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foxsansbox

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  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2589712#Comment_2589712

    I'm not saying they function exactly the same. I'm saying you can do things that are similar to each other

    Examples: LT wall. Fake coming around the corner and hit through the window

    Shack: Faking the door and hitting through a window

    Loops: Survivors hug walls and leave themselves nowhere to go. You can aim slightly to their side. They'll almost always dodge.

    As a Deathslinger with hundreds of hours who knows just how hard some of those shots were against good survivors BEFORE the nerf, I'd like to join whoever the other person was and call you out for some footage of your Deathslinger currently.

    Afterthought: Your description of survivors hugging walls against DS is downright disingenuous. Survivors with more than two wrinkles in their brain aren't making it that easy for Deathslinger.

  • @Exult said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582736#Comment_2582736

    Wow are we gatekeeping in DbD based on MMR ? You're totally baiting right, and can't be serious?

    I'm not baiting at all, if you read the conversation it's clear he didn't consider my context. Not the other way around.

    You were semi-reasonable on other threads. Chill.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2580358#Comment_2580358

    you are right, being found and chased eventually is pretty much inevitable.

    What i was trying to say with my original comment is, that you shouldnt be one of these guys that stay within a short distance towards the killer clicking their flashlight because they wanna loop him all game - he used to absolutely destroy this playstyle, so instead of doing that what you actually want to do is to stay hidden for as long as possible to minimize the amount of chases he can get going, while being efficient on gens. maybe i worded it a bit poorly though, my apologies for that.

    and yeah, you are also right when you say that he had essentially no counterplay on a short range towards him, so if you ended up there (which would inevitably be the case at some point), all you can realistically do is to hope he doesnt hit his next shot, meaning at that range you are entirely at his mercy.

    However, another thing to sort of keep in mind here is, that another factor of "in chase counterplay" would be to keep your distance towards him. Not to loop him like you would with other Killers, but playing every tile safe, keeping as many LoS blockers inbetween you two as you can and staying as far away from him as possible - because even just at a medium distance, his shots become a lot more managable (meaning he will not be shooting at you at random times anymore, but rather try to hit you when you are in a position you can not dodge in, e.g. vaulting a window or running through a doorway / pallet, which means you can preemtively dodge and watch him shoot the empty doorway, losing him tons of time on the reload) - at a long distance you can outright dodge them like a hatchet. That way you can delay the inevitable long enough to buy your team precious time on gens, meaning in combination with the first strat against him he now takes long to find people, to cross the map and to get any earlygame downs (at some point the tiles will be used up, though the "holding W" strat is still extremely strong against him here, yet somewhat countered by his stealth ability, if you positioned yourself poorly to allow for an ambush).

    I mostly think of it in terms of "here's what your course of action ought to be once the chase has started." That situation is what these nerfs are trying to address.

    this is correct.

    however, this is also what i think is a fundamentally flawed balance goal.

    i genuinely do not believe Survivors should have counterplay to everything the Killer does. I know that makes for "fun and interactive" chases, but then we are stuck at a huge problem: this game is going to be incredibly unbalanced, in the Survivors favor (we can not make this a 1v1 game and simultaneously have one player go up against four at the same time)

    we can not balance this game around fair 1v1 interactions, this goes straight against the nature of this game, that being a 1v4 asymetrical game, meaning one player picks the power role which is supposed to dominate every 1v1 interaction with the opposing team, forcing those 4 to work together to overcome the "impossible" odds.

    This is what old Daddy Slinger did extremely well - while also being incredibly well balanced (unlike a Spirit or Nurse, who also do this but at the same time have insane map pressure, meaning they can very easily take on the 1v4 team as well).

    i think this game has one overwhelmingly big issue. That issue isnt any specific Perk, loadout, character, bug, playstyle, etc.

    Instead, i think this issue is Survivor objectives.

    and not in the way one would expect me to say it (regarding their completion time), thats a completely different topic.

    No, i think the main issue this game has is, that the main Survivor objective is just incredibly boring. all you do is hold M1 while sitting still and occasionally hitting space. its boring, its not interactive and i cant blame people for not wanting to do that all the time.

    This leads to Survivors, who obviously play this game for fun, looking for something more fun and exciting to do - and the only option that isnt "hold M1 while sitting still next to something" right now is the interaction with the Killer. In other words, many only play this game to be chased - thats whats fun, thats what they want to do. And i think the Devs realized that as well, so to cater to the larger audience they tried improving this aspect of the game for them more and more, to ensure they can get the maximum excitement and fun out of it.

    However, this comes with downsides. As mentioned previously, the Killer is supposed to always hold an upper hand in a chase against the Survivors - but for Survivors that would be a boring experience, because they got downed quickly without much say in the matter and then put on a hook, just to return to more boring M1 holding. This lead to the Devs continuously adjusting a Killers ability to 1v1 a Survivor to the point where we are at right now: with a good 95% of the Killers being literally unplayable in high MMR gameplay, because Survivors have so many options to dodge and evade their attacks and powers, that downing one takes so long that the game is essentially over after that one hook, meaning if you want to kill someone you have to hardcore focus them out of the game. The Killer is at an overwhelming disatvantage from the very start, simply because he cant win a fair and balanced 1v1 against 4 people at the same time.

    this leads to chases taking up way too much time, time that the other 3 players are gonna spend on their boring objective, meaning to the Killer it feels like before they got any real chance to do anything, 3 gens pop and the game is over.

    There is more to this, but i think this post is long enough already - i hope i made my point clear.

    long story short, the root of all of this is a boring Survivor objective.

    So instead of continuing this needless nerfing of Killer 1v1 abilities, instead what the Devs should be working on is new, much more enjoyable and interactive Survivor objectives to replace gens with, so they no longer rely on Killers chasing them to feel any sort of enjoyment - in fact, it would even be beneficial to this game if being chased by the Killer was the less enjoyable interaction, so Survivors actually want to do what they are supposed to, that being trying to avoid any unnecessary Killer contact and seeing the Killer as an obstacle that is standing in their way which they will need to overcome.

    He is being intentionally dense, he continued to boil down the argument until it was straight up "I don't like losing once I'm in a close distance chase."

  • @Impose said:

    In my opinion, as a former Deathslinger main with thousands of hours in the game, at least 7-800 on just slinger. I will say with some confidence that he is now bottom 3 in the game.

    He maintains the exact same weaknesses he had prior to his nerf, in addition (this may be placebo) but I think they may have changed the hitbox on his shot, it seems to go through survivors commonly now. He received no actual buff to his kit. Increasing his ads movespeed is useless given how little you SHOULD be adsing. His terror radius being 32 meters as a 110 killer is just a huge problem.

    And here comes the biggest problem. He is now EXTREMELY clunky. He feels slow, he feels lethargic, he can't see a survivor and react with a quick shot anymore. I truly think the only killer worse than him is legion now. And even thats debatable

    I think the fact that DS is unplayable has been beaten to death and is mostly accurate (Deathslinger Main with about 400 hours on him), but I wanted to add that I am suffered from the same weirdness with his shot. I would clearly land the shot, the chain would go taught, and then they'd just break out instantaneously. I only gave him two games worth of effort before I knew I wouldn't be playing him again but this happened several times in each game.

  • @Exult said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582711#Comment_2582711

    He's saying he baits the killer into focusing him. A lot of people do it, and a lot of killers take the bait and waste their time chasing a strong looper. It had nothing to do with how good his SWF was.

    Then I didn't miss the point. If such low effort trolling is effective in large quantities, as he may believe it is in his games, then he's playing at an MMR that's hardly even worth remarking on.

  • @Super_J said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582693#Comment_2582693

    I think you are missing the point I was trying to get across.

    Feel free to elaborate.

  • @Super_J said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582664#Comment_2582664

    You would be surprised. I use this tactic myself when I play SWF.

    I would say your SWF isn't all that and a bag of potato chips if you're able to tilt the Killers that easily.

  • Most Killers, the ones who identify as killer mains anyway, do not get triggered by clicking and tea-bagging.

    I personally love the clicking, it means they ain't on a gen, it means they going to be close and give me a free hit when I pretend to pick up a survivor, and it means Imma get to slug them at the end and spend the entire End Game Collapse puking on them and shaking my head while they reflect on their actions :)

  • @Exult said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582445#Comment_2582445

    Everyone should have to use their brains. It's the reason I don't run DH. I don't want my growth to be stunted. Likewise when I'm killer I don't use NOED.

    Maybe those perks are meant to be training wheels and I'm really just letting it get to me for no ######### reason.

    I'll agree with your first sentence, and the second thought of your last one.

    The only reason people look at NOED like it's training wheels is because it has a disproportionate payoff when survivors make smooth brain choices. A payoff that people PERCEIVE to drop off because they can't imagine it hurting those crazy elite SWF deathsquads.

    However, I would argue that a 4 man SWF styling on a killer and a solo queue that is low MMR can have the same exact # of smooth brains, and it's even more rewarding to see the former get punished for their hubris.

    NOED is the great equalizer.

  • @Voodoo101 said:

    I am so fed up of playing against a killer that disconnects because they are either so bad or they have done their challengers. Its now been three games in a row and now with no penalties, they don't care, they just DC and then go to ruin another teams game.

    I assure you, there is an equal amount of killers that want the DC penalty back on so survivors stop fleeing the fog the moment they get their ass kicked through their teeth.

  • @Exult said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582398#Comment_2582398

    No I'm sorry I'm just so frustrated. I'm not trying to come off as a bitter #########. I leave when I can if I can't get the totem. As for wasting their time and looping and all that I understand, it's just such a massive kick to the gut seeing my team get dropped like flies, or getting swatted down myself. If I'm playing defense and distracting the killer I don't typically mind, but when I'm with friends it's incredibly frustrating knowing I can't save them. Plus, in general, I try to help my team as much as I can.

    I'm really not trying to sound like a salty survivor main but I guess I am literally doing that right now. I'd prefer a world where you'd have to at least hook a survivor once before they're affected by NOED. I wouldn't even care if they made the perk more relevant during the entire game if there was just some other prerequisite besides survivors doing their primary objective.

    If you are playing with friends and they don't have the wherewithal to heed common sense on what is a skill that should be developed by maybe 40-60 hours of played time, then you have to let Darwinism run its course.

    If Killers have to use their brains, so do survivors.

    Most people consider anything greater than 2 escapes a win for the survivors. They'll be back in the fog next game.

  • @HommeBizarre said:

    The Nurse is the only reliable killer in this game

    Why do I feel forced to play her in order to have fun as killer?

    Embrace the feeling. Enough people start sweating at nurse and maybe BHVR will stop listening to survivor mains.

  • @Exult said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582370#Comment_2582370

    I understand the difference between the perks, I was hoping you'd understand the context of what I'm saying. I do bones and I know that it's a secondary objective. I do them when the game is going too fast and I do them when there is a hex. What my point is, that everyone does not seem to get, is that you can not afford to go around breaking totems every single game when killers also bring slow-down. It is not that black and white, and the fact that nobody seems to see the nuance in that is surprising.

    https://forum.deadbydaylight.com/en/discussion/comment/2582372#Comment_2582372

    This is just an absolute gross misrepresentation of myself or absolute bait.

    https://forum.deadbydaylight.com/en/discussion/comment/2582368#Comment_2582368

    This is short-sighted.

    The frustrations behind this perk seem to escape you all. I'm not so close-minded that I don't recognize NOED is by far not a meta perk. Against a strong survivor team, or against a solid SWF, NOED pales. I get that, but I'm speaking on the average soloq game where there is no communication, or where people don't have a certain DLC perk to counter it.

    I'm sorry, buddy, I didn't realize that you were lower MMR, Solo Q. But the argument remains the same, if you're willing to play sub optimally, then you should be willing to walk out the gate and leave that last person being camped on the hook to their fate.

    In ANY other context, the survivors will always have time to do bones, regardless of gen slowdown. Survivors are the power role, they are the ones setting the pace of the game, it's the killer who reacts. With very few exceptions, most killers can be handled by pre dropping pallets and working your way towards strong tilesets that provide more than enough time for teammates to do objectives. You don't even need to get into loop theory to run the clock.

  • I play Plague and Nurse now. Deathslinger is 100% nerfed, it may not be the end of the world as most of us Deathslingers would have you believe, but it's certainly clunky enough that coupled with the Terror Radius nerf, his Killer fantasy is ruined and steers like a 91 740 Volvo Turbo.

    Also what Kebek said, trick shots through holes are dead. The only way they'll happen now is if you're playing against literal potatoes.

  • @Exult said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582356#Comment_2582356

    I understood what you said I'm telling you it had no substance.

    Big yikes.

    "Run Small Game" "Do bones" is the same argument.

    Detective's Hunch is not Small Game, it has considerably more uses and is way more efficient. Doing bones IS a valid tactic, hoss.

    If you have time to gen rush the killer, you have time for one survivor to hit up bones inbetween each pop. I know because there are people who run Detective's Hunch every game and finish the totems every game. You don't get to have your cake and eat it too, if you're popping gens and only gens, then the Killer gets to eat the cake.

  • @Exult said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582349#Comment_2582349

    I'd appreciate a discussion then, bud, rather than a snide, unproductive comment.

    The argument was nestled within the snide, unproductive comment.

    Big yikes.

  • @Exult said:

    That's patently false. NOED often sees incredible value at the endgame no matter what the circumstance. Namely when you have a killer with high mobility. It is absolutely something that killers bring because they heavily rely on it to snowball pressure just on its own. You're intentionally downplaying it by saying its value is the equivalent of a single dying state or hooked survivor. It's a bad perk because it doesn't promote any sort of improvement for the killer. Once the survivors do their job they're immediately punished.

    If the next argument is "do bones" then sure we can do that until there's Ruin, Thanataphobia, Thrill of The Hunt, or any number of much stronger slow-down perks that buys the killer even more time to chase and down everybody else. It's unrealistic unless you're incredibly fortunate to find all five totems, and even if you find all five totems there's still the possibility that the killer didn't even bring NOED in the first place.

    NOED is just too strong to be free. I understand that it's an inactive perk slot until you lose the game, and I understand that second-chance perks are on both sides, but specifically NOED has zero counterplay that doesn't involve at minimum sixty seconds to finding the totems.

    Yes, by the way, I also understand that you can get lucky and find the totem immediately and pop it, but luck isn't a reasonable variable to consider right now.

    Your argument is so full of holes I don't even need a 'Detective's Hunch' to handle you.

    Noed is fine, hoss :)

  • You're going to find a lot of weak killers as well. Don't prioritize running the killer, prioritize absolutely molesting those Gens, and run Kindred to maximize unhook moments if your team is too fodder to manage it.

  • Otzdarva put up two in his most recent Killer Perk builds video. I use a variation of his latter one and I find it hysterical. Definitely suggest giving it a view it's blunted the Deathslinger gutting for me, for sure.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577674#Comment_2577674

    My beef with Otz reflects my beef with Monto. They're not people to hold up as principled, objective*, or more than moderately skilled - they're both fine entertainers, and I'm never going to say someone shouldn't enjoy them. Their cult followings leave a bitter taste in my mouth, and while I wish them success in game and as a brand, I'm simply not a fan.

    *with the note that I don't think objectivity exists, the fandoms are the ones who push this about Otz. Tru3's thinking of himself as objective is another problem.

    Streamers, in general, are fine as entertainment. Their use as examples are what turns me off from enjoying them or taking them seriously - but a video like this one is a stark exception, and one I'm glad to be wrong about in this case. Not hard data, but a genuine attempt to show a consistent trend is neat.

    I guess I understand, but I'd maintain you don't have to put them on a pedestal. He is genuinely hysterical sometimes, and he freely admits that his opinions are just that. Opinions.

    He also goes out of his way to share his knowledge all the time and probably single-handedly elevated several killers, myself included.

  • If you can't play a competitive game without the need to Alt+F4 to preserve your sanity, you shouldn't be queing.

  • @shelobster said:

    And most definitely cannot stand the idea that someone somewhere might enjoy the game for a second or two.

    Seriously though. I've never seen killers this toxic before. I mean holy cow. Nothing but hook smacking, head shaking, tunneling, proxy camping, rage quitting brats.

    You'd think an event like this would bring a community together to smash pumpkins but no.

    So happy the DC penalty is off.

    Suck it up cupcake, everything you listed, with the exception of rage quitting, is a viable tactic.

  • Plague: Thanataphobia, Corrupt Intervention, Tinkerer, Filler Perk of your choosing, Two increased purge duration addons on Gens

    Throw up on the three gens, throw up on pallets, throw up on EVERYTHING and watch the survivors literally lose their minds as you laugh your way to a 4k. It's almost made up for the Deathslinger nerf.

  • @Gladonos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577143#Comment_2577143

    That is your logic not his. You are the one not being consistent. You don't need a T-shirt. You don't need half the stuff you have but you have it anyway and there is no way you will even consider giving it up which is why I really don't care about climate change. The supposed eco warriors are all ignorant and full of it and we will either find a technological solution or just have to suck it up and live with it because nobody no matter how much they lie actually cares enough to do anything other then pretend like they care so they can feel smug and superior.

    You literally need clothes. If my shirt has DBD art or some Abercrombie and Fitch nonsense who cares, I need to wear a shirt to walk into businesses.

    What?

  • @Moonman157 said:

    I thought it was interesting video, although I would like to seem him do the same test as a solo survivor... it would be an interesting look at the chasm between solo and swf, and if that affects his opinion on items, or at least how items get nerfed. I liked that he brought up the snowball of survivor mistakes, there is this circle jerk opinion on these forums that "killers can't make one mistake but survivors can make lots of mistakes and it doesn't mean anything". I've never thought this to be true and I've seen how even one missed skillcheck can tank a whole team. I just think a lot of killers aren't perceptive to these mistakes and their cascading effect.

    A missed skillcheck rarely causes a snowball. There is too much more important information the killer has to parse (GENERALLY)

    An unsafe unhook from a survivor clearly tanking his teamate? Sure, that'll snowball, but at that point it's more likely the survivor in question is doing it on purpose.

  • @ElusivePukka said:

    Not a personal fan of Otz, but dang - semi-scientific value and humility that's not underhanded. This is good.

    All his stuff is good, where's your beef? :(

  • I believe he is defined as a power, which would be a convenient way to avoid giving him skin love, but I would love to see Oompa Loompa and Lollipop guild variants.

    Replete with singing, please.

  • @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/288491/should-thanatophobia-extend-to-blessing-speeds-as-well

    "Each injured, dying, or hooked Survivor incurs a stack-able 4/4.5/5 % penalty to all Survivors' Repairing, Sabotaging, Blessing, and Cleansing Action speeds, up to a maximum of 16/18/20 %."

    By my reading, Thana does affect Blessing:

    https://deadbydaylight.fandom.com/wiki/Thanatophobia

    If this is right we've all been bamboozled by taking the OP at face value.

    Our bad. I feel dirty.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576483#Comment_2576483

    And again, you keep saying the same thing without submitting a single example of it happening.

    How is it anyway associated to high levels of play? A slug bleeding out? 4min afk. Such skill! Great entertainment!

    A survivor teabagging at the gate? They pressed a button! Oh lawd!

    Its not skill. Its not entertainment. Its a child with a dopamine rush because they're not used to winning/surviving.

    ACTUAL skilled players say "gg" and move on - regardless of outcome...

    Now you're redefining skill to something that again, is not mutually exclusive. You can be good, and teabag. Full stop. If you take my search phrase and actually plug it into youtube the first video is of Zubat teabagging a killer. After that there are several videos of several streamers of other notoriety all engaging in questionable behavior, to the tune of several hundred thousand views.

    I'm not going to write out a math proof for how quadratic equations work just because you don't believe they do and demand the effort from me. They're old hat, just like your argument.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576455#Comment_2576455

    Again, I'm just saying that those that act like children in the way described, do it because theyre just not good at the game... If they consistently 4k or escape then there'd be no point in such BMs as they'd be used to it. It would be normal. Its that simple. If they go out of their way to BM its because "winning" is new for them.

    And again, you're entirely wrong. Repeating yourself doesn't change the facts that BM is clearly evident at high levels of play.

    Spoiler alert: Just like it is in almost every professional contest, not just video games /gasp.

  • @Rydog said:

    He was completely miserable to play against. He could shoot you 100% outside of TR, and counterplay against him was "weave randomly back and forth and hope for the best." Yeah man, this needed to be nerfed because going against him is one of the most frustrating things in the entire game.

    Counterplay was pay attention and take advantage of his slow movement speed and telegraphed approach (Approaches that clear out LOS, obviously), NOT weave randomly.

    Y'all need to actually play the killer before you spout nonsense.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576416#Comment_2576416

    Do ScottJund or Otz do it? Does Coconut? Name a streamer of "high level" that does this if youre so sure?

    Those three? Probably not. At what point are you going to accept a valid answer? Go to youtube (Or twitch, for that matter), and in the search bar type 'DBD Streamer BM'. Watch a few videos and come up with whatever excuses you need to harbor that absolutist belief that high level play doesn't contain BM, but keep it to yourself after that because you're still clearly wrong.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576222#Comment_2576222

    I've never seen an experienced or skilled player do it. the ones who do it exploit everything to scrape by their kills...

    Yeah, that's a lie, or cherry picking.

    Or maybe your anecdotal experience means very little in the great statistic that is all DBD games played. You can literally watch streams where high level players do this.

  • I'd be down with this, from all three perspectives; Survivor, Killer, and perk continuity.

  • @Miralis said:

    So I was going against a Michael Myers and I managed to do like 3 out of the 5 gens. I rescued a ton of people and he was camping the survivor at the end of the game so I just left and escaped. The killer messaged me and called me a coward. 🤣🤣🤣

    This does not strike me as forum worthy.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576110#Comment_2576110

    If thats the case they're just not confident/competent. Nobody who is good at this game bothers to BM (tbagging at gates or slugging to bleed out etc). Its just for those that dont usually make it to the end and I find that hilarious. Can you imagine how badly the majority of their matches must go that they have to act like that the few times they get a win!?

    False. Jaded killers, who are also very good at the game because, you know, these are not mutually exclusive concepts, will BM survivors as payback for the injustices they have and still receive simply by virtue of being a killer.

    And I am positive there are jaded but good survivors who play the exact same way.

  • Tunneling is a good idea, light proxying is a good idea. When employed thoughtfully, and not how most survivors would like the player base to BELIEVE they are employed, they regularly net 4Ks and large amounts of blood points.

    Things like DS and Unbreakable are manageable when you're regularly identifying the weakest link, scoring proxy hits that force survivors to come to you and the hook en masse instead of the killer playing the 'W' game around Gens and safe pallet loops. The fact of the matter is, there is a penalty to one of the emblems if you camp too hard, and most killers who employ tunneling and proxying thoughtfully never lose more than a point or two, tops. We're playing the game correctly.

    EDIT: I did not post this twice, I don't know ######### BHVR does.

  • Tunneling is a good idea, light proxying is a good idea. When employed thoughtfully, and not how most survivors would like the player base to BELIEVE they are employed, they regularly net 4Ks and large amounts of blood points.

    Things like DS and Unbreakable are manageable when you're regularly identifying the weakest link, scoring proxy hits that force survivors to come to you and the hook en masse instead of the killer playing the 'W' game around Gens and safe pallet loops. The fact of the matter is, there is a penalty to one of the emblems if you camp too hard, and most killers who employ tunneling and proxying thoughtfully never lose more than a point or two, tops. We're playing the game correctly.

  • @BattleCast said:

    How do you suppose you allow survivors to better react to his power though? That fact that he was able to pull out his gun and shoot you before you could react was absolutely a problem.

    Survivors didn't face Deathslinger enough to understand that there is absolutely a timing to his shots, based on several factors like distance, LOS, survivor movement patterns, and pacing of the game.

    As a Deathslinger main, I really only needed to see him shoot once or twice to get a feel for; The addons he was running, his willingness to shoot, and the kind of shots he was trying to make.

    TLDR: Deathslinger survivors ran circles around Deathslinger killers because his quickscope has plenty of counterplay.

  • It doesn't even make sense. I may not be a quickscoping aficionado, but even I can bring a 22 to my shoulder faster than DeathSlinger, a literal entity powered madman who's used his rifle for DECADES, can.

    The devs could have done a better job if they bought a Nerf blaster and practiced for a few minutes.

  • @Floppy said:

    https://forum.deadbydaylight.com/en/discussion/287948/huge-pig-nerf-with-5-3-patch

    General

    • Base trap carrying capacity and starting traps increased to 2 (was 1)
    • Trap aura color changed from red to white to be consistent with other killer object auras

    Trapper

    Base trap carrying capacity and starting traps increased to 2 (was 1)

    The number of traps spawned on a given map is now always 6 (was random 4-6)

    Add-on – Trapper Gloves: Setting speed bonus increased to 30% (was 20%)

    Add-on – Secondary Coil: Increased trap disarm time to 50% (was 43%)

    Trapper Sack: Bear Traps are carried at the beginning of the trial instead of spawning on the map.

    The Wraith

    Uncloaking speed boost duration reduced to 1 seconds (was 1.25 seconds)

    Hill Billy

    Add-on – Death Engravings: Added effect: Decreases heat generated while charging by 14%

    Add-on – Doom Engravings: Added effect: Decreases heat generated while charging by 14%

    Add-on – Mother’s Helpers: Charge speed bonus after being stunned increased to 18% (was 12%)

    Add-on – Tuned Carburetor: Charge speed bonus increased to 25% (was 20%)

    The Nurse

    Add-on – Torn Bookmark: Removed line of sight restriction. Added effect: Increases Blink recharge time by 50%

    The Shape

    Add-on – Vanity Mirror: Removed speed penalty

    The Hag

    Add-on – Waterlogged Shoe: Increased speed bonus to 4.5% (was 2%)

    The Pig

    • Add-on – Bag of Gears: Increased Reverse Bear Trap setting speed bonus to 50% (was 20%)
    • Add-on – Crate of Gears: Decreased Jigsaw Box search penalty to 33% (was 43%)
    • Add-on – Tampered Timer: Decreased Reverse Bear Trap death timer modification to 20 seconds (was 30 seconds)
    • Add-on – Amanda’s Letter: Jigsaw Box reduction removed. Aura reveal range increased to 16 meters (was 12 meters)
    • Reworked Add-on – John’s Medical File: Increases crouched move speed by 6%
    • Reworked Add-on – Razor Wires: Failing a Jigsaw Box skill check while uninjured will injure the survivor

    The Spirit

    While phase walking Survivors within 24 meters of The Spirit (not the husk) hear a directional audio cue that gains volume with proximity

    The Plague

    • If the power button is released early, Vile Purge will continue charging to the minimum threshold instead of cancelling and entering cooldown
    • Vile Purge cooldown move speed increased from 2.3m/s to 3.6m/s
    • Base object infection time increased to 40 seconds (was 35 seconds)
    • Time to cleanse at a fountain increased to 8 seconds (was 6 seconds)
    • Add-on – Limestone Seal: Object infection bonus increased to 20 seconds (was 5 seconds)
    • Add-on – Emetic Potion: Increased Vile Purge effectiveness bonus to 30% (was 25%)
    • Add-on – Hematite Seal: Object infection bonus increased to 30 seconds (was 10 seconds)

    Add-on – Ashen Apple: Removed object infection duration modifier. Added effect: Increases the number of Pools of Devotion in the trial by 1

    • Add-on – Exorcism Amulet: Increased Corrupt Purge duration bonus to 10 seconds (was 6 seconds)
    • Add-on – Devotees Amulet: Increased Corrupt Purge duration bonus to 20 seconds (was 8 seconds)

    Reworked Add-on – Vile Emetic: Increases velocity of vomit projectiles by 10%

    The Deathslinger

    • Increased movement speed when aiming down sights to 85% (was 75%)
    • The cooldown when a survivor breaks free is now the same duration as a successful hit cooldown
    • Add-on – Gold Creek Whiskey: Removed movement speed penalty
    • Add-on – Marshal’s Badge: Removed movement speed penalty
    • Add-on – Iridescent Coin: Decreased range requirement to 12 meters (was 15 meters)
    • Add-on – Wanted Poster: Decreased movement speed while aiming to 2.5% (was 10%)
    • Add-on – Jaw Smasher: Decreased movement speed while aiming to 1% (was 5%)

    The Ghost Face

    • Night Shroud recovery time decreased to 24 seconds (was 30 seconds)
    • Add-on – Walleye’s Matchbook: Decreased Night Shroud recovery modifier to 2 seconds (was 4 seconds)
    • Add-on – Olson’s Address Book: Decreased Night Shroud recovery modifier to 3 seconds (was 6 seconds)
    • Add-on – Chewed Pen: Decreased Night Shroud recovery modifier to 4 seconds (was 8 seconds)

    The Blight

    • Add-on – Adrenaline Vial: Increased rush token recharge bonus to 1 second (was 0.75 seconds). Added effect: Increases Rushing speed by 10%
    • Add-on – Summoning Stone: Increased pallet blocking range to 16 meters (was 12 meters). Increased pallet blocking duration to 15 seconds (was 6 seconds)

    The Oni

    Add-on – Scalped Topknot: Reduced Demon Dash activation reduction to 0.5 seconds (was 1 second)

    The Trickster

    Add-on – Ji-Woon’s Autograph: Decreased the reduction of blades required to 1 (was 2)

    These are the newest reworks and added things to the game I looked through them and removed ones that were reworks or a change of rarity. And found 7 things they changed that were not in favor of the killers.

    Also it should be mentioned that not a single survivor got buffed! Some of the names of the items perks ect have been changed but not a single buff! I don't play as survivor alot but as a killer main I can nearly always get a 4k without camping tunneling or needing of underhanded tactics. It's sad af to see all those buffs given to killers and they are still so bad at the game they have to come here and complain instead of getting better at the game. I am a pig main these are NOT nerfs!

    You've posted this in several threads now and your logic has been refuted in those previous threads.

  • @Floppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2574552#Comment_2574552

    The ADS can be changed in settings pov sounds like a bug maybe. But the reason the one guy was saying he was bad was because he didn't want to try a different build. Pov could also mean that there is something wrong with camera settings. I keep getting messages from the one guy so I might of responded with the wrong message a few times. I apologize for that.

    The ADS cannot be changed in the settings. The generic mouse sensitivity can. No-one should have to explain to you the inherent issue here.

    And for the 20th time, although now you have to hear it from a different user, the perks are not what we're complaining about. The base kit is beyond borked.

    Edit: Adjusted some words as I have low faith in your reading comprehension.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2574501#Comment_2574501

    Tell me you're not a Slinger player / main, Without Telling me You're a Slinger player / main,

    Sorry man, beat you to it.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2574524#Comment_2574524

    Maybe you're right maybe you're not, I don't die to him often so i'm pretty sure I have a good sense of countering him but either way he's nerfed and judging by how you and the others whining about are reacting I won't have to see him much anyway. Enjoy your day/night 😄

    Woosh is the sound the point makes as it goes over your head. But it was never really about being right for you, you're just desperate to get under peoples skin.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2574522#Comment_2574522

    Pretending like maps with multiple floors or walls you can't see through exists. Talking ######### won't unnerf him might wanna choose a diff tactic

    If he's using walls to sneak up on you, you have his terror radius, even with Monitor and Abuse, and if you haven't preplanned your LOS against DS (Which we can all tell you don't) then you deserve to get speared for sitting on that gen.

    There's also that red stain thing.

    Again, tell me you have zero map awareness without telling me you have zero map awareness. You're not fooling anyone.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2574510#Comment_2574510

    That is where you're wrong. He's not my main but when I get tired of playing huntress I play him or I play blight 😄

    Yeah. No you don't. I just read your other comments, you don't even understand how to counterplay Deathslinger, let alone play him.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2574500#Comment_2574500

    I've played every killer at some point whether it was because I liked them or just wanted to try or for points. DS is one I like to play so yes i've played new and old slinger. He's fine you're just not being carried but a stupidly small terror radius so you have to actually hit your shots now instead of getting cheesy quick scopes that are near impossible to dodge with no warning. Also tiers for killers DO NOT matter. People can 4k with every killer when they get the right set of perks that fit their playstyle. So him not being above B tier means absolutely nothing. Survivor perks like pebble are never going to be above B tier either but people still like using it. Tiers mean nothing and since you talk about caring about how it feels you must also now how ######### it feels to get quick scoped when you had no chance of countering it or getting snuck up on by a slinger using monitor. So with that in mind Nerf def justified

    Tell me you have zero map awareness without telling me you have zero map awareness.

  • @Ramxenoc445 said:

    People overreact and he's gonna be fine. I'm sure the terror radius nerf will do more than anything else and they're now missing shots so they focus on that and complain he's weak now. He got a SLIGHT delay to when he can shoot and its hardly even a delay you just can't shoot before a survivor can see you aim like before. He can still do all the other stuff he's good at and known for. With a normal terror radius

    I found the person who literally has never played Deathslinger before. Shame they're posting nonsense in multiple threads.

  • There's like 3 Sluzzy's on this thread, yikes.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2572299#Comment_2572299

    There was a reason (survivors complained), just not a good one.

    The frustrating part as a DS main is I always LOVED shitting on Deathslingers. There are so many ways to win against him, but try telling a survivor that, out of sheer ignorance they feel getting speared is inevitable. It's not.

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