Zarathos
Zarathos
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2540924#Comment_2540924
Because Trickster is ranged. Even if you pop tier 3, you need to hit them. Bubba needs to chase the BT imbued survivor. Trickster can kind of just stand there and get them both unless he hooked in a really bad spot.
You can always do the take a hit while the other unhooks. You can't with Trickster. If they hook bomb, they die.
Now they could fix main event to be more useless and last less time. That would probably be healthy for both sides.
Still doesn't answer bubba saw. In any case with myer's or billy you are still getting a down so it forces a trade. It might be ranged but its not like you have a lot of control over it. The ability itself slows you down on top of your lower movement speed and you need to hit the target multiple times so if they find an ounce of cover your kind of out of luck.
@Ohnoes said:
https://forum.deadbydaylight.com/en/discussion/comment/2540924#Comment_2540924
That implies people like the concept of 99ing a power or perk to begin with. IK I don't, its cheap.
What it's widely accepted you 99 your power with killers like ghostface and myers. It's one of the major components of mastering those killers. Myers and ghostface aren't that spooky taking advantage of the tactic. Your not gonna have much of a trial if your throwing away every killer advantage you got.
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@humanbeing1704 said:
One argument I've seen is that he could be a camping monster if he could perma hold main event
Why is billy and bubba allowed to have there saw if people are afraid of killer's who camp. Why is myers able to keep his power 99ed if he can just pop it and make sure no one can make the save. It just seems kind of inconsistent. Hell its's nowhere near as devastating on a killer whos slower then most others.
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@indieeden7 said:
Indoor maps would be even worse than they already are for survivor.
When were indoor map's bad for survivor's bar very loopable stealth killers. Indoor map's do more harm then good for killers. Ever tried playing blight on lerys, how about huntress or slinger. Maybe bubba could be good and nurse bumps into a lot of indoor map bugs where she can't even blink upstairs on some patches. Worse case scenario survivor's learn all the totem location's or take small game, counterblance or a map in. Its just that easy. I don't get how we don't bat an eye when killers need ruin, pop or corrupt just to have a chance but survivors can't be put under pressure to take a base kit perk like small game.
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I'd like to know that if I'm taking knock out or hex third seal that its not just going to miserably fail because the opponents have comm's. You know these perks that don't see use and won't because it can be rendered redundant by voice chat. Or we could just rework blindness so it actually functions outside of just hiding aura's. Maybe add deafness so the survivor can't hear anything in game.
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Dreading the slinger changes. This might be the patch that effectively kill him play rate wise. The parallel's to legion (needed if a little half assed) and billy (who had no business being changed bar maybe his instasaw and maybe crack billy changes) are very obvious. The worst part is these changes feel like a point of no return. They go through slinger will permanently be clunky, weaker and frustrating to play. Considering the past few changes and reworks bar bubba's there is a pretty bad track record of ever hoping to seeing slinger be brought to a point of being a fun killer to play. It doesn't help that slinger wasn't performing well before the changes sense his 1 v 4 is awful.
In spirit's case she has more counterplay but the no messing with her phasing or mechanics on her end. No overheat or stun added to her kit it just more reasonable counter play with weakened addon's nothing that spooks me though I do think the dust kick up might be a bit too much.
Trapper I hope will get there but I still think he's missing way's to interact with gens or long range traps. A long range rearm trap ability on a cooldown could give him the flare he needs to stand out a bit more. Lots of fun build options opened up tho.
Boon totem's as of currently look busted but simple fixes to the percentages of healing and making sure they don't overlap would be great. If the boon totem's are in a reasonable state they still might not see long term use just because the current selection of killer and survivor perks are so busted that anything that could usurp them would probably break the game.
Ruin's regression is a little to high for my liking, unbreakable lacking a condition like deliverance effect is strange to me, dead hard invulnerability frames and distance gained is too forgiving. But dbd in its next patch state should overall be good for the game. Deathslinger might end up being needlessly sacrificed for these change's which is very frustrating. Here's hoping I eat my word's and they either walk back the slinger changes or give him some proper advantages so he can distinguish himself more from the rest of the rooster of killers instead of just being an inferior huntress.
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General rule of thumb if you don't get ruin in a good timeframe you will lose. There are exceptions, a good team comp with excellent call outs can ignore it. But if you in solo queue and you wanna win no chasing tomes or any of that nonsense pack a perk for hunting totem's or run a map. Pinhead and ruin is terrifyingly powerful don't give him it.
That being said if he gets really defensive about protecting ruin back off take the time to heal up your teammates and reset. start pushing some gens and then the minute he drops his guard cleanse the ruin. Also if you want to make a pinheads life a living hell shack is painful for him since his power doesn't really work well there.
Make sure when solving the box you have a found a good place to loop'em because if he calls your bluff or your on death hook he will punish you. The pinheads obssesed with hunting boxes will require a different approach giving him chain hunts is obviously bad so always make sure you position yourself in a region that is far from pinhead and also has a wall directly obstructing his ability to interfere with you via summoned chains. I think pinhead in his current state has to much power frontloaded on the box whilst his summoned chains are to easy to mess with.
Its probably better that he puts more infuses on the box because I could easily see the chains becoming so frustrating that his 1 v 1 becomes miserable to play against.
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Who?
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@Seraphor said:
We don't really need alt game modes. We have the Custom Game feature, just give us more options for that.
More survivors, more/fewer gens, custom number of totems or hooks, custom EGC duration, maybe an option for 'sudden death' (EGC triggers after X minutes regardless of objectives completed), stuff like that.
That's nice but a lot of players tend to play dbd with the goal of picking up some blood points along the way and custom's simply don't generate bp. Now if there a bustling custom's game dbd community sign me up but as of now I'm unaware of such. I do like the idea of giving us more custom game option's (reminds me of old halo 3 custom game modes like duck hunt or griffball). A little encouragement with some bp gain is important for your average dbd player.
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Blitz dbd: Using much of trial's initial setup however there is one less gen and one less gen required to be repaired. Killer now after hooking 4 unique survivor's may mori any downed survivor from that point on. Survivors will gain additional gen and healing speed increases dependent on the number of survivor's who die.
Curses and gear's: survivor's will have the option to seek out bnp like gears that greatly increase the speed of gen progress. Killer will gain the ability to see curses similar to glyphs that empower there next injure attack to instadown the survivor. A killer cannot see the aura of curses but if they are successfully spotted can be cleansed. Similarly a killer can't see the auras of these gears but can destroy them if they spot them.
I have left out the numbers and some details but I want to get the ideas of the game modes across first.
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Play at your own pace. Saying a skilled killer can overcome a team that is playing optimally without engaging in proxy camping or tunneling is a terrible take and is factually wrong look at your average dbd tourney for example. The need to implement alternative game modes to encourage different methods of play with different avenues of victory. It will break up the monotony of the trial experience allow for experimentation of new idea's.
You can do blitz based dbd games with less gen's less hook states. Stronger divided, where loosing a survivors overall increase gen and healing speed's but now the killer can mori survivors if he has 4 unique survivor's bbq style. Modes that implement baseline cage of atonements only hooking options or higher baseline gen regression with perk's specifically altered for these game modes. The best part about this idea is there's no risk to this bar spending manpower messing with/implementing these modes and in the long run they save money testing new concepts well in advance of an upcoming chapter.
I'm sure behavior employees are sick of scrambling to fix baseline issues with there concepts or gameplay design's alternative game mode's will give them a clear idea what does and doesn't work.
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Ya my map rng's pretty bad as well. Not sure what these green key offering's are doing everytime I start loading in with these keys I end up in end task.exe. Strangest thing! Just kidding around but legit I have never seen so many map offering being used in dbd since the mmr implementation. It's always badham, hawkin's, a lot of haddonfield, game and that one cool survivor who saved me with a azarovs offering cheers. Maybe its just me but map offerings have increased in use and I hilariously am overjoyed to see coldwind map offering over the usual suspects who try to get a haddonfield offering past me. Just a reminder haddonfield still is awful and were going on almost what 5 YEARS of awful haddonfield gameplay.
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Quick fix little to no development. Make a west wing rpd and an east wing rpd. Simple relatively easy. Keep the middle area but one side is boarded up. Your welcome! Won't fix the loops but at least both sides aren't losing to distance and interest.
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@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/comment/2537095#Comment_2537095
Exit gates.... xD. Yesterday I went against ruin Wraith at red forest. He relatively soon hooks one guy. Some seconds later someone tries rescue and he was there camping. Hit to that guy, who leaves area injured. I wait for a bit and try unhook when I see Wraith running cloaked on a 15 metter radius.
Hooked guy is gonna enter phase 2 so I take a hit and unhook him. Wraith avoid me and go for tunnel.
At that point I just stop playing. I know that's legal according to DBD rules, but for me that's similar to cheating. Camp tunnel at 5 gens with great movility killer in game..... just too sweat and unfun for me. It's just playing the ez mode.
The wraiths gets what he want's then. He saw the game go bad tunnel the poor survivors and now that you gave up he knows he can keep doing this and it will turn all of his game's. It sucks but the best thing you can do is hammer them gens and make sure that the killer does not get a free win. Otherwise its gonna keep happening.
That being said its not your job to correct a way a killer plays. If there playing in a lame way then just focus on trying to snatch the victory from them. Hammer gens so by the time that camped players is dead you get the exit gate's ready and leave asap. Sometimes despite it all they will 4k but if every survivors has this mentality killers will learn real fast they are gonna lose games doing this.
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Remember when they said were updating a new map on twitter and asked us to guess. Massive amounts of Haddonfield's reply's echoing. Then found out it was one of the base maps. Oh they "fixed" the game before Haddonfield how? Don't give me license holders wouldn't allow it they were able to get Michael dressed in a patients gown. So many Haddonfield offerings in the past week or so. Genuinely frustrating they should just make sacrificial ward a common so we can stop this crap.
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From my experience your overall killer mmr kind of messes with your ability to play lower tier killers. I used to vary my killers between games but now with my games being difficult at my current mmr (whatever that is?) I go one or two rounds with cenobite I can't go back to low tier killers like pig and trapper unless I'm willing to soak 3 games where I have to play out some frustrating game's.
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I do gens close to camping killers. Within view but making it impossible to guard the hooked and stop me banging out a gen. Some killer's will secure the kill but I have convinced a fair view killers to create enough room that a bt save or hell just a normal save was enough to buy the onhooked time to find a loop. As for exit gates you really need to put yourself at risk or accept the person hooked is going to die. If your not giving the killer an opportunity to get another down there not gonna move. If you care about the person being camped with 99% exits gates behind you then move to a precarious position and see if the killers takes the chase. Be mindful picking a powerful loop might be too much of a deterrent to take the chase.
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Play the higher tier killers and prepare to eat a lot of dirt. Pig, trapper and myer's are good pub stompers but they don't scale. Pick up spirit, nurse or blight (maybe) huntress (maps can screw her pretty bad). If you want to play killers that can actually compete with the best. Some mid tier killers I can recommend is pyramid head, leatherface and plague. Anything else simply doesn't compete.
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@R1ch4rd_N1x0n said:
I think he's just very average how he is currently. The Legion is the worst Killer.
So legion has a lot of builds that can compensate for his poor looping he also can apply significantly more map pressure and has significantly more perk synergies. Nemsis on the other hand has one half of his power dedicated to ai you have no influence over. (Who thought this was a good idea?) His power actively eats into time by giving survivor's an extra health state. You can crouch behind vaults to evade the damn tentacle and his range at base is miserable with many of his mutation add on's bar Marvin's blood being straight up terrible.
He's a discount demogorgon except instead of spending his power on ai zombies gorgon spent it on not giving a survivors and extra health state and a fast travel system. I don't get the infection hit its make's no sense on a low range killer with map pressure dependent on ai you can't influence. Legion is still bad but the fact that legion actually is comparable to nemesis is pathetic. Its frankly insulting that one of the unstoppable force's of the re genre is presented as having one of the weakest special attacks in the game.
At least the survivor perks were actually cool so the chapter wasn't a waste of money.
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There no time to search all the boxes on rpd. Hmmmm... I wonder what the PROBLEM is. They nerfed the traps because there map design team can't do the sensible thing of just dividing up the map. Ormond could have easily been two maps. So could rpd with an east wing and a west wing. Midwich needs more stairs and no I don't want to break a damn wall just to get upstairs. STOP MAKING LARGE MAPS! They are bad for killer diversity. STOP MAKING LARGE MAP's! They reduce killer and survivor interaction. STOP MAKING LARGE MAPS!
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You can't have fun playing against a killer who doesn't get played. You also can't be "bored" by killer that doesn't get played. Asking the large majority of the community and the would rather rip out and overnerf a killer then fix them. By the way when are they fixing Billy or Legion oh ya no plans. (Though I would love to eat my words if the dev patches are a sign of the team ramping up there updates). The fact that slinger is goign to be awful for at least one year is frustrating.
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Push the ads feature more. A tune plays that gradually crescendos as the slinger is lining up the shot. He can fire at the nerf ads speed earlier but if he lets the meter build up and fires the harpoon upon hitting the survivor is exposed. This allows for a much faster to down capabilities but puts the survivor in a position where they need to avoid the oncoming shot but gives them much more time to react. Slinger needs to focus on generating more snowball potential. Leaning into instadown territory is both thematic and terrifying.
This would require someway for slinger to build up the meter without just holding the gun up all the time so I suggest that as long as the killer is facing a survivor within his shoot range the meter will only then build up. Ye haw!
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If you wanna move him out of the quickscoping and low tr territory then he needs more potential snowball or a higher capacity on ammo.
Potentially an instant relaod upon hitting a target at base.
A charged exposed shot based on time spent looking down sights.
Using the gun to transport and traverse the map.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/2526747#Comment_2526747
His advantage over Huntress is obviously the ability to reload without having to break chase. Also, have people actually paid attention to how long it takes him to fully aim down sights? It's almost negligible if you're not trying to insta shoot. It's definitely way shorter than the Huntress' windup.
He also has the same ability to reload in chase advantage over Trickster. While their windup is closer to being the same, Deathslinger usually gets the hit faster once he has line of sight.
His capacity is a single bullet. One of the least valued weapons in any shooter tends to be breach action rifles (unless they can one body tap) . I'd rather have 5 shots that do the same amount of damage with a longer reload period then a single shot that will at most do the same amount of damge assuming the wire doesnt snap.
A faster wind up is worthless when you consider the range limitation being a mere 18 meters most breech actions have significantly longer range, a single shot capacity with added time messing with reeling mechanics that dosent even guarrante a down.
You start to match the positives with the negatives and it becomes very clear he has no meaningful selling points vs the rest of the rooster. Its utterly baffling how you think a faster wind up time huntress with a significantly lower capacity but faster reload even approaches a justifiably good killer concept.
His tr and quickscoping was the main seling point of the killer ripping it out in a alteady troubled killer is straight up vandalism. You can't seriously believe he dosent need some massive compensatory buffs to give him back some gameplay identity.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2524214#Comment_2524214
No, that's not his whole point. That's just how people decided to play him.
Stop pissing your pants just because you actually have to aim now. Not like its something every other ranged killer has to deal with.
There are about a dozen shooters where the most respected players in the community can snapshoot with lethal efficacy and even then those games have hip fire because actually adsing at close range is awkward and janky in other shooters. This isn't a new development thsi is considered baseline to using a gun in any fps game.
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@R1ch4rd_N1x0n said:
Just shoot them and pull them in. He doesn't need to be fast. He has a reduced speed because he's a ranged Killer.
His map pressure is trash he needs more traversal speed. Most other ranged killer have more then a mere 18 meters to actually hit. He also wastes signficant time reeling and reloading after every single shot. Consider all the limitations on his kits before firing off a statement without examining and comparing his entire kit.
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@Dehitay said:
The terror radius should never be short on a ranged killer. I don't know what the hell they were thinking when it came to Deathslinger. They seemed to fully understand that point when they made Huntress. And what's worse is that his terror radius audio is actually significantly more quiet than average which means he can get even closer before you can truly hear it. It was only natural that M&A would be used with him being perfectly setup for it and essentially turn him into a near stealth ranged killer.
A ranged killer shouldnt have such a short limited range either. A ranged killer should never have to deal with indoor maps and maintain the speed disadvantage. There are so mamy restrictions accounting for deathslinger already.
Just think if you took away his quickscope and his tr advantage how would you sell this killers gameplay over huntress trickster or pyramid head. This is blatant vandalism. He is losing mechanics and gaining nothing. They could have added a charge shot that inflicts exposed. Increased muzzle velocity the longer you held aim. A immediate reload on hitting a successful hit. Increased range with a stronger chain.
Everyone knew slinger had a lot of problems and a straight nerf that takes out his core selling points is a disgrace.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2525471#Comment_2525471
"See him pull up the gun"
Majority of people won't be able to, its literally .4 seconds to ADS. When considering latency and input delay its still unreactable to most.
Latency and input delay is a two way street. How many times have you seen a survivor blink forward or a spear collides with the hit sound only to see the spear immediatly retract as the dead hard triggers wrenching them free from the spear.
I dont know why people with zero experiance on playing slinger is making these assertions. Again a reminder that in other games make a movement a flick is considered a read but in dbd its considered a lucky guess. Because apprently giant indicators its considered a mandatory feature.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2524983#Comment_2524983
Give him 115 and were back at square zero of him having no counterplay in chase, the whole point of the ADS change is to at least give the survivors a slight chance, experienced players will be able to react to the shot and at that point his gameplay becomes very similar to Huntress
No because you can see him pull up the gun and the direction and angle he's firing from. This effectively knocks the amount a survivor can loop an area by one loop. Can you sell me on deathslinger as a killer if with the changes to his tr, the additional time to prep the shot, limited range. With this nerf you have neutered half of his usp's it's pathetic. If your gonna rip out selling points of playing killer the least you could do was add some different mechanics to try and balance it out.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2524615#Comment_2524615
The difference between a 115% and a 110% traversing the map is actually VERY minimal. Were talking about a 2 second difference traversing 200m.
His chase around loops still wont be that bad since his projectile goes pretty fast, pretty its as if not faster than Tricksters and even him can get little pokes here and there at loops, DS will be able to get a full on health state.
I think the TR nerf is going to hurt him the most, everything else is just gonna need adjusting
If it's minimal then just give him the 115 ms. Survivors want more time to react to the gun fine then. But at the very leasy he should have time to line up the shot. This was the most half assed change I have ever seen. If your gonna mess with a killers kit please address there issue simultaneously. People have been screaming from the heavens that slinger has awful 1 v 4 a straight nerf is bang out of line.
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Honestly I think the key nerf was almost there it just needed a clause of all gens done or one survivors left. It's a really niche situation yes but power to the people who get that far. As far as I'm concerned if someone keys out after all 5 gens are done that's very reasonable to me.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2523929#Comment_2523929
Blight, Nurse, spirit, freddy etc still exist.
Wait when did they fix his lack of 1 v 4 potential. A straight nerf to deathslinger who btw was actually a pretty bad killer before this change is now significantly worse. He is a slow killer with a lower range then the other dedicated ranged killers. He has zero gen pressure and has to two hit survivor's with less then your average killer mobility and then reel them in with a single shot. There is zero reason to play slinger over huntress. There is no appeal in playing him bar he's a cowboy with a gun. Not to mention increased number of indoor maps added to the game make the full aim changes even worse. If they don't like slinger in his current state disable him and fix his 1 v 4 before you end up poisoning any desire to play him. Anyone whos played na fps will tell you deathslinger movement whilst adsing is trash. Its pathetically cumbersome absolutely awful handling and is deserving of serious criticism. Mark my words these changes will make slinger one of the worst killers in dbd.
He has lack of pressure equivalent to trapper, massively long periods of downtime due to his low speed reload after every shot one ammo capacity, and an increasing number of large/indoor maps that make his power even worse.
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@Inspire said:
https://forum.deadbydaylight.com/en/discussion/comment/2520119#Comment_2520119
How about you try and make a K-Pop related killer then. If DBD's is so bland.
There is so many cool ideas you could do with a k-pop killer. That industry is riddled with so much corrupt awful cruelty. Hell the killer could be a stan who takes over the life of his favourite idol. You could have had an indivigual a hollow person who the industry has dehumanised to a point that he turns to sadistic slaughter of others.
Why not play up an abusive manager who insists on making those under him abide by his cruel standards of living. Its crazy how disturbing the k-pop industry is and its lack of regulation. The theme of ji - woon is he was a sadist from day 1 and is egotistical. Many killers in dbd are defined by the enviroment they grow up in. For ji woon he always was a terrible person who just so happend to be a k-pop star.
From an aesthetic viewpoint I don't have an issue with him he could adopt one or two more monstrous features i guess. But the main issue for me is he says nothing about the k-pop industry and it explores no nuanced takes on what can drive a person to commit henious acts.
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@Dehitay said:
Was he buffed at some point? It seems like he can walk all the way around pallet loops now after shooting somebody and still have time to hit them before the chain breaks.
If he has the purple chain add on that makes it harder to break then he has potentially more room to swing around a corner. I never got slinger hate. Simply using los blockers is going to massively hurt him in the chase.
All this crap about boring to play against sounds entitled as all hell. This expectiation that slinger should be designed with infuses on traditional ranged gameplay with big indicators and giving survivor room to dodge despite having a high skill ceilling on an ability with a range limitation, single shot capacity and requires two hit downs is baffling.
Then you have the indoor maps that always threaten to destroy any ability for you to use your power. I dont like a lot of slinger threads because they always tend to have this tone of he needs nerfs, he needs counterplay. when there is so many limitations in his kit that allow him to be able to quickscope his targets.
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You need to also compensate with indoor region's considering it can break to poor spawn's. If anything I'm more frustrated by how far the chain's take to spawn and resummons at such far distance's (which is completely out of your control).
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@Saitamfed said:
"This nerf might be a bit too much". What? The directional phase sound? It was a bug of her from a long time and spirits performed well enough with the bug, spirit was highly picked even then... stop overreacting.
I think the dust being kicked up is the more concerning issue. That's way more of a dead giveaway dpepemind on how its implemented. There is the real fear that killers are gonna lose a high tier killer reducing the pool of competitive killer to blight and nurse. This would be an easier nerf to stomach if the quality of killers produced recently wasn't so disappointing.
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I would have loved to see a rearm ranged ability. That let you re arm traps from across the map. Of course it would have a cooldown.
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Overall better quality teammates. But take my opinion with a pinch of salt. I dont expect every survivor i play with to loop the more complex killers. My escape rate as well has skyrocketed. Alongside my killer queues.
Overall sbm has made my killer games misrable mostly due to increased queue times and increased frequency of map offerings to poorly designed maps. Survivor games have been much better but then the games have gotten much more consistently shorter.
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What are you on about? Games are designed with different limiters yes. But being unable to actually take cues from other games while keeping dbd's formula in mind is invaluable. There is always risk's adapting a foreign element from a game with different rules. But if you insist on forcing dbd's killers and survivor's to play by the same rules you will get something worse then frustrating gameplay, homogenized gameplay. Creating nonsense statements like dbd is not X massively limits the scale of where you can derive sources of inspiration for future idea's. Blizzard now (alongside legal disputes) is getting crushed because its past two expansions have stop trying to compete and people are tired of the same homogenized gameplay.
Blizzard success with wow came from borrowing ideas from across not only its rivals but also other game genres that allowed for new addition's to its gameplay. Did all off the work out no. But the greatest sin a game can commit is to be predictable dbd adapted the cowboy shooter, plague spreading priestess, the teleporting nurse and the now chain summoning pinhead. So many of these killer break dbd convention's but do so with restriction's and downsides. Dbd would not have last as long as it did were it not for the community it fostered and the risks it took with so many killer and survivor's adapting mechanic's from media that many would insist cannot be adapted because its from a film, a game with different rules. Again adapting something entirely wholesale bad idea.
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No one knows and its kind of trash that we have nothing to work off of. Hunt showdown has it and it works really well letting people know what scale of players there up against and without giving the exact details of how it rises or fall's creates a fun environment that you can hide from yourself if you find it annoying. The systems is new to public servers so we will have to see long term how it pan's out. But I hope once they have adjusted mmr that they be transparent what our score is. Elitism will always exist whether its your hours rank or highlights letting people know what caliber of opponent is ahead is important so it minimizes the feel's bad of getting stomped when you want to meme around.
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Kicking gens genrally suck's but if you want to force it I'd say blight, deathslinger maybe have pop/dragons grip to give you more gen kicking value. Kicking gens kind of useless sense all a survivor has to do is tap the gen. Base regression speed is trash so its hard to get value out of it.
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Iron will is definitely an odd perk. It overshadows an enormous amount of other perks and allows you to force the killer to play a loop in a specific manner or run the risk of the survivor leaving the loop the minute the killer try's chasing from a different angle. There are many perks that give the iron will no noise effect on timer iron will being permanent is kind of insane. I like the idea of original low tier iron will being something that takes effect whilst crouched it also could open up some clever audio manipulation for survivor's where they can risk crouching at points to mislead the killer into believing you left the loop.
Prove thyself is the only perk I can think of that actively pushes gens bar resilience and there's good reason for that. However it does encourage players to play sub optimally doing gens together making it easier for the killer to stop multiple survivor at a given point. Later half of the game it come in clutch breaking 3 gens. If anything I'd rather they address the lack of early game base kit gen slowdown that creates situations where often a killer will lose 3 gens by default if the first chase isn't a fast down.
In conclusion I'd like if there was a timing element to the iron will effect rather then it being a passive advantage and prove thyself is important to have to give survivors a tool to combat 3 gen setup's. Prove thyself isn't the problem and its important to have it as an option in a survivors arsenal. However something needs to be done about dbd's terrible early game disadvantage that or just make maps smaller but entity knows the dev's can't stomach the idea of making a map that doesn't demand you play a high mobility killer if you wanna traverse the map look at recent maps for examples of archaically huge map's.
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Im expecting a nerf to crushed pen. They are definetly not doing anything baseline. Maybe they will buff some awkward janky add ons but I have a suspicion ghostface is gonna take a major loss in them nerfing his pen.
They do tend to hate when a killer can actually access there power without some long cooldown.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2514941#Comment_2514941
It’s expected. He’s never going to be top tier cause he can’t teleport or go through walls
Ranged trap reset. Imagine if trapper could re arm a trap from medium to long distances. Put the ability on a cooldown and suddenly you can give the trapper more presence. Huntress can be top tier all it requires is some creativity and a willingness to do something nuanced.
Was a really bad idea to feature trappers sack. The add on screams i have no idea how this killers works. Since the trap moves out of position when stepped in.
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@lauraa said:
Eh, I think it's fine? Maybe not the best, but they could have done a whole lot worse?
Like, okay, you can't like, pick up a trap or nothin. But you can still reset your traps lol. This add on gives you every trap available, but it asks that you be confident with your trap placements.
There's the obvious Basement Trapper which I think this would be good for. But I'm sure some crazy masochistic Trapper player will find a use for it. Like, maybe pair it with that Resetting addon and immediately play for a 3 gen or something?
Your not reading the post properly. If you plant a trap and it moves after a survivour steps in it. Then it will make the trap impossible to reset at the blocked route unpess you are allowed to pick it up which you can't.
They just nerfed one of the trappers strongest add on. How do they not know how there own killers power works. This is almost as baffling as wasting a purple huntress add on slot givign her undetectable.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2515318#Comment_2515318
No offence to any spirit players I just have a burning hatred of that blue ######### and do not wish to see her again.
I may say that Blight ain't the best to go against because they all play with the same builds but at least I have chase interaction if I don't equip one specific perk.
Tell me do you hate the killers or the slow ass dev team who leave the game broken and do nothing at all to mix things up meta wise.
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Lets hope they don't billy this up and damage the killer so much so they are miserable to play. For those who mained spirit I highly suggest preparing to main nurse and blight because the past few killer reworks have been quite a mixed bag.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2514460#Comment_2514460
That is why I said almost obviously you might tank on altruism points but you will still come out ahead overall just off of lobby wait times🤔
Fair point I can't deny you will likely be points ahead by virtue of queue time's assuming your not waiting on your swf if you die early. However I do think you lose out on a lot of points due to the vast difference in terms of difficulty to acquire stacks via wglf compare to bbq.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2513971#Comment_2513971
Yeah if you play right you get almost as much BP and with less stress overall😎
No there is no way in hell you get the same bp consistently as killer no matter how you play. You will have games where the rescues simply aren't going to go to you. That's where as survivor you don't make half as much bp. You need rescues just to match the killer bbq and its significantly harder and forces suboptimum play that will lose you escape points if you put yourself in a bad position to get protection hits. Killer yields more points more consistently then survivor that's a fact.
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This new iteration of main event scream's dull and boring. Oh boy I sure would love to move fast and melee survivors on my god damn ranged killer. No one want's to play trickster to go fast and m1. Trickster needs to down fast this blade slash nonsense doesn't do that. Your taking too long using an ability that downs incrementally. Dbd is a fast game with an infuses on generating pressure this leaves to much room forsurvivors to exploit and put distance between you and more importantly the rest of there team.
Again I'm going to reiterate what everyone has been saying about trickster. Add ricochet as base kit leave his current 6 to damage requirement. He still is an underwhelming killer despite his buff. Also make main event something you can carry but have it take longer to build up. I see the direction this rework is going and it simply takes too long to down to work.
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If I see the same survivors again and again with the same build every time I swear to the entity I'm gonna lose it. Doesn't help that a lot of them love the badham and haddonfield offerings. If anything I'm more annoyed at the massive increase in the map offerings used. They should make sacrificial wards common offerings its getting stupid.