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WeenieDog

WeenieDog

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WeenieDog
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  • Same, I thought it was 15$. It's actually 20$ darn.

  • it don't matter as long as it makes cents.

  • Um, hate to burst your bubble but those are Capri pants. I want short-shorts.


    16334215_fpx.jpg


  • Not only that, but the nose ring (or whatever it is) can clip into the camera when in blood fury.

    It's neat, but not $15 neat IMO. It's like league skins, except only fraction of the value.

    like everyone wrote before:

    No new sounds, no new animations, no new visual FX, new sword but no club, can't mix and match pieces to make truly cursed outfits..... 15$ (2 DLC chapters).

  • @NekoTorvic said:

    His shots are predictive because it's a 40m/s needle projectile. The fact you can do it means you're skilled at it, on account of your FPS experience, it does not mean it's easy. Unless we wanna go over semantics of what makes something easy.

    In order to shoot his gun effectively, you don't have a crosshair unless you add one externally, which is not intended or a feature of the game, this means that you need to have a good notion of where the tip of the iron sights is gonna be when you aim the weapon, depending on the scenario you must be accurate with this or else you won't have time to correct it after you've aimed. After aiming down you have to very quickly adjust for any errors. You also have to account for survivors movements and the speed of the projectile. So even if you are used to playing this sort of thing, i would argue it's still a skillful sequence of interlinked actions and predictions that have to be performed right.

    I agree, spamming ADS is brain dead, but lets play the numbers of how this works so you see how ineffective is if the DS player has an interest in playing the game to win. You gain on survivors at 0.4 m/s, lets just say a survivor is making your shot difficult and you decide not to shoot and just spam ADS to get them to wiggle. It would take you 37.5s to close a 15m gap if they just run in a straight line. Every time you ads which takes 0.15s so 0.30s to raise and lower your gun. During those 0.30 seconds you move at 3.3m/s, which means survivors gain almost a quarter of a meter in distance (0.21m) . So every time you spam ADS you lose about half the distance you'd otherwise have gained on them per second. This is obviously if they run in a straight line, but it gives you a notion of the slow catching up we're dealing with. However, you're spamming ADS, so they're wiggling and moving erratically. If you were a 115% killer this distance lost is negligible, but as a 110% killer, this means that even wiggling you catch up very slowly. I've seen DS who want prove the "effectiveness" of the ADS spam, catch up to survivors at like 10 or so meters away in no less than 15 seconds, unless the survivor really messes up their pathing. Now imagine that done to catch up for 2 health states, plus wiping, plus hooking, plus patrolling at 110%. You will lose the game before you can get your 4th hook maybe even less.

    Now in real life where DS players actually understand this and play to win the game, then they have to go for specific shots. These shots, if a survivor is not out positioned can be anticipated and countered. I've done it, I've seen it done. And this is where the bulk of DS's mid chase counter play is.

    I do know about aiming at their hitbox instead of the character model. What I argue is that the projectile's hitbox is still precise enough that this is a negligible thing when survivors know what they're doing. It is a bit of jank that's in the DS's favour instead of the survivor's, but aside from last second shots at some loops and corners I don't think it's that impactful, at least not in the counter play argument.

    If you know where the killer has been you can predict where they're roughly at. Killers can catch you by surprise, but you can tell when it's generally safe or not to go for certain things. As soon as you hear his heart beat which is 100% always consistent at 16 meters if they're using M&A you can use the corn to block LoS, hide from him so he doesn't see you or just make it hard for him to shoot before you get to a loop. However I will say this, I don't like maps that have massive dead zones like that. Even if they're not full of pallets, at least the odd rock or tree is necessary to have more tools against ranged killers.

    Let us remember that with a 24m TR, it takes the DS 15 seconds to catch up to MAX harpoon range if the survivor just holds W as soon as they hear his TR. So it takes him 15 seconds to catch up 6 meters. Most DS will not go for a 18m shot because it's risky and inconsistent so usually they will catch up way more and spend longer doing it. A bigger TR will break this killer. Spine chill which is a pretty ubiquitous perk helps a lot against him, but knowing and respecting the fact that this partial stealth is part of his kit is the most important thing to prevent being caught by surprise. I have only ever been caught by surprise against a DS one time and it was my error cuz i was playing on windowed mode at like half normal size, and when i saw the killer from a distance I thought it was someone else, so I didn't expect the DS and was caught out positioned.


    Yeah, the number do shift wildly depending on the situation.

    In cases of both just running in a straight line.

    Killers ms is 4.4 m/s

    Survivors ms = 4.0 m/s

    When a killer strikes a survivor, the killer wipes their weapon and is stationary for 3 seconds, while the survivor gets a 150% speed boost for 2 seconds. After the killer is able to move again, the survivor is 16 meters away (4.00*1.50*2 + 4.00).

    Now that killer is able to move, the survivor distance relative to the killer is -.4t + 16 (survivor dis - killer dist, (4.00t + 16) - (4.4t))

    It takes 34.83 seconds for killer and survivor to be meters away 2.07 m (rough lunge range) from each other, but we already can see that DS is in range for his power and at that range, it takes .40 s (16/40) for the harpoon to meet the survivor's chest. This is the best scenario and why you can do a 1-2 combo with him. STBFL makes this distance and available reaction time even smaller.

    That is only if he gets the the first hit without using his power, if he does use his power, then he'll have to reload for 2.75 s. This give an additional 11 meters making the relative distance -.4t + 27. It would then take 27.5 s for the dist between them to be 16.

    At hook could take 3 seconds with the 1-2 or 55 seconds, and this doesn't include the approach.

    If survivors run immediately when they hear the heartbeat

    With M&A, TR is 16, so he's already in range, 0 addtional time. Base is 24 and would take 20 seconds to reach 16 m.


    But this is what I mean about Deathslinger not being OP, he has a lot of down time (and it reeeeally adds up the more you miss). At the same time, it's uncounterable due to how quick it all happens. you aren't really going to dodge harpoons in a fraction of a second unless you are psychic.


    Spamming and zigzagging make it harder to look at, because it depends on the frequency on the killer ADS and the angle and frequency of the survivor's zigzags. The angle and the more frequent they do it, the more they both slowdown.

    If the killer only spams 1 ads each second, then for .3 s he's 3.3 and .7 s, 4.4. So, he's moving 4.07 meters and is very slowly gaining. Your also only going to do this when you are already in range, and again, they only have a fraction of a second to dodge. If the survivor zigzags, they are moving less than 4.00 meters away from the killer depending on the angle and we get.

    https://youtu.be/40gHL0W48HA?t=101



  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/176162/the-problem-with-deathslinger-as-a-killer-main

    I hate the people who respond just "no" to a thread.

    But literally... No.

    He has counterplay, but no 100% counterplay, as no killer should have. Hug main buildings and drop pallets early.

    He's subjective for both sides, I personally love versing him and playing him.

    Chasing is fun with slinger, so I have no problem downing, hooking, searching etc. It's a fun cycle.

    Gen rushing isn't the only thing to do against him, do well in chases and you don't have to devote to gens.

    He doesn't need pressure, at all. If he proxy camps and tunnels he can win most teams if he plays with no mistakes (which is borderline impossible).

    The absolute only thing he needs right now is a reduced missed shot cooldown to promote going for more shots.

    The counter to Deathslinger is to just hold W and make as much distance as possible. But that isn't a counter to his power but a general tip against all 110% movespeed killers.

    DS IMO is in a weird spot. I think he's uncounterable but not OP. And I'm personally in agreement with @mostlyghostly sentiment.

    I really like Deathslinger, his look, sounds, and his fps derived power was something I genuinely enjoyed, but the more I played him the more dull he became. Most of my chases were like this:

    see survivor, close distance, shoot , reel, m1, wipe+reload, hold w, survivor reaches a loop then

    https://clips.twitch.tv/HilariousCrispySandwichSoonerLater

    that it. You shoot them over the loop and you do it twice for each down. If they run away from the loop, you shoot them out in the open. Long walls are the only thing that give some safety, but you have to throw it instantly (and those aren't guaranteed to spawn). There isn't much the survivor can do but "hold w" because of how quick it goes off. It goes 40 m/s, at max range that's .45 seconds to reach 18 m, plus ads (.15 s) and firing (.5 s), that's 1.1 seconds to react. That just at max range which you will seldom do anyway, it goes down even further. I don't think I have to mention the ads "mindgame" that is as much of a mindgame as a spirit taking their hands off the keyboard and waiting for their power to recharge.

    At the same time, DS is like all 110% killer, incredibly dependent on his power to do anything. Downing survivors is the only way he builds pressure. And there is downtime built into deathslinger's power ( chase, shoot, hit, wipe,reload, chase, etc) that stops it from being overwhelmingly versatile. A flat out nerf I feel would ruin him and a buff feels just as equally wrong.

    IMO, He kind of feels like another Legion problem, but just a little less obnoxious.

  • by the wording I'd assume that only the slugged player is blinded for 15 seconds, but it still has the same effect as before on other players.

    The other three will still only see the aura within the mentioned ranges unless they have Bond/Empathy/Key with aura reading.

  • I mean, the dude with "Hooker" in his name... duh.

  • What do you mean? she has the goddess of cursed ponytails skin


    vj1tj10x7vd41.png


  • @snozer said:

    That is the idea. they essentially deleted aura s from the game without doing it.

    They nerfed all aura read perks and bbq in one hit lol! On the survivor side they actually beefed up auras and made them more visible.

    yeah, when I saw them I was like "Rip colorblind players even more".

  • @Hektic3000 said:

    The bigger question is if bond and empathy still override the blindness effect.

    I'd assume not. I don't know why they would change the way blindness works with auras for just one perk.

    But if you mean, the other people not inflicted by blindness, I'd assume it's as normal and lets them see the downed person with those.

  • Spirit out here lookin' like a Dremora lord.

    Elder Scrolls X Dead By Daylight?


    The Minotaur skin looks pretty neat but out of place IMO

  • Those are two passive things, they also have perks and items.


  • @gunslingers_potatoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481724#Comment_1481724

    i think that bug was because of the latency on the PTB. Remains to be seen tho

    I didn't even know that was a bug, I hardly saw anyone running the addon make use of it. I was just guessing because it felt like a newish mechanic and there aren't any other perks or abilities that both break pallets and let you pass through them simultaneously.

    but you are right, we'll just have to see.

  • I'm expecting the addon that gives Billy speed limiter but also go through pallets to have moments were you flat out get stuck in the pallets for a moment defeating the only situational benefit you get from it.

  • @Nutty_Professor said:

    So this is a common complaint I see from survivor players, I even seen Tru3ta1ant (a killer main) criticizing killers who slug at five generators.

    However, every time I hear or see this complaint I ask, why should the killer not slug at five generators?

    Unless the killer is using a slugging build. Often the reason the killer is able to slug is due to survivor teams mistake. For example if I down a survivor and I see other survivors are close by, either working on a generator or trying to position themselves for a flashlight save, I'm going to leave the downed survivor slugged and go for the other survivor.

    However, if I decide to slug a survivor as I see another survivor close by but that survivor either has sprint burst or runs to a strong set up. I'm no longer in a position to be able to afford to go after that survivor, as it'll take me too long down them. So I go back to the slug survivor and I hook them.

    My decision whether to slug or not to slug, is based on the situation when I down a survivor. Not based on how many generators are remaining. Also five generators remaining can quickly become four gens, three gens, two gents, etc remaining.

    Comment your thoughts and opinions.

    I don't think there is a right answer. Tru3 though has a different outlook on it because he also cares about kills and pipping. Slugging at 5 gens doesn't really give you the emblems to do that, so he might feel that way about it.

    Others just see it as "not fun". "Not fun" for survivors because they just sit on the floor, and "Not fun" for killers because the game ends too quickly. I see some streamers purposely let survivors reset shearly out of sportsmanship.


    But ultimately, it's up to you. For killers to extended slug and survivors to run anti-slug strategies/perks.

    Personally, I'll slug when ever I'm given the chance unless the survivor looks especially fresh (like running into walls or doing really questionable things).

  • If we had some kind of perk lock method, either by category or by perk cost, we might have seen that 24% max thana buff go from PTB to live.

    But one of things they wanted to address with the Ruin rework was how well slowdown perks stack/synergize. It's why Ruin and Pop don't work together anymore.

  • I'm just wondering if the add ons have been changed or if they are still mostly memes

  • IDK about Otz, but Umbra and Tru3 have had moments where they were like:

    • I have my hook and three gen, so there isn't any reason for me to leave


    Does it happen all the time? No, but sometimes you have to know when to camp.

  • @Nurgling7 said:

    "Good thing I was paying attention to the killer face planting into the last two pallets and played around that."

    It really becomes painfully obvious sometimes. Like swinging every time the survivor passes the pallet... even when it would never have connected for damage.

  • @tactic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475909#Comment_1475909

    Coincidentally 2 killers who are currently struggling

    admittedly halved gen speed might be boring for survivors, but getting into a first chase shouldn’t take too long (but this depends on rank)

    A survivor could also run into the killer los and force a chase as well. I'd be down for anything that shears a bit of the free gen progression off at the start of a game.

  • I just wish Corrupt Intervention was a built in mechanic and some other direct slowdown perks would get nerfed along with that change.


    I think the thing that makes early game nonexistent currently is that the game spawns survivors right next their objectives (god help you when they are all spawn next to 4 four separate gens as well). It's not so bad in situations where the killer spawns on one side of the map and survivors on the other, but if you spawn in the middle of the map, then you just have to hope that your guess was right otherwise those gens are gone before you can do anything about them.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1474070#Comment_1474070

    nope i never install it either and i got it,funny i never use it either i hope you find a fix.

    ahh, I see TY.

    I guess it could just be another case of DBD being DBD.

  • is it still installed or deleted as well?


    I was thinking that maybe it not having a store page sort of deletes it from your library when you erase it, and maybe its a way of validating that you have it to unlock or not.

  • I still have mine and erased DGBH a bit after they said the veteran was a bit too strong and gave her 10% damage nerf (that didn't alter any break points, so she was still exactly the same.)


    I did notice that it isn't in the steam store anymore. Maybe whether it was purchased or downloaded after it went free matters.

  • I wish

    pouring one out for Angie, the girl shouldn't of had to go through that, even less someone telling her she deserved it.

    I can still hear the piano theme.

  • @Thiccsty9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1471825#Comment_1471825

    Thats even weirder... So why on earth are most of my games like this on Killer?

    The matchmaker has always been borked. Sometimes it can be like that due to queue ratios. And technically you are within their +- 6 rank parameter, so the system sees this as okay and normal. But It's not like we don't understand where you are coming from. It's something that a lot of players speak about.

    The current ranking system doesn't do players any favors. It's really easy to rank and it doesn't say how good the player really is. It also doesn't help that Legion gains emblems incredibly easily despite not being very strong. You might have been unknowingly shot up in ranks where you aren't used to how everyone plays. The same thing goes for survivors.


    I know it sucks, but there isn't much we can say but things like:

    Turn off chat, just focus on improving, don't take this game that-that seriously because it isn't even balanced enough to warrant ripping your hair out for.

  • it hasn't gone live for PC yet

  • @Hazerino said:

    I mean come on. Do I really need to say anything else? Some examples:

    • Stridor Spirit
    • Pop Freddy
    • Spirit Fury/Enduring Billy
    • Infectious Fright Nurse

    Theres a few more I can't think of off the top of my head, but perks like this on these killers is quite literally so unfun. And before anyone comes for my neck I've played about 3k hours on PC of both sides and these perks are quite literally so busted on these killers it's insane. And, I won't reply to anyone doing any whataboutism's on this thread.


    stridor spirit is pretty dumb IMO

    Pop Freddy - work separate generators as he can only pop one

    Spirit Fury/Enduring - Throw done pallets early and don't be greedy with them

    Infectious Fright - spread out. If you suspect they have it, you can also use lockers (or calm spirit) while in terror radius as someone is within 1 tap.


    Most of these problems are solved when survivors don't group up.

  • Wouldn't this be a buff to solo survivors?

    Ideally you would be put into groups of similar skilled survivors. The only situation where it would be worse are where terrible survivors are put with other terrible survivors... but even then they would be paired with a terrible killer.

  • I guess maybe what they consider a "basic attack" are attacks that aren't made while channeling a power. With spirit,nurse, deathslinger, etc, the power ends before you input m1.


    Myers' power is weird when you put it like that, as you could say that he is channeling but also applies on hit effects. It could be the way his abilities are programmed. It could be that ghostface and myers exposed effect is done by the power itself and not applied by an m1 (so it would be similar to the above with spirit and nurse), while someone like the Oni is given the effect of double damage (well, along with the everything else).

    I do miss the on hit with legion for its utility with Hex:Third Seal. But I'm not surprised it got hit with their whole 'removing problematic perk combinations' like the "Forever" X builds with sloppy, thana, pop, ruin.

    I am surprised that some survivor perks didn't get equally combed over.

  • TBF, the old system wasn't fair either.

  • @ Antares2332 said:

    Billy is dead.

    I wouldn't say dead, but put in wheelchair and sent to rehab for his crack addiction.

  • I'd imagine, though it might not sound like much, but 10 seconds of a bonus 7% can be pretty strong when all you need is a tap. Hope is already amazing against 110% mv killers as the difference in speed is 3%.

  • girls, we need to let it go. just join the [cult of corrupt + pop] like the rest of us.

  • If they wanted to give to survivors a built in way to speak to each other, I'd imagine they would have to balance around that as well.

    It would be fun at first but then you'd probably end up with people cursing their teammates for being so bad, because teamwork would be even more important.

    *Flashbacks of DeathGarden*

  • @ Antares2332 said:

    A question.

    Do you think that if survivors did not know they are exposed, GF would be op?

    I mean

    lets imagine a game where he stalks you without any indication, then approach you without any indication and then insta-down you out of no where.

    I'd imagine having to always run spine chill for GF right next to always running iron will for spirit.

  • @xenotimebong said:

    Why is everyone assuming that the different killer MMR means that each killer starts from 0? Chances are that different killers have different ADJUSTMENTS to a base ranking, e.g. if I’m a god level Huntress player but I’ve never picked up Oni, I won’t get paired with new players or immersed Blendettes if I play Oni but survivors slightly lower in skill level than usual.

    It’s not like skill level is a binary of “rank 20 immersed Blendette” or “5 gen looper”. There’s a whole world of grey in between.

    I kind of wonder how it treats situations where the killer just lets survivors go.

    Like say a killer absolutely dominates and double hooks everyone at 3 gens or so, but then just lets the survivors walk out.

    Surely it won't be a straight up 4 escapes = lose mmr.

    lol, otherwise I can easily see a rise in "friendly" killers not wanting to rank up.

  • girls got a deathgrip... RIP

  • for real. I wish there was some training room where you could practice skill checks or get a better grip on killer powers.

  • I thought blinding a killer during the hook animation was enough because they are considered carrying the survivor until the hooking actually finishes.

    unless they changed that recently.

  • I can't wait to 1 v 1 Deathslinger on coaltower 360 QS only. And if he doesn't update his win/lose count on his profile when he gets trashcanned, I'm reporting it as cheating.

  • it's cheating if you slam a thumbtack in the middle of your screen too, so don't think you can find any loop holes

  • @BubbaMain64 said:

    Farmer and Ardetha are my two favs. I don't really hate any. Most are just really boring to watch since it's just royalty free music over layed on the game audio. I feel bad for Ussylis though, he can't do anything without being called a toxic scumbag lmao.

    ditto, I miss pig-detha though.

    With Ussylis, I can sort of see where some people are coming from. When I'm able to catch a stream, every now and again he comes off as snarky or somewhat passive aggressive but it also doesn't help that sometimes chat really do be sayin' some dumb stuff. But I look at it in a similar way I looked at Ochido in that they are still pretty young, and I don't think anything they say or do in game is bad to that point.

  • @Kolonite said:

    In what world is Ghostface good at chases? He’s a basic M1 killer. His strength doesn’t lie in chases or map control. His strength is being able to bother everyone and keep them injured while taking free hits because he has the best stealth in the game. He’s not a killer you should even be chasing with.

    In my opinion he’d fall into mid B on my tier list.


    I don't know if he'd be B tier in a no perk/ no add on list just solely on his how long it takes his power to charge. He does have his maps like all stealth killers but his base 30 seconds power recharge is pretty heavy IMO.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1445182#Comment_1445182

    From how they phrased it, it doesn't look like you'll be able to vote for loadouts, just side and character.

    I will admit it is a pretty neat idea and I'm absolutely sure they'll have a way to turn it off. I just have the similar sentiments as DragonMasterDarren, in that I wouldn't be surprised if who ever was using it would turn it off after a few rounds of getting the same killer back to back to back.

    Ultimately it doesn't harm anyone, so why not?

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/1445112#Comment_1445112

    i wouldn't be against it, but i do kind of feel like that will screw killers over more then anything, if SWF bully squads are allowed to decide who they will face then every single match will look like this

    -Clown

    -Clown

    -Leatherface

    -Clown

    -Clown

    -Leatherface

    -Leatherface

    good idea in principle, but not something i'd hold my breath over


    lol, the amount of times I've seen people request non stop meme builds would make be believe this is pretty much it.


    "oh, another legion game with monstrous, distressing, territorial and thrilling. OH and you can't use your power mr streamer xD"

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