Vampwire
Vampwire
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@danielmaster87 said:
Why? Why do survivors need MORE? There have been plenty of times where THEY have stopped powerful killer tools from coming to fruition. Original reworked Hangman's, original buffed Overcharge, survivor animations that hopefully would have fixed 360s, killer builds that encouraged leaving hook, killer builds that rewarded getting many hooks. All gone. So we're gonna fight this tooth and nail. This is ridiculous!
Survivors don't control the strength of perks. Ptb overcharge basically over shadowed call of brine and it was changed. Hangman's simply didn't do what the devs intended for the perk usage to be, although I would have loved to see it. And I don't know what you're getting at with killer builds that encouraged leaving the hook, as a majority of the good combinations we see now encourage staying mobile and keeping pressure. Especially newer released perks like Gift of pain, Pain resonance, Eruption, Call of Brine, all of those only get value through chases, patrols and downs. All of them are frequently used as well. 360's literally aren't a problem unless you're brand new lol.
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What bothers me is there's no reason to play as a team most of the time. It does guarantee more survival time for everyone if u trade hook states, take hits, and what not. But most people just play for themselves and there's really not a clear punishment for selfishness other than wasting everyone's time by not playing the game with us. Example: Why would I risk going down to save someone from basement when I can finish this gen and escape easily? There's really not a reason outside of the fun risk from doing it and making that small chance of escape. Or, why would I take chase for this guy who's being tunneled when I can just do what I want with the killers attention occupied?
As someone who's really altruistic as survivor, it gets frustrating. There's 3 man SWF's who want you to make an impossible unhook just so their buddy doesn't die and they get to butt dance together. I don't mind dying for someone else, but when you do this kind of stuff I really regret sacrificing myself for you. There's a lot of entitlement, from both sides, I just think it's more apparent with survivors since there's 4 of them. This entitlement ruins game's. Like someone disconnecting or suiciding on hook due to getting downed early.
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@WeakestNurseMain said:
Imagine if Alchemist Ring Blight was able to use Surge, I don't even want to think about it, how about we just make Nurses blinks special attacks and call it a day.
that's a good point. still this is assuming bhvr dials back some of these add-ons to not be stupid.
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@DredgeyEdgey said:
How about it just works on downs not injures
yea thats what i mean. my bad that would be terrible lol.
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It would definitely help. When you say mini I assume like a 40 second block on gens. It would make splitting up on early gens at least a little riskier since you have to go out into the map where the killer potentially is roaming. I only worry that it will make the meta killers even stronger than they are now. Nurse or Blight with built in corrupt? You're just making them better than they already are now. That's why it's hard to implement base kit perk effects for killers. The strength and strategies for each and everyone of them varies so much that you can potentially tip the scale in one characters favor too much.
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In the future, yes, but it's honestly hard to tell when they happen. If you really want to save money, I'd wait until the mid chapter and see if anything goes on sale, but I doubt it's any sooner than that.
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voice chat would lead to people dying on hooks the instant they say/do something that pisses off someone else (which they will) and verbal harassment. the dbd community is not mature enough to handle a voice chat system and most people would just stay mute because of that. I think a ping system with ping delays would be a lot better overall and would interrupt normal gameplay.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3165953#Comment_3165953
What is a "strong tile'?
Let's just pick on RPD since it's so common right now.
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Art room pallet
Front desk pallet
Outdoor pallet
Police desk pallet
Back exit gate pallet
Right office(looking in from front entrance) pallet
Library pallet
Front stair pallet
STARS office pallet
Interrogation room loop
I would.love to be shown otherwise but in my experience so far, none of these pallets/loops(11) are beatable with weskers power vs non potato survivors. You turn into an m1 killer and brute force most of the above.
If you don't use it right, then no you can't catch people with it over tiles. Remember it's not suppose to be used on EVERYTHING. I don't really know how to explain this to you without coming up with essentially a "how to" with his power.
It's kind of like this: If a survivor is going to make it to a pallet, you can ready your bound, jump over it and make a ton of distance on them. It works at jungle gyms, safe pallets and certain window loops. You can even use it on L T walls. Aside from L T walls, all of those are pretty common and relatively safe loops if played correctly. You have to ready it before survivors go there, or else it's useless. If you do it even earlier you can potentially zone them out of it with a 50/50.
The only time the bound doesn't work is on awkwardly shaped loops or unsafe loops, The first is because you can't navigate around it, and the second is because the loop is too short to actually mitigate any real distance. The good thing is, these pallets are usually filler and can handled pretty easily with simple mindgames or just forcing the drop. Typically they'll only get about 2 loops around it before having to throw the pallet.
The rest of it is just decision making, which is too much for me to even begin to tackle due to the various scenarios that can happen. But it's a skill you will eventually learn when you know how to use the power more effectively.
So, like I said, play him more and experiment. Even if you have to lose a few games to get to know him.
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The only complaint I have with Wesker currently is his bugs. The hitbox change from PTB was much needed because it was essentially impossible to dodge, so much that you would get picked up when you're behind him. His anti-loop isn't usable on everything, and that's perfectly fine. He can handle the majority of strong tiles with his power, however. His vault is great for god pallet loops since survivors don't have enough time to make it back around on those. He can zone people out of windows, force them away from good positions along with a lot of other great things. I think he's one of the few killers who are actually fun to play as and against. Give him time, you'll get better and hopefully come to appreciate him more.
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I don't like the paranoid schizophrenic idea of a killer, because it's just a really isolating and hurtful stereotype of an already horrible mental disease.
I think something similar in concept of SCP-096 would work, though. Where the beast get's agitated by the survivor's presence. Still, it'd have a big flaw of survivors just ignoring the killer to do gens for an easy win. I don't think something like this can work.
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it's the default legion noises but with some sound edits with the vocals to make it fit with his gas mask. he does have unique lobby animations though.
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It depends on what exactly were calling tunneling. I've had survivors call me a tunneller because I go back to the gen they were working on and find them there unhealed and greeding for a gen. I wouldn't say that's tunneling and is really just punishing greed.
But, if you're going out of your way to get one single person in a way that's going to make you lose, then it's stupid. Imagine there's 4 gens left, and the killer just camps and tunnels a guy just because they can. It feels like you just lose because of a killer cheesing the mechanics. And while sometimes tunneling can be a good idea, its more often than not used to spite a single survivor for any reason.
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I'd say they both have their strengths. Nemesis can mow through pallets and even have some assistance from zombies with map control along with a pretty dangerous anti-loop. Wesker has mobility, but plays like an M1 killer at certain loops. His infection does honestly have enough of an impact to be scary though. I think they're both fun and strong in their own rights.
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@RonMan32 said:
https://forum.deadbydaylight.com/en/discussion/comment/3113700#Comment_3113700
Deathslinger is not weak. But he takes a decent amount of skill for him to reach anywhere NEAR his full potential. And his full potential is mediocre. He takes a lot of skill to play for him to be at all usable, and even then he's mid tier, upper mid tier at best (specifically for people who hit those amazing shots through pinholes, otherwise just mid tier). I know this is a joke thread but I genuinely think he needs a buff or rework. Attached is a concept I came up with. I'd love to know what y'all think!
I do like the concept of being able to move faster when the chamber is empty, but that also goes against his design. The reason he's 110 is because of his anti-loop. A very versatile and strong ability needs some sort of draw back. If he moves faster then his power loses it's purpose because he can just walk at you and not have to use his power if he wishes so. Part of learning his kit is knowing when to reload, so removing that in it's self goes against part of his mechanics.
As for your other replies, most of this post was sarcastic. Poking fun at people who want absurd buffs for him. You said you never experienced old Slinger. The truth is that he could aim and shoot much faster than you could react, meaning you always had to assume he was about to shoot and that alone zoned you out of any potential counter to him. It was complete guess work, and the only time you could win against old Slinger was if he missed and played bad. You couldn't bait shots, or crouch in time to dodge. It was instant. There was literally no other counter than just getting lucky. Right now he is in the best state he will probably ever be in. All that I would ask is for more interesting add-ons and the removal of reload speed add-ons. Right now the reload add-ons make the penalty for missing almost non-existent along with the distance survivors can make for Slinger missing a shot.
Is he hard to learn? A bit, yes. Is he a top tier killer? Not at all, but he's definitely a higher B ranking when used by a skilled player. He's a lot like Billy in a sense, where the power takes a lot of dedication to master and use efficiently, but still isn't Nurse or Blight tier. And that's okay! Not every killer needs to be that good just because they're tough. I don't want old Deathslinger back largely because it just erases his learning curve and makes the survivor side miserable. You don't have to learn hole shots, how to drag people around corners, setting up long distance shots or learning when you should let the chain break or not. All old Slinger has to do is wait until you vault a window or run towards a pallet and he wins a 50/50 game on whether you're going to dodge or not. He still has insane lethality and that's what makes him so fun and satisfying to play.
tl;dr: Nerfing Deathslinger back to his old state would just be hand holding the people who don't actually care to learn how to play him and make the game suck because everyone would use him for easy wins again.
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@ThiccBudhha said:
Yesterday? I see him quite often. More than Oni which is the killer survivor mains are crying about as flavor of the month.
Oh, Behavior, please kill switch Oni-chan, Mr. Behavior.
HNNNNGGGG I CANT USE CORNERS!!! PLEASE MAKE HIM REQUIRE 0 BRAIN CELLS!!!!
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@ElSegador said:
https://forum.deadbydaylight.com/en/discussion/comment/3116420#Comment_3116420
And no, the assassin is still a 4.4 movement speed assassin, who has no Tps, the chain continues to be cut by structures, he can crouch to avoid the Harpoon, he can crouch in a structure, he can even move the Survivor to dodge the shot, the only thing is that perhaps it will be less predictable, that is, you will not see exactly where it is pointing, like the previous Harpooner, the Harpooner is extremely slow, in chase, in the field, in everything, it has to be a beast in chase, and that's why it has low mobility, we compare it with the Huntress for example, wow, a shot, a blow, I think it's more than justified.
Yea, but he's still very deadly. Deathslinger IS that beast, he just takes more than a single braincell to use now.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/3116435#Comment_3116435
people severely underestimate slinger's strength idk why. maybe there just aren't a lot of good slingers around, especially post-nerf
It's because they never had to actually learn his mechanics before the nerf. I loved him when he came out but he was so brainless that I felt bad playing him. So, instead of taking the time to learn him and how to play him, they beg for the easier and busted Slinger.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3117374#Comment_3117374
Mhm. Sure. The higher level, where only Nurse and Blight are viable. Slinger definitely has a place there.
Look, just because you play bad survivors doesn't mean the rest of us do. Slinger is trash.
cope and keep reflecting
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3116435#Comment_3116435
LOL
Spoken like someone at low MMR. His zoning is insane, but only if the survivor allows it to be insane. Against a good survivor, Slinger will very rarely hit any shots.
On top of that, Slinger has nothing but chase. His chase isn't fast enough to stop survivors from getting out in three minutes. He's bottom 5 because of this.
Yet again, if you struggle getting downs or landing shots with Slinger, that's on you. Him with STBFL takes an already strong killer to a higher level. So if you struggle with him, try that. His power is playable in basically every loop. His 1v1 is what lets him build pressure. The only time I'd say he's weak is on Haddonfield and Lerys, where its hard to set up shots because of the close quarters. But even then they're the maps I have the most fun with him on because of the shots you can hit. Once you learn where you can and can't shoot, it becomes really hard for survivors to get anywhere. You can sometimes hit survivors over loops you can't even see them on. I don't think anyone who talks about reverting his nerf realizes his true potential. And you're only showing me that I'm right.
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Clock tower would be cool but I think it'd have the chucky problem. Still its a really classic and early horror game. Another thing I doubt we would get is Bloodborne even though it could totally work. I could also think of some indie game characters that just wouldn't make it in.
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oh yeah also delete omega blink asap thats really stupid and can't stay
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@ThatOneDemoPlayer said:
Titanfall but with horses
Yea just give us cowboy titan fall smh
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3113700#Comment_3113700
Slinger is weak. I know this from playing against him. He's incredibly telegraphed to the point that all he can reliably do is zone. All he has is anti-loop and it's too counter able to justify him not having anything else
He has some of the best anti-loop in the game idk what you're on about. He can literally pull himself around corners and keep u in place for a hit. His zoning is insane if you use it intelligently. As well as being able to pull people out of position mid chase or getting a guaranteed hit at nearly every window. His telegraph is what makes him fair. Nothing about snap-shots was healthy or good for the game. Asking for old Slinger back is just asking to put him back on easy mode. Most people suck balls at Deathslinger. I'd say most killers you face in an average match are usually terrible. You can base your opinion off of those matches or u can take it from someone who plays him regularly. The only things I would change about him would be the terror radius to allow him to snipe more often, an add-on pass and some quality of life. He's in a very good spot as is.
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@theTARNavsky said:
"People say it had no counterplay, but it did. As long as I messed up the shot and sucked at Deathslinger in general it was balanced and counterable."
Lol, a counterplay to a killer should be that they have to mess up. Great logic 🙂
Yes that would be the joke.
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@ElSegador said:
https://forum.deadbydaylight.com/en/discussion/327870/how-to-buff-deathslinger
As main Deathslinger, the changes that are not very crazy that I would do are these. Currently Deathslinger, raises and lowers the weapon slowly, because the Survivors complained that it was "not fun to play against" Deathslinger does not have to be fun, he is a murderer, he has to kill and disturb the work of the Survivor in some way . So my first change I would say is to make the weapon go up fast like the previous Deathslinger, but keep the weapon down slowly, after that, have the Deathslinger reduce its terror radius from 32 meters to 24, like the previous one, he is the only Killer that walks at 4.4, and has a huge terror radius, it would lower his range to 24 meters again, then when he is hanging a Survivor and carry him on his shoulders, he would give him a speed of 4.6 , he is extremely weak at hanging Survivors, and as a last change, that this should have been implemented as a base for him, long ago, that if the Deathslinger is pulling a Survivor with the chain, without any obstacles in between, that he cannot No allied Survivor should come to stand in front of the chain, to break it faster, so as not to collide with other Survivors.
So Deathslinger shouldn't be fair and survivors can't cooperate as a team to counter him? All you're asking is removing dynamics to make him a really linear and braindead killer.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3110495#Comment_3110495
Imagine not wanting one of the weakest killers buffed...
Sad.
if u think deathslinger is weak then that says more about your skill level with him.
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Sadako really needed more time in the oven imo. Her mechanics are stupid simple for the entire concept of the ring. She quite literally is Freddy without anti-loop. The condemnation effect could be played with and expanded upon in so many ways. As well as giving her some form of anti-loop with her already existing power. A good way to do that would to keep her intermitting phase sequence last a lot longer to give time to trick survivors. Or more ways to spread condemnation and make it an actual threat.
One idea I like is having condemn either make her more or less stealthy. Higher stacks of condemned makes her more visible from a distance, while lower stacks keep you safe from the mori but still oblivious to her. This opens so many avenues for gameplay. You can make yourself fully condemned and try to run Sadako if she's greedy, potentially winning the game by wasting so much of her time.
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@Remedicist said:
Deathslinger and Trickster sounds funny. One shoots and reels while the other throws knives at the survivor being reeled. Tag team style
i was thinking of ways deathslinger could tag team with other killers but trickster may be the best.
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I'd rather it stay that way. All 3 are boring for the most part. Sadako has no real power aside from mediocre map pressure. Pinheads stack 4 slowdowns which makes the box even better at game delay. Artist just zones you out of everything and not much else.
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Well, it's hard to say solo-que didn't get hit hard. Camping isn't really addressed at all. And with more gen time with an already uncoordinated team it has potential to be even more miserable. You can basically secure 2 kills even if survivors are extremely efficient. Solo-que team mates usually aren't that great though.
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As long as the feature is in the game and people have friends SWF will be a thing. SWF is not the sole reason you lose and most of the time people just want to play with their friends. Simple as that.
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I'd say there's still a strong enough reason to use alarms. You basically can render him a powerless killer for a while and that's pretty helpful against his snare zoning. With perks like current DH you don't really need to worry about it too much because it counters literally everything. That's gone though. He also can directly pressure gens, meaning slowdown is still very strong on him regardless. Ruin, while it may be getting nerfed, is still going to be very strong. Passive regression is huge. I believe it deactivates after the first survivor dies now as well. Which really isn't much of a problem because a 3-man is not hard to wipe out. Along with all the other changes, you have to keep in mind we have a total of 50 seconds added to all gens. Gen control is and always will be strong if used correctly.
Freddy is just incredibly average really. Pretty linear gameplay and not much deviation. Which I think is his biggest weakness. You can't really use snares in creative ways other than zoning. I'd love to see him get a better power but I doubt that will happen.
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@Tr1nity said:
@TheGannMan @GoodBoyKaru @GeneralV @MikaelaWantsYourBoon @Mooks MandyTalk Rizzo90 EQWashu KhaineGB @Vampwire @Shaped @Bloodshade @ReverseVelocity @TeabaggingGhostface @Marigoria
And many, many more, including but not limited to
and I can't think of any others.
thank u <3
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Solo que survivor will always be hell I feel. You make a good point about camping being indirectly buffed by gen times. It takes a total of 6 minutes to do all gens now, excluding all the other variables such as the distance traveled to reach one and locating one. It takes about 2 and a half minutes for survivors to fully sacrifice. So from a technical aspect you can get 2 kills and have 1 minute of gen time left. All of these numbers are taken at the absolute efficiency.
If we count the average chase time, around 30 seconds, you're still guaranteed two kills at least.
The only way to fix camping is to attack it directly. I think a great fix for it would be healthy survivors can't get grabbed when unhooking. It's still a trade but they can get the unhook at least. Or making the hook timer slow down when the killer is within 12 meters of the hooked survivor.
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Bloodlust is an awful mechanic. This wouldn't even be an issue if map design wasn't crap. All bloodlust really does it ensure a hit after a certain period of time, because what it's made for isn't counterable. Safe loops aren't fixed by a movement speed increase.
In all truth, bloodlust just rewards bad killers by ensuring free hit on pallets you can normally mind-game or play around. The amount of times I've been in a chase with a killer who just waits for bloodlust, instead of actually trying to play around the actually playable pallet is sad.
Buffing bloodlust doesn't fix anything and just rewards people who don't want to actively try at the game.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3055583#Comment_3055583
Wow. Didn’t even notice that.
a Jonathan AND a
VecnaLisa in one match. That must be rare.he head on'd me in the first minute of the game so i respect the gremlin
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not tomorrow
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@Chocolate_Cosmos said:
No, more like Freddy new rework.
vecna getting an accurate power in dbd would be a sad day for elm street fans
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Probably a hacker.
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If it meant avoiding all 5 people who are playing Trickster, who I would completely run into every time without fail, yea. Not too long of a que increase and I don't want to rip my hair out trying to dodge 40 blades.
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I always find it funny when a 4 medkit COH squad comes in. Or when survivors cleanse, then save an infected teammate. I do die a little inside everytime I play her at a rock loop that I cant hit people around with corrupt purge tho.
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a way more effective camping strat of PH is to hold your power, wait a second after the unhook, then fire. normally you'll hit both survivors and get an easy down.
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I think it's fine as it is, and I play Slinger quite often. The snap shot was really busted and honestly shouldn't have happened in the first place. It'd be like if Huntress could instantly throw a hatchet. I know a lot of people will probably respond to that with "but deathslinger doesn't get a guaranteed hit". Which is basically not true if you know when a shot is a good or bad one.
What I would like to see is an add-on pass with quality of life improvements. Like making the camera less clunky, making the ads turn speed actually usable, or anything like that. I think he's perfect as he is with his base kit. The reload time isn't super long but also encourages you to think about reloading and gives survivors some breathing time between shots. You can basically hit a survivor over any loop that their head sticks out from. Most of the times you can clip them from places their heads don't even stick out. Slinger is very capable and doesn't need many changes. He's really only capped by skill when it comes to chase.
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They can be kind of a pain really. I love them, but getting downed by a frenzy because your team mates were stupid doesn't feel great. Along with having to mend so often.
Fun to play but not fun to verse.
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@brokedownpalace said:
People say this during every event.
I think that's largely because most events end up like this. They need to be designed in a better way so people aren't trying to end the game in 5 mins.
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Pig, Plague or Leatherface are in my top 3. Chase music really does a lot for the character's presence.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/329440/this-event-is-really-harsh
Bruh, it's great, you are the type of person that is never happy/grateful for anything that anyone or community does to make an experience better.Toxicity and sweating happens in dbd no mathere if there is an event. Just get over it .
Ima add this edit because you actually seem like a pretty chill dude and I don't mean to sound toxic or aggressive in any way, I'm just conveying the point of that you think that this event is causing these matches but it's actully event or not that's how many matches go and people need to get over that and enjoy the good matches.
BRUH another edit, sorry I thought your title said trash, so I got a lil triggered. My bad
It's alright. But the sweat has been a lot worse than usual. Noticeably worse. I'm more upset that I have to put up with trolls along side the stress when the game hasn't been this bad for a while. I'm mad that people who very obviously cannot compete with me in actual chase win because I can't reach them without walking for 15 seconds. Then watch them run to the opposite side of the map after a hit. That I lose 3 gens because people are splitting the pressure on gens. Is it the best way to play? Without a doubt. But that doesn't prevent it from being a bad experience. And I feel like my time investment isn't worth it because every game is like this.
Normally I'd take a break and come back. But I want to participate in the anniversary. I want to celebrate with the community. Instead it seems like the bonus bp and free cosmetics have only incentivized the worst aspects of the gameplay.
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@meatisadelicacy said:
The events always bring out the worst. I see a lots of games where killers are the only ones not bringing cakes. I used to see tons of moris before the nerf. And survivors have to go harder because they have to win to get the cosmetics. Killers just have to show up.
Yea that's a huge reason I've ignored survivor for the most part. I don't like having to sweat against killers and the fact that you can get them much easier as killer doesn't give me much of a reason.
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@AGM said:
Right, Chapter 10 definitely wasn't called Darkness Among Us and this image is definitely 100% not 'shopped.
trust me bro
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3002849#Comment_3002849
You're absolutely right. Just because it's rehashed does not mean it has zero legitimacy.
It has zero legitimacy because it's a terrible suggestion and those previous threads have correctly identified this.
How exactly is it a terrible suggestion? I can see for the take I took on proposing it. But why is it so terrible to suggest that a killer who can down survivors in 10 seconds with no one shot ability may need to be toned down a bit?