attack, THEN go for the shot" kind of playstyle most people do on him anyway. Just slightly brings down higher level 'slingers who go for the frustrating double shot. Is likely too small of a change to make a difference with mid and close range shots.

    Finally I'd like to propose an addon concept I just think is cool. Not relevant to bringing him to a preferred state in the meta. Just a fun way to end it. I also won't claim this concept is unique. I actually got inspired by someone else somewhere on this forum.

    Ultra Rare: Sniper scope

    When a survivor is on a hook press the active ability button to attach a scope to The Redeemer (takes 1.2 seconds). ADS activate speed is increased to 0.6 seconds. Increases ADS zoom to 150% (normal ADS is 125%) and adds scope overlay w/ crosshair obscuring the edges of the screen. Shots beyond 12m increase reeling speed by 10%. (This would also be less sensitive than normal ADS because then shots would be too finicky to use otherwise.) If no survivors are on hook after it has been attached Caleb does an animation to remove it that briefly prevents ADS but speeds up if the ADS button is being held. Maybe attaching should reduce his movement speed to his ADS speed but removing should have no speed penalty.

    That's it. Thanks for coming to my Ted Talk! Please let me know what you think in replies! I check this forum daily and will likely respond.

    All and all it's not the end of the world if he doesn't ever get base kit changes again but I want SOME attention for my boy. DMS nerf hurt a little.

  • I appreciate the depth here! Very detailed. Doesn't leave room for misinterpretation. I can't comment on it much because you only made one base kit change and I have not used Blight so I know nothing about his addons. I do however look forward to your 'slinger rework and yeah I agree he kind of doesn't need changes. Blight seems to be in a good place as far as I can tell.

  • I guess it's kind of a glass half full/half empty thing but maybe it's more accurate to say change 3 DISCOURAGES UNskillful shots.

  • @Silasy said:

    None of them are my main but i like playing Billy, Freddy and Deathslinger more.

    Billy: He is probably least rewarding killer in the game. His power feels so janky to use. Not to mention that literally all of maps are got worse for him.

    Freddy: Worst addons in the game, most of time feels powerless in a way that doesnt fits with Freddy Krueger.

    Deathslinger: Overnerfed, feels janky.

    @Silasy I've gotta agree with you. On all counts. I didn't buy Freddy because I got that impression from him. Poor 'slinger needs his nerf rolled back a tad.

  • Sweat pick: Deathslinger

    Fun pick: Deathslinger

    BHVR please rework him or slightly revert the nerf into a middle ground. :(

  • @Vampwire said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114552#Comment_3114552

    So Deathslinger shouldn't be fair and survivors can't cooperate as a team to counter him? All you're asking is removing dynamics to make him a really linear and braindead killer.

    agreed

    @RonMan32 said:

    Interesting ideas! I do want to point out a few issues though.

    When it comes to your first change I do actually like the idea of reducing his ADS when going up and leaving the speed it takes to put it down alone. But I don't think it should be reverted to back how it used it be. Probably right in-between or maybe just slightly faster than currently would be ideal. It would slightly decrease the window the survivor has to react, without it being unfair. As it stands it takes 0.40 for the gun to go up and 0.60 for it to go down. I'd like to see that reduced to 0.30 or 0.25 with possibly even reducing the exit animation to 0.50 (which is the same 0.10 I want removed on the enter animation but it's proportionally less so I think it'd go a long way for feel without breaking him) I also disagree that killers are not supposed to be fun to play against. As killer it's not your job to be ensuring the survivors have fun. You are playing a game too and your only responsibility is to your own fun. However when the devs design a killer I do think it is THEIR responsibility to ensure the killer has a fun kit to face. Partially agree with the change, hard disagree with the reasoning.

    As for your 2nd change I don't think completely reverting the TR is at all a good suggestion. They made these changes with decent reason. Using a perk that lowers your terror radius would easily allow for the 'slinger to shoot people that didn't even know he was there. Which to be fair is something that should be allowed to occur in some builds with TR shrinking or causing survivors to be oblivious. But it shouldn't be possible or even close to possible at base kit. In my concept I recommended he be the first 28m killer along with a "lullaby" like the huntress where he whistles some tune. Speeding him up is also a terrible idea. I agree with the consensus that ranged killers need to be some of the slower ones so you actually have a need to use their power. If Huntress could be a really solid WM1 killer and only use the hatchets as a fallback plan that would be horrible. All that said the 32m was brutal I agree with you there. Very unnecessary.

    When it comes to suggestion number 3 I've gotta say that is not an amazing plan and the one I have the biggest issue with. Removing some of the counterplay he shipped with would just get more survivors complaining and then he'd be nerfed in some other awful way. Survivors need to be rewarded for working against the killer as a team. He's amazing at 1v1s and shutting down small loops fast if you can hit your shots. But when you go long and another survivor shows up for the save they need to be able to actually do something in this case. I'm a Deathslinger main and I gotta say it really does not feel unfair when someone goes to break the chain. Especially since I usually at least get a hit on the person going for that save. All it usually does is spread the pressure to another person as opposed to hard counter it and avoid me getting any hits after that well timed long shot. This would remove a decent chunk of depth the 'slingers power has and I cannot support it.

    Finally for your add on ideas. To be frank I don't really mind his current add-ons much but I do agree some of them could use a rework or a buff in a general sense. Don't really feel like commenting further on that. I'm mainly concerned with the current state of his base kit.

    But anyway I as a 'slinger main who is holding out hope that the devs will give him a rework am very glad you are participating in the conversation! I hope to see more threads like this. Maybe if there is enough outcry they'll give him a look for a future patch. Also I have my own concept for how to fix Deathslinger! Please check it out and let me know what you think!

    https://forum.deadbydaylight.com/en/discussion/337612/a-noobs-perspective-on-what-to-do-with-the-deathslinger


  • @ElSegador said:

    https://forum.deadbydaylight.com/en/discussion/327870/how-to-buff-deathslinger

    As main Deathslinger, the changes that are not very crazy that I would do are these. Currently Deathslinger, raises and lowers the weapon slowly, because the Survivors complained that it was "not fun to play against" Deathslinger does not have to be fun, he is a murderer, he has to kill and disturb the work of the Survivor in some way . So my first change I would say is to make the weapon go up fast like the previous Deathslinger, but keep the weapon down slowly, after that, have the Deathslinger reduce its terror radius from 32 meters to 24, like the previous one, he is the only Killer that walks at 4.4, and has a huge terror radius, it would lower his range to 24 meters again, then when he is hanging a Survivor and carry him on his shoulders, he would give him a speed of 4.6 , he is extremely weak at hanging Survivors, and as a last change, that this should have been implemented as a base for him, long ago, that if the Deathslinger is pulling a Survivor with the chain, without any obstacles in between, that he cannot No allied Survivor should come to stand in front of the chain, to break it faster, so as not to collide with other Survivors.

    I addressed these ideas in your post here:

    @RonMan32 said:

    Interesting ideas! I do want to point out a few issues though.

    When it comes to your first change I do actually like the idea of reducing his ADS when going up and leaving the speed it takes to put it down alone. But I don't think it should be reverted to back how it used it be. Probably right in-between or maybe just slightly faster than currently would be ideal. It would slightly decrease the window the survivor has to react, without it being unfair. As it stands it takes 0.40 for the gun to go up and 0.60 for it to go down. I'd like to see that reduced to 0.30 or 0.25 with possibly even reducing the exit animation to 0.50 (which is the same 0.10 I want removed on the enter animation but it's proportionally less so I think it'd go a long way for feel without breaking him) I also disagree that killers are not supposed to be fun to play against. As killer it's not your job to be ensuring the survivors have fun. You are playing a game too and your only responsibility is to your own fun. However when the devs design a killer I do think it is THEIR responsibility to ensure the killer has a fun kit to face. Partially agree with the change, hard disagree with the reasoning.

    As for your 2nd change I don't think completely reverting the TR is at all a good suggestion. They made these changes with decent reason. Using a perk that lowers your terror radius would easily allow for the 'slinger to shoot people that didn't even know he was there. Which to be fair is something that should be allowed to occur in some builds with TR shrinking or causing survivors to be oblivious. But it shouldn't be possible or even close to possible at base kit. In my concept I recommended he be the first 28m killer along with a "lullaby" like the huntress where he whistles some tune. Speeding him up is also a terrible idea. I agree with the consensus that ranged killers need to be some of the slower ones so you actually have a need to use their power. If Huntress could be a really solid WM1 killer and only use the hatchets as a fallback plan that would be horrible. All that said the 32m was brutal I agree with you there. Very unnecessary.

    When it comes to suggestion number 3 I've gotta say that is not an amazing plan and the one I have the biggest issue with. Removing some of the counterplay he shipped with would just get more survivors complaining and then he'd be nerfed in some other awful way. Survivors need to be rewarded for working against the killer as a team. He's amazing at 1v1s and shutting down small loops fast if you can hit your shots. But when you go long and another survivor shows up for the save they need to be able to actually do something in this case. I'm a Deathslinger main and I gotta say it really does not feel unfair when someone goes to break the chain. Especially since I usually at least get a hit on the person going for that save. All it usually does is spread the pressure to another person as opposed to hard counter it and avoid me getting any hits after that well timed long shot. This would remove a decent chunk of depth the 'slingers power has and I cannot support it.

    Finally for your add on ideas. To be frank I don't really mind his current add-ons much but I do agree some of them could use a rework or a buff in a general sense. Don't really feel like commenting further on that. I'm mainly concerned with the current state of his base kit.

    But anyway I as a 'slinger main who is holding out hope that the devs will give him a rework am very glad you are participating in the conversation! I hope to see more threads like this. Maybe if there is enough outcry they'll give him a look for a future patch. Also I have my own concept for how to fix Deathslinger! Please check it out and let me know what you think!

    https://forum.deadbydaylight.com/en/discussion/337612/a-noobs-perspective-on-what-to-do-with-the-deathslinger


  • @theTARNavsky said:

    "People say it had no counterplay, but it did. As long as I messed up the shot and sucked at Deathslinger in general it was balanced and counterable."

    Lol, a counterplay to a killer should be that they have to mess up. Great logic 🙂

    This is an absurd strawman. All counterplay requires you to COUNTER your opponent. If they're decent and don't get the shot you DID counter them. You can dodge, duck, sprint burst, hold tight on loops etc. (You used to be able to DS but that got nerfed hard. Hope they partially revert that) He has plenty of counterplay that does not simply rely on him missing shots. The redeemer projectile is rather small and is not at all hard to dodge, especially at distance at which point the 'slinger is really screwed if he beefs that long shot. Even when he does get you as long as you positioned yourself with your brain you should be able to break chain. Obviously if you were in the healthy state you still got injured but now he has to reload, which he either does immediately giving you a chance to make some distance or he doesn't and a normal chase with a *4.4 killer btw* ensues.

    P.S. if you're referring to old pre-nerf 'slinger then you probably understand that NOW dodging exists as an option and I agree with you. Old ADS was insane it seems. Still could use a small revert imo but only a small one.

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