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Zarathos

Zarathos

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Zarathos
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  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/287936/do-you-personally-expect-slinger-to-be-played-after-the-nerfs

    I think we will see him still. His power can be quit good and his combination with Starstruck just became stronger with his bigger terror radius. Down one survivor, reload, pick up and hook. Now you can hunt whoever was inside your radius for ~30 seconds with an insta down. The bigger radius makes it much easier to apply starstruck to a survivor.

    Also Deathslinger got some buffs to his add-ons and many player will try them. If you already own Deathslinger you will not dump him just because those things where changed.

    However I think that he will be a rarer sight just because the tag reads "nerf".

    You know whats a good counter to the nerf tag? An actual spark of inventive design. If the devs want to pivot deathslinger to a differemt playstyle then i ll hear em out.

    But if the deal is slinger loses his small tr and quickscoping (the two biggest selling points of his character) you better have more then some small qol stun reductions and half assesd addon changes. Everyone knows slinger needed help.

    How long do you think slinger players will have to wait to get there rework. Even then will the first impressions of this pivot not create a long term stigma that will permenently erode the slingers quality. Look at the trickster he now has his own niche as a viable if suboptimum ranged killer.

    But the deresion of his release has irrepably damaged killer players reputation of him creating a reluctance to invest time in him. Once the stink of this pathetic nerf sets in the slinger fans will likely have moved on. Seems like a waste if a good killer concept I guess.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2573332#Comment_2573332

    And what's the problem with that? If someone for some strange reason wants to buy it, let them buy it. Is it your money? Why do you want to tell someone else how to spend their money?

    Influencing others to disuade them from engaging or assisting with unsound practices is the baseline of voting with your wallet. Whilst there are many causes of ecological disaster simply saying its a pointless fight is ridiclous. Leave it to the next generation is abhorrent and irresponsible stance to take.

    There is no pragmatic benifit to claiming digital ownership of an item investing large sums of processing power other then to make money off an elaborate con of a system. Its bad enough we have the stock market lets be one of the communities that sets an example for other games by taking a stance against practises that actively hurts the world we live on.

  • Its kinda messed up when you consider that behaviour initial hint and tooltip was advetising his stealth and fast shot. This is a massive betrayl of player trust. There would be some hope if they had injected new life into his kit using a bounty systems or charged exposed shot but nah straight dirty nerfs with some minor qol imprpvements that does not add a single spark of passion.

    Its all take and it dosen't help that slinger wasnt in a good position before the nerf now hes even worse off. Goes to show you cant trust behaviour to respect there product even if its been a year or two after its released.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2571298#Comment_2571298

    Oh, but it's fine if survivors are unlucky in cleansing Devour Hope and end up giving it more and more stacks by being out in the open looking for it while exposed, just to get morid. "Just do bones LuLzzz..."

    I would cleanse your totem but it appears to be in a deliberately chosen uncleansable position. Its also relit multiple times.

    Meanwhile my hex totem spawned in the middle of the map out in the open and I cant relight it. If you compare a boon totem to a hex totem, boon totems are clearly superior as the relight clause gives consistent value and the effects are significantly more powerful then hexes which often requires the totem to not randomly spawn in an obvious location to fufill conditions to get value from them.

    Dh, huntress lullaby etc. Is not even close to the immediate value of circle of healing and shadowstep. You dont even have to earn its activation unlike dh where it promotes leaving the hook and building up 5 hooks for moris whilst also trying to defend it.

    Also again reiterating some totem locations are uncleansable. Because the devs didnt account for killers size when implementing cleanse range of totems.

  • Play bubba, hillbilly?, or plague. Run instadown build's. Use hex thrill of the hunt as a game delay perk, alongside ruin. If none of these things appeal to you take a break and come back when behaviour have fixed these broken totems.

    Before one of you respond to early to say enclosed below is one of many unsnuaffable totem's these were flagged during the ptb. So please stop playing down the boon totem issues. They are in need of hotfixes asap.

    20211020050606_1.jpg


  • 20211020050606_1.jpg

    On lery's unsnuffable totem.

  • @xEa said:

    Realisticly, what are they supposed to do with him?

    The only thing they could change is his movement speed but that would make him even more oppressive in a chase as he already is.

    Deathslinger is a missconcepted killer, both on paper and in practice. No matter what they do, he will always be hated (or he would becomes irrelevant at all)

    Take the decisive strike method of rebalancing. Hold off on making changes to the killer/perk untill the team can come up with an actual meaningful fix that creates unique appeal that differentiates himself from other killers. Fixes his core weaknesses whilst improving counterplay.

    There were plenty of suggestions listed in feedback. There was plenty of community input expressing his issues and why current slinger plays horribly. Bounty systems, exposed effect base kit, Increased capacity, Reload on successful hit, so many ideas.

    Don't sit there like a lemon going what could they do impossible to fix we were firing off all sorts of idea's long before the ptb was even anounced.

  • Found out a hacker i reported got banned. No game listed but the ban came a day ago. So it looks like submitting a report is working the in game report system is rubish you need to submit a ticket.

    Normally I'm all for bashing behaviour for messing up. But it looks like there making an effort to curb this cjeater epodemic. I only hope they improve there report system going forward.

    Keep a small record of there aggregious dbd hacks and use the steam name identifier. This hopefully should be enough.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563873#Comment_2563873

    I mostly agree with you, but I gotta point something out about his addons

    He has a subset of addons that are almost completely useless.

    Those being casting range and chain distance. If they don't want you to use your chains at long range (an in game tip even tells you not to) why make 2 different sets of addons that allow you to do that

    I assume those are for aggresive box protection builds. Truth be told there overall bad addons but for the most part i find pinheads add ons to be excellent.

  • @kaeru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563300#Comment_2563300

    You can change loadout but it will change your MMR. So if you take strong stuff in lobby your mmr will raise above your opponent. And as result when your opponent win or lose his base mmr change as they played against stronger opponent. If they win they will get higher boost to their base mmr in next games.

    It will probably not solve all issues with sbmm but mmr calculations will be more accurate in result.

    If i select crap add ons and switch after getting some or 4 of my survivors i have completely circumvented the system. There are so many avenues of abuse.

  • Its more to do with chains instantly breaking off terrain and pinhead himself then the chains being removed via the break chain interaction.

    It would be nice if the chain break off terrain took a little bit longer. Also in some cases you meed to place your portal in front not behind a survivor as the chains will break very easily if you hit them with a summoned chain as there vaulting a window.

    Pinhead overall baseline is a solid killer with a refreshing objective to interact with. His add ons border on busted except engineers fang in particular is pushed but those add ons are designed for handling the comp teams so I'm more forgiving of them.

  • Dorian grey. The mans face could age as the survivors interact more and more with his painting. Starts as a humble noblemen by the end of the game, looks like a tattered beastial man.

  • @kaeru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2562816#Comment_2562816

    I know that. All killers intended to have separate MMR so it's possible to make some maps and perks give different MMR change to different killers. I know it's not easy solution. It's hard but it's possible.

    You cant change your perks or your items or the add ons on your items. So tony your buddy will have to force a requeue because he forgot to equip his stupid map. Your plan's is archaic and frustrating. I don't want my consumable's on my items or add ons locked in the minute I queue up. If some killer or survivor is going in with busted add ons or survivor items either balance them or stop moaning about the consumable's system.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561592#Comment_2561592

    I would say that the current map designs are not being updated because of Killers such as Nurse, Spirit, Blight, Billy and to a lesser degree Wraith. Those killers have such high mobility, that large maps don't really affect them, however on small maps, they completely dominate.

    Take Coal Tower for example, it's a perfectly balanced map for Killers without high mobility like Trapper, however when you put a Blight on that map he completely destroys survivors because he can patrol every gen in a matter of seconds.

    Large maps are balanced for high mobility killers and are difficult for low mobility killers. Small maps are balanced for low mobility killers but are extremely difficult for survivors against high mobility killers. Have both types of maps, balances the over-all game.

    It's not a good system but I don't think you can change it without removing the high mobility killer powers which destroys that type of play. Or giving all low-mobility killers big movement boost, which destroys the essence of those Killers.

    For example, image Trapper being highly mobile. Why would you ever use traps if you can zoom across the map and M1 a killer. It destroys what Trapper really is.

    If your relying on a large map traversal time to beat these killers your playing badly or are facing an absurdly busted killer. Spirit post nerf i can run with significantly more ease, billy doesn't even exist and even when i do bump into him I just loop em like a bubba and hilariously he's even easier to loop, blight baseline or yellow add ons wise is relatively easy to loop. But against blighted crow he's absurdly busted. Nurse is nurse big maps don't really affect her unless she want's to play nice. Getting to a survivor should not be the struggle of the killer it should be the chase and if your struggling to loop the killers you can loop then that's just bad play from you or a teammate. (only two I can say with certainty are actually impossible to win against unless they mess up one of which requires a busted addon). I would play trapper because i can leverage my traps to win a chase. However if the map size is too huge I simply can't set up to do so.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/286839/do-some-killers-need-nerfed

    Nurse has been broken for a long time and needs a total rework so that her power doesn't completely negate survivor game mechanics.

    See I would agree with that if the current map design's weren't asinine. The number of god pallets is absurd and there is double pallets remerging in some case's. Then you have current gen speed's with each survivor spawning next to a separate gen. Maps like badham, haddonfield and the game stand's out as particularly egregious. Telling killer players to interact with these mechanics is unacceptable. Maps are due big updates. They need to invest in a proper qa team.

  • Why do people want plaything nerfed it is trash. Everyone knows as killer you run ruin and plaything does not play nicely with the ruin undying insurance policy. Oblivious is a map dependent effect so it lacks consistency the totem tells you where it is passed a certain point.

  • @Voodoo101 said:

    Let me get this straight. You are used to getting 4k's most match, but because you are now matched with survivors who actually win once and a while, you don't like it.

    This is the way I see the game, or any game. It should be a challenge. If it is easy then you are either playing it at the wrong level, or you are using things that make it way too easy. In DBD for a killer then their are many ways to make it easy, such as perks and camping.

    Yes there are times when the new matchmaking puts you in a game when all the survivors are bad and you get the kills easy. So change your strategy and challenge yourself. Then their are times the survivors are really good, then take the loss and move on. The game is not made for the killer to win every game. You are showing the community one thing with this post and that is you are a toxic facecamper that will do anything to get 4k. A 50% win rate is fine and shows that the game is doing what it is made to do, to give both teams a chance.

    If you just want to win every game, then might I suggest you get a pack of playing cards and play snap on your own.

    Oh boy I love playing games with a predefined meta varied builds experimentation nah man force the same undying ruin build in every killer build and bring all the same survivor perks of dead hard,ds and unbreakble. The sad thing is even in games where this is the case that you have specific builds paths you at least get variance across characters. Nearly every killer is running ruin undying because there is no good regression option's outside of that. One of the things that killed the golden age of league was the establishment of meta builds and its esports scene.

    Funnel strat, so many champions were nerfed to the ground because the broke comp play. If you still find crap like that enjoyable thats fine but don't assume it's the preferred option. Dbd thrived and gained traction largely due to its amazing content creators. I would have never investred the amount of time I did into dbd were it not for tydetyme, monto, puppers and noob3. But as dbd is going along the increase in hackers comp playstyles and general awful map design has had a crippling effect on people motivation to play the game. Sbmm is just another frustration. Dbd is not ready for sbmm because at least with league it actually changesu p every season it patches with such frequency that the meta isn't stale.

    Dbd has prolonged periods of the same damn builds with the same damn killers many of whom struggle massively with scaling to high level play. If dbd want's sbmm it need to be step up its updates. No more long ass dry patches the next one looks promising but I can't see them keep up this pace.

  • @Wulfasger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556287#Comment_2556287

    It is not messing up actually, it is clearly game's fault, when i use DH except using a tile for one more loop or create more distance, %90 of the time killer hits me in the middle of animation and i go down with an exhaustion, and im clearly sure that DH *used to* dodge m1.

    Console performance issues? Whats your average ping? These are the usual candidates for dead hard not working.

  • I dp not know how you are messing up dead hard. Nearly every survivor i go up against packs it and it is very frustrating. Also try using it for distance sometimes dont wait always for a swing. Note Dead hard does not work vs some killer power pinhead and Victor are the most notable exceptions i can think of.

  • Riddle me this if you as a survivor are "rewarded" with more difficult games vs much harder killers why would you want that? Why would you seek out the escape if you can get more points shorter queues more opponents prone to dumbe nonesense like cj techs, taking long chases and vault techs.

    Tome challenges are easier to complete if you keep your mmr low. Your rank rewards are unaffected by your mmr. The only reason you might want to escape is items or escape points but long term you stand to gain more points and more items keeping games in low mmr with more exploitable killers. Keep your mmr above the camp you at 5 gens killers and your set.

    Best part is no one can tell your a low mmr survivor since its hidden. You can claim your high mmr and theres no definitive way you can claim there not.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555575#Comment_2555575

    You aren't trying to remove the Hex.....that is the point.....because you kinda can't and don't have the time to? But are then forced to be careless because you don't have the time TO be careful...

    My entire complaint.....

    https://forum.deadbydaylight.com/en/discussion/comment/2555580#Comment_2555580

    Well thats because they all know I am right. It's obviously something the devs didn't intend. The perk goes from being strong on most killers to RIDICULOUSLY strong on Pig. Removing all gameplay elements of defense. Like I said. if your trap goes active and you have been hooked. What steps are there to reasonably try to remedy the situation? There is none.

    Actually they gave her in built stealth on her crouch so she could sneak up on box users. They also choose amanda young as the character from saw because she deliberately made her games unwinnable she was vindictive and set out to create unfair situations for her victim's. Even before this perk people were playing pig in manner where she check up on people doing boxes. So many add ons relate to amanada getting info leading to the survivor. This is her game its unfair it's mean and it puts you at your most vulnerable. THATS THE POINT!

    Pig was made during a point where killer design was terrible (shes not even strong). We went from doctor, leatherface, freddy, pig to clown. If your getting schooled by a 115 stealth killer and your team is giving the pig player room to mess with hunting bear trapped survivors that's you as a team playing badly or worse the pig is throwing the game just to kill you.

  • If myers somehow managed to tier up to tier 3 before one gens is done someone messed up bad. Dbd is a team game. You live or die based on your teams actions if you don't like that play a single player game or play killler. Better yet play a couple of infinite tier 3 myers games show us how it goes.

  • Just had the max head on hack hit me 40 seconds of pure stun bliss with a flashlight blind lasting 30 seconds got the video evidence and the person's steam profile finder but I cannot find an adequate place to submit the evidence since there site takes to long to upload it as an attachment.

    @MandyTalk can we get a refresher on how to report hackers its kind of a confusing process. Apologies for the inconvenience

  • Or you know make reasonably sized maps instead of continiously releasing giant labryinths with narrow hallways brekable walls. Long fences and walls that aggresively eats the killers time to find and engage in chases. 90% of dbd imbalances is its absolutley horrendous map design.

  • What realm are you living in if you lose a teammate early and you have not put adaquate pressure on gens then that on you as a team. Dbd dosent do comeback mechanics. The closest to this is noed and unbreakable. Which both are to strong in there current iteration to be honest. Imagine if killer had a free pre nerfed mori after 4 gens were done it would be frustrating and awful to die to.

    Pre nerf Moris and keys are comeback mechanics that wins you the game on the spot they had to go.

  • @Firellius said:

    So, what other gamemodes do you think would be good additions to the game?

    Curses and gears. Survivors have the aura ability to see bnp like gears that spawn on the map. The aura read covers up to 36 meter's. A max of two can spawn at a time.

    Killer can see curse like rifts. A rift spawns and despawns across the map The killer can see the aura of a rift up to 36 meter's that grants empowers there next power or base attack capable of downing an exposed like effect. this empower attack is one use. Up to one rift will spawn every 40 seconds.

    Survivors can cleanse curses and killer can destroy gears. The killer will not have any aura read on gears nor will survivors have an aura read on curses.

  • @Xayrlen said:

    Because CURRENT game mod is still unbalanced and unfinished with the amount of problems you can remember. You think adding a different mod will help the cause?

    Opens an avenue for them to explore new game mechanics in a safer environment. Currently if they have a mechanic to introduce baseline they might end up breaking the only game mode they have. However add an alt rotation game modes and you can test upcoming perk ideas new mechanics in a safe experimental environment. Best of all gives players something fresh and new to play around with generating hype for upcoming chapters whilst also allowing them to dodge pitfall they would have made had the alt game mode not tested the water's.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2542585#Comment_2542585

    quickscoping was the epitome of removing any semblance of skill from him...

    There's about a dozen fps professionals who would laugh off your statement. When games like counterstrike, valorant, apex etc has many of these mechanic's baseline you make it a real hard sell. If your quickscoping it means your familiar with the position of your shot and don't need to correct your aim as its already locked on the position you aim from. How this translates to a lack of skill boggles the mind. The muzzle velocity on the harpoon is almost as slow as a derringer never mind the range which is trash. All of these add up to make slinger already frustrating to play throw survivor janky blinking movement, add a dash of performance issue on other platform's, latency on your opponents end and you have blinking survivors. Then I'm not going to even get into the map design big maps a plenty with some horrendous indoor map's that even further caps your power. People like you want to give survivor's more time to react. You gave a slow low map pressure killer los that's on you. You shouldn't get the opportunity to turn that corner or condemn the slinger to use what's is easily one of the worst ads aiming movement I have ever seen.

  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550835#Comment_2550835

    So you are saying you are not playing Billy because they removed the insta saw busted combo?

    Read the comments before posting bait please. Overheat my friend that's the thing every billy players hates. Overheat could have been a real simple addition to his kit copy and paste leatherface's mechanic of holding the saw without use build up the overheat meter. The minute you drop your saw it goes down to 0, instead they made it something you built up for just using the power. I guarantee you if they ripped out the overheat we would see so many more hillbillies. But someone is obstinate in keeping the mechanic and until the day we see it removed from his kit billy will always be a frustrating killer to play.

  • @Phasmamain said:

    I’d rather it remove scratch marks for like 8 seconds

    What a reasonable suggestion. What are you doing here? XD. Just kidding around. Ds in its current iteration should probably be base kit but there's a lot of slowdown effects on killer's I imagine should be base kit so a light buff like this would be nice for ds.

  • Dead hard, ds and borrowed time. All are incredibly potent perks that massively turn games. If you forced me to pick one I'd say it's dead hard. Not going down to a majority of killer power and always being a trick up a survivors sleeve makes being greedy around certain tiles very risk free.

  • Extra health state is a huge issue. I play a lot of competitive killers so actually going back to play lower tier killers like nemmy is frustrating and makes the whole extra health state issue painfully frustrating. Maybe it wouldn't be as much of an issue if my highest mmr killer wasn't dragging my trappers and nemesis's all the way up to mmr ranks they have no business being played in but hey that the garbage system were stuck with.

  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2548003#Comment_2548003

    I get what you are trying to say about Pinhead countering my personal playstyle, but I can't agree with this being 'totally a you problem'.

    First of all, you can't hear his terror radius when you have the box, so how am I supposed to know whether he's close or far? Secondly, I do position myself behind walls before trying to solve the box, which is exactly why I can't see where he's coming from sometimes. If I'm standing in a jungle gym, he could be anywhere. And I am still of the opinion chains shouldn't continue to spawn while solving the box, because that's straight up impossible.

    Part of your post also explains how easy he is to deal with in SWF. I play solely solo queue, so there's that. A killer that focuses on 1v4 rather than on 1v1 is always going to be easy to beat when you can communicate and coordinate with your team, which is literally not how the game is supposed to be played, but that's another discussion entirely.

    As a final note, all of these things might be counterable and playing the killer myself might teach me how to do that better. However, being able to counter it does not make it fun to play against. He's the most infuriating killer ever released into this game.

    Spend time improving your pinhead matchup taking on the tips information above then come back with your opinion. I d rather the people having success vs him be defining what is and isnt oppresive. The last thing we need is nerfing a killer before the community forms there counterplay.

    Imagine if plague got nerfed before pepple found the strategy that works. It would have been a disaster.

  • Common sense solo queue thing to keep in mind the box needs to be done. Do not leave it to others if they are on death hook. Make sure the one solving the box is not on death hook. Because if pinhead calls your bluff things can get ugly real fast.

    Pinhead with 3 survivors left is miserably difficult at 4 survivors its quite easy. If your in solo queue you need bond, kindred like effects if you dont have perks that give you swfesque information you will have a much harder time.

    Pinhead massively relys on the box if his perks gets him the box then its your failure as a team. Much like other killers if you or a teammate messes up you will lose. Pinheads has the advanatage of being new so figuring out how to play against him will take time before the community is able to tackle him. But mark my words he will very likely be a low midtier killer if his summoned chains remain untouched. Espcially once survivors have adpated to his box shennanigans.

  • If your taking up a perk slot to fix baseline mechanical issues in the game then you should not be charging me a perk slot. Or are you one of those peole who think 4 survivors spawning far apart next to gens is a reasonably fair start.

  • Surge needs a shorter cooldown and a lot more regression. Corrupt needs to do more then just block gens early on. Dying light needs to trigger the regress effect on all gens on the map each time a survivor is hooked.

    Basically buff the other options so we get actual good gen slowdown. Increase baseline regression speeds and nerf ruin. As of currently a killer has little ability to deal with the way survivors are aggresively pushing gens.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2546072#Comment_2546072

    Even with current Slinger, really good survivors will not give you LOS. And if they do, it's a split second.

    You want to get a long shot on large open maps? Good ######### luck, with how tight his projectile is sometimes it feels like you phase through survivors.

    Indoor maps with lots of corridors is why I don't think quickscoping should be taken away. It's so hard to get a moment's grace to land a shot when survivors can turn the corner on you before you can even land a hit.

    The thing is I've done that. I've scored countless sharpshooters at long range using quick scoping and excellent read's narrowly hitting long shots (hunt showdown makes you thread an even smaller needle comparatively). That split second and reflexes kicking in you know the hallmark of a good shooter skill representation. Foreign concept to the dbd community apparently. Its really funny how you can compare other game like hunt, apex, counterstrike etc where players actively engage in this kind of gameplay and note it as just skilled play where as in dbd its some abhorrent mechanic because you have to predict and evade the shot before he fires. The muzzle velocity on the gun is almost derringer level for all the moaning survivor's make.

    Indoor maps admittedly are much harder for me but indoor maps need to be thrown out of the game in general admittedly the game map was a massive step up in the right direction though there should be less pallets more vaults. There just bad for dbd, to many powers are clunky and unusable on them. On the topic of indoor maps the sheer increase in the number of these makes playing ranged killers the ones hurt the most miserable to play. I wish I could shake some sense into the people who keep designing these miserable maps.

  • @Sonzaishinai said:

    Those who celebrate the nerf are being a bit delusional

    Not that much has changed.

    The new ads sucks but once you get used to it there are very little shots you can't make that you could before.

    And the zoning that people were complaining about can still be done thanks to the increased movement speed.

    Just keep aiming and move to the survivor. They are still in a lose lose situation most of the time. And this time without the skill of no scoping. This is especially enhanced with addons.

    The only real hard hitting nerf is the terror radius one but that can be easilly manipulated by perks.

    In return he also has addons that reduce his stun to almost nothing.

    I almost wouldn't even call this a nerf. More a side grade

    A. The new ads is not something you can simply adjust to it's incredibly restrictive on turning movement. The shots you could have previously actually hit but can't now is going to mean extra loops and more expense of time the thing slinger doesn't have.

    B. The zoning is heavily dependent on packing ads movement add on's so now he's an add on dependent killer akin to myer's and his stalk add on's. Other then that many survivors will be able to do the same thing they have previously been doing to beat slingers putting distance and los blocker between you and him.

    C. The terror radius often meant you can get fast down's because your opening shots didn't always have to be with your harpoon. Now your losing more time shooting, reeling, reloading, shooting, reeling, reloading.

    D. the stun reduction is the only nice thing I can say about the changes but it does little to nothing to stop the time being hemorrhaged by all this clunky trash mechanics.

    The slinger game's I won were the one's I actively shot my gun and landed my shots. The slinger games I lost were the one's I spent trying this nonsense zoning crap. Not only that but you have no idea how tight your shots get against better survivors. They never give you an angle unless its a brief second on top of your slow ms this makes slinger frustratingly difficult to play. The quick scope meant you can thread that needle.

    If your actively prepping your ranged weapon in advance, have a breakable chain, limited range, I ask the same damn question every time why not huntress? Sell me on slinger tell me how he differentiates himself in a way that makes him stand out.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544239#Comment_2544239

    I feel like you didn't see the "buff the other stuff" part.

    Here: BUFF THE OTHER STUFF SO WE DON'T HAVE A RE-DO OF DEATHSLINGER'S NERF WHERE THEY NERF THE ONE GOOD THING ABOUT A KILLER WITHOUT ADDRESSING HIS GLARING WEAKNESSES.

    I dont think the devs got the message. Maybe use some neon signs red lettering font and bust up the character size. XD The crazy thing is the devs did this when they carefully nerfed ds so it still satisfied the needs of dealing with actual tunneling. So i dont know why they half ass these changes?

    Cenobite 1 v 4 with the box is obnoxious I agree but box interaction promotes meaningful teamplay and means that so much power does not need to be put on his summoned chains. Because akin to slinger we might have a situation where his summomed chains become stuns and harder to remove which would become very obnoxious.

    The box has imo the most potential to keep pinhead fun for both sides.

  • Tldr ds took 4 years to balance gg's.

    Ok you know what was even more broken then mettle of man and existed for significantly longer then undying. Why lets look at ds 1.4.0 fill up wiggle meter non obssesions get a free hook state, If your the obsession immediate ds availability if were being generous ds got fixed in patch 2.6.0 where even the it was still broken since you could hop on a gen do any action you want with 60 seconds of immunity. which took two years. Then we finally got the actual fix to ds in patch 4.6.0 which took another two years. Ds was BROKEN FOR 4 YEARS undying had what 3 months 6 months?

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544749#Comment_2544749

    Of course you will always get injured anyways, the point is the other exhaustion perks prevent that first hit from happening or making it take longer, dead hard prevents the final blow.

    Also in terms of how a large majority of the cast can deal with it, here I go lmao

    Wraith, Nurse, Myers, Doctor, Huntress, Cannibal, Spirit, Plague, Ghostface, Demo, Deathslinger, Executioner, Blight, Twins, Trickster, Nemesis, and Cenobite can all directly either avoid the dead hard entirely by instant downing, or by being able to counter it being used for distance. That is 17 killers out of the 25 playable, about 68%, fairly close to 75%. But now note, I didn't include Oni, Freddy, Hag, Clown, or Hillbilly who can also all deal with the effects of dead hard by being very chase oriented and abilities already, I simply didn't include them because they don't directly counter it, just can handle the effects by having strengths in other regards. Now if I include those in my number as well, that is 88% of the cast that really doesn't have the worst time with it, and can still manage against it. The only killers I include as really being hurt by it is Trapper, Pig, and Legion, who is also considered the worst killers. They are the only ones who suffer but they also suffer worse from exhaustion like sprint burst.

    Insta downs are very conditional on killers and exhaustion was made significantly harder to access. Some killer's like bubba might have an easier time but in most cases you need to badly misposition or play into an expose effect. If your not already forcing the instadown chainsaw killers to m1. I can't count the number of times I have forced billy's to go full m1 vs my survivor. Also cenobite get countered by dead hard. Yes the survivor can't use it whilst chained but

    a. his chains are easy to break

    b. you can use it for distance

    c. cenobite should not gain significant distance on you that you can't dead hard to another pallet trust me there will be a pallet or vault close by on modern dbd maps there always is. Look at the game map as an example of such.

    Then there's the ranged killers who get utterly destroyed by dead hard. Huntress hatchets, slinger shots, trickster knives, pyramid head punishment attack. I have landed dozens of ranged attack's on sprint bursting survivors dead hard on the other hand never. Actually that's a lie I have hit dead hard players with a slinger shot it made the connecting hook animation and then retracted immediately. Thank god victors lunge bypasses dead hard at least. Trapper's entire existence as a killer is screwed over by the prevalence of dead hard.

    Sprint burst as a perk is primarily strong in comp not solo queue. When everyone is dashing away and timed there gen repairs to be in line with having sb available yes sb is better. But in yolo queue or your average swf there gonna be running dead hard because iframes are incredibly powerful. I'm not for a major nerf to dead hard but some killer power's should be able to bypass the iframe's at least trapper traps should function man need's all the help he can get without being soft countered every trial by an over represented perk.

  • My issue with pinhead in his current state is that if you hit someone with your power it is legit the easiest thing to break. If you so much as hug a wall the chains snap off instantaneously. Sometimes the chains decide to rng in such a way they spawn on a survivor immediately snapping. Its infuriating to land 3 chains hits and actively lose distance. Even though its easily the hardest skill shots to land in the game. His passive on the other hand makes pinhead go from awful mediocre killer to genuine force of nature. His passive slowdown and increased chain hunt progression speed buys you a lot of time and forces puzzle interaction.

    You could buff his power and make his summoned chain's an actual threat but that has some key issues. If you do that he now becomes an extremely frustrating 1 v 1 killer akin to Pre ptb slinger (rip slinger). Sticking with the box mechanic being powerful gives him amazing 1 v 4 potential and adds a teamwork element that will push survivors to work together to prevent him from accessing the box. I suppose you could just nerf him and make him another middle of the road weak killer but I would like if we could have pinhead's skill in term's of how to play him be rewarded with uniquely powerful 1 v 4 potential.

  • Pay attention to the vote ups. People clearly favour ds as it is now. There will always be someone firing off a statement about something being broken thats just the internet.

    Ds is in an extremely healthy state. The devs have come a long way from the extra health state it once was. Endgame its annoying but this is something that will affect you only if you lost the game.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/2540868#Comment_2540868

    Even if they made it so that if killer hits you evade it, no one would run it since any other exhaustion would give you more distance.

    Huntress, slinger, trickster, nemsis, plague. Special attacks are only avoidable via dead hard if the shot is accurate. I cant count the mumber of times i caught a sprint burster with a hatchet or spear. Dead hard completely negates that. It does not get around viktor lunge or pinheads chains oddly.

    Then theres trapper where dead hard is soul crushingly strong. Putting an obstacle in the way of trapper and bypassing a trapped position.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/2540818#Comment_2540818

    Are you implying that running 99% sprint burst during a chase doesnt extend the chase?

    So heres the thing whilst sprint bursting (which is still arguably a more powerful perk in comp) is strong you are not invincible. Using dead hard pr9perly guarrantees you can loop take longer route with zero risk. If the killer calls your bluff they will have to contend with a dead hard for distance or towards pallets.

    Then theres the fact it can evade all manner of projectiles traps and killer powers something sprint burst doesent. It super forgiving I frame timing and lack of actual motion required basically makes it so standing still dead hards are possible which is kinda silly tbh.

    Much like a lot of top tier perk its so ubiquitous its crazy. Once you get past a certain point as killer its everywhere whilst most exhaustion perks see virtually no use. Whilst I agree dead hard is overtuned im not ogong to pretend other perks like ruin, unbreakable and tinkerer is reasonable either.

    A common thread amoung players is a desire to see new builds and varied sertups from both killer and survivor. But people naturally want to play competitive builds to give them a better chance. As of now most meta perks are too strong for some potential perks to shine and add some variance.

  • @dednark said:

    https://forum.deadbydaylight.com/en/discussion/comment/2541046#Comment_2541046

    A lot. I didn't play huntress since his release, except for achieves. Kind of sad what they did to him.

    Come friend there are great vistas of frustration and suffering to inflict on survivors. Embrace cenobite reject cowboy. Legit tho in preparation for the changes i have been playing more huntress and pinhead.

    I have zero hope there gonna be able to salvage slinger. This is looking like athe modern freddy incident where they nerfed og freddy when he was performing poorly anyways.

  • @[Deleted User] said:

    It was 12 seconds on the initial PTB release, and they upped it to 15 seconds to compensate for the locker-search animation. I wouldn't mind it being readjusted to work after the search is done, rather than at the very start.

    Why did they bother. Why is a purple add on being used to pubstomp player's who don't know how to read a lullaby. Why is this add on take up space in my bloodweb?

  • @ThiccBudhha said:

    Because you didn't time it correctly. That is why I think Dead Hard is fine, it takes a lot more skill than killer mains credit.

    As much as I love doing this I do think dead hard should not work vs hatchets, slinger shots or trap's. It should leave some room for other perk's instead of just being the go to exhaustion perk bar maybe sprint burst in comp. Yes skill but if you wanna see a diverse range of perks higher up your gonna need to tone back perk's that take up so much design space.

  • The only advantage hag has that shes not popular but anytime I see her I roll my eye and pray its not mint rag or make your choice "deehhe" Exposed

  • Wait what? Its worse then we thought? seriously who comes up with these addon's? I mean in general its terrible because of the lullaby so you probably shouldn't be using it anyways.

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