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@BlueFirebilly said:
https://forum.deadbydaylight.com/en/discussion/comment/1175554#Comment_1175554
But my problem is why not make it simpler, why not make certain windows breakable, problem solved
because Windows are critical to loops. Survivors need them. You're not just helping the Killer at that point you're weakening the Survivors.
Imagine if you were running Lithe and the Killer broke all the good vaults. Breaking vaults is just as unhealthy for the game as being able to break Lockers or Unused Pallets in my opinion
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Breakable walls are the same concept as Trapper, Hag and Freddy presetting traps. The idea is that you invest time early game to payoff later.
If you don't wanna invest the time, you get looped like crazy later on. Kinda like if Survivors wanna gen rush and they have to deal with No ED
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Some things are obvious but there's plenty of counterplay for Killers that you learn over time.
(i.e. the delay between the sound cue and throw on Huntress, looking back for reload of Deathslinger, knowing the pathing of Oni dash or Demo shred so you can avoid it. counting so you know when Clown is out of bottles, the delay on Doctor shock etc.)
The game doesn't tell you everything. Not by a long shot
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@Reborn2020 said:
Hillbilly players including me leave pallets downed most of the times.
But hillbillys also don't care about pallets much to begin with. They just mindgame with the saw and it they miss the survivor they get the pallet instead and move on
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@ad19970 said:
Disagree. I really enjoy going against him. And I am very happy that he is an actual, powerful threat now. His counterplay is challenging, but fun in my opinion. I personally also love the atmosphere created by people all going mad and screaming across the entire map. And going against him is a pretty unique experience in my opinion.
I guess if I had to change anything about him, I would increase his shock therapy cooldown after using his shock therapy to 2 or 2.5 seconds. So he can still attack after 1.5 seconds but has to wait slightly longer before he can use his shock therapy again. But I personally think he is a really good spot now and doesn't need any changes.
More importantly, you can never determine one killer who is the most unfun to play against, since different people have different opinions on what killer they enjoy going against and what killer they don't enjoy going against.
Not sure that: make distance, drop pallets early and use exhaustion perks is challenging.
It's kind of sleeper and un-interactive
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You need to go for an unhook during the sweet spot. Wait until they walk away to find other people. But not so long that they give up and check hook
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You really forgot a lot of his strengths
- Injures people even if he messes up his reel
- Has a longer weapon range than terror radius with monitor
- No pre-firing sound cue for survivors to react to
- No easily recognizable reload sound cue
- Smaller harpoon hitbox means he can hit through and over many more environmental obstacles
- Straight shot. No worries about arching projectile
- Very forgiving window before the hook break stun so he can land a hit even after it breaks
- Best Killer in the game at getting last second exit gate kills
- Environments are generally bugged in his favor with lots of areas being more smooth than then appear when survivors are hooked
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@NursesBootie said:
Man, you must hate nurse. :)
Actually I like her because she has obvious sound cues so timing dead hard is relatively easy. Also, if she messes up her blinks, she's punished extremely harshly with a long stun.
Deathslinger has no sound cues except after he's fired. He's pretty much a stealth Killer. And he's only stunned if his chain breaks, but it still deals damage so it's not really that much of a drawback. Imagine if Nurse messing up her blinks injured people with a deep wound. That's what its like
What I'd like to see is Deathslinger getting a 32 meter terror radius. A loud reload sound cue so anyone being chased knows. And no damage from Broken hooks. Also, make him a normal 115% Killer to compensate so he can loop correctly
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@ad19970 said:
Most 110% killer work like that. Hag also plays completely different to other killers. She doesn't have to mindgame, she has to use her traps. But the best example here is Nurse.
Also, counterplay against Deathslinger does also depend on the survivors skill. Survivors can try and predict when and where the Deathslinger will shoot, and dodge accordingly. I've noticed quite the difference when going against survivors that were good at that, and those that weren't. If his weapon was hit scan, then I would agree. But it's not, it has the same projectile speed as a fully charged Huntress hatchet, so prediction plays a role as well.
You know. Except for the part where Huntress has warning sound affects and deathslinger has none. His reload sound is near silent as well, so most people don't know if he has a shot or not
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@BadMrFrosty said:
Pretend he's clown, and suddenly he's not that intimidating. Dropping pallets early is the key to beating him while also reeling in your greed (lel pun). Do that, and he's not much of an issue. I think his use will fall dramatically in the coming months.
Clown, Doctor, Freddy and Deathslinger are my least favorite Killers. By far.
Dropping Pallets early with Deathslinger works... but there are only so many pallets before you hit a dead zone or have to start vaulting and get destroyed. Only pallets, strafing and making distance work.
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/137712/deathslinger-is-unhealthy-for-the-game
Deathslinger is actually pretty weak. Also why should a Killer teach someone how to loop?
At Red Ranks, he's very strong. You either hardcore gen rush him or lose. Because he's an amazing duelist and good at ending chases fast. His only real weakness is his lack of mobility so he can't patrol generators very efficiently
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@Beardedragon My idea is that Sole Survivor now makes scratch marks fade faster as well as disrupting aura reading. So if you really are the Sole Survivor your scratches fade 6 seconds faster and the Killer can't see your aura within a 72 metre radius.
Now that is a perk that could get some value and finally not be meme tier like it has been since its release. Stack it with Lightweight/Iron Will and you'll pretty much turn into a ghost by endgame
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@DeadByMittens said:
I feel like the person who has a key should be the only person to escape, and the hatch closes to start EGC. So other people would have to bring keys if they want to escape through hatch, instead of relying on that one person to help them escape.
I think that too. But mechanically i don't think its possible because hatch opening for just one person would mean that they'd have to desync the actions in a multiplayer game, which opens the game up to a lot of bugs and issues.
There's no way for an action in-game to only happen for one person and be un-seen by everyone else. Like the survivor with the key would have to turn invisible or something.
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Better Together is the perk you need to run to solve those issues. Injured teammates are drawn to your generators like moths to a light, so games where you run it mean your teammates get healed much more. It also prevents generators from getting interrupted because teammates know to avoid your generators when they're being chased, which helps everyone a lot. And finally, the Aura reading from Better Together is 10 seconds of Bond that covers the entire map, so you can know if you're in the best position to save so injured teammates don't have to go for risky saves.
And if you really need a self heal, Inner Strength is much better. It helps prevent No ED, gives objective points, gives bloodpoints and helps counter hexes in general. And you can preset it when you're not injured so you can get back into the game in 8 seconds, when you take a hit.
Level up Nancy. She's lowkey got some of the best solo queue perks in the game. Trust me.
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@Onyx_Blue said:
@Peanits deranked by one colour is killing the game. The matchmaking and player skill level just means nothing now. So many glorified Yellow rank Killers and Survivors at Red rank. Next month make every Red go back to 15, Purple to 16, Green to 17, yellow to 18 and Browns back by 1 level too - so 18-19, 19-20.
Otherwise the player base will suffer and be in a terrible spot for a long time.
They already did that with a bug. Last Season I went from rank 3 to rank 12.
This season I went from rank 2 to rank 5. If ur a red rank, you'll climb back and wreck all the games with bad matchmaking until you get there if you get set back too far
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Usually its a mix of mid ranks and red ranks.
Tunnel out the mid rank players once you can tell who's mediocre at looping. And that'll slow down the game enough that you can usually get a red rank, just because the gens slow down enough that super long chases become worth it.
If you do that you usually get 2-3 people, the trick is picking on the weak links and ignoring the strong players who want to be chased
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@[Deleted User] said:
From what I've been told upon asking this:
"You have already injured that Survivor, so there is really no reason to chase after them using Frenzy."
Uhhh. What if I want to use the tracking from Frenzy to switch targets and waste their time more by giving them a deep wound so they have to mend?
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@DWolfAlpha said:
Yeah, this, their stun duration, and missed FF attack penalty have been a pretty big complaint for a while now. At least a basic attack no longer depletes all of it.
Getting 360'd out of your power on Leg is fun cries
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I've played against at least five rank 1 Deathslingers tonight (20 red rank ones)
He's a pretty dang good Killer if you can land your shots. Also, he doesn't really loop because fires fast enough to have opportunities to land shots on long/medium walls. Dropping pallets is only useful to stop him from reeling you in when he hits the shot... you'll almost never be able to pallet stun him. He's 110% because he doesn't need the speed to end chases because his weapon can do it, since it's ranged
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It's pretty bad. Because if the person trying to use for the people takes a hit, it deactivates.
So just stay nearby the slug and they can't use it. And if you leave the slug, For the People is overkill because they could pick them up normally
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@Yung_Slug said:
Necessary? I haven't used an exhaustion perk in months and I'm still drifting towards rank 1 every season with little effort.
I think that says more about people gradually ranking up due to playtime instead of skill than anything else.
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@DepressedNurseMain It’s really a tough balance scenario, because exhaustion perks are the only counterplay to anti-loop killers.
But exhaustion perks are too strong against killers that are weak to looping because it stalls even more to chain loops
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Deathslingers don’t really loop. They just try to quick scope you on long walls and camp the pallet side so you can’t stun them.
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I noticed that last night in NA. The servers are just overloaded from all the people trying the new chapter.
Check back again later and you shouldn’t have the ping issue
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Idk why anyone would want to test that.
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Head On because its such a mess. Sometimes you get dirty grabs and other times the survivor somehow found the wardrobe to land a stun in narnia
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Honestly, I usually see deathslinger before I hear his terror radius. He’s one of those Killers were you have to ignore his music because its misleading and use your eyes.
Which is unfortunate in jungle gyms where your LOS is cut off, but he’s still no worse than Ghost Face or Pig
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His terror radius is super odd. Like idk if all my Deathslingers have had Monitor and Abuse. It’s just really hard to tell how close he is. Plus his shot has no wind up time.
Basically he’s like Huntress but harder for Survivors to react to, with the downside of having a heavy reload length so it’s harder for him to quickly down people
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@Rivyn In my opinion, the old version of sabo was stronger than the new version in a coordinated SWF. Because hooks stayed broken for long amounts of time and prepping hooks to 99 meant there was no cast time really.
Now, hooks stay broken for 30 seconds, the cast time is always the same and toolboxes are much more limited for charges. So a coordinated SWF won't be able to prevent a Killer from hooking almost indefinitely like they could before
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Unnerving Presence Doctor with counterclockwise skill check add-ons makes me want to hook suicide.
I really like playing locker meme builds against Doctor though. Inner Strength and Head On are fun ways to mess with him since he’s immune to some of the best loops
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I play Survivor more consistently but I have a couple Killers leveled up and I’ll occasionally play the other side to spice things up, complete tome challenges or complete daily challenges.
It’s like a 70/30 split for me
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I only bought this rift after I completed it. That’s the proper way to do it.
I think they leave the option to buy it early to scam people who won’t finish it or to get early money from people who don’t have patience.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/135694/doctor-counters-decisive
unnerving presence and backwords skillchecks dont affect ds.
Oh yes they do. Believe me I’ve had the unnerving presence, backwards, corner of my screen skill Decisive check before.
Wanted to break my keyboard
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I play the game a lot. And I like the tome challenges so completing the Rift was a nice bonus. I didn’t worry about it, just something nice to complete in the background.
And I only bought the pass after I hit level 70 because I wasn’t gonna commit the auric cells unless I knew I’d get them back
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I hate his passive stuff. Messing with skill checks and making me have to waste time snapping out of it and complete more skill checks is annoying and stressful.
Skill Checks are something that’s normally really easy for me but with doctor they’re hell.
Try hitting a counterclockwise, unnerving presence decisive strike skill check that’s on the corner of your screen. Yeah, that’s a no
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@Spirez said:
In my opinion I think kindred is better than both but better together still being better than bond.
Using kindred helps when your team needs it the most. If we are doing good then no one is hooked and we are doing gens or only 1 person isn’t because they are being chased. Once they get hooked. I can decide if I should go for the save since no one else is or if I should finish my gen and go to one of the other gens already started by another teammate or if I see the killer coming towards my direction I can leave the gen early and try to avoid the killer to waste the killers time. If I do get found then I know where to avoid running to not interrupt my teammates gens. Once I get hooked my teammates can see which one of the three is going to save me so 2 or more don’t all come at once and stop working on gens completely.
If a killer decided to camp me it helps my team coordinate a distraction to unhook me as well.
When a teammates gets downed, you see everyone’s auras for 10 seconds so it’s very similar to Kindred in the sense that you know which gens are being worked on and if you’re the closest for the save.
It’s not as good as Kindred for coordinating hook saves. But it has some of that potential regardless. And it has the bonus of activating in the case that the Killer decides to start slugging, which is a scenario that Kindred can’t deal with
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@Cheers said:
I think it's a weaker variation of bond. I'd rather use bond than Better together.
Bond helps you coordinate with your team. Better Together helps your team coordinate with you.
In a meta where everyone has second chance perks and runs around blind. I’ll take the second option.
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Inner Strength is good because it gets you a heal while minimizing wasted time.
Cleansing totems stops No ED, gives objective points and you can stay injured until a a teammate gets hooked so you can heal while avoiding BBQ in a locker.
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@Cheers said:
My proposed change is either if the killer hooks another survivor or if you work on a generator. One of the two and not both.
If the Killer hooks a Survivor more than 24m away from you... so if they happen to find you after you’ve escaped it doesn’t kill their momentum
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Prove Thyself is good perk and that does its job. Does it have counterplay? Yes of course it does. (Try Discordance and Pop).
Especially with the toolbox changes coming tomorrow, I doubt it’s an issue. Perks that encourage coordination and teamwork are healthy for the game as a whole.
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@Kwikwitted On an indoor map like Hawkins, Lerys or the Game. Maybe I see your point. But on many of the outdoor maps you're not "patrolling 3-4 gens within a perimeter". You're maybe alternating between two gens as an excuse to do something while you wait for survivors to go for a "safe unhook." You're not actually trying to keep people off those gens you're just making an excuse to be far enough away for the surivivors to think it's safe.
Trust me. I've played hundred of games where a nurse, billy or spirit is "patrolling" and magically comes right back with their mobility the second someone unhooks. (the worst I've ever seen was a rank 1 nurse abusing make your choice and blink range add-ons who literally sat AFK 32m away holding a blink. you either had to let a teammate die on hook or get farmed because of the combo. she wouldn't even chase people after we caught on and started t-bagging her she'd just sit there and dare them to go for the unhook)
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@Kwikwitted No one runs Decisive, BT, Unbreakable and Adrenaline
It's Decisive, BT, Exhaustion Perk, Adrenaline and complain on the forums about slugging.
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That’s literally what I thought the perk did originally. And I was very disappointed when I tried to use it and figured out it was super bad
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@Pythonheir Very true. The majority of Killers don't play around Spine Chill because it's not meta enough for them to expect survivors to have it.
Also, the nature of Spine Chill means that Killers won't catch on because if you're using the perk well, they'll barely see you enough to start guessing what your perk slots are.
I had a rank 1 Pig complain about how hard I was to catch and I just typed in endgame chat "Spine Chill Sprint Burst Gaming." She had a super big ohhhhhhhh duh moment because I don't think that thought occurred to her
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@ALostPuppy said:
You're sort of right, but I find it very boring to use. I'm looking at a perk at all times to know when a killer is coming instead of looking at my surroundings. It makes it a very brain-dead experience, more than it is already, to work on gens imo.
Spine Chill doesn't tell you where the Killer is coming from just that they're coming.
You still have to look around. If you just rely on Spine Chill and don't pay attention sometimes you'll walk right into the Killer
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@ToastyBois said:
https://forum.deadbydaylight.com/en/discussion/comment/1138418#Comment_1138418
I get what you’re saying, but it can sometimes be hard to find a survivor you can’t track without scratches, plus spine chill isn’t always active, whereas I always have the 9%, and yes it lets me know about killer, but that’s what observation is for :P
You underestimate how quiet Ace is compared to other survivors. Killers will walk right by while you're injured WITHOUT Iron Will equipped. The -50% sounds from No Mither on Ace is pretty much Iron Will.
I don't think most people realize that some survivors are inherently better than others even without perks.
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@ToastyBois said:
Depends on the type of build you’re running. Ie currently I play no mither, resilience, iron will, dead hard. Works for me, so why put on SC?
Resilience and Spine Chill can stack for +15% faster vaults in a chase. And No Mither means that you can't take hits so the advance notice is important.
I'd drop Iron Will for Spine Chill because No Mither already reduces noise while injured by 50%. And on a naturally quiet survivor like Ace even 50% reduced sound will be very difficult for the Killer to hear at all
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@Might_Oakk I think you underestimate how far 36m is in this game. For a Standard 32m terror radius Killer, you get an extra 1.15 seconds before the Terror Radius to hide, but probably more like 2 seconds because most maps don't let you walk in a perfect straight line so the Killer takes a little longer.
Indoor Maps and Jungle Gyms maybe give you 10-15m of visibility at most from some directions because of walls, so often times Spine Chill will tell you that the Killer is coming for you long before you'd see it on your own.
And there's another thing Spine Chill does. It gives you the ability to know when the Killer is nearby, but isn't focusing you or doesn't know where you are. Spine Chill is the only perk in the game that lets you know what the Killer is seeing. So you can work on a Gen even in a Killer's Terror radius because you know they're in a chase with someone else and don't necessarily know you're there.
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@ChickenMcthicken_5 You know if the Killer is coming before their Terror radius kicks in which is especially good on high mobility killers like Billy, Nurse and Spirit. Low terror radius killers like Deathslinger, Huntress and Hag. Stealth killers like Pig, Myers, Wraith and Ghost Face. And any killer using Monitor and Abuse, which is a common perk.
Helps you get a head start in a chase or find a place to hide so you don't get caught. Also, its great at confirming tracking perks on Killers like BBQ, Discordance, Nurse's Calling, Rancor, Bitter Murmur, I'm All Ears etc.
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@Dehitay said:
There is one reason. There's enough powerful perks for survivors that Spine Chill could be easily ranked below the top 4.
All of those perks have higher peak value. But lower consistent value.