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TheMythicalCat

TheMythicalCat

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TheMythicalCat
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  • No. It's kind of dumb, but could lead to some stupid combos if they could (Like Ruin + Dead Man's Switch forcing a regress for up to 45 seconds). It's probably best that they can't.

  • @metalklok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1442783#Comment_1442783

    so you would rather play the same meta for 5 years then to TRY to change it like every other game. Yugioh/magic/pokemon straight up bans cards or limits them when they become a problem and constantly introduce new metas, league or legends/smite monthly buff/nerfs items and characters till they find the right spot. The meta in all games should be a balancing act in which the devs keep buffing/nerfing things till they find balance but DBD devs just release thing then the might slightly touch once every few years.

    Did you ignore the part where I talked about what I would rather them do? And either way, I personally don't need a meta change, I just need more stuff to be viable.

  • I think this would be a risky move. Lets imagine that they take the top ten perks on each side - DS, Unbreakable, Borrowed Time, Dead Hard, Sprint Burst, Iron Will, Spine Chill, Adrenaline, Lithe and one other perk. As well as Pop, BBQ, Sloppy, Nurses, Corrupt, STBFL, Infectious, Monitor, NOED and Whispers.

    Now, first of all, what happens if one side gets gutted way more then the other? What happens if the Killer perks are still very useful, while the Survivor perks are nerfed into obscurity? Or the other way around? And what if the buffed perks aren't as good as intended? Lightborn and Hangman's Trick are perfect examples of this, perk buffs don't always pan out. So if a bunch of meta perks get nerfed to the point of being useless, and the bad perks aren't buffed enough, then even if that happened on both sides, all that's happened is the game got weaker. It wont be nearly as fun to play anymore. If one side is left way better then the other? It would be the most hated update in the history of this game, up there with the one New Year update that was #########.

    The second issue with this, is that the top perks are top perks for a reason. There needs to be anti-camping, anti-tunneling perks for the Survivors. Do they need to be this strong? No, but they do need to exist. If DS and Borrowed Time become unusable, get ready for everyone to camp. BBQ is a huge perk for killers with mobility, removing this guts their ability to utilize this mobility. Not to mention that if BBQ is #########, then if you want those double bloodpoints, you gotta sacrifice a perk slot. No Pop anymore? Unless another anti-gen becomes ######### amazing, good luck playing slower Killers. The only reason some Killers could still be viable after the Ruin nerf is because of Pop. No other perk, except Corrupt (Which would get the axe in your criteria) can give slow Killers slowdown as much as Pop, so any other Perk that tries to replace Pop, but is weaker then Pop would ruin a lot of killers. Nerfing Infectious severely weakens Oni, Myers and Plague. And yeah, you could argue Oni could use a nerf. But not Plague and Myers. If Whispers is gone, Ghostface, Pig and Trapper all get nerfed as well. All three of them can make great use of the perk, Pig and Ghostface to know when to stealth, and Trapper to know if it's safe to place traps. There are more examples, but I don't feel like going through all of them.

    These issues COULD be addressed if the buffed perks are good enough, but the Devs aren't perfect. Given how many perks are bad, do you really want them to try to rebalance a bunch of perks at once, potentially ruining one, or both sides? Because I don't. I'd rather they buff lots of weak perks, nerf maybe a few strong ones, over a longer period of time. That way, one side can't just be completely gutted in a single update. Which seems to be what they're doing, with the most recent update looking at two Killers with pretty ######### Perks. A decent, but greatly flawed idea.

  • Thana, Sloppy, M&A, BBQ on Deathslinger

    Slow the game without needing to touch a generator, keep everyone injured with Deep Wounds.

  • @darwinsbrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1437495#Comment_1437495

    The 2nd chance perks also only work under certain conditions and are situational. Survivors can get 2nd chances but killers also have many ways to takes chances away.

    And I touched on that earlier in the thread. Second chance perks are a lot less situational, and the conditions are easy to get.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435871#Comment_1435871

    Killer insta down, only works if you are near him

    Only actives if your not already injured

    Wow so weak

    Very few insta-downs have just those weaknesses.

    Tier 3 Myers, takes a long time to get to.

    Oni, takes a long time to get to and relies on Survivors being injured.

    Trapper, takes really good planning.

    Billy, requires good aim.

    Leatherface, can lose the chase if he messes up the chainsaw, and he has nothing else to help him.

    Iri-Huntress, bullshit but still requires aim.

    Iri-Clown, requires really good aim, and the hit with the bottle doesn't even result in the down.

    Iri-Deathslinger, nearly impossible to hit a survivor 15M away, and even harder to get them to you from that far away.

    NOED, only works if a totem is up and all gens are powered.

    Make Your Choice, forces you to be away from the hook, meaning the unhooker has a head start against you. Also forces you to not pressure gens to get the insta-down.

    Haunted Grounds, only works once per match, for 60 seconds, after a survivor cleanses the totem, meaning you have no control over when those 60 seconds are.

    Devour Hope, takes a while to get to, with the totem being vulnerable the entire time.

    Iron Maiden, sucks ass and the exposed is really short.

    Rancor, only works on one guy, when all the gens are powered.

    The only "free" insta-down is on Billy, Leatherface, and Iri-Huntress. Billy just got nerfed, and Leatherface has literally nothing else. Iri-Huntress IS an issue though, which will hopefully be fixed when they look at her add-ons. Compared to Borrowed Time, DS, Sprint Burst, Dead Hard, Balanced Landing, insta-downs are often way harder to pull off, or requires more luck.

  • @darwinsbrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435837#Comment_1435837

    The 2nd chance perks have drawbacks and are situational too.

    Borrowed Time: Killer needs to be near you. If they aren't near you, you don't need the perk.

    Decisive Strike: Only works off the hook. But you become unhookable for 60 seconds, even if they are on the complete opposite side of the map.

    Sprint Burst: Can't sprint everywhere. But you don't really need to.

    Lithe: Only works on Windows. Which are everywhere.

    Balanced Landing: Only works on elevated terrain. Which isn't that hard to get to in a chase.

    Unbreakable: Indeed situational, but people only really complain about it when paired with DS, where it has no counter

    MoM: No one complains about it

    Dead Hard: Needs to be injured. Which WILL happen in a chase, unless the Killer has an insta-down.

    I think that's all of them.

  • The only time I care what perks Survivors run are when they abuse perks in unintended/unavoidable ways (like using Borrowed Time as an offensive tool instead of defensive), or if they complain about me using strong perks.

  • The buffs honestly confuse me. The only time the aura read would be useful is tracking someone who tried to go for a flashlight save. It wont help in loops, if someone tries to blind you at a window/pallet... you can see them without the aura reading. Lightborne is destined to be niche no matter what, countering flashlights in general is niche. I think the buff is nice, being immune to flashlights is cool, but the aura read is practically useless.

  • Gotta say, this is one of my favourite ideas I've seen on this forum, and I'd play the hell out of this Killer.

    Usually I'd go through different things I'd recommend changing about the power, but I can't think of a single thing. The only question I have is if you can see Auras through the Darkness. Everything else is explained very well, and is a very unique take on a stealth Killer. Again, one of the best ideas I've seen on this forum.

  • Biggest thing needed is an add-on pass. Several add-ons are useless/counter productive to her playstyle. Having a survivor with a beartrap be exhausted is useless, you don't want to chase them, as an example.

    For her power, the general buffs to her dash (no/less sound), and less RNG for her Traps. Keep all the stats the same, but lower RNG on removing traps. By default, each of her 4 traps would get a number from 1-4, with no duplicate numbers. No one can see the numbers on the traps. A trap with 4 will take 4 boxes to remove, a trap with 1 will take 1 box to remove, ect. Change her add-ons so that there will always be the same amount of Boxes and Traps no matter what you run.

    Other then that, I think she would be fine.

  • Trapper: 2/5. I know good trap placements, and I'm pretty good with the general killer tools. But it's putting that into practice that makes me suffer as him. Though I can put it into practice fairly well, just not the best.

    Wraith: 3/5. In the past I would have said 5/5, but I stopped playing for a while and never picked him back up when I got back. I just don't remember a lot of stuff you can do with him, but I could get him back to at least 4/5 with a bit of practice.

    Hillbilly: 1/5. I've played a handful of games with him. I can hardly land hits with his chainsaw.

    Nurse: 1/5. Same as Hillbilly.

    Myers: 2.5/5. Same as Wraith, where in the past it would have been a 4/5. It's definitely not a 3, but not as bad as a 2.

    Hag: 3/5. There's still a lot I need to learn about setting up her traps beforehand, but she has a lower skill-floor then trapper, making me better at her in general. Still prefer Trapper, even if I'm better as Hag.

    Doctor: 2/5. I can't time Shocks. I really suck at using him in loops, but I can do everything else fairly well.

    Huntress: I don't know. I think I've played like 1 game with her and did alright.

    Leatherface: 3/5. He's really, really simple, not hard to get good with, though I haven't played him in a while.

    Freddy: 3/5. I still don't know how to use his snares that well.

    Pig: 3/5. I'm not the best with her dash, which stops me from putting her higher, but I can do well with her.

    Clown: I don't know. I hardly ever play him, and I haven't played him since his buff.

    Spirit: 4/5. She's honestly not that hard to pick up. Obviously actually mastering her is insanely hard, but she isn't that bad to get good with.

    Legion: 3/5. Same as Spirit, but with less room to grow with. Only difference is how much I've played them.

    Plague: 4/5. I can do everything except use Corrupt Purge very well.

    Ghostface: 1/5. I suck at stalking with him.

    Demogorgon: 3.5/5. I've gotten quite good with Shred, and placing Portals isn't that tough. Though I still don't really know the limits of what I can Shred.

    Oni: 5/5. Tied as my best Killer, and probably the Killer I've played the second most since I've gotten back into the game. I don't think I'm limited as much by how good I am with him, but rather a poor selection of perks that hopefully will be gone soon.

    Deathslinger: 5/5. My best Killer, and my most played since coming back. Landing shots is very easy for me, allowing me to easily down survivors in loops.

    Pyramid Head: 1/5. I have practically no play time on him, since he just came out and I didn't really like his power.

    Wow, I have a LOT of 3/5 Killers.

  • @PlantCollector said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428693#Comment_1428693

    Shadow Step:

    Yeah, good point. I think the 15 seconds are a bit too long aswell, was a bit short thought on my end. I agree, the vault speed addon shouldn't make it too strong or it has to get a higher rarity at least.

    Shadow Duplicate:

    The shadow duplicate is meant as a chase tool if you put them on specific points. As you said, it should defnitely not be something you can instantly set and activate so that the survivor has no reaction time, but it could be at least fast enoguh to put it down and use it to hit survivors running a straight path or in between the long fences on haddon field for example. Also it may help on certain loops, depending where you pet them down to either force the survivor to run around it, avoiding the path it may travel, or just hit them if they aren't carefull enough.

    I tried to make some examples for how you could use the power:

    https://us.v-cdn.net/6030815/uploads/OELHM3ZY0TPO/unbenannt.png

    Red = Pallet; Black = Tile/Wall; Brown = Duplicate and Travelroad; Purple = Killer; Yellow = Possible Hit Zone if the Survivor doesn't look out. Green= Path a Survivor may take to avoid the duplicate or he can side step it if he's quick enough or thinks the killer will use the ability.

    Since you call the Duplicate to you at any given time you want, you may also trick the survivor by holding the power button but not use the ability or just guess when the survivor might be at a place where you can land a hit with your duplicate.

    Hide in Darkness:

    I think i worded this poorly and im sorry for that, the effect makes your model thinner and harder for the survivors to see and you also get the benefit from the decreased terror radius. Your Vision isn't meant to be decreased. Thats why i thought a big cooldown like 60 seconds may be needed so that you can't activate it in chase and for traveling. But this could easily function the way you understood it and therefore your changes definitely sound on point and like a good idea for me.

    Unstoppable:

    Yeah, the breaking chase problem is something that may hurt this perk, thats why i wanted to have it at least still active if you lose chase for less than 5 seconds so you don't get screwed by that mechanic. I like your thoughts and that definitely sounds like a cool mechanic. I wasn't sure if 2 pallets were fair either, but you might be right that the perk isn't that strong and therefore the 1 pallet may be fair enough.

    Protect the weak:

    This was designed with the idea in mind to either counter borrowed time, as you said, or to punish injured rescuers that are trying to get their points without having to tunnel the unhooked guy, that might be nearer to you and therefore easier to catch. I honestly didn't think that this may be more niche as you said. Therefore this perk may not be the best.

    Deception of Shadows:

    I think your objection is really good. That might make it a bit stronger and more usefull.

    Thanks for taking your time to give feedback, i really appreciate it and it really means a lot to me. I agree that he might not be someone that has something specially strong that stands for him but maybe his appearance and the way he plays will still draw the attention of some players towards him.

    With that visual, I understand how Shadow Duplicate could be used, and it could be pretty useful like that. It probably would only work for one loop given the timer, but could get you some easy hits. It also covers areas where the Vault can't help you in, so he would have something to use in most loops.

    I see what you mean about Hide in Darkness. I think it could still use a change, as the problems I saw was more about how it recharges. I'm not sure how well the smaller model would change much, as you still have a Terror Radius, but it's a nice touch.

    Yeah, that second option for Protect the Weak could be useful, but it's still pretty rare that it happens. A SWF wont send an injured guy after hook, especially if they know you have this, and a solo survivor will probably be too scared to do it injured.

    No problem, I love providing feedback on these types of things. And yeah, not every killer needs to specialize in something. Several Killers already do that, and they aren't an issue.

  • I'll assume the vault speed is 2 seconds by default (0.3 setup, 1.7 normal vault). I think this could be a decent ability. Obviously can't be used everywhere, but being able to cover multiple options at things like the Cranes and Shack could have some nice utility. And given how slow vaulting speeds are, it wouldn't be that hard to avoid. Maybe if the add-on speeds it up too much it could be an issue, but that depends on how much it speeds it up. And not being able to spam it is a nice touch, though 15 seconds is a bit much, considering it's also tied to your other ability. Having no chase ability for 15 seconds could be rough, though it's one of those things that's better judged in practice.

    I can't really judge Shadow Duplicate. This one relies on the survivor so much that it's impossible to tell how good this would be. It could be unreactable, it could be way too easy to avoid. I'll say it's alright, probably easy to avoid, but has some uses. I don't really have a suggestion for this one, as I have no way to tell how viable this is.

    Hide in Darkness is a nice addition. Being able to gain a 24M TR at the cost of vision is neat, but I don't think it should start recharging once you use it. I think the timer should be shortened, but have it go on cooldown once it wears off. If you hook someone, activate the ability, find someone else, down and hook them, the 60 seconds will be up. It may as well not have a cooldown at that point. 30-45 second cooldown after the power goes away would make it not effectively permanent, and make people think about when they should use it.

    Overall, several decent things, but nothing overwhelming like most killer has. They aren't the best at anything in particular. Like how Wraith is the stealthiest Killer, Myers has the best Insta-Down, Cannibal has the best camping, Hillbilly has the best mobility, Doctor has the best tracking, ect. I think this is good and bad. For good, I doubt anyone would really have an issue with him. The fact that he doesn't do anything exceptionally well means that there isn't much to latch onto when people get angry. For bad, this means that everything he does will be outclassed by another Killer, leaving less people to play them. I think this is what happened with Demo. Good map pressure, decent chasing. But his chasing is outclassed by a lot of killers, and map pressure is worse then Freddy and Hillbilly, leading to people not having any specific thing to draw them to him. Similar thing here, there isn't any one thing that people will want to play him for, so the people who will main him will be the people who like everything about his kit. I don't think this needs to be changed, jack-of-all-trades are a neat thing to have in the game, but something to keep in mind.

    For the perks:

    I think Unstoppable is not good enough. You shouldn't really be breaking two pallets in a chase, and if you lose the survivor at all, it resets. If a survivor knows you have this, they could very easily break chase whenever you break a pallet, which isn't hard given how much structure is usually near pallets. And no bloodlust? That's too much. I'd say lower it to 1 pallet. It would make survivors weary of dropping pallets, as if they don't break the chase after the one pallet they have to deal with a possible 120% movement speed killer. And they still have a chance to break chase whenever you go to break one.

    Protect the Weak is honestly more niche then it would seem. It would work best against BT blocking, but nearly useless in any other situation. If the unhooked doesn't try to BT block, you usually go after the unhooker anyways. Especially since the unhooker nearly always tries to block for the unhooked. The only way I can see this working is if the unhooker can be instantly knocked down from healthy this way.

    Deception of Shadows is a really cool perk, with one small change. Make this totem be visible. There isn't really any counterplay to it, and hiding a Hex like NOED, Ruin or Devour is REALLY strong. Making this perk visible while all others are hidden would provide more counterplay to a really powerful effect.

  • I'd love to critique this, but there's some things I'd like to clear up beforehand.

    For Shadow Step, how long does it take to vault through Shadow Step? If it's the same as a normal vault, would Fire Up and Bamboozle speed it up? How far away can you create a portal? How long does the whole process of creating and stepping through a portal take? Does this have a cooldown?

    For Shadow Duplicate, does the duplicate become active immediately, or is there a startup before you're able to make it charge at you? Is there any limit to how far it goes?

    For Hide in Darkness, how small is his terror radius? You mentioned cooldowns in the add-ons, but it's not in the post. How long is the cooldown?

  • @DarKaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426301#Comment_1426301

    Oh, it certainly has flaws, but the idea was kind of the long-con playstyle, while also not requiring hook use at all to make the most of their Power. Hide-and-seek tactics are basically a necessity when fighting them, unlike every other killer ever.

    In regards to the comment about this Legion having the same problem as Meyers, the thing about that is that a survivor Morid by Meyers that way may have just been caught out, but in this one, the survivor needs to be caught FIVE TIMES, EACH. Just figured I'd emphasize that point. One smack to each survivor per generator pop, and then the endgame becomes a mad dash to the exit before they get Morid.

    Whispers, Ruin, Thanatophobia, Iron Maiden. Whispers to find the first survivor, Ruin to punish anyone who leaves a gen, Thanatophobia since you'll always be keeping everyone injured with this strat, and Iron Maiden to know when a Survivor tries to hide in lockers from you. Never leave your power, waste their time by slowing gens with Thana + Ruin, and make them constantly Mend. You'll give up Gens for sure, but the reward of instantly Mori'ing people is a great flip-side. It removes practically any downside to his power. Aura read is only 3 seconds? Whispers tells you if the guy who you saw is still in that area. Counter play is to hide? Ruin hard punishes that, and Iron Maiden removes Lockers as a hiding space. Given how much the gens will regress from Ruin, the slowdown from Thana, and the constant, CONSTANT mending from his power will make Gens go by pitifully slow. All the while, you're just circling the map building up stacks on everyone. 5.2 is FAST, so you'll be hitting all of them a lot. If they are close together amplify that by a lot. The counter to Myers is the fact that when he uses his Tombstone Piece, his Tier 3 runs out. With regular Tombstone, it takes forever to get, and he's still loopable. And there's counter play to Myers, it's very easy to break LOS to prevent him from getting his power. Legion? Your only hope is that he doesn't find you. If he finds you, you will get hit. And with the right perks, and by constantly cycling through all survivors, no one will be able to do gens. Making the downside of the Mori taking a while Null, as this Legion could effortlessly stall long enough to get it.

  • I think this is a start. I don't like the Mori part though, and I'd rather have more, but less powerful rewards scattered throughout. Maybe 1 Token Mangled, 3 Tokens extra mend time, 5 Tokens Hindered while injured. This way you can't really tunnel one guy, as doing so wouldn't allow you to remove them from the game. I'd also just make the stun 3 seconds at base, as having it trigger when cancelling near a 5 Token Survivor would feel weird, and very confusing to try to get the shortened stun on a survivor. As well, is there a way to tell how many tokens a survivor has? A Token based system works best if you know how many you are at.

    But, based on just what you put and not my changes, I think it would be pretty good. A map wide (If I'm seeing that correctly) Aura read is VERY powerful, even if you have to hit a survivor to get it. Though I can see people having an issue with it, as people already have an issue of Legion seeing people in the Terror Radius as it is. The ability to Mori people like Myers runs into the same issue as Myers, in that you could Mori someone who's never been hooked, hard punishing them for getting caught once. It would be very easy to just spend the match farming tokens, and never hooking anyone. Just be constantly hitting people, and moving on to someone who isn't in Deep Wounds. Since you can see Auras across the map, and you don't need to hook anyone to actually kill them, just running around stabbing people could be a viable strategy, especially since it's infinite. That's why I think the Mori should be removed.

    I think it's a good idea, but has some flaws that would need to be looked at. Making the token rewards more spread out instead of just a Mori near the end would make it more fun to use, and would discourage people from not hooking. And making the 3 second stun permanent would make it easier to use his power to down people, also encouraging people to hook.

  • Enduring isn't that great on her, you'll be ignoring pallets a lot. Save the Best for Last, Pop Goes the Weasel, Sloppy Butcher or A Nurse's Calling would be better. Other then that, the build is pretty good.

  • Remember 4.0.0 PTB, where Pyramid Head's Perks where labeled as useless? At least two of them where buffed when going into live servers, if not all of them (I can't remember that well if Deathbound got buffed). They do change things, and this is big enough that they likely will change something.

  • @caz_ said:

    Bubba used to be my Favourite killer to play against but nowadays everyone just use him to Facecamp, still 5 Gens left? First hook? doesnt matter let me facecamp and make it a borring game for everyone.

    i really cant imagine that facecamping on first hook can be Fun in anyway.. it seems like people just want to be A**Holes and thats it. i just dont get it. When i see a Bubba from far away im just like.. Damn that will be a boring game.

    I do play Bubba with a decent Build and its Fun. I dont win every game but i have fun chasing people and not just staying in front of the hook.. like honestly can any bubba player who plays that way tell me its actually fun to stay just infront of the hook? i dont think so. So why making him so boring, or better.. why do you punish yourself playing that way? Play him with Nemesis, PWYF, Enduring etc and make him a scary killer with +115% speed. isnt that more fun?

    i just dont understand.

    Yesterday i just played with Bubba, Got my first down and they Disconnected and why? because they thought im that Classic bubba who facecamps, i didnt even blame them because the facecamping bubbas made his reputation so bad people just dont wanna play against a boring killer like that.

    Will something change after his Rework? i dont think so, he will get stronger and people will abuse his power even more to facecamp. I JUST DONT GET IT

    If you hold his power too long the goes into his frenzy. They literally added a mechanic to prevent facecamping with chainsaw up.

  • @NinjaDette1 said:

    Do you really think the Devs would ban people for clicking flashlights😐.They are apart of the game if you can not handle the truth don’t play DBD.Flashlight clicking is not toxic anyone who says different is not right in the their mind.

    Can you point me to the part of this post where anyone complained about Flashlights?

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1416280#Comment_1416280

    Save the best for last only applies to the m1 basic attack. It wouldn't work on deathslinger's gun.

    Do you even know how Deathslinger works? Because unless you break the chain, he attacks with his M1. The gun only pulls them into you. The damage comes from your M1. Deathslinger is one of my mains, insta-downs work on him. Sloppy Butcher works on him. Save the Best for Last works on him. I use these things on him all the time. They only work on M1 attacks. He attacks with his M1.

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414572#Comment_1414572

    A simple solution would just make them not stack. Not all add-ons and perks stack in the game anyway

    I wasn't paying too much attention to how it would work at lower levels of the add-ons, and I've realized how horribly broken even 1 more shot is. The Brown add-on doubles his lethality, which is already high. His Brown add-on would be a contender for one of the best add-ons in the game. Paired with Save the Best for Last, a Deathslinger who could land their shots could down someone in seconds, from range. Only Iri Head Huntress rivals that lethality, and she has to either bring a Purple add-on to not reload after every shot (removing any add-on variation), or she has to go to a locker after every shot. Deathslinger could bring Keys and negate the reload downside, and get his lethality back mid chase. That's the weakest version of the add-on. Put 3 shots on him? You won't escape a good Deathslinger. The purple add-on + reload speed would be completely and undoubtedly broken. It's probably hard to imagine from a console perspective, where aiming is #########, but on PC, where his gun is very consistent when you get good at him, a single extra shot would break the character. Deathslinger's main strength is his ability to negate loops, with the downside of having to reload after every single shot. Remove that downside, and he's unbeatable in a loop. And they can't just add it on console only. It would make him a wildly different character to play, something that is not good when talking about different platforms. Adding it on console removes Crossplay from ever being a thing, unless they add it on PC as well, which would break the character. Giving him more shots does not work. The only way I see this ever working is if the Iridescent gives him one more shot, but slows down reload speed and increases missed shot penalty by a decent bit, and none of the other add-ons existed. But that still wouldn't fix your issues with him, as making it an Iridescent would make it too rare to fix the issue. There are ways to make him better on console, this is not it.

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1415504#Comment_1415504

    But if they split each other they can do 3 gens on 80 secs while u only hooked someone twice.

    They have done 60% of the msin objective.

    you have done 2/9 of your job.

    Step 1: Hook one guy. Another has to come for the rescue. 2/4 Survivors occupied and not doing Gens.

    Step 2: Find another guy. If you do it quick enough, 3/4 Survivors occupied and not doing Gens.

    Step 3: Repeat.

    That leaves one guy to do Gens. If you keep someone on a hook at all times, at least two people will always be occupied.

  • I think you're trying to ask how to deal with Survivors splitting up on gens, and Survivors not healing? Because neither are issues, but there isn't much to do about it. If you're good at looping, them not healing is very good for you. And if Survivors split up, it's harder for them to help each other.

  • @Thypari said:

    https://forum.deadbydaylight.com/en/discussion/comment/1415329#Comment_1415329

    It adds the possibility for more perks and greater variety in perks.

    Yeah and it nerfs an already weak mechanic. What perks could they add from this change? All I can think of is a perk that slows/prevents item decay, and one that stops you from dropping it. Your proposed change already makes them decay faster with Franklins, so what other perks could they add to play on this new mechanic?

  • @Thypari said:

    Don't be overdramatic, it would not kill items, but would make them more valuable. It would make survivors not just select an item each but maybe have someone with nothing so they can pick up the item from a downed survivor. It adds more strategy and gameplay.

    This is just a nerf. They wont be more valuable, the items themselves don't change in your proposal. They're already kinda eh, nerfing them further is not needed. And your proposed counterplay relies on Survivors being in a group, which doesn't always happen. Solo gets ######### with this change. Nerfing an already not great aspect of gameplay, ruins that gameplay.

  • In terms of content, Spirit is my choice. Great Killer with good, if not a bit niche, perks. Survivor came with the best meme perk in the game. Her map isn't terrible. In terms of importance, Halloween, as it was the first licensed Killer.

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1413983#Comment_1413983

    I didn't say 5 shots, even with the most outrageous addon like that he would have 3

    His reloading is also part of the problem with him. Survivors know that once he misses that one shot they've got plenty of time to put up to 32 meters if distance on him if he chooses to reload mid chase.

    I don't know if aim assist would help so much as it would hurt him. As it stands survivors exploit the aim assist on most killers m1 attack by 360ing in a way that throws off the aim assist and caused missed attacks.

    If you stacked addons, you get 5 shots. Bring the Iridescent + Purple, 5 shots with slightly slower reload speed. His reloading is the punishment for missing his power. The whole point is that you have one chance to land your shot, with it being balanced by the fact that you can shoot without any warning. And there are ways to avoid survivors getting distance. If you keep chasing normally and get them in a corner, then reload, it cuts down on how far they get when you reload. And if aim assist doesn't help, I don't know what will. Some characters will never be good on console, but making them busted on PC as well isn't the answer.

  • That removes part of what makes him different from Huntress. The fact that he only has a single shot makes him more strategic. If you start letting people fire multiple times, you lose that strategy. Imagine a Deathslinger with 5 shots. Sure, the reload would be long, but each shot would have no warning, no one would escape a fully equipped Deathslinger. Huntress is balanced because she has to go to a locker to reload, meaning that just spamming Hatchets wouldn't work most of the time. Deathslinger doesn't have that weakness, he can reload ANYWHERE. So just spamming your shots wouldn't be nearly as risky as Huntress, with even more reward. Overall, not a very great idea.

    Also, he doesn't need a buff. I'd rather they buff Legion, Clown, Trapper, Wrath, ect. Deathslinger is fine as is, the only change he would need is better aim assist on console.

  • Thanatophobia + Sloppy Butcher does wonders on him. Thanatophobia slows down all actions by 4% for every injured survivor, and Sloppy Butcher slows down the healing of anyone you hit until they are fully healed, and makes them bleed more. He's a Killer that can secure early hits easily with his power, so making it harder for them to heal means you'll get a lot of early downs. If you hit people after reeling them in, they need to mend, further making it hard to heal and making Thanatophobia that much better. Plus, since he's really slow, he has bad map pressure. So a set of perks that slow down the game without needing to go directly to Gens is really nice. Whispers is a decent perk on any killer, which lights up if any survivor is withing 32 meters of you. This helps you reduce time checking to see if a survivor is in an area, as the perk will just tell you, and makes it near impossible for the last survivor to leave from the exit gates. A Nurses Calling is also good on him, which reveals the aura of any survivor healing near you. Because the range is 28(?) meters, and your Terror Radius is 24, you can see their Auras before they hear your Terror Radius.

    With the perks you have, I'd say go for Thanatophobia, Sloppy Butcher, A Nurse's Calling, and Whispers. 2 Slowdown Perks, and 2 Tracking Perks.

    Unfortunately, you don't have access to some of his better perks. If you want some recommendations on which Killers to get/level up to get him good perks, I'd say Doctor, Trapper and Clown. Doctor has Monitor & Abuse, which shortens your Terror Radius by 8 Meters. Given how quiet his Terror Radius is, a 16M Terror Radius + it being quiet means that survivors have very little time to react to you approaching. For Trapper, Brutal Strength. This speeds up how long it takes to break pallets and Generators. Since the safest place against a Deathslinger is behind a pallet, being able to remove them quicker is really nice. Finally, Pop Goes the Weasel. Probably the strongest Killer perk in the game. Every time you hook a survivor, it lights up for 60 seconds. Any Generator you kick will instantly regress 25%, about 20 seconds of progress. This is good on nearly any Killer, Deathslinger is no exception.

    So for what you have, Thanatophobia/Sloppy Butcher/A Nurse's Calling/Whispers. My best build with him is Thanatophobia/Sloppy Butcher/Pop Goes the Weasel/Monitor & Abuse.

  • Bill can't, Jane can. Any non-original character cannot get the crowns. The Survivors who can get them are Dwight, Meg, Claudette, Jake, Nea, Ace, Feng, David, Kate, Adam, Jeff, Jane, Yui, and Zarina.

  • Oni + Tinkerer. Oni himself is fairly quiet when dashing, and Survivors rely on your Terror Radius to catch you approaching. Tinkerer removes your TR, giving you plenty of free downs. When I unlock it, Trail of Torment will probably replace it.

  • "Fact: Diversion should be called Pebble" is my favourite so far

  • @ASurvkillivorer said:

    Without doing the exact math. Two just got used in a match where I had 22k BP.

    Back on the main menu I have 58k bp. It should be more like 66k but more with the extra 8%

    Also, what do I even do with the crows? I escaped with one and there doesn't seem to be something to look at to gauge progress or anything?

    The gateau is bugged, it only works for the person using it

  • @Dead_by_Gadfly said:

    Im gonna play trapper and trap the crown 😆

    The crowns change place after a bit, so be careful

    1. I'm a Killer main, and trust me, it does not feel like that on my side. I think the problem is that you remember the bad games (For you, no gens done. For me, gens speeding past) much more then the good/average match, making it seem more of a problem then it is.
    2. Again, Killer main, but it's probably the least consistent exhaustion perk besides Head On. Dead Hard and Sprint Burst can be manually activated, and Balanced Landing is a bit tricky, but if you position yourself near a drop it's easy to pull off. I do see Lithe occasionally, but it has the issue where it needs a specific setup like BL to use, and tells the killer where you where when you use it (Unless you use Quick and Quiet, which is 2 perks slots for one goal)
    3. Wraith is easy to rank up with. His chases start when he uncloaks, so the game things you're constantly getting super early hits, making it easy to rank up with. Same deal with Legion. Myers, I'm not sure on.
    4. Most Killer offerings are useless. Removing chests, making hooks slightly closer together, forcing survivors apart at the start. The only good offering Killer has besides BP are Mori's. As to why they're useless, I have no clue. It's something I doubt they'll look at, as it's not really that big of an ussue.
    5. They're doing a graphical update in the near future, so all maps will probably look like the new one.
  • For the power, how does one change panic phases? Does it happen automatically as you do things that raise panic levels? How long does it take to go up tiers, and how long does it take to go back down? How much does his power raise panic level? How much does his power limit how low panic can go? How big is scissor cut? I can't say how good the idea would be without knowing these things, they are very important to seeing how viable it would be.

    For Killer Perks:

    I really like Sitting Duck. Would counter pallet drops, flashlight saves, sabo, and general hiding when you get close. Very nice perk.

    Hidden in Plain Sight would be really hard to pull off, and wouldn't be that powerful. Lockers aren't used that often, so seeing a survivor when they enter a locker isn't that useful. This is ignoring the 60 second timer, and the fact that you have to search the locker to activate it. Buff the timer and it would have a niche to counter lockers without Survivors knowing, but the timer is way too short to be useful.

    False Escape is way, way too niche. It exists JUST to counter hatch, when as the Killer you already have a major advantage in finding the hatch. The only use is to counter Keys, which despite being very powerful, is also very rare to see in a match. I've only had a Key grant an early escape a handful of times, it's not worth bringing an entire perk just to counter.

    For Survivor Perks:

    Friend in Need is pretty good perk. Great for beating campers, and doesn't extend past beating campers. I just noticed there's no way to get rid of status effects as Survivor right now, having a perk that can do that would be interesting.

    Unlikely Friend isn't good, even as an idea. First, it's only 3. So it will only really work if you disturb a crow near you, and then the killer does afterwards. You COULD disturb crows in a certain spot and know if the Killer goes near there. But that's not helpful. You could only really set up in ONE spot, so the chances of the Killer being there in a situation where knowing they're there is very slim. And this is ignoring how you have to be there to set up the crows. There are too many conditions, and the effect is next to useless. I can't see this perk being good without completely reworking it.

    What's the point of Loud Walking? Sure, omni-directional sounds is useful (but not as good as no sounds injured sounds that Iron Will brings, as most sound tracking comes from tracking injured survivors), but... while walking? Why? You want to be hard to hear in a chase, so running makes more sense. I think this perk would actually be detrimental to bring, walking sounds are already very quiet, so making them louder just tells the Killer you're nearby. And if you want to hide your injured sounds while walking... just bring Iron Will. It's objectively better. There is no reason ever to run this perk over Iron Will.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1319372#Comment_1319372

    I started some time in autumn 2018 and it never changed since then. I am pretty sure of it.

    I started August of 2018, I remember people talking about how they worked that way, and don't remember them changing it ever.

  • @Mooks said:

    I thought thats how they always worked?

    you are saying they used to work like Prove Thyself? Did I understand that correctly?

    When I started playing, it was that it gave you the bonus bloodpoints during the match, and if you got to 8k naturally without it, bringing it did literally nothing. People have been saying it's been like this for a while, so I must have missed the change.

  • @Seiko300 said:

    BHVR could not get around that at all. The Last Of Us is one of those extremely important franchises that are a system exclusive for a reason. They are supposed to draw people toward their platform not push people toward other services like Steam on PC.

    Games like the Last Of Us, God Of War, Uncharted, LittleBigPlanet, Marvel's Spider-Man, Horizon Zero Dawn, Bloodborne, etc. are all defining games and franchises that make the Playstation such an attractive console and Sony has carefully and meticulously built up their reputation around these titles. Making themselves synonymous with these epic tales of vastly different worlds and immersive story-archs with amazingly built characters and settings, etc.

    There is absolutely no way in hell that BHVR could ever secure a license for the Last Of Us, it is quite literally the Pièce de résistance for the entirety of Sony right now. And yeah, pretty bold statement for a guy who was just touting the latest chapter wouldn't be Pyramid Head from Silent Hill but I think hardly anyone would disagree with me on this one.

    Horizon Zero Dawn (and another big PS4 game I can't remember) are coming to Steam soon, so Sony isn't as protective as you may think. And it's not like putting a Survivor from TLOU would decrease sales for future titles. People may get curious where they are from and check the series out, giving it more sales. The only thing Sony has to lose here is reputation, if the Chapter is infamous for some reason, like trash/god tier perks. No one will go "Oh, I can play as Ellie in Dead by Daylight, no need to buy TLOU anymore!". It's more like "Oh, this character from a game I enjoy (DBD) is from another series, I should check that out". Sony has very little to lose by letting DBD make a TLOU chapter

  • How long does it take to break a chest? You'll have to go out of your way to look for them, and people don't often even go for chests. This may actually help survivors, a survivor who wouldn't go for a chest normally can get a free item, even if it is weaker. This perk isn't really needed, Chests have never been a problem.

  • Since no one else wants to leave feedback, I will

    The Power is really, really weak. Neither state is very good, and I'm assuming it's like Doctor, where you have to go into Tier 1 to get into Tier 2. 30 seconds in a terror radius is too long. It does seem to work in chases, which is nice, but 2% is nothing. On a Gen, that's an extra 1.6 seconds. Healing will take 0.3 more seconds. And Blurry Vision will either be extremely annoying, or not a factor at all. For the blurriness to be effective, it has to be strong. But if it's strong, it makes the game hell for Survivors (And not in a good way). So for 30 seconds in the terror radius, you get a slight annoyance/rage-quit inducing effect, and very, very, very small slowdown.

    The second tier is alright. If she can see the aura through walls it's really good, otherwise it's eh. It's only scratch marks, so if people don't run you can't track them. If you can see through walls it would be a nice tracking tool in a chase, but that's about it.

    She can't slow the game down, she can slightly track, she can't pressure gens, and she isn't good in a chase. For this killer to be good, she should be able to do at least two of these well, or one thing very well.

    Also, Terror Radius would be 32. That's the standard, and the Devs are trying to normalize Terror Radius ranges.

    Killer Perks:

    Suppressed Terror is a worse Monitor and Abuse. It would only be about 4.5 meters on most killers, compared to Monitor's 8. Not to mention that it doesn't have the other two effects Monitor has, which is increasing it in a chase (which is good) and increasing FOV. This perk needs to be completely different, it shouldn't effect Terror Radius's.

    Silenced Suffering is actually really cool. The game uses Meters and not Feet, by the way, so it should be 15/10/5 Meters. Though I do feel it should be a bit bigger. Maybe 60/40/20. 5 meters is way too small. Really good idea on this one.

    Pains Power sounds very similar to how Tinkerer used to be. Tinkerer used to increase effectiveness of add-ons that effected your power charge time. They removed it because it was too situational, as a large majority of Killers couldn't use it. The same can be said here. What does efficiency mean? For Nurse, would it effect the recharge rate of her power? How long it takes to charge a blink? How fast you go? What about Freddy? Trap placement, trap slowdown, gen teleport speed, gen teleport cooldown? This one would be too confusing for new players.

    Survivor Perks:

    Rock On feels odd. The idea is nice, but 1 minute? You won't be healing multiple people in 1 minute. And 1.5 really isn't much, 4.5 isn't much better. 4/8/12 would be better, and make it so it's not on a timer. Maybe after starting an action, leaving that action removes a Token, with the exception of Healing. So if you have 2 tokens and work on a Gen, leaving that Gen for any reason (Killer comes or it gets completed) removes a token. This gives you the power to preserve the tokens and get use out of it.

    Epic Exit would be useful, but it overlaps on Dance With Me a lot, which does the same when you vault a Window. It shouldn't be so similar to it.

    Hot Wire is really nice. Good effect, easy to pull off, but not OP.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311212#Comment_1311212

    Devour hope gets countered same as anything else... There was no stipulation about gens being done. It would also still counter Myers and Ghostface because whether the killer knows you have it or not...the counter here is just "hit them more"

    The perk blocks 3 hits total. On all survivors. All 4 could run the perk, they all deactivate after 3 hits on any survivor. And it doesn't need to hit someone who runs perk to remove a token. If one guy runs it, they could lose it before even beginning a chase with the killer if he gets 3 insta-downs on other people who don't have it. Take this example. The Killer builds up Devour Hope for half the match, and gets it. Great, now you can't be insta-downed right away! Except, if the Killer gets three hits before getting you first. Then the perk no longer works. Or Make Your Choice. If you want your perk to activate, you have to be the one to save them. Anyone else and they are victim to Make Your Choice, and if they get hit, you lose a token anyways. And with Myers and Ghostface, they'll know after one hit if you have the perk. Then, they can just ignore you and waste the perk slot. If the perk didn't lose tokens when ANYONE got hit, it would be busted against insta-downs. But as it stands, how you lose tokens when anyone is hit, it's not very good.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311165#Comment_1311165

    Exposed doesnt just mean NOED. Theres also make your choice, devour hope, haunted ground and iron maiden.

    I forgot about Haunted Grounds. That perk would be hard countered as well. But Make Your Choice will have plenty of chances to go off, Iron Maiden is literally never ran and never activates when it is ran. It's basically just a deterrent, the most it's used is with Huntress reloading. Devour Hope doesn't get countered, you get it before gens are powered and have a lot of chances to use it. And given that you get it earlier then NOED, there's less of a chance that Survivors know where all the totems are.

    My point still stands though, countering these perks doesn't make the perk itself OP. It wont help against Myers, Leatherface, Oni or Ghostface. Once the Killer knows you have it, it would be very easy to get rid of. It hard counters two perks, only one of which needs a hard counter, the other isn't that popular. Devour Hope won't feel it that much, Make Your Choice won't feel it that much, Iron Maiden is never ran so that doesn't matter. Haunted Grounds and NOED.

  • @Chocolate_Cosmos said:

    High Confidence: Broken OP

    Now or Never: Broken OP

    Tricky Situations: OP

    High Confidence only really counters NOED, any insta-down killer will burn through it really quickly. Remember, you lose stacks if OTHER people are hit as well. So this perk can only ever block 3 insta-downs in a match, no matter how many people bring the perk.

    Now or Never won't be that good. It's already insanely easy to bodyblock to an exit gate making the 10 second heal meaningless, and practically all pallets are gone by the EGC anyways so the stun wont matter except for DS, which already guarantees the Survivor will escape. An extra 1.5 seconds won't change much.

    Tricky Situations will literally counter two killers. Myers and Oni. Very few other Killers will ever have to worry about this. If you down a survivor, and leave to chase another, the perk will only activate once that other survivor is downed, which most killers (Myers and Oni being the exception) will take a bit to do. By the time the Killer could down the other survivor, the first one would likely be picked back up. This perk is only useful if two survivors are downed very quickly, otherwise you wont even get a chance to use it before they're brought back up.

    None of these are OP. At least try to bring something to the post.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304388#Comment_1304388

    I hope it doesn't get nerfed because entity forbid Hex; The Third Seal have any value. (It doesn't work with Pig's jigsaw boxes, Freddy's clocks, Plague's pools of devotion, etc.)

    This killer is giving me old Freddy vibes where a few perks that were considered useless turned out to be extremely good on classic Freddy. (Furtive Chase, Huntress Lullaby, Tinkerer, Overcharge,)

    Do you know if Unnerving Presence and Huntress Lullaby work with skillchecks inside the cage on stage 2?

    I'm not too sure on that one. You raised a good point with Jigsaw Boxes and Clocks, but since the boxes act as Hooks, and Hooks are blocked by Third Seal, it makes sense for it to work here. Either way, the caged survivor will be sent as far away from Pyramid as possible, so survivors still have some information.

    On the other hand, perks that effect Skill Checks probably don't work. The Skillchecks are more similar to Jigsaw Boxes, where they don't effect it. So those perks probably don't effect the cages.

  • I'd assume it's to prevent you from going against that Player again. So if someone facecamps you with 5 gens left you can make it so you don't run into them again.

  • What Killer's do you currently play? There's no objective right answer here, and without knowing who you play as, it's really hard to make an accurate suggestion

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