danielmaster87
danielmaster87
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These would have been gone with the new animations, but people whined until they were removed.
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If they had an add-on that gave him quickscoping, I would play him again.
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Neither he nor his add-ons were ever OP. He got nerfed because bad survivors couldn't beat him.
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Neither Blight nor his add-ons need nerfing.
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@gamin_gabe123 said:
https://us.v-cdn.net/6030815/uploads/J2QX6Y0WGPCQ/ffe3be79-a2e0-4a7c-8b4a-4ccc4f7a79d7.jpeg
One of the survivors was bullying him aswell ☹️
Bro! These are the hardest gen rushers ever!
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@adam1233467 said:
https://forum.deadbydaylight.com/en/discussion/comment/2845217#Comment_2845217
you or the obsessions needs to be injured, when thats happens, you can see the kill's aura the entire match
But what in the perk description of Blood Pact does that?
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/2841590#Comment_2841590
Spirit pickrate has barely changed. Also, she actually is even stronger but most people don't seem to realize that.
She's absolutely weaker.
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He is the killer where this game's fov problems shine the most. You have to aim at the survivors' feet with your chainsaw to hit them, but if you're looking at that, then you lose them as soon as they go off-screen.
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How does Blood Pact let you see the killer's aura?
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Not often at all. But every time I am, it's by a Leathface.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2843754#Comment_2843754
have you not read the very first sentence i wrote?
you are, once again, putting words in my mouth i literally never said. i am NOT defending his nerfs in the slightest, what i am saying is that an attack cooldown after dropping ADS is such an insugnificant thing that it literally does not impact the gameplay of any decent Deathslinger player at all.
its not even a nerf! again: the only Deathslinger players who used to fake their ADS to zone people out were playing the Killer wrong in the first place.
YOU are the one making things needlessly complicated here because you refuse to actually read my comments but are still dead set on disagreeing with me.
I guess I just wasn't a decent Deathslinger then, or was playing him wrong. Whatever. If it wasn't such a big deal, we wouldn't be complaining about it.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2844481#Comment_2844481
I'm very slow on the uptake with stuff like this, and am not sure if it's sarcastic or not. In the case it's not, I'm genuinely glad I was able to help. In the case it is, I'd like to do more to help.
No sarcasm. The less things I'm aggravated with in this game, the better. I still hate Scratched Mirror Myers, I still hate Insidious Leatherface, but me and Nurse are cool now.
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@GoodBoyKaru said:
By not hardcore tunneling someone that doesn't use meta perks..? Like if you're gonna complain about the meta on either side and then use perks/tactics which do nothing but encourage this meta then you're just a hypocrite lmfao
It's capitalizing on a weakness, to be fair. It's still commonly held that if there's no weak link(s) on the survivor team, you lose. Survivors can also capitalize on weakness. "This guy doesn't have Corrupt/Deadlock? Buy us 4 minutes and we're outta here."
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Reward killers for going for chases, against multiple survivors and not just 1 or 2 in a row, and not just camping. I don't know how we're gonna do it, but that's what we should do.
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@SuzuKR said:
She’s the best-designed and best-balanced killer in the game.
https://forum.deadbydaylight.com/en/discussion/comment/2843580#Comment_2843580
That IS counterplay. If anything, that’s the MOST SKILLFUL counterplay for any killer. Nurse cannot land hits without her power without something to boost her movespeed/survivor misplaying drastically. Everything she can do can be mindgamed. Mindgame is skill vs skill. It’s not “map RNG/other stuff out of the players’ control favors one side regardless of skill”. It’s “whoever made the better mindgame read or bait wins the trade instance”.
Pallets and windows can be used. It’s just harder, cause you have to mindgame a lot better. It’s a lot more skillful to win a trade (landing or dodging a hit) when it’s 100% reliant on skill vs skill, rather than eg, auto winning/losing a chase vs an M1 because the tile setup is drastically in your favor or against your favor. Same with winning because it’s even moderately in your favor. Stuff like that is out of either side’s control, and has no bearing on skill. Even dead zones can be mindgamed against Nurse cause she can’t just walk up to you. But even otherwise unbalanced tile setups can be mindgamed too. That’s WHY it’s the most skill intensive.
"Whoever made the better mindgame wins the trade." You can forge words like silver. I've been searching for somebody to tell me why Nurse is allowed to be the way she is, because I hated her. Now I see it clearly. And another guy said, "You don't face them that often." And he's right, I don't. I've even admitted that her level of strength is necessary. So I'm thankful for this. My Nurse hunting days are over.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2844358#Comment_2844358
It's not.
The amount of hoops you have to jump through to justify that opinion is insane
Glad you agree. It's not like I'm saying the killer shouldn't camp if he has to, but how is me going down to the killer once... mean that me getting camped is my fault?
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She's the most polarizing killer since Trickster. Her design is garbage. She can only ever be overpowered or underpowered. So where to put her on the tier list? Who knows?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2843770#Comment_2843770
I’d rather go against Nurse than either of those two any day. Nurse is far more balanced and fun to face. She’s not zipping around the map with insane speed and poor indication of where she actually is.
A bad Nurse is fun to go against. A good one who just blinks on you, hits, blinks on you, down, is boring af.
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@GuyFawx said:
https://forum.deadbydaylight.com/en/discussion/comment/2844338#Comment_2844338
What I am saying is that you messed up a loop somewhere and while it sucks to finally be caught just means you need to practice a bit more on avoiding the killing in a chase. Killers can be easily distracted if others on your team are leaving track marks to confuse him. We can all get better but you almost always should blame yourself and figure out how to play better so that you can improve. Like Pulsar said just hiding is not skill enough to loose a killer it takes coordination. One perk that really helps is using self aware so you can see your own track marks and practice loosing the killer in a chase and finding good loops. Also practice knowing when to vault and when to fake it to make the killer swing at air as well as dont waste pallets.
But we're not invincible, or at least we shouldn't be. We should go down to the killer eventually. And when that happens, and when they choose to camp, how is that our fault?
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This is where we are.
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She needs to be reworked from the ground up. Her powers are way too polarizing, especially the mori part. It forces her to either be underpowered or overpowered, with no in-between.
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We're between a rock and a hard place. Can't nerf camping or killers will cease to get kills, but can't do nothing or else the circus goes on.
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@GuyFawx said:
If you are getting camped the fault is your own and nobody elses at least your preventing the killer from getting maxiumum bp
How does that make any sense?
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You're right about the teammates. It's like they don't want to win, and you escaping is just a game of chance whether you got a decent team or not. It's easy for survivors to escape if they just try! They make it so difficult!
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@SuzuKR said:
Glad the best-designed and best-balanced killer is back. Missed playing as and against her.
As an alleged "super killer biased player", I have to say she can be removed from the game for all I care. Awful design.
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Victor's hitbox is wildly inconsistent and they have unnecessary cooldowns on everything they do.
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@beatddb said:
Survivor's turning rate is like 2-3 times faster than ADS turning rate. That should tell you everything you need to know.
Quickscoping isn't viable in most cases anymore, ADS isn't viable in most cases anymore.
Spitting facts.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2843490#Comment_2843490
yeah i feel the need to remind you that this is soley about the nerf that added a slight delay to M1 attacks after dropping out of you ADS and NOT about the increased TR or the forced .4 seconds of ADS time prior to taking a shot - i fully agree that those were complete BS and need to be reverted ASAP.
Deathslingers faking their power over and over to zone Survivors away from things were neither playing the Killer well, nor were they a common sight.
If you considered yourself a good Deathslinger player you will have to agree that a zoning Deathslinger was about the least effective way you could have played him back in the day because of two main reasons:
- you could just, you know, shoot them instead of faking it.
- continuously faking your power to zone them awayy from pallets / windows means they run out in the open - which is exactly where you dont want them to be. you WANTED them to go for vaults or pallets, because they would either lock themselves in an animation, or ran through a tight corridor / doorway that made it very easy to shoot them out of - while hitting someone in the open field was significantly harder to pull off.
in addition you will have come to the conclusion at some point that you actually didnt need to enter ADS to zone people out, given that you could just enter your ADS and shoot in ~.1 seconds, meaning that faking your power was utterly useless to begin with, as it had literally no positive effect on you and you even warn Survivors to not be doing what you actually want them to do.
In other words, a Deathslinger repeatedly faking out his power to zone people away until they were in M1 range got downs significantly slower than a Deathslinger that just went for the shots (and hit). so your whole point of bringing in Dying Light (terrible Perk btw) makes no sense either.
This nerf has had absolutely no effect on players who were actually good with this Killer. All it did was raising his skill floor a little by making chases less cheesable for inexperienced Deathslinger players.
You're making this seem way more complex than it actually is. The killer, who didn't need nerfing and was fine as is, got nerfed. I'm not entitled for not playing him anymore, because compared to his old self, he sucks imo. It's like supposed Hillbilly mains who said "He's no different after the nerf. Takes more skill." I've heard it all before. It's just a weak justification of nerfing killers, which is all the justification there is really. The fact still remains that when you put survivors and killers of equal skill against each other, the survivors should always win. And nerfs like this cement that status quo.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2837848#Comment_2837848
Na. That's ######### and terrible design. It's ######### on artist. And it would be ######### on bubba.
They just need to make it BT makes the unhooked have no collision so body blocking is not a thing.
Have bubba's saw stop after one down. Nothing more. Nothing less. There are RARELY (if ever) any time where you can get multiple downs with his saw. That isn't straight up camping. This would keep him the same in chase. While putting his camping on par with Billy, huntress(who people never complain about)
I also think his chainsaw should stop after downing 1 person. Finally someone's on the same page.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2843525#Comment_2843525
To be fair, the survivor nerfs are (toolboxes, DS, OoO and others) are pretty much exactly what a major part of the community asked for and I remember a time were the hatch giving multiple survivors ‚free‘ escapes was said to be the worst imbalanced thing in the game - though those people that claimed it didn’t acknowledge the fact it got changed and are now complaining about the next thing, acting like nothing ever gets done..
the addon passes you mentioned weren’t meant to be major reworks, Ghostface is for example confirmed to be next in line to get a rework. Trapper also got what many asked for. I agree those changes were not enough.. but the devs are not ignoring killers.
You can still see bias in how long the changes take. Moris got instanerfed, but keys took like a year to get nerfed and it was just a numbers change.
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@Mooks said:
OoO rework, DS nerf, Hatch and key reworks.
also there have been plenty of killer nerfs AND buffs
if you actually think they don’t listen at all then no matter what they do you won’t ever acknowledge anything they would do because there would be something you can complain about.
they are slow on getting changes and feedback done, that’s for sure. But saying they are ignoring killer complaints is just not true at all and you are leaving to room for discussion or constructive feedback.
Not to mention the fact that doing a generator nowadays has become literally pressing a single button and being able to make a coffee if you want since anyone can hit the skillchecks even blindfolded as it's ridiculously easy.
They literally didn’t change how gens are done at all, I think they even made is slightly longer with multiple survs and toolbox nerfs. Also remember that BNP used to instantly power a gen.
I think the fact that we don't remember the survivor nerfs because we forget about them shows that there's much more work to be done.
Those nerfed things are still good btw. Object gives bonus action speed for seeing the killer, DS still works on people who don't tunnel, hatch and keys still gives free escapes because hey, you're the last survivor.
The add-on pass and other things killers have gotten only scratched the surface I think. Pig's and Ghost Face's didn't really increase their strength at all. Trapper's made him playable, but nowhere near viable.
Honestly the way nerfs work in this game, killer never has anything overpowered but the stuff that's accused of being OP gets nerfed after weeks of complaining, but survivors have tons of things that are OP which eventually get nerfed after years of complaining. The killer meta has always been, "What perks can I run so that I can play the game normally?" whereas the survivor meta has always been, "What perks do I run to win more?"
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He needs Fingerless Parade Gloves basekit. His base bottle arc and bottle travel speed is garbage.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2842056#Comment_2842056
not necessary, but there was nothing wrong with that nerf either.
having a Killer that can slowly but surely zone a Survivor out with their power (without putting any effort into it either) is honestly just bad character design - and yes, if you just continuously force them away from any possible vault / pallet by preaiming it, you will get a guaranteed hit eventually, its just as much of a lose - lose situation as with old PH, just less instant. Its boring, its ineffective and there is honestly not much of a reason to insist on it existing IMO.
not to mention that this nerf did literally nothing to good Deathslinger players, considering that you never wanted to fake your power to zone people out with it anyway - you just shot them instead.
so all that really did was raise the skill floor of him a bit, which i dont necessarily mind.
Every ranged killer can zone you out with their power. There was nothing wrong with how he was. He actually needed buffs. The nerf absolutely did something to good Deathslinger players. I considered myself one of them before the nerf. Got downs so fast, I started running Dying Light for goodness sake. All this nerf did was say "screw you" to people who played this killer, which pushed many people like myself away from ever playing him again, and discouraged new players from even buying him because they've seen and heard that he's a joke.
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@Smoe said:
https://forum.deadbydaylight.com/en/discussion/comment/2842132#Comment_2842132
Unless you play Plague with gen slowdown build and strong addons.
So if I just do that, they won't do gens?
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2842094#Comment_2842094
because DS actually punishes killers for tunneling now.
It did before the nerf as well, but also much more. You don't have to be tunneling to get hit by it, and that's the problem.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2842100#Comment_2842100
damn didnt know you were facing Oracle every game
Strawman.
You don't have to face that kind of team every game in order to consistently lose. It's not their inability to go down you should be worried about. It's the gen speed, and CoH. How does an M1 killer survive in this meta? They don't.
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I've gone against her plenty. I'm actually tired of her already. Just do what I do: escape over and over to attempt to get to high MMR, and get thrown in with unoptimal game throwers anyway.
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The Pop nerf never should have happened. You weren't downing people after hooking and still having time to Pop the gen, unless the survivors gave you quick downs. That's the same thing that happens now, except now you can go on a super short chase with a survivor, just to get a hit or a pallet drop, and not make it back in time to Pop the gen. Meanwhile DS is at 60 seconds and can be used offensively. That's the cruel irony of the Pop nerf.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2842031#Comment_2842031
He good. You could be good too.
I'm not gonna put time into practicing a nerfed version of a killer, who was balanced before the nerf, only to get stomped by mediocre survivors just because gens.
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It started happening a long time ago. You literally step back to avoid the stun and still get stunned.
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If Nurse still loses to certain teams, she certainly can't beat them. And if we're conceding that she doesn't have the potential to beat any team, she's not strong enough.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2788487#Comment_2788487
It’s literally not even a problematic perk anymore.
How is it not a problematic perk? It's still a staple survivor meta perk, ran alongside BT and Dead Hard.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/308631/ds-is-still-not-an-anti-tunnel-perk
We've got to pick and choose our battles. DS is not even a contender for top 10 issues right now.
It is. Sometimes you have to tunnel and can't because DS. In endgame it's an absolutely free escape. You can hook someone else entirely and still get hit by it because you were "tunneling".
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2789048#Comment_2789048
Really? It doesn't stun a tunneling killer and buy the user time to get to a loop and waste more of the killers time? It doesn't buy the user time during endgame to run out an open gate? It doesn't give the team a chance to work together to distract the killer and help the tunneled person break LOS and sneak away? How much more powerful does it need to be to make you happy? Should it stun the killer for ten seconds while fully healing you and teleporting you away to the opposite side of the map?
You tell 'em.
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@Trickstaaaaa said:
The perk is fair. It got rightfully nerfed last year.
The nerf didn't go far enough.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/313316/deathslinger-feels-super-sluggish
Honestly, his main strength wasn't taken away, the worst part of his nerf was just his TR change but even then that can still work to his advantage. His chase potential is still just as strong and still has the same advantages as before. The problem with slinger is his design in general. With the large amounts of chase killers being added, why would you play him over like, Pyramid Head which has the same advantage as slinger but also through walls and he isn't 110.
The same goes for trickster, they are just ######### designs to begin with. Whether buffed or nerfed they will always be in really bad spots. That being said, you don't lose every round playing as them lol a good slinger can still destroy just like a good trickster or etc. It is just up to skill and the player behind the killer.
You don't win every round either. Skill with Deathslinger can only take you so far. Even before his nerf, he was no match for the better teams, so why nerf him?
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2841490#Comment_2841490
the funny thing is, he had a perfect 50% kill / escape rate BEFORE his nerf as well! even according to BHVRs own stats he was a perfectly balanced Killer.
there was literally no reason to nerf him other than holding the hand of players who refused to learn his counterplay.
the only change he got i agree with is the attack cooldown after dropping ADS - faking your power over and over to zone people away and into M1 range is boring and very sluggish for everyone involved - so i think its especially hilarious to see how the rest of his nerfs made it so you have to play him this way now.
I didn't think the cooldown was necessary either. It's not like old Pyramid Head where that was a guaranteed health state, because Deathslinger is special in that he can land a good shot on you, but not get a down from it.
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@sizzlingmario4 said:
His quickscoping was a problem. His terror radius wasn't though.
Tbh if they reverted his TR and left alone everything else they changed about him (higher ADS speed + shorter stun on chain break) I think he'd probably be fine.
His quickscoping was not a problem. It's what made him a threat. It wasn't too much for experienced players to deal with. It was just the dumb survivors who always out positioned themselves and gave him option selects for free.
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@Steel_Eyed said:
His terror radius should be reduced. That’s it. He’s not weak. He’s not bad like he’s made out to be.
Deathslinger users that played him prenerfed have to get used to his new timing before shooting. That’s all.
I appreciate y'all trying to work with a killer that was nerfed so hard, but no. He needs to go back exactly the way he was before.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2840891#Comment_2840891
Nemesis is far from ruined, lol.
The Nerf to Marvins Blood was fair, it is still a good Add On and I am still running it all the time (together with a Mutation Rate-Add On for Zombies).
So he can beat any team in his current state, and can't be beat by classic gen rush? If not, why did he get nerfed?