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Shroompy

Shroompy

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  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2609569#Comment_2609569

    * You’re welcome,

    I know the solutions much more difficult than us layman can comprehend and I don’t hate the devs, I’m just frustrated with them. I just wish they’d do two day trials like they did with the bloodlust weekend and see what works and what doesn’t on live servers. If it works, great, if not, just revert it.

    They need to do something, because the game just feels more and more stale. Hell, I haven’t been able to play in over two weeks due to being hospitalized, and just thinking about coming back to the game doesn’t seem exciting.

    Absolutely, I have no idea why they haven't done more test weekends like the bloodlust one, it is such a missed opportunity that can gather so much feedback.

    They could also make a separate mode specifically for tests, so it doesn't feel forced onto people.

    Also get well soon <3

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2609087#Comment_2609087

    I honestly think the complaints about both sides are pretty much equal, except for the usual Nerf NoeD or monthly Sluzzy post.

    I agree that tunneling and camping aren’t fun, but what can be done to discourage killers from doing them while still keeping their player agency? I never thought about it until another player explained it to me.

    I don’t think anything other than encouraging the killer to leave the hook, by providing incentives, would work. Trying to have the game force the killer away against their will will just be more hand holding and make the survivor role easier and killer role more difficult, which will kill the game.

    As far as balance goes, unless the devs decide to grow some balls and change core mechanics, this is the best we will ever be at.

    *Off topic, I love your name.

    There are definitely things they can do to prevent tunneling, its camping thats the tricky part. Like you said you can only really add incentives.

    And even changing core mechanics can be tricky as well, for instance I've been writing a post of how I would rework the trials, make things feel fresh, unique but also eliminate the main frustrations of the game. Camping is the trickiest one BY FAR and I've been writing this thing for over 3 months now, every idea that I've come up with there's always a flaw. So really I'm gonna give some slack to the devs because it isn't an easy task.

    *Also thank you :)

  • @Rey_512 said:

    Cool story bro.

    the ######### man thats my line

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2609056#Comment_2609056

    Never said otherwise, but the thread is more about survivors understanding of camping and tunneling and I was posting from my experience.

    It took me a long time to dabble in killer and see the game from their eyes. It’s just there is a huge survivor echo chamber here in the forums that like to drown out opposing views by lumping them all out as “killer mains” wanting easy games.

    Fair enough but what people also fail to understand is these frustrations are completely valid, not saying Camping and Tunneling aren't, they're viable strategies but they aren't fun strategies.

    From what I can tell majority of people play killer on the forums considering the topic of threads made every day, and the moment some one makes a post about Survivor frustrations they immediately get ridiculed.

    Almost every one who mains one side always views the other side as the "easier" side.

  • @DarKStaR350z said:

    https://forum.deadbydaylight.com/en/discussion/comment/2600376#Comment_2600376

    https://us.v-cdn.net/6030815/uploads/SNTGZDPQ527L/3355acf1-b104-4757-8266-49049f8ed2ab.jpeg

    Please excuse the quality, I had to take it on my phone.

    What do you think? Could this affect the game negatively at all? Particularly if they are reusing old assets partially ie maybe the pumpkins are created over the top of the old Pustula plants etc?

    I have actually had games over the last month or so where this Pustula plants have spawned in game though uninteractable; I always presumed it might be a side effect of an old offering or something?

    What probably happened is they were gonna re-use the Pustula Petals but then decided later on that they were gonna make a new offering, they just simply added a string of text to an already existing offering so I highly doubt that could cause performance issues but honestly I wouldn't be surprised if it some how did

    Also the Pustula Plants are actually a challenge from Tome V Unleashed

  • @Huge_Bush said:

    Don’t hold your breath. Most survivors are terrible at the game and think everything is designed against them.

    I wish the game would force them to play killer a couple times a week so they can learn.

    You're acting as if the average killer player is any better

    Majority of the player base is new, meaning the majority of both sides are inexperienced.

  • Thanks I like getting chased :)

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605408#Comment_2605408

    "Didn't deserve"

    Like DH isn't a perk that robs you of hits that you DO actually deserve.

    It doesnt

    You hear a survivor scream but not going down? Means the server saw the DH first thus cancelling your hit, latency plays a big factor in this.

    Also a good survivor using DH is gonna play in a way thats risky but a lot more rewarding because they know they can get away with it, its not like its a completely mindless perk.

  • @Hex_Llama said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605408#Comment_2605408

    The problem with the word "deserve" is that I don't think only the player with the fastest internet connection deserves to see the game. People have to play based on what's on their screen, and the game should account for that somehow rather than deciding that the person with the fastest connection always has priority.

    And how do you suggest they do that?

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607665#Comment_2607665

    You seem to have a hard time grasping the fact that DH shouldn't leave you exhausted on the ground AND it shouldn't eat powers.

    You seem to be throwing quite the tantrum on top of that.

    The only power its eating is Nemesis'

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605774#Comment_2605774

    Did you even watch the video or you are just talking #########?

    I watched the video before this post was even made

    He keeps talking about killers who have "dashes" will simply stop if they get hit validated instead of continuing their dash like they did before, or projectiles being able to hit a Survivor because a Survivor behind them used Dead Hard.

    Except this is not a new interaction, any time you hear a Survivor scream and they don't go down thanks to Dead Hard, they would of gone down Exhausted last patch, no projectiles going through them, or dashes either.

    The only interaction that should be looked at is Nemesis', he should still be able to break a pallet if a Survivor Dead Hards

    Everything I just said, Ive said numerous times so I ask you, did you read my post? Or you just talking #########?

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605408#Comment_2605408

    So if I ambush with Pig and it eats my ambush, forcing me into cooldown, when it would normally allow to coast through the survivor and get a hit/360 for a hit, that's fair?

    Losing Victor instantly to DH is fair?

    Also it wouldnt normally allow you to coast, if the survivor timed their Dead Hard in a way that you were able to do that, well thats still present today.

    If you get a hit rejected, last patch they would of been exhausted on the ground.

    The Nemesis interaction needs to be looked at how ever

  • Really isnt, its a hit you didnt get in the first place. Only problem is its visually deceiving

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605408#Comment_2605408

    So if I ambush with Pig and it eats my ambush, forcing me into cooldown, when it would normally allow to coast through the survivor and get a hit/360 for a hit, that's fair?

    Losing Victor instantly to DH is fair?

    Was getting Exhausted on the ground fair?

  • I mean youre going against new players when youre a new player yourself

    Grades mean nothing in terms of matchmaking

  • what can I say

    boys got arms

  • As much as I like Pixelbush, this video is mostly wrong, why you may ask?

    Because all of these situations would of resulted in the survivor being exhausted on the ground last patch, all of these interactions make sense youre just not getting a hit that you didnt deserve in the first place

    The only situation here that is unfair is Nemesis, if the server does reject a hit it shouldnt completely ignore a pallet

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605208#Comment_2605208

    Isn't current ruin 200%?

    I don't know actual numbers, so I just use it as % instead.

    It is, how ever current base regression speed is 0.25c/second

    Ruin being at 200% doubles that, at .5c/seconds

    If you increase base regression to "150%" then it would become base regression speed would be 0.375c/second.

    150% of 0.375 is 0.5625.

    If you would want ruin to be unchanged, it would have to be approximately 133.33% to compensate for the buff (this roughly keeps it at 0.5c/second)

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/291612/what-is-fair

    I don't think nerfs with reason "it's annoying" without proper compensation are fair...

    I don't really wanna any nerfs, except CoH, it's broken AF.

    Other than that

    -buff soloQ

    -buff weak perks

    -buff weak killers

    -buff passive regression to 150% and nerf ruin to 150%

    That would be better than current Ruin. As current Ruin gets rid of .5 charges a second, this change would make it regress 0.5625 charges a second.

  • 👏👏👏👏👏👏 Bravo! 👏👏👏👏👏👏

  • Hillbilly base kit can still be played very similarly

    Deathslinger just feels clunkier but his viability barely changed

    So yeah, Deathslinger 100%

  • Get rid of scratch marks

    If youre a good killer you dont need a main mechanic of the game

  • @Spotty_Rain said:

    from what I have read in the patch notes and the videos from so many content creators, "Dead Hard" is now validated with a yes/no hit by the Server, instead of P2P. Below is something I posted in another thread, but this is just my opinion.

    "I think now, Dead Hard works "as intended", only because it's a server side decision instead of the validation being on the killer, like a P2P validation such as the older Call of Duties.

    For me, the problem isn't just Dead Hard, I think it lies in that Killers -still get the hit confirmation, the animation for that hit confirm, but nothing is given-. Dead hard false confirmations should stop giving the killer the hit animation because it's like a light version of a Decisive Strike. The survivor runs away and the killer is left cleaning off fake blood and has now lost chase. If the server side says it's not a hit, somehow, the devs have to make killers swing through like a missed swing instead. Who the hell knows how that would even get implemented. Another example of Server Side Screwiness was me as a survivor playing against a Deathslinger. I feel sorry for the killer because I'm pretty sure if it was Killer side confirmation he probably would have gotten 3 spears and 2 hits at the Fun Bus. I even watched him get a false hit confirmation as I jumped through the Fun Bus window. It was totally unfair."

    But the killer isnt left with cleaning off the blood, they hear the scream but still have the same cooldown as if they missed. Ive yet to see any footage of a hit thats been validated doing a blade wipe

  • No, Legion.

    At least Trickster gets slowed down with cover

    Legion at first: You couldn't run, and you couldn't hide.

    And some PTB's have had HUGE oversights that thankfully never reached live. Here's a couple of them:

    They wanted to test how applying Deep Wound worked, if you were injured, your timer would be at 20 seconds instead of 30 seconds. Sounds like a harmless change until you paired it up with Stab Wound Studies and Franks Mixtape and you essentially had an insta down. As the first hit would apply Deep Wounds, and thanks to Stab Wound Studies the timer would automatically go down to 15 seconds, and Franks Mixtape removed 15 seconds off the Deep Wounds Timer after stabbing some one who already has Deep Wounds.

    November 2019, Cursed Legacy's PTB was up for testing. This of course included Oni and his perks, Nemesis, while a pretty underwhelming perk, was damn strong when used by Legion. Why you may ask? Because Deep Wounds was tied to the Terror Radius, not running (in fact the very reason why its tied to running nowadays is because of this). All a Legion had to do was get stunned and apply Deep Wounds. And as long as they kept following the survivor to make sure they didn't mend, they were guaranteed to go down.

    With all the gimmicks and with how poorly thought out Legion's power is, its almost impossible to make them a healthy and balanced killer without making MAJOR changes

  • I'd give it a 4/5, its not perfect. BP gains could of used a touch up and the event music shouldn't be in just the main lobby

    But working towards cosmetics, the event Archives, and the pumpkins are all nice little things

  • I've been working on a post that would rework the flow of a Trial, and one idea I came up with is the introduction of "Events" within a Trial, something that pauses normal objectives for both killers and survivors and they both have to focus on this one thing, and which ever side wins this exchange will be heavily rewarded

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598980#Comment_2598980

    No?

    What made him unfun was ADS fake, because you couldn't predict and just lost distance instead. Which you can do with ADS walking in open anyway, there is no reason to risk shots now.

    I have never considered quick-scope an issue.

    My main problem is not that he got weaker, because of ADS fake nerf, or bigger TR. He was always worse Huntress.

    My problem is quick-scope nerf, I would still play him without that nerf.

    I play FPS games a lot, so Deathslinger was interesting killer to me, because of quick-scope. He was unique for it compare to other ranged killers. He just isn't interesting anymore.

    He is clumsy, less fun and worse Huntress. He has limitations that other ranged killers don't, so I don't get why he couldn't have something good they don't.

    His ADS is so bad. That reduced FOV and sensitivity is just terrible. It wasn't an issue before, because of quick-scope.

    Current Deathslinger can be viable only if you use zoning a lot, which I hate and find super boring. So he gets hard NO from me after over 200 hours just on him.

    He is far from worst killer, but he is just not interesting anymore.

    Your argument about higher skill ceiling is just wrong. His higher skill ceiling is lower if anything. Oh no, holding M2 and watch survivor dancing, so hard...

    If higher skill ceiling was an issue, why would people start playing Huntress instead? Her skill ceiling is way higher than Deathslinger's ever was. She has higher skill ceiling, but you get rewarded way more and it's not painfull experience...

    Honestly now thinking about it quick-scoping was one of the main issues Survivors had with him, since he doesn't give off any feedback. And thats a popular trend with killers that are unfun to go against. If you remove feedback from the survivor side its obvious that the situation is out of their control, so like Old Spirit, Old Deathslinger and Silent Bell Wraith are up there.

    How ever The Nurse, who is much stronger than these killers, is not complained about nearly as much despite being literally the most unfair killer there is ignoring any main defenses Survivors have, why is that? Because Survivors feel like they're given a chance since they know when she's charging a blink and when she's actually blinking. She gives off feedback, but the situation is most of the time in her hands

    Deathslinger gave no feedback. The survivor would just see him walk towards them, and there is no way in hell they're reacting to something that only has a start up of 200ms that travels 10x faster than them.

    The only way I see them keeping quick-scoping and it working, is if they add a very obvious audio cue the moment he starts aiming, and slow down the projectile slightly, he'll still be worst than before yes, but at least then he wouldn't feel clunky and he'd feel more fair.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598980#Comment_2598980

    No?

    What made him unfun was ADS fake, because you couldn't predict and just lost distance instead. Which you can do with ADS walking in open anyway, there is no reason to risk shots now.

    I have never considered quick-scope an issue.

    My main problem is not that he got weaker, because of ADS fake nerf, or bigger TR. He was always worse Huntress.

    My problem is quick-scope nerf, I would still play him without that nerf.

    I play FPS games a lot, so Deathslinger was interesting killer to me, because of quick-scope. He was unique for it compare to other ranged killers. He just isn't interesting anymore.

    He is clumsy, less fun and worse Huntress. He has limitations that other ranged killers don't, so I don't get why he couldn't have something good they don't.

    His ADS is so bad. That reduced FOV and sensitivity is just terrible. It wasn't an issue before, because of quick-scope.

    Current Deathslinger can be viable only if you use zoning a lot, which I hate and find super boring. So he gets hard NO from me after over 200 hours just on him.

    He is far from worst killer, but he is just not interesting anymore.

    Your argument about higher skill ceiling is just wrong. His higher skill ceiling is lower if anything. Oh no, holding M2 and watch survivor dancing, so hard...

    If higher skill ceiling was an issue, why would people start playing Huntress instead? Her skill ceiling is way higher than Deathslinger's ever was. She has higher skill ceiling, but you get rewarded way more and it's not painfull experience...

    My apologies I meant the ADS fake, not quickscope. Al though that still plays a part

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598961#Comment_2598961

    Except that I have played several matches with him lately and, no, it's not still viable. By the time you can fire, they are past the corner. You are also totally wrong about the fighting game comparison. You do get the opportunity to make a read on the 50/50.(Old) Spirit allowed you to play mindgames. A survivor has to be hit multiple times to be hooked and taken out of the game, which gave you an opportunity to see the tendencies. Against a good team, 2-3 wrong reads by spirit meant that she was probably going to lose the game. Now there is no mindgame with Spirit if you have headphones; the survivor controls it.

    If you try to play him like you did before that obviously wont work, you need to pre-aim before you even turn the corner

    And old Spirit is not "playing mindgames", its literally hoping scratch marks/sound work in your favor and hope she doesnt see/hear you.

    All you know is she's standing still when she can: See your scratch marks, see grass moving, hear you.

    Also 2-3 wrong reads against a tourney squad will lose you the game, but against a normal swf it ain't #########, you still have a lot of wiggle room.

  • but they're dirt cheap...

    and the offering is basically free bloodpoints

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598966#Comment_2598966

    your point is that fighting games and DBD are not relatable.

    My point is that they are relatable.

    The reason why people don't really ######### about nurses changes is because nurses changes did not affect her ability to win games.

    Nurse's gameplay before change and after change is almost identical. She still has two blinks, her anti-loop is still largely the same. Only her add-ons became worse.

    Deathslinger physically isn't able to do same shots as before. Shooting through narrow corners of loops, turning corners at loops and shooting in general is greatly impaired. His stealth is also impossible currently with 32 meter terror radius which was critical to getting his first injure so that his shot was lethal with 1 bullet.

    They really aren't relatable, just because you mind game in both doesn't mean they are the same.

    And about Nurse, back in 2019 people did care about her changes. It was a hot topic back then that quickly died down because people realized the changes weren't that severe, they just made her a bit harder to pick up and clunkier.

    Other than the changes to his TR, they're not that bad. His 1v1 remains the same. Survivors still have to guess if he's gonna pre-aim around a corner, and out in the open well he can just wait a bit, react to the survivors movements and then react accordingly.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598974#Comment_2598974

    There are literally several threads on the three most recent pages where this has been covered, in depth, to death, by people who actually play Deathslinger.

    It is not my burden to reeducate you, simply because you're too lazy to read.

    Edit: When people use the macho man image I never understand the message. Is that really how you see yourself when you say something stupid?

    And is it so wrong that I have my own opinions?

    Attack my opinions, not me. Thats not how a discussion works

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598784#Comment_2598784

    The thing is, Deathslinger is now a straight downgrade to Huntress. Trickster also got buffed at around the same time that Deathslinger was nerfed for yet another alternative. There's virtually no reason to play him when the things he could do better than other ranged killers - stealth and quickscopes - are no longer in his kit.

    There's no point in working your way up to a high skill ceiling if that skill ceiling yields the same results as another similar killer's average play, or if that other killer's skill ceiling yields stronger results than this one's. Why would you? Nobody picks Billy anymore when Blight's skill ceiling is higher, Bubba is easy mode chainsaw, and Oni feels smoother and more forgiving to play. Deathslinger's gone the same route.

    It's not a case of killers being lazy, it's just how meta works. Why would you use something that isn't easy, fun, or the best at what it does?

    Perfecfly said, I agree with everything said here

    How ever I do think the quick scope part of Slinger was also what made him unfun to go against, not the stealth part.

    I would 100% be ok with him keeping his 24m TR, or hell make him unique and have a 28m TR, Slinger requires close quarters and giving him a bigger TR just heavily works against him.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598969#Comment_2598969

    No, still dumb comment, I get that you're a broken record but you're wrong.

    "Say other person is wrong, refuse to elaborate"

    66f-1.jpg


  • Yeah, and in 2019 when the nerf dropped people bitched and moaned until they finally realized its not that bad

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598875#Comment_2598875

    "Fighting games require reads but the difference is both players actually have the time to study their opponents"

    survivors have 2 healthstates and dead hard which is effectively 3 health states. they also have 3 hook states.

    "try to recognize patterns, also certain chains can only yield certain results"

    DBD mindgames are predetermine locations. there isn't anything to study or recognize patterns.

    at T-L walls, killers will push counterclock-wise and survivors will go clockwise. at the L or T, Survivors have distinct choice to vault or not to vault and killer has distinct choice to moonwalk forward or moonwalk backwards. He either guessing right or wrong. Its binary choice.

    The same can be said around Shack window where your either vaulting or bluffing vault and for every unsafe pallet that the killer chooses to "play". your either sliding over pallet or bluffing the vault and killer either walking forward or doublebacking in anticipation of a slide.

    Arguably vs good players in fighting games and depending on fighting game, Most players end up being really good at never dropping their combo meaning you'll always be taking 30-100% health damage give or take assuming both players at their respective characters. DBD is a lot simpler, you just take 1 healthstate worth of damage on every mistake instead of random numbers based off player's skill.

    "you cant opt for a less punishing scenario since there is none."

    This is untrue. in fact part of balance problems within chase for a lot of killers is that survivors do not need greed anything and can play ultra-safe while waste large deal of killer's time with efficient gen speed.

    For example, survivors do not need vault shack window, they can loop outside shack for like 2-3 loops than drop pallet and killer has to break it. The same can be said about Long-wall short wall pallets, survivors do not need take risks looping around the pallet in fear of red glow mindgames, they can just predrop pallet and camp it. Killer is forced break it. Jungle gyms are same with their long wall pallet.

    At least Nurse ignores all that silly safe loop design and few other killers can mitigate its effectiveness.

    Literally everything I said there I was talking about fighting games, not Dead by Daylight.

    So thank you for proving my point

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598860#Comment_2598860

    Just enough time for the survivor to be able to get around the corner. His movement while holding the gun, even though it was buffed from before, is still slower than his normal walk speed.

    Yeah it is, but its not an instant change, its gradual, and its only noticeable if you actually hold it down.

    If you aim and shoot as soon as you can your movement speed is practically unchanged, so aiming around corners is still viable

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598835#Comment_2598835

    So you think fighting games are just random and take no skill? They are all about guessing and getting in the other persons head. DBD just has such a low level of skill that people equate dropping a god pallet with skill and call that counterplay.

    Fighting games require reads but the difference is both players actually have the time to study their opponents and try to recognize patterns, also certain chains can only yield certain results and you can some times opt for the less punishing result.

    In Dead by Daylight that just isnt the case, since if you guess wrong you get punished the exact same way, you cant opt for a less punishing scenario since there is none.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598823#Comment_2598823

    100% wrong- his core gameplay has changed. Because it takes so long to raise the gun, he now can't take a shot at survivors while they go around a corner at a loop. That's not "raising the skill ceiling". In fact, that's lowering the skill ceiling and limiting what he can do. You can do all the mental gymnastics you want, but the results will show that people stop playing the character because he isn't worth using.

    "So long to raise his gun"

    .2 seconds longer, which makes him lose like what, .1m of distance compared to before if even that?

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598807#Comment_2598807

    Don't get me wrong, i hate spirit and don't care about her nerf, but Deathslinger had plenty of counterplay and required actual skill and prediction or mindgames to make the slinger do what you want them to do.

    This update made it easier for survivors, nothing more.

    Of course it made it easier for survivors but only out in the open, how ever a skilled Slinger just like a skilled Huntress can still down a survivor with ease. And at the majority of loops, especially high wall loops, their perspective remains unchanged. Since he doesn't have an obvious sound when he starts aiming like Huntress or Trickster.

    There was no skill involved with guessing right, and it was no fun essentially watching a cutscene.

    I will say tho, his TR change was a bit unnecessary.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598784#Comment_2598784

    They lowered his skill ceiling by removing quick scoping.

    It's okay, I'm sure survivors will love dealing with Blight and Nurses instead.

    And by removing his quick scoping they removed his free zoning, survivors can now attempt to juke him when out in the open, and if youre good at aiming his Lethality doesnt change.

    At high wall loops he can start aiming as he's turning a corner, this interaction has literally remained unchanged from the survivor perspective since he doesnt have an obvious audio cue like Huntress or Trickster.

    The only change that Im iffy on is his TR one, that really wasnt needed.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598784#Comment_2598784

    Just as the spirit nerf did nothing to increase the killers skill or change how they are played, this also doesn't increase Deathslingers skill.

    These changes just made the survivor side take LESS skill and allow them to play more braindead and just enter auto pilot at loops.

    It does change how you play these killers, because now Survivors actually have a chance and now theres an interaction between both sides, instead of it being the "Spirit/Slinger cutscene".

  • @SlothGirly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598784#Comment_2598784

    there's a difference between a high skill ceiling and whats fun. Nurse is incredibly hard, but she doesnt feel like ass to play. By most accounts Deathslinger is now seemingly just a worse Huntress. both practically and ergonomically.

    Compared to how she felt like before? Yes, she is ass to play, and people cried about it when the nerf happened

    and Deathslinger was always just a worst Huntress, since the day he came out

  • Look at the game 3 or 4 years ago, then come back and tell me it was harder back then

    Survivors had no idea how good they had it back then...

  • @Phasmamain said:

    All it did was make him annoying to play as. If the nerf wasn’t major then why doesn’t anyone play him anymore?

    Because the moment something requires a higher skill ceiling, no matter how slight, people will just give up and refuse to adapt

  • Legion

    There is nothing you can do to make this killer balanced unless you massively overhaul their power, theyre either incredibly weak or incredibly strong.

  • the nerves on this guy... insidious camping the damn cover...

  • should of just killed them quicker 4head

  • @Rey_512 said:

    Why play a “horror” game if you’re easily scared? Just play Animal Crossing or something.

    Because its the only succesful 4v1 asymmetrical game on the market?

  • Play the game

    Dont let the game play you

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