TransverseCaster
TransverseCaster
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- TransverseCaster
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Comments
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@Justalittlepeeck said:
Should I add more?
His power is very easy to dodge - just move right/left a bit and he cannot land a hit because of turning rate&lunge handicap.
It is useless in 90% of loops because you don't fit into narrow windows of opportunity to hit survivor as it takes too long to windup lethal rush.
It is entirely useless in closed maps unless you are a masochist and enjoy torturing yourself
The only situation it can potentially be useful apart from traversing the map - trying to hit survivors moving from one loop to another, but it work only if survivor isn't looking back to notice you charging at him and perform simple juke that you cannot counter because of turning handicaps.
His power is heavily dependant on the map spawns and if you don't get lucky spawns to potentially bounce in loops you are forced to walk and if you get spawn where everything is blocked by different tiles you still can't use your power because you simply can't move in these labyrinths of walls.
Blight in his current state is an example of how killers should never be made. He has a lot of learning demanded to do at least anything with his power and no matter how much effort and time you invest into learning him, you still are heavily dependant on tiles spawns and maps. On top of that, any survivor who has at least some experience against billy would dodge his rush without any difficulties.
This killer needs a lot of QoL changes, buffs or a rework. I'm disappointed in Blight and I'm really looking forward to his changes.
P.S. I'm not even talking how clunky it still feels to play him, his lethal rush attacks are somehow not basic and his camera is insanely low for a killer who MUST always keep survivors in his field of view.
P.P.S. Don't even dare say that "but you haven't even learned him". I have been playing him for 2 hours straight since release, not to mention a few days on PTB, a lot of KYF testing on both sides and watching other people play blight. That amount of experience was enough for me to figure out most tricks on any other killer I started from scratch. I have tried to use his power in any way I could imagine and it has proven itself to be rather useless and heavily dependant on factors that the Blight player cannot control. So I've come to the same conclusion as many other players - Blight sucks and needs a lot of changes.
Yes. He absolutely needs a TOTAL rework. His slam does not even do damage on a connection. He has all of the weaknesses of Legion, Hag, and Nurse combined with none of the strengths. You cannot even do a lethal lunge without first hitting some random obstacle, which makes it completely useless unless you happen to be really good at pool and really lucky that the survivor runs into it. Not only that but you have to wait until all five charges are ready to use a single one.
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Killers should receive titles for their playstyle that you could view before match.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1571212#Comment_1571212
Are you talking aesthetics or power?
Power and feel. I think he'd be a 32 TR and standard movement + height killer right? What would his power even be?
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What would he even look like? Trapper without the traps. SMH.
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@ZtarShot said:
Yeah that's right. That's me baby.
lmao excellent
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Kotos on Steam. I'm not looking to do a challenge I just want frens. :)
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Yes. It's a sport at that point.
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@alaenyia said:
There really is no such thing as gen-rush, it is just survivors doing there objective. Imagine survivors up in the forums like, killers should not chase me around to often, I am getting kill-rushed. That being said, I assume you mean 3 gens popping within 10 seconds of each-other, which is pretty rare and speaks more to your gen-patrol abilities than these people going hog wild on gens. If no one came by to chase them off of course they will finish them.
That's exactly what survivors complain about. They just don't call it kill-rush. That's basically what "tunneling" is. I kill people who run out in front of me in games and they claim I tunneled them.
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@Iceman said:
https://forum.deadbydaylight.com/en/discussion/comment/1559888#Comment_1559888
Griefing in general is bannable
I get ban threats in just under half my games, probably about a third. I'm bringing grief apparently but I rarely mean to.
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I would tune it out while using it because I'm so immersed in regular audio and crows. Now I wouldn't even run it because I don't need tracking perks to get a sense of where certain players might be. On my gen builds I run alarm perks anyways so I'm always chasing someone and on my basement builds survivors end up gravitating towards the shack anyways.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1560421#Comment_1560421
I mean, they can vault pallets and windows and what not but they'll still be shot at and hit. And since a deathslinger can quickscope, sprint burst is isn't efficient where as against a huntress it would be since she has a windup. Unlike deathslinger.
Again: I have never seen a single quickscope happen against me or my group.
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@Kellie said:
Surviving against a deathslinger depends on his skill not the survivors.
Survivors can ride pallets and vaults. It's not that hard. If I'm running Sprint Burst it's a guaranteed lengthier chase.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1560256#Comment_1560256
Good Deathslingers dont aim down sights, they quickscope.
I've literally never seen that in my life. Not even once.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1560197#Comment_1560197
You lose distance when you do not run in a straight line. I think this is quite easy to understand.
You also gain distance when he aims down sights. Also quite easy to understand. You can easily tell when to juke by looking at him. I hope you're actually doing this and not juking randomly. If you're randomly swerving that might explain why you're having so much difficulty.
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@ShrimpTwiggs said:
I think a few factors come into play and it depends on the kind of villain you want.
Believability: Are their motivations and actions believable?
Intimidation: Are they scary? Can the audience take them seriously?
Backstory: Does their backstory flesh them out enough?
Humanity: Do they have a personality? Are they sympathetic to a degree?
I think the most iconic villains fit this role. Darth Vader would be a good example of a villain who excels in all these categories. Keep in mind, that these aren't set in stone. If you think it's better for your story if your villain has no humanity, they don't give it to them. It depends on the villain you're looking for.
These are all extremely fine points to expand on a character. I love how the Scream trilogy did literally none of these though.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1560119#Comment_1560119
You cant make distance when he is faking his power the whole time, because you will need to wiggle left and right. And if you dont, he will not fake it and just shoot you. And if he shoots, there is no real way to react, way too fast.
(But I guess some people here are gods and can evade every Deathslinger-Shot)
https://forum.deadbydaylight.com/en/discussion/comment/1560155#Comment_1560155
I mean, those are popular, non-biased and really good players at this game. I guess they know what they are talking about.
"You cant make distance when he is faking his power the whole time"
This obviously is not true. You can pan your camera to see what he's doing at all times, you just have to not run into walls.
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All survivors need to start on hooks.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1560093#Comment_1560093
Huh??
No. I said that you can still dodge his hit.
People don't like it because it means you have to juke instead of making distance, but his speed is debuffed when aiming so it's actually even.
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@CrowVortex said:
https://forum.deadbydaylight.com/en/discussion/comment/1559961#Comment_1559961
Yeah planned to run that addon.
https://forum.deadbydaylight.com/en/discussion/comment/1559932#Comment_1559932
Good point, though in most cases i would think people would forget and try to cleanse it anyway, or mistake it for devour if they're not very bright at least. Would need to see if it would perform reliably.
Report findings please!
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Because they use the same exhaustion pool you nerd.
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@GHERBEARRULES said:
https://forum.deadbydaylight.com/en/discussion/comment/1558719#Comment_1558719
So let's say a killer camps/tunnels right? We get the gens, and punish the killer for camping. We don't have time to do the totems AND the gens before the survivor dies on the hook. So what happens when we attempt to punish the killer for camping by doing all the ge- BOOM, all of a sudden he can get a 3/4k it's kinda ridiculous.
I've seen that more than a few times! It does have a habit of rewarding sin.
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I love NOED and I did not vote in my own poll. I do think it's funny that almost every console killer is running it. I can count on one hand how many I've played against that do not. It's not as frustrating as,say, DS by a longshot but it does seem to be a crutch for that sector of the killer main base. They might be new though.
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The thing I don't like about HG is that it's up to survivors. However, against uncoordinated teams I could see this working very well- especially if it's active more than once due to undying. Two easy drops at least. MYC has the problem that you would need to track from far away without any tracking perk advantages but if you're experienced that shouldn't be too bad. One big problem, which is hardly a problem at all, is if the same person who activates MYC also runs over and gets gripped, squandering the grip activation. The trick would be holding your Dragons grip or placing it strategically.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1557252#Comment_1557252
It kinda does though. They probably didnt add a map to this chapter cause they were to busy updating the old ones.
Updates were probably a long time coming. Steady improvements. bm33 is right, it should be an update type deal, not an excuse to deliver less real content.
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@Weederick said:
Noed should be basekit with a totemcounter (DS too)
DS should be taken out of the game and a feature introduced into basekit that instantly summons the entity to kill survivors who teabag the exit.
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@Kellie said:
The graphic updates in other maps make up for that.
No it doesn't.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/1556920#Comment_1556920
Wish i could say that, the 3 og are the ones i hate the most.
I agree completely. The newer maps are more fun all around and full of flavor.
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@Lx_malice said:
Fine by me. I'm not a fan of all these more recent maps.
" I'm not a fan of all these more recent maps."
Why would you not be? You like staring at cornfields? Are you from Indiana by chance?
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1556705#Comment_1556705
I play about 60% killer 40% survivor, and if I get it while playing Doctor,Slinger,Huntress,Clown or Wraith I usually get one person complaining 'I got carried by map rng' and when I get that map as survivor I've seen a lot of killers complain, that its Ormond lite, both of which complaints I dont see the reasoning for.
Maybe because (like Ormond) the killer is exposed which makes sense given that it's for a low terror radius killer like Deathslinger who the devs probably predicted would be meta-running Monitor and Abuse. It's hard as a stealth character but that's not a short coming I think. Just have to be careful and less predictable when traversing inside buildings and leaving them so survivors can't keep a pulse.
As far as "map rng"- that could mean anything though. Totems being not where they thought they were, hatch spawning somewhere unexpected or far, or things like that. Could happen on any map.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1556678#Comment_1556678
Really no complaints? Ive seen it complained about on the same level as Haddonfield or The Game, but split among both sides.
Not a single one. When I talk about how much I love the map usually people agree in the after game chat, even if they were taking a verbal dump on me beforehand. Haddonfield is only hard for killers, I've never seen it complained about by survivors. Same with Badham. The Game is the reverse- it's the one map I think everyone knows is hard for survivors. It's hard for new killers because it's not intuitive where the steps are but for stealth characters it is a dream.
I play a lot of killer though so I hear most feedback coming from survivors rather than killer mains.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1556618#Comment_1556618
The game is not balanced around solos, killers win so much against them that if killers lose they assume it must be because an swf was in the game.
"killers win so much against them that if killers lose they assume it must be because an swf was in the game"
This is me.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1556666#Comment_1556666
I mean I really enjoy Dead Dawg from both sides but I've seen someone complain about it nearly everytime it comes through the rotation, so I've no clue what the reception of it is in general.
Interesting. I've never heard anyone complain about it, but there are something like 40k players at height iirc and I would guess three times as many that have played regularly since that map was released.
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@Elena said:
I think they're taking a step in the right direction by not introducing a new map and instead going over some of the old maps and reducing the map sizes.
The map sizes are already reduced enough. The only one that feels really wide is Red Forest, but that's not even too bad when you consider it's only one layer unlike Midwich which has more vertical space. If they reduce the average map anymore survivors won't have enough space to hide. The auditory tracking alone would be too easy.
They really should add a new map. The only things the old maps need now are things like a few more crow spawns and that's it. A new map would be exciting for the old guard players and it would be good to use the lessons learned in the last few maps to apply here.
We had Dead Dawg and I think everyone agrees it's one of the best maps to come out for both sides. The breakable walls feature being used extensively, the totem spots were interesting, the use of bushes became paramount for survivor yet subtle, the vertical generators were close to the center while the difficult to capture gens were on the periphery- those all made for an interesting and balanced map. Then there was Midwich, which I think confused a lot of players in its function and made gates stressful on purpose for survivor but predictable and a saving grace for killers. These two maps did however prove that each map is getting better at crafting lore and ambiance into the setting when compared to the earliest maps. The details are stunning or sometimes creepy but always compelling. The exit gates to Dead Dawg come to mind as well as basically every part of Midwich.
A new map alone could do its part to revitalize the game for old players.
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NOED should give quadruple haste.
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@AvisDeene said:
We don’t need a new “anything” for a good long while. What we need is a new game engine that is optimized for console and PC and abandons the many bugs the current game has.
There's like one big bug and it's hilarious.
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@ Antares2332 said:
I think it should be changed only when there is a group of 4 SWFs, so it doesn't affect solo mode
That's true. Huge difference between two buds hanging out and a four man ttv SWF with builds.
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@Mak0 said:
This post leaks bias.
there’s no way to punish the swat swf without punishing all the casuals who are just playing to have fun with their friends.
instead of just flat out nerfing it entirely
Rework/nerf OOO
buff weaker killers
buff solo surv so people dont feel compelled to only play swf so they dont get screwed over by terrible teammates
There actually is a way: make SWF its own mode. Then you could apply rules like only one of each perk can be used in a game(no duplicates) in those lobbies.
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/1555145#Comment_1555145
yeah for you its getting the kills. But for many people who are still getting all the perks and characters you are telling them to play in a way that reduces their bp gain and pip chance. as for the "git gud" yes I'll be sure to get good against the mori that can end my match in an instant. yes i'll be sure to not go down and I will get good at not getting hooked at least once in all my games. Really? what you basically said was "don't get hooked all game"
"Really? what you basically said was "don't get hooked all game"
Against an ivory mori you don't have to be the best- just the least bad until the weakest link is broken. But I don't even see why a decent SWF wouldn't have a chance at just ending the game in six minutes with maybe one hook. Not saying that's always an option. As for Ebony Mori? Yeah, it's stupid broken. Same for keys. Everyone knows this. I'm referring only to ivory mori's since that's what you mentioned earlier.
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/1555097#Comment_1555097
No...They're not that actually gives the killer less points in the long run. If your goal as the killer is to pip and earn BP spacing out your hooked survivors early game is good. Slugging all 4 survivors from the get go and hooking them gives you nothing and the other players also get nothing, nobody wins in that instance. And again tunneling 1 survivor from the get go less points for you the killer. You keep saying "Smart Plays" but they're not you're actively reducing your overall bp gain and your pipping chance. If so many other killers who arent toxic can play fairly and still pip and gain a large amount of bp why are you encouraging bad plays?
I have every perk I need on every character I play and want access to. There's literally no reason to play for blood points at this point. The tactics you've just said have counterplay, thus they are fair. You're slugged? Run one of the three mains perks for people on the ground (No Mither, Unbreakable, Tenacity- even ADR doubles for this purpose). If you're being tunneled then git gud at looping. Run dead hard, sprint burst, lithe, balanced landing, again ADR doubles here near the endgame, or one of the other dozen perks that gives him environmental advantages like Windows of Opportunity, Quick and Quiet, Dance with Me, so on.
For me, a win is not based on blood points. It's not even based on pips. It's possible to go into games where the survivors literally run out in front of the killer and get downed so quick that there are no chase points to be gained and the game is over in four or five minutes so obviously pipping is not the sole goal of the game unless you're hungry for prestige rather than the achievement of knocking out a team.
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/1555015#Comment_1555015
Quite a big assumption that I act that way. No guarding a hook at end game is not toxic. Guarding a hook when survivors are swarming it is not toxic and slugging when there's 1-2 gens left is not toxic. But tunnelling from the start of the game along with a mori is straight up toxic behaviour and is not "smart plays" same with slugging when there is still 5 gens. There's a time to slug and defend your hooked survivor but going out of you way to play like a toxic player is a lot different from the "smart plays"
"But tunnelling from the start of the game along with a mori is straight up toxic behaviour and is not "smart plays" same with slugging when there is still 5 gens."
Those are extremely intelligent plays and any good killer is going to play to those strengths.
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@zoozoom6 said:
Myers and particularly ghost face are hard countered by spine chill to the extent of being useless in a way no other perk interacts with a killer's power please fix
I only play Myers and Ghostie and it should stay the same. If someone is willing to devote a slot to countering stealth than they deserve to have a defense of some sort. If you think someone is on a gen and has spine chill than do what radars do and use off-bore approach with your character viewing slightly to the side of where you want to be. Very few players out of the total actually run Spine Chill so it's not like we're getting rolled by these guys. It's nothing like DS, where it's as ubiquitous as it is painful.
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/1554707#Comment_1554707
Basically what you're saying is "Killers are allowed to be toxic cause survivors are toxic.
Honestly the double standard is pretty strong with you.
Yes please spread more toxic behaviour cause thats what this game needs.
Good tactics aren't toxic. They're just smart plays. You're the kind of person that gets upset that a killer guards their one and only kill at the end of a game, or whines about being slugged while running DS.
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@jokerdude23_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1554844#Comment_1554844
I've been open and interested to see a cultist ever since the cult that worships the entity was mentioned in archives, a lot of potential with that one
What about a cultist that transformed during the trial? They start out looking like a warlock or monk and by the end of the trial, maybe based on hooks, they evolve into a creature that resembles the entity?
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@OldHunterLight said:
I think a perfect game should last around 10 min more or less take it or leave it.
That is the reason why people hate forever builds because if it lasts way too long there won't be any more pallets etc.
Literally my tactic. I run Thanatophobia to start a slow down early, Dying Light to keep the game slowed throughout the middle stage with about 3-5 tokens and a grinding halt with 6+ tokens in the late stage, Pop Goes the Weasel because each hit takes off 20 seconds from the victory timer but with Thanatophobia and DL it's actually closer to 30 seconds due to the percent increase relative to time, and Overcharge as an alarm.
Overcharge is easily beaten by people who run DS because they're used to hitting hard checks but by the end of the game they're usually so burned out they just whiff them all. The problem is that if I don't run this build specifically then games are done in like six minutes and I maybe get one or two hooks after eating a dozen pallets and probably a DS or four.
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I read somewhere there might be a sewer map but I don't want to get my hopes up.
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@jokerdude23_ said:
Curious, always a good topic
personally I'd love to see a vampire killer (Mainly count Orlok From Nosferatu)
https://us.v-cdn.net/6030815/uploads/JEUYKRKLR5KA/9ada5d2eb2e9dc3c6115b2f978208f9b.jpg
I'd love a vampire that could cast bats over players to function as crows for the purposes of tracking and had a mist form that allows him to traverse pallets quicker as a loop-counter.
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@PigMainClaudette said:
If you know how to play her, Pig is legitimately the best counter to the "second chance meta" and deserves some buffs.
Improve her crouch speed and camera angle in crouch?
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@NuKeD said:
gotta admit, i was angry when i made the post, now i'm even angrier, 'cause 70% of the people who voted and answered here, are entitled survivor mains, defending and promoting crutch perks, telling you to "hook people", but genrushing and using second chances perks is okay.
seriously, everybody expects me to "hook" and let the others go, after a fully coordinated SWF makes you 3 gens while you try to kill one guy, then they expect you to hang the guy and go for the next. it's okay to be genrushed and teabagged at the exit, but if you take advantage for a survivor mistake and slug to reverse the situation, then you have to "get good at this game".
you gotta love DBD community.
I gotta say, you're making a lot of sense right now. It's just not the same game when SWFs, or shoot even non-SWFs, get things like ADR,Unbreakable, they just dead hard past you every single chase and heal in between chases, and during all of that you have to eat 2-4 DS'. I've had so many of those. Luckily console players aren't as sweaty as my usual PC elite crowd. I'd be rank 13 going up against rank 1-3s and they'd be decked out like with comms and I uninstalled for a while because of it.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1554689#Comment_1554689
I mean, I often stay within TR range because I'm cleaning up dropped pallets or breaking gens. It also depends on how quick you rush the hook, because I still watch the hook as I walk away and if I see someone running for the save I'm not just gonna pretend I didn't see it.
This man. It kills me how every time survivors heal under a hook they expect me to just walk away while I'm watching them do it. Or they heal right under and I damage them again and they cry about it in the after game chat. Like what, you really expected the average killer to just walk away and let you get an easy advantage every single time that happens?
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Survivors only exist to apply light map pressure. That means one gen, tops.