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Zarathos

Zarathos

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Zarathos
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  • @ihateboons said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013608#Comment_3013608

    Its not that they can't give us those tools, they won't. You ever wonder why they have such a MASSIVE chat filter? Because they can be held responsible for what is said/done on their servers. They would have to purchase a whole set of servers JUST for chat.

    Theyre better off giving a huge BP/Xp/Shard boost to Solo players.

    It makes zero sense how a basic ass ping system isnt added. It would increase solo survivor retention. More sales and make it easier to design and improve exisitng elements of the game without walking this tightrope of busted for swf good enough for solo. You cant balance both when swf info advantage is effectively 5 informations levels worth of perks.

    You just need to put a marker down in game to indicate something. Totem here, heal pls, killer on me, going for save. No chat box is needed little icons markers that other survivors can see. A full blown chat box wont be necessary.

  • @jesterkind said:

    They hide MMR because hiding MMR is the default expectation.

    You only show MMR in games or modes where you have a competitive ladder. This game doesn't, so seeing your MMR would be completely pointless and would probably have more negative consequences than positive ones.

    Ah no hunt has visible mmr and it is not a competitive game. Mmr can be switched invisible for any user in hunt so steamers, players can play without it being in there face. Those who want to know what there in for have a right to know what there mmr is at so they dont waltz into a higher tier game with the crapper,clown etc.

    The argument that it makes the experiance awful is absolute nonesense since in games like hunt despite having clearly powerful meta weapons the community is encouraged to experment.

    Many do cool stylish things like incendiary ammo, melee builds or go for derringer kills. Dbd once had a community of actual brewers with weird builds and fun ideas but because behaviour neglected to add basekit changes to the game as gameplay was evolving more and more players turned to using slowdown perks, anti tunnel perks to cover up the games flaws.

    The devs needs to stop being cowards and make some basekit changes to encourage brewing. Because players gimping themselves by losing access to key gameplay perks isnt good for the game. Mmr should be visible so people can brace themselves for a rougher game.

  • @Cornix said:

    Nurse should be altered so that she isn't the killer main's "Ok, I'm done, time to ######### survivors" route, I play both sides and I've seen more sweaty nurses than 4 man bully swf honestly.

    Even if you win, and we do most of the time, facing anti-looping killer literally removes all the fun from survivors, you only leave altruistic plays (which don't win you most games) so yeah, its boring, frustrating, and very very common

    What the hell can they do. The anti loop killers are hear to stay you cant just nerf every anti loop killer and then fix the busted survivor power level situation. You would creqte a mass exodus of players for whichever side gets screwed first. You have to simultaneouly buff/nerf both sides in a single patch. But the devs keep brainlessly nerfing one side for 3 patches and then get shocked when suddenly theres a massive matcaking imbalance for one side.

    Priorities should be helping solos out so they have swf communication. If they really want to start adding counterplay to some anti loop killers at least make a good attempt at balancing dead hard so you dont leave one side getting screwed by the no counterplay argument while the e key continues to invalidate every single killer play at least once per chase. Do these changes in one patch so both sides have something to look forward too.

  • @Krazzik said:

    How people can still defend Nurse I don't know. She's majorly OP when played well and the devs have outright admitted that her mere existence limits what they can do when it comes to designing perks. She completely ignores looping, pallets and vaults, and the fact is the vast majority of the player base simply isn't good enough to play against her. She's insanely problematic and yet some people still say she's fine and balanced. It's crazy.

    Old Spirit was nerfed and she was always worse than Nurse.

    There not enough good nurses to warrant nerfing her. Her playrate shrank dramatically and still hasnt recovered after she was nerfed. Nuanced thought getting slugged early in the game isnt a sign a killers busted. Its that the team messed up royally. Im not going to even say there bad. Games happen where that oni get a 4 man slug going because he made all the right reads it happens and its not a sign the killers busted.

    But brainlessly posting 4 games and saying see busted killer is nonesense. Old spirit could be played by way more people that was the problem. The skill floor was to low on freddy and spirit. Nurse skill floor requires lots of practise and her gameplay is unqiue to video games in general. She has a right to be strong. Further nerfs are bang out of order.

    I have had leatherface/hillbilly games that end just as fast and with significantly less skill involved. I wouldnt be suprised if a lot of these people just gave up immediatly because hur dur nurse no counter might as well give up or farm with me killer need to get event done and just give up when you want to play an actual game.

  • @SimplyPixelated06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3012305#Comment_3012305

    Spirit is fine she deserved the nerf she got, now she has actual couterplay and can't use standing still as a "mind game" and deathslinger could maybe use the slightest buff, keyword "slight". Nurse needs a nerf, she's the only killer right now in my opinion that needs it. Everyone else doesn't need one, but nurse definitely does, certainly to her addons, and some tweaks here and there.

    Tldr they added some really obnoxious downtime and poor map decisions that makes a lot of fun top end killers awful to play. They should go about fixing the rooster they messed up and half assedly changed.

    Were just gonna pretend hillbilly dosent exist bury any sign that he was once the gold standard for killers. The maps got even more cluttered further nerfing his power so map traversal is awful

    Also "a slight buff for slinger" the man has zero unique selling point. Hes got a range limit projectile with a break out clause. Slight buff to hell with that man needs an exposed shot or an in built slowdown bounty system. If you people had your way you give him a faster pallet breaking speed and call it a day. He needs help desperatly. His kit is absent of an actual major advantage he a pale imitation of every ranged killer in the game.

    No nurse does not need her play rate declining any further high skill killers warrant a large amount of power. Its the reward you recieve for learning the killer.

    Spirit has counterplay thats nice but what tricks do she have beyond phasing and speed. The addons hinted we were getting a spirit with a more dynamic power that can block valuts and return her to her husk but they didnt properly implement them the husk dosent move in any dynamic controllable manner to utilise its effect. "She deserve it might" as well be code for i got what i wanted i dont care.

    Its important when your making chamges to actually consider how that counterplay is gonna afect them. There are blight and nurse as the sole killers that actually scale to higher tier play. This is far to view and only creqtes stale game for vetran players

  • @SimplyPixelated06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011795#Comment_3011795

    She wont be destroyed, she just needs some balancing. Whether that's adding more cooldown on her blinks, making blink attacks not count towards basic attacks, idk. But she certainly needs her addons majorly adjusted.

    Thats a friggin lie we saw what happens to the killers who get "tweaks". People praise the mcclean patch but it irrepably damaged both spirit and deathslinger. Nurses changes massively hurt her playrate with players like aredetha expresses frustration at how much time was spent looking at the ground. Hillbilly got the "light" overheat tweak which led to a mass hillbilly exodus. (Pretty funny sentence out of context.)

    There is zero trust in killer nerfs because they always go overboard and give sweet fa back. You wanna nerf nurse finish what you started and fix slinger,spirit and hillbillly. You cant keep hammering the rooster of distinct killers and push us to play this m1 trash legion, ghostface crap.

    In conclusion Whether you like them or not those killers got hit pretty badly. You got your many pounds of flesh. Leave the nurse be!

  • Dredge is a fun killer to play against for me. Though i agree the moaning can be grating. I would dare touch nightfall since its a cool adition to dbd and i love how its a power that mixes things up.

  • I was a big slinger main. Hes a determined vengeful jackass who upon being dealt bad hand after bad hand only became more fixated on getting even. Then they blew his legs off at least gameplaywise. He still has amazing lore and some really cool cosmetics but his kit got so badly mangled hes impossible to play now and have fun with.

  • @[Deleted User] said:

    Overcome really doesn't do much against a lot of killers.

    Trapper - No overcome if you get trapped

    Wraith - Can just cloak the distance to you.

    Hillbilly - Instadown killer

    Nurse - Will just blink to you.

    Myers - Instadown Killer

    you get the point.

    Personally i plan on using Lithe.

    No trapper you can force the m1 lothe is actively worse vs trapper because your encouraged to jump into traps.

    Wroath has to recloak post hit and spot you have overcome sooner to know ot worthwhile doing. Instadown killer is the only good example where sprint burst and lithe would be better pf which there is only two consistent instadowners the others have long periods of powercooldown.

    Nurse is more deadly when you hop thrpugh windows as your telling her exaclty where you are. Stop using windows vs nurse when possible. Lithe is terrible as it can be switched off very easily by a lack of windows. It will be sprint burst most likely. Though i will expect it a lot less then crutch hard. Assuming dead hard gets gutted wh8ch it wont. They porbably will half ass it and give you less distance on dead hard and itll still be to strong.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008134#Comment_3008134

    This would just reward and promote early game perks. Rather than becoming redundant, perks like Corrupt Intervention and Lethal Pursuer would become more worthwhile, and basically guarantee a great killer lead at the start of the game.

    Lethal pursuer becoming more worthwhile is not game breaking tbh. Corrupt dosent have an impact on an early game collapse since you can just do an open gen. Besides bhvr not going to blindly introduce an early game collapse without considering early game perks.

    Which let me remind you have a clear use by date before they net zero further value.

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007705#Comment_3007705

    yea but both these things were announced in the anniversary stream anyways, there was no mention of solo q improvements tho :/

    I think the massive perk overhaul will tell us what we need to know. Either perks will be reworked to cater to solo q, or nerf it further in hopes of nerfing SWF which would be very disappointing.

    Besides the perks rework that could help solo q, i hope we'll hear about the icons showing what your teammates are doing that have been mentionned in the past, and that we'll get them early next year (considering we're most definitely not getting them this year).

    That dosent fix solo q being down perk slots to give swf information. You cant balance around swf and solo untill the information gap is closed without giving up perks slots.

  • A basic ping system. Effectively you mark the location your standing at with a marker that gradually fades. Its only visible to survivors. The marker indicates your situation. Killer on me, totem here, heal please, unhook me. Its a simple system. That gives feedback to solos.

    To those that argue it would destroy dbds identity and make certain perks worthless. I agree but the proverbial pandoras box of swf comms was open long ago. Even the playing field between solos and swfs. I expect totem killer perks will become worthless but leaving solo in the state it is is frankly unaccpetable.

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003097#Comment_3003097

    What are expecting BHVR to do? People are playing the game as they always have, with toxicity on both sides.

    No there is always a surplus of camping and tunneling killers during events. The reason is a lot of newer killer players or rusty killer players are hopping on for the event. Usually down to a lot of players incentivised by massive bp gain or event challenges.

    Im not going to pretend it dosent happen im going to explain exactly why. Whether or not the game designers choose to actually alleviate and break this damn cycle is up to them. So when a newer killer starts they have the following resources to help. Sweet fa. Thats right a lot of key perks that make killler playable is locked behind god damn teachables.

    Good baseline regression perks are non existent. So what do new player do they push out a survivor to slow the game down. Tunneling and camping! And why shouldnt they! Bar some assinine social contract why should they accept there never gonna win a game till they get the perks they need. Its so moronic how there is zero baseline competitve mechanics to encourage killers to hunt.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002463#Comment_3002463

    I would give up any 2 killer perks to have DH removed. It stands alone as the most busted perk in the game.

    It's gonna be interesting to see how BHVR changes/nerfs it when the perk overhaul happens. That's why I am not so irritated by it these days, I know its days in its current form are numbered.

    Dont get ahead of yourself ds in its original busted form took 2 frigging years to fix. With a teased fix that was scrapped and during that timeframe. Expect the dh changes to be half assed or scrapped if history repeats itself.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003107#Comment_3003107

    chuckle I don't want to come off as snarky or smug, and quite contrary agree to everything you said, but may I ask you to read my comment again, with an open mind? Thanks :)

    Was that sarcasm? I usually brackets sarcasm eg (sarcasm). Since people genuinely type all kinds of weird ass symbols as some strange signature.

    There are people who genuinely believe sprint burst is worse so I woudlnt be suprised if a large number of people believed this.

  • @Aven_Fallen said:

    Yeah, because Killer Mains can never be toxic. Must all be Survivor Mains, because those are evil beings.

    How is it evil to fall for the same traps every new killer falls for when they start playing. Tunneling camping killers are not the problem its the games mechanics encouraging it and the lack of baseline help for new killers.

    There a million and one ways to encourage anti camp playstyles outside of making a new perk on a new killer which a new killer player dosent own. They should have implememted baseline gen regression or a mini mori to encourage hunting fresh prey. But nah every survivors got 3 lives and the game starts regularly with survivors being scattered to the four winds each on a gen. Then theres the map design.

    If your a vetran killer player with a load of perks that signficantly helps but not everyone has corrupt on plague unlocked for instance.

  • Keep your ds safety built on! People are out to make points so expect a lot of players playing who are rusty and will likely tunnel out of desperation. Everytime these events kick up i swear the number of killers i see tunnel and test the ds is ridiclous.

    That being said being taxed one perk slot for a mechanic that should have alternatives baseline is ridiclous. Then again killer has game problems with early game gens.

  • @Akumakaji said:

    Be glad, peeps. Spring Burst would be even worse!!!1 /s

    No it wouldnt. If you play any mobility killer you can nulify the distance sprint burst gives a survivor. A range killer can account for speed and distance and hit though a sprint burst. You can choose to immediatly to not take the chase without sinking a large amount of time into a chase where you are at a major disadvantage of effectively playing around 3 health states.

    Sprint burst is worse then dead hard because dead hard is a gurrante unless your opponent is using exhaution effects. Which they nerfed/removed from a large number of killers. Really bad long term decision making if they plan on leaving dead hard as is.

  • Lessons to be learned strong killer first then trim back there power. First impression matter. Even if you polish the turd one year later the damage is done. Trickster would have had an actual chance if they werent so hell bent on making him so weak he earned the moniker depipster. Thankfully it seems they learned from this as dredge actually lives up to the hype.

  • @GlamourousLeviathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2996455#Comment_2996455

    Being hard to implement isn't an excuse as BHVR has already proved that they can indeed adapt characters who in the source material have much more complex powers (Freddy, Pyramidhead and Pinhead are prime examples). They have some degree of creative freedom when making killers, so I doubt that any RE villain would be impossible if they wanted to. Also, if being gard to implement were an excuse, they wouldn't be pushing in adding different mechanics into the game, which would eventually make new killers boring.

    Therefore, once the characters checks basic criteria (being killer sized and come from a horror franchise) themost important factor is the character being interesting. The thing is that Wesker is the most boring choice possible from RE both in design and lore. Jack Baker has a much more interesting backsotry and although in the surface he seems like just a brute, BHVR could work something out or just bring his wife who would have insect related powers. On the other hand, any of the Village villains would be a cool addition, specially Dimitrescu and Moreau. From the old age of RE, Birkin and the villains from RE4 would also be more interesting than Wesker.

    My point is, Wesker is garbage.

    I agree pinhead and pyramid head were successful. But a lot of people including myself would say freddy was implment horrendously. While the dream pallets were a great idea. His theme and methods of attack were far to generic for the "dream demon". Similar disapoimtments with memesis. In re 3 hes constantly mutating growing faster and feral. He also one of the few only tyrants that uses weaponry. In dbd smash door,pallets bigger range tentacle attack. Thats it! From a series with mutations leading to distinctly more difficult fights.

    Yes from a balance perspective they likely had to be restrained. However that wont get around the fact that if you didnt adapt the character main impressive signature moves. I could see an argumemt for jack baker his resilence violent tools and lore plays nicely with dbd. Again the challenge will be to avoid him being another hillbilly chainsaw character. As for dimetrescu if you have exciting ideas for how make her nuanced different from other killer fire away but her power of being big brute force character wont be enough.

    As I said wesker has the most freedom in terms of design. He has the cunning the speed and power to go in a lot of directions with his power. A large number of his abillities is easy to implement. Also he can fill the niche of being unarmed martial combatant which has not been explored. He can have in built slowdown with virus needles for injection. But ultimately both our points are invalid because the best killer from re would be old man spencer in a wheel chair (lol jk).

  • @GlamourousLeviathan said:

    The Failure, as it should be any RE villain but him on DbD.

    When you think about it he actually make more sense then another hillbilly killer like jack baker. Most of re villages would be a nightmare to implememt or just be straight up boring gameplay wise.

    If we go with a tyrant well we already have nemsis so it would just be kinda a question of why a stronger or weaker version of nemsis was added to dbd instead of improving nemsis.

    If you have an exciting example in your head fire away. But keep in mind what i mentioned above. How would there power be new or exciting. What new invovling strategies could be added to add zest to there gameplay.

    Wesker has a tyrant form to pull from a humanoid form with enhanced speed and extremly dexterous manuvers. Hes a mastetmind using a wide macabre of zombies and umbrella resources to outsmart and experment on his would be victims. A trial could start with every survivor suffering from a growing dangerous infection. Its all in character and lets be real hes the most quotable re villain of the series.

    Ps winds of madness remixed to be a chase theme wpuld be incredible.

  • I prefer it on leatherface just so it forces pallet drops and reduces the number of tiles that force m1s. Way games tend to go is I'll wear down regions of pallets fast. These are usually zones i will focus on defending and hook survivors close to them.

    Survivors have of course looped me through bamboozle but it definetly helps against the rather common unfair set ups. Your cowsheds,x of joy, haddonfield etc.

    Imagine playing bubba in an aggresive non passive playstyle! Nuanced eh?

  • Its god damn tradition as old as time the bubba insidous camp is a foundation of dbds identity to rip such a foundational pillar down would be to undo the very fabric of dbd. I'm obviously joking around a bit it would be sad to see the old traditions die but it does get a lot less funny after 3 straight games of it.

  • Rare Dusters. A rusted metal bludgeon implement. Intended for a desparate defense.

    Survivor hold the charge action for 1 - 3 seconds then lunges forward. If it strikes the killer from behind the killer is stunned. Has a total of 3 charges. A charge is consumed regardless of whther a stun connects.

    Iridescent Kings dusters. A metalic dusters made from manchester steel. The name king engraved onto the well worn steel.

    Same effect increased stund duration iridescent rarity tool.

    Uncommon Caltrops old war worn steel bearings. Used to stall and inflict pain on animal and man alike. One to two charges. Survivors upon use throw a number of steel deterents across the ground behind the survivor. After one second. After a single use the area reduces the movement speed by x% of the first killer/survivors who steps in the jagged paths for 5 seconds. (Not certain how much the % should be).

    Irirdescent Ojomos painful memories. Metal jagged bearing sharpened to inflict greater suffering to the unfortunate. 3 uses very slight decrease in movement speed and the survivor/killer must complete a channel action whilst standing still to remove the caltrops.

    Ive got more but the ideas here ought to add some fun/frustrating experiances to spice up dbd.

  • @Witchubtet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2996134#Comment_2996134

    My brother is a huge RE fan. He is wondering what Wesker variant we are getting.

    5 is probably the best to draw from since his power is less re 1 dude with a gun. If there going with an uroboros form that would feel strange but probably have a more slow lumbering force of bio terror. However i put my shards on t virus wesker hyper mobile with probably some form of a dashthat conclude with a viper strike.

    Going with another tyrant type killer might leave a bad taste in peoples mouth if its just a stronger/weaker version of nemsis unless the tyrant form gameplay used is very distinct.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995309#Comment_2995309

    Ok but where did I ever say that the the other side is flawless without any issues whatsoever? The problem with solo queue vs SWF vs Killer is an entirely different beast from Nurse in her entirety. Bringing the former up in a discussion about the latter is pointless and distracting.

    One thing at a time.

    So what priority one hit nurse with another nerf before failling to address swf advantages and solo frustrations.

    Hell imagine making changes to solo queue after making these changes and then having to go back and undo the stupid decisions you made because some whataboutism got your god damn prioirties messed up.

    Nurse has been continously stated to be balanced in a swf enviroment. Solo queue is consistently descibed as painfully frustrating due to a lack of communication. Its called future planning.

    Focusing the conversation on a decision that dosent account for future changes or worse wasting time dealing with a non issue long term while actual god damn issues get sidelined is incompetence. Which is worsened when you have to go back and undo dumb decisions made by narrow trains of thought.

  • Imagine evaluating everything in a vaccum. Sorry this is a game with two sides if balance is the desired outcome. Openingly demanding one side recieves nerfs while the other maintain there advantage carefree is ridiclous. Here a nuanced solution why not nerf both or raise the power level of both sides to compensate for each other unfair advantage.

    Give solos a ping system and icons to indicate what there doing to even the swf advantage and give the weaker killers ie the stealth ones more nuanced tools to evade detection or increased lethality. There is a world where both survivors and killers get new exciting toys and balance chamges without having patches that annoy one side.

    Whataboutism needs to die in a hole the concept is an excuse perputuate imbalance patches that just focus on railing one side creating uneven matchmaking.

  • @Claudirt said:

    Yeah I sadly find him really boring to go against. I think him just being able to one hit down you, is really just lame, with the fact another survivor could be the reason you're getting one hit downed. I will say, he is a cool character and scary to go against. Just the actual gameplay of him is super lame and not interactive or fun. Really hope they rework that poor character.

    They did his name is ghostface still has major problems mostly because they gave the dishwasher "counterplay" which is so obnoxious (espicially against swf squads). Whilst i can see your point that its annoying dbd is a 1 v 4 game. If someone on your team screws over the entire team thats on them. Killers being designed to be hard coumtered by mechanics that get significantly worse once you add team cooperation is hardly fair.

    All im saying is expect ghostface (most other stealth killer players to hemorage its playerbase once genuine pings and communicatiom is inevitably added into dbd. Or you know just pull a slinger and nerf his strong add ons so no one plays him.

  • Why not do something exciting? Dpnt you wish behaviour took a chance with adding things like dusters and caltrops to the list of items in survivors pool. Its kinda stramge that a lot of what put dbd on the map. Its busted items, addons and perks are toned back instead of building on that powerlevel pr the very least adding fundamentally new exciting mechanics.

    I dont get how everyone wants to maintain the same status quo gameplay surely people want big changes to shake things up.

  • @Bupkiss said:

    Myers seems to be the choice for campers, tunnelers, and cheese killers. Players with little skill like Myers and it makes for horrible games. Myers mains also are the rudest after game chat folk. I think if you are anti-social or have a desire to inflict pain and laugh Myers is the killer for you.

    I have theory for this. Myers as a killer tends to have little ways of clawing back a game when behind. His mobility being crap, his abillity being so resource intensive i often find myers players resorting to desperate measures. Slugging, camping tunneling etc. A blight player can get to the gen across mount ormund myers cannot.

    Myers loses to sheer distance and lengthy cd on his power. If he bringing the powerful addons jes scary but very mamageable as playing ludicrously safe will force him into lunging denying tombstone or in the case of infimite tiers 3 its just an m1 killer with instadowns whem you stop and think about it he's just a worse plague.

    I wish they straoght buffed him because even with his powerful add ons he is just a joke. Myers having tombstone be a part of his basekit with certain conditions would be a great way to breathe new life into his rather dusty old kit.

  • @humanbeing1704 said:

    Scratched mirror myers is extremely boring to play against because it's never chases the only interesting part of survivor

    What are you on about? scratch mirror is incredible to play against. You listen out for his footsteps and breathing. Even if he's close he still has a hard time catching you unless he outmanuvers your attempt to make progress. Theres so much space to explore beyond just chases with survivor. Resource management,key items like the lament configuration massively breathes new life into dbd.

    Im getting sick of the same killer tripe of chase centric powers. I'd rather see a break from the traditional pallets and vaults gameplay see more myers like gameplay.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2990022#Comment_2990022

    Endgame screen is literally meaningless without gameplay to show how the survivors played

    One of them wemt sabo. I think we k

    now that at least one teamamte is doing sweet fa.

    @KerJuice said:

    It’s not the killer. It’s matchmaking. It’s horrendous every new update. Waaay too many good killer players vs. the endless sacks of potatoes you get as a teammates. I’d rather have longer que times if it means I get some fellow mid-mmr teammates for a change, instead of scaredy cat newb casuals in low mmr, who are too afraid to do Pinhead’s lament box. 😑

    Its almost like there was a drop off of unequal number of players for one side. I dont know about you but i stopped playing killer in dbd due to mmr, dead hard changes and coh dropped. Coh seriously fked up half of the rooster and the nerfs came to slow or at the very least had to few safety valves.

    Since i hopped back on I engage less with using lower tier killers because they simply don't match the power level of the rest of the rotation of killers i play and aged like milk. Back in rainbow ranks matchmaking pre mmr a killer player could always have a chance of playing against a weak or strong team. There was no certainity that locking in myers would lose you the next 5 games.

  • @socalfusions said:

    https://forum.deadbydaylight.com/en/discussion/comment/2990101#Comment_2990101

    No doubt but he's still extremely strong when utilized fully even against SWF's, against solo Q it's completely lopsided and the real issue is that solo Q makes up the vast majority of the player base so Blight is just shitting on your casual player at all times.

    Ffs how many times do i have to say this. Solo queue needs to be brought up to the same pevel as swf. Balancing around both is impossible without closing the sheer information gap. Add a ping sytem to dbd. The ping can mark generators being worked on, hex totems discovered and killers position.

    Finally a current status update survivors can see denoted by an icon to the right of there name will go a long way. killer chasing me, cleansing/blessing totems, going for rescue, healing. There might be some who argue but what about those 30+ perks that are meant to fill that gap and to that I say you have just reduced the solo queue perks options by one each at least for information that still inferior to swf comms.

    Stop pulling killers down to compensate for solo queue poor implemntation.

  • Play at your own pace work on prestiegeing survivors and killers you enjoy. Playing dbd to grind out cosmetics and rewards is a terrible way to play the game aim to have fun there always gonna be cool new cosmetics and outfits.

    If you want to speed up the process stick to wglf and bbq perks in your builds though again you shouldnt be making your experiance more boring/frustrating because of some fomo.

  • Mostly mount ormound i dont hate it as much as I used to but i swear its stockholm from all the horroble experiances I have had with rpd,the game etc.

  • Otz law apprently is the player who bring a map offering is the most likely to dc or rage quit. An indication of there character.

    Any particular reason why you would be against comeback mechanics?

  • Comeback mechanics would fix this problem. If a survivor dcs or dies survivors start building an increasing healing,repair speed bonus. This bonus obviously has a cap but the cap increases as other survivors die. This will likely need tweaks here and there. But comeback mechanics exist in every game. With proper application this would mitigate dcing survivors.

    Killers also should be rewarded with a pre-nerfed mori for hooking x number of survivors or hooking x unique survivors. This system would dynamamicly change the dbd experiance. It would encourage killers to tumnel and camp less.

  • Really eating my words now about how pointless pretieging a survivor is! I have all my killer p3 bars the one i dont like with tapp and johnthan p3ed. Its going to be reassuring to have my new killer have perks i actually want to run on them and it means explore dedicated builds less of an arse ache. Genuine props behaviour you did good.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984075#Comment_2984075

    Because updates come out slowly and they feared making a decent Killer that the community would whine about.

    So they dont want to sell the chapter? That just dosent add up. Its really frustrating and i often wonder how many players would have stuck around if nemsis and onryo actually delivered on there character. The only recent killer I felt they really landed was pinhead and there was way more risks taken with his powerset.

    The resi chapter might have increased the player base but the sheer drop off has to be more then just natural player decay. I keep bamging this drum and i know some people are concerend but iuch rather dbd take big risks on both sides then let the creativitty of the game stagnate around the same tripe chase mechanics.

    Why do we no longer see designs like myers. Instakill moris, permenant wallhacks jumpscare mode. There are so mamy add ons that apply badic crap like hemorage oblivious and even exposed. The most annoying thing a game can do is be bland and it feels like i could predict a killers add ons with near 100% accuracy.

    Why have we seen no new survivor items. Dusters to apply a stun, molotov cocktails to block a path, caltrops to reduce the killer movement. Flashbangs were an amazing addition for instance.

  • These changes add some cool elements to slinger the hellshire iron in particular is clever I like it. A lot of reasonable add on buffs that leaves some room for base gameplay changes. Hopefully behaviour takes a few of these ideas. A bounty system baseline with a slowdown gen effect attached or even an exposed target would really add to his theme.

  • She should have less powerful version of her iri add on base kit. Hit a survivour and your rewarded with additional tvs activating. Its baffling how restrained there killer design is.

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982664#Comment_2982664

    Aight, sorry being a melonhead. I'm sensitive lol.

    I something like 30% of my playtime has been as Deathslinger, so I have 400~ish hours on him. Split more or less 50/50 from before and after the nerf. I don't think I'm God's gift to Slinger mains, I'm an extremely mediocre player in my opinion. If I'm just alright and I can do really well as Slinger, then what can people with 1000+ hours on him do? People that think Slinger is bad just look at him on paper and assume he's no good, or they play him once and miss 50 times and say "I'm not bad, the killer is bad." He's actually very strong if you understand his power and unique perk synergies, and most people just look at him and go "Huntress but bad." If you're playing Slinger like he's a Huntress clone, you are going to get bodied. He's a completely different animal.

    That's more or less my position. No one really gives Slinger the time of day, so it's never been brought to light that he's actually pretty crazy.

    you are not able to play every loop with slinger thats a ridclous assertion. There are very clear limitations to his power with predropping pallets being an excellent way to deny his ranged shot from actually landing a down. The same can not be said about trickster, artist or huntress who can play through this by landing shots that do not require a follow up m1.

    It's NOT ridiculous to say that you can play and get a down at nearly every loop using Slinger's power, because you can and I do. I'm currently trying to find which loops you can get downs at while the pallet is dropped. Stuff like jungle gyms and god pallets are out of the question, but you can surprisingly get downs at strong structures like shack with the pallet down (if the survivor is not anticipating it, which they aren't if you're not being obvious about it and they are not precognitive psychics)

    Most loops have a pinhole or can be shot over, and the ones that don't you can mind-game them into vaulting the window and then shoot them and down them through the window. Or do a fake back double and hold an angle. Or just shoot them in the back when they're too close to juke but too far to make it to the pallet. You can treat Slinger's shot like a hyper-extended lunge, at times. Other times, it's literally a gun.

    A predropped pallet is hard to deal with as pretty much every killer except Nurse. For Trickster, Huntress, and Artist, (...and Pyramid Head, ...and Nemesis), you just drop the pallet after breaking LOS. Dropping it in their face will get you injured or downed, but dropping it away from their face you can run to another loop. Only difference for Slinger is that he can't get a down over the pallet, but he can get an injure. A survivor that drops a pallet while Huntress has LOS and a hatchet raised is not a survivor that understands how to vs Huntress.

    But in many short loops, you can go around the loop while they are chained and hit them. If you can't hit them by going from one side of the pallet to the other on the chain, instead you get perpendicular to the pallet and shoot them there. Even better if you get them panic vaulting and you manipulate them into vaulting to a side close to you after landing your shot.

    Also as you stated no ranged killer has stbfl mandatory which is a joke. Stealthly range killer is also a terrible niche to explore on low mobility killers you will utilise little of that actual advantage and has a large number of maps where a stealth a aproach is not availlable 90% of the time. Look at the best examples of stealth killer design space an notice thw best of these tend to have telepotation or enhanced mpvement speed. Whilst the worst limply stagger to another location.

    Slinger is not other ranged killers. STBFL is not so much mandatory, but it elevates him from "pretty solid" to "pure monka." You can M1 someone, and then scope in and shoot them before their speed boost ends.

    (This is more or less the reason he got his ADS nerfed as severe as he did, since you could M1 with STBFL and then shoot them before they even realized that they got M1'd. A killer got nerfed because of two popular perks on him: STBFL and M&A.)

    I'm really not so sure if there's any other killer that can get two health states on a survivor that quickly, other than speed limiter Bubba (lol), Trapper with someone running into his traps after getting an M1 (would be a down anyway), and Trickster against a survivor that is standing still or holding W (they don't understand how to vs the killer).

    I don't really understand what your point is about stealth on low mobility killers being bad. Because stealth is only as useful as the player using it. Not to mention that Slinger could shoot people from outside his terror radius with M&A (aka free hits with no warning). Most stealth killers are terrible by virtue of being M1 killers, not really a stealth or mobility problem. It's an M1 killer problem.

    You don't need to teleport or move at Billy's chainsaw speed to get stealth value. Just run Tinkerer for 3 or 4 games and see how many free M1s you get from a mere 16 seconds of stealth.

    Instadowns on a range limit of 18 meter with a charged shot clause or meter you built up through landing hits is not exactly a surefire uber tier op killer. Espicially when you add/have existing warming indicators that a slinger isl ining up a shot or potentially add an active exposed shot indicator/jingle. This concept is not completely busted there are an endless number of ways to balance it

    My point is more that Slinger is already strong, and buffing him would make him too strong. Giving Slinger base kit instadowns on some kind of meter or stack based mechanic is not a good idea, it would make him too strong. Iri Coin is already very strong, and I personally don't ever use it for that reason.

    Going the path of another stealth based killer in a game with a cast that is almost 50% this is dull, boring and oversaturating the rooster with the same crap. A slinger shot is a breach action range gated shot with an ads time that is not far different from huntresses wind up espicially when shes packing wind up hatchets.

    I am confident slinger is to niche and dosent offer anything that wows people outside of his aesthetic. This is evident in people frustration with his current situation and a tr change will not be enough to actually inspire people to give him another go. Whether he gets game delay exposed shots or terrain penetrating shots. Slinger needs and deserves way better then some limp tr changes.

    That's really just your opinion. Slinger being a niche killer for niche players is not a bad thing at all, since there are nearly 30 other killers to choose from. People are just malding that they can't click on survivors and win with him anymore, Slinger is way better than the credit he's given.

    Before the nerf, my opinion on Slinger was "he's unfair, but you can't nerf him much without making him useless." After playing him lots after the nerf, I think the nerf actually did basically nothing to his viability. Current opinion is "could use some QoL, an add-on pass, and a 24 meter terror radius." You just have to aim and think instead of spamming ADS and quickscoping.

    I really do genuinely believe that people are just not willing to put the time into getting good with him. To be fair, it's a big time investment when there are other killers that are very "pick up and play" and you instantly can start doing very good with them. I want to show off how good Slinger can be, but my computer sucks so streaming and recording is not so easy.

    What your describing is a chase power and nothing else. A lot of killers have power that have moved on from just generic chase power. Even if its a ranged character. Ph can bypass ds and is capable of immediatly imprisoning a survivor to save time on hooking. Can hit through walls and hit multiple targets.

    The artist can apply cross map pressure with her crows. With perks like dead mans and thrilling tremors gaining significantly more power. Trickster has unique projectile arcs with richochet and antibody block with his main event and cut through add on.

    Huntress is the standard range killers are measured and for good reason. Her hatchet not only have crazy range but arc in a way that opens oppurtunites to hit over walls. She can chain together multiples hit with little downtime in comparison to slinger shoot reel hit reload which prevent this. The snowball so to speak. The best somparison i have for this killer is clown and pinhead which is not a good sign. These killers stun and gain distance via there power but must down with m1.

    Even then clown and pinhead have additional mechanics and further ranges. Pinheads box is an amzing slowdown effect and clown has some solid speed boost bottles. This lead me to a conclusion that there is an argument to change his ms which is lower then many of ranged killers who i have clearly demonstrated are superior.

    On the note of the instascope it was his selling point the main thing every slinger main was drawn to. It was how he played like an fps quick drawing cowboy. Bricky, monto so many content creators celebrated and used this point as a key pivotal point to focus your learning of the killer. Ripping that out was a substaintial change that warranted something big to replace it. Many old killer like clown legion, trapper wraith all got massive updates that try to help them some succeded some didnt. Slinger needed more then a bullet to the head. But the community demanded there sacrifice.

    Finally stealth no your are wrong freddy and wraith were very good killers in dbd At one point however they were considered too much for low and mid tier players so he got nerfed. What got them to a viable state was enhancing there speed map traversal and slowdown all of which slinger could add to his mechanics.

    He lacks snowball, lacks slowdown, is a slow killer, range is limited to 18 meters. You can be the best chase killer in the game but if its all the killer specialises in then ehy are a weak killer.(even then many of the other ranged killers i mentioned are superior). I understand your looping mechanics will probably be excellent but looking at the game from macro level surely your starting to see my point.

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981337#Comment_2981337

    Per your earlier post, replying to me:

    "that's a ridiculous assertion"

    "what you stated is a joke"

    "limp dick buffs won't help this killer"

    Per this post:

    "you are brazenly arrogant"

    Vitriolic behavior. It's difficult to care about addressing your arguments, however valid they may be, when you're also just being straight up rude in the same breath. If you aren't going to try to have a productive conversation with me and mutually seek truth in good faith, I have no reason to talk to you. Good day to you.

    A ridiclous assertion is rather reasonable way to call out a ridiclous viewpoint. There is no attack on your character its a criticism of your viewpoint which is more then reasonable.

    It would be unfair if my statement of "what you stated is a joke" if i hadnt backed my viewpoint with points and perspectives to explain how we went this route before and existing experiance shows the gameplay design doe not provide consistent or even a meaningful advantage.

    Limp is a descrpition used to describe more then a dick. A limp handshake, walking with a limp all phrases that denote weakness or a lack of strength. I use the word limp not limp dick big difference.

    After assesing continiously how slinger remains a weak killer your insistence on him being strong without refute many of my assertions leads me to the conclusion that you are arrogant. Based on my point illustrated can you deny such claims? This is not some mark of shame or the end all of your character let me assure you on that.

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981264#Comment_2981264

    Chill out and we can talk civilly. I'm not interested in talking to someone if you're going to be vitriolic or overly aggressive about your opinion.

    Slinger is way better than people give him credit for. He doesn't need a lot of buffs (or really any), because he is already very strong. Just no one is any good with him, so he looks like a weak killer to most of the player base. He requires a massive amount of time put into him to see his real potential, and no one has really committed to seeing just how far you can push Slinger to his limit.

    How is this vitriollic? Im addressing you point and using exisiting ranged killer designs to illustrate how unnecessarily restrained deathslingers design is. His quickscope was a selling point behavour marketed as a reason to purchase him. His old help tip advocated using his swift aim shoot and reel as a key advantage that gave him strength. Ripping it out for mild qol changes was and still is widely consdired to be backwards.

    "No one good with him thats all" start to make a whole lot less sense when a large amount of dbd players can agree nurse is still strong despite having a high learning curve yet people look at slinger and see an inferior ranged killer with zero appeal. Claiming slinger is fine as is when titans like zubat and scott say otherwise is brazenly arrogant. If a killer is this complex they shouldnt be losing to basic hold w strats.

    You didnt even address my points you just doubled down on how slinger is still really good without explaining why he is superior and comparable to the current dbd killer ranged rooster.

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981177#Comment_2981177

    I play Slinger pretty much every day, and he's still extremely strong. If you really insist that he's bad, then having a niche as a killer that is only good in the hands of one-tricks isn't too bad in my humble opinion. He pretty much only loses to loading into one of the oversized maps and having survivors split on gens (but every killer loses to this). To be fair though, he's extremely dependent on STBFL to stay viable.

    His unique gimmick is that he can hit you pretty much anytime and at any loop, ADS is still very quick relative to what you get out of it, and he's got much better zoning than Trickster and Huntress. Huntress has a massive wind-up and throws a whale at the survivor, but Slinger can ADS very fast and shoot through a pinhole to get a guaranteed health state. Trickster can do the same, but you can't always get that much value out of it.

    Reverting the nerf would catapult him into S tier, which we don't really need when we already have The Big Three (yes, I think Slinger is that good). Charged exposed shots or having stronger chain would be way too much and swing him into being unloopable. Longer range and a higher projectile speed are both good buffs, however. Giving him a small TR radius again gives him a niche as the only pseudo stealth ranged killer when using M&A, which gives people a reason to play him again.

    As for community suggestions, I have suggested many. Even one earlier today. Just no one in the DbD community cares at all if you have a well-thought out opinion or suggestion, they just want to say "just uhhhhhh make it overpowered or delete it from the game ig lol." People aren't looking for actual solutions to DbD's problems, they just want to take the easy way out and say whatever requires the least thought.

    https://forum.deadbydaylight.com/en/discussion/comment/2981167#Comment_2981167

    I'd say you need to play more Slinger. If a survivor is doing the correct counterplay at a loop, you can counter their counter with mindgames, good predictions, and being unpredictable. I throw games to commit to difficult chases just to push the limits of what Slinger can do in chase. Then every time I play against someone doing X counterplay at X loop, I know how to counter it. e.g. if a survivor is crouching to dodge your harpoon, you can tap ADS to trick them into crouching and losing distance.

    Yes, it's an enormous time investment just to get good at one killer, but people do the same thing with Huntress and other killers.

    Your overstating slingers power. No you are not able to play every loop with slinger thats a ridclous assertion. There are very clear limitations to his power with predropping pallets being an excellent way to deny his ranged shot from actually landing a down. The same can not be said about trickster, artist or huntress who can play through this by landing shots that do not require a follow up m1.

    Trickster also has way more potential then slinger espicially when you are utilising penetration blades, ricohet further ranges splash damage daggers and a main event which can severly hamper body blocks. You can also zone more heavilly with trickster by utilising suppressing fire methods. Again capacity is an issue for slinger one in the chamber should hit harder versus other ranged killer that can have multiple rounds and again no range cap.

    Also as you stated no ranged killer has stbfl mandatory which is a joke. Stealthly range killer is also a terrible niche to explore on low mobility killers you will utilise little of that actual advantage and has a large number of maps where a stealth a aproach is not availlable 90% of the time. Look at the best examples of stealth killer design space an notice thw best of these tend to have telepotation or enhanced mpvement speed. Whilst the worst limply stagger to another location.

    I ve seen the argument oh you can get guarranted hits but ttd (time to down) is just as important as being able to hit. There is so much superflous time spent reloading after every shot. Shoot reel hit reload shoot reel hit. A lot of loops massively draw out the time it takes to be able to line up the shot and thats before survivor just pre drop pallets and deny you any oppurtunity to do so.

    Instadowns on a range limit of 18 meter with a charged shot clause or meter you built up through landing hits is not exactly a surefire uber tier op killer. Espicially when you add/have existing warming indicators that a slinger isl ining up a shot or potentially add an active exposed shot indicator/jingle. This concept is not completely busted there are an endless number of ways to balance it

    Going the path of another stealth based killer in a game with a cast that is almost 50% this is dull, boring and oversaturating the rooster with the same crap. A slinger shot is a breach action range gated shot with an ads time that is not far different from huntresses wind up espicially when shes packing wind up hatchets.

    I am confident slinger is to niche and dosent offer anything that wows people outside of his aesthetic. This is evident in people frustration with his current situation and a tr change will not be enough to actually inspire people to give him another go. Whether he gets game delay exposed shots or terrain penetrating shots. Slinger needs and deserves way better then some limp tr changes.

  • @AGM said:

    I want map offerings gone, because using them to gain an advantage or make the other side miserable is bad sportsmanship... and in their place, I'd like to a single uncommon offering that lets you select one realm to remove from the random potential pool.

    I do agree that BNPs should be reworked as well. A completely new effect would be nice... Something like "While using a toolbox with a BNP equipped, press the active ability button to consume the BNP and decrease by half any regression applied to this generator for 120 seconds." And maybe give the generator some kind of indicator that it is under the effects of a BNP.

    Hilariously I think people would be more interested in anti map offerings then actual map offerings. XD

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981141#Comment_2981141

    idk, getting a hit at pretty much every loop in the game is pretty monka, and you can even get hits at most loops if the pallet is dropped. Very few killers have the same level of strength. I've personally been on a quest to see which loops you can get downs with Slinger even after the pallet is dropped.

    But yeah, it wasn't for 0 reason. Quickscoping and tap ADS were pretty much impossible to deal with as survivor, but the Terror Radius nerf was uncalled for.

    Do you honestly believe a tr change is going to fix his issues. Dude needs way more help then just a tr revert. He has no gameplay competitve usp. His ability has a range limit, a reeling mechanic that can deny him downs even if you hit his power, slow movement speed, single capacity shot so you cant even chain multiple hits.

    He lacks any unique advantage. Hes the inferior ranged killer in every way. He needed a full blown mechanic added to compensate for his quiclscope being ripped out. Whether you thought quick scope was fair its undeniable to assume his main selling point was not the quickscope. Ripping it out and saying hes still good is straight up untrue espcially when you measure him up to killers like artist,huntress hell even trickster is better.

    I advise the community comes up with ideas to give him an edge because if they cant and behaviour wants to actually start selling those slinger skins there gonna give him back the quickscope or tone back the ads changes. He hasnt appeared in any community content (at least gameplay wise since his nerf). What does that say about his current situation? Even scott, zubat acknowledges that he needs help. How can the commumity be so blind?

    I have ideas like charged exposed shots, a meter build up on his gun that grants him an empowered shot, Faster muzzle velocity, longer range with a stronger harpoon. Any of these ideas would give slinger a chance but as of right now hes just a bench warmer tbh.

  • That map bored the crap out of me. Nostalgia might say oh no i can never revisist the creepy lab map but playing an indoor map with a load of clutter and narrow hallways was dull and uninteresting.

    Good riddance to bad garbage. Entity knows rpd is already doing its damnedest to mimic a lot of hawkins crap map design. Everytime i got these kind of maps i rarely ever hitted up another game of dbd.

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979123#Comment_2979123

    Yeah i've seen one, and they did not camp so I have nothing to complain about here.

    Instead I got a Deathslinger that knew every single hole in Haddonfield that he could shoot through.

    Youve seen one i heard the slinger line was ended many patches ago.

  • @Marcavecunc said:

    Bubba by Basementlight

    Getting saucy are we!

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