cutiekiller
cutiekiller
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@ThatOneDemoPlayer said:
I'm surprised anyone plays him. He's probably worse than Pinhead tbh
he is
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16M TR with monitor, get close enough to quickly get a M1 and then shot and reel and hit, 2 stacks of stbfl, a down within 10 seconds, becomes faster and faster for each stacks, reload sooner and so shoot sooner and end chases faster even more.
Now, 32M TR, impossible to get a fast M1 on someone, they hear you coming and you are a 110, so they already move closer to cover/walls, so you have to shot nearly everytime to get your first hit, since you aim slower now, you can't quickscope at them when running into cover, that 0.4 second took away your opportunity to hit them with your spear since they have more reaction time and so you need to chase or leave them, you shot, you get them, you reel and hit them, you reload but now they are more than 14 meters away, they look at you, they see you aim and so they move and you miss because you can't quick scope anymore so you have to get closer to land a shot and you get looped and so on and so forth.
Trickster, even tho he has a lullaby he can still get close to survivors before they make a move and he can throw his knives from a fair distance and still land a few if they are in the open, when you might not be able to land a shot as slinger you did land a few knives and when you remove a health state you keep throwing knives at them building up their laceration bar while they gain close to no distance at all from the injury, you can end a chase in 8 seconds if you are in a good position and land your knives well, also the fact that landing a knife always mean progress into injuring the survivors while missing your shot as slinger means distance for them and you to reload before being able to shot again and precious seconds wasted, trickster lose very little distance and he is always fairly close to the survivors.
Trickster can end chases way faster and easier than deathslinger can now, trickster can do a health state and do half the laceration of the next health state before you even hit the first survivor after you shot them.
Trickster is simply better than deathslinger now, I love trickster, but I definitely loved deathslinger way more, can't play him anymore, he's the worst to play, he's so slow and unfun to play, doing 17+ snipes is impossible anymore, they have all the time to react to it, they didn't before, his only strength as been taken from him, he's pretty much the worst killer or very close to it.
If you have fun with slinger and say you think he's strong, good for you, but for at least 95% of killers at minimum, he is absolutely awful, unfun, clunky and weak now.
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I got sluzzy 2-3 times, 2 times as killer 1 as survivor
both survivor they gave up on first hook, once survivor since it wasn't a nurse he didn't gave up
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2765517#Comment_2765517
You can argue that he's the weakest killer, I won't stop you from doing that, but saying that he can easily be considered the worst killer is not true. I think that Trickster is the weakest ranged killer. He has none of the versatility and a fraction of the lethality that Deathslinger has. Really the only thing he does better than Trickster is chain together health states with his base kit.
I couldn't stop laughing at this statement, before nerf you are absolutely right, now, you couldn't be more wrong
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@Adjatha said:
When you take away what made a killer FEEL FUN to play, people will stop playing them. This is a game and people play it for fun. Making some characters far harder to control without making the results of using their power any more impactful just makes the character feel worse. Why play somebody who moves slowly, can't shoot when he wants, has the worst FPS aiming controls in all video games, has zero cross-map pressure, has to give up the chase to reload his power, and has no passive ability to lean on?
Everyone who says "the insta-scope had to go" must have never played him before. He is super slow and his power is middling range. He HAS NO POWER if you miss. And if you do miss, you either lose the chase or just hobble along with no power and hope the survivors don't get to a tile. He needed the insta-shot to compensate for the layers of limitations put on him WHEN HE WAS RELEASED. If you bake a super long wind-up into a killer's power, throttle their ability to aim once it's up, and keep him at 'hit with one shot or the survivor gets away,' you've got yourself an awful killer.
truth and facts.......
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trickster depends of how many walls/obstacles there is in the map, the more there is the worst he feels, but if it's average, and you can be accurate and track their movement well, you can end chases quite fast, if you are experienced with him, he's not awful, if you aren't he is.
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2764926#Comment_2764926
I still actively play deathslinger and regularly perform well with him. I'm not gonna sit here and claim that I'm high MMR, cause no one knows what their MMR is and pretending you know you're high mmr is stupid. However, what I can say for sure is that I have over 1500 hours in this game, so I'm definitely not playing against babies.
Stop whining and actually learn some new strategies.
I have 3379.3 hours and been playing deathslinger since his release, been playing this game since 1.0.0, i've experienced the worst of this game, you know nothing, keep playing against your cute baby survivors and makes you think he's still strong, having 1K isn't strong and he's awful to play now
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@Chordyceps said:
Instascope was kinda wacky tbh. He's still strong, you just have to change your playstyle . Plan ahead a little more, pre-aim around corners, use LoS blockers to your advantage. Mot firing at all is also a decent strat, survivors lose a lot of ground when they start dodging side to side because they think you're about to shoot at them.
His pickrate went down because he's not as easy to play anymore, not because he's suddenly weak.
no he is not, he's trash now, anyone saying he's still strong are only playing against newbies and know nothing about the game, if you think he's still strong, you'll never catch a single high mmr survivor futher than 8 meters anymore, he was decent/fine before, now he's simply trash, stop defending Deathslinger, he's trash now, you are in denial and delusional
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@legrosporc69 said:
That what happen when you remove what make him a strong killer. Rip quickscope
fact....
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@FFirebrandd said:
Yep. This is what happens when you simultaneously delete all of a killer's niche and make them clunky to play. I'm actually a bit surprised it didn't drop more.
it counts all MMR, so new players wants to try to cowboy with the gun
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2764413#Comment_2764413
My crusade is no secret mate, Ya can say it here.
okay what's your discord?
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how can I message you privately?
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2764401#Comment_2764401
Hehe, that I will.
I will either get my precious killer back, or die trying.
wanna survive together?
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2764387#Comment_2764387
Worry not, mate. No cause is lost, if there is one fool left to fight for it.
Thankfully, I am that fool.
stay strong crazy fool
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2764374#Comment_2764374
That we really, REALLY do.
I wish we could have the option to play old freddy, it's a complete rework so the design code is still somewhere in their data/files, they could give us the option to play old freddy when clicking his power icon in the menu, it would cost them nothing, but they won't do it and use the argument but the new players are used to the freddy we have no so they will constantly be confused on which power freddy is using and it would be a bad experience and bla bla bla bla, ######### new players...
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2764371#Comment_2764371
"also I adored paint brush back then, with monitor you were a 0 TR 110% killer haha, constant wall hacks, good times."
My favorite build of all time, actually.
Good times indeed.
we miss them :(
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@GeneralV said:
I am glad you asked!
I presume your question targets a scenario where he remained completely unchanged, so: no much-needed QoL improvements and no stupid reworks.
In that specific scenario, I would say he would most likely be a bit higher up on the Tier List.
Self-Care, which most people considered to be his biggest weakness, is no longer in the meta. The Dream World slowdown could directly impact COH, which is the biggest addition to the meta since his rework happened.
DS is weaker now, so are Toolboxes, BT (which hardly affected him anyway) and Exhaustion.
While some of his weaknesses would have remained, namely being unable to interact with Survivors during the Transition and lack of mobility, others would be long gone by now.
yes it was OF freddy without any QoL.
I think so too, with all the new perks there is now I don't think he'd be THAT terrible now, especially with the new changes we had from the time
I think undying lullaby would be amazing on him today, you'd equip sleep range add-ons and simply go away trying to hunt other survivors and eventually catch one with a low TR with monitor and do regular chases
you'll see survivors trying so hard to clease your totem at 50% speed and more if you have thanatophobia, they can't, imagine with thrill, honestly in todays meta I am sure he would be way better than he once was, also I adored paint brush back then, with monitor you were a 0 TR 110% killer haha, constant wall hacks, good times.
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legit why not? it was a total rework so his old design is still somewhere in their files so why not have the option to play the old freddy?
of course they could buff it a bit and change it slightly but other than this why not right?
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made the same post not long ago, it would be such a good quality of life for killer, just 30 seconds basekit and still 2 minutes if you have the perk.
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@Pulsar said:
I thought it was an interesting video.
Of course, we have to assume that the guy is telling the truth.
Also, yeah, everyone knew the game being free on the EGS would be a disaster
anyone would have guessed it...how could they not?
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@ActualPainedFrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2763804#Comment_2763804
You do you I guess, I'm just telling you what's most likely gonna happen.
I know
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@ActualPainedFrog said:
https://forum.deadbydaylight.com/en/discussion/306235/bhvr-for-future-q-a-please-do-those-changes
Prepare to be ignored, maybe if your lucky Peanits will jump in and give half answers to your questions, or just straight up ignore them and thank you for your feedback.
better than nothing
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@Mooks said:
They already explained that some of their ideas of the Early game collapse will be reused within other concepts.
not everything was scrapped about it.
I know about that, but still apparently for them basekit corrupt for a short duration was too unfun, like what?????
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@Minecraft said:
noed
you forgot the survivor perk
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@espooked said:
surge or whatever that demo perk is, make it work for m2 😁
we simply wait for it D'X
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@ASurvkillivorer said:
does scourge PR impact Ruin?
yes, a regressing gen gets affected by perks that remove progress without requiring a kick, so surge, pain, erruption will remove progress from a gen being damaged by ruin
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I personally think noed is fine since you do 5 totems and the perk is gone, but tbh if it means DH is gone I won't care, I never use noed but for end game builds which I never do.
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@ChurchofPig said:
Personally I wouldn't want to see any gone, just reworked at most, but for the sake of the post, if I had to choose 1 for both sides
Boon: Circle of Healing or Dead Hard (I can't choose which is worse)
Tinkerer
Everyone pretty much agrees that dead hard or CoH needs to go, even tho it will never happen, it jsut show how much players hate these 2 perks, noed being the most called out killer perk in this thread.
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@TWiXT said:
Some Gas before this fire burns out:
Predator:
Add in an additional effects - Survivors footsteps are increased by 50/75/100% in volume, and the range in which they can be heard is increased by 8 meters.
Not a Perk that's actually in the game, but one I would like to see added:
Carrion Craving:
As the the trial ground begin to reek of death, the Crows become impatient. Crows now begin Harassing Injured survivors for every 40 seconds they remain in the injured state. For every Dead survivor, or survivor in the Death Hook Phase, The crows in the trial grounds take 10/15/25% less time to begin harassing injured, hiding, or stationary survivors.
love both
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it always steal downs........so far DH as been said 11-12 times haha
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@KolbyKolbyKolby said:
https://forum.deadbydaylight.com/en/discussion/comment/2759543#Comment_2759543
It's also more fun this way. Like you don't need a reason to want as perk gone, maybe it just rubs you the wrong way.
exactly
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I understand you
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@CrowVortex said:
Blast Mine, the amount of times it's eaten my Pop is unreal.
Dragon's Grip, not from a survivor's perspective, more the fact that I've never benefited from it or used it to its full effect.
dragon's grip is too badly designed to ever get value
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@deKlaw_04 said:
Dead hard and noed and if you can head on because bully squad use this. I read this wrong I thought it said 1 survivor gone lmao i would have chosen Claude for that one. Why dont you like infectious fright?
expose your location, ruin the slim chance for a flashlight/pallet save, helpful for slugging, good snowball
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@SuzuKR said:
This thread is pointless. If there's no reasoning for why people want perks removed, there's no reason to care.
that's simply to have a quick response so it will attract more people into spending 15 seconds to type their answer compared to few people who will write for 3 minutes to give their reasons, I want many responses, not 4-5 with good reasons even if they are good.
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@AnneBonny said:
broken mechanics do not fix broken mechanics
doesn't negative + negative makes it positive?
i'm joking but that's true, I just think for NOW it should until CoH is fixed
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@VikingDragonXii said:
Sloppy Butcher needs a buff to deal with the CoH healing. I shouldn't need to play Vommy Mommy to counter it.
Keep the base the same but have it increased if the survivor is affected by a blessing. This would allow survivors who want to heal outside of CoH or if CoH isnt in play without having a unbalanced split.
I like this idea
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@Laluzi said:
I think Vanity Mirror is fine as it is. Aura reading is an extremely powerful effect and the mirrors give it to Myers straight-up whenever he wants with minimal hindrance to his current activity - searching, mid-chase, you name it. Scratched Mirror gives you as much as it does because Myers is locked in Tier 1; no lunge and 105% speed. It's a big buff because it involves a big drawback.
A 16/12/8/6m TR M1 killer with 24m wallhacks is too much. Yeah, he gives up T3, but the low TR means he can do what Wraith does and pretty much always start off his chases right behind you, and he doesn't have the T1 drawback of being exceptionally bad in open chases.
I still think it should be 24 meters, the only strength of myers is tier 3, he's stuck at being a M1 and can be looped like normal, it deserves a little buff
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@TheTomosaurusRex said:
https://forum.deadbydaylight.com/en/discussion/comment/2759156#Comment_2759156
So most of my ideas were less serious, and would make the perks crazy.
Except Stake out, I really wish they would up the amount of tokens you could gain cause 4 honestly is nothing. Plus it's not consistent in how their used. Maybe if it worked like Fast Track, and all tokens you've gained were used up at once?
My main problem with Autodidact though is how inconsistent it is, cause I love running it. Maybe if using the perk made it so you would get healing skill checks 15% (random number, no reasoning for it) more often as well since it starts off pretty bad. Just something to boost the chances to get to 5 stacks by just a little bit.
yea all autodidact need is a skill check odd bonus, 5% would be balanced I think.
and yea stake out isn't good, at all, good way to know the killer is coming or close if the TR is quiet, but the little amount of tokens is a pain
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@RakimSockem said:
For the People - Heals target to full health, even from the downed state while only requiring one health state.
Broken status lasts 30 seconds for 1 health state. 60 seconds for 2 health states
Anti-haemorrhagic syringe? is that you???
would make the perk crazy good but damn
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@Heliosse said:
Forced penance: I love how tr1nity did it so i will skip this one (even tho i love this perk)
Trail of torment: whenever a gen regress, you are undetectable until the gen(s) start to progress again. A gen that is regressing will glow in a yellow aura for all survivors until it start being worked on
Deathbound: when a survivor heal another survivor outside of the killer terror radius, they become inflicted with the exhausted status effect for 30s after the heal. If the two survivors separates (more than 16 meters), they will both scream and be afflicted with the exposed status effect for 45s
Shadowborn: (this one is badly designed but i don't care, i love it)
When the killer is unseen by survivors, he gains 10% bonus speed and the undetectable status effect.
Whenever the killer is seen, he will be alerted (perk notifications) and loses the bonuses granted by this perk until he steps back into the shadows again
i am addict to the shadowborn fov and i think it should be basekit but that is just me i know (it s so cool to see the game normaly)
Brutal strength:
Increases the destruction speed by 40%, you can hit a destructible object with an m1 to apply the effect of a kick on hit (the destruction bonus does not apply to this)
Monstrous shrine:
Hooking a survivor in the basement grant the killer a stack. Press a button (config it i guess) to consume a stack and gains 10% speed for 15s, the activation of this perk will make the killer "growl" when he/she speeds up
Iron grasp: reduces by 90% the effect of wiggling, the time a survivor takes to wiggle of the killer's grasp is 50% longer, if a survivors stuns the killer by any means, the killer does not loses it's prey directly, instead the survivor wiggle bar progress instantly by 35%
Yeah, i guess i would destroy the game if i ever worked with behaviour but i think some more crazy perks could help having more builds and fun. This is all killer perk bc im a pyramid otp, so i have no idea for survivors.
yea tr1 did well
isn't what it already does?
does it add an extra 15 seconds to the current timer or it resets it to 45 seconds? sounds interesting tho, making healing very dangerous.
mhhhhhh so in indoor maps it would be brokenly strong since you will go at 120/125% until they see you, it should need a cooldown tbh so it can't be used too much in chases, like a 20 seconds cooldown once revealed or something, the undetectable is too strong since it makes every killer in the game stealth killers, but it's a nice idea.
I legit think even 60% wouldn't be too strong, but yes it need a boost 100%, and why not about the M1.
I think iron grasp should do just that, you don't let go the survivor but they gain a big % of wiggle, like 50% instead of 35%, this would mean unless there's a hook right next to the killer, survivors can body block to save the carried survivor.
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agree with all
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@Yippiekiyah said:
Not perks I use but would like to see them changed
Sole Survivor- For every teammate killed grants you +15% repairing and healing speed
Dying Light- Remove the free botany knowledge and unhooking speeds for obsession. Replace with every time obsession is hooked, the obsession Gains 11% increased healing and unhooking speeds.
so pretty much old left behind during the game instead of the end game, why not, not that's OP and would help when you are less likely to win
I like this change, would make the perk less punishing to use
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@voorheesgt said:
Survivor: Spine Chill, lights the perk up in quadrants to indicate the rough approach direction.
Killer: HEX: Pentimento allows you to also break boon totems to rebuild them as hex totems.
premonition would be useless then XD might aswell mix both
YES GOD YES!!!
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@TWiXT said:
Throwing another log on this fire.
Insidious:
Overhaul the perk to - Insidious Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor deactivates Insidious and your TR and Red Stain return to normal over 5 seconds. Insidious has a 40 second cooldown.
Explanation - This perk has been a bane on the game since it came out because it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.
I really like it
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@TheTomosaurusRex said:
Heres a few I like to use:
Diversion: Diversion now has a 60 second cooldown, however, no longer requires you to be in the killers terror radius. You can just throw a pebble every minute! You can also put up to 4 pebbles in your pockets if the character has them.
Inner Strength: Inner Strength no longer requires you to break totems! You just have to chill in a locker for 10 seconds. You deserve the break king.
Small Game: Once you've found a totem, it's aura shows up in red until it's cleansed. So you know where it is for later use!
Autodidact: Why stop at 5 stacks! You now can gain an unlimited number of stacks, and get full use of this perk when using a Med-Kit too.
Stake Out: Much like Autodidact, it now has no limit on how many tokens you can gain, however, this only applies to gens now! You also can gain stacks while in chase.
Mhhh why not?
That would make it so busted holy ######### XD
why not really, but maps would be close to useless, which they kinda already are anyway
5 is fine, I just think increasing the odds to get a skill check should be given, giving more tokens would boost it up crazy tho XD imagine 1 skill check and fully healed lmao
Removing the token limit would be a really great buff really, in chase maybe at half the speed?
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what would be their buffs?
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2758159#Comment_2758159
Boons with different radii would add to the game. They in themself are not a problem in my opinion depending on their power. Cycle of Healing is too strong, sure. But I can think about many other "abilities" those Boons could offer that would be just "cool". Think about a Boon with 36 meters radius that shows you the aura of other survivors in the area...or a Boon with a 16 meter radius revealing the aura of the killer...
They very much depend on their radius for their power...
And Grim Embrace: High risk, high reward. If you can get to the second activation you have not killed a single survivor all game thus playing very "survivor friendly" and risking quit a lot of gen-speed and progress.
boons should have aura colors meaning which once does what at range and to know which range it has, for exemple if there's 2 boon 1 is shadow step and the other is circle of healing, CoH will have a blue aura on the totem and shadow step will have a red aura, if the survivor who blessed to totem had both boons the totem will share both colors so you will know from a distance what the boons are and know how close you must be to it.
And that is very true, but still taking away 80 seconds total of gen is a big deal
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/305770/why-do-you-think-pinhead-is-a-or-b-tier
As a solid pinhead main and player since he came out, he is easily High B, low to mid A tier even as basekit. He is a very complex and hard to master killer. You have to combine deep game knowledge, and deep knowledge of the killer themself to play them to top level. This is a big reason most dont like pinhead, he is a hard killer and when you aren't taking effect of the whole kit, he can be punished hard. This is a big problem for a lot of the community imo, if something takes more skill, it draws less players. It is why the spirit nerfs made so many people mad, you can't stand still and win anymore? Game bad.
Master Pinhead means you are a 115 killer with a good antiloop tool, but built in, passive map pressure and slowdown. If Pinhead ignores trying to get the box, you are only using half your kit and he lacks. If you only use the box, he is a m1 killer with some slowdown. His kit in combination goes so good together and makes both halves much stronger when you master them both. Learning box spawns and spawn logic, learning how to aim the chain for longshot interrupts, learning how to do proper chain placements on loops and tiles, etc. He is a high level killer that takes a lot of practice and time, I still learn new stuff for pinhead and I've been playing and improving my guide on him since his release.
thanks for your explanation
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@Sonzaishinai said:
Play with your food now only loses stacks if you actually hit someone
PLEAAAAAAAAASE