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Zarathos

Zarathos

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Zarathos
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  • @Blueberry said:

    There are some exceptions but generally speaking like 90%+ of killers come to the PTB weak, release weak and then end up needing buffs/reworks years later to not only them but also their perks because they didn't listen to us back then. This process has repeated for years. In general most of them still end up weak even after that buff/rework years later.

    They keep making more work for themselves down the road by being extremely conservative when it comes to killer power level. They are literally the source of their own problem. They will never be able to catch up on the killer reworks/buffs they do every mid chapter because they're releasing new killers to be added to that future rework/buff list nearly just as fast as they're doing them and as I mentioned before it's even worse than that because most those reworks/buffs are still not enough, they're way too safe.

    Now obviously a better solution here is tackling the games core issue which is map design but since they aren't doing that this is where were left.

    Great point there always gonna have killer kits age as power creep naturally develops but now you stack on that deliberatly weaker killers and suddenly they have to start adding whole mechanics into there kit to try and create appeal. The ghostface, legion changes show it can be done but i imagine it wasnt a smooth process.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979014#Comment_2979014

    More so referring to artist here. Her lore is alright and her power is one of the strongest to date. Yet she is still played less than someone like legion from my experience even before the rework

    Legion concept of gang violence and general youth misanthropy might be edgy and cliched but its something that more relatable then the artists struggle which is just a more niche human experiance.

    Powerwise its less pick up and play then legion which gives the illusion of a fast paced storm of stabs. (Pre buff) artist requires some aim and timing with a good bit of macro understanding.

  • @Aven_Fallen said:

    It is easier to bring weak(er) stuff and buff it than having things which are too strong and nerf them.

    First of all, it is easier to buff weaker things, because it might just be number changes. If something is too strong, a number change might make it too weak.

    Second, the reaction is much more positive if weaker things get buffed compared to stronger things getting nerfed. You see this all the time, if something which is too strong gets nerfed, people are on the arms saying that this Perk/Interaction/KIller has been "ruined", while it is still completely fine. But you rarely see that people say that something is OP if it was weak before and gets buffed.

    The problem here is the ships sailed on the first impression. No matter how much potential the perk or killer could have it dosent matter if the killer is undercooked. Also if its so easy to buff them why does it take so long to do so. Some killer concepts remain undercooked or worse are missing mechanics that prevent the power or perk from being effective.

    Imagine pinhead without the lament comfiguration or plague without her purge. Nemsis is a great example of what im talking about is power is just a tentacle attack. His mutations are just minor adjustments to his power. The zombies arent worth talking about. Is it any wonder why most re fans didnt stick around.he needed something more daring.

  • I dont know about that. Blight got heavy themes of addiction and losing ones humanity to a monstrous craving that starts to overwhelm the person till they are just fragment of what they once were.

    K pop man who dervies fun and enjoymemt from sadism isnt very nuanced. The trickster could have had some misrable experiances that ties into some of the real life abuses in the k pop industry but they choose to write him as psychopath sadist. Had the roles been reversed and the trickster was a stalker of a k pop start that might have been even more exciting.

  • @Ayamir said:

    He needs a terror radius reduction holding W was already strong against him since hes a veryyy slow killer and now survivors can hear that loud 32m radius on a 4.4 killer with no mobility.

    He's still very oppressive in chase tho he can still makes alot of pallets unsafe a decent Deathslinger will hits his shots and make the chase go in his way.

    Old Deathslinger was BS with the quickscoping and really wasn't balanced/fun nor fair to go against as it didn't give survivors time to even react,Pyramid Head and Nemesis are fair anti loop killers since you can react and there is some fun counterplay dodging PH's Punishment of the Damned,ADS nerf was deserved IMO.

    Reduce his terror radius back to 24m and make him moves at 4.6m if the Redeemer hasn't been reloaded yet.

    This would help him a little in the map pressure department and gives him some mobility.

    Sometimes he can feel very clunky to play but he's still a fun killer and hitting those 16 meters shots is always so satisfying.

    Congrats oppresive in chase is basically 60% of killers. I ve seen people use oni and demi as an example of oppresive in chase ffs. Yes if you use your power well you should feel opressive as killer. Slimger being good in chase was the selling point and compensated for his poor map control and mobility.

    I could go tirades about how 80% of top tier killers have no counterplay when played well but I'll spare you the details. The balancing factor for slinger was good aim. Let me tell you hitting 100% of your shots was unrealistic. The nerf was unjustified. His quick scope was a huge selling point for the character. If your gonna gut a core mechanic you better have something amazing lined up to compensate for it.

  • The zombie ai is bad for a reason if you improved them and made them competent it would make them overwhelming and arguably way worse then a nemsis slaping you for a health state. These are the kinda posts i know are gonna look awful 3 years from now when they inevitably improve the zombie ai and everyone starts whinging how there is no counterplay.

    Take the speed boost off the tentacle attack at least. Being able to get so much distance is a huge problem for nemsis. By having 3 health states be the default nemsis is encouraged to tunnel which is bad design. I d sooner take a nerf to the tentacles start up and an actual injure infection on hit. (Make it so you can't down the survivor with the tentacle unless there infected). Its brazenly dumb to leave nemsis as is. He losses to sheer number of health states he has to go through has zero mobility and has terrible add ons.

    Hes such an undercooked killer its pathetic. The fact hes based on one of the most famous icons of horror video games is a disgrace shame on this hack design.

  • Imagine hitting three birds with one stone. Comeback mechanics for both sides. Thats right you can fix this problem by implementing a baseline mori a killer can aquire by hooking x survivour/all unqiue survivours. But wait nuanced idea this would come along with a survivor buff that increases healing and repair speed the less survivors are in this game.

    You discourage tunneling/camping encourage player to stick out tough matches for both sides. Finally make these baseline mechanics not god damn perks. Snark aside dbd needs baseline comeback mechanics. Forgone conclusions and matches end long before they actually end.

  • Btw first update for evil dead is improving anti cheat. Credit where credits due there has been a good few cheaters banned. But the report system desperately needs to be refined.

  • There should be straight up tactical advantage to spread out your hooks. Dbd as a game doesent encourage hooking different survivours. When someone enters dbd as killer they shouldnt be offer in game tactical incentives to play a funner game baseline.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972008#Comment_2972008

    "That was about both sides being able to take advantage of a buff/nerf. We have been over this."

    And I'm telling you that that makes zero sense. Not only does it make zero sense, but it's straight-up backwards. The notion that people just pick a better character if it's unbalanced goes COMPLETELY AGAINST the goal of trying to have as many viable options to pick from at all because it suggests that as long as there is a best option to pick (which there always will be unless the two sides are 100% identical), it's okay if players who want to play competitively are just forced into that one option to survive because at least they have the option to do so.

    In ANY game, when something is buffed or nerfed, it affects ANYONE who was actively using that thing, whether they are high-skill tourney player or a casual gamer who is playing for funsies. They can certainly attempt to target those buffs towards high or low end as best as possible, but the buff affects EVERYONE who is using that tool. This idea that "buffing one thing buffs it for all levels of play" is not a DBD thing. That's just fundamentally how game balance works.

    Contrary to what is generally said, the aim is not "balancing the Survivor against the Killer." It is "balancing the Survivor against EACH different Killer." Survivor is one character, like Trapper, Wraith, Hillbilly, etc. The difference in this game is that every single Killer goes up against the same opposing core characters: Four Survivors. Meanwhile, the four Survivors go up against a single Killer, but the Killer character changes from game to game. That means that the goal, in both casual and competitive, is to tailor each matchup to be as relatively balanced as possible. At the high end, that's making sure that the Survivors have a fair chance of winning vs. each different Killer and as few Killers as possible are too favored to win or lose vs. the Survivors (and also to make sure that not too many maps favor one side over the other). At the low end, the goal is more to make sure that there isn't any noobstompy strategy (that wouldn't otherwise work in highlevel play) that can't be overcome by one side if they aren't super skilled at the game. These two goals are not mutually exclusive, and the fact that the two teams are not equal in design does not make that an impossible goal to reach (even if it admittedly might be more difficult than if the teams were even). At the very least, balance absolutely does not function the way you claim it does.

    A lot of this could be solved with simple comeback mechanics. With triggers dependent on how hard one side is winning the game. I outlined a basic example of this with hook x/unique survivors 4 survivors in play then killer acquires a mori. This guarantees if the killer was decent they get a mori to assist them but only if they spread out there hooks. If the survivor lose a player they get a stacking buff to healing and repairs speeds. So losing a player early doesn't lose you the game. Dbd has games with forgone conclusions arriving far too early. A game should strive to be way more dynamic. Being an asymetrical game doesn't make you exempt to every god damn rule in good game design and I'm pretty confident a lot of dbds frustration is the losing spiral both sides find them in the minute a mistake is made.

  • Old freddy has a lot of nostalgia. But trust me the dream transition is heavilly misunderstood in how functionally awful it was. Imagine old freddy in a world with boon circle of healing now thats a sick joke.

    Old freddy had to die. He needed to die because his dream transition was awful. Auto aim would attack survivors outside of the dream world canceling your lunge. Survivor could sit on gens close to completion and finish them before you could attack!

    New freddy is uninspired i agree but old freddy espicially now is rancid garbage that needed to die. I say that as someone who mained og freddy (og nightmare on elm street was my first horror movie so nostalgia's a big factor). Could they do more exciting things with a dream demon yes, will they, not likely. Would i go back to og freddy hell no. Og freddy was a steamy piece of crap that gets way too much credit.

  • Shouldnt you be campainging for a ping system then. Its not a complex solution. It requires a simple introduction of a ping button and can even add basic stuff lile killer on me, Cover please, totem here. Its assinine to balance around solo and swf close the gap by giving communication tools to solos.

  • @Norhc said:

    Always makes me laugh when I see them gratuitously botching killers like Deathslinger while apparently thinking that Nurse is, on the other hand, perfectly fine.

    They need at least one killer to tide killers over while they fumble about trying to make actually good killers. Slinger was targeted hit by the community. Neither behaviour nor the community wanted a functioning slinger they just wanted the quiclscope gone.

    There were many who said slinger would still be good but since the changes have gone radio silent on his current situation or worse still insist hes good.

  • Slinger gunshot fire hears sound of hit registration harpoon immediatly repels back to gun. E key strikes again! Dead hard hit registration is assininely frustrating.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2967831#Comment_2967831

    It is a mori. With no 2-hook-requirement. This shouldnt be happening all the time

    Its the selling point of the killer. Outside of her condenemed she just a mediocre hit and rum character with little to no chase or anti loop. If your playing a killer that lacks anti loop with long cds on tvs shes should have a faster way to remove survivors. Buffing her tvs would help but again she still has no anti loop.

    Commiting to condenemed is easier and more appealing for sadako players.

  • @Viskod said:

    I'd rather use Lethal Pursuer than Corrupt Intervention.

    But how do you pressure every survivor. You still losing 3 gens after the first chase assuming the survivor can loop. Ya you can split up your focus but until you get a down you generate zero pressure. Corrupt moves survivors closer together and often put multiples surviviour on a single gen. Its really well designed as is but if there some meaningful baseline changes coming I can see corrupt getting nerfed.

  • @Rokjer said:

    Except for SoloQ, as usual. Some already can't hold out for long even with DH, so without... We're going to have to deal with Nurse double range, 4x slowdowns perks, without communication and without DH.

    Youhoo !

    It should come as no surprise that only the toxic SWF remain on this game.

    I dont understand how a basic ass ping system is taking so long. Solo queue would be 90% better with pings for gen here, Heal please, Killer on me. Its not complicated and it would even the playing field for swf and solo queue.

  • @dspaceman20 said:

    Can we not kill the perk and make it balanced?

    Dont worry it will be as well balanced as slinger is currently after all the perk wasnt fun to play against so how can you complain.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954817#Comment_2954817

    When a cheater gets banned means usually they need to spend money to play again. With EGS they created thousands of free new accs to cheat on. I know this because multiple cheaters I saw just went "haha thanks bhvr for the free accs"

    An ip address or hardware ban would help a lot tbh.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2950691#Comment_2950691

    Mind explaining how it is more fair? Since it does the exact same thing without needing a perk slot for it.

    Because by the time killer builds bloodlust there already losing the game. If a chase extends to trigger bloodlust you have taken a bad chase. A survivor can break bloodlust by forcing a pallet break. Stunning the killer, Breaking line of sight. Meanwhile dead hard counter is waiting out dead hard and ........ nothing else apprently thats the only counter.

    Some try the head nod with killer but that dosent even work against smart survivors who can read a hand movement from a head movement. Also survivors have 4 breakable walls god loop locations and start the game separated often spawning next to gens. Your turn?

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/323382/definitive-dead-hard-rant

    I don’t care about dead hard getting nerfed. You can nerf it and make it useless. The simplest nerf you can give dead hard is to make you incapacitated so that you can’t drop a pallet or vault a window. Would it make the game better? Absolutely and I’m for that. But can they please start buffing all the other perks. Why does ace in the whole give you one addon? That’s stupid

    Why not they did it to deathslinger!

  • Giant maps exist and are plentiful. He has no mobility. He can down fast and his power quiclly males work of pallets. However he is still quote loopable and lacls the mobility to make an impact.

    I will never bother to make any sense out of bubba facecamp/camp strategies for three reasons.

    A. It boring as all hell dull and lacls any excitemt whatsoever bar the odd meme game.

    B. On average youll get 2.5 survivours so its not even a comsistent 4k which im gald it isn't.

    C. Did i mention its boring? You get barely any blood points so your not expand your roosters current perk selection.

    Camp tangent aside his mobillity is his weankness and even then he is very loopable.

  • Imagine blowing your license on a killer design thats just a mash of other killer powers. With her only unique abillity being undercooked and "balanced" to not even work properly. Her mori should be a problem survivor kick across each other with a very definative liklihood of affecting one survivor permanently with being moriable.

    Some might argue that it can result in griefing but thats good since it embodies what a cursed based killer looks like. Try as you might if you are cursed there is a sense of doom and urgency to escape. Your allies may doom you and that is very in line with curses in horror movies. You can take on the curse but theres a real risk you might die once your discovered.

    Killers lack the actual horror and fear factor they need to stand out. There power are continously restrained by notions of permenently having counterplay in setups that put them immediatly on the backfoot against map set ups that are unfair. Dbds tourney scenes are massive lists of banned perks and setups that are a reality of every normal dbd game. Killers like sadako should have a busted condenm effect because it properly realises the vision of playing an oncoming curse killer.

    I swear this comunity abhors actual fun design. Everything has to be a fair 1 v 1 which traps the developer in this bubble where nothing exciting happens in this game.

  • @Chaos999 said:

    I dunno, I never see camping killers. Oh wait, that's right, it's because I'm the killer.

    Bottom line: don't like camping? Play killer and don't camp.

    But insert killer stressul excuse. 90% of these tunneling camping problems could be avoided if they encouraged killers to spread out there hooks with actual gameplay advantages. But nah lets just keep adding band aid perk fixes instead of actually baseline fixing the game.

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/2948947#Comment_2948947

    To the indifferent, a weak killer just means more 'fun' survivor games and one killer they're not forced to play.

    Agreed but there are few actual good high bracket killers. Thats a problem in need of addressing. Mmr exists you cant ignore you higher mmr player base unless you view vetran players as expendable. Which seems bad long term.

  • @Sepex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2948009#Comment_2948009

    Well technically there are 4 ways upstairs one from each corner. 2 stairways, a declined floor and the one that requires some breakable walls to be destroyed.

    Not as conventional but it works.

    Again you want them in the middle of the corridors. That way you arent apporaching the corners to reach a gen thats in the middle of the corridors up or downstairs. It hard to clearly demonstrate just how poorly designed and frustrating half of midwich design is without illustrations.

    In summary let me close the cap using alternative pathways not narrow ass corridors with zero skill expression bar holding w.

  • Kid gloves are off sbmm is in full swing and mmr is here to stay. The playerbase as a whole is much more competemt and the average time of my dbd games are much shorter. Thus I have engaged more in tunneling then I have 2 years ago.

    Implememt reasons to promote spreading hooks out you cowards. Stop making perks to fix all your problems and start changing up the core game experiance or add alternative game modes to test new ways to improve dbd or at the very least add passion to this game.

  • Big problem is they took the epic deal. Ya console players dont care, yes there are a good amount of people using the epic store. But there is a large entrenched group of people who despise epic for very reasonably bad practises. Espicially with this being a multiplayer title keeping your player cpunt as high as possible and keepimg queue times close to non existent is essential.

    Since at amy stage whilst queued amd waiting the thought of huh this is taling a little while longer maube I'll boot up apex,hunt, (insert game here) instead. I love the look of evil dead but if I'm being honest i dont like epic i refuse to support them. I have nothing against someone who does and i hope the dev team get enough support but let me reiterate multiplayer titles live and die on there playerbases.

  • Midwich not working is one of those pleasant suprises. Ya sure you can tapk about how pretty it its but its pretty trash gameplay wise. Its obssesion with breakable walls long corridors and restrictive pathing makes gen control frustrating and males tunneling and camping even more frustrating.

    It needs two additional stairs and two additional open pathways in the courtyard to reduce its terrible map traversal problems.

  • @Regulus47 said:

    No killer who's as busted in chase as deathslinger can be bad imo. He moves a little slower than most other killers but he negates like every loop in the game with little counterplay besides blocking him with walls. The best way to slow down the game is to get downs and deathslinger is very good at getting downs so I don't really see the issue.

    I think a lot of the reason why you don't see deathslinger very often anymore is that he actually takes SOME skill now. Before he was basically just a point and click game, you put your mouse on the survivor click and boom you have a down with almost nothing the survivor can do about it. He can still do that now but at least there's some room to dodge, making him just an easy killer rather than one of the easiest to play in the game. And of course all the people who played him just moved to easier ranged killers like nemesis and pinhead.

    Tldr slinger is a slow killer who has a lot of mechanics that prolong the chase requiring two hits to down reload after every shot and a reel mechanic that takes up a lot of time. Zero map traversal and a range limit. This makes him a terrible killer. Your overrating him!

    "Besdies blocking him with walls". Thats a big weakness and when you add up all the time required to get in range and finally land a shot. Which even in other shooters with players who have thosands of hours of experiance they can still miss! People forget the best slingers in the world do not hit 100% of there shots. When they miss it is an even prolonged time frame to catch up and get that shot.

    But say you land your shot there is time spent reeling which can be broken. Theres time spent stun, reloading and then finally picl up and hook. Then there is map traversal which is a time sink due to lower movement.

    Huntress always had the range advantage so her mobility wasnt as much of an issue. New maps have hurt her a bit but hhe still has that longshot potential. Even trickster has the rapid fire technique. So what now? How do we give slinger a real buff whipe maintaining his existing aim changes. (Personally i dont believe in making a power clunky as a fix since it kinda messes with the people slinger was meant to appeal to but this is behaviour stance i guess).

    Slinger either needs more lethality with a charged exposed shot or some kind of in built slowdown. The slpwdown imo is a bit boring because these playstyles rarely ever excite survivors bar i guess pinheads lament configuration.

  • @Tsulan said:

    Have you considered playing killer instead? Perhaps, survivor isn´t the role for you.

    Grass is always greener on the other side of the hill. Trust me killer mmr games are complete nonesense. If you play a high mmr killer 90% of the remaining killers are unplayable. Unless you go out of your way to lose a lpad of games. Koller variety is my main qualm with the current system. Killers are so distinctly different in terms of power level that they need to be separated mmr wise.

    Then they created coh to nerf the already weak killers #########. As far as i know there is no mmr decay either. So if you take a break back into the deep end.

  • Dpnt bother with the twin challenges they are not worth the bp and definetly not worth purchasing. Tome should come out when a killer or survivor perks feel fun to play. Not when they are in balance limbo. (I'm assuming twins are getting a rework or at least some fast travel open up there currently narrow gameplay options. They might have some of the most imteresting lore out there but whoever designed this killer needs to stop restraining killer designs.

    They need to embrace powerful unique solutions to fix the killers core design issues. Charalotte teleporting to victors position with a slight fatigue would help fix her slug heavy playstyle for instance.

  • @RisingTron said:

    It's strategic for my mental health

    I would advise implementing a concede mechanic. (oh no I'm taking pointers from another game incoming dbd is a different game bulloney). If survivors agree as a whole they have lost after a certain period of time a concede vote can be placed. if successful with a 3 votes majority (or whatever remaining survivors) the survivors are then sacrificed. Yes being forced to play a game out can suck but if you let people have more ways to give up this will result in survivors embracing even more antimate behavior. Again I sympathize I truly do but a concede vote with a majority is a better answer. team games don't allow a singular individual to throw in the towel until at least a majority agrees. Now of course a sum of bp must got to the winners along with bonus emblem points to prevent the frustration of progressing rank at a glacial rate. This would also mean the killer can do the same however it will be on them alone to decide to concede. How long it take before survivors and killers can trigger the vote ill say roughly could be 10 mins though i think this figure should be under a bit more scrutiny.

  • You shouldnt tunnel because if you hook 4 unique survivors you get a one use mori. Wait you don't ok well you at least get a haste effect to let you traverse the map faster after hooking a survivour. Nope. Ok an insta down on your next m1 hit? Ha no way in hell. So your telling me there is zero reward or gameplay design to encourage a killer to play in a fun manner. Damn right!

    Genuinely you can design bt and dses but has anyone ever thought of using the carrot approach. Give killers a reward for playing in a fun manner. Making complex ways to punish the killer for playing the tunnel camp method will only create exploitable gameplay. A killer who starts dbd defaults to camping/tunneping thats not because the people playing these roles are out to make everyone miserable the game enforces playing like a dick. If there were baseline ways to encourage the killer to hook multiple survivors like to see there killers mori or unlock a powerup, that would be a strong deterent from the tunnel and camp strat we see so often.

    Dont get me wrong i do think survivors should have a comeback mechanic as well. Less survivors alive allows for faster gen repair speed, exhaustion recovery and healing. This encourages survivours to push forwards despite the disadvantage. Dbd swings too hard and whilst many purists will say dbd appeal is in its loopsided games I'd argue dbd would have a stronger prescence if it embrace basic gameplay foundational designs like good comeback mechanics.

  • Keep saying it but gf reveal mechanic makes no sense. Survivors have more ways to view the killer more angles and view points covered with there camera and theres 4 of them.

    Myers can expose everyone and you dont even lose your ability to stalk. Ghost face should get faster exposed speed the closer he is. Myers should gain more stalk the further he is away. Id much prefer if gf had a duration to his shroud then having it knocked off constantly by a buggy reveal system. The reveal is just a bad concept for the type of game dbd is.

  • Impailng wire feels so basekit it hurts. A lesser ppwered version of it should be on him at all times. The Box gremlin builds are pretty humorous but this is a high skill killer with moderate pay off. Inferior to blight, nurse and humtress even with good add ons. That mot necessarily a bad thing but pretending hes top tier killer would be disengenious.

  • @DY86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939242#Comment_2939242

    Theres 5 in total. If theres only one left why would i? Its common sense like ???

    Let me explain the clear link between tunneling a gen and tunneling a survivor. Both are objectives to one side. Killing/completeting the gen secures a lead to close out the game faster. Clos8kg out the game as fast as you can even when the killer hasnt even hooked a survivor is frustrating for the killer side since after queueing for a game it ended before they even had a chance.

    Being tunneled and camped works the same way. You get one chance to play the loops and then immediatly upon being catureed spend the rest of the gamed getting tunneled out of the game. As you say its common sense to remove a survivor its another pair of hands off the gens. The difference is you prefer the survivor so you dont see the problem with gens getting pushed so hard.

    In a perfect world dbd would have real comeback mechanics FOR BOTH SIDES. But a general desire to ignore baseline additional game mechanics expermentation is just not happening. Playing for other objectives or spreading out hooks should have meaningful buffs and more powerful tools to dissuade the gameplay of tunneling a survivour and push gens at all cost.

    Additional objectives like boons should have had some powerful side objectives for killers but behaviour keeps overbuffing one side instead of giving exciting new tools TO BOTH SIDES.

  • Why is anyone still playing him? I suggest you put this post in bug reports to see it tested. I dont know about you but actually playing slingers sounds awful in his current state.

  • Sloppy butcher has so much potential. Its just tied to a really frustrating clause. Sloppy could shine on killers like legion, huntress, etc. But thats more of an issue with basic attack clauses.

  • @Bartlaus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931806#Comment_2931806

    Would you like to elaborate on how this ping system is supposed to work?

    Hold button, wheel appears select from a list of options. Killer here, hex here, boon here, gen here, need healing. A marker will be placed and visible to the survivor group as a whole. For keyboard you can key bind it but the point is you use a system to mark objectives and employ communication.

    Balancing dbd around both solo and swf is dumb. Reduce the gap between them by giving solos similar tools. The pandoras box of swf comms was open long ago there is zero reason to arbitrarily decide solos shouldnt have the same tools as swf.

  • @Bartlaus said:

    https://forum.deadbydaylight.com/en/discussion/321446/when-is-legion-getting-nerfed

    I agree with you that playing against Legion in Solo Q is annoying. The problem is that the random mates mostly never know how to play against a Legion. But (s)he's definitely not OP.

    If each survivor works alone on a gen and doesn't heal themselves all the time, you're left with a simple M1 killer. With my SWF it's still a GG EZ.

    So Legion is a Solo Q noobstomper like Doc. But both are still not good against competent people.

    I got the sliver bullet. The ace in a hole. The ultimate nuanced solution. A ping system i know i know it would break the bank implementing it. It would require years of programming but we can get there together as a comunity.

    Ok dropping the snark now but implement a ping system fixs 99% of solo issues. I dont entertain solo issues when the solution is this simple.

  • No matter how you spin it being revealed as gf is always gonna suck. Espicially when survivors have such a massive view point to see you. While as gf you are always wary of how much can be seen.

    The chase music is thankfully getting toned down. Thanks @Peanits . But there has to be someway to mitigate the reveal frustration espcially since survivors have so much time to reveal you as stalk builds very slowly outside of iri add on even with lean.

    Drop knife kneedrop is a fantastic addition and it would be nice if a weaker version of it was base kit. Side note swf (yes i know people want to play with there friends) really neuter his ability to stay in shroud as the number of angles your being revealed from is obnoxious.

    The counterplay on reveal is too strong and it creates some terrible feel bads moments at such regular intervals. The closer gf is the stronger his stalk should be imo.

  • @Zachcjjj said:

    https://forum.deadbydaylight.com/en/discussion/comment/2925114#Comment_2925114

    i was literally a spirit main for like 3-4 hundred hours back a couple years ago and she was the easiest killer ive ever mained 💀

    What the hell do you play that has more skill then a killer who losses sight in a game where audio frequently breaks? There no breakdown of the experience no explanation on the ups and downs. Just hur dur she strong I play her no weaknesses. I don't need a ted talk but a simple breakdown of her strengths weaknesses would go someway to legitimize you points.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921070#Comment_2921070

    If you run the typical basement build w/ agitation/iron grasp/insidious/noed then yeah you shouldn’t get more than 2.

    Allow me to introduce you to camping bubba with corrupt/deadlock/noed/nwo. Buys you enough time for the gens to not be done by the time you have a kill and you can often end up getting 3 or even 4 with 36 seconds of nwo. Swap corrupt for bamboozle if you want help getting the first down asap.

    (Also I’m not recommending you use this, but I’ve gone against it plenty of times and it’s unfortunately very effective.)

    Pretty cheesy. I guess if the build becomes predominant you can migrate to another gen that's dead locked and tag it as close to done. Its not like the progress is regressing. It shouldn't matter. Seems like a good way to stomp solos but I can imagine some rudimentary communication will make this build kind of bad. "Gen by cowsheds blocked at 80% get it later I'm going to the middle gen" If you 99 a single gen it can effectively be used as the deadlock trigger and just tap it later. No way out might net an average camping bubba 10 seconds. Also camping bubba allows you to throw pallets down because you likely wont need these pallets since the killer isn't pressuring the map. Recklessly throw pallets down, 99 a gen and use it as the deadlock gen for a quick easy finish.

    I can't fix the fact that the game will be boring as all hell but I figure if you show rudimentary counterplay to these killers they will either play something else or leave. Dbd needs a basic ping system tbh but if you go against this again try the 99% a gen deadlock trick and I'm confident the games will go much differently.

  • @Zachcjjj said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921058#Comment_2921058

    that's just not even true old spirit was braindead easy and was the 2nd best killer in the game

    Reading audio movements is not easy. You might not like playing against spirit but don't let your frustration colour your perspective. There are many prominent excellent streamers/players who would disagree. Yes it was frustrating to play against because you have little to no feedback have limited means to control your scratch marks and have limited tools to fight her. But she required good sensory readings which was often buggy since sound in dbd is always fluctuating. Also was is a key word her new counterplay seems to have hurt her massively if her surprisingly large decline has something to say about it.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2923869#Comment_2923869

    Nurses don't lose distance if they make mistakes with range add-ons. And that's not even mentioning how they are just straight busted right now and give her extra blink speed on top of the extra range.

    I gotta lol @ the nurses who think they are gods for playing her. Like really, she is not that hard. Get over yourself.

    https://forum.deadbydaylight.com/en/discussion/comment/2923907#Comment_2923907

    That's Blight my guy. Nurse barely requires any skill once you get the muscle memory of the blinks down. Or you can use Plaid Flannel and not even need to do that.

    Oh dear where to start? Ok so I know the concept of a prediction and nuanced pathing is lost on 90% of the dbd community but bear with me here. "LOS breaking" is your counterplay as survivor. Never give nurse free information on your position avoid vaults as much as possible. Distance is helpful but if your running in a straight line and not changing up your pathing you will die. Doubling back at specific intervals or taking left and rights as opposed to holding w. Eventually a nurse will win the prediction the number of chances she has to guess right is reasonable allowance for such. Dbd is a game with fast healing and an extremely fast pace. What the hell are you thinking nerfing a killer who actually competes with the best. The hardcore audience need more then one killer to play in the higher brackets.

    If your running plaid flannel you lose access to a key addon that makes her gameplay tolerable. Anyone who plays base nurse religiously post nerf can tell you she is way more reliant on addons post changes. We need more killers in the upper brackets not less. Either suggest a fix for dbds core problems or leave the only two reliable comp top end killers alone.

  • Ricochet base kit. Im going to bang this drum till the end of time. Its more exciting give you reach beyond certain structures and requires excellent skill expression to utilise well.

    115ing a killer is the most boring way to buff a killer and limits future improvements. His power needs more layers to it and ricochet finally makes the trickster a trickster instead of a coked up hobo with a nervous laugh.

  • @sizzlingmario4 said:

    Probably bubba, but honestly his skill ceiling is not even that low. You just don't need to be anywhere near his skill ceiling to do pretty well with him if you camp and use the right perks.

    I disagree with camping bubba cant win if he camps every survivor to death at most he might get two. A win is effectively 3-4 kills. It the most unambigous way to explain a win without resorting to a million clauses. After all only one side should really win otherwise the game has more winner then losers which is nonsensical.

    Bubba definetly has the easiest power to use and his saw is an excellent counter to coh which is still extremely popular according to a recent post. He is hard capped by his lack of movement which imo is fair consodering his power is very strong. If you want a killer that can gothe distance with a medium skill floor blight would be my go to. Its a harder killer but you dont have massive handicaps like other killers.

  • @Bwsted said:

    Nobody can see their mmr.

    On to the actual question, if the loop is also unsafe, I avoid the stun. Safe loop, I get rid of the pallet.

    Hiding mmr is such nonesense. Hunt has mmr clearly visible and it works really well. You can even hide your mmr from yourself if you don't like the feedback on where your mmr level is at. Some peole want a transparent look at there mmr they should have it.

    Back on topic if you killer isnt using there power to pressure the pallet stun free there probably not suited for high mmr. But if your willing to tough it out. Don't respect pallets.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905213#Comment_2905213

    So, we're going to glide past everything in that message about killer viability or the current state of Deathslinger, because none of that is even slightly relevant to the point at hand. I agree that he currently needs work since the nerfs, while justified, weren't offset well enough and he feels clunky to play. No arguments there.

    So, moving on: Survivors did have input in the chase, except for when he decided to employ the ADS fake quickscope tactic. In those scenarios, even when you're lucky enough to actually have something to break line of sight (which isn't a guarantee), you basically have two options; run straight and thus be an incredibly easy target, or juke side to side and thus lose distance, allowing him to catch up for an M1. That's bad design. Both of your major options will lead to getting hit, and your only hope is for the Deathslinger to miss.

    Did that make him OP? God no, he was a weak killer before and he's a weak killer now- his strength hasn't even changed that much, he just feels awful now. But what it did make him was unhealthy.

    None of this is a defence of his current state, but we gain nothing from pretending that there weren't serious, real issues to be corrected with how he was before. Survivors need agency in the chase, and Deathslinger denied that agency- not in the situational way, like how some killers can engineer specific situations where a survivor can't avoid getting hit, but in the sense that all he required was to be in chase and he could guarantee a hit.

    Yes, it required skill, but there are more things that matter in game balance than whether something requires skill. You weren't outplaying your opponent when you used the ADS fake quickscope tactic, because your opponent didn't have any input in the situation.

    Couldnt they have just applied an ms penalty dropping the gun? It not rocket science.

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