immortalls96
immortalls96
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- immortalls96
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@Onyx_Blue said:
@immortalls96 i'm gonna ask again, what stats are these? No vague responses, what stats are you on about?
The dev stats for one..and not to mention countless hours of game footage by players who have played during all stages of the games life
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@Onyx_Blue said:
@immortalls96 his stats are typical for most killers. And his ability has got very good value for usage if used properly.
He has stats only better than nurse and shes in purgatory atm...every other killer beats him out by a lot ..defend your main and I respect that but the truth is hes not in a good spot whatsoever
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@Onyx_Blue said:
@immortalls96 What numbers and what results are you on about?
Well first off his stats , secondly when you look at what his ability is capable of based off the values and limitations of it, you quickly realize a killer that is only good at forcing pallet drops will have pitiful pressure and hes not even that good for a chase oriented killer which is quite disheartening
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1127093#Comment_1127093
What results? Lol if people think Clown is a bad as they say he is, then it's a reflection of those players. From personal experience, Clown is not a bad killer. Forget tier lists - tier lists don't prove anything, they are comparisons from one killer to the next, and are all opinions and subjective. Me personally, can play Clown without slowdowns and have insanely fun, interactive, hard fought matches with the good type of survivor players. Whereas the Clowns i'm vsing and seeing on streams play ultra sweat, ultra slowdown, ultra obnoxious, without any real knowledge just what to do with Clown. They waste bottles - forcing them to reload in chase; they don't use his gas clouds efficiently; they don't use Clown's unique mindgame capability; they chase for too long; they don't throw their weight around (no pun intended). And call Clown bad/weak as a result - it's not a valid point in my eyes; playing a killer badly and not knowing their true strength does not make them right in their opinion, just because streamers and the masses say so. It's silly. I really hope people see this and actually learn to see Clown's potential in this game as an intimidating killer
I'll believe what numbers and results can quantify..and they point clown downwards sadly..the buff to mid vaults kind of sealed his fate
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@BenZ0 said:
Agree, my idea of improving legion was aswell to add a new ability to down survivors. Not all Killers need that like Huntress, Spirit or Billy because their powers are both in one ability. But Killers like clown, legion or leatherface for example really need something for map or gen pressure.
If the lower does two on one that's fine by me..as long as they have the ability to make plays
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The weakest killers consistantly lack either a good chase power or gen pressure tool of some sort..which is why killers will never he in a good state unless they change the killer base line..this is my culmination of many hours playing and seeing where all the weaker killers fall short
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@Onyx_Blue said:
@Kai6864 I'd hate Clown to have a slugging function. Slugging is the laziest form of play in this game, on killer side. I do see your point, and maybe it has some validity to it on some level; I just disagree Clown needs a buff. To me, he is fun and fine.
I wouldnt expect much agreement though as results have shown hes painfully mediocre
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@Brucecastro81 said:
I don't think every killer needs to have both, they need at least one extremely powerful "tool", just like huntress
So far it's not working
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The overall limited selection of strong killers for advanced players, and the fact that so many killers would be fine with some minor tweaks and polish but its unknown who is being prioritized
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1124499#Comment_1124499
46% is quite a long ways off of 80%.
Survivors also have better overall perk quality to be fair
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1125134#Comment_1125134
I cannot confirm one way or the other, I'm just saying that this isn't the first time we've tried to cut down on perk stacking. Exhaustion perks proved to be too much in the past, and it was getting to the point where slowdown perks were in the same boat.
Since the ruin nerf I've yet to see a hardcore slowdown build succeed very well..the consensus is most slowdown perks are crap by themselves and that sneaky change to blocked gens just made ruin even less appealing than before..which is saying quite a bit..the difference between exaustion and slowdown perks is EVERY exaustion perk is very strong..while all but 1 or two slowdown perks are laughably weak
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Yes because he has that presence where you NEED to respect his strength..very few killers have that due to issues in their kits..however you will fight tooth and nail to prevent an oni from hitting you and you will feel the panic when you see that red streak zooming toward you, quite a ride ^^ he and billy are pretty exclusive to that feeling these days
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Before docs rework it would have been him..now however..hmm..oni..he actually rewards good use of his power and is very good at pressure once he gets his power fired up
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@Kai6864 said:
*Laughs in Clown gen pressure*
Poor clown
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@Onyx_Blue said:
So, your idea is to make it so every killer has chase pressure and gen pressure?
I find it to be that every killer can achieve both of these things well. They all have very different styles of play, and it just so happens that with these different styles of play, their unique tools and their unique application in matches allows them all to have both chase and gen pressure in effective ways. It's all about knowing what you intend on doing in the match and how you work with map and rng you get. Take Deathslinger for example, the newest killer to be released, he has very powerful chase pressure, he also has very good gen pressure too, all it takes is applying his unique style into the match effectively.
Death slinger has minimal pressure and I'd call call his chase iffy at best because it has almost no pallet play which is bad in itself
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As annoying as it is these ideas punish a playstyle that is still a play style however trashy..there are perks for this and it makes survivors have end game god mode..all in all, this is a totally one sided change handing free bonuses to survivors for nothing in return..even avoiding the fact this would be totally abused its vry unhealthy and doesnt make any sense either
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@honestlybaffled said:
https://clips.twitch.tv/AmusedPiliableBatteryNerfRedBlaster
"Forcing peoples to stay until match ends"
How about the matches that never end? =) which is not as rare as one might think.
Impossible so that's irrelevant
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/1111860#Comment_1111860
Why can’t the killer get them before picking up the survivor? There are perks designed to alert the killer if survivors are near by. A survivor not doing a gen for even 10 seconds, he is benefiting the killer.
Gens are fast enough that if 1 is working on gens and he.loses 1 hook for free after the time invested in chase the killer is losing massively..its a simple matter of numbers
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Considering most of freddys add ins are pretty trash now it's not a big deal if you want to put on pallets
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Exaustion perks are the last perks to need any sort of buff tbh..they're really strong as they are
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It's an easy answer..her stealth and ambush have too many downsides and are screwed by tiles and open maps, her traps are very inconsistsnt on effectiveness and it's her only saving grace really..shed be fine with some numbers tweaks or maybe adding a layer to one or two of her abilities, shed be fine if that was done
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Yikes..I'm a console player and I'd place killer in way different positions
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@Cabbage said:
https://forum.deadbydaylight.com/en/discussion/comment/1111980#Comment_1111980
A lot of their perks need a rework, as you correct in saying a lot of killer perks are situational which is not what they should be, all of them need to be useful a majority of the time. Survivor perks need to naturally be weaker and more situational as to not overpower and bully the killer. Which is why it's so upsetting that the next set of perks that are getting a rework are like 7 survivor perks and only cruel limits on the killer side.
Eeyup
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Itd be nice to get a decent perk rework for killers at this point...the new perks range from mediocre to only potentially useful on very specific setups
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/1108873#Comment_1108873
Survivors not doing gens is pausing your time because they are spending it trying to sabo hooks. Also, what’s stopping the killer from downing a survivor then looking around their surroundings to check if it is safe to hook? Sabo requires team work and knowledge of where you are going to sabo. For example, if you sabo one hook, what’s stopping the killer from moving to another? The survivor must have knowledge of knowing where all the hooks are to see which one is worth sabotaging and which isn’t.
Also, some maps benefit survivors, some benefit killers. No map is fair to both sides, especially with the pallets and hook rng.
Only if not a single one is doing gens your leaving that out, also a survivor can just easily wait for the pickup or as the killer heads toward them..then run breakout and they will likely fail the hook attempt
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@Obs1d1_X said:
https://forum.deadbydaylight.com/en/discussion/comment/1105720#Comment_1105720
It only ruins shack loop and safe loops. Unsafe loops will get the survivor killed.
They have to be VERY unsafe
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1109936#Comment_1109936
Ppl are testing sabo on the PTB.I know I was personally, but Ive also seen others do it in videos like this one...
https://www.youtube.com/watch?v=Q8kH10RrQwI&t=1157s
check out 10:40
Yeah..its silly
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I kinda liked a suggestion to make a form of iridescent coin base kit..to reward longer shots
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@TBfishy said:
https://forum.deadbydaylight.com/en/discussion/comment/1108889#Comment_1108889
For one, They plan to implement breakable walls to all maps if it works out on that map in ptb
And Im not sure if you know, but the sabo'd hooks are only gone for thirty seconds. And you also failed to bring up my other points. Theres perks for killers that are about the equivalent of saboing hooks like pop and corrupt intervention, saboing does not even slightly compare to deleting a gen from a game. And like i said, all you have to do is change direction for another hook. or just drop them and go for the saboteur.
Drop them and gain no progression precisely my point..its not so bad on occasion but if this is meta..mm..
And also they have said those will take a long time to implement even if they go for it also I'm well aware..that doesnt matter for the purpose of denying a hook, you dont get 30 seconds of carry time
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Itll stay a gimmick perk and the new bloated sabo will stay because nobody is actually testing it sadly
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@Mister_Holdout said:
Anything that can be abused by SWF, will be.
That's my point, why create something that makes them specifically more lethal?
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@Buckey said:
Yeah people doing kyf tested it and the killer streamer kept getting screwed over from how fast it was going
People dont think that far usually..but the numbers make the outcome predictable
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@Dreamnomad said:
I'm 80% certain that you are 80% wrong.
Ok
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@TBfishy said:
I was using saboteur for about 10 games for the ptb yesterday. It is SO MUCH fun
While it is a very powerful mechanic, its not anywhere near overpowered for me, heres why:
1. Out of every game i played (with and without it), i was the ONLY person in all my games going for sabos.
2. Just about every sabo i got i had to get downed, so i really just traded everytime. It also resulted in me getting tunneled many many times.
3. When you're hiding around waiting for the killer, youre not exactly doing anything for your team.
4. If the killer was smart, theyd see me before even going to the hook and just put them on another.
Overall, if you really look at it from a standpoint of just introducing something to add more fun, its great. And honestly competetively, i think its extremely fair and not many people are gonna be going for it, because what people forget it is that most purple ranks are immersed useless players who slithered their way into high ranks by hiding.
Im sure it will be nerfed anyway with how many killers are complaining on these forums without actually having it happen to them or just happen the minority of times
Also i think its a fair trade, killers get breakable walls plus the few other survivor nerfs this update and survivors get sabo buff
Theres a few key differences
1..killers get 1 map with breakable walls and currently they only help with shack , the others are in odd spots and can only be broken from 1 side apparently unless it was bugged
2..Would you find it fun if a killer could just walk to a gen and snap it out of existence when it was nearly done..? No..sabo isnt a healthy mechanic as it's the killers main progression , otherwise I wouldnt be wary of it but it just plain sucks to deal with, especially with how insane the sabo toolbox is now
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@Zoldyar said:
So why can’t the killer just check his surrounding and prevent any near by survivors from sabotaging?
A killer can lose the survivor during pick up animation if a surivior point a flash light at the killer’s eyes. So does that make flash lights too strong?
By survivors sabotaging that means that aren’t doing gens. So you as a killer would have more time to chase after other survivors because you aren’t losing anything. If you down one survivor and see someone trying to sabotage, go after that other person. Then the other team mate would have to stop what he is doing to go for the down person.
Time..killer is a relay race rn and if sabo makes you lose a hook slug or not your losing invaluable time, and the difference is flashlight saves require good timing..sano does not require any skill whatsoever..and some maps like the game and swamps have horrendous hook distribution at times
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@Malik1178 said:
Im 99% sure that breakable walls will be way too op at the start
Not if they stay as Is lol
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1106303#Comment_1106303
It prevents the long stun you would otherwise be forced to endure. And if you don't want to cancel then you can let the chain break and endure the stun if you really want the injure.
Time...nuff said man
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@ZaKzan said:
being able to 'catch' survivors from a distance is certainly a very strong ability. I don't know if the devs can truly balance around such a power without entirely breaking the game, especially with the new breakable wall mechanic.
I don't think it's very wise for the devs to add a new killer and on top of that a new mechanic without even addressing very fundamental issues with the base game first.
It really seems the devs are pushing ahead without much thought to what they've left behind. Dead by Daylight is quickly approaching a crossroads where the devs have to decide whether it's a meme game or a serious game. Meme games certainly have their place, but serious games tend to bring in more interest, popularity, and thus money for game companies.
Problem...1 only one map has this new feature and it looks more gimmicky than helpful currently as most of the breakable walls change very little..as for death slinger I will remind you that even old omega blink nurses still lost matches of dbd..death slinger doesnt even have huntress level chasing and it takes him longer than her to secure any damage with his power..hes notceven remotely a threat as of now..hence why i made this post..we dont need him with 110 if hes not able to deal with it
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@DetailedDetriment said:
You can already chain cancel. Besides, he's literally Trapper and Huntress in one but without the incredible time-to-kill of the Huntress. That's about all.
Chain canceling gains you nothing
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1105760#Comment_1105760
Mid tier means the Killer is likely to win or lose. "Weak" is low tier.
High tier example is Billy. Fast downs plus high mobility equals a Killer that should win more often then he loses.
Mid tier example is Demogorgon. Flexible aggression with map travel means a Demo should be able to handle what gets tossed at him. Even if a Demo has to put a bit more effort into his gameplay. Pros and cons, wins and loses, give and take.
Low tier example is Clown. The only thing Clown has is anti looping with gas, but using his gas makes him more prone to looping. Almost nothing to work with outside of bare bones M1 attacks.
Deathslinger fits into mid tier. Takes some effort to play but should be able to do well with skill. Not a Killer that can defend the entire map, but he should be able to lock down a section of it. Can't bait this Killer to the other side of the map if he can simply spear you from 20m out. Allows a Deathslinger to defend maybe half a given map much better than most other Killers.
You also can just run to or wait in some normally safe spot. Say a Survivor is above the Killer on a hill. Most Killers have to walk around the hill then chase them. Deathslinger can simply drag their asses down. Ironworks walk ways, same thing. Mother's Dwelling upstairs gen isn't nearly as safe, that entire upper floor really. The portal room gen in Hawkins isn't safe. Haddonfield, ######### HADDONFIELD, isn't safe anymore as Survivors can't just run to the rooftops anymore and point at the Killer.
Not every Killer needs to be top tier. Top tier shouldn't really be the Killer standard anyway.
Let's agree to disagree
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@BottledWater said:
https://forum.deadbydaylight.com/en/discussion/131161/the-deathslinger-is-not-worthy-of-the-110
Your argument sadly became quite invalid after you said after watching. You really have to play him first to get why it is actually a fair choice ontop of that he only has a 28m terror radius and a good ranged ability 115 would be way to much for him
I am more than capable of formulating an opinion and if that upsets you that's your problem..facts are he has more weaknesses than strength and a power that isnt worthy of them
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@28_stabs said:
He wouldnt be worthy 115, too, because his hook do no damage and survivors can break his chain standing in it. He can be bullied.
I'm not so sure, with 115 I think he would be fine , but 110 most certainly not
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1105730#Comment_1105730
Yet all three 110 killers are generally considered top 6 killers in the game SMH. One of them is potentially the BEST killer in the game.
Exactly..yet legion was far from best killer with 110..in fact he was below freddy for a long time..even after receiving 115 and a stronger chain attack capability legion is still beyond weak..deathslinger while certainly better than old legion is not even around huntress and hag..much less spirit..yet his weakness is the same as theirs..otherwise stated..hes not worthy
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@Chewy102 said:
I agree that 110% is a massive negative, one that forces a large dependence on the Killer's power. Nurse, Spirit, Huntress, Hag, all 110% Killers have a power that make up for their slow move speed.
Deathbringer. First impressions has me think his power is worth 110% move speed.
L/T walls. Spear someone through a window, any window, and drag them back for a hit. Long walls same thing, spear them or bait out a dodge. Looping a safe pallet, you should be able to score a hit to wound them rather easy at said pallet or a hit/down if a long wall around it. Even the better loops around main buildings such as Iron Works or Groaning Storehouse isn't exactly safe as it is a window and a lot of long walls.
I can't say exactly how well Deathslinger will be in tier lists just yet. Not many people on the PTB play legit and almost no one has a proper build on that Killer or even knows yet what a proper build is for him. But my gut says Deathslinger is at least mid tier, a mix of good and bad. Once players learn him better and have builds, he might be viable. Maybe not for the 1% top skilled ranked gameplay, but more than good enough for general play.
Mid tier means hes weak in dbd..the power disparity is that wide
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@Aven_Fallen said:
It cannot be stressed out enough what @thesuicidefox said:
"As for Deathslinger, he has been out LESS THAN A DAY. Maybe play him more before you judge, the fact he can alter survivor movement with his power actually looks pretty strong."
He is just out for a few hours. Currently I would also not be sure if his Movement Speed of 110% is justified, when compared to other Killers who have 110% Movement Speed (Huntress, Spirit, Hag).
However, he is only out for a few hours AND its PTB. People playing the new Killer in random Matches will not have many Perks and no real clue how to play him.
IF BHVR wants to make any adjustments, they should wait a few weeks after he is on Live, because only then you can get some valuable Data. PTB is only for really major things, where you can see if the Killer is WAY too strong or WAY too weak. And this is not the case in my opinion.
Give it some time, wait until he is live and everyone has played as and against the Deathslinger and THEN people can think about Buffs (or Nerfs) for him.
Say as you will I garuntee you cant disprove 1 thing I said in the post..its my opinion and observations because so far the results are clear enough to give initial feedback...now yes its day 1 but he has glaring issues that he has no answer for in his current state..110 is for killers with very very strong powers and frankly our new friend is not showing it so far
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@Pok said:
Just leave it a few days, maybe a week, and maybe try him yourself, it's really too early to say
Tell me if you can disprove one point I've made..110 killers are very strict and you'll notice a common theme with the successful ones
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@megaweenieman said:
New killer blows chunks as of now
Luckily it's only ptb day one, ghost face was unusable on his so theres hope
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@Obs1d1_X said:
Actually, I think 110 is good if you have the right perks and have enough experience. So far I like him and he can be really devastating with distressing and play with your food.
Pwyf is only viable with nemesis and people will drop early pallets vs this killer 200 percent as it ruins his power
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@thesuicidefox said:
OMG with this "Deep Wounds is not a threat" BS.
If you have Deep Wounds you can do exactly 2 things; run or mend. If you run you leave scratch marks, that means it will be harder to stealth the killer or break chase. If you mend, now you have to waste time doing that and you are vulnerable if the killer sees you.
It's meant to waste time and force you to avoid the killer. It's not meant to be lethal or as a means to down survivors.
As for Deathslinger, he has been out LESS THAN A DAY. Maybe play him more before you judge, the fact he can alter survivor movement with his power actually looks pretty strong. I don't disagree that gen speed is too fast but dear God, he is brand ######### new.
I swear too many killer mains around here are too cynical for their own good. It's never "oh look at this cool thing this killer can do, I wonder how to take advantage of that". Instead it's always "this one thing isn't good for this killer they are F tier REEEEEEE".
Mhm...well deep wounds is very gimmicky to start and it isnt nonsense dw is not a threat in the slightest and doesnt do anything for this killer specifically
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1105486#Comment_1105486
Iron Will is strong because it's always working when you need it to work.
Off The Record is only really useful when the killer comes back to the hook and tries to find you healing with Nurse's Calling.
Itll also make you immune to bbq, I'm all ears, and a ton of killer addons for a minute and a half..that's ages in dbd