TheRealChessBoy
TheRealChessBoy
About
- Username
- TheRealChessBoy
- Joined
- Visits
- 99
- Last Active
Comments
-
@zarr said:
I agree in theory that Slinger could have a longer range and that it doesn't really make sense for him not to have that when Huntress has a technically unlimited range and can also throw over stuff to make cross-map snipes work. Slinger's projectile is much smaller than hers, so he has to be much more precise, and the required precision of course only increases over distance (and as does the ease of dodging shots, as you point out). The more range, the more obstacles there are likely to be, making it less and less likely Slinger can even get a line of shot on range. And then since Slinger has to reel survivors in to actually hit them, if a survivor is already injured it will be less and less likely to actually get value from far shots since it will get increasingly more likely that they have obstacles (or fellow survivors) to break the chain with. There is something to be said about his shot travelling faster than hatchets without needing to "wind up" and the fact that he can always go for a straight shot whereas Huntress has to account for the curved trajectory of hatchets on distance.
However, there is at least one major issue I see with an increased or unlimited range on Slinger: You are able to pull survivors away from hooks, and with an increased range, you would at some point be able to pull them away far enough such that once you hit them, they can't make it back to the hook without you downing them or even reloading and shooting them again. This means you would always need two survivors to be able to unhook against a range-camping Slinger, which isn't always feasible, much less of course for the majority of players that are not in premade groups with voice comms. What adds to the problem is that the speared survivor obviously cannot unhook or do anything else for the time they are being reeled, time during which the hook timer continues.
That said, I don't think 24m would make this much of a problem, so I'd say go ahead. Albeit without the cooldown reduction that you're calling for (cooldown doesn't increase with distance, where are you taking this from? The shot always travels the maximum distance on misses (unless it hits an obstacle, naturally)). The reeling speed increase (as opposed to increasing the chain durability) on distance is the right way to go about it though.
Instead of increasing the range of his shot, they could also simply increase his movement speed to 4.6m/s. I have been wanting that ever since they removed quickscoping. Hell, they even increased his terror radius to 32m despite being a 4.4m/s killer, and they didn't compensate him for it. The absolute least they could do is make him 4.6m/s whenever his rifle isn't loaded, although I understand that they may want to encourage players to always try and go for shots instead of chasing without reloading. But so again, just make him 4.6m/s base, it will create many more opportunities for shots in loops.
Good point. Doesn't increase range cause chain to take longer to come back? I'm not sure how it works
-
@StereoGang said:
I have to disagree for Legion, they aren't addon dépendant at all.
Sure mural sketch and mischief list are good addon's, but they are nowhere close to being mandatory. It's not like pre rework Knight with map of the realm, where you were shooting yourself in the foot by playing without it. Regarding Frank mixtape, it's almost a meme addon at this point.
That being said, I agree with Myers and Freddy. One has the most unhealthy addon in game, combine with almost the weakest basekit, and the other has nothing for him.
Legion's case is kinda like dredge's. Dredge has like 3 addons that makes him feel terrible to play without them. Playable, sure (unlike knight), but still with significant downsides like having your power literally cut by like 10m without mischief list. Legion's map dependency is disgustingly bad that can only be mitigated with these addons. Also franks mixtape is just a QOL thing. Kicking things in frenzy should be fast, period. Doesn't make sense for it to not -_-
-
@ReverseVelocity said:
I don't think they'd do that since Technician exists (which sucks, both of those perks are terrible). They don't want the perk to replace it.
What they need to do, with this in mind, is make it apply to any Survivor within 16m of you (so you aren't forced to be doing a co-op action, Survivors healing you would be protected by the perk for example), and allow it to apply to special skill checks, like Oppression, Merciless Storm.
That way it'd be able to activate more, and you wouldn't have to deal with randoms failing skill checks while healing you (which is a lot more common to see than I'd hope).
Technician should also have it's penalty reduced. It should reduce the amount of progress lost when missing a skill check, not increase it.
Technician should make your repairs silent or smtg so it serves a different purpose to corrective action.
-
@ShanoaLegendaryPlz said:
I got use out of it because my friend that was new to the game sucked at skill checks. I suppose its still usefull if you are on a gen with someone and the killer has the sadako perk. If it was used on yourself youd never miss a skillcheck again
That's the point, never miss a skillcheck. If you just go for good skillchecks you wont miss anyways. This perk would be really good to counter skillcheck doc for example if it works on yourself.
-
No questions asked. Why is this even going away?
-
I will be leaving DBD in 2 days. Chaos Shuffle is life.
-
@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678353#Comment_3678353
Not sure about overcharge, I think I remember a dev stating that OC only uses one event. The second likely event is a skill check after all, and since normal skill check failure does not count as an regression event, it would make sense that a difficult skill check failure does not count either.
With eruption, at least you get two separate events (one when kicked, one when eruption triggers). And it will be 15% for two events, so 7.5% per event. Still bad, but at least better than two normal kicks.
With undone, you are doing just one kick animation... and still lose two stacks. Even if you only had the minimum stacks (3), so you get an 8% regression, with 4% per event. So it's better to NOT kick a gen wirh just 3 stacks ... thats just dumb.
Also, wenn Undone uses two events (one for 5% base and for additional % dependant on stacks), why does pop not do so as well? You could argue that its also two events, 5% base and 30% remaining progress afterwards.
So on the one site, we have Pop as THE meta gen-kick perk, that can be applied 8 times on a gen.
And on the other side, we have Undone, highly inconsistent esp against exp. survivors (who never miss skill checks), hard to get ANY value out of it even when running dedicated builds for it, and even if you manage to miraculously gain some tokens on the perk, you can only use it 4 times.
Thats pure insanity, imo.
Edit: And even if you get much value out of it (so many stacks), you are likely also winning without it, just bc of the lost progress by the missed skillchecks itself.
Undone in it's current state is unbelievably weak, possibly the worst regression perk there is. Even if it only used up one regression event, it would still be extremely weak. There needs to be a different way to accumulate tokens, survivorsfailing skill checks is not the way to got, imo.
Btw. does it atleast work together with OC / Oppression skill checks? Or do such "difficult" skill checks not count?
I like the perk with my skillcheck blight build. I often get 9 token kicks (around 11-14% a kick) with it using soul chemical and rushing around, the problem is the regression events bc after using it like 3-4 times the gen just blocks bruh
-
@pigslittlepet True, but if you look at updates/balancing/meta shakeups in the past it has been laughably slow (old DS took YEARS to get changed), I don't think one can make the argument that because things have gotten better that there isn't a problem for why there are so many problems in the first place (lack of communication, slowness of balancing in favor for new content, etc)
-
@Seraphor I understand the concern with camping, but I do not believe this will encourage camping because camping someone on the hook during the 40 seconds is literally the worst way to spend your time as a killer. Note that it takes 60 seconds to camp someone 1 hook stage, and grim embrace will be over by then (not to mention anti camp forcing the killer to camp from a distance allowing for easier saves, PLUS all survivors can't do gens so they can ALL go for the save).
My point is that camping is not at all the playstyle supported by this change, it is the most inefficient way to play this perk. The most important point is to reward killers for not tunneling, which I believe incentivizes killers to go for healthy and fun playstyles.
-
@Seraphor I disagree. Hooking the 4th survivor is what makes the most important part of the perk (blocking all gens) which not at all encourage the killer to avoid the 4th survivor. Keeping the effect after the 40 second blockage is too much. At that point, the game is already in the killer's favor (like 40 seconds of survivors not being able to do anything!) and keeping the 16% slowdown is just too much