jesterkind
jesterkind
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@ignaeon said:
https://forum.deadbydaylight.com/en/discussion/comment/2592462#Comment_2592462
If they don't have the ability then what the ######### is the point of the reeling mechanic? Yes, he can back up and remove interactivity, do why did the nerf ignore that unfavorable of making him clunky as #########
The reeling is a balancing mechanic to make sure the Slinger can't get crazy weird shots on off angles and around scenery, it's to shape where he can get a hit, not if the hit results in something. At least, so I'd assume- it's definitely working that way currently. It also weakens him further against teamwork, since a teammate can walk into the chain and break it faster.
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2592449#Comment_2592449
I feel like you've never played Deathslinger and are trying to act like you know what was best for him.
First you can't say the quickscope nerf was deserved and say that the clunkiness is the core issue, because it's the same thing. The removal of quickscoping made him feel clunkiness and it was underserved nerf.
Second, they literally slowed down his ADS to prevent him from quickscoping. You can't just speed it up with bringing back quickscoping. Before his Activate ADS was a 0.15 second and a firing delay of 0.5 second. Now it's 0.4 second activate ADS and 0.5 second firing delay.
I won't lie and say I do play a ton of Deathslinger, but that's hardly a requirement for talking about his balance.
Regardless: I really and truly believe there's a middle ground there. Some number shuffling to make it not feel like an eternity to raise his gun, without making it too quick for survivors to dodge. Hell, maybe the animation just needs to be tweaked to trick the brain into not thinking it takes forever, since his actual balance is fine right now- outside of the TR change, anyway.
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@ignaeon said:
https://forum.deadbydaylight.com/en/discussion/comment/2592449#Comment_2592449
You're missing the point. Why should a difficult to aim ability which you are heavily punished for missing with give survivors a chance to react and avoid the damage both before and after the shot lands.
Because they don't realistically have the ability to avoid damage after the shot lands? If there's something between the survivor and the killer, sure, but any good Deathslinger either isn't gonna go for those shots or will go for them with the intent of having the chain break for strategic reasons.
Slinger is very good in the 1v1 because of this- his ability is hard to dodge even when you have the actual ability to do so, and it's basically a guaranteed hit unless the Slinger's being greedy or you get lucky with terrain. Which, like, it should be, that's perfectly reasonable- he got the shot, he should have a solid chance of getting the hit too.
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@ignaeon said:
https://forum.deadbydaylight.com/en/discussion/comment/2592385#Comment_2592385
He does. So why wasn't that changed instead of "adding counter play" by making him clunky?
If they changed the way backing up with him worked, increased the reeling speed, but made the chain break more easily it would have sucked but it would be better than this.
Because the quickscope was the thing that needed changing; as I've said before, the fact that he feels clunky is the core problem here, not the fact that the quickscope was removed.
@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2592351#Comment_2592351
It does not. It inflicts Injury and Deep Wound on the chain breaking. If Deathslinger shoots, M1's and the M1 doesn't connect, they remain healthy. Now idk why a Deathslinger would ever swing and miss vs a healthy Survivor and not just break the chain, but technically getting speared does zero damage.
Also, the solution to Deathslinger's uncounterable shots wasn't ever to nerf his ADS. That's just going to cause annoyance, frustration, and people dropping him because playing as him became a chore and not fun. It was to nerf the fact that if Deathslinger walks backwards with you while you're speared... you're moving at 6.12 m/s. To put that into context, outside of stacking an exhaustion perk and the on getting injured speed boost... that is the fastest a Survivor can move. Even if you do plan ahead and try and get shot next to a bit of level geometry, the odds of you getting behind it when you only have a 3.0 m/s movement speed to work with and are flying towards Deathslinger faster than you can sprint burst are vanishingly low. Fix those odds to "fix" Deathslinger. And, you've fixed it in such a way that's still interactive for both parties.
Also, the TR increase is actually worse than the ADS nerf. Deathslinger's primary upside to the numerous delays baked into his power was his fast downs. He can't get fast downs anymore because Survivors with even half a brain can start running earlier and Deathslinger has to hold W after them for +10 seconds per chase. It's bad. Also it guts one of the primary reasons to run him over Huntress. Huntress can do a great many things... but stealth is not one of them. Deathslinger is capable of stealth and could partially do it even without investing perks and add ons. Now he practically has to run M&A.
Swinging and missing against healthy survivors injures them but does not inflict Deep Wound, I looked it up specifically just to make sure.
Anyway: Nerfing his ADS like this wasn't the right call, I agree- they should've made it so your gun raises faster but you still can't shoot until it's fully up, since that was the core problem. Maybe the chain needs looking at too, but the core issue is that you could not feasibly dodge the Deathslinger before if he quickscoped you, and even if he just ADS faked he could immediately swing out of cancelling it and that also put you in a lose/lose scenario. Both of those things needed fixing, and both of those things were addressed- the sole problem with that suite of changes is that it also now feels way too slow and clunky to raise your gun all the way.
Side note: There was never any reason to run Deathslinger over Huntress over personal preference, the same way there's no reason to run Huntress over Nurse, or Ghost Face over Nemesis. They don't play similarly beyond the fact that they're both technically ranged- and even then Slinger is significantly less ranged than Huntress. What is it about Huntress that draws people to make weird comparisons? They do it with Trickster too, it's bizarre.
Lastly: Yeah... I kinda agree with the dev's explanation regarding his terror radius, but I really think that they should've given him a lullaby radius instead, or maybe a midpoint terror radius so it's larger but not normal size...? I dunno, the TR increase really seems like it might be hurting him unduly, I'd support that being changed.
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@ignaeon said:
https://forum.deadbydaylight.com/en/discussion/comment/2592351#Comment_2592351
An injured survivor can break the chain with only mending as a downside.
Sure, they can, but that's only realistic if there's some object between them and the Killer. Slinger has more than enough time to reel someone in without something else breaking the chain for the survivor, base wiggle time just isn't enough.
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@ignaeon said:
https://forum.deadbydaylight.com/en/discussion/comment/2590691#Comment_2590691
Why do survivors need to be able to react to the shot of a ######### gun? It doesn't deal damage on hit, isn't counterplay the whole point of the chain?
...Yes it does? Hitting a healthy survivor injures them, that's damage on hit.
Regardless: While obviously survivors shouldn't be gifted protection when they're out of position or playing poorly, they should always have the ability to avoid the killer's power, and the fact of the matter is that you do not have an ability to avoid the killer's power when it's a quickscope that comes out faster than you can react to. All you can do is hope the Slinger misses.
That part of the change was obviously fine. The problem now is that he feels way too clunky to play, which imo would be fixed with a simple buff to the ADS speed. Raise the gun faster, but still can't shoot until it's up, and he'll be in an ideal spot. (Save for the TR increase, which I'm still on the fence about.)
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I wouldn't necessarily call myself a Myers "main" but I've played him a lot and I love him, and I have some thoughts:
- Either dramatically decrease how much stalking Myers needs to do to get out of Tier 1, or buff Tier 1 to EITHER remove the speed penalty or remove the lunge penalty. The game moves too fast for the way Myers is designed right now, losing as much time as he does in the early game is manageable but feels awful and puts him on even more of the back foot than Killers usually start out at the beginning of the match.
- Tiering from 2 to 3 and back down again should be quicker- he should get to his ultimate form more quickly, but it should drain quicker too, to make everything feel more snappy and impactful. One of Myers' biggest problems right now is that his whole kit just feels somewhat slow and clunky, I'd love to see everything feel more punchy and energetic.
- Additionally, Tier 3 could use some buffs- I like the idea of kicking pallets faster, but anything else that'd make him even nastier in his more limited-time Tier 3 would be wonderful.
- Full addon pass. "Move speed while stalking" is an example of a completely useless addon, and I'd want to see more interesting addons shuffled in to the pack. Say... one that gives you Killer Instinct on anyone you've stalked to a certain amount when you enter Tier 3, something like that.
- New cosmetics pls :D
Something along those lines would be great- his kit is not broken and doesn't need a full overhaul, just some tweaks to bring it into line with how swiftly the game plays these days.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2592218#Comment_2592218
what you said in your last park makes more sense to me, thanks
Sure thing, happy to help!
Always nice when a conversation can have a civil and polite resolution, haha.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2592197#Comment_2592197
Why they won't nerf Dead Hard despite it clearly being too good at higher levels of play, my apologies.
Ah, gotcha, thanks for the answer.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/2592190#Comment_2592190
I have to say, while there are a good few reasons for the community to be irate at the moment, I can't disagree with this. Mention anything that is being worked on and it's taken, ran with and has developed at least 5 conspiracy theory threads detailing how this particular thing makes it clear that the devs are killer/survivor sided, or how this particular perk / power will ruin the game and by the 2nd day there are at least two threads telling us that [insert whatever the devs mention here] is going to kill the game.
Don't get me wrong, part of me would like to see a little more transparency, but on the other hand, why keep sticking out your hand for the 5000th time when it got savaged the other 4999 times?
Precisely.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2592179#Comment_2592179
The range it has currently i think is fine but i still stand on if you can use it over and over and why like you explained. The totem should still not stand after being put out. You'd just not be able to keep going back to the same totem
I- alright, one more time.
That is the design of boon totems. There is no real purpose to boon totems outside of them being relit over and over. That is the design niche they are aiming to fill and removing that is tantamount to removing boon totems as a whole.
Side note, as the killer you should want survivors to be going to the same totem multiple times instead of lighting new ones- that way you know where they are and they aren't scurrying off into the dark to hide.
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I'm not sure if all three of these at once would be a good idea, but any one/two of them would really be a nice buff. I've thought about that second one myself a few times, I think it'd make the perk much more useful.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2592173#Comment_2592173
I think the reason they won't is because they probably see 60% of DH users go straight into a wall and die immediately and 30% get another 15 seconds and 10% get 25+ more seconds
I'm sorry, I don't see what you're saying here- "they won't"... what?
Probably me not getting it, I'm a little loopy from being unwell lol
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Because this community is immensely hostile, toxic, and prone to reading the absolute worst into everything that the company says or does. Not to say no criticism is warranted, just that this community - as a whole - takes it way too far very consistently.
If they say what killers they're looking at, anything that comes out between them saying that and them pushing out changes for that killer will be treated as them lying about looking at those killers. Just as an example.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2592156#Comment_2592156
Not really, not when you have 3 other people who can use blessings, OVER AND OVER mind you. It doesn't need a nerf but seeing how you step on the totem it being destroyed or something only makes more sense to me.
If it doesn't need a nerf then it's continued presence in the Trial isn't a problem. Remember, it's supposed to be present most of the time- it's supposed to have downtime when the killer snuffs it, that action is not intended to be permanent.
Any balancing decisions have to be made with that fact in mind: it's supposed to be present for a majority of the Trial, if the survivor wants it to be.
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@vacaman said:
Lmao not calling it a buff is being disingenuous as #########, the same people that didn't call a buff the hit validation on pallets. Let's make the best exhaustion perk even better, what could go wrong. I'm already hesitating to hit survivors that deadhard, hear the sound of the hit and have to eat the animation when the survivor is on the other side of the map.
They said they were going to fix that btw, i guess they are not in a hurry.
But it's not a buff. It'll make the perk work more consistently, but the fact that it didn't do that before was a problem, not a balancing decision.
After this, maybe it'll be the case that Dead Hard is way too strong and will need a nerf- but how could they possibly know that if they're trying to balance a perk with a glaring inconsistency error?
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2592101#Comment_2592101
You can still use the perk just like a killer can use a hex, once it's gone its gone. Let's get off the easy mode mindset
Precisely! It'd be given the same restrictions as a Hex despite not being balanced or designed the same way. What a weird decision that would be, solely because some people on the forums don't like the perk very much.
If the perks are too strong then the perks need to be tuned down; the mechanic itself is designed in a very specific way for a very specific purpose, and breaking totems on snuffing would ruin that.
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How many times do we have to teach you this lesson, old man..............
So, there are two things to say here. The first is that the idea of the perk is to provide a continual safe haven- both for the survivors to get buffed, but also to keep them off generators + out of position for the killer. If the perks are single or limited use, they won't achieve that goal; it's not a question of balance, it's a question of what the perks are for.
The second is your allusion towards Hex perks. They're not the same mechanic- they shouldn't function the same way. It's not just that it's obviously fine for Hexes to be removed on use and Boons to be continually blessable; there's no point comparing them that way at all because they're not designed the same way nor do they do the same things.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2592069#Comment_2592069
it does, and that's the part that I will have information on shortly.
Great to hear!
(Though for the record I was typing that as you sent yours, I hadn't seen you comment when I hit post lmao my b)
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Wouldn't this imply that it's going to be re-enabled? Or am I missing something?
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@Guest1567432 said:
https://forum.deadbydaylight.com/en/discussion/comment/2592026#Comment_2592026
So not running into a wall is skill? Nah thats just situational awareness. I have seen DH used in two instances 1. Get to a pallet and 2. Survivor gets outplayed by the killer and uses DH to fix their mistake. There is no skill involved.
I've seen Dead Hard used terribly enough to respect that you at least have to know what you're doing when you press E or you'll end up in an even worse position, and I rarely feel too annoyed when my hit is dodged.
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@Guest1567432 said:
https://forum.deadbydaylight.com/en/discussion/comment/2592004#Comment_2592004
Dead hard isn't "skillful" at all...It's press "E" to win
There is more skill involved in timing it correctly and not messing yourself up by dodging a hit but hitting a wall, compared to pressing E to get to a pallet.
Is it much? No, but it's something, and it's something a smart Killer can bait out too.
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A fix like this is not a buff, but yes, it does seem like DH will be a little bit stronger- but on the plus side, it's only getting stronger for the use that isn't as much of an issue, so I don't think this is going to be a problem.
I've said it elsewhere but I much prefer when DH is used to dodge a hit instead of going for distance, it's the far more skilful play.
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@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2591205#Comment_2591205
That makes little sense from a money making perspective. Netflix is know for keeping licenses afloat and generating revenue at every angle. It would be unbecoming of them to simply pull a license for the sake of a new market. It wouldn't maximize profits at all, so it would make more sense that BHVR mismanaged or did something offensive to netflix that caused netflix to simply not renew.
Right, but Netflix historically hasn't had its own gaming platform to worry about where DBD may be direct competition, so it seems weird to just completely disregard that and assume BHVR screwed up somewhere- especially when we can't see wherever it would've been. It's not as though ST was one of the unbalanced/buggy/disliked licenses, after all.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2591318#Comment_2591318
I think they did some changes to Wraith (PTB to live), I have played him on PTB and it felt way harder to use there.
He is fine now, you sometimes feel it and whiff because of it, but not that often as I feared.
I love Trapper changes, I love Spirit changes, I love perk changes (mainly survivor changes tho), addon changes are also good
DS changes suck
Yeah, that's what I figured- slightly harder but fundamentally the same character, and it sounds like his stealth playstyles are fully intact so he'll be more than playable.
Pretty much everything else is just a net positive though, the game's in a super healthy spot (save, again, for the bugs lol)
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Bugs aside, good patch. Pretty much the only negative change is Slinger that I've noticed so far, though I've yet to play nerfed Wraith- can't imagine he'd be that bad, though.
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@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2591015#Comment_2591015
Well yea, bhvr has already mismanaged a major license somehow. I don't and won't blame netflix for that without evidence. It makes more sense that BHVR would mess things up. Netflix wants as many licenses as it cna have out there.
Shouldn't that assumption go the other way? Netflix is doing their own gaming service thing, so since we have no evidence BHVR ######### up in any way shouldn't we assume that the ST license was pulled because of that upcoming gaming service?
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Kindred maybe, Corrupt definitely no.
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I guess it's preferable that BHVR put as little effort as possible into this scam they had to deal with, but good lord do I hope nobody on their end actually designed these things...
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2589473#Comment_2589473
What you said makes no sense. In an FPS, the target has the option of dodging. It is no different in this game. Let’s also not forget that DS’s is not hit scan- it is a projectile with travel time.
But the whole point of the quickscope is that you can't realistically dodge it except for hoping that the Slinger misses. You can dodge when he actually aims, but if he quickscopes you don't have enough time to react. That's the entire reason he was changed to begin with, combined with the fake-into-hit problem.
Slinger's problem right now is that he feels clunky, and I'd suggest just making him raise his gun a touch faster so it doesn't feel as clunky without being as fast as the quickscope was before.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2590527#Comment_2590527
Yep, that's all it is. It's simply just an image of the head of the DBD Pinhead model A-posing with a wig, a hat, shades, or a cigar. As a bonus for buying the NFT you probably get that Lament Configuration thing, the Hellraiser DLC, and probably that exclusive Butterball skin.
My understanding is that you get a chance to get the Hellraiser DLC, not that you get it guaranteed with the purchase. I'm not sure if that's wholly accurate, though- I never bothered actually looking at it on their website because I'm not the kind of mark that'd buy an NFT lol
(Also it has been confirmed there won't be any exclusive content tied to the NFTs, which is a relief)
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@Bran said:
https://us.v-cdn.net/6030815/uploads/D6Z2GOE2F7HT/1635197533283.jpg
Now he has sunglasses and a cigarette.
Careful- unless you definitely for sure absolutely protect that with a very secure and not at all symbolic NFT, someone could just go ahead and save that image to their computer free of charge!
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Regarding your build- I use one very similar but I use the Dead Rabbit addon instead, an even smaller terror radius for when the survivors aren't affected by Plaything.
Perks tend to be different, though- I run Lethal Pursuer, Pop, and then I cycle a few others in and out. Sometimes I run STBFL, sometimes I run BBQ... depends on my mood.
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There are a lot of variables. Some killers like Charlotte or Adiris probably die when they leave the Entity's realm, and others are probably left with no home, funds, or legal existence depending on how long after they were taken they get spat back out again.
It's a topic I've thought about myself, though- very fun thought exercise!
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Right click, save as... Sure would be a shame if someone felt the need to pay exorbitant amounts and tons of power for these glossy PNGs.
(Though, that snide comment is better directed at Park Ave- they're the ones who made the decision to sell the Pinhead model.)
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I want them to stick to horror (or at least things adjacent to horror) but I'm glad they're branching out into other types of horror, and that they understand their aesthetic properly. Something from Gotham would work, though, since it's kinda rundown and grimy and everything kinda sucks there, but it'd be weird to bring in something from Metropolis.
That being said, bringing in things from other genres and then subjecting them to decay, destruction, and rot could be interesting. Something normally shiny and hopeful, left grimy and ruined...
Side note, I'd love to see Constantine as a survivor if we're pulling from comics. More the Vertigo version than the DC version, though, Hellblazer was a proper horror comic.
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I definitely support putting Haemorrhage and Mangled onto the same addon, having them separated doesn't really make all that much sense.
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It's slightly jarring to see those terms used seemingly unironically, damn.
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/2589604#Comment_2589604
Because he is no different than Jeff as far as raw in-game anything goes, who was already in the game, and all 3 of his perks are just bad.
Huh. Interesting take, thanks for the answer.
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@SonicOffline said:
IMO the worst thing ever added to DBD is a tie between Twins and Ashley J Williams. Not RPD.
I get Twins even if I strongly disagree, but why was adding Ash the worst thing to be added to DBD?
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@Kaitin said:
https://forum.deadbydaylight.com/en/discussion/comment/2589570#Comment_2589570
Well, that's not how most of people played Deathslinger and not how they wanted to play him.
Just like Huntress... That's exactly the problem. Why don't you just play Huntress instead? Except for fancy hat?
Because they still play completely differently?
I swear to god, people will slap the "worse Huntress" descriptor on anyone even slightly ranged. It was bad enough with Trickster, it makes even less sense with Deathslinger. I'm half wondering if I'm gonna see someone call Nemesis a worse Huntress next...
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@galanonim25 said:
https://forum.deadbydaylight.com/en/discussion/comment/2589473#Comment_2589473
As I described aiming feels completely terrible right now and I would rather have those quick scopes than limited freedom. There are also other irritable and questionable mechanics and even if deathslinger one could sometimes be abused, he doesn't have a strong kit that would make it for this nerf.
Yeah, like I said, he definitely feels worse. Quicker time to aim is the fix, I'm pretty sure; no quickscope, no aiming-fakes, but he doesn't feel so glacial to play.
To everyone else responding: It's not about balance. He wasn't OP, and his balance hasn't been changed with this patch either. It was about him being unfun to play against. Agree or disagree with whether the change was warranted, the two things are completely separate.
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I won't argue against Slinger feeling worse now, because he definitely does, but he definitely should not feel like an FPS to play. That's part of the problem that prompted the change- if he plays like a shooter, survivors don't have anything they can do about it beyond hoping that he misses.
He should probably bring up his gun slightly faster, but he definitely shouldn't be able to quickscope or hip-fire.
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@Infinity_Bored said:
So since i have 4000 hours in survivor, the game thinks i'm a good player and matches me up with sweaty twitch streamers?
No, the hourcount doesn't have anything to do with the matchmaking. That system is a little blunt, though, so you may be placed a little too high right now.
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The ranks don't have anything to do with the matchmaking, it's just how long they play- they could've played a ton but lost every game, just creeping up the grade system over time.
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I'd personally support just cutting RPD into three separate maps in the same realm, they don't need to add maps this gigantic at all- making baseline mechanics work differently for big maps is definitely a band-aid fix, imo.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2589303#Comment_2589303
Without going into too much detail on how they work one involves getting unlimited use of the usual effect and one involves an additional effect of being able to move other players around with your own character (and shove them down holes or into traps and so on)
Those're probably killswitch worthy, yeah.
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The Killswitch is for a specific thing, it's not to disable anything that's broken. The Video Tape doesn't need to be killswitched.
Regarding Clairvoyance, depending on what the bugs are that one may need to be killswitched, I'd tentatively agree on that one.
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Not the worst idea I've ever heard, honestly. I'm not sure how it'd shake out balance wise, but I definitely like it on paper.
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This is an excellent tournament rule, but a terrible rule to implement for the actual game. Some perks are designed to work when everyone has them, for instance, and not every perk is a problem when duplicated. Not to mention that most SWF aren't sweaty tryhards, they're just messing around and having fun.
Excellent for tournaments, terrible for the actual game.
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I feel like a lot of later respondents didn't catch on that this is a thread for sharing your reasons you think Dead Hard IS okay lmao
