Sinister0208
Sinister0208
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- Username
- Sinister0208
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Killer - new tinkerer will be lit
Survivor - I know its not underrated but I don't see enough people running Bond on solo Q.
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@Funguu said:
https://forum.deadbydaylight.com/en/discussion/comment/1460126#Comment_1460126
The non immortal's until proven immortal - Trapper, Wraith, Billy, Hag, Nurse, Huntress, Doctor, Bubba, Pig, Clown, Legion, Plague, Ghost Face, Demo
The immortals - Freddy, Spirit, Pyramid Head
Not very clear/unsure - Oni, Deathslinger, Micheal Myers
Lol nah
The immortals - Freddy, Spirit, Pyramid Head, Micheal Myers (also).
This.
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Although not slowdown perks per se. Discordance and tinkerer (especially the new one coming in the update - new tinkerer with ruin will be a good combo) are really good perks to know where to apply pressure. PGTW is the only slowdown perk I run on nearly every build currently as knocking off 20 sec of a gen is pretty good (where it would take new ruin 40 secs to do the same - if it lasts 40 secs in the first place).
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@Cardgrey said:
https://forum.deadbydaylight.com/en/discussion/comment/1459184#Comment_1459184
So your telling me that me getting 9 hooks and using it with blood wardan to get the 12 means I failed?
Cause you 12 hook most games right? Cause I try for it every time.
If the exit gates are open, then you technically lost already. Which is why opening them as a killer to start the EGC is a way to concede the match.
I have done end game builds with blood warden, NOED and bitter murmur before too (blood warden when it did proc was funny as hell), though I don't think it is something I would do on a regular basis because I prefer trying to win before the gens are powered. Its hard to 12 hook every time and we aren't supposed to be able to every game.
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@Clevite said:
I won't play either perk myself.
They are both strong perks that reward failure. And give you an unearned advantage.
I think DS as defensive perk is fine. When its used offensively and along with certain perks then it becomes an issue. Maybe it needs the change which Scott suggested in his video.
I personally I am more bold in my decision making when I use DS and it gets me or my teammates into trouble, which is why I stopped using it. Knowing that I had it made me play way worse because I knew I had a safety net and would make silly plays.
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Hahaaa leave my Bam Bam alone
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....
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@Misteriluminado said:
https://forum.deadbydaylight.com/en/discussion/172596/for-those-calling-ph-and-deathslinger-op
Chill down bruh many calculations are you ok? XD
Sorry that a couple of simple calculations are too much for you.
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I agree, if were to offer more. Then 1 sec* ADS (slightly bigger hitbox than now) and has a max range of 5m (give or take a few metres). At 2 secs* (some sound prompt triggers) the ADS would also have bigger hitbox and a max range of 18m.
I would like his movement speed to be moved up to 4.6m/s (115%) and his reload to be reduced from 2.75s to 1.5s*. So he has better mobility.
This way he isn't able to quick scope close range, but at long ranges he has better accuracy and at least the survivors can try to avoid the shot knowing he is aiming.
To further improve him the slowdown of 60% movement speed while reloading should be increased to let's say 80% (again a figure that is balanced).
I think a cool mechanic would be if he had an infectious fright like proc when he hit a survivor (as he is 'the deathslinger' so he should instill fear in survivors by shooting a gun).
* times can change based to whatever is more balanced.
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I would like a sort of kindred as base kit for survivors (changes: after 5 seconds of being hooked all survivors can see the killer in an X radius (8m?) of the hook - not the other survivors so that kindred still has a use - maybe also add another buff to kindred to compensate). It would be a huge buff to solo Q. Plus the 5 seconds, or however long, lets killers like hag and trapper setup without giving it away to the other survivors (I know SWF counters this but thinking about solo here).
It won't solve camping but at least the 'just do gens' part will be a fair argument.
Simultaneously (not after) I would like survivor perks that revolve around hooks to be looked at too.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1454044#Comment_1454044
He would be crap. 110% move speed, can't down people from range, and no quick scope. He would make clown look good. The only way to make this work is to lose the chain mechanic and have it be a hit scan, instant damage with a longer reload.
Yeah I am not suggesting that this would be the total extent of his rework - just aspects that I would like.
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I would love for him to have a sort of sniper mechanic, slower ADS but much better aim - which gets more and more accurate (like Huntresses hatchets) and a faster reload by default (rework his reload add ons). Not sure how viable this would be.
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Because they have DS or Head on or they are pretending to have it (or might have inner strength).
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I like the fact that you have learn the game over time and I am still learning to this day, even though I got it in 2016. I might take time off from it now and then but I always seem to come back to it.
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No more '1v1 me bro' please.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1453939#Comment_1453939
Azame* I've told you time and time again there is no way to tell when hes gonna shoot. Leaving you to guess. Not to mention he shoots so fast its unreactable. Provide me gameplay footage of you consistently outplaying DS then I'll change my mind but you most likely wont because the "counterplay" yall speak of doesnt exist and you guys cant preform it yourself. Just like the other guy who tried to claim he has "counterplay."
Its like banging your head on the wall. A good DS should be able to outplay a survivor who doesn't break LOS, if the survivor doesn't juke (or the killer aims right) and gets hit then yeah the DS should get a hit - fair play to the killer the hit box is tiny (I am saying this from a console POV) - even then it doesn't guarantee a down because YOU can break his chain and stun him for 4 second (more or less a decisive strike duration - is this not also a counter play? Because Plague can make you broken without even seeing you) and take the deep wound. He is meant to be strong in his chases because what else has he got? Can't teleport, can't traverse the map with his gun, walks around at Hag speed and isn't exactly inconspicuous to make full use of his terror radius.
I have said before I would prefer his ADS mechanic to change, but just to neuter him as you have suggested by giving him essentially a 4.75s cooldown (which is close to Bubba tantrum) every time he misses is insane. It suggests perhaps you shouldn't talk about reasonably balancing him because it seems that you have an agenda to push.
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@azume I am not saying that they don't require some changes, but this notion that just because they excel at close range chases there is no counterplay then that is wrong. Because counterplay isn't just looping a pallet or jumping windows, for example good OoO users learn to keep distance from the killer - the same method can be applied to these killers. I have already linked Fungoose's video in my original post. He has similar ones for DS too.
Moreover this constant, '1v1 me bro' is kind of childish - unless you're 11 please stop.
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*than these two
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@BubbaMain64 said:
I mean if we're using Scott as an example, he explains clearly why it's a problem. It's not that they're op, it's just that it leads to stale gameplay. PH's intended use of his power sucks, but with his zoning he can secure a lot of hits for basically pressing a button. Deathslinger can do the same and has a power you can barely react to. A chase with a Deathslinger is like Nurse but without all of the fun aspects. You just keep distance and LOS between the two of you since you can't actually loop him. But he never catches up and its just you holding w the whole match. PH is just cheap hits for free since "oooh I'm gonna do it oooh just kidding I didn't do it :))" smack. That's all PH's game play boils down too. PH needs his power changed to be more appealing to use and remove the zoning. At the current moment in time that's all he really has going for him.
Scott's video:
I don't disagree. As a PH main I would take a change on his M2 (which I have stated before on this post). I just don't think either are OP and it doesn't mean they don't have counterplay. Both missing with their power can lead to a large gap between the killer and survivor, but if survivors are going to play them the same way they play wraith (for example) then of course they are going to complain.
I personally find doc, freddy and spirit far more oppressive as a survivor that these two.
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Avoid deathslinger on console.
BAM BAM (Oni) is strong on console if learnt properly.
Legion is meh (discordance is good), so is clown but he has one of the best gen perks (PGTW).
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1453714#Comment_1453714
Add a windup of 1-2 seconds and keep insta ads so he can pre aim and he cant unads instantly. The best way to think of DS is like og insta blinds never know when they will do it but it will happen in a less than a second and your blinded.
I offered something very similar for the deathslinger. Though this seems more of a nerf (as he already has to reload for 2.75s), for a killer who when he misses takes more than 20 seconds to catch up to a survivor (there is a good chance you can be out of his max range as well - since you can't catch up while reloading). If you want to make him have an even higher ceiling then you need to offer him some sort of upside that makes up for the change.
That said I much prefer an offer of a solution to the outright 'he isn't counterable' argument. Though for a killer that has low mobility, his chase power is his only saving grace (well awesome mori too) and even then it still leaves him below several killers in terms of strength.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1453645#Comment_1453645
The point it would prove is the lack of counterplay he needs counterplay
You can compare the DS insta ads to insta blind flashlights the killer had to guess when they would shine and after the Mathieu got hit with it himself boom nerfed like a week later.
Lets, for the sake of argument, say he has no counterplay, what would you do to improve him? Bear in mind a straight nerf will likely push players to towards spirit, freddy and doctor who have plenty of counterplay (kappa).
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1453560#Comment_1453560
Notice how you ignore the questions either get the 1v1 with scott going or I'm down to do it right now it's simple show the counterplay you are talking about.
I still don't see what this achieves, Scott himself in this post has said he feels neither need a nerf. So what point would it prove?
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@hahadrillgobrrr said:
https://forum.deadbydaylight.com/en/discussion/comment/1453553#Comment_1453553
Damn you beat me to it.
Sorry 😁
Oni just has great design all round. Best overall non-licensed character imo.
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BAM BAM has the best everything.
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@ScottJund said:
I don't think either killer needs to be nerfed. Pyramid Head is definitely more fair than Deathslinger though, as his power has limited aiming, reduced movement speed while aiming, and a red glow where it will hit. With Deathslinger its pretty much entirely on the skill of the Deathslinger with a little bit of luck thrown in. Not as bad as Spirit or anything, but still pretty bleh to play against.
Still, neither are overpowered.
Since we keep using Scott as a reference, lets see what he has to say about it.....
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I think being able to spend shards (or auric cells - might give them incentive to implement it though I wouldn't like this method) to re-roll a perk or the whole shrine would be better than what we have now. That said I know that they have specific shrines to help with the completion of tomes but if you have those perks (or don't care about the tome) then you should be able to re-roll.
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@derppug said:
My biggest issue is looping. I cannot loop for the life of me and any time a killer senses that I am a weak link, they'll target me a lot. I thought I'd be much better at 300 hours in but I'm not. Damn this game is rough.
This game takes alot of time to get really good at. I suggest watching Fungoose on Youtube, he is a really good educational content creator for both sides of the game.
Here is his basic looping tutorial.
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As long as the items and characters are visible then I don't care whether the names are shown or not.
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Honorable mentions:
Iron will (Jake)
Decisive strike (Laurie - though I wouldn't advice this at first if you are new to the game as its better to grasp the basics than to rely on this perk)
Spine Chill (bloodweb perk available to everyone)
Dead Hard/We are gonna Live forever (David)
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*if you play
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Claudette (Self care/Empathy), Meg (All three), Dwight (bond - is amazing you play solo Q).
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Take a break, I have gone months before picking up this game again. I have blocked messages from anyone outside my friends list on PS4 because of this game (and FIFA).
Solo Q survivor and killer can be frustrating to play. With killer, blocking messages has helped and watching content creators over the years has helped me become better at the game. With Solo Q generally in higher ranks the survivors are a bit better (though don't be surprised for potato play there too) - for me running bond has made it more easier to play solo Q. Hope this helps.
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@NumB_16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1452977#Comment_1452977
Killers with no counterplay a good design route? Ok...
Im done with this thread now
I don't think there is a killer without counterplay. I think I have given enough points to suggest that you can outplay a PH, just don't expect to at a small loop or if you keep giving up distance.
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@NumB_16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1452889#Comment_1452889
Ofc the survivor will go down eventually. The point is not that, its how long the chase lasts and to see this counterplay that person is talking about.
https://forum.deadbydaylight.com/en/discussion/comment/1452890#Comment_1452890
Again, no one is saying OP. When will people read and learn the diference between OP and uncounterable.
And i dont mind losing as long i have fun chases where my input as survivor matters a.k.a. not spirit, deathslinger and pyramidhead.
And i play both sides since beta, playing those killers feel cheap and not rewarding.
Yeah @Yamaoka explained. I knew about 1v1s in FPS games, new to me for DBD - guessing this is a KYF thing.
I don't think 1v1s proves much - skill of the killer and survivor can vary alot on regular matchmaking. PH is strong at zoning, if you watch Fungoose's video it shows that it doesn't translate to being strong in all aspects of a chase.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1452889#Comment_1452889
I suppose a 1 v 1 is basically lost if the survivor manages to run you for minutes as that's basically a lost game for killer if everyone's effectively doing gens in an actual match (which is obviously not always the case especially in solo queue).
I see. Interesting that Scott done that. Would like to see it for PH. That said if the survivor chooses to hide, then isn't that accomplishing the same thing (i.e time wasted).
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Ironic that you are actually dodging with a perk called dead hard.
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Its British slang - just means really tough
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@NumB_16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1452842#Comment_1452842
Again would like to see you counterplaying someone decent at pyramidhead.
Maybe we can get a 1v1 going like @ScottJund arranged the deathslinger one, and the outcome will be the same.
How does a 1v1 work? Even a no blink Nurse would eventually beat one survivor due to bloodlust.
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See Vinnie Jones.
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@ScottJund said:
I don't think either killer needs to be nerfed. Pyramid Head is definitely more fair than Deathslinger though, as his power has limited aiming, reduced movement speed while aiming, and a red glow where it will hit. With Deathslinger its pretty much entirely on the skill of the Deathslinger with a little bit of luck thrown in. Not as bad as Spirit or anything, but still pretty bleh to play against.
Still, neither are overpowered.
Really think the 'strength of holding W' video applies here.
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@NumB_16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1452801#Comment_1452801
I would like to see this counterplay you talk about vs PH.
OhTofu was playing PH last night on stream for a long time to prove exactly this, survivors will get into the lose lose situation no matter what.
I didn't watch the stream, but from playing PH, survivors who know how to counter him properly (especially teams) can waste a lot of his time. They avoid the trail like the plague to the point where going down is more valuable than losing their DS/BT etc.(fair play to them). His M2 is hard to hit unless its at a locked animation and if you miss they gain alot of distance if they run straight after.
I had the same problem playing against him initially, I kept trying to loop him and kept getting punished. Now I keep distance as much as I can and loop a tile probably once, break LOS and move to another (Fungoose is really good to watch for info for both sides). This wastes a lot of his time especially if he assumes you will carry on looping.
Link to Fungoose's 'Looping WITHOUT pallets against The Executioner' video below.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/1452745#Comment_1452745
Wow a person who can call out absurd strengths but acknowledge glaring weaknesses to a perk or killer. This should be standard when evaluating game play design but nonetheless I'm glad to see constructive criticism. I agree Deathslingers ads is pretty crazy but for all the time spent reeling and reloading a single shot the dude needs either a larger capacity or to have an instadown apply on his redeemer depending on how long hes adsing. If your a two hit killer and your low mobility your usually garbage and that's where a lot of crap killers tend to be.
Now would probably be a good time to look at potentiality having different weapon wiping speeds for slower killers. I always disliked how Deathslinger wastes so much time wiping his gun, reloading after every shot and spends so much time reeling in survivors. Imo its where he loses most of his time. My concern is that Deathslinger having a longer ads would leave him in an unplayable state and especially after legion and billy I don't trust behavior to address Deathslingers core issues. Its hard to not be defensive about nerf's when killers with these kinda track records don't get fixed. They get neutered.
To be honest I haven't played as much deathslinger to fully grasp his potential or what would be the best way to rework/fix him. I think this is where objective (as possible - we can't run away from our biases) deathslinger mains should give feedback. Perhaps a movement speed change would work to balance out the ADS slowdown. That way he would have some map pressure back - I agree he seems to be slow at everything else currently.
I can offer more feedback with PH, because he is my new main and I have played a spectrum of survivors with him and also against him.
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On PH, If they removed 1 sec from the M2 cooldown (when you actually used it) and applied that 1 sec to the fake instead then I think that would be a fair trade off. I think his M2 should also apply torment but that is for another discussion.
With deathslinger I can see how on PC he might be more accurate, I think with him his ADS should be slower and his ADS accuracy/hitbox should be better/bigger (maybe more the longer you ADS like huntresses' hatchets) that way survivors will have a cue and it rewards players who are accurate. Right now you have to essentially quickscope with him as his full ADS aiming is really weird (you notice this a lot if you play FPS games).
What I don't want to see is me having to play spirit or freddy again because lower level killers are catching unnecessary or unbalanced (i.e. no buffs to compensate) nerfs.
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I moved back to sprint burst recently after using dead hard for a long time. I think it suits my playstyle more and it works without being injured so its useful against one-shot killers, plus I hate being on the ground after dead hard fails to proc correctly.
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@Bullettimegod said:
https://forum.deadbydaylight.com/en/discussion/comment/1450155#Comment_1450155
As someone who plays both pc and console dbd.. fps drops on console is redic to the point i dread even playing it on console. There is no excuse devs should have on why its been broken this whole time.
True, thing is I don't usually experience this when I play survivor and I hate it when it happens as killer when you need a crucial down especially when you are under pressure to apply pressure.
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Some people are toxic regardless of the platform used/played. Part of it is down to game design which BHVR are responsible for. Then you also have some content creators who promote toxicity and people try to emulate them.
Some, not all, pick a side and are biased in their thinking. Shouting for changes to something not considering what it does for the other side. Even if they play both sides they probably have a favoured side.
This isn't unique to this game, and there are also some decent people in this community too. Forums also usually bring the more 'passionate' players to them.
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The recent increase in sensitivity has made it easier to hit survivors that try to juke on PS4. That said FPS drops are frustrating as hell, you end up whiffing even with no lunge. Autoaim doesn't always work for the killer, I am worried that the upcoming server side hit validation is going to make it worse unless they fix the fps issues on console.
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At least it takes actual effort (unlike NOED/DS etc.) and encourages leaving the hook. ToTH makes it really strong otherwise it can be cleansed at 3 stacks quite often (i.e. once they know you have it).
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75% for both, on killer it has really helped against 360s/Jukes.