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azame

azame

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  • @BubbaMain64 said:

    This list is awful. Clown is really the only I would say needs a rework. By rework I'm assuming they're getting their entire kit changed. Most killers just need small buffs. Also the obligatory Freddy and Spirit aren't okay, but honestly that argument just falls on deaf ears since, y'know, "survivor op".

    People ignore survivors real problems because in the past they were actually op now it's alot of killer entitlement not saying survivors arent but alot of it.

  • @Buttereye said:

    I love playing with autodidact but i feel skill check triggers is too low. fix this by putting in increases chance of skillchecks moderatly. Thoughts?

    Perfect or maybe considerably but I've been running this perk instead of my usual meta build and I can say I love it very satisfying.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1458367#Comment_1458367

    I hope you never complain when the killer uses pallets to their advantage

    You taking about bloodlusting yeah I do, killer shouldn't be rewarded for playing bad.

  • @gatsby said:

    In Low Ranks, Killers immediately tunneling Survivors off hook is a legitimate issue that Decisive can help fix. At high ranks though, Borrowed Time is common and very few Killers hard camp.

    At Rank 10, Decisive punishes campers and protects against bad teammates going for unsafe saves. It usually gets picked up by the Killer in the first maybe 15-20 seconds of the timer.

    At Rank 1, Decisive prevents Killers from gaining momentum and forces them to slug. If they get stunned, it's usually at the 50-59 second marker or because the Survivor forces a pickup with the locker exploit (no, its not a tech).

    Rework the perk.... again. Or just decrease the timer to from 60 seconds to 30-40 seconds. Then it will still punish hard tunneling, but it will be very hard to accidentally pickup Decisive if you're legitimately not tunneling and its just a fast paced game. Or if the Survivors are doing endgame mechanic abuse and getting everyone's Decisive activated so the Killer can't pickup

    DS is fine where it is red rank killers tunnel like a mf. Also if there is no obsession killers will tunnel like no tomorrow. Let's be real here majority of killers want to tunnel at heart.

  • @_McCain_ said:

    https://forum.deadbydaylight.com/en/discussion/173247/decisive-is-created-for-low-tiers-and-punishes-high-tiers

    A possible change is that decisive doesnt activate when the survivor is grabbed from a locker or generator. (Stopping locker immortality)

    & maybe every hit dealt to survivors after the timer starts takes 15s off the remaining time? (A smaller detail that helps tidy the line between tunnel or not)

    Yeah know if they remove locker plays that would be dumb because it counters slugging. Sure we got unbreakable but I dont want to use my unbreakable early on so I will hop in a locker its optimal play.

  • @MeltingPenguins said:

    also that map is one big jungle gym. if you really need pallets to outrun a killer...

    Yes you do because pallets are our main defense. Also killers are faster. Swamp is a terrible map that promotes a stealth like gameplay which is boring for both sides but if you really insist because that's what I feel you're implying.

  • @APoipleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1456978#Comment_1456978

    I don't think this is entirely accurate. While they did remove the "Insta Blind and friends" add-on modifiers, there is nothing in the patch notes to insinuate that all flashlights now have the same time-to-blind.

    A friend and I went into a custom match to test blinding times (since to our knowledge no hard-stats for blind times exist anywhere in the game or its wiki) and found that the Purple flashlight was consistently blinding the killer about 15% faster than the Yellow flashlight. We had an average of 0.85 seconds vs an average of 1.07 seconds, respectively. The Purple flashlight also blinds for about 15% longer, but that part's in its description, so no surprise there.

    I'll admit it's not a large amount of time saved and the purple light is shakier to aim (probably slowing down its blind times at range). However, we did find it consistently blinding just that little bit faster when simply across a dropped pallet from the killer. I'm sure the latency of public matches probably slows these numbers down a bit from our results, but it probably slows down all the flashlights an equivalent amount. That still leaves Purple to achieve an ever-so-slightly faster blind. Probably not a particularly important benefit to have (since you save like 0.15 seconds), but it's a distinction that seems to still exist.

    The testing must have been wrong because if the time to blind was 0.85 seconds you would have to blind significantly later. There are also recent videos showing the time to blind is the same. Also I dont know how the purple flashlight does more blind duration. I would like to see a video proof especially since blind speed has been removed entirely.

    I'd also like to see video proof of your test because once again a 0.85 is near the old instant blind timing but like I said blind speed as been removed entirely. Another thing is the purple flashlight is not shakier to aim I thinks that's just you.

    https://www.youtube.com/watch?v=CpY4_PCCROQ


    Watch that most recent flashlight tutorial because they haven't changed much.

    https://www.youtube.com/watch?v=pshlJLOeX7k&t=241s

    Another one not as recent but also says the flashlights have the same blind speed ever since 2017 December.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1456972#Comment_1456972

    They quit after getting downed once. What level of fun were they expecting to have in 30 secs? Youre never going to convince me that you ruining the experience of 4 other people because you got wrecked in one chase is ok. Thats selfish.

    That's the good part of the dc penalty the 30 second chase DC's are punished I agree with you.

  • @luvcraft said:

    as the subject says, blinding the killer while he's carrying a survivor has been nerfed to the point that it's only possible with a purple flashlight with purple add-ons and a prevailing wind. There should not be a tome challenge to do this, and / or the mechanic should be reworked.

    Since patch 1.8.3 all flashlight blind at 1.33 seconds there is literally no difference from purple to yellow. Also all addons that' increased blind speed are gone and are useless so only use batteries and filaments.

  • @Dead_by_Gadfly said:

    All day today almost every match has gone the same. Chase the first survivor, down them pretty quick, they dc. Then find out they were a rank 20-12. Its really really boring and Im pretty sick of it.

    DC penalties need to be brought back, like yesterday. I actually had someone message me and say they wont play against doc. Thats how little they care rn.

    And match making needs to be fixed, i shouldnt be going up against anything less than a 10 as it is. Its been like this for at least a month so it cant just be an issue of no reds are playing. Ever. Even r10s would be a little better than thiz. Im tired of being a baby sitter.

    And no, the rank disparity doesnt excuse the dc, they didnt know that when they quit

    https://us.v-cdn.net/6030815/uploads/JD1L8WHWSOLC/20200718-205636.jpg

    The matchmaking is definitely messed up and not fair but as far a sin concerned why should you be forced to play a match you arent having fun in. Same applies for like a wraith on ormond that's not fun that's actually unfair. The dc penalty is good and bad. It's good because it stops dcing on first downs hit but bad when I go against stridor spirit with wakasashi and ebony.

    But as I said you should be forced to play unfun matches and doc man is he annoying every doctor spams shock at loops and not actually making well placed shocks to stop your actions. Not to mention the unnecessary static blast.

  • @hostage_doctor said:

    @azame if you are in less than 10m range in open field ofcourse there are no counter plays. thats literally his whole identity if you expect to press A/D and just dodge the PB-shot then you are delusional.

    if you are healthy and u get shot it takes DS to Clean his weapon then Reload that's almost 4 seconds without addons. you also get sprint from that. that is only if there are nothing between you and DS. and he is 110%.

    also literally 80% sur uses dead hard if you are at 8+ m and hear him shoot use dead hard instantly and there 4 seconds 90% slow for DS from cooldown and reload.

    if you are biased from the first day without playing him then don't talk to me. my mistake thinking you aren't entitled survivor main.

    If you saying his ability not having counter play up close would be like saying billy deserves to chainsaw guaranteed if he gets close. 4 seconds is nothing when most DS just run wardens keys anyways.

    I dont run dead head as sprint burst is much better. It's not even about being biased if you would stop thinking about "us vs them" you wouldnt even talk about which side I prefer and talk about the discussion at hand him having proper counterplay.

  • @hostage_doctor said:

    @azame He doesn't need any changes he is in a good spot. You can tell the diffrent between good and bad slinger.

    Like i know you are Scott Jund's fan his words are gospel But the guy is literal hypocrite. Example ? Watch his Oni videos. Scott Jund just want some attentions. Oni flick was the same thing as DS scope but he made several videos and titles to ######### about Oni's flick.

    Thanks god that dev didnt balance around this guy's words . because the game would be dead no killer would want to play this Non-Rewarding Scott Jund Edition. Why would you play the game that punish you for getting better ?

    I think his videos posting spree is because he's in difficult time right now ?

    No my opinion on deathslinger has been from my own personal experience and since day 1 he came out I knew he would be problematic. It's not about being punished for getting better but that's how survivor is if you are good killers get mad at you for looping. That's besides the point though. DEathslinger gives you no time to react there you cant counter it. If you thinks that's fair dont respond.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454828#Comment_1454828

    You literally went your problem doesnt exist because my problem exists ######### man this thread is about spinechill not iri head

    It was a joke but my point remains spine chill is far from busted.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1455623#Comment_1455623

    Don't get me wrong, I see the flaws in his gameplay towards survivros. But I won't agree on any significant change until the same gameplay is adressed on survivor's side as well as I said so in copypaste of my comment on Scott's video posted here.

    His gameplay is perfectly fine as long as other killers and survivors have aspects of it as well. Once we're all on even ground then we can agree on changes, so my mind can be changed, not by excuses but only by evening "fair guesses" to both sides, not just catering only one side while other suffers from same problems.

    This should be good enough to close this side topic.

    Yeah let's end this and focus on the real question giving deathslinger a good change.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454339#Comment_1454339

    Current nurse works exactly the same as before her recent nerf if you land you blinks, there isn't pretty much any CD time. Especially with blink recharge addons.

    With the oni/billy example, I though relying on killer missing (since you're making educated guess in which directin he'll chainsaw/bambam) or prehrowing pallets to delay him is gameplay you said was uncounterable or just isn't fun. If you're in a tile where onibilly have enough space & time to make a turn and hit you, your imput is as significant as when DS is shooting at you with enough LOS.

    Also, this wasn't supposed to be discussion about counterply/comparability/fairness etc of things like we've talked about so I'm stopping it now. Unless you have more to say about the main topic excuse me to no longer humor you. We've derailed long enough and I don't think it's progressive enough to be worth more time.

    Yeah the discussion definitely took a turn but you wont change your mind in deathslinger even with me telling you some down right flaws. The discussion was pointless because you weren't gonna change your mind anyways.

  • @aliberkcivelek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452212#Comment_1452212

    waht this guy said

    i main nurse, and i bring out the best build every night

    but more and more ttv's who are actually good coming up with their swfs

    so i bring a mori, and then they get salty in the end game chat

    stuff like this: wow mori and sweaty nurse git gud

    to me, it seems only fair

    this game becomes easy if you play in SWF, and i am spending triple their efforts to get just 2 kills at the end as something like trapper or pig

    no, i would rather strangle instead of making the game a chore

    That would be cool but you are playing the best killer in the game who once you get good at even self can lose to you. Nurse ignores ever uh thing yet you still feel entitled enough to bring more damn. But I cant say much just have fun playing that way.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454756#Comment_1454756

    The vault part isnt stupidly strong the strong part is it has the vault part on top of being a busted detection perk

    Not busted what's busted is iri head but thayd in the game tho right!?

  • @bjorksnas said:

    Honestly it breaks the 3 stealth killers and basically makes you play the game on easy mode because as soon as it lights up you can start running or just hide and play immersed 10 minutes in advance before the killer even makes it over to your area.

    On top of that it has the passive up vaulting things faster which is extremely strong especially when combined with resilience

    It's not strong at all the vault build became popular because killers hit you even when you take steps so dont come here talking that bull #########.

  • @DragonMasterDarren said:

    if you spend the entire game urban evading into bushes and do jack all, if you are the last person alive i will slug you, find the hatch, close the hatch and wait until you die to EGC

    you waste my time i waste yours

    Yeah that's cool and all but that's the answer to "counter" most of the annoying killers like deathslinger, PH,spirit. But this is one of the points that counters it, long boring games.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454259#Comment_1454259

    How old nurse are we speaking about ? The OG nurse with base 3 blinks or old nurse as that was nerfed recently that had 2 blinks ? Since both can phase through walls and bypass all survivor defences, abilities that DS doesnt have. You can break LOS when he first hits you and has attack CD especially when he also has to reload.

    Killer's power is supposed to be a tool to counter loops and if you feel like the power isn't giving you enough space to loop then it's comparable to different power that doesn't give any chance to outplay a loop. The real question is why it isn't mindgameable and is forced waste of time that lacks counters which is what your arguments againt DS are based around.

    I talk about both sides from standpoint of balancing chases, not OP items or weak addons but basic mechanics. When you talk about lack of counterplay to DS you forget about things on survivors side that don't have solid counter. Both might seem unfair but also doesn't necessarily have to be.

    I'm talking about pre cooldown nerf where she would instantly have two blinks after fatigue which gave you no room to get distance or break los especially with fatigue addons. This is the same with deathslinger as his projectile shooting so fast you cant even get behind cover.

    Yes a killers power is supposed to help chases and stop loops but it shouldn't be without counter. Like oni being able to strafe in a loop can trick the survivor into moving themselves close enough to flick but that has counter, that is a mindgame. You could simply leave the loop or win the mindgame and position yourself away from him. Just like Billy's curving that can end chases quickly but that has counter.

  • @Sinister0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453970#Comment_1453970

    Its like banging your head on the wall. A good DS should be able to outplay a survivor who doesn't break LOS, if the survivor doesn't juke (or the killer aims right) and gets hit then yeah the DS should get a hit - fair play to the killer the hit box is tiny (I am saying this from a console POV) - even then it doesn't guarantee a down because YOU can break his chain and stun him for 4 second (more or less a decisive strike duration - is this not also a counter play? Because Plague can make you broken without even seeing you) and take the deep wound. He is meant to be strong in his chases because what else has he got? Can't teleport, can't traverse the map with his gun, walks around at Hag speed and isn't exactly inconspicuous to make full use of his terror radius.

    I have said before I would prefer his ADS mechanic to change, but just to neuter him as you have suggested by giving him essentially a 4.75s cooldown (which is close to Bubba tantrum) every time he misses is insane. It suggests perhaps you shouldn't talk about reasonably balancing him because it seems that you have an agenda to push.

    First off I never said give him a 4.75 cooldown. Breaking LoS would be easier if DS couldnt insta shoot similar to huntress she cant insta throw even with babushka. The only way to break LoS is to hope he misses and make distance. Breaking his chain is not an easy feat when you slide off every object imaginable.

    I do agree that that if his chase is nerfed hard he will be bad but having a power that has no counter to compensate for lack of map pressure isnt good design. Also his chain break isnt even that long and punished you as a healthy survivor for getting yourself free.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454190#Comment_1454190

    I've asked for video of wraith counterplaying dropped shack pallet vs great survivor without breaking it. I won't settle for any less then fair gameplay for both sides so if your argument is based around that optimal DS can't ever miss which is unfair for survivros then I want to see counterplay for dropped shack pallet by weak killer. It's only fair that both sides have equall chances to mindgame all tiles wouldn't you say.

    Ok ima start off with the fact that DS has the same problems with old nurse she became broken when you got good then thing with DS is the unreactable quickshots become more noticeable. Even a mediocre DS can make his chase really strong, once you become at least decent you can be patient and let survivors run into your shots or just get aim. It's not about the fact that they never miss it's the fact that there is no window to break los, vaults etc. This bould down to the quickshot.

    The comparison from shack to DS unreactable shot doesnt even go together that's about loops and not a killers power. The question isnt even how do you mindgame it is why should you mindgame it? You can completely ignore mindgames by breaking it so why attempt something that's possible but hard. I say possible because average survivors make mistakes like that.

    But if you wanna talk about both sides why does huntress still have iri head? Why havent the killer ultra rarest been nerfed? Did you know flashlight addons been useless for 3 years? We gotta keep it equal right?

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1448705#Comment_1448705

    By not being a bot and not full sending it in one direction without looking behind you, chances are if hes close enough to m1 after canceling then 90% of the killer roster is gonna give you a problem because hes slower than them and you're allowing him to gain that distance in the first place by not running titles correctly

    You can ready ny other comments of this thread.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454165#Comment_1454165

    You make it sound like DS's spear is as lethal and snowbally as huntresses's hatches. If you give DS too much windup and other drawbacks on shooting he'll eventually need to have his spears deal damage themselfs and then he can just be reworked into skin for huntress.

    Once you give me video solid proof that I asked for then I'll give you yours. Seems like no one is getting their video in the end.

    I will be providing videos of DS lack of counter play but I need to find one in game dont worry but I cant guarentee you will uphold your end and I think I forgot to mention your point on shack unlike DS you can break the pallet so there is counter play to shack.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453952#Comment_1453952

    If by aiming you mean click a flashlight that's premanently active without any projectile without any drawbacks or skill to use then yes, it required aiming.

    The windup I've said many times would lessen your chanes for shots, what skill did survivor use to reach a window before DS could windup his ADS to shoots, none. That't not counterplay, that's game mechanics holding killer back.

    Can you stop with the "show me video proof of X spam", even if I did you would DISMISS IT as luck. I can make strawmans like that too, can you show me video of wraith outplaying survivor inside the killer shack wtih dropped pallet and landing a hit on him without breaking the pallet ? No, well that's unfair and killer shack should be reworked to be mindgameable after dropping pallet, no couterplay, it's ufair, no interaction. Don't be silly.

    You could say the same thing about huntress because she has a windup its holding her back. If she had insta throw it would he op. You make it sound like giving survivors a chance is a bad thing.

    I wont stop the video requests because if you give me solid counterplay showcased in a video to prove your point then that's all you need.

  • @Sinister0208 said:

    @azume I am not saying that they don't require some changes, but this notion that just because they excel at close range chases there is no counterplay then that is wrong. Because counterplay isn't just looping a pallet or jumping windows, for example good OoO users learn to keep distance from the killer - the same method can be applied to these killers. I have already linked Fungoose's video in my original post. He has similar ones for DS too.

    Moreover this constant, '1v1 me bro' is kind of childish - unless you're 11 please stop.

    Azame* I've told you time and time again there is no way to tell when hes gonna shoot. Leaving you to guess. Not to mention he shoots so fast its unreactable. Provide me gameplay footage of you consistently outplaying DS then I'll change my mind but you most likely wont because the "counterplay" yall speak of doesnt exist and you guys cant preform it yourself. Just like the other guy who tried to claim he has "counterplay."

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453892#Comment_1453892

    Yes and instablind didn't require aiming, predicting, correct reeling, proper times to shoot and had no punishments, cooldowns, slowdons or anything. Deathslinger has many limitations that instablind never had and needs skill to use unlike instablinds which were piss easy and anyone who played single match of survivor could do them. If you find someone who can play deathslinger on god level like for example zubatlel on their first game let me know. It's overall just strawman argument to evade the reality that both DS and instablind had only 1 thing in common and that is that the're both fast. But beiing fast doesn't mean they're the same.

    Windup wouldn't change counterplay as I've explained before. Are you trying to tell me that it's possible to dodge fully charged hatchet in the open vs good huntress but it's not possible to dodge a spear in the open fired by good slinger ? Because you keep saying that higher ADS time would somehow be good for increasing the counterplay yet you fail to explain properly how.

    ADS spamming I've adressed many times as someting I want to be changed as well so stop bringing it up please.

    It did require aiming what? You had to aim it at the chest I believe but still none the less aiming. The point of the comparison was to compare insta shooting/blinding without input from survivors or killers not there drawbacks but I get why you brought it up.

    The windup would atleast give you time to make it to windows/vaults and who said we have to be in the open all the time now you have a window for more counterplay sure you might not be able to dodge in the open vs a good one but now you can get into los breakers instead of instantly being shot when you try to get to it.

    Another thing is I'm failing to see all the counterplau you speak of if you could provide me video evidence of you consistently outplaying a DS and explaining how you did it that would be nice but we both know you arent doing that.

    Again the insta blind comparison was to compare the lack of input from the killer or survivor when they are hit by them.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453607#Comment_1453607

    Many people answered these questions yet you find them unsatisfactory. Show us how he does not have counterplay and not just anecdotes of how you put yourself into a bad situation and lost.

    Ok I can tell you and show you next DS game I'll record and show you and even commentate to show you the lack of counterplay but for now I'll tell. The lack of counterplay is how he forces you to GUESS when hes gonna shoot his LESS than a SECOND projectile you can not counter something you can not react to.

    Not only that the counterplay depends on the SKILL of the deathslinger himself just like spirit if you want to counter her hope she is bad. You have ignored all my points and ignore me when I ask for some footage.

  • @Sinister0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453761#Comment_1453761

    I offered something very similar for the deathslinger. Though this seems more of a nerf (as he already has to reload for 2.75s), for a killer who when he misses takes more than 20 seconds to catch up to a survivor (there is a good chance you can be out of his max range as well - since you can't catch up while reloading). If you want to make him have an even higher ceiling then you need to offer him some sort of upside that makes up for the change.

    That said I much prefer an offer of a solution to the outright 'he isn't counterable' argument. Though for a killer that has low mobility, his chase power is his only saving grace (well awesome mori too) and even then it still leaves him below several killers in terms of strength.

    I would say give him shorter reload but most DS run wardens keys which makes it extremely fast. Also 2.75 isnt alot to begin with. Also if you disagree with the fact that he doesnt have counterplay please provide gameplay footage of you consistently outplaying a good DS and if you do I will change sides on the he does have counterplay.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453607#Comment_1453607

    Many people have answered these questions but you dont find them satisfactory.

    How about provide us gameplay and showcase the counterplay which you are continuing to ignore because you cant I'll be waiting.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453731#Comment_1453731

    Instablinds didn't have CD for missing, one of many many differences between them and redeemer. Random comparison is random.

    Any footage I would give you would be dissmised as DS missing and survivor just beiing lucky. You can easily go and watch hours of DS footage and whenever DS misses someone who had tricky movement or did seemingly random dodge and DS aimed at the place where survivor was 1s before is the counterplay I'm talking about. It's players beiing tricky and making predictions that you so easily dissmis as luck and DS missing.

    Ok, let's imagine DS has 1-2s windup. You see him charge his windup and now he can shoot, what will you do ? Dodge or what ?, he can still shoot as fast as before you added the windup so dodging is as effective as it was before, you have as much info as before, counterplay didn't change. Only thing that changed is that DS can't no longer do tight shots around corners which has nothing to do with any counterplay from survivors POV.

    Interactions are there, you just ignore them.

    The comparison isnt random it's based on the instant action where you shoot/blind in an instant which is un reaxtable that's what I'm trying to compare. Yeah and you are right I would dismiss it as them missing. Thats because they missed what tricky movement can you so run straight and dodge last minute you can always just be patient and wait for the survivors to do something and learn their movement pattern.

    If he had a windup it would be the same as a fully charged huntress hatchet you would be able know that hes most likely gonna shoot so you dont dodge gor nothing like when he attempts to zone you. And what are these so called interactions? Ads spamming isnt interactions.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453643#Comment_1453643

    If you have this big of a problem with death slinger I dont see how you can play this game there are easily 4 to 5 killers i could name that are better than him by far and have a way better power , hes essentially a worse version of huntress that even if you hit someone with the gun they can break the chain with no injury or have a teammate interfere, if the huntress hits you with a hatchet you're injured there is no maybe to it, that alone makes her better than him , the only thing he has on huntress is the speed he can use his power and even then if you're not in the open you wasted a shot and are spending more time reloading

    Yes hes worse than nurse but more annoying. Survivors have no input from him its literally just guessing when hes gonna shoot. Compare it to insta blinds a survivor would be running away and next thing you know they just blind you no input from you as the killer just being blinded. that's how it feels to verse a deathslinger. Atleast thatsbmy best comparison.

  • @Sinister0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453658#Comment_1453658

    Lets, for the sake of argument, say he has no counterplay, what would you do to improve him? Bear in mind a straight nerf will likely push players to towards spirit, freddy and doctor who have plenty of counterplay (kappa).

    Add a windup of 1-2 seconds and keep insta ads so he can pre aim and he cant unads instantly. The best way to think of DS is like og insta blinds never know when they will do it but it will happen in a less than a second and your blinded.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453643#Comment_1453643

    First off, I don't want to really discuss balance here as I said but ways people who want DS to have more counterplay to suggest what kind of counterplay they want and changes how to reach it.

    Now for the rest, quick scopes are a way for DS to get tight shots around corners, adding wind up for his ADS limits his ability to land hits with tight time frame and doesn't change current counterplay whatsoever. If he has time to raise his gun for his shot, it will still be super fast and you can't dodge it if he aims it correctly.

    Imput from survivors is the prediction they need to make, I won't go too deep into that since it would take ages and you'd probably dismiss it as guessing so it would be waste of writing. No offence but I don't want here discussion about how counterplay works currently and if it's fair but what counterplay you want and how to reach it via your suggested changes.

    Like I said give it a windup like huntress and next time dont dismiss what I say I gave an example of og instablinds to compare what it feels like to verse deathslinger.

    I told you about to 1v1 because since there is counterplay like you claim can you show it off or better yet record your games against a deathslinger and show us. A windup of 1-2 seconds could give us more information to work on and when to dodge and be cant instantly unads so the zoning requires more skill.

    The point of this is to add more interaction between killer and survivor instead of being insta shot.

  • @Sinister0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453607#Comment_1453607

    I still don't see what this achieves, Scott himself in this post has said he feels neither need a nerf. So what point would it prove?

    The point it would prove is the lack of counterplay he needs counterplay

    You can compare the DS insta ads to insta blind flashlights the killer had to guess when they would shine and after the Mathieu got hit with it himself boom nerfed like a week later.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453532#Comment_1453532

    I've already made a few responces that I can agree that CD for ADS cancel to prevent M2 spam would be good change but any all other suggestions to somehow limit quickscopes are imao a bad change since they don't change the counterplay but only limit DS's opportunities to land a shot without any action from survivors.

    I've seen that thread and it's one of those silly 1v1 me to prove a point. Only thing that it proved is that if played by a great killer DS is very strong chase killer, not that he doesn't have counterplay.

    The thread showed that you cant counter a good DS any other words any DS that has solid aim and can get used to quick scoping it has no counter. If you find that silly I guess but yky can always do the 1v1 against a good slinger and show the counter play that you claim.

    And the quick shot you dont want to be nerfed is the exact problem I get that's his strongest ability but it doesnt require any input from the survivors how do you think that's fair? You never outplay DS he just misses. Honestly DS gives the same input to survivors as old instablind.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453510#Comment_1453510

    Cant wait for bots to be added to the game. You'll fit right in.

    Notice how you ignore the questions either get the 1v1 with scott going or I'm down to do it right now it's simple show the counterplay you are talking about.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453524#Comment_1453524

    I was talking about Pyramid Head and all the other killers but out of curiousity: What was the average chase duration with Deathslinger and is there a video?

    No video but the guys longest chase was 30 seconds first to second hit and he also had a 9 second but based on of what scott said let's sag the average was between 10-15 seconds.

  • @Kebek said:

    Since there's been such large amount of players claiming that deathslinger doesn't have counterplay I've decided to ask you all how would you change DS to fit your counterplay criterias. 

     I'd like to say that in my opinion deathslinger has counterplay which is based on predictions (a statement/action about what you think will happen in the future) just like for example nurse or spirit have, it's very difficult to predict but it is possible. Keep in mind that this thread is to discuss counterplay to his power and not his viability. 

    Also please refrain from any ideas that would change DS to 115% MM Killer. Those are lazy changes that suck all fun from killer's power. It's like suggesting to fix looping strong tile setups due to strong window spawns by increasing MM speed of all survivors by 3% but nerf all fast vaults into slow vaults. Such lazy changes are never good idea, keeping DS 110% with good power needs to stay.

    So please when you suggest some change do your best to explain what kind of counterplay you want DS to have and how would you reach it via your suggested changes. 

    I'd also like to ask if @ScottJund could spare a bit of his time and partake in this discussion since he's one of the best known opposers to deathslinger's gameplay. It would be extremely helpful if he could share more of his views on this topic and possibly even give some changes that he thinks would make DS balanced. As seasoned DS main I'd really love to give my feedback if he has some ideas in mind to change DS.

    I seen a post from someone that said keep instant ads but a 1-2 second wind up but in addition to that he cant instantly unads until that windup before he shoot.

    Also had zubat do a 1v1 with another person that Claimed deathslinger had counterplay and the outcome was the longest chase was 30 second 1st to 2nd hit.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452923#Comment_1452923

    If people actually wanted to try that "1 v 1" thing I guess the chase would have to happen under certain regulations including conditions like:

    - the survivor can't hide

    - the chase must start at a fixed location

    - the chase must start at a fixed distance to the killer

    - the survivor can't use perks that may end the chase artificially (Houdini build for instance)

    - the "1 v 1" must happen on a map that's as neutral as possible (in terms of loops)

    Someone should do that with all killers (3 times each) to see how long the typical chase duration is for every killer under similar conditions.

    Scott already did that with deathslinger and gave the guy 6 tries.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452913#Comment_1452913

    Get a map with vaults that have drops and prepare to loop PH for eternity.

    Yeah have that 1v1 with scott and showcase that counterplay the last dude got clapped it's your turn now.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453359#Comment_1453359

    Do.....not......make....a.....bee....line.... the....vault.... also do not rely on vaults and pallets. You might actually have to start changing your game plan accordingly depending on the killer you face. Imagine that, having to adapt instead of repeating the same exact strategy every game.

    You trying to hop into a kyf cause I'm actually tired of you defending two braindead killers xbox one my gt is Azame San I can show you why PH has no counterplay.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452075#Comment_1452075

    Stop kicking pallets and you'll have near infinite uses for Exe's M2. Some pallets still need broken but the vast majority of them make it impossible to loop an Exe as he will land either a M1 or M2.

    To counter that a Survivor needs to focus on stealth and avoiding an Exe. Making use of the terror radius to keep distance, learning how to hide, so on and so on. Exe also asks Survivors to adjust their builds to support stealth or avoiding the Killer. Spinechill, OoO, Premonition, or something else defensive instead of stacking aggressive perks.

    Then as a counter counter, an Exe can afford to get out of meta as well. I run Distressing for example giving me a negative (loud) stealth and messes with people who depend on the TR to avoid me. It also combos very well with Coulorphobia (spelling?) and Deathbound. No one can heal anywhere without wasting a LOT of time or telling me where they are. Often both while giving me even more stealth too boot the bipolar nature of Distressing/Deathbound combo. Toss in another perk of choice on top of that and I haven't had but 5 games in total since Exe came out that seen all gens finished.

    Stealth is such a boring way to play the fun of this game is the chase but when you have chases with killers with no counterplay and such flawed powers what do you have now a genrushing game.

    Keep this in mind if we continue to have these types of killers survivors will genrush harder to get out of the game. When you say stop stacking aggressive perks you are asking us to change our build on the off chance of PH which is out of what like 13 killers?

    Anyway my point is he isnt op at all just needs a cooldown and maybe a speed penalty when he cancels so its punishable.

  • Honestly I get where you are coming from as a survivor main it's a battle of ok I get bad teammates who waste pallets so we need more. But when I'm playing killer I'm in the exact same situation as you they instantly throw.

    So its do we want more pallets to compensate for bad teammates or less to punish those who dont use them effectively so they learn. I'm an oni main so I'm usually good I always run enduring so I just eat the pallets and go.

    One tip i have for you if you know they are camping pallets they usually thirst stuns so fake one way and lunge thru the pallet it's usually a hit. But goodluck out there man. Also take a break once in a while you seem like you need it.

  • If it really bothers you on xbox just put on do not disturb and block those people so no notifications and they cant message you. If you are on pc just leave the match and ignore post game chat dont let it get to you.

    I can say the community gets toxic but if you let it get to you, you will go mad. So take a break and when you ready to go back listen to my advice.

    in I Comment by azame
  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452146#Comment_1452146

    Sabo is 'good' when you have a SWF that can coordinate. Petrefied Oak makes it much easier to coordinate that, since more time is given to actually do the action. Sure, by itself, sabo isn't very good on solo. Again, voice comms makes all the difference.

    Even with swf sabo is only a sabo of its former self. Sure petrified makes it better but still it will never be the same.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451320#Comment_1451320

    How is it outclassed by Franklin's? Franklin's requires you to hit the people with a flashlight before any flashlight shenanniganse are possible, and even then, they can be picked up while you break a pallet. Lightborn has the potential to save many seconds in a chase. Its not the flashlight saves alone.

    Let alone the fact that people who practiced flashlight saves know when they should start flashing to get the free save, with lightborn, they would need very specific addons that almost no one runs to pull off the same thing. Let alone that it allows you to see twice as fast as you would without it.

    Lightborn is stronger than Franklins against flashlights at any given time. The fact survivors can bring more than simply flashlights is why Franklins outclasses Lightborn.

    All fast blinding addons have been gone for about 3 years so what are you talking about?

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452105#Comment_1452105

    Seeing as your feathers are ruffled, it seems you took the post seriously.

    Since when has calling out bully tactics been an agenda in one camp or another? If a killer bragged about 4k slugging, I'd call them out on it as well. It's simply easier to do with SWF, because it's more blatant. I have no issue with people playing with their friends. I take issue when it's weaponized to make another player feel like crap, all in the name of 'playing with their friends.'

    Yeah ok he brought 3 petrified oaks but what if it's because hooks are extremely close together already why assume the worse? Also sabo isnt even good anymore it's really bad having to prep hooks was way better and if you watched "the legend of sawdette" by painreliever you could see why.

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