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danielmaster87

danielmaster87

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danielmaster87
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  • Look at the window by the car in the corner of Garden Of Joy. Alone, it's a weak window. But because that pallet is there, and that pallet is next to another loop, usually a jungle gym, it's strong. What is stopping this new tile from spawning next to other tiles like that? They spawn close to each other all the time, especially on Azarov's Resting Place. And even if it is a 'weak' tile, maybe we just perceive it as so because the 'normal' tiles we're used to, like jungle gyms and 4-walls, are so ridiculously easy to run. It's not often you have to adapt and make snap decisions like you'll have to at this tile.

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227269#Comment_3227269

    "It was a massive success. Most killers got exactly what they'd been asking for throughout the years. 1 patch drops and suddenly survivors have zero fun, even though they had plenty of fun before? Okay. If that's all it takes for them to leave, they can go. The killers will adapt and have fun. The low motivation of most survivors is the game's fault, and it certainly is 6.1.0's fault. This entitled/lazy survivor mentality that a game should be fun has been going on for years. They want to not be camped and tunneled, and when that happens every game they rage quit.

    I hope BHVR continues with patches like that, so that the only the biggest masochists that love to be camped, tunneled and just die constantly will leave us killers in peace so we never have to try again. I also want to see the reactions to any potential killer buffs, since rational people usually lose their minds over that stuff, because they haven't been needed in a long time. Seems like every patch drop it's, "The worst patch that's ever happened!" Why are people upset just because it's true?"

    Fixed that for you. This is pretty much the general mentality of people on this forum and why nothing on here should ever be taken seriously. It never changes. Kill rates are over 60% and that's still not good enough. No. No one on here will be happy until survivors just spawn directly on the hooks. Change the name from survivor to Victim and make it clear that this is the intent. Victims exist to be tortured for the killer's amusement. Nothing more.

    It's true. Survivors see 1 decent patch for killer, and they're out. Nobody's asking for killers to be unbeatable.

    Learn to bait better, and also to come up with original thoughts instead of changing out a few words in someone else's paragraph.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227269#Comment_3227269

    If you look at the Steam charts, you will see that patch 6.1.0 has had a slight steady decline in numbers since the release of the patch. Scott Jund mentioned in one of his videos that he was actually surprised that 6.1.0 didn't cause an increase in the player base and thought it was because 6.1.0 brought in killer players but cause a net lose in survivor players, because of all of the solo-queue issues.

    https://us.v-cdn.net/6030815/uploads/1LMS73RTBJV8/image.png

    Currently the amount of players in Steam is showing around 42,626, so a slight net decrease in playerbase.

    6.1.0 wasn't a success if you judge it based on steam charts.

    Now, whatever happened in May 2022, with a 105,052 player base increase and May 2021 with a 96,309 player increase was a success.

    I don't know if you've noticed, but this game has a long history of stats being unreliable, just because of how it's collected. This is the only game where I immediately scoff at stats. I stopped listening to Scott quite a while ago because he's wrong more often than not, and the reason he's not wrong all the time is because he flip-flops, on MMR, on hooks vs kills, etc. Y'all need to start thinking for yourselves, have self-awareness, and speak from experience. That's how I come to my conclusions. The dip in player count is taken absolutely out of context. Even if it isn't just your regular old dip and rise of the player count, and it actually is people disgruntled with the direction of the game, I'd consider that a positive since the direction of the game is better than it was before. We've weeded out people who are fed up because the game wasn't tailored to be super easy for them. The fact that we have people saying that the game is unplayably killer sided because of the slight meta shift for both sides, barely noticeable attack recovery and kicking speeds, and at least some straight-up regression for kicking a gen, shows to me that they either aren't thinking for themselves or they're survivor biased, because this was just a drop in the bucket for where killers should be at this point. Survivors got buffed too, and by this community's standards, that's a success.

  • @SoulKey said:

    So what if someone rushes to the hook ? That actually harms the survivors, you can trade hooks and it snowballs pretty well if you don't make big mistakes.

    No need to even try to grab, just smack the rescuer before the unhook and then 2nd hit right after the unhook.

    End result is, you get a 2nd hook (Even better if scourge regression perk) & You start chasing the rescued survivor who is injured or even let it be and pressure the 2 teammates on gens.

    If you managed to find one of the two, the situation is 1 being chased, 1 injured probably self caring or playing cautiously, one on hook and one going for the save/or not.

    I am not saying this will always be the case, survivors can act differently but it's not as bad as you make it seem. You are still new and am guessing you don't have many of the current meta perks; So it makes sense that games might be a little hard for you but it will eventually get better.

    Tru3 literally put out a video recently showing how hook trading benefits the survivors, not the killer. It's fine for the survivors to hook trade, because they're pushing gens, then saving at the last second, and nobody is dead or getting 2-hooked. In fact, I thought it was generally accepted that hook trading was bad for the killer. Getting someone to 2nd stage is way more worth it than just another Pain Res. You have to get positives, not just trades, or you lose all your momentum.

  • @CoDismylife said:

    6.1 was a massive failure and didnt bring the hoped results. At the same time survivors are not having fun anymore and Q killer all the time or not even launch DbD. Very well seen at the constant BP BONUS incentive on survivor side aswell as all the complains and general low motivation of survivors to just give up.

    And if that wasn't enough bhvr continues with this trend in the next patches. Amazing.

    It was a massive success. Most people got exactly what they'd been asking for throughout the years. 1 patch drops and suddenly survivors have zero fun, even though they had plenty of fun before? Okay. If that's all it takes for them to leave, they can go. The rest of us will adapt and have fun. The low motivation of certain survivors isn't the game's fault, and it certainly isn't 6.1.0's fault. This entitled/lazy survivor mentality has been going on for years. They want to put in minimum effort and feel godlike, and when that doesn't happen they rage quit.

    I hope BHVR continues with patches like that, so that the undesirables who screw over their teammates and skew stats constantly will leave the rest of us in peace. I also want to see the reactions to any potential killer buffs, since people usually lose their minds over that stuff. Seems like every patch drop it's, "The worst patch that's ever happened!"

  • He needed the passive gain rate add-on, or else it takes an eternity for survivors to get to max infection.

  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225812#Comment_3225812

    Funny enough he was more viable on console BEFORE his buffs. Those 44 knives are killer

    I never liked the knife count nerf. It feels like the devs just saw a baby survivor complaining, "60 knives?! That's OP!" and then nerfed that part of him. My own friends were saying stuff like that. It's kind of embarrassing considering the leap in logic. It's not 60 Huntress hatchets. It's 60 knives which, at the time, you needed to land 8 of to get an injure, and they could 'decay' over time for some reason, and the killer would obviously miss loads of shots, especially considering the slowdown when you start to throw knives and the recoil.

  • @Lost_Boy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226879#Comment_3226879

    Yeah I love the warping survivor as I'm half way through a lunge attack and they rubber band at light speed back to the pallet stun.

    Last night I actually got stunned on the survivor side of the pallet & I still didn't even get the hit! How is that even possible lol

    With Enduring, that can actually be preferable because you're now next to the survivor and can turn and hit them before they can slide over. But sometimes even when that happens it doesn't give you the hit.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226817#Comment_3226817

    funny that is one of my builds on ghostface, drop-leg+olsen wallet with nemesis+pwyf. I can't really take playing stealth killers seriously in terms of winning but they're funny to play if your ok with losing.

    Yeah, with non-top killers you just have to make sure you're getting downs constantly, or you'll have absolutely nothing going for you.

  • @ReverseVelocity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226807#Comment_3226807

    I don't know how you're meant to chain it with other tiles when this one gives you zero distance lol.

    It's not that complicated. Have y'all never seen 2 tiles spawn next to each other?

  • @Robotfangirl67 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226912#Comment_3226912

    Thanks for the tip, I appreciate it. I will try to practice more on slugging and also splitting up the map more.

    No, no! No more slugging, because survivors can now pick themselves up for free, especially with new Unbreakable.

  • You just gotta get used to it and use strategy. Try focusing 1-2 people down, while also pressuring the others as they're on gens in between. And try not to let them split the map.

  • @TeleportingTurkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226889#Comment_3226889

    thanks for providing valuable feedback for this topic, I'm sure your contribution would be very crucial to reaching out to devs concerning this mistake of a chase theme or gathering enough feedback to confirm people are fine with mediocre generic chase themes

    image.png

    ..

  • This has been happening for a while. I conveniently get DC'd, when I had no prior connection issues, right as I'm about to win or right after I kill a certain survivor.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226860#Comment_3226860

    I've had a lot of success on her recently running 6 traps, Plaything, Retribution, Pentimento and Discordance. Once you get rid of some pallets and start getting downs, you just overwhelm people with side objectives and they crumble.

    Discordance allows you to get some awesome Ambushes off too.

    What happens when they don't cleanse hexes, and split up on gens?

  • He has to play the M1 chase game, so I'd recommend Brutal Strength, Enduring, and Bamboozle to get through those annoying loops quick.

  • I'd at least like to get the benefit of it as killer if it's happening to me as survivor. Too many times where my weapon is through the pallet touching the survivor, and they just don't get hit as they warp back into the pallet drop animation.

  • If you can get traps on people, you might have pressure. But if you're understandably struggling to get a down, and they're showing no signs of stopping on the gens, it's over.

  • I like how they still think Coal Tower is balanced. But yeah, all those maps being banned? I mean, who could have seen that coming?

  • Ghost Face is better when he gets lucky for being greedy, as in never ever hitting a survivor unless they're fully stalked, and literally following them around til he gets his power back so he can 1-shot them. And also using the purple speed add-on.

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224611#Comment_3224611

    I don't disagree, but at least you can learn to counter 360ing in DBD to some degree. In VHS, trying to spin with the survivor and backing up while hitting don't work. 360ing is the main reason I haven't been playing that game.

    Yeah mine is less about waiting out their spin or backing up, and more about spinning my camera to hit them. My survivors' 360s are weird, like they're going behind me or through me yet sometimes don't get hit, so I started doing that.

  • @ReverseVelocity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226017#Comment_3226017

    I don't think you know what a strawman is.

    https://forum.deadbydaylight.com/en/discussion/comment/3225782#Comment_3225782

    I like that they're trying to add new tiles in to mix things up, that new double window tile they added to Macmillan (and I think Autohaven now) is fun to run. However, this newest tile is just really bad.

    I suggested that you'd use it with other nearby tiles, or use it with Lithe, since Lithe makes any window a quick getaway. But all you took from that is, "Oh, you have to use Lithe just for it to be good?"

    @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226017#Comment_3226017

    Why not answer his question? It's not a strawman. You mentioned lithe.


  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226019#Comment_3226019

    I'd there was not recoil trickster would legit just be no skill.

    How so? No skill from aiming good, like you would with Huntress and Deathslinger?

  • I'd like to give benefit of the doubt that they personally found the match boring, which you can find with any killer. But no, look at those builds. They saw Alchemist's Ring and said, "Let's just give up."

  • @WishIcouldmain said:

    The issue with Nemesis is how inconsistent he is with his kit, with the tentacle hitting you times it shouldn’t and others times it should’ve along with the zombies being either worthless or carrying and just being an overall unhealthy addition to the game. Additionally, since he’s on the weaker end of killers they will normally play with stronger builds and use the top starts and the tunneling is likely because of the three hit with power mechanic.

    I don't think the zombies are unhealthy. I haven't heard any legitimate arguments against them other than, "What?! I have to go against a killer AND 2 zombies?!" like someone with 50 hours would say.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225812#Comment_3225812

    I wonder if slightly making the spread and or the thing where ur blades get less accurate after a few throws less on console would help

    Why is there recoil in the first place? It's so dumb.

  • He needs to be playable on console.

  • Try linking it into other tiles or using it for Lithe.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224276#Comment_3224276

    And yet if one of those people is trying to do the same, they would then need you to be trying equally as well. I get that smart killers don't willingly chase confident survivors, but those types of complaints don't come from confident survivors: They come from the ones who would rather beg for sympathy and succor than actually improve and control their own agency. If you have even just two confident loopers on a team, the killer basically becomes forced to seek out the weakest person and tunnel them to try to make up for it. Not only that, but it takes time to find out if someone actually is confident in their looping, which means you should always be able to waste at least some of the killers time before they give you up for later.

    I'm not even an amazing looper, but I have absolutely seen the impact my improvement in the area has created, regardless of whether it works every time or not. My point is more against how self fulfilling defeatism is, especially in this game.

    Right. I know there are survivors out there who, like me, wish to get high MMR teammates so they can escape all the time. The amount of Blights, Weskers, Hillbillies, etc I've juked and ran for a long time... But unlike me, they don't really deserve those teammates. They made it to my level purely through hatch escapes, forcing martyrs, and hiding entire matches. You can call that adapting but since skill is being called into play, I don't think you could call them very skillful since their intention is to avoid chase at all costs, the most skillful and risky part of the game.

    Now, I'll not deny that in certain circumstances, I might be the weak link weighing the team down, but I haven't experienced that in months since my teammates are almost always my level or below. I'm usually the one looping for 3 gen chases only to see 1 barely get done. I'd sit on gens myself, but my teammates literally can't keep the killer occupied for more than 30 seconds, or will force me to run full map to get a hook save because they decided to loop around hook. I'd rather not unhook, trust me, but I have to weigh if it's more worth it to sit on a gen, or buy 1-2 more hook states the killer might go through before he gets to me. But if I'm the only survivor actually trying, we lose. At a certain point, the game becomes uncarryable. No way your team gets out, let alone yourself unless you get the luck of the draw hatch. Just like with killer, the game can literally be unwinnable with the right mix of SWF and perks. In both scenarios, your luck ceases to matter because you literally don't have enough momentum.

    At the same time, these rules seemingly don't apply to a lot of my opponents. Survivors I face go down much quicker than I would given the same tiles, but because gens go fast, they're out. I'm much more envious of the killers I face, who stubbornly chase me for like 2 minutes and end up getting a 4k somehow by the end of it. I think a lot of this has to do with inconsistency in matchmaking and in gen speed; the devs simply can't balance for the upper echelon and the bottom of the barrel at the same time. And this is coming from someone who disagrees with the common sentiment that, "Maps have way too much RNG, and should be pretty much the same every time." GoodBoyKaru has a better design philosophy on maps.

    My defeatism has always been mostly on the killer side. At this point, the defeatism has mostly subsided in that I'm realizing that on some of these games, I could have done 1 or 2 things differently and the game might have been turned around. I'm opening up to new perk options. I still think there's unwinnable games, which are the pinnacle of the defeatist mindset, and I don't think we'll truly ever be rid of those, but I'm doing much better nowadays. So what if they tbagged me? I'm playing Pig. So what if they got the gens done quick? All I had was Pain Res and Overcharge. If anything the toxic actions are starting to alleviate the stress from these matches, because it puts into perspective how ridiculous and out-of-my-control some of these matches are for me. I don't think I'll ever be rid of my mid-match irritation. But yeah, I just need to stop taking the game and these forums so seriously.

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/272592/bully-squads-make-me-genuinely-upset

    Getting 360'd is one of the most annoying things about playing killer in this game (and the game I just played had me missing 5 or 6 hits in a row at one point before I remembered to counter - was still a 4K), but you can learn how to get around it. The key is to bait them out like you would an old Dead Hard, and then, after they try their little 360, back up slightly, aim low (the hitbox is weighted more towards the floor), and do a basic (not lunge) attack by tapping the key or controller quickly instead of holding it.

    Takes a little practice, but you'll get the hang of it.

    Once you've figured how to do that, you'll be excited to see bully squads in the lobby, because if their main focus is annoying you, their main focus is not on doing the gens.

    Tip: Tunnel, tunnel, tunnel. The most important thing you can do against groups like this (especially SWFs) is to just get someone out of the game as soon as possible. Some people consider it scummy, but it's not like the survivors care about whether or or not you're having fun.

    Another tip: when it's a true bully squad, facecamp the ######### out of them. Not just to punish them, but because squads like this can't help but go for the rescue over and over again even if you're having a round-the-clock staring contest with their hooked buddy, and if you're running Forced Penance and STBFL (like I was these last few games), you can knock their game completely off-balance for the rest of the match in the process of trading a hook or two, leading to an easy win.

    https://forum.deadbydaylight.com/en/discussion/comment/3222103#Comment_3222103

    I find that it's usually better to get them on hooks and facecamp them. If they're really a bully squad, they're going to be following you around with flashlights, so either be careful and look at walls when you pick up or else smack them (slug if necessary, but not necessarily systematically) until they run away to heal and then hook.

    Thing is, half of them are going to be running Unbreakable (For the People isn't too uncommon, either), and hooks work much faster than slugging at getting someone out of a match (which should be your primary goal, ASAP, against a bully squad). They also feel more of a need to respond to hooks than slugs, and they'll go for the stupidest saves even if you're straight-up facecamping, even though they might not try to heal someone out of the dying state right in front of you seeing how you can just put the other survivor back on the ground immediately and maybe injured them in the process.

    Slugging is also going to be a bad habit to get into going forward since Unbreakable is going to be basekit eventually.

    Their ego is the biggest weapon you can use against them. They feel entitled to every save and confident that they'll get every unhook and walk away clean.

    It's just never gonna sit right with me, 360ing. The fact that skilled players get caught off guard by it on a regular basis speaks volumes. Why should we have to learn to counter a survivor spinning in front of us? It's beyond stupid. Maybe the game should have more generous survivor hitboxes, or not have aim dressing, or have better killer fov.

  • I just wish the broken MMR would work in my favor sometimes. If I'm getting beat by these teams who go down quick despite doing gens quick, why aren't I facing chill survivors now? Why does my MMR refuse to go down?

  • It wasn't nerfed too much. You don't need complete silence for the perk to be good, especially when going behind walls or crouching already makes you quieter on top of the reduced sound the perk gives you.

    What I'm wondering is why Off The Record still gives you complete silence even after you do a conspicuous action.

  • I usually don't concede anything, but here's my offer. The Incapacitated status should be shorter in exchange for the explosion doing more regression.

  • And Spine Chill and Urban Evasion and Sprint Burst.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222260#Comment_3222260

    thats them adapting as well. You then take advantage of that immunity

    It's literally not enough sometimes. You need 2 or 3 people pushing gens sometimes, not just 1.

  • MMR is broken beyond a doubt.

  • Not sure. I never tried that. I do remember though Wraith getting shadow nerfed in that his Shadow Dance add-on lost its locker opening speed.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222716#Comment_3222716

    cant do anything against them eh?

    I think thats more of a skill issue tbh

    You would say that. But look at what most of these killers can do. If they don't have any anti-loop, like Legion or Ghost Face, they have to play the M1 game, which isn't very reliable. Can't mindgame pallets and windows that take away the option to do so. Doctor's shock: you can hitt them after 1 shock or it could be 8, plus their connection is favored. Hag and Dredge's teleports aren't instant as they should be, so they mostly have to almost play the M1 game. Demogorgon, Twins, or Wesker misses once with their power, the entire chase resets, and no true anti-loop for any of them. Meanwhile survivors can take away your hooks, block as you're about to down someone, flashlight save, heal up real quick in a boon, and tbag behind pre-dropped pallets and god windows. These are all actions that waste or undo an arbitrary amount of time the killer spent just to get the survivor one time. I think y'all just like to cry skill issue as a way to destroy character, so that you've 'won' the argument before it's even begun, because whatever the person says, "They don't know what they're talking about anyway."

  • @ProfessorDunwich said:

    Matches against bully squads in this game are legitimately some of the worst gaming experiences I have had, ever.

    You can't do anything against them! That's why it's so infuriating.

  • @scenicpickle said:

    All perks like corrupt, erupt and dead mans should be reworked blocking the main objective is stupid i love standing afk in front of a gen because i got erupted and DM while tryna do the main obj killers always get busted perks and complain about Stakeout while they can add an extra 2 minutes to a gen being done. Change my mind

    None of that is an example of the gens regressing, except for the explosion with Eruption. But I agree, gen regression isn't any good these days.

  • @ArthurVeloso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220372#Comment_3220372

    What do you mean? After the previous update killers were buffed, STFL is incredibly stronger than ever, they break pallets, gens, faster, and you still complain that this strategy is the only viable/fun way to play her? 🤔

    Those buffs make her viable how?

  • You've got 1 niche way of playing her, the only thing that works, because she sure as heck can't chase like normal and win, and you want to take that away?

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220099#Comment_3220099

    I honestly think the nerf to his ADS was completely justified as his instant shooting was just really unfun to go against, there was no real interaction either he hits you or he misses, nothing you could have done about it. At least now he gets some kind of downside for his zoning ability. I think the comparison to legion kind of lacks here. You re not always gonna get a down when hitting through cracks, sometimes the tiles is too long to do it that way, but on a healthy survivor you ll get an injure which is quite good already, not many killers that can bascially hit you through a wall.

    Most people probably just want to have something to do in chase. Some sort of interaction where they can use their skill as a survivor to outplay the killer, but that should consist of more than just finding a tile with high walls so you cannot get shot over it.

    I could however agree on the 28 m Terror Radius, that should be fine, but i wouldn't want to go any lower since then you re back at the meta where he is basically in shooting range when you hear his terror radius... Even at 28 m, with monitor and abuse you ll hear him for half a second until he can shoot you, if it was a straight line and so on...

    His ADS nerf was not justified. Survivors, if we actually expect them to have game knowledge to beat their opponents, and not just the killer, should know when he can land a shot on them and when he can't. It's the same counterplay as Huntress and Trickster, just a little faster. Do you apply these same criticisms to those killers? "Huntress, if she aims on you perfectly and lets go, you can't do anything. That's unfair!" No, I didn't think so. The quickscope was a selling point for Deathslinger. Are we next gonna take away Hillbilly's Chainsaw or Freddy's dream world? Not being 100% reactable doesn't mean there's no counterplay, in fact it just shows the stupid amount of counterplay that every other killer has.

    With Huntress, Demogorgon, even Wesker, you have to hard commit around corners to get people with your ability, and when you do and you miss you look like a bad killer. It's almost always reactable for the survivors. Deathslinger was the one killer who had it a little easier in that scenario, which the survivors very much put themselves in. It would take some good hand-eye coordination and reaction time, but you could get a lot of those shots around corners just in the nick of time. Now, I can't make those shots when I could have before, so is that me suddenly not being good with the killer, or is it the nerf? You tell me.

    He's a ranged killer with a smaller TR. So what? So does Huntress and Trickster, which aren't perfectly reactable either because the lullabies they're paired with are either directional or you can't exactly tell how far they are. Same thing with Deathslinger. God forbid a killer uses M&A on a small TR killer. The devs have made themselves quite clear on that: "Stop figuring out good strategies and perk synergy! It's not allowed!"

    He was 110%, had no map mobility, was nowhere near S tier, and couldn't secure a down off of getting crazy shots multiple times on the same survivor. Not exactly my definition of a killer that needed nerfing. Now what we have is a joke killer. Going from one of my favorites, if not my main, to someone I literally never play anymore. Does that not tell you anything either?

  • @Regulus47 said:

    Deathslinger has a gun. A GUN. That he can shoot people with at the drop of a hat, through the tiniest of holes in any tile, drag them towards him so they make no distance, and get free hits and deep wounds without even having to hit them.

    At what point do we as a community need to say "no" to this kind of buff begging? Slinger is fine, squarely above average, he just takes a bit of practice to play. More killers should be around his strength, not less.

    Oh, he has a gun? Big deal. Aesthetics aside, he doesn't have anything going for him gameplay-wise. You can get a crazy shot on a survivor, but even if you get the chain to break and injure, it doesn't guarantee a hit. He's inconsistent in that, because sometimes he reels survivors straight in through 3 obstacles, and sometimes they just get stuck and break out on the first one. Legion can easily injure people too, but only the noobs are still calling him OP, because his ability can almost never down. Deathslinger is the same. "Free hits" but he aimed right on you, through the horribly slow zoom-in, accounted for leading with the shot, accounted for potential survivor wiggling, reeled you in, AND THEN gets a chance to hit you. What's free about that? It wasn't even free before the nerf, where he was almost perfect and still had tons of counterplay. Now he has tons more. The ADS timing, the muscle memory, and knowing what shots you're actually gonna get a hit on takes more than a bit of practice to learn. The average killer needs to be way above this D tier killer, for the sake of the game.

  • @Veinslay said:

    He's fun to play sometimes, but then you play against that team that starts holding W from a mile away as soon as they hear the terror radius and you just want to die immediately (in the video game)

    Which was made easier by the unnecessary terror radius nerf.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217685#Comment_3217685

    that is the lamest answer i've ever heard

    you know u chasing someone for 20 seconds, 2 gens pop IT WAS A MISPLAY

    they have a broken toolbox and prove thyself, KILLER SUCK GET BETTER

    the gens are par on par with each other, that's 100% the killer's fault

    people like you are why this game will never be balanced

    Tell em.

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