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adirgeforthedead

adirgeforthedead

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adirgeforthedead
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  • Playing on Steam. SoloQ or with 1 or more friends.

    Loading into a match.

    Crossplay is on.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2579493#Comment_2579493

    Oh disregard everything I said, that's only relevant if you did miss out on her cosmetics.

    There's literally no issue here in this case.

    I'd also like to stress on currently, I don't know if the next section will have challenges designed for her, but I'd think there will be linked paths to get the cosmetics through a different medium if that were the case.

  • Yes and no. Currently, the only focused challenge it has is "Survive as Mikaela Reid for 1 Match", but you can go through a different path and still unlock her torso.

    You are just missing a fraction of her lore which I suppose is the same at the last tome where you had to play as Blight to get everything for him, but you could do the flowers instead.

  • I started playing DBD shortly after they released the Silent Hill chapter last year. I played with Pyramid Head for the longest, but slowly started trying to find other Killers to play as since I genuinely did not enjoy playing as Pyramid Head... I tried more than a few, Trapper, Nurse, Huntress, Clown, amongst others... it wasn't until I started interacting with people in this forum that I saw how much people hated Deathslinger, but the consensus at the time was that not many people played him so Survivors didn't know how to counter him and I thought "Oh, maybe I should try him" and it was an immediate click when I started playing him.

    I am saddened to see him in this state because he was genuinely fun to play as and now he is just so clunky and I absolutely loathe that unless I run add-ons he is basically hopeless against Survivors in most maps. I do agree he needed changes, but these were all just overkill and removed what made him unique and interesting not only to me, but to other people as well. As everyone in here, there is no reason or incentive to play him over Huntress now, I had him in P3 with all perks unlocked, but I don't play games with the intention of feeling frustrated in every single one of them.

  • I mean I don't condone Killers who slug for the 4K, I find more engaging gameplay in the interaction of racing for the Hatch with the last Survivor, but ultimately everyone is free to play whoever they wish. They may be doing a challenge that requires them to get x quantity of Kills or just need to get 4 kills in one match or simply want to get the 4k because they feel like it.

    Is it boring? Yes, definitely. I like more engaging gameplay between both sides, but that's just my personal preference.

  • Give me an indoor map and, as a Survivor, I will show you the true meaning of horror...

    I've been chased for four generators in more than a few matches today. I have become the nightmare I was meant to be.

  • I think they should make Stridor increase the breathing sounds by 50%/75%/100% and fix Iron Will covering those. That way Iron Will works as intended and Stridor is viable in its own way.

  • I wrote a few comments on the matter as now former Deathslinger main. I said he did need some changes, but these were just overkill.

    I'm now trying to find another Killer I actually enjoy playing is... considering it took me months to get the hang of Deathslinger, I am in no rush to find a new one since BHVR seems to be hellbent in making me a Survivor main.

  • @_NIGHTMARE_ said:

    Sorry if I seem a bit too simplistic here, but couldn't BHVR have just waited till the 19th of December 2021 to start discussing licensing?

    You aren't being simplistic. It's a valid question, but no one here can answer it with certainty. I can only make conjectures.

    As I said, we do not know how long they've been seeking the license, but we do know Chapters are made with months of anticipation. They may have made or closed this deal years ago or were rushed into closing it once Clive Barker presented his lawsuit in the premise that there was no factual word of how long it'd take for Barker to get the character back. It's all very situational.

  • @illusion said:

    What I don't get is, if the rights transfer in December, why didn't they just wait, and license it from Clive Barker? They could have worked on something else until then. And what will happen to it after that? Will we have another Stranger Things situation?

    I am not 100% well-versed in how Copyright Laws work, especially in the United States, but here is my very educated conjecture.

    Cote explained that he's been looking into getting the rights for Hellraiser for quite some time. It is likely there have been talks about this for months, even years. The law that makes original writers and creators recover their intellectual property is quite recent and has been only taking shape and effect in the last couple of years. It is likely that, when Clive Barker formed his lawsuit against Park Avenue Entertainment, BHVR was already in talks about getting the license to include Pinhead in DBD. So, they set up their requirements and it was either BHVR agreeing or cancelling the deal and waiting until Barker got the rights back (which could've taken years) and attempt to start the process over with him.

    This contract will hold until it expires. We do not know how many years they agreed to it, but once it expires, it is required to reform it. This time with Clive Barker.

  • I read that too, but then realised it could mean anything. They could release posters, adverts, have Doug Bradley record messages in Pinhead's voice, etc. PAE has the rights to everything about Pinhead and NFTs can be anything.

  • @Lost_in_the_Fog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2569541#Comment_2569541

    Then the NFT producers are selling themselves short by not advertising it. Did you read the NFT website? What exactly do they say on there that alludes to exclusive content?

    Both Boss Protocol and BHVR had said there won't be any exclusive in-game content. People can say BHVR has been contradicting themselves, but I don't think Boss Protocol would sell themselves short if they had something else to flaunt as you mention.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568948#Comment_2568948

    It’s not certain right now. Chances are that Steam handles this one differently as BHVR is ‚only‘ indirectly involved by creating the assets and all.

    the thing we need to ask ourselves now is, do we want to support BHVR doing this? And this goes to any player -regardless of platform.

    This is the question we should be asking ourselves. I understand BHVR didn't really have much of an option if they wanted the license to include Pinhead in Dead By Daylight so I believe the fault is majorly at Park Avenue Entertainment for putting that as one of the clauses. We don't know the exact details of how it happened, but as a community I think we should think twice about getting the Hellraiser Chapter at the very least.

  • If you mean Phantom of Vengeance, it was a skin released for his tome about a year ago. It is, indeed, one of his best skins.

  • @VicThor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2562599#Comment_2562599

    If y’all playing for fun then i guess it doesn’t matter this limitation. When i play with my friends and we want to win (min 3 escapes), we bring metaperks and map. Obviously cause those perks are giving advantage.

    I am pretty certain most players don't use the same perks I use, I have several builds across my Survivors focused for challenges (hooking who unhooked you, healing several health states in matches, doing cooperative actions, finding totems, etc), but my issue is having to change stuff just because someone else decided to run the same perks I do. Regardless, I think it could be a solution. If the limit depends on the perk like limited to one, two or three, it could work. I understand the issue is not only comms, but facing SWFs all running meta perks like I'm pretty certain the Killer won't care if three people are running stuff like Counterforce, Technician or Alert.

    @slendermansmoom said:

    https://forum.deadbydaylight.com/en/discussion/comment/2562279#Comment_2562279

    how most games go as survivor and killer for most people is when they play survivor they have bad teammates because these people are the few who dare solo Q

    killers play against good survivors because people usually swf to avoid getting curbstomped

    I would say I play at least 7 out of 10 games in SWF because whenever I don't either my teammates DC because they don't like the Killer or the map or they are downed first -- or I end up getting sandbagged. One of the reasons I disagree when some main Killers argue that Survivors are only toxic to Killers make me go all "am I the only person who gets constantly sandbagged by teammates??"

  • Oh, that. Sorry, it was a confusing moment, but yep... SBMM hasn't been exactly their brightest moment.

  • @Mtom912 said:

    as much as i want some degree of comp rules, of one perk rule, or perk bans depending on killer to be in pubs, that will never happen when the game is meant to be casual, and they've stated they will not punish people for playing with friends, and I don't even want to imagine the experience of a casual swf versing 5 slowdowns

    This is the major issue. I tend to play in SWF, but rarely on comms. And even with comms we are mostly joking and having fun and not acting like we are some military squad looking to decimate the other player. We die probably in a roughly 6 out of 10 games we play.

    There is no way BHVR can monitor how people play when they play together and effectively nuking SWF will probably do more harm than good in a game like this.

  • Maps that count as jumping from great height, as far as I'm concerned.

    MacMillan State

    • Coal Tower (main building only)
    • Ironworks of Misery (main building only)

    Autohaven Wreckers

    • Blood Lodge (main building only)

    Coldwind Farm

    • The Thompson House (main building only)

    Crotus Penn Asylum

    Disturbed Ward (main building only)

    Father Campbell's Chapel (main building only)

    Haddonfield

    • Lampkin Lane

    Blackwater Swamp

    • The Pale Rose
    • Grim Pantry

    Lery's Memorial Institute

    • Treatment Theatre (only the jumps from the staircase in the central area)

    Red Forest

    • Mother's Dwelling (main building only)
    • Temple of Purgation (only the jumps from the hidden staircase in the main building and the one where you enter the underground)

    Springwood

    • All iterations (only two story house)*

    Gideon Meat Plant

    • The Game

    Yamaoka State

    • Sanctum of Wrath (main building only)

    Ormond

    • Mount Ormond Resort (main building only)

    Hawkins National Laboratory

    • The Underground Complex

    Grave of Glenvale (currently disabled)

    • Dead Dawg Saloon

    Silent Hill

    • Midwich Elementary School

    Raccoon City

    • Raccoon City Police Department

    I just decided to compile this list in case you'd like some help or someone else is having trouble with it and could get some use of it. I share the painful suffering of struggling with it myself and wished I had something like this at the time.

    * In Springwood, there is also the chance that a window spawns in the house that has the basement and that counts as well, but I did not include it on since it's very RNG dependent and I rarely see it myself.

    All maps not mentioned don't have anything that counts and jumping from the tall mounds has never counter for me.

  • Since I can't read Cyrillic, I can't say for certain what the tally screen says, but for Adepts as Killer, you need to achieve a Merciless victory. From my point of view, the points seem a little bit too low to get that score.

    Unless someone else can confirm Adepts are broken right now, I hadn't tried to do one since the Anniversary event.

  • I tried to remain positive in the changes and hoping they weren't as drastic as they sounded and they are, in fact, worse than what I initially assumed.

    I'm trying at learning other Killers, but either they seem far too frustrating or far too easy and I just liked Slinger for having a little bit of both, but I guess we just can't have nice things...

  • @[Deleted User] said:

    I think the stacking nerf was very needed. It made circle of healing broken on some maps.

    The other two changes im not so sure.

    I agree. I don't think they were intended to stack the way they did, but I'd like to know if Circle of Healing still stacks with other perks like Botany Knowledge, We're Going to Live Together and Desperate Measures because the way they addressed it was vague.

    The other changes, I'm not sure. I don't think they made them unusable, but a bit more risk/reward based.

  • @ThiccBudhha said:

    Meg just got an outfit though, and Dwight/Jake were featured in this tome. Claudette wasn't even that long, actually did she just get one too? I do not remember, but she had the dog one regardless. I think she might have gotten a dress, though.

    The issue with Bill is that he is licensed, they mistreat all of those cats. It took THIS long to get the iconic Leatherface skin.

    Being fair, Meg, Claudette and Nea often get preference above all other Survivors, but nevertheless, I wouldn't say Dwight or Jake have any shortage of cosmetics... unlike Adam and Jeff to mention some. If anything, I think Jake has pretty bad cosmetics generally, but that's another issue.

  • In my humble opinion, in gaming being toxic is playing in a way that intentionally ruins the gameplay for another player. Some will say face-camping, tunnelling, slugging, teabagging, sandbagging, flashclicking, abusing exploits or bugs amongst others are examples of how one can be toxic to another player in this game and I wouldn't say this is a team vs team, but as Survivor I've dealt with other toxic Survivors who decide to make my games insufferable.

    Then it comes to player interactions in the form of text communications where insults, harassment and threats are thrown back and forth. And, finally, the worse comes to abuse systems for the purpose of doxxing or DDoS other players, which has happened in more than one occasion.

    I think cheating is cheating. Some people may include it as toxic, but I think it should be considered its own crime because most people will consistently disagree with what's toxic or not, but we all can agree that cheating is cheating.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2543571#Comment_2543571

    It actually does the opposite. I do not need a hook counter to go after the one guy I am tunneling. Rofl. Trust me, most killer mains can count to 3.

    Where you really get us is counting to 3 multiple times on survivors that are wearing the same cosmetic. As if I can keep track of that much information. Ha ha ha.

    @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2543571#Comment_2543571

    This has gotta be a dumb ######### reason to not have this.

    Just give the killers hook counters. There's no reason not to. If a Killer will tunnel they will tunnel.

    I am not saying I agree with the reason it was removed. Just stating the reason they gave us as to why they removed it because OP asked why Killers don't have one.

    I do think most Killers would benefit from being able to keep track, one way or another.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2543565#Comment_2543565

    I would actually not go this way. You often have survivors that just got carried and were never really in chase, or hooked. So it would be hard for multiple survivors to earn 4 tokens. It would be quite hard nerf for soloQ survivors, they would be forced to use other perks to be even able to earn 4 tokens.

    I would be fine with current version, but add healing downed survivors.

    I was just making fun of the general state in which people use it. My apologies, but yeah, if they limited it for one for each unhook, it'd mean everyone would need to have the capacity of getting hooked four times to be able to get all the tokens across all players. That becomes harsher when someone just doesn't get hooked through the match.

    As I said, I don't think WGLF is in a bad state currently. The buff did nicely with it, but I just agree that it's a bit more difficult to earn all four tokens organically unlike with BBQ & Chili with Killers. I do think it'd be a nice addition to include healing someone from downed to injured or perhaps all the way from downed to healthy.

  • In the original PTB when they introduced the UI currently in live, they had individual counters for Survivors. They were removed from the live release after they realised it encouraged tunnelling.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2543550#Comment_2543550

    Hmm, if we wanted to have same theme:

    What about 1 token for each unique unhooked / healed survivor.

    You might wanna count protective hits for it too.

    That could be an interesting take which would probably solve the issue with the Survivors that use it thinking the name is "We are Going to Farm Together"...

  • I don't think WGLF is in a bad state, but I do understand where you are coming from about it feeling "inferior" to BBQ & Chili. As Killer, hooking different Survivors across the trial will happen organically (lest you are camping or tunnelling), whereas Survivor, you will kind of have to compete with your teammates for the saves... whether hook rescues, pallet/flashlight saves or protection hits.

    If anything, I agree with the idea that a way to make it better would be if a token is added for each full health state you heal a teammate.

  • @humanbeing1704 said:

    I actually haven't played against a pinhead using hoarder

    I had a rather tragic match against one when I had equipped the challenge to escape one with Élodie while holding an Ultra Rare item and I had put on my goblin chest build. I sure did love getting tunnelled trying to find an item to begin with.

  • Personally, I'm conflicted. I feel a lot of changes are positive and some of the buffs the perks and add-ons received across Killers and Survivors are good additions that may make me feel more fluid when using them. I'm not 100% my position about Boon totems, in theory they seem interesting, in execution I am not sure where to stand... I feel they'd need a few tweaks before going live -- Circle of Healing may be the only one I consider using because I have a healing build in my Quentin and it seems like a strong addition to his kit.

    I didn't use Trapper or Plague. So, I'm not fazed by their buffs, but I'm glad people that use them will have something to look forward to and possibly get to enjoy them more. Spirit I didn't use either and from a neutral point of view, I feel this change is generally positive, but it may use not being as loud as it is in PTB. I understand how frustrating it was to face the Spirits that faked Phase-Walking and this effectively removes that as a tactic, but it also seems distracting from both points of view for how loud it is...

    Finally, I'm really disappointed with the Slinger changes. He was the only Killer I enjoyed playing since I got him last December and I wanted to be positive and think these changes could add a few changes to his play style and keep him reliable, but they effectively gutted him and made him so frustrating to use that I don't think I will touch him again if the changes go live in their current state.

  • It's been part of my chase-focused build for a while... I'm by no means an incredible runner, but it did help me last long in chases.

    If I didn't get potato teammates at least two generators were done in that lapse so I'm looking forward to it so my Jake will become the nightmare he is destined to be.

  • I know this is satire, but I think Monstrous Shrine could take advantage of becoming a Scourge Hook perk.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534749#Comment_2534749

    How can you call him weak if you're keeping the unfun zonning potential? Isn't his zonning potential what is really damn good about him? Boring? Maybe yes but if the zoning potential is still there then how is it weaker? How is he weaker if with just 1 add-on he is countering Shift W from survivors? He can just Run while ADS and survivors get to do nothing because they can't outrun him and he can shoot faster than you can dodge at this range. How is this weak!? That's what i'm asking.

    If you all are preaching NERF NERF NERF then ofc yeah you will influence everyone to not use him. HE lost something but he now gained something else aswell, his chases will be even stronger.

    He is still slower when ADSing, he is just less slower than he used to be. He is not running, he isn't moving any faster than he does when not ADSing. He is, in fact, still slower when ADSing. It is still counter-able by holding W and Survivors will gain distance unless they really have no idea how to deal with Slinger or they are in the middle of a dead zone. Zoning only works in this specific setting, he is hopeless in strong loops.

    He is, essentially, a weaker Huntress in all the extension of the word. He can't shoot more than one projectile without needing to reload. His hitboxes are smaller than Huntress and you are more likely to miss when trying risky shoots. He has cooldowns in both, setting ADS and leaving ADS. The latter itself not being really a problem for my point of view. And his range is fixed in 18 meters where as Huntress can shoot larger distances when tossing in angles. He can't hit people over obstacles like Huntress does. There is really no incentive to use him over her in his current state.

    If you need rely on add-ons or perks to be able to play as a Killer then there is an issue with the Killer in design and that's exactly what they did to Deathslinger by removing his strengths and not given him enough to compensate. He didn't gain anything worth noting against everything he lost.

  • I often get the "sweaty SWFs" comment for getting competent teammates during SoloQ although I don't really run any meta perks. Amongst other things, I've been told I'm a coward for hiding because the Killer doesn't chase me when the Killer doesn't commit to me for whatever reason and I've been sandbagged constantly under the premise that I'm a bad teammate even if I generators, go to rescues and take hits/hooks for other players.

    As for very bad experiences, I once had a full SWFs running old Object of Obsession and bringing a Mary's Letter offering say I'm trash for only getting a Kill... like the map doesn't handicap me enough I had to deal with them knowing exactly where I was all of the time. And, in a different occasion, I had someone insult me for using the Pride flag Charm and call me slurs on the chat after they were hooked in the basement during EGC and the Killer decided to camp.

  • While trying PTB, I only faced a few Spirits, the changes are... confusing to say the least, but I don't feel they are as damaging to the Spirit as some claim it to be. The phasing sound while nearby is really loud, even if directional, you don't get a super clear idea of where she is, but it does help you make safer guesses than before. I guess this pretty much only helps with the fake phasing strategy some players made and it's no longer viable.

    I don't play Spirit so I can't make a comment in how she feels from the Killer's POV. I did have a few Spirits comment the sound is really loud on their end too, but I don't think that's intended.

  • Personally, I feel no one is discussing it because we all agree it was a much needed and wanted change across all sides... except for maybe people that were shamelessly tossing Keys back and forth.

    I'm just grateful I did that Rift Challenge of escaping through the Hatch with a Key 2 times before this change because it just 1000% times more difficult, but again, I never agreed in a four man escape through the Hatch with a Key being a thing in this game.

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2529600#Comment_2529600

    Slinger was pretty oppressive. It literally didn't matter how good the survivor was, as long as you were a good Slinger. Like with Nurse and Spirit, the most many survivors can do is just pray that the killer is bad.

    I agree with most of what you presented in your initial post. I respectfully disagree with your statement in this last comment. I don't think Slinger was oppressive in a meaningful that made him A or S tier or incapable of being counter-able in most instances. If anything, I don't think most people knew how to counter him because nobody ever played him.

    The increased Terror Radius is what's killing him the most out of all the changes. In that, we both agree, he was reliant and interesting as a stealth ranged Killer and offered an unique playability which differed greatly from Huntress and Trickster. Without it, he is essentially a worst Huntress in the whole extension of it. Limited projectiles, limited range, basically no pressure... and, now, he is completely dependant on perks and add-ons to remotely hold his ground in matches.

    Did he need changes? Definitely. The ADS setting should be decreased than the current state of the PTB and I have no issue with the cooldown for cancelling it as long as he retains the the decreased penalty on his movement. I think the latter was a healthy change which removed the constant guessing on whether he was going to shoot or not.

    In his current state in the PTB, it is painful to play as him and it is painful to watch others play as him. Only Deathslingers that have been able to get Kills on my end are the ones running Iridescent Coin with recharge add-ons. But if you need to play with add-ons to get Kills then the Killer has issues as a mechanic.

  • You've always been able to as far as I am concerned.

    I got the Raccoon City Police Department achievement to repair the generator in the first floor during one of the PTBs.

  • I'd have liked a "Other, explain" option. I don't think the Ruin and Undying combo needs a buff or a nerf. It's fine the way it is in most Killers, but in others feels way too oppressive at times. That's mostly fault of RNG, very convenient maps and high mobility Killers.

    I don't see a way for it to get changed that doesn't make it worse in both ends of the spectrum.

  • @Phasmamain said:

    I think he needs a lullaby but make it only 28M. This means even if he has moniter you still have time to react but it doesn’t effect him too much normally

    They could've so easily added the sound of rattlesnakes at the beginning of his terror radius as a lullaby which slowly blends into his terror radius like Trickster's does.

  • @Aneurysm said:

    Okay I don't play slinger but I do play some huntress, they said his time to be fully ADS'd and able to shoot is 0.4 seconds which is not very long. When aiming with huntress survivors usually start weaving back and forth so I wait til they end up back in their original position before releasing, is there some reason slinger can't do that?

    Besides what OP already pointed out. You can only have a single shot before needing to recharge, you can't hit Survivors through safe pallets and your range is always limited to 18m whereas Huntress has the capacity of extending her range by throwing hatchets at elevated angles. Basically, they made him a worse and less viable Huntress in all possible ways.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526574#Comment_2526574

    if I read it correctly he'll only get a speedboost when aiming. Meaning his base speed is still 110(without bloodlust) but he'll now be marginally faster when aiming down the gun?

    The way the notes are described it says Decreased the movement speed penalty while aiming down sights and it no way it seems to hint he is getting faster when aiming, but just less slower instead.

  • One thing that actually surprises me is how some people are celebrating this nerf like he was one of the best Killers in the game when data shows he has a 6% of overall use across all Killers in the game. I'm fully expecting this nerf to reduce that to less than 3%. He wasn't used, he wasn't overpowered and still got this very bad treatment.

    But he got a speed boost!

    Bloody hell, that's nothing on him unless they actually increase his mobility to that of a non-ranged Killer.

    With my rant over, I think the tripwire would probably cause more complaints than he already has, but I agree in all other ideas you presented. I've been wanting to use some perks based in Terror Radius on him, but generally it didn't seem they'd be feasible since he does need the stealth factor to be functional.

    I will still give a try to the PTB and provide as much useful feedback in hopes they reconsider some of these changes. I do have a strong feeling it's going to be a rough few hours of gameplay whatsoever.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526045#Comment_2526045

    Soul Guard wasn't nerfed for being unfun to play against. It was given a cooldown, because SWF squads were using Soul Guard and WGLF to keep reviving teammates up in the killers face leaving them in a lose-lose situation where they either try to down one of the 3 injured survivors in front of them as the other 2 keep picking them with the protection of Soul Guard's endurance while the last survivor does gens or leaves 3 injured survivors right in front of him so they can heal up since he literally can't down them. Now Save the Best for Last or a killer with a multi-hit power could deal with it, but it was basically an unintentional side-effect of the WGLF buff. The nerf Soul Guard got really doesn't effect it in a normal use case scenario.

    Also because Streamers started show casting how effectively broken the combination of those two and For The People could lead to ridiculously long chases. As you said, in most situations you won't feel the cooldown for Soul Guard because it was not intended to be abused like that.

  • With the current state of the announcement, there is no good reason. I liked Caleb because he offered a different gameplay than Anna and felt unique in its own way, but with this they are gutting him to the ground and just be effectively a worse Anna in all aspects.

  • In a few threads, they have commented the changes are not set in stone and they will be monitoring feedback to determine what should stay and what shouldn't. That said, I enjoy playing Deathslinger and do agree his nerfs are tremendously gutting him without giving him anything in return...

    I don't think he was too powerful or overperforming considering not many people use him since he has always been lesser to Huntress, but with this they are effectively taking his only strength. Unless some changes are made, I do think I will become the fulltime Survivor main they want me to be, I guess.

  • I use it on my chase-focused build. So, I look forward to try it out now and become the absolute nightmare I am meant to be... I was already the Survivor that was chased for three generators right off the start and then left to die on first hook.

  • I usually play Survivor, but Deathslinger has always been my favourite Killer to play as. I understood some issues he had in aspects that people complained about, but personally, I never found him to be extremely powerful or bearing absolutely no means of countering. Nevertheless, I did see the changes and they are indeed gutting him way too much without giving him anything in return and I feel it's simply going to make even worse the already lack of diversity on Killers.

    They removed his strengths and gave him nothing in return. I will try the PTB and attempt provide any insightful feedback I can offer, but if the changes stick, I am definitely becoming a full Survivor main...

  • Well, they nerfed the only Killer I truly enjoyed playing. I guess it's time for me to become the full Survivor main BHVR wants me to be.

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