TAG
TAG
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@manytimes said:
https://forum.deadbydaylight.com/en/discussion/comment/1152648#Comment_1152648
There is no bias to be found here.
SWF is game breaking, giving you advantages the gameplay and balance doesn't account for. It is toxic, disruptive and its funny how you see yourself as some victim in all of this when u play with this toxic advantage.
"The killer told everyone he 4k my SWF even with all our advantage with comms! i couldn't stand for that!"
"The killer told everyone he 4k my SWF even with all our advantage with comms! i couldn't stand for that!"
But that is a lie by omission, though.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1152840#Comment_1152840
because they have absolutely 0 impact on a match, they don't stop anyone from doing anything, so they shouldn't be bannable.
Yes, I am aware of this fact.
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@Seanzu said:
Because the only thing deemed "toxic" in this game is clicking your flashlight & tbagging on the other side of a pallet.
Neither of those things are bannable, though.
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Had that happen to me yesterday while playing. Apparently it goes away if you get blinded again after that.
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If it was removed, I imagine it would have been announced.
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PETEY
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@mj2303 said:
I just wish people would stop using streamers as examples of anything in the game (and I stream myself). Go off your own experiences in the game not what others do or appear to do. i'm sure there are plenty of great killers out there who don't stream and are relatively unknown.
But I just wish people would stop taking streamers playstyles/loadouts as the 'best' way to play.
If I were to go off of my own experiences, every Killer in the game would need to be buffed. I'd rather go off of the experiences of players more competent than me. :P
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1152171#Comment_1152171
To give an example, you're not getting a hatchet at a long wall short wall unless the survivor gets greedy, in which case you can just M1 anyway. You'll see them running around the corner, but if you start to wind up a hatchet, they'll get around the corner by the time you can throw it.
Meanwhile with the Deathslinger, you see them, you can hit them. It doesn't matter if they're near the corner or not.
There's a lot of instances where you can get hits with him that the Huntress could not purely due to the lack of a wind up.
I'll give you the example, but I'm gonna need some convincing that the number of actually relevant instances are actually significant enough to actually make Deathslinger at least comparable to Huntress at close range.
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@manytimes said:
https://forum.deadbydaylight.com/en/discussion/comment/1151891#Comment_1151891
I can read just fine, but everything OP says after "so me and my SWF... etc" is irrelevant. SWF is toxic in its nature and OP got to taste a little of his own medicine.
OP got a taste of their own medicine by the Killer straight-up falsifying images to make the situation look different than it actually was?
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@iBetClaudette said:
How about it stays the way it is
How about we buff it so it isn't trash tier?
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@Peanits said:
I wouldn't say so. I felt that way at first, but the more time I spent playing with and against him, the more I realized that he's actually very different. Huntress does better at long ranges and in low loops (she can throw over stuff and curve her hatchets). This guy does better at close range in loops with high walls (he's got no windup time, giving him way more opportunities to use his power). He's also has no lullaby, so you can show up and shoot someone before they even know you're there if they're not paying attention.
Having played a ton of Huntress, I wouldn't say that one is objectively better than the other. Each is better in different scenarios.
Considering that Huntress can down from healthy faster than Deathslinger and can potentially down through a dropped pallet unlike Deathslinger, I'm not convinced that Deathslinger is better at close range.
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@Iron said:
https://forum.deadbydaylight.com/en/discussion/comment/1152042#Comment_1152042
You'd be surprised, I play in red ranks as killer and all you need to do is show you don't respect pallets and they start falling
I definitely agree that the pallets start falling. The problem is that that is not a good thing. :P
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1152035#Comment_1152035
I've seen some streamers run that sort of build before, but never thought to try it since I always try keep Sloppy and BBQ with my perks. May run Agitation instead just for the lols
When you get it going, it is a lot of fun. It is especially funny when a Survivor botches a flashlight save, eats a hit, and then thinks that they can get the save on the second attempt.
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@Iron said:
https://forum.deadbydaylight.com/en/discussion/comment/1151918#Comment_1151918
Only follow injured survivors into the asylum, they are much more likely to drop pallets to avoid hits. If you don't feel you can end the chase quickly then break the pallet and leave. They will have to heal up and move on if the asylum gen is done already and if it isn't then give vague pressure, see if you can force them to drop out and kick any pallets along the way. The objective in buildings like the asylum is to destroy the strong points or force them away from it. Throw on I'm all ears if you're having trouble knowing which way they are going after a vault out of the glass room/side vault/any pallet.
A lot of that feels like banking on Survivors not being good enough to keep calm while injured, which I think is something you can rely on less and less the higher rank you go.
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@Mikeasaurus said:
I've started using Mad Grit and Iron Grasp for this reason alone. Let them sabo and body block all they like. That survivor ain't leaving their new home!
If you're gonna go that route, I STRONGLY recommend adding Agitation for maximum memes. Combined with Mad Grit and Iron Grasp, you become fast enough that you can actually start chasing Survivors for a bit while carrying someone.
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Anyone who talks smack about Petey has a Rancor with their name on it.
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@tehshadowman33 said:
It's on the top floor of the saloon. If the survivor runs to the right and curves around there's a window that can't be walked around.
I'm pretty sure that top floor has at least two breakable walls, so I highly doubt that god window is actually a god window.
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Ran up against a 4-man SWF sabo squad in Thompson's House (I know it was SWF because I went up against the same team several games later, minus the sabo tools). I had my Agitation/Iron Grasp/Mad Grit meme build. They got through the first few gens pretty quick, but blew through a lot of good pallets in the process. Then they tried to sabo hooks to save a fallen teammate, and it all went downhill from there because my build counters sabotaging better than any garbage Hangman's Trick. :P Most of the good pallets being gone meant I could safely chase one of them while carrying someone else, and by the time they had managed to get to the fourth gen, the last two players had given up because both were on death hook and one was already being carried.
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@Iron said:
Break the indoor pallets when they are dropped, learn the building drop points, drop chase if necessary, let them complete asylum gen and keep a 3 gen on the outskirts of the map, hook away from the building. These are all viable on this map as the map has big open sightlines between the jungle gyms and the main building.
In order for you to break the indoor pallets, you kinda have to waste time chasing someone inside the building, no? That kinda seems like playing right into their hands.
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Found the Pig player OP was referring to. :P
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1151846#Comment_1151846
https://forum.deadbydaylight.com/en/discussion/comment/1151849#Comment_1151849
I always think to myself, man this is just a game unless you’re one of a handful of people who plays/streams for a living.
You’re never gonna out in your resume “had a legit red rank 4K as pig.” Or use it as a pickup line lol.
"Hey baby, how'd you like to Devour my Hope? ;););)xoxoxo"
-Dead By Daylight perks that wouldn't make for great pickup lines
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Perhaps someone can test this in KYF?
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Lol, nothing that Pig player can say would cover up how stupid they must have felt after being exposed.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1151769#Comment_1151769
Alright, didn't know that o.O But in that case, it would be a bad combo with Rancor. So you can be sure the last survivor is on instadown and moriable, right after you maybe killed the second last survivor with Rancor. Also meaning that the survivor will not be able to take the hit at the gate and finish the last %
Rancor doesn't trigger if the Hatch is closed. Only when all five gens are done. Unless you mean after all the gens are done, in which case I don't see how that's different from Nemesis + Rancor.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1149361#Comment_1149361
"IF"
but you put assumptions like that, you also allow the potatoes to escape, because the one who did everything dies on first hook while the last living potato crouches scared around the map. You would need to add something like "10% faster gate opening per 100% gen progression" or "x% faster running per 30sec chase during EGC" to solve "escape rights" like that. From a "team" view, the killer deserved the 4k. He controlled the trial and in the end, a 1v1 is killer sided. Or maybe also add a "Entity pardons you when you get chased at least one minute during EGC and do not get downed until the timer runs out" :P
But I also don't get the reason for this nerf. As @Doc_W__HOLLIDAY said, they should simply remove the effect when EGC is active or better when only one survivor is left, because EGC can also happen when someone uses a key and you close the hatch. So there might be several survivors left that can work together to get the gate open.
Now, it still screws the last survivor because opening gates is only possible on indoor maps where they always spawn with biggest possible distance, and versus multiple survivors it is simply too weak now. The intention to nerf this for EGC just adresses the idea too less and breaks the original purpose, so the perk is pretty much useless.
@TAG it is not only the obsession that gets the slowdown. When gates are active, it doesn't matter who the obsession is.
The Obsession is the one player NOT affected by Remember Me.
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@[Deleted User] said:
I think he is half decent, I think he might need his terror radius looked at because with monitor and abuse it is near non-existent; but that if they do there would need to be give and take because he definitely does not need to be nerfed...at least from my impressions so far.
16 meters is the same TR as EW2 Myers. Far from non-existent.
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@Joelwino said:
Your icon is a Pig perk. How do you not have hangman's trick unlocked?
Because Hangman's Trick is garbage?.
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@OtakuFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/1150685#Comment_1150685
Just like how the developers ######### in the fandom's mouth only for people like you to still defend them =)
Here we have a thread where both sides are claiming that the devs only cater to the other side. :P
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@OtakuFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/1150663#Comment_1150663
The developers cater to the survivors, fact.
See? Like clockwork. :)
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IMO, it couls insta-mori everyone the moment someone even thinks about sabotaging a hook, and it'd still be trash. As long as it is only designed for answering sabotaging, it will never be good.
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@Hoodied said:
HEY, LEAVE BIRD UP ALONE
I was in favor of keeping the bird until you said this.
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Keep the vulture. His name is Petey, and he is my friend.
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@PigMainClaudette said:
Legion also has a 32m Terror radius and an increase in movement speed when they use their power. They also require everyone to be close for the whole hit everyone part, lose the ability to see scratch marks and have a fairly long slowdown and stun after using their power.
If they WERE to increase his movement speed to 4.6m/s then they would increase his terror radius. This would make him WORSE than his current iteration as his range is shorter than you think and survivors would have more warning as to his approach.
Eh, I'd just equip Monitor and Abuse to bring it back down to 24.
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@Seanzu said:
I like him, he's fun.
I also think he is fun. Not good. But fun.
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@Drywatr said:
https://forum.deadbydaylight.com/en/discussion/comment/1150391#Comment_1150391
What would you recommend? Im all for buffs if they would help him.
115% base speed? He feels like molasses, and I don't feel like his power warrants it.
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Me thinks Deathslinger needs something to increase his map pressure, because he has very little atm.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1150196#Comment_1150196
um and what are you talking about? you cant say to a player to stop playing:( its up to them if they want to stop playing bud.
dont be soo rude:(
That player was banned anyways, so I'm willing to bet it was a troll alt account.
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@Acesthetiic said:
https://forum.deadbydaylight.com/en/discussion/comment/1149944#Comment_1149944
You don’t think he’s good? What are your thoughts on him?
Bad at loops, little map pressure, satisfying as hell to nail someone with the gun.
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Ehhhhhh, he's fun. I'll certainly give him that. :P
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From what I can recall, Spirit was schwarbage on release.
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I don't think anyone can argue that the Plague isn't better now than before the update, barring any sudden bugs that screw her up.
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90% Killer, 10% Survivor? That seems about right to me.
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Now whenever a hook breaks, instead of being broken for 10/20/30 seconds, it will be broken for 2/4/6 meters. /s
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@Rivyn said:
We know. Everybody knew. He's trash in high rank play, but the devs only look at the low end of the spectrum.
Best bet is to force a three gen, but even then, he moves so slowly I don't think you can capitalize.
I did have a game in PTB as Deathslinger where three gens were SUPER close to each other, and all three were tagged with Surveillance. Even with three people left, it was straight-up impossible for anyone to properly start a gen. Granted, this was an extreme circumstance, as I was surprised by how close the three gens were. :P
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@DocFabron said:
Cause of EGC.
If killer closed hatch and the survivor had to open exits, they'd have no chance.
Tbh all they had to do was make it not activate if the hatch is closed...
Alternatively, always make the last Survivor the Obsession.
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@Raven9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1149240#Comment_1149240
These dc penalties are empty, they kill themselves on the hook; D You will understand what I say in time ;D
Free kills on top of that? This deal just keeps getting better and better.
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@Raven9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1149210#Comment_1149210
If buff comes to this killer, dc is always coming in the match!
That's fine, considering that punishments are in place for those DCers. :P
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@Maníaco_da_garrafa said:
https://forum.deadbydaylight.com/en/discussion/comment/1148855#Comment_1148855
It was "dead", you're overexaggerating this change.
I disagree. I think it takes a "dead" perk and makes it more "dead." I doubt I would EVER equip this perk as-is.
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@Maníaco_da_garrafa said:
https://forum.deadbydaylight.com/en/discussion/comment/1148802#Comment_1148802
As i said, Old HT would simply be overkill compared to the new sabo mechanics, it needed to be toned down.
HT is not dead, it's just as situational.
Old HT was already one of the worst perks in the game. This is a worse version of that perk. It is dead. :P