deadbyhitbox
deadbyhitbox
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@Godzilla said:
I'm sorta basing this all off truetalents judgment of the character. He literally plays the game for a living so I would trust him to know the capabilities of the character.
Not that I'm saying your experiences are false, but the variables you could be bringing to the table might be countless, whereas truetalents are consistently based around high lvl play
To be fair, Tru3 is not that good of a DeathSlinger player. When you watch someone like OhTofu or Zubat play him, you can see how good of a killer he actually is. Once you throughly understand his power, he is insane in chases.
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1267299#Comment_1267299
They put in so much effort to design individual moris for each killer. I would hate for them to make changes that would make moris basically non-existent. I'd rather them just get rid of moris all together then.
I agree. They should still have a place, but they should be nowhere near as game changing as they currently are.
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1267267#Comment_1267267
It's sounds like queue times are the real problem. If survivors could queue up in seconds instead of eternity, being mori'd probably wouldn't be such a big deal. Just gotta figure out why survivor queue times are so long...
It wouldn't be as much of a deal, but still, I believe they're one of the last things that need changes in the game. With toolboxes gone, Ruin changed and maps being changed, I believe it's finally time to address moris and keys.
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@BeHasU said:
Hey, i was wondering if some of you guys can give me a good build for Deathslinger.
I don't have M&A or Corrupt so my build is Bbq, Nurses, Sloppy, Discordance
What do you think?
If I were you I'd invest in Corrupt and M&A on him. Especially M&A, you can get pretty close before they actually realize you're there, which lands you quite a few hits. I have a large amount of success with Slinger. This is my personal build:
Perks:
Corrupt
M&A
Sloppy
BBQ
Addons:
None
His addons aren't insanely good, so I personally just use him addonless so I don't have to invest as many blood points into him. This build overall works very well if you're good at applying map pressure.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1266689#Comment_1266689
They are fun, if you can learn to appreciate the brutal kill animations and take a loss. I was literally saying "Holy #########!" when a friend of mine showed me the Demogorgon's mori animation. Very entertaining, very cool.
Keys are usable quite often, unless you're saying most games end with all survivors alive by the time all the generators are repaired, which would prove there's a severe balance problem.
Very fun to play a two minute match and go back into 5 minute queues. They're one of the few terribly balanced elements left in the game, and they need to be weeded out.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1261041#Comment_1261041
Reel time on deathslinger is ABSURD when you step backwards, it gives the survivor speared little to no oppurtunity to grasp on to anything or have any teammates help out. Not to mention he can angle where the survivor is being pulled with great force. His aiming time is fine, his shot is not meant to be a guaranteed hit. That's what this is intended to accomplish. Make more spears escapable. Not sure how pulling a survivor in is wasted time unless they're already injured and they grasp on an object really far from you.
Spearing a survivor without even hitting them does all of the following:
- Pulls them towards you, negating any distance they could potentially gain. Missed hits as huntress at a distance slow you down and do little to nothing to a good survivor.
- Deep wounds them if the chain breaks
- Faces them towards you, making the view behind them obscured and possibly disorient them. I often see survivors scrambling to find a route away from once they break free.
- Grants 200+ bloodpoints in deviousness. Fair amount.
His power was made to give survivors a fighting chance. Whenever I play, they hardly break free. It's not fun on their end, I can tell. Esp whenever I play against one. It's definitely easier for me to evade a deathslinger but it's still extremely dissatisfying to get speared and have little to no chance to even break half the chain's charges.
Deathslinger could certainly survive with these changes. They just need experimenting with. If you spear a survivor, you can also break the chain yourself with little cooldown on your end and continue a chase from there if the survivor is stuck on an object.
Deathslinger doesn't need every single spear to be a hit. Even as a main of him, sure it's a little frustrating having them break free, but on their end when I have almost every spear hit them and I reel them in successfully, it's almost as if they had no chance. It's like dangling money in front of somebody but never letting them have it, it's a tease to have a chance with no actual success most of the time.
The reeling time regardless of whether the Slinger is backing up, standing still, or moving forward, is all the same.
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Its not a perfect system, but it is necessary. It's insane how prevalent DC'ing has become.
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@Magikazam said:
https://forum.deadbydaylight.com/en/discussion/comment/1248884#Comment_1248884
What he mean is that Deathsligner got no build in map pressure withing his power. Unlike Freddy, you can't tp to a gen 5 seconds after putting someone on a hook, you have to walk here.
Let say 2 injured survivor work on differant gens, and you got that knowledge. If you play freddy you can walk to on gen, down the survivor, tp to the other and down them
Deathslinger can't do that, he as to walk to both of them and could risk losing a gens.
That what I think he mean by map pressure.
Yeah I understand. I guess I just worded it poorly. What I should have said is that the aspect of his game that lacks mobility is covered up or fixed by the maps becoming a more reasonable size.
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DeathSlinger doesn't lack map pressure with the recent map changes.
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@coppersly said:
Be very afraid of many blinks Nurse
Devs showing Nurse some love. Nice.
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@metalklok said:
trapper starts with at least 2 traps
trapper set up speed and pick up trap speed increased
trapper starts with a gun that downs anyone BUT only has 25 shots
Only 25 shots? Idk man I'd think somewhere around 90 would be chill.
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@RaginRendon said:
Most of the time I face off against Ghost face, I just can’t seem to break him out of his ability, does anyone else experience that?
That's GhostFace for you. Lol
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I'd rather face good loopers than I would super immersive survivors. I absolutely despise looking around for survivors for like 3 minutes.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1246883#Comment_1246883
I ply 50/50 unlike you who wants the game to be unbalanced towards survivors. Nice try though.
You want it to be unbalanced toward survivors? Why shouldn't the game be balanced for both sides?
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I think you just got bad RNG on the Temple. I've loved every game I've had on the Temple and feel like the distribution of pallets, pallet variety and map size are all fantastic.
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@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1243885#Comment_1243885
Even if you do know how to pressure the map good luck doing that with some of The Killers
Well, that's why maps were changed.
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@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1243755#Comment_1243755
They literally nerved hex ruin because of new were survivors. That's the majority of their base they aren't gonna make a decision and think about only 10%. Just stop dude you're being asinine
That's only one part of the nerf. They also nerfed it because of how frequently it was used by killers in general (I wonder why.) Ruin is still a good perk. There's a reason it was used so heavily. People don't know how to correctly pressure the map.
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@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1243102#Comment_1243102
Yeah so why don't we just tell 90% of The Killers they don't belong playing this game
Or we could not blame gen speeds for the fact that the majority of killers aren't where they belong.
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@Magikazam said:
https://forum.deadbydaylight.com/en/discussion/comment/1243070#Comment_1243070
No, what I want for killer is to be able to do 2k in a reliable way. what how the dev want to balance the game and that how the ranking system work. If you don't 3k or + whitout camping as killer you wont pip, Survivor can pip whitout escaping or doing great, And you know what the issue with that? Survivor have a way to easy time escaping atm. they got so much tools to waste killer time and to have tons of second chances that game are completly unbalanced. Game last around 5-6 mins, considering it take 2 min for someon to die on a hook, that say a lot about the game state. Either survivor keep all these op tools, but gen are slowed in a heavy way ( cause now survivor will just work on differant gens and do match quicker, the update simply punish survivor who did'nt use the best way to gen rush btw..) or survivor lose most their survival tool and the gens are left that way.
Killer can't do play, we relly on survivor mistakes. all we can do is try and bait, but it still up to the survivor to make mistake. So why does survivor have so many second chance perk? this should'nt be a thing. How come survivor mistake be trivialised if the other side completly relly on those mistake to do anything? would you find it fair if perk did the same for killers? Would you find it fun if killer had a perk that gave them stupid buff cause they got blind or cause you sabotaged a hook in front of them?
Survior also have so much room trying to do stuff whitout any kind of danger. Wanna try a flash light save? worst case senario, you miss it and you can simply walk away, the killer don't have the time nor the speed to attack you when they got someone on their shoulder. Best case senario? You waste killer time and can take a hit for your friend and waste the killer time even more.
These tools the survivor have is what make the game unbalanced, not just because ''survivor stronk lolool'' no, the issue lie deeper.
The best way for survivor to win, is gen rushing, you don't need ANYTHING to do that by the way, ignore other survivor is the best way to win. Survivor should rely on there team. Survivor can do anything themself now with perk. The game is basicly a 1v1v1v1vkiller, but survivor can decide to help eachother...
Hold up. You think this will give the killer only a chance to 2k consistently? As it stands, a good killer right now will win a good portion of the games they play. If you were to add more gen time and ability to stop gates, more gen stalling powers, the amount of perks a survivor can have and on top of this give them only 2 hook states you would crush any team.
Literally even a Swat SWF couldn't beat a killer unless they were absolutely terrible. If a killer had even an inkling of skill, every team they faced would get steamrolled.
I don't consider myself to be a fantastic killer, but I think I'm good. I've logged 44 of my last killer games on PS4 at rank 1 and it took me until yesterday, on game 39 to finally get a result less than a 3K. Killer isn't as difficult as you think it is if you know what to do. People just don't want to learn from their mistakes, they want their mistakes to be fixed by somebody else.
The game right now is fine. It doesn't need anymore drastic changes.
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@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1242224#Comment_1242224
You obviously are not a high ranked surv. Real red rank survs are laughing at 90% of all killers
The 90% are the ones who don't belong there.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1241819#Comment_1241819
Yeah I said this was coming weeks ago. They won’t be happy until it’s 4k every game.
This guys changes would literally make it impossible for a survivor to escape through the doors lol
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So basically what you're saying is that you want a free win every single game you play? Nice.
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@xEa said:
Lore: How are those survivors even able to repair generators?
Killer: Gens are going to fast!
Survivor: Genspeed is fine / even too slow!
Problem: Gens are getting repaired really quick in the early game, simple because the killer can not pressure all the gens at the same time, the playfield is at the beginning huge and all defenses for survivors, naming pallets are up.
On the other side, in the late game, survivors struggle to repair the last generator(s), because pallets are gone, the playfield is significantly smaller and the Killer can patrol the remaining gens very easy.
My solution:
- At the Start of a Trial, every survivor starts with 50% repairspeed (baseline we have now is 100%).
- Per second he is repairing a generator, his repairspeed increases by 1%.
- His maximum repairspeed can go up to 120% to compensate the weak early game.
Any thoughts about this idea?
Kind regards
I think it's interesting, but personally I'd just leave it as is right now. With a lot of maps being shrunk and weakened significantly, I believe this will have a big impact on how fast gens go now.
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This is something I'm all for. I'd absolutely love this on Myers.
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Well, the next patch will help with this which is nice. Although, i'd actually prefer this type of scenario where they're all on one gen rather than splitting up and doing them.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1238058#Comment_1238058
I did say this earlier, but that's like placing Hag traps near a hooked survivor. It's a braindead way to play, but it is effective. There are ways of playing Freddy, or ANY killer that isn't completely mindless. If there is a way to not play into the killer's wishes in that way, then I'm sorry, but it's up to survivors to find and utilise that method.
Some of these, though, cannot simply be a "survivor deal with it" issue such as the Hag hooks and I accept that. I don't see snare-spam anywhere and I've played Freddy closer to Trapper with very pleasing results.
This might be an issue though of the community perception of a strong killer simply being ease of a 4k (which Freddy can certainly do!) compared to the devs caring more about the emblem system.
He could still be an effective killer even if his snares received a small cooldown. Snare spam is devoid of any skill, and almost makes a survivor's skill in a chase meaningless. Almost every strong killer has some sort of drawback to their power in a chase that forces the player to become better so that drawback becomes less noticeable. Freddy doesn't have that. It's as simple as giving him a 2.5-3 second cooldown in between his snares. It would make the player have to have experience with his power to utilize it effectively.
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@BabyCameron10 said:
How come there are almost 3-4 gens where all 4 survivors can work on it? This should be reduced to a max of 3 being able to work on it at once not all 4. Maybe make it so there spawns at least 2 gens where it has to be done by 1 survivor. There are maps that do this already like Haddonfield, Springwood and Treatment Theatre. Coldwind has at least one gen that spawns where one survivor can fix it but it doesn’t always spawn. If the devs made it to where this is possible and made survivors not be able to spawn right in front of a gen, it can buy the killer a bit more time to set up or something. What do you guys think?
You not read the patch notes for the mid chapter? They increased the time it takes to repair gens when survivors are working on them together. It's most effective when 4 people are on a gen.
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The trick to Spirit is to use your ears. I'm not even kidding lol.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1237984#Comment_1237984
https://forum.deadbydaylight.com/en/discussion/comment/1237992#Comment_1237992
Well, I generally don't consider BP gains as a sign of a killer's worth, as it can be manipulated with perks such as BBq. And while, yes, Tombstone Myers is incredibly expensive, it's a far more braindead approach than trying to set up snares or believable pallets as Freddy.
I'm also the type of player that believes that the individual shouldn't be overly punished for the errors of the TEAM in this case. I shouldn't be deleted because I can run someone and hide, but my team can't. If I get beaten by a Freddy, I KNOW that they are simply a better killer than I am survivor. Or they found the hatch and I didn't get a gate in time. They didn't get carried by a stupid add-on that removes 90% of gameplay.
If I do go against a Tombstone Myers (and yes this happened), avoid him at all costs but he catches wind of me. We're already two minutes into the match, I've done some totems to avoid the possibility of NoED, so I've only done one generator. I chase him through the Cowshed, disappeared with Dance with Me, Lithe and Q&Q. Doubled back to throw him off, but must have realised. Hid behind a tree, he found me, I tried to run, popped Tier-III, grabbed me and I was dead. My total gains? Bit over 5k bloodpoints and a de-pip. Maybe 6k. I was too annoyed at my idiot team to notice. He did nothing but stalk, and get ONE HIT to kill me. Only intelligent bit of gameplay was reading through my double-back.
Against a Freddy, though, there is still mind-gaming at loops, proper snare/pallet placement, correct teleportation and all that usual killer stuff.
"Against a Freddy, though, there is still mind-gaming at loops, proper snare/pallet placement, correct teleportation"
The Freddy doesn't need to have proper snare placement because there is no punishment for spamming them. That's the point, the player doesn't need to utilize any knowledge they may learn as Freddy, because they can just mindlessly spam away.
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@SpiritLover1133 said:
Can we have a mode for casual play that does not affect your rank?
Honestly buddy, the ranking system means nothing. I wouldn't stress it too much.
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1236779#Comment_1236779
It costs half your perk slots for that kind of synergy, and both perks are situational. I think it's fine
Personally I just think that DS already is so strong that eliminating the only counter play it currently has right now is a bit rough. I just wish bad perks were buffed for survivors so there was more variety than the perks right now. I don't blame survivors for running their strongest stuff because the rest of the perks are garbage.
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@JediWithASniper said:
So my main offering idea is that survivors can add pallets, killers can take away pallets.
Brown = 1
Green = 2
Yellow = 3
Purple = 4
Any combo greater than 4 = Red which is 5. Advantage goes to survivor here.
but I’d like to see some other offering ideas, primarily for survivor, (that’s my main) but also for killers. Some offerings have to go both ways.
Bruh a 4man SWF could bring these in and add another 16 pallets lmao
The 2016 DBD is gone buddy
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I'd like to see Unbreakables recovery speed slightly reduced if DS is to stay the way it currently is. The DS-Unbreakable combo is nasty.
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Sorry I thought it was Monday today. The patch is releasing on Tuesday so its 2 days. Haha
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@StutteringSpartan said:
I like many others are looking forward to this game changing patch. With it now only a few days away I’m surprised it hasn’t been announced yet.
Its Tuesday if you're wondering.
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@NeaMainNON_TOXIC3 said:
I'm not really angry that they are shrinking some maps down. That's honestly good! But I don't see the point in literally making an entirety of the map nothingness. Why not try to come up walls or something? You can move T and L walls and all the other loops. I would've liked if at least they put a semi weak or very weak wall in the empty parts. Even a Z wall would be appreciated.
I think if Z walls were slightly larger, they'd be a very interesting tile to add into other sections of the map.
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Shocker, another "I lose consistently and it's the games fault" thread. The game isn't nearly as terribly unbalanced as you make it sound.
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@VikingWilson said:
Let us all be honest; this next patch doesn't do jackshit about gen speeds.
Yes it does. Shorter chases, less time spent traversing the map, and a little bit more time when people stack on gens. As a whole, the changes are going to be effective.
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@Viceus said:
https://forum.deadbydaylight.com/en/discussion/comment/1231180#Comment_1231180
not only ruin... another hex also easier for sure... devour hope, huntress lullaby....
like I said before up there this update also buff survivor... for clear-ing hex totem ( because smaller ) ....
maybe ruin is small matter to you.. but for some people which have ruin or another hex build maybe it's huge things....
I think this update benefit both....
Hex or any perks aside, the current problem is the massive maps which make it absurdly hard to pressure the gens and prevent you from being able to snowball because of just the sheer size of the map. Making these maps smaller allows killers to apply pressure when they need to and get to where they need to go in a relatively quick manner. A killer making it across a small map to a gen in 10 seconds is much better than having to run 20 seconds on a large map. It adds up.
Like I said, this is a game changer for killers. This in no way is a buff to survivors. The most broken element of the game is finally being fixed.
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@Viceus said:
https://forum.deadbydaylight.com/en/discussion/comment/1231149#Comment_1231149
nope it's also buff survivor with smaller maps... survivors also gain for clear-ing hex ruin very easily.... killer already frustrated when ruin reworked and other hex very easy to destroy... now smaller map ? dunno how sad totem killer gamer then...
There is almost no situation where a smaller map doesn't aid a killer. It won't matter if Ruin gets cleansed because the map is so small.
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@NursesBootie said:
Oni is fine. Not good, but in an okay spot. He's basically Billy with an interactive CD.
Uh. Not good? Have you ever taken the time to watch a good Oni player or played him yourself? He's a very strong killer.
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DeathSlinger is not even in the ballpark with Clown and Legion. Maybe if the Singer player is bad, sure it can seem like that, but any competent player will dominate almost every chase they take with him. I think he's fine as he is, especially considering his weakness, maps, are being fixed.
If you want to see someone who is absolutely nuts with Slinger, I suggest watching OhTofu and you'll see his full potential.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1224254#Comment_1224254
Are you sure he was 4.6? I don't recall this...
Regardless all he needs right now is a tweak to his terror radius to make the heartbeat more evident.
He was 4.4 on PTB.
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I hate DS sometimes. It's so deflating to be literally punished at times for not even tunneling. Sometimes it just makes me so mad that when the team of survivors are heavily abusing the perk (locker spamming to make noise) I'll just eat the DS and full on tunnel them to death.
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@PapiQuentin_ said:
The amount of people defending this poor, easily exploitable design choice speaks volumes
Honestly, I wouldn't be too shocked. It's not surprising on a killer heavy forum that they'd want something that only benefits the killer side. Honestly, I'd love if your idea was implemented. The other day I played a killer 3 times and in the first game I looped him for 4 gens. I didn't do anything to the guy but just play the game normally. Well, my reward for this was getting camped and mori'd the other 2 games I faced him.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1221304#Comment_1221304
Okay how considerate of you to refer to maps OP wasn't.
Like I said, the large majority of the new maps are fine. The OP is complaining about the new maps in general, when they're actually almost all fine for both sides. Its not a bad thing to reduce pallets on maps already infested with a large quantity of safe pallets to begin with.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1221277#Comment_1221277
See I don't think it takes all that much skill to hit these shots. You can popshot and instantly fire. At mid to long range there is some skill, but at the average distance where jungle gym loops take place, for example, it doesn't seem very skillful to me. The projectile moves fast enough it might as well be hitscan at that range. By contrast both Nurse and Huntress still take skill to land hits at this range. Huntress because of wind up time, and Nurse because you do need to charge a certain amount to ensure you go through the wall (also the fact she is slower than survivors and NEEDS to blink means she probably won't be right behind you anyway when she starts a blink).
On PC, this problem is even greater because you have a mouse. On console there is at least some small amount of skill in aiming at close range, but with a mouse that skill is nonexistent, sorry to say.
I don't want him nerfed, I just want there to be some more counter play to getting speared than "hope you can wiggle behind some fat tree or rock".
I'm personally on console and I think the large majority of the shots take plenty of skill to hit. I agree, on short loops I don't think it takes a massive amount of skill to hit certain shots. For me, I think it takes a lot of skill to hit mid-long range fairly consistently. The spear itself has a relatively small hitbox, this means you have to be precise and understand the movement the survivors will make before they make it. I put him on the same level as Huntress. While she has that windup, she also receives some compensation via the hatchet hitboxes, or latency, whatever you wanna refer to it as.
If you were to add more movement for the survivor, you would deal a massive blow to his power. I think if you're landing your shots, the majority of the time you should be rewarded. If you were to give more movement, it would hurt the most skillful part of playing him imo, long range shots.
In the end, I guess we can agree to disagree. Thanks for being respectful throughout our discussion. Have a good night :)
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1221294#Comment_1221294
They're complaining about some maps that have probably mistakenly become insanely advantageous for killers. Please be considerate.
Perhaps Blood Lodge, yes. But from what I've seen the majority of the farm maps and Macmillian maps are fantastic. The new maps are almost all balanced. The only ones I'm not a fan of are specifically the Azarov ones. But those weren't the maps I was referring to.
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@Cookiescrumble said:
Just watched Kings video on the new maps and I have but one thing to say. They're killing the maps. They're deleting a lot of pallets and replacing it making them look completely empty and unfair, I understand it's PTB but holy ######### I would be upset. No killer would ever lose nearly. This is sad fix it please! makes the game easy af for us killers...
Darn, they're actually fixing the problematic maps that currently are insanely one sided for survivors. What a shame.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1221158#Comment_1221158
The thing is you're supposed to have some counter play options when he spears you but it doesn't at all feel like it. I just want more wiggle when speared as a means to avoid the hit, or requiring Slinger to either reel or reposition not both.
https://forum.deadbydaylight.com/en/discussion/comment/1221192#Comment_1221192
If you read my posts I already went over how it's not the same.
I see where you're coming from. But I don't think they intended it to be that way. Because, you have to land your shot in the first place. I personally think if you gave the survivors more leniency with the chain, his power would be a coin flip. In which, you could land a terrific shot but still not be rewarded for actually hitting the shot. The chain break time is already so minimal when there is anything in the way. Currently, it's only 2.66 seconds for the chain to break when the survivor is wiggling and the chain goes through a wall. I think more free movement for survivors would annihilate his power and he'd be punished more than rewarded for hitting his shots. If you gave survivors more movement on the chain, you'd have to increase the charges required to break the chain.
He's a very complicated killer. In the sense that bad players will struggle greatly with him, but a great player will pretty much win every chase he takes. He reminds me a lot of Nurse in that sense. But, this is just my opinion on it.