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lemonsway

lemonsway

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  • More like play Survivor, screw killer. I have more hours on survivor than i do on killer since MMR. Playing killer is much worse than before. My play time daily doubled because i can handle the STRESS FREE Survivor.

  • Don't change LEgions power just tweak the Numbers that's all they need.

    GF needs a new reveal mechanic, needs reward for good stealth plays and touch the add-ons. Stalk speed and stalk movement speed is useless you don't wanna stalk while standing, you want to lean, ALWAYS. So rework those add-ons. Rework the Marked Duration add-ons. Rework the killer instinct add-ons. what's the point of having killer instinct if there's no more power for you to use? Why not give killer instinct when you're being looked at? That way GF can know where from and how to avoid being Revealed.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/285875/punishement-of-the-damned

    The devs intentionally made it difficult to use his ranged attack (charge up phase, no strafing to make it difficult to keep track of survivor movements while dragging the Great Knife, long recovery time after a shot and absolutely no movement speed during the recovery, built-in projectile delay) because:

    1) It goes through walls.

    2) it does direct damage (unlike let's say Nemesis' tentacle which merely infects you on the first hit).

    3) it's an "area of effect" attack which means it can "potentially" hit all survivors at the same time.

    Therefore they won't give it any love I'm afraid.

    Hitting people through walls requires them to be close enough to the wall , PH having aura reading or it's pure guessing.

    It should do direct damage for the commitment it is. So should Nemesis Tentacle.

    in a Straightline line yes it's aoe type attack but it's width is very narrow. So unless they line up which the mostly wont unless they are doing an unhook or they are on a gen you most likely only hit 1 person if they don't evade it.


    I don't deny it's strength i just think there's very safe measures in place for no reason and i can tell this about every killer power. Especially the cooldown being 2.75 sec wether you hit or miss with it.

  • Wether you hit or miss the recovery is the same 2.75 seconds. You can only do 5 PotD for every 100 charges of power and you're gonna waste Charges for Trails of Torment aswell so you might even have realistically only 3 shots of PotD per 100 charges.

  • @GoodBoyKaru said:

    I wholeheartedly disagree, please don't change it and make me relearn it all because I've spent too long learning him now to let that go to waste

    I understand that but learning timmings that are weird instead of fluid is just as bad as relearning better timmings.

  • @DelsKibara said:

    Weren't you the same person who said that Deathslinger should have the ADS nerf and cooldown before shooting?

    Very different powers. DeathSlinger can shoot faster and recover faster for a power with more range and less counterplay. Pyramid Head is slower readying up the power, the power itself travels slower and the recovery is bigger aswell wether you hit or Miss.

    Pyramid Head needs to use 20% of his total power, meaning he can only do 5 PotD before having to recharge. Slinger reloads and that's that. Ready for another faster shot.

  • Regarding the Reveal Mechanic which is the biggest issue he has. I've already proposed Making the Mask what Survivors need to see instead of a % of something somewhere in the % center of survivor screen.

    Making it be the Mask automatically removes manny of the issues he has. No more 360º bubble to reveal him. Hooked Survivors no Longer reveal you unless you're looking at them for some reason. You can moonwalk or crouch behind loops to beat Stretch Res and still stalk and you can Moonwalk to avoid corner revealing aswell.

    This simple change allows GF to keep his power so much more time that the recovery of his power isn't as important anymore because you are using his power for longer periods of time every time you use it.

    With this change the Detection Range ad-ons gain immense more value and usability. Since now they can only Reveal GF if both sides are looking at each other this means strategic positioning with GF is now a keystone to playing the character, meaning giving GF a Distance advantage is super benefitial, not only makes it harder to reveal him but also keeps you in power for longer which again improves the usability of Nighshroud and reduces Recovery add-on dependancy.

  • Space things more or make the Add-on Sections in 2 comments. i lost track of what i was reading.

  • Because their killer designs are very horrible. IT's either Broken OP Killer or Killer can't do #########. There's either no downside to something or very safe measures to ensure it doesn't get out of hand. They've been dealing with those 2 extremes most of the time and very rarely do they get to a middle fun point.

  • That's why i gave up on SB. Same thing with Balanced Landing. As killer i can'hit mid-air but as Survivor i'm always hit mid-air.

  • There's no way to Master a killer when basic MMR is too high and winnin g1 single match can catapult your MMR and make you lose the next game. At least "Ranked" Matchmaking would give you a window to play the killer comfortably before having a strong commitment to the killer.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544631#Comment_2544631

    You get better results by getting 4 sacrifices with 4 hooks than you do for getting 8 hooks, cause sacrifices count more.

    Correct, and it makes sense for it to be like that since Devout is the emblem that "represents the Killer's ability to sacrifice and kill Survivors."

    The Emblems descriptions of getting 9 hooks is a damn carrot dangling for players to get misslead.

    You are misinterpreting this part, let's try again:

    You can get 4 sacrifices in a match without getting Iridescent in Devout. Why is that? Because unless you get at least 9 hook interactions in the process, you'll miss the 1 point awarded for that, and you'll only get Gold (which is still a very good result, as it should be).

    Is it worded in a misleading way? Maybe, but it's working as intended

    Why are the Silver requirements so high? 9 hooks and 1 kill and hooking everyone is alot more effort than getting 2 kills with 2 to 6 hooks.

    Both those outcomes award a Silver emblem, idk what your point is, if you really NEED that Silver, go for kills since it's easier

    Yes both outcomes award only Silver but one requires alot less effort than the other. Thats whe whole point. Going the effort route doesn't benefit killer at all. This is why camping and tunneling aren't and can't be punished. Going by these rules Bubba and Pyramid Head are very strong killers, they can tunnel and camp very effectively and Pyramid Head can use Torment to immediatly tunnel and kill someone on second hook stage.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544530#Comment_2544530

    9 hooks is not iridescent tho, that's the issue.

    9 hooks alone, no

    9 hooks PLUS 4 sacrifices? Yes

    How do you expect to get the max in an emblem that "represents the Killer's ability to sacrifice and kill Survivors." WITHOUT SACRIFICING SURVIVORS?

    I'm not arguing wether the emblem is flawed or not, I'm trying to have you understand how it works, and pointing out that it is not "broken" as you said

    But the emblem is broken in how it works. How manny hooks you get is irrelevant, that's my point. Kills matter more, the points given show that. You get better results by getting 4 sacrifices with 4 hooks than you do for getting 8 hooks, cause sacrifices count more. Hook stages are meaningless thus getting manny hooks is meaningless so much so that 9 hooks only grant 1 point when the effort for 9 hooks can be much greater than the effort for 4 sacrifices.

    The Emblems descriptions of getting 9 hooks is a damn carrot dangling for players to get misslead. 9 hooks doesn't mean you'll get iridescent. You need to get the kills. Getting 9 hooks will get you nowhere besides Silver no matter if you hooked all survivors or if you 3 hooked 3 survivors. 9 Hooks never gives anything more than Silver. Because the requirements for Silver are 4x the requirements of Bronze. Gold is 2x the Requirement of Silver and the difference from Gold to Iridescent is very very small in comparisson to all the other jumps.

    Why are the Silver requirements so high? 9 hooks and 1 kill and hooking everyone is alot more effort than getting 2 kills with 2 to 6 hooks. But Sacrifices get rewarded more so you're progressing faster there even if you put less effort in. It's basicly a roulette since how manny hooks you get is up to survivors. They can not rescue, they can suicide and you might not get the 9 or more hooks but if you get the kills or dc's then you're fine even if you getting the kills has nothing to do with how you played.

  • Playing DbD in 2021? I advise against it. It's nothing but bad ilogical stuff in a moldy spaghetty monster of coding.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544445#Comment_2544445

    Dude, have you read THIS PART? Or did you read only the fancy colored text on top?

    https://us.v-cdn.net/6030815/uploads/JS4FK5IF0F22/image.png

    Thus making it absolutly necessary to camp or tunnel someone to death before getting the 9 hooks.

    Where the ######### are you getting that? If you have 9 hook interactions it's guaranteed that someone died in your match, you don't need to camp or tunnel for that to happen

    9 hooks is not iridescent tho, that's the issue. IT will be 4 points total. 1 from 9 hooks, 1 from hooking everyone and 2 from that 1 sacrifice making it 4 points. So their wording is absolutly wrong in the Emblem description. You can get 9 hooks without hooking everyone , so you'll have 7 points ( 1 point from 9 hooks plus 2 points x3 kills) and that's still a Silver....How the hell can 3 kills and 9 hooks be a Silver? If you find and Hook the 4th Survivor, that Survivor will die on first hook right? He is the last one there's nothing he can do. SO then you go from 7 points to 8 because you hooked everyone then you go to 10 points cause everyone died. You reached 10 Hooks and get Iridescent. Making the 11th and 12th hook meaningless cause individual hooks don't matter.

    How can this be discouraging camping and tunneling? You get absolutly nothing from doing all the heavy work while someone who hooks everyone once and then gets kills by camping and tunneling will get more points cause what matters is sacrifices not hooks. At most they lose out on not getting 9 hooks. By simple math 4 sacrifices = 8 points that's automatically a Gold even if they all die on first hook anyway. That's 8 points +1 from hooking everyone. How is that more effort and more skill than getting 9 Hooks? How can that be rewarded more than actually playing the game and putting the effort in....

    Hook stages are meaningless that's what this is about. Hook stages are just a Survivor advantage. This emblem's requirements are a complete joke. I can put all the effort and not go past Silver but if Survivors suicide or don't get rescued i'm rewarded... What sense does that make?

    Also how long they are Hooked for doesn't matter. They could be hooked for 1 second or 1 minute and it makes no difference, the only difference is between Dead or Alive.

  • @[Deleted User] said:

    Snuffing a totem out is much quicker and easier than cleansing/blessing a hex totem.

    But the killer loses a perk, survivors don't. You keep the Totems forever, 5 totems forever that you can bless anytime you want. Hexes are a 1 and done deal. Why do you think Undying was created in the first place? Even then Undying is a Hex it suffers the same weakness that it tries to remove from other Hexes. Undying could not be a Hex and be a 1 and done deal like Lethal Pursuer and the practical result is the same. Undying does it's cover job once and then deactivates. Or they could make it so It protects Hex totems for a limited time. LEt's say it would work like Corrupt Intervention, 2 mins of any Hex being up. That guarantees 2 mins of something vs the potential to lose both Undying and whatever Hex you're covering in 20 seconds.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544149#Comment_2544149

    It clearly states you need 9 hooks for Iridescent, if i got 8 then i should by description be on Gold Emblem since if i only need 1 more for Iridescent

    Yes, it says that in order to get Iridescent you need at least 9 hook interactions because if you don't hook survivors 9 times in a match, it's guaranteed that you will NOT get Iridescent. It doesn't say that hooking survivors 9 times is a GUARANTEED Iridescent.

    I hooked everyone twice... How can that be only Bronze? I did the double of the work for Bronze plus i'm not getting any -1 for camping and i wasn't tunneling.

    Let's assume you hooked everyone during those 8 hooks, you got:

    • 1 point for having hooked all survivors at least once

    Nothing else if you didn't kill anyone (notice that camping does NOT penalize you in this emblem, apart from the fact that you rob yourself of Hook interactions)

    Total of 1 point = Bronze

    All that text says is you tunnel someone you get 2 points cause you're getting the sacrifice meaning hook stages don't freaking matter at all. I can either just camp 2 guys and get 2 kills and get more points than actually playing the game..

    If you tunnel 2 people, let's say, hooking them 3 times each, you get:

    • 2 points per survivor sacrificed: 4 points

    Nothing else unless you hook the other 2 survivors (again, tunneling or camping doesn't "hurt" this emblem, but you lose points for the other emblems if you do, because gens are going to fly even faster, and you won't hit/hook as many people)

    Total of 4 points = Silver

    why bother going for 12 when 9 hooks and a single sacrifice is enough for Iridescent?

    9 hooks and 1 sacrifice is worth 4 points at most, which is Silver, not Iridescent:

    • 2 points per survivor sacrificed: 2 points
    • 1 point for having 9 hook interactions
    • 1 point for having hooked all survivors at least once

    Total of 4 points = Silver

    You can say it's flawed, but this particular emblem discourages camping at the very least, because if you camp someone and they die on their first hook, that counts as 1 hook interaction instead of the potential 3.

    And I think that the "9 hooks" condition was put in place to allow killers to get Iridescent even if one of the survivors was always hiding and never doing anything

    To get Iridescent you need:

    • 2 points per survivor killed or sacrificed = 8 points when you kill everyone
    • 1 point for having 9 hook interactions
    • 1 point for having hooked all survivors at least once

    Total of 10 points, as requested by the Iridescent emblem

    Last but not least

    Knowing this helps with MMR aswell. Doing well in a match means getting kills be it 12 hooks or tunneling and camping.

    Theoretically MMR doesn't care about grade and emblems anymore, we don't know what is considered a WIN or a LOSS by BHVR, so try not to fix your head on that. Play as you want, have fun and try not to be a dick, it's a game after all

    Thanks for coming to my TEDtalk, sorry for the long reply, I hope it was helpful

    If it says 9 hooks then it has to be 9 hooks. It's their wording so it has to work like that.

    How can 9 hooks and a kill be Silver... it makes no sense. more than double of the Bronze requirement Plus if you hooked everyone once already it automatically is a Bronze so how can hooking everyone and getting 9 hooks not automatically be an Iridescent? That makes no sense.

    Anything between the 5th and 8th hook, after having hooked everyone already thus 4 hooks, is completly ignored unless you get at least 1 kill but it's impossible to get that 1 kill with 8 hooks unless you camped someone who was on 2nd hook stage or you tunneled someone and got an uneven hook distribution. Thus making it absolutly necessary to camp or tunnel someone to death before getting the 9 hooks. Like you said you'l lose out on other emblems and that's right, you do lose out because you're forced to do something that is not optimal or advantageous to killer.

    The system is rigged. I imagine it's the exact same for Survivor Emblems since Escaping is such a gigantic boost to the Emblem.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544187#Comment_2544187

    The emblem system follows the "better than nothing" argument. It's flawed and trash but it's better than point based pipping which we had before

    Knowing this helps with MMR aswell. Doing well in a match means getting kills be it 12 hooks or tunneling and camping. It's not even about Sweat matches where killers should tunnel and camp it's about you not being rewarded unless you're tunneling and camping to secure kills.

    Wow.. what a tragedy.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544167#Comment_2544167

    What's the point of 3 hook states? No clue love ask the devs, but changing it now would need the entirety of the game to be rebalanced.

    Well now that i know how it really actually works i gotta say i'm even more disapointed in them. No wonder people complain about tunneling and camping and BHVR can't do anything about it.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544149#Comment_2544149

    You need at minimum 9 hook actions, as well as kills, to get iri. Silver needs kills. Gold needs kills. Bronze does not.

    That is why.

    That's stupid. Why is there 3 hook stages then? Just to waste killer time? Just to give survivors another chance? This is dumb. Score every hook equally or make it 2 hook stages then. Why does the 5th to 8th hook lose all value? This forces killers to camp and tunnel by design. Also getting 9 hooks or 12 hooks is the same ######### then... why bother going for 12 when 9 hooks and a single sacrifice is enough for Iridescent?

    ######### rules are these? There's literally no incentive to do better than 9 and there's no reward for doing anything below 9. There's no middle term. You absolutly must kill someone before they reach the third hook stage, again promoting camping and tunneling.

    ######### is this design.

  • It clearly states you need 9 hooks for Iridescent, if i got 8 then i should by description be on Gold Emblem since if i only need 1 more for Iridescent then i can't just jump from Bronze to Iridescent without passing the other Categories. I hooked everyone twice... How can that be only Bronze? I did the double of the work for Bronze plus i'm not getting any -1 for camping and i wasn't tunneling. This is dumb.

    All that text says is you tunnel someone you get 2 points cause you're getting the sacrifice meaning hook stages don't freaking matter at all. I can either just camp 2 guys and get 2 kills and get more points than actually playing the game..

    Ok screw Survivors then, i'm gonna Tunnel and camp then. THX BHVR you did this and you want this.

  • I can't get those damn Pips and reach Iridescent Grade if the damn game doesn't give my points for my objective...

  • I complained about this yesterday on my last GF match and today on my first GF of the day it happens again...

  • More add-on ideas.

    • Public Enemy - Grants Ghostface the ability to stalk when not in NightShroud. Stalk speed and Marked time both reduced by 50%.
    • Unknown Caller - Marked Targets suffer from Paranoia status effect. Paranoia stays active until Marked timer experies. Survivors hear Chase music until Marked timer expires.
    • Homework - Survivors auras are shown to GF at the start of the Trial for 5 seconds.
  • @indieeden7 said:

    Regarding your first issue, it isn't survivor sided at all, it's broken for both sides.

    It's much more favourable to survivors by design.

  • Some new/replacement add-on ideas:

    • Head Trauma - Downing a Marked survivor causes the Knock-out effect. Survivor loses their aura while downed, descreased fov by 15 degress, 75% volume reduction on sounds of pain and 50% reduction on crawl speed.
    • Ethereal Veil - Lengthens the Detection Time by 1 second.
    • Like a Fish - Hitting Survivors while NightShroud is active applies Mangled Status effect.
    • True Stalker - Allows Ghostface to see the auras of partially stalked Survivors for 2 Seconds while Nighshroud is active. Survivors must be stalked to at least 25% before auras are revealed.
    • Escape Plans - Grants Ghostface the ability to vault over pallets. Grants a 15% increase in window vaulting speed.

    This is just some ideas that add new elements to GF's add-ons and modify the Nightshroud ability. They offer versatility in playstyles, some defense, some slowdown and some information.

  • Most frustrating? Of the top of my head, my last match today. Suffocation pit as Ghostface with Forced Penance, Tinkere, No way Out and STBFL. Got 9 hooks and didn't get a 10th cause DH for Distance exists BUT GUESS WHAT BRonze Devout Emblem cause this game is PERFECT!

  • And Sluzzy finaly made his Boon Totems post. I was wondering when you were gonna do it.

  • It's not that i love him i'm just saying the changes aren't that bad. And they've changed add-ons accordingly aswell. The add-ons are better now and the base kit changes don't really affect him that much, that's what i'm saying. On the contrary to Slinger changes the Ghostface changes make no sense. BHVR nerfed the 3 recovery add-ons in more than 50% making them as bad as every other GF add-on while only improving base recovery by 20%... and people are acting like GF was buffed... he is -30% into nerf territory. All BHVR did there was make stacking of recovery add-ons useless and since they didn't change any other of GF's add-ons then all the add-ons are now pretty much useless and his base power isn't that great however people are treating it as a buff LOL.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2537625#Comment_2537625

    Oh no, so you are just saying Deathslinger is add-on dependant killer. Since when is that good thing?

    So speed is not an issue for him? Since when. Holding W is a thing and that will work even better with bigger TR, so it definetly is an issue.

    Zombies are RNG, but they can be really annoying sometimes, mainly with Ruin.

    It's not 3 hits per hook It is 8 extra hits overall, which to me is not an issue. You have faster recovery with it and can still move while using it. He has probably best pallet destroying power in the game, well we have Nurse who just ignores them, but not sure how to count that...

    So Nemesis is best at least in something...

    Stop trying, new Deathslinger feels really clunky and only way how to make him work is with add-ons, where you just zone survivors ADS walking, so much fun to do...

    I'm not saying he is add-on dependant, i'm saying he has multiple good add-ons which is different. Ghostface is add-on dependant, mainly recovery add-ons. PinHead is add-on dependant.

    How manny times must i tell you ADS slinger counters shift W, what's hard to understand?

    Ruin last as long on Nemesis as it does for every other killer. It will either last or not last at all it's as much RNG as the Zombies itself.

    Sure i did get the hit number wrong but M2 only it's still 3 hits per first hook and then 2 hits if nobody uses the Vaccine. Thats still more hits than what slinger needs if he is using M2 only. M2 only Nemesis is the worst killer in the game.

    Best pallet destroying power? Did you forget Demogorgon exists? Shredd has more range than the Tickling Feather and destroys pallets too.

    He isn't add-on dependant , he has various add-on combinations, are you gonna say Huntress isn't add-on dependant? Cause i will, she doesn't really need them but they are there and they make her better. He feels a bit clucnky but that's it. He is still a strong killer. Definetly Stronger than Nemesis.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2537249#Comment_2537249

    Nemesis walks faster, can destroy pallets, can down over pallets and has secondary power.

    He is worse as ranged killer, but he is definetly better overall killer after Deathslinger nerfs.

    ADS Slinger is a thing so speed is not an issue for Slinger. Slinger can get shots in before they reach the pallet. Nemesis has a secondary power? You mean those 2 things that get stuck everywhere? That's a secondary power? RNG is the secondary power you want for a killer? Deep Wounds at least forces you to Mend, meanwhile Contaminated does nothing for Nemesis.

    Nemesis better than "Nerfed" Slinger? What add-on combos does Nemesis have? Cause i'm already counting 6 combos in my head for Slinger and all i can think off for Nemesis is i gotta tier up fast to get any use out of my Tickling Feather.

    Btw Nemesis Tickling Feather only works after Survivors are Contaminated. That M2 down potential means 3 hits per hook. Slinger with 2 shots has a hook. And can even deny an unhook from a distance greater than Nemesis can.

    Stop trying, Nemesis is a mix of mechanics from other killers and he doesn't do any of them better than the killers that he is borrowing from. Slinger reels Survivors in for the hit while Nemesis gives Survivors a speed boost with his Tickling Feather.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2537406#Comment_2537406

    Ghostface players have literally been asking the devs to reduce his basekit power cooldown since he released. They do exactly what the community has been asking them to do for 2+ years and that’s a bad thing? Lol.

    I was hoping for more and I think they need to change his add ons further in the future but people really do be complaining that a patch that contained more changes than we’ve seen in the last year combined wasn’t enough. Even when it contained many highly requested changes from the community.

    We asked for a max of 20 secs, they did 24 instead but still gutted the add-ons in more than 50% and didn't made any change to the useless add-ons.... Fastest recovery possible is now lower than what it used to be. And the bigger issue is You're still gonna be waiting for those 24 seconds as manny times as you were waiting for the 30 because the Reveal Mechanic is a complete joke.

    After so much time what GF gets is nerfed add-ons in more than 50% and a measely 20 % increase to base and no other changes... Should i be happy with a NET NERF ABOVE 30%!? After 3 years!?


  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2536432#Comment_2536432

    Trapper, Myers, Plague got considerable buffs, basekit Ghostface, Blight got some fun add ons buffed, and Pig didn’t get nerfed overall she got several buffed add ons. If you used TT/CoG every match before this I suppose that got nerfed but I didn’t think that combo was particularly healthy for the game so I’m glad to see it tuned down. It wasn’t even nerfed that heavily either, TT went from -30 seconds to -20. Oh no!

    Whether keys should have been nerfed before or not is irrelevant. They got nerfed. Therefore I’m happy about it.

    And if survivors want to run a perk that means they spend time doing bones and Self Caring every time they get hit then great! I look forward to longer matches.

    (That’s the opposite of “rushing” btw, actual rushing would be just running Adrenaline and doing the gen injured.)

    Ghostface got a net nerf. He still needs to use recovery add-ons but the add-ons are nerfed and none of the other add-ons got any change whatsoever so they are still not worth using. All of GF's add-ons are stat modifiers. Only Outdoor Security Camera does something new for the killer. Move Speed, Stalk Speed, Stalk Move Speed, Detection Range, Killer Instinct duration, Mark duration, this all stat based add-ons. GF only had 5 add-ons and now he only has 3. Chewed Pen, Security Cam and GF caught on Tape. Nothing else is worth running. Whoever says so doesn't play GF enough. None of his add-ons solve issues like Reveal Mechanic being wonky and exploitable, none of them fixes losing power wether you do a good or bad play, none of them gives GF a chance against SpineChill, none of the add-ons is even a Meme BP add-on, none of them is a simple on hit status effect. None of them does anything besides changing numbers....

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2536757#Comment_2536757

    Sure. I don't think Huntress was more fun, but she definetly is after Deathslinger nerfs.

    It's funn how your counter argument is usually that other killer can do it better. Well, but we are talking Huntress vs Deathslinger.

    Not Huntress vs Deathslinger, Nemesis, Trapper, Myers and Bubba.

    Btw yeah Nemesis is better than Deathslinger, but we can have that contest another time.

    She is more punished only after she miss all her hatchets, 1 miss is punished less.

    You mentioned Huntress basement game was better and i simply told you other killers have a much better basement game. If the argument is why pick Slinger and not Huntress then you bring Basement huntress and i simply said if you wanna go Basement builds there's better.

    Even if She Hits all the hatchets she still has to go grab more from a locker. If you don't miss any hatchet and go for 12 hooks that's 24 hatchets you have to hit. 6 hatchets per survivor sacrificed, 2 hatchets per hook stage, 2x3 hook stages = 6. Even at max capacity you're reloading in lockers 4 times, max cap is 7 right? So 24 divided by 7= 3+ so you'll have to reload the 4th time just to get the 3 final hatchets. Depending on where you are and which map you are when you use the last hatchet and where a locker is then you can travel quite a bit or not travel at all so your downtime is at RNG's mercy while Slinger's Reload is capped at a max time by default and can only be shortened. DPS and down potential is in Slinger's favor.

    Nemesiis definetly is not better than Slinger. Nemesis doesn't have Slinger's zone potential, 1 shot capacity or range or even stealth capacity...What you just said is wrong in every count possible.

    You're right per shot she isn't as punished but Slinger now has a way to guarantee less misses or decrease the penalty of a miss.

  • @Kurri said:

    Killers are reaching top MMR very easily, because the biggest gain of mmr is for how long the match is. Survivors just have to prolong the match longer than 4-6 minutes and no matter how bad it was for you as Killer you go up in MMR. Doesn't matter your score. Doesn't matter how well you did in game. Doesn't matter if you even pip.

    So we have the issue that all the Killers even if they do poorly are getting to max mmr (which caps at 1900 and starts at 1100), while survivors are going up and down based on how well they are doing in game and how long the game lasts.

    My Survivor experience is mediocre at best but my killer experience fits what you're saying. Tho this doesn't really answer me. I wanna understand the thought process behind changes to killers. Are they based on that killers MMR? If the way killer works is how you're saying then we'd see plenty of nerfs go around for killers, which we got a few but they were to the already "problematic" killers and there's been plenty of positive changes aswell for other killers. This has to means some killers are overperforming and underperforming. If the changes aren't based on that then whats the point of having MMR? Just for matchmaking reasons? The matches are still unfun and unfair so MMR didn't really solve anything cause the problem isn't matchmaking.

  • I predict Ghostface will be as he is in PTB and people will still use Chewed pen cause they still have to and cause all the other add-ons haven't been touched and are still useless.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2535261#Comment_2535261

    Huntress is better, more fun and feel better to play. So I said it, happy?

    Oh no, he will be viable if you abuse movement speed addon and just keep zoning survivors, so fun... or use Iridescent addon, so you can insta down, so good, right?

    Yeah, no...

    So jsut because Huntress is more fun to YOU does it mean Slinger isn't good? Ok gotcha. Slinge rhas to Zone but Huntress doesn't zone? Zoning with Huntress isn't boring but with Slinger it is? ok gotcha. Huntress doesn't abuse add-ons? ok gotcha.

    Do you really wanna keep going?

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534704#Comment_2534704

    I have feeling you didn't play them...

    So Huntress over Deathslinger:

    Is not punished that hard for miss.

    Can down over pallet.

    Can down on bigger range

    Can down survivors way faster

    She can defend basement way better

    She can down multiple survivors before reloading

    Has bigger projectile, so harder to dodge

    She is overall better killer and now even feels better to play her and more fun.

    Huntress runs out of Hatchets she is punished harder for Missing than Slinger. That's increased downtime that Slinger doesnt suffer from.

    She can down over pallets and that's definetly a plus but so does Nemesis, is Nemesis better than Slinger or Huntress? Nope. He has less range than both, his power can't really zone, it's even harder to aim and hit and the zombies are so RNG we can't even factor them in properly. But since Nemesis can down over pallets that makes him better than Slinger to you right?

    She has more range but needs to charge the shots which is a map wide warning and the hatchet travel speed is slower at base than base Redeemer so there's more of a chance to dodge it plus she requires aura reading or pure guessing for those long long range shots, without that she won't hit those shots as reliable as Slinger can gets his 1 shots.

    Can down survivors faster? Yeah in a 1v1 chase she might be faster but she won't be if Slinger is getting 1 shots and Slinger can get 1 shots without giving Survivors much of a warning he is coming. Slinger can get 1 shots at a infinitly higher DPS than Huntress. Huntress can only 1 shot once before going to a locker. Slinger is free to 1 shot whenever he reloads which beats travelling to a locker and reloading from the locker and finding someone. Slinger reloads on the go while searching for someone else. Time advantage to Slinger, DPS advantage to Slinger.

    Basement? Trapper Myers and Bubba wreck Huntress in the Basement any day of the year. Is she better than Slinger in Basement camping yeah sure but you're resorting to camping which negates Huntresses ability to hit anywhere in the map. Basement Huntress is weaker than normal Huntress. I'll let that survivor die while i do gens and get away...

    Her reloads take much more time than Slingers. Huntress is a Burst DPSer then has massive downtime compared to Slinger downtime which is a constant thing. Both can be made faster but the advantage will still be in Slingers favor

    Her hitboxes do make her stronger but it's easier to aim with Slinger so unless you have alot of practice with huntress you're bound to miss more than you hit. With Slinger you only miss if you're not shooting in time, which BHVR actually buffed via add-ons. You can ADS and move faster than survivors so you can make easier shots. Also after less practice than Huntress you will get your Redeemer irong sights on target more often.

  • @DorkianBae said:

    https://forum.deadbydaylight.com/en/discussion/comment/2535261#Comment_2535261

    Yeah dude, just so OP just requires 2 iridescent add on's, no problem.

    Not even going to watch this, but I get you are just trying to promote yourself so whatever.

    He has other add-on combos. My point with the video is to show the ADS changes don't make him unable to hit shots. Tatariu placed all of his near perfectly and not only that he even showed good reactions in some of those shots. The 1 shot down where one of the survivors dropped down for the rescue and Tatariu adjust his aim was an impressive big brian play and reaction on the aim... so now tell me how bad is that ADS change when someone can place shots that well and react like Tatariu did?

  • @MeltingPenguins said:

    @lemonsway

    Iri addon, really?

    He has other add-ons combos, you hear Tatariu talk about it in the video... Yes he used both iridescent in that game but so what? My point is look at his shots. Do you really think Slinger can't hit the shots anymore because of the ADS changes? Tatariu admitedly said it felt awkward when exiting ADS but he didn't feel like he couldn't take shots. He made impressive shots and that's what matters here, Slinger can make the shots so the ADS changes aren'0t as drastic as people are making it to be. Especially the 1 shots, he perfectly judged the distance for those 1 shots, which BHVR changed, making it require less distance, it becomes easier to judge the 1 shot range. That's a meaningful buff, it makes the add-on more consistant and worth running which were Tatariu's words aswell. And in comparison to Huntress Slinger can make more 1 shots more often. Meaning his 1 shot DPS is much higher. Meaning Slinger's Iridescent is much stronger of an add-on.

    I already told you can equip ADS move speed add-ons and Survivors have no chance to get away from you, you are countering shift W and at that short distance survivors don't have much of chance at reacting the shots. So he has other add-ons combos aswell.

  • @dednark said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534767#Comment_2534767

    His main appeal is not zoning, but the ability to quickscope. Before I would go for insane shots, even the long ones, and hit them, because on top of your own skill - fast reaction, good aim, flicking - survivors also were clueless about when you will shoot. Depending on situation, you could go for a shot, if you are fast enough. No more though, because now there is a windup, many shots are impossible to hit, and ads sensitivity is hell, meaning you can't go for flicks anymore. The best way to play now is to zone, which first - takes away any skill, second - unfun for both sides, and third - makes slinger weaker, since closing distance takes more time than hitting your shot.

    I'm not influencing anyone to not use him, devs do it themselves by trashing him with unwarranted nerfs, basically removing the soul from the killer.

    So instead of relying on that you pre aim the shots. Prediction is also skillfull. You were already prediction their movement so you flick to the right place right? So just do the same..it's the samething just a different timing that's all.

  • https://www.youtube.com/watch?v=G1eF2XrDsqk

    Here, this is NERFED Slinger. You tell me this is a horrible killer and Huntress is better than this.

  • @dednark said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534704#Comment_2534704

    You clearly have no experience playing slinger. Try hitting people on ptb who move chaotically when they see you windup and you'd realise how hard it is to hit people with tiny projectile. Nu slinger is forced to zone even more now, with new change to adsing speed you don't lose distance at all. They kept his unfun aspect of zoning, but took away quickscoping which required skill.

    Nu slinger is not fun to play as nor against. He is dull, unfun, clunky, weak killer. If ptb change goes live, don't be surprised in a sudden drop in slinger's pick rate(as if it was high before). I myself would just go back to playing huntress, as many others would.

    How can you call him weak if you're keeping the unfun zonning potential? Isn't his zonning potential what is really damn good about him? Boring? Maybe yes but if the zoning potential is still there then how is it weaker? How is he weaker if with just 1 add-on he is countering Shift W from survivors? He can just Run while ADS and survivors get to do nothing because they can't outrun him and he can shoot faster than you can dodge at this range. How is this weak!? That's what i'm asking.

    If you all are preaching NERF NERF NERF then ofc yeah you will influence everyone to not use him. HE lost something but he now gained something else aswell, his chases will be even stronger.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534714#Comment_2534714

    I maybe ran Stridor in like 3 of the 100s of Spirit matches I’ve played. Why are you asking this exactly?

    So you used it and didn't use it. Slinger players have the same choice. If they want a TR change then M&A is there if not then they can just not use it just like you chose to not use Stridor when Stridor was benefitial for Spirit. The point is there's a solution to the TR change should players feel like they need that solution.

    To me DS having smaller TR and being a Ranged killer was a bit too much compared to Stealth killers who all have natural higher TR, except Tier 1 and Tier2 Myers but Tier 1 and Tier 2 Myers are drastically inferior to Slinger. So Slinger's TR was 24 meters right? but his max range was 18 meters. That's a 6 meter difference, meaning his TR music at 6 meters is the very begining of the TR music so it was hard for survivors to understand where he'd be coming from.

    Do you think it's actually fair that a ranged killer can shoot you from 18 meters and only needs to step in 6 meters into TR? That's better than all stealth killers can do. Stealth killers need to be right there in your ass to hit you while Slinger can stay relatively stealthy and hit you! To me that's bonkers. The TR change isn't that bad in terms of Balancing killers in their own Bubble.

    Now with the changes he has 32 meter TR - 18 from max range that's 14 meters, he needs to be 14 meters into TR to be able to get a shot. That's still Advantageous and some survivors will still missjudge this and get caught. It will be hard to do? Absolutly but you can make it easier with M&A if you want to.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534626#Comment_2534626

    Should a killer be forced to run a specific perk to counter their weaknesses?

    Well since you have a Spirit pic let me ask you did you run Stridor if you are a Spirit player? Cause most Spirit players did...

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534626#Comment_2534626

    Should a killer be forced to run a specific perk to counter their weaknesses?

    Obviously not. But every killer is doing that with Slowdown perks anyway so what's the difference between the necessity of slowdown perks vs the necessity of other perks?

  • @dednark said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534626#Comment_2534626

    Yes, he is in fact a weaker huntress now, we know. No point in having him in the game in his ptb state.

    Huntress slows down when holding hatchets and needs charge to hit max range. Slinger moves faster than survivors while ADSing, he will counter shift W and his projectile is faster than hatchets which means Survivors can't react to it as easy as they can to hatchets and any shot Death Slinger does is always Max range... How is this bad!? Yes he has less range but he is moving faster than huntress and Survivors, projectile speed is superior and he can go from M1 to M2 just the same as Huntress.

    Huntress has 40 meter Lullaby and Slinger will have 32 meter TR. You can't change huntresses Lullaby range but you can use M&A on Slinger to reduce TR. Plus Slinger's TR music starts out very slow which is very deceptive. Huntress max charge makes map wide audio queue while Slinger just ADS's with no audio cue and any shot is max range everytime. As long as you are in that range and with the speed of the speargun you're in for a hard time dodging the shot.

    All Slinger has to do is make better predictions jsut like Huntress has to do. Slinger shooting is same as Demo's Shredd you wanna use Off the Abyss or ADS with Slinger when rounding corners when you know there's a window in the loop.

  • He will counter shift W while ADSing and can shoot faster than survivors can react but he is screwed? He is just obeying the same laws as Huntress, now he has delay on using power and canceling power. Insta ADs and Insta cancel was not good for the game. You can debate his TR change but just put M&A and you're back on 24 meters so...

  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2531396#Comment_2531396

    Do you mean how they terribly overreacted and completely trashed Lucky Break after the PTB? So what are you saying is they will use the same nerf hammer on the boon perks and trash them too. Good to know.

    Trashed Lucky Break? 45 seconds of being a ghost is what you mean trashed? Thank God barely no one ran it. It's stronger than DH any day of the week, it can guarantee an escape more effectively than DH and theres no exhausted on the ground side effect either. You just get away if you break line of sight.

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