ignaeon
ignaeon
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- ignaeon
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The difference between boon and hex totems, along with the slinger nerf, show that bhvr's design policy is to remove as much control from the killer as possible.
I fully suspect that if there is a killer exodus, they will add bot killers instead of changing this stance.
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@bjorksnas said:
Still would probably be outclassed by whispers unless it had some other effects
Vault speed and smash speed, just like spine chill.
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@dbarranco said:
After the implementation of SBMM and the devs constantly ignoring player input, I am so f-ing close to uninstalling this game. As killer, I am constantly getting frustrated over only and I mean ONLY playing against sweaty SWF squads that give me no chance of winning whatsoever. When I first started playing DBD (when Ghost Face was released) it was so much fun as I thought I was winning/losing an even amount of times and making ACTUAL PROGRESS towards getting better at the game.
But now with the introduction of SBMM, I haven't won a single game and I can't make any progress on getting better because I have no control over how the match plays out, and for the life of me I can't figure out what to improve on as killer because each game goes the same exact way: Survivors gen-rush and the gates are opened within 5 minutes, regardless of how many slowdown perks I use. Additionally, it makes my blood BOIL when survivors taunt you and rub it in your face that you cant win by t-bagging, flashlight clicking, etc.
To the devs, fix your goddamn game. It's not fun anymore for me, and for loads of other people in this community. This game has so much potential if you guys were to actually take our input seriously. The fact that you guys ignore us 9/10 times is infuriating and makes a lot of us want to just quit playing your game completely. So for the love of God, please please please PLEASE balance the game for Killers.
I'm also welcome to hearing other people's input as I know I probably sound biased lmao. All I ask is that you are respectful of my opinions, thanks :)
You feel like you have no control because killers have no control over the match. Everything we can do relies on punishing survivor mistakes outside of face camping or playing nurse.
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Face camping the only actual control a killer has over the match. All other methods rely on survivors making mistakes.
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@luvcraft said:
This forum really needs a way to block people who are just here to troll (granted, I'm sure I'd be on peoples' block list too with a lot of the dumb stuff I've posted here).
A point I think the original post is making, that many survivor-mains don't get, is that killers ONLY facecamp if they're having a really bad time. Period. It's most obvious when a runner-build survivor kites a killer around the entire match while the other survivors do all the gens, and then the killer finally downs that runner and facecamps her. But having a really bad time can extend across multiple matches; if a killer starts a match by facecamping for no clear reason, ESPECIALLY if they do so as Bubba, there's a 100% chance that they got curb stomped by red-rank SWFs the last couple of games, and are furious and want to take it out on the next group which unfortunately happens to be you. (Arguably, this is dbd at its most immersive -- because the killer player is feeling like a frustrated, sadistic monster -- but it doesn't make for great gameplay.)
I hope -- but do not actually believe -- that the devs have some really good analytics on facecamping, and can look and see what causes it, and work to fix it, or nip it in the bud before it happens; for example, if a killer gets completely steamrolled, maybe their SBMM rank can take a temporary dip to give them an "easier" match to let off steam. (I feel like this has happened many times for me purely by chance, and it always helps, and I usually realize mid-match that this isn't the sweat-with-friends kind of team I had the last few matches and play a little friendlier as a result.)
Killers don't need to be having a bad time to face camp; I know people who play exclusively to face camp and enjoy doing it, though I personally prefer to chase after who ever comes for the unhook to force the amount of survivors on gens down to one.
My point is that any action a killer can take that isn't camping or playing nurse is reliant on the mistakes of survivors, and is thus not fully in the killer's control.
The philosophy behind the ads nerf shows this: the killer must telegraph their power to the survivor and give them a chance to react before they can use their power. Most killers are designed this way, with pre-nerf slinger being one of the few exceptions.
Face camping hook does not give the survivor that chance to react or avoid, and is the only aspect of the game that works this way. It will lose you games against good players but you have actual control of the outcome for that survivor until they die.
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BBQ and distressing. Hook shows you everyone beyond 30 meters, blast shows you everyone within 30 meters. Never waste time looking for survivors again. Other 2 perks are your call, I like lullaby since he forces skill checks anyway.
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I've played for only a few months but it's already clear that the intention is for killer to have as little control over the match as possible. They need to capitalize on survivor mistakes to do anything
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Face camping let's 2-3 survivors rush gens.
Chasing the first unhooker means only 1 survivor doing gens
If there are 2 people going for unhook then proxycamp and tunnel so only 1 is doing gens.
If you're not pushing people off gens often don't bother with ruin, thanatophobia and nurse's calling are a much better gen slow option.
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Spine chill is the worst designed perk in the game, because it only works against killers who don't know about it. Once you know you crabwalk everywhere and anyone running spine chill is running a dead perk.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/2525198#Comment_2525198
No. A survivor's idea of a fun killer to play against is one with tons of mindgames, decision making and other skill involved. Such as Huntress. She is terrifying at top level, but man do we love to play against her.
If Huntress was terrifying at high-level then she'd be complained about more like nurse. Your definitely of counterplay is that the killer must play around the survivor's actions as a reactive force, which is the opposite of what counterplay means.
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Raccoon city is the latest map so that isn't going to happen. Gen length should scale with map size a bit.
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@MrsGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2524043#Comment_2524043
So you wanna nerf a whole perk because of how it works with one killer? Same, stupid logic as nerfing stridor only because of spirit.
I've heard people complain about it on any killer with a short terror radius and no lullaby. Slinger was just special since he could hit from beyond his radius.
Capping spear distance to 1 or 2 meters below terror radius also would have worked I supposed, though then ads would need to break undetectable.
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The problem with a lullaby is that it makes undetectable perks unusable, further limiting slinger's options.
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I don't get why they don't just nerf monitor if monitor was the problem. Just give it a minimum it can decrease tr to, or make it percentage based.
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@Nayru said:
so much fretting over schrodinger's terror radius when a god perk like spine chill exists and works beyond a standard tr
deathslinger needs to get way closer than the two true ranged killers and the two pseudo-ranged he's competing with are 115%ers, and has a missed shot penalty closer to iri head huntress moreso than any of the others
it's a bit surreal how protracted the whole one shot --> assume we hit --> rrrrrrrrrrrrrreeeeeeeeeeeeeeeeeeeeeeeeeellllllllllllllllllllllllllllllllll hit + speed boost but if they get away deep wound i guess --> reeeeeeloaaaad slooooowwwwdooooownnnn --> 110% with 18m attack (but good luck hitting it beyond 14m or so) takes ages to catch up, especially with your new 32m tr and your first shot usually announcing map-wide that you're completely dunked by pre-emptive W holds
if this is really how it's going to go the chain needs the harpoon needs to travel like an actual gunpowder-projected metal stick and not like some of the early extremely slow ATGMs that barely even propelled themselves, and max range as well, having an attack that's (if super good) the range of half your terror radius and that's it with all the current drawbacks is just untenable on top of 110% speed
Spine chill is awfull, just approach every gen while walking diagonally. Keep the gen out of the middle 3/4 of your screen and you're fine.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2524562#Comment_2524562
DS doesn't need to be a 115% killer imo. He just needs to keep his quick scoping. The CD on canceling ADS is fine and making his reeling have consistent control for the survivor even if the killer walks backwards would give Deathslinger good counterplay around his gun.
I'd rather have the movement than quickscope get as a slinger main imo. Flickshotting will help avoid the warning sound and the speed will allow him to pressure gens better.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2524214#Comment_2524214
His ADS is .4 seconds bro, thats how his chase wont change. (Confirmed by Peanits)
That is still unreactable for the majority of people
Human reaction speed is about .2 seconds on average, even lower when reacting to sound. Ads makes sound that's louder in the danger zone.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/282843/deathslinger-getting-nerfed
Eh....I wouldn't call this a nerf, but a buff. Sure you can't insta aim and fire. But that's not neccesary. There's nothing wrong with ADS. This isnt COD. They buffed movement speed when ADS to compensate needing to aim
Ads tells survivors where you are aiming through sound, it's why quickshotting was so important.
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@Bamallamadingdong said:
https://forum.deadbydaylight.com/en/discussion/comment/2524032#Comment_2524032
You can't read something that's practically immediate. Deathslinger's current aiming time is far too fast for a human being to legitimately react to , and the fact that he can aim as much as he wants with little consequence means randomly dodging just means you're losing distance. You don't counter Deathslinger by dodging, you counter him by putting ######### between you and dropping every pallet early, that's not interactive or fun.
You still won't be able to react. Anyone who doesn't drop slinger will start flickshot get instead, so you still can't react. This is why quickshotting was a thing, and will continue to be a thing until the warning sound is changed to be like the one Huntress has.
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Deathslinger nerf is overkill. He already had bad gen pressure, and quickshotting was the only fun way around dealing with the warning sound. Now he'll need to flickshot instead. Yet another change that doesn't make killer harder as much as it makes killer bizarre.
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@MarcoPoloYolo said:
https://forum.deadbydaylight.com/en/discussion/comment/2524106#Comment_2524106
Not at a distance beyond 10m. Unlike Huntress, Slinger has a small hitbox, so only close-range shots are viable if you can't lull a survivor into a false sense of security. So you nerfed the 1v1 of a killer whos only benefit was 1v1 and objectively gave a net negative to a killer that was not overperforming...................
Community manager isn't the one making the balance changes, but they are the one who can communicate to the devs what we are saying about the changes.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2524056#Comment_2524056
If you would consider the time it takes to fully aim down sights to be quick, then yes, nothing's changing there.
https://forum.deadbydaylight.com/en/discussion/comment/2524068#Comment_2524068
That remains unchanged. The warning sound is meant to alert the Survivor that they're in danger. The same happens with The Huntress, where you can hear a clear grunt when she raises a hatchet. The point is to give clear feedback to the Survivor so they're able to react and attempt to dodge the shot. You can, of course, still hit them even though they have time to react, but that bit comes down to how good your aim is.
This isn't a fair comparison. Huntress' grunt only tells a survivor that a hatchet was raised.
Slinger's gun gives a constant ringing with a volume that rises based on how close to the center of the sights they are, meaning any meaningful aiming is impossible; survivors just need to reverse direction if the sound is getting louder. This can be played around, but not in a way that is any fun. If the warning starts immediately I suspect we'll start to see more 360 spinning slingers.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2523980#Comment_2523980
It's actually 0.4s. The animation isn't any longer than before, it just requires the full animation to play out before you can fire. To get an idea of what it's like, you can jump in game and see how long it takes right now.
Is there also a delay on how long before the warning sound is played? Because that was a big part of why I quickshot, it's almost impossible to hit someone with a directional sound warning to the center of your aim.
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@MrsGhostface said:
The terror radius change was very necessary, idk about the rest
It was not. He's a slow killer, why does he need the radius of a fast killer?
If m&a was so oppressive, nerf m&a
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They say it will give a "safe haven". I think it's going to be base kit on survivors and allow them to use dull totems to make healing zones from which they can't be seen from the outside.
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Nurse. If you had decent aim as slinger that will transfer to nurse well.
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@Laurie268 said:
You guys can thank all the deathslingers that were running M&A on him which is like 99% of them. I’ve run into him so many times without a warning, especially on indoor maps like midwich. The only ways they could’ve balanced his TR was by either nerfing M&A (like they did with stridor) or by increasing his TR. They chose the best option imo
They didn't chose the best option, they should have nerfed m&a.
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Supporting this idea, there's no reason to give a slow killer a base 35m terror radius.