Avatar

unluckycombo

unluckycombo

About

Username
unluckycombo
Joined
Visits
1,000
Last Active

Comments

  • I constantly run it as Survivor. I use it mostly because it helps encourage randos and some of my newer friends to sit on motors with me instead of hiding for the increase gen speed, and it gives me the bonus of tons of extra BP. (Also, it's great for helping break up a nasty 3 gen if our last person keeps the killer distracted.)

  • Depends. Sometimes I'll draw, sometimes I'll go down an internet rabbit hole, sometimes I'll play D&D while waiting... depends on who's on in my friend group and what we're doing in queue.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873137#Comment_1873137

    Clowns exhaustion addon is completely gone when the next update hits which sucks, because that was a really good addon on him, and it helped immensely. Sadly huntress is going to be the next one to go, and that will be it for the exhaustion addons.

    Honestly I think this is the best news I've heard about the new patch yet besides how the maps look. I can't tell you how much I loathe exhaustion add-ons since it can take away from some of the really fun survivor exhaustion plays. (Like Head-On locker plays, or a good Houdini Lithe play.)

    Still though, the rest of my post still stands. There's a ton of things that make Dead Hard useless, from certain Killer abilities to the exposed effect to how hard it is to actually pull off correctly.

  • @FFirebrandd said:

    I mean... basic lunging as well? Plus some killers have super lunges as part of their power or a side effect of a speed boost in their power. Wraith, Spirit, T3 Myers, Pig, and debatably Demogorgon all fit into one of those categories.

    Edit: Also one could argue that Nurse has the most super lunge in the game. 300% movespeed for a maximum of 20 meters that does not care if there are walls and other obstacles in the way.

    ^^^This. Spirit Add-Ons when she comes out of her phase into a lunge can be insane.

    To add to that, I've seen many killers that will run exhaustion add-ons, completely negating any exhaustion perk (Looking at you Huntress and Clown- sorry I like to used Balanced Landing in 2021.) There's also the fact that DH isn't infinite- once per chase, easy to screw up as a Survivor, will leave you exhausted on the ground more time then not, easy to bait out...

    And, there's also tons of insta-down killers and perks that completely negate the ability to use DH, since you have to be injured to activate it. (Billy Saw, Bubba Saw, Oni Insta-down, T3 Myers, Marked Ghostface, Iri Head Huntress, Haunted Grounds, Make Your Choice...)

    DH is a pretty balanced perk. The only thing that should be changed on it is the lag, since it doesn't really feel smooth to use compared to other exhaustion perks.

  • Agreed, and let's get rid of pointing next- I hate it when Survivors dare try to touch me /s

  • Man I really hope it won't effect Custom Perk icons. I've been playing with custom icons for so long, it feels really wrong to play with the normal stuff.

  • Nah, getting slugged might be boring, but there are counters against it. (For example, just being a decent looper and buying your team time to pick up a slug, or bringing a perk).

    Kinda the big thing to counter slugging imho is just time. A killer can slug all they want, but if they spend too much time on their next chase, they lose a lot of pressure compared to just hooking the survivor- it makes it a gamble, but a fair one.

    There are also perks to counteract it- UB is good, though I personally don't get much use out of it- Tenacity is good, Power Struggle is pretty pog, and Flip-Flop can be surprisingly strong. This isn't including stuff like WGLF which can get you up off the ground faster, or Adrenaline.

  • Besides Spirit, it's normally Freddy or Deathslinger.

    Freddy is just boring to verse- once I see they have slow down add-ons with a complete gen slow down build, I know I'm in for a bad time.

    Deathslinger as well- though this is mostly just because I get a lot of camping Deathslingers. He struggles with his map pressure, and it seems like a lot of players kinda panic after one gen being done and will sit in front of hook.

    I'll also throw these two up, for different reasons, and they're no where near as close as my top 3- I'm terrible versus Oni and Trapper. I get really good Oni maps when I verse him, which is just unlucky, and I was the guy who would never get out of old Trapper bear traps.

  • As Weenie said, I wouldn't have an issue with it, but the Break Out mechanic should be smoother for Survivor, and possibly not effected as heavily by add-ons. (Because currently, the Break Out mechanic is busted on both sides.)

  • I genuinely don't mind DS as a Killer player.

    Sure, it can get a little annoying (Personally I don't have to worry about it as much because I play mostly PH), but I don't think it's terrible, even when playing other killers. Ngl I don't mind them slugging and eating the UB to ensure they don't have it later, or just eating the DS early. It can definitely ruin the game because you can lose a lot of pressure from it if the Survivor is good, but at least in my experience, most Survivors won't keep the chase going for that long unless the Killer makes some huge mistakes, since more Survivors aren't great in chase.

    Obviously, the exception to this is something like a super coordinated SWF with all DS+UB who like to spend more time sitting in queues then playing the game, but I think most of us can agree that a team that can pull it off optimally is pretty rare...

    Besides, I know as a Survivor how little people run DS. Can't tell you how many times I don't have an obsession at Red Ranks because no one brought an obsession perk. I should also note here that, at least in my experience of running DS+UB, it can be something you just don't get value out of if your team is lacking.

  • To be fair to Behaviour, Trapper is in an absolutely desperate need of a re-work. I think other people have said it best, but his kit really is pretty much just a relic of early DBD, just like Wraith's. And the people who do make new maps aren't the same as those who work on balance. I really don't think they're intentionally shadow nerfing Trapper, but I do think that something should be done to help their mascot killer out. The RNG stuff in the next patch looks like a step in the right direction, so hopefully he gets more soon.

  • Tbh I'm conflicted about the change. I like the new effects, and I definitely think it has potential, but the fact that your old Hex goes to the Undying totem is a little odd, and might be too weak. Honestly I've kinda said it from the start, but I think if Undying just didn't have Aura reading on Totems, and still just jumped around your Hex totem, it wouldn't be half as nasty to verse.

    I am happy that they changed it though so it works with Devour and Lullaby though. Gives the perk more potential for a wider array of fun builds, and also gives some strength back to Thrill of the Hunt, which kinda got shafted hard from Undying imho.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1855841#Comment_1855841

    The problem isn't the perks, it is the speed gens can be done.

    The game only works when survivors have no idea what is going on and multiple, if not all, survivors leave their gens for a save. SWF, even casual swf do not do this.

    There are many other problems caused by even casual chit chat that you don't even notice, but that is the main one.

    The two go hand-in-hand though.

    If you spend more time in a chase because everyone in the team dead hards you, making their chases longer, then you spend less time pressuring others.

    If you have three or four people running around with the wombo combo of 60 free seconds with DS+UB, then you can't really do anything against it. If you're running Pop or Thrilling, but have to wait out multiple DS's, then you can't use your perks to regress the game.

    At the same time though, the answer for gen speeds isn't as easy as 'Increase time Survivors have to spend on motor'. There are tons of games where killer will win with 5 gens still up, and there are a metric crap ton of factors that effect gen speed- including what killer you play, what map you get (as it's easier to pressure more gens on smaller maps), and what the survivors run.

    That's what I meant by gen speed being an issue I wouldn't touch until other things are changed- there's a lot that effects it, and that's also why I didn't focus on it very much on my original response...

    (Also, as for your claim on communication, yes, communication can change a game- but the 'casual communication' you were referring to is about the same as somebody who was running Kindred in a solo match. Which is also why Kindred is such a pog perk that dedicated solo survivors love.)

  • Ngl, if they removed SWF, I would stop playing this game. It's the only reason I play it so consistently- I like having fun with my friends in casual SWF, and KYF just isn't as fun.

    However, I can give you some notes as to what I would personally change about SWF which wouldn't cause it to be deleted or just unfun to play:

    -Give killers a BP bonus for facing a SWF. Encourages more Killers to actually face a SWF, instead of just insta-dodging them. Also helps lessen the BP grind, which is nasty on both sides- especially since Add-Ons can make or break a killer game.

    -SWF Perk Lock-Out. What this means is that it would follow what seems to be the normal tournament rules for Survivor perks that you see in DBD Competitions- No more than 2 perks of each type for Survivor. So, pretty much if you're in a 3 or 4 man SWF, you can only have two players run DS+UB, or 2 Dead Hards. If the Devs were super concerned about what this means for casual SWFs (Like the four man Head-On squads), they could just base it around the most popular Survivor perks based on pick-rate. This would help encourage perk variety in a SWF, while also making it so it's not a complete, constant stomp on the Killer. I also think that this should lock out OoO for the entire SWF, since it's a really nasty perk.

    That's just my suggestion though. I agree with most of your Killer changes- though honestly, I wouldn't touch genrush with a 10-foot pole until other things in the game are messed with. It's a pretty big, multi-faceted issue that I really don't think has one simple solution.

  • Might just be me, but I just don't enjoy red ranks because it seems like there are fewer players up there that want to goof off. I get thrown into red ranks pretty consistently as Survivor running meme builds, and it feels like everyone in Red Rank runs the same few builds- and when you try to goof off with them a little in a trial, most of them won't bite, and many more will get crabby with you in post-game chat for small, meme-y jabs.

    Imho, I kinda just wish this game wasn't taken so seriously in high rank. I really just don't see this as a competitive game, so when I get stuck with super hardcore competitive players back to back, it's pretty annoying. Doesn't happen usually for too many games in a row without a small break, but since those breaks usually come in the form of lower-ranked players who are more willing to meme around, high rank tends to leave a bad taste in my mouth.

  • DS isn't required to survive. It's definitely a helpful tool, and one of the best ones if you want to play greedy. But overall? Not at all. As long as there's an obsession in the game, you don't have to have DS.

    In my own experience as a Killer and Survivor, usually, players who tunnel are inexperienced, unconfident, or already lost. (For example, if you tunnel someone off hook in EGC, or in my case, I'm not a very confident killer player, despite having over 1k hours in the game, and sometimes I get wayyyy too flighty about how fast gens are going, and tunnel. A really bad habit, I know- especially since killers can get so much more powerful with less gens being done, but it's something I need to work on.) They also will tend to tunnel either the really experienced player (usually this is because the killer is inexperienced, and are just angry someone looped him all game), or one of the weak loopers of the team. (A simple rule of thumb is that you don't have to be good to hold M1- and it's super easy free pressure.)

    Honestly, I don't mind tunneling. It's definitely annoying since you get fewer points at the end of the game, and it's boring as a survivor- but I will admit, it can really make the game more bearable as a Killer. Imho, DS doesn't really do much to help you stop tunneling unless you're in pretty specific circumstances- because if the killer wants you dead, the DS won't stop them. All it will do is buy you a little more time. (Which, don't get me wrong, time can win the game, but it won't guarantee you survive.)

    So nah, DS isn't necessary. Helpful, great perk, but not necessary.

  • As someone else said, it really goes both ways. My killer ranks usually sit around purple (I don't play killer as often or consistently...) and I get a rainbow of ranks. I'll usually sit in consistently red ranks on Survivor, and I'll still get a rainbow of ranks- some nights I even get matched with Rank 16 killers with one perk. Matchmaking pretty weird.

  • Nah, Self Care takes too much time.

    You could spend 32 seconds healing in a corner and dedicate an entire perk slot to it, or you could bring a medkit, which will heal you faster (and good medkits will heal you more then once!) Without taking up a perk slot.

    You could also just run something like Bond, where you can see your teammates auras to encourage them to heal you. (Plus, it allows you to know what's happening with your solo queue teammates.)

    Or, you could just run Inner Strength- helps encourage the breaking of totems which can progress the objectives (Especially with how meta Ruin+Undying is), helps you with your own map knowledge by encouraging you to learn totem spawns (Which can be great next time you're on the map and there's a Hex perk up) and helps prevent NOED. (Also, there's the fact that it's heal speed is always consistent. Inner Strength isn't effected by Sloppy Butcher.)

    Besides, it encourages you to be afraid of being injured- and sitting in the injured state isn't always a bad thing.

    Imho it's just not worth it. Takes too much to get use out of (Since you have to pretty much dedicate your build to make it useful) while not having the fun meme potential of other not so great perks. (Like Head-On builds, Chest Builds, or Flip-Flop.)

  • @Phasmamain said:

    If you want to relax as killer than don’t go for kills go for hooks. Killers still get a lot of points even when losing. If you want to 4K consistently why wouldn’t you have to sweat.

    if you want to escape every match as survivor you have to sweat.

    Gen times aren’t actually bad you just have to split pressure and keep everyone occupied with something else

    ^ This. I promise you, most of your games are not against God survivors. Bully Squads aren't really as common as people swear them to be, and I can't tell you how many times me and all of my friends would meme around and waste time screwing around and we would still survive because we just weren't getting pressured.

    You just need to be efficient in chases and tracking, and split pressure whenever possible. Perks like Thana are great for encouraging that, since it's at it's strongest when everyone is injured. (Which is why I personally love it.)

    Also, just go for hooks. You gain so much pressure over hooks (and a lot more BP!). Slugging isn't bad, but it's easily countered and doesn't add to your points.

  • Honestly, the truth is that Spirit is one where you either have to pray that she's bad, or you just need to learn how to stealth (which is honestly super important and pretty underrated in the Survivor arsenal.)

    I know a lot of people say to run Iron Will, but most Spirits run Stridor since it completely counters the perk. I would actually suggest running Spine Chill, since it can give you benefits in games outside of Spirit (by increased vault/action speed when the killer is looking at you) and allows you to get an early warning on wandering away from gens against killers like Nurse and Spirit when they're looking for their next chase.

    Pretty much the strat I use is if I know someone just got hooked/isn't in chase, and Spine Chill lights up, I start walking away from the gen. Always walk, don't run. Slip your way over to the next tile or to a random spot you can sit in, and watch as they wander around in confusion, wasting time in looking for you. Then once they leave, go back to the gen and keep at it.

    TLDR: Best counter to Spirit is stealth and gen rush. Just like Slinger.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/1841222#Comment_1841222

    Are you really gonna base nurse’s difficulty level from your personal experience? I hate it when people do that with any killer. If you find her easy to play then good for you, but that does not mean others won’t adapt to a killer like nurse that fast. I started playing blight about a week ago and I learned and adapted to him pretty quickly, but that doesn’t mean others will learn him that fast. Everyone has their own learning curve and if you learned nurse that fast, impressive. Freddy is the only exception to this considering I haven’t really heard anyone say they have trouble learning him.

    ^ This. I can't figure Blight out to save my life because of how disorienting he is (same with Billy and Oni...). Nurse isn't as disorienting, so I'm usually a better Nurse lol. (Pretty funny too, since I know a lot of people say Nurse is disorienting, but I guess my many hours of Tracer paid off there lol.)

  • Ngl, I wish Hatch Offerings weren't in the game. I always thought the thing that made it balanced was the fact that it's location is basically randomized every game, and dedicating a perk to finding it is just one less meta perk on the load out. I kinda wish they would remove the offerings entirely. I personally never use them because I just don't think they're fair.

  • @danielmaster87 said:

    Red rank killer (and survivor) here. The competitive scene of this game can be unforgiving. You win some and you lose some, but every now and then, human nature comes into play. I am 1 match into my current play session and I feel like getting off. Why? Because playing killer + toxic SWF = zero fun. I try to ignore it, and tell myself to just play for fun, but it doesn't work. If there is no chance of winning, I'm not having fun. That is especially true when sadistic people, who use this game as an online bullying tool, have to rub salt in the wound. When winning isn't enough for you, you've got a problem.

    But my biggest issue is: where's the pushback? As individual players, all we can do is ignore the toxicity. Toxic people will be toxic, but maybe there would be less of them if they were at least told that what they're doing is wrong.

    To my knowledge, the devs haven't said a word about unsportsmanlike behavior, despite the useless in-game report feature. Why not? Do they approve of it or what? Because frankly it's pushing longtime players, as well as new ones, away from the game. These toxic players, confident in knowing that their behavior is a back burner issue to the devs, if even that, is ruining this game and it's image.

    So I say: If toxicity is wrong, let's hear it. Give us something.

    Can't relate m8. Sure, it's not fun to be stuck in a losing match with sometimes nothing you can do about it (Hello games as solo survivor where one guy DC'd and your other two teammates are doing nothing as you run the killer.) But you're bound to lose sometimes.

    And, people aren't really all that much more toxic in this game imho. Sure, there's a lot of BM (t-bagging, flashlight clicking, etc) but there isn't very much real toxicity. (People being rude to each other in end game chat, which is reportable.)

    There's always going to be BM in this game. If you don't like how someone talks to you in end game chat, report them, block them and move on.

  • @Leachy_Jr said:

    It's funny, I find a lot more killers than survivors sweating pubs. I thought it would be the other way around.

    But yea I wish there wasn't as many people sweating from both killer and survivor, just kinda makes the game unfun when you play against a ruin undying spirit or a 4 man DS UB squad.

    This. I really don't think this is a competitive game, but some people really do be playing like they're in Hexy's Tournament 24/7.

    With that being said though, I do think the issue is more so that there isn't a split queue for people who want to play the game seriously and those who don't. It'd be like playing OW and everyone being put in the same queue, from an OWL player who's trying to get in some comp hours to a guy who only plays drunk with friends, which is pretty much what DBD queues are.

  • Y'know, I always find stuff like this funny, because I really don't see a lot of toxicity. Some in-game BM? Oh definitely. Real toxicity? Rare.

  • For me? Nah. I don't mind Stealth and all, and I'll play Stealth, but I feel like he's one of those Killers that's just super team dependent, more so then a lot of them. You have to spread pressure or you're screwed, and Solo Queue players seem to only like to stack up in one spot against the worst killers to do it.

    Add that in with the fact that a lot of Deathslingers I go against seem to have quite the thing for camping and tunneling, personally I don't have a way to say they're fun.

    (That isn't to say he's OP or anything, because I don't think he is, I just have a bad experience with Deathslingers and the ones I face.)

  • As others have said, it kinda just depends on the add-ons and team. A gen protector doc with nasty add-ons and a nasty build is a lot like playing against Forever Freddy: imho one of worst experiences as a Survivor.

    But if it's just your normal doctor with average add-ons and a half competent team? Yeah, I'm cool. Rather face a Doctor then a Freddy.

  • Omegalol. I mean, I used to not care for facing PH either before his rework, but ever since, I've loved playing both as and against him. If anything, I think he's pretty healthy for the game because he does have counterplay that's more then holding M1, and it promotes creativity.

  • Ngl I'm bi and I'm totally cool with no open lgbt characters. There's enough leeway in a lot of characters to make your own headcannons about their sexuality and background, that it's fun.

    I think things like representation are more necessary in story-driven games, or in games like Overwatch- where the lore is insanely rich and detailed and has a lot more to it then just what little you get in game. DBD is kinda the opposite in thay regard, so lack of open representation is a 'whatever' to me.

  • Imho I think it's too early to say. I think people are kinda forgetting that the twins do have super good snowball potential, and just a lot of potential in general, and the Devs already said they're going to be tweaking the ability to kidnap Viktor and the locker plays.

    I really do think that people are just making too many quick judgements on the killer. I think they have to be really careful with how they plan to change them, because they can get way strong, way fast- and maybe it's just me, but I'm okay with another middle road killer.

  • Honestly, I'm not excited for the new chapter since I think the killer is boring to verse... I really like the concept and the perks, but I just think that they're not fun to face.

    (Very unrelated, but I also wish Viktor had a slightly different design. Just not a fan of the one we have for him now tbh.)

  • I'll give two for both sides, cause why not?

    Killer:

    Monsterous Shrine: Do I even need to explain why this poor boi is bad? I mean, I get why it's bad, but still, kinda sad imho.

    Insideous: I honestly think that this just encourages poor behavior in the game. The only time you're ever going to use Insideous is when you're camping- which, while I know is technically a valid way to play, I think everyone can agree that it's not fun to be facecamped from the start of the game.

    Survivor:

    Self-Care: The Self Care nerfs were definitely necessary back in the day, but so many perks and items just do it's job so much better, and it requires way too much to get decent value out of it.Not really sure how they can help this one though without making it nasty to verse again.

    This is Not Happening: You know, I waned to give this to Premonition, but at least Premonition has a use. This is Not Happening is a waste of a perk slot, and it does nothing but crutch new players who are scared of skill checks.

    I know some people also mentioned Object, but imho OoO isn't that bad to verse unless they're a super coordinated SWF or you're playing Hag/Trapper... then again, I'm also one of those where I think it's perfectly valid for someone to run the perk so they can get better at looping, because I've done that before myself, so 🤷‍♂️

  • I'd actually say the opposite- original characters tend to get stronger perks.

    Only Liscensed Killer with an uber good perk is Bubba imho. (I would also argue that Piggy has a pretty solid perk set up, but not everyone likes Surveillance or Make Your Choice.)

    On the other hand, original killers have pretty much all the major killer meta perks, or they're already free. (Undying, Ruin, Pop, Corrupt, Tinkerer, Sloppy, Thana, Infectious, NOED, etc)

    On Survivor Side, you could argue that liscensed survivors do have stronger perks, but it's back and forth based on perspective. For example, yes, DS and UB are strong- just like BT. But OoO isn't strong unless you're good at chase or you're in a coordinated SWF.

    Imho I think that both liscensed and original killer and survivor perks tend to be great. Obviously some are better then others, but there are a lot of perks on both sides people sleep on. (I'm All Ears, Make Your Choice , Inner Strength, and Flip-Flop are the ones that come to mind for me.)

  • Personally, I'd love to see a Puppet Combo or Outlast Chapter. I love Puppet Combo's games, and Outlast is amazing.

    As for something I know will probably never make it in, but I'd love to see- definitely Ao Oni, or an Amnesia: The Dark Descent Chapter. (Or any of those old RPGMaker Horror games + an Amnesia Chapter). Those games are what got me into Horror in the first place, so I would love to see them make an appearance.


    (And for my meme answer: I want Barbie as a Killer and Raquelle as a Survivor from Barbie's Life in the Dream House.)

  • Easy, DC penalty is on, and it's the only way to quickly get out of a game now as Survivor.

    (Not that it really matters though- Hook Suicides just do the same thing as DC's did, just gives the killer some extra BP and lets the Survivor complete their challenge without sitting through a full game. And people who genuinely don't care are gonna DC anyway. Kinda don't even know why they added it back tbh...)

  • @MeltingPenguins said:

    This isn't bait, I'm genuinely curious.

    I know the onslaught of reasonings why Deathslinger is no fun to face (to the point of people calling for his removal from the game), and I'm sitting here

    'But huntress is WORSE in thise regard'.

    Hear me out.

    1. Yes, Huntress has her humming, but here actual TR is the same as Caleb's, meaning she can benefit from M&A the same and it boils down to survivors looking around. The humming doesn't actually tell you that much about how close she is.
    2. Yes, Huntress has to charge up her hatches, but in the end it comes down to how good the player can aim. Just like with Deathslinger. She can fake her attacks just the same. Insta-shoots require training, so the 'shoot from the hip' people claim is so common with Deathslinger isn't that common at all (it's likely that a lot of red ranks also play FPS on a regular basis, which, however, will affect their Huntress gameplay as well)
    3. Iri addons: Deathslinger has to hit within a very narrow margin for the iri coin to allow insta-down, which again comes down to the players abilities, not the design. The iri heads reduce the number of hatchets to 1 (3 with belt) but again, it comes down to the players abilities. you see the head played much more often than the coin. The different hitboxes between the hatchets and the speargun also play into this.
    4. Huntress has more addons that mess with survivor's healing than Deathslinger, slowing them down quite a bit.
    5. Huntress' main perks are more powerful than Deathslinger's. Even if just in theory. BoP is great for people good at chases, TI is good when that's your plan, and Lullaby... speaks for itself. DMS only works with the obsession (It wouldn't be broken if it'd work with every survivors) Retri is only worthwhile with another Hex, and Gearhead requires two hits before it progs once before you have to get hits in. Huntress (also due to the lullaby and the hatchet range (though, again, requires an experience player) has more map pressure through lullaby alone, while Caleb has a lot of perks that require him to continuously move around the map without a guaranteed payoff. If we just compare their own perks.

    In conclusion:

    At bottom line every argument brought up against Deathslinger can be brought up against Huntress too, yet the only beef people seem to have with her is the Iri Head, while Deathslinger can't do anything right.

    Why?

    1. Huntress does give you a really good indication as to how close she is though. Her humming radius is huge- and that isn't effected by M&A. (Which is why it's usually seen as a useless perk on her.) To add to that, her terror radius is distinct. The lullaby and heartbeat are significantly louder on Huntress then Slinger's chase music- which has been known to be quiet to start.
    2. I get Slingers that constantly do nothing but shoot from the hip. Survivors cannot react to that. Huntress has very clear audio and visual cues for both pulling out and charging up a hatchet, an audio cue for a fully charged hatchet, and a cue for putting away hatchets. Slinger has a very clear re-load. If he decides to hold down ADS, he has a very clear animation for it- but in my experience, Slingers normally won't hold down ADS. To add to it, because he can spam it, Survivors are forced to juke and constantly lose distance, giving him free zone potential. Sure, he does take some skill to hit shots, but a good Deathslinger is like a good Huntress- they won't miss enough shots for it to matter. And if they suck, then it's still boring to play against because then, as a Survivor, you steam roll them.
    3. ??? Does anyone actually say Iri Coin is OP??? Everyone knows Iri Head is disgusting, but I thought the general consensus was that Iri Coin was just weak?? I've never heard anyone complain about it being too strong lol.
    4. We're in a No-Heal Meta. To add to it, the add-ons that effect healing have a timer on them- the longest being 120 seconds. (Which, it's extra effect can still be countered by healing.) Besides the fact that Huntress probably needs an add-on pass (Tbh her add-ons are fine mostly, but their rarity scaling/amount doesn't fall in line with other killers at this point.), Deathslinger does have a few healing effect add-ons himself, along with a built in deep-wounds. (Which, forces the Survivor to heal if you leave them.)
    5. Again, I thought it was agreed upon that Slinger's perks weren't great?? And a lot of people wanted them buffed, just like other Killer perks that aren't great?? (Hello Demo)

    In Conclusion:

    Deathslinger isn't bad. I don't think he's OP, neither do a think a non-Iri Head Huntress is OP.

    However, beating a good Deathslinger takes away from one of the big things for Survivors: Chases. A lot of Survivors love chases, and with Deathslinger, you have a weird issue with his chase. You either get completely wrecked because he knows what he's doing or you're at a long wall (Something not all maps have), or you completely wreck him because he's not good- which doesn't feel great as a Survivor.

    Is there counterplay to Slinger? Sure. It's that you need to hide and rush gens. But solo queue players are unpredictable, and it can be annoying as a Solo player when you're screwed because you're team isn't doing gens- but then you also get the complaint that SWF is too strong. To add to it, there's a double-edged sword of hiding- not all players like doing it (which is fair), and, at least in my experience, a lot of killers complain that stealth is boring to face. (I can't tell you how many people I've seen get facecamped by a Nurse or something just because they were a stealthy survivor, and the Killer admitted to just hating stealth players in end-game chat.)

    Is Deathslinger the worst thing to face? Not really. Is he very boring to verse? Absolutely.

  • Someone had a bad game.

    Anyways, it happens. It's all a part of solo queue. Your teammates won't always know when it's safe to save you, and your teammates also will make bad plays. It's all a part of it.

  • @ringwinning said:

    As killer or survivor, what's the one thing that's always in your arsenal? Mine is... obvious. But I'm sure there are others out there.

    Survivor- FlipFlop. It's not a great perk, but I love it so much.

    Killer- I'm All Ears. Love this perk to death.

  • @Leachy_Jr said:

    The argument mainly comes from not being very good against him, also you made very good points.

    Huntress has the exact same projectile speed when fully charged with the hitbox of a train and apparently you can dodge that.

    If you can't dodge slinger, you can't dodge huntress. Take your pick.

    Huntress doesn't insta-throw Hatchets, and has very clear audio and visual queues for winding up her hatchet, throwing her hatchet, full wind-up, and putting it away. She can't fake out a throw.

    Slinger on the other hand, can constantly spam ADS and not commit to it- forcing Survivors to start juking and lost distance. To add to it, a really good Slinger can quick scope, so you have no reaction to the shot.

    This isn't to say Slinger is OP- I personally don't think he is. But he does make 1v1s really unfun for Survivors- it feels like you either squash him, or he squashes you.

  • @Orion said:

    Who actually says that only killers or survivors are toxic?

    Probably the same fools who claim that one side is more entitled then the other.

  • Tbh I don't mind t-bagging depending on the circumstance. Things like a greeting t-bag are always cool with me as both a killer and a survivor, from both sides. At the same time, I'm cool with a t-bag if something funny happened.

    Just don't t-bag at an exit gate for ten years, or t-bag after every pallet stun, or do it as a killer when you tunnel someone to death.

  • I can agree with DS being deactivated for End Game. However, I do think there needs to be a little more for the rest. I'm okay with survivors losing DS if they tap a gen or finish an action, such as healing another teammate or cleansing a totem. (Granted, I do think that it's kinda dumb that a Survivor can just tap a gen during chase to stop regression when a killer has to stop and do an animation for it when not runninh Ruin, but that's another discussion.)

    However, I think DS shouldn't necessarily be disabled from hopping into a locker. For example, if a Survivor is running Q&Q and hop into a locker in order to get off a Head-On stun because that's the exhaustion perk they're running and they're trying to make more distance, then I don't think they should lose DS just from doing that. However, if they get grabbed from a locker, they should lose it imho.

    As for a heal taking away DS, I think it should be situational. For example, I can get the argument of something like red insta heal taking away DS, even if I don't agree with it- however, if you heal up mid-chase from something like Secondwind, then I don't think you should lose DS- since you can't stop that perk from activating, and it's already a pain to get going.

    Point is, I can agree with a DS nerf- but I can't agree with perks that are already bad getting worse because of a DS nerf, if that makes sense.

  • imho depends on the situation. if you knew they were a duo queue, or a swf, sure. if it was a bunch of solos? nah.

    Personally I don't bring keys or moris. If I get a key, it's from a chest, and if I get a Mori, it's from a perk or an add-on.

  • I've been wanting to play him! But I'm still trying to get all my perks on him- I just hit P3 L50 on him, so it's gonna be a hot minute before I can finish getting them. I played some of him last night in KYF though- hopefully they come out with more cosmetics for him. I want him to be as decked out as my Steve, Jake and Ash.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/196736/what-would-you-consider-meta

    @Peanits is there any way you guys could release a statistics chart with the new changes and show which perks are used most often with the meta ######### underway? I'm genuinely curious to see what really is the meta based off of the statistics from the game , I feel like it's gonna be alot different than the last time we were shown most used perks

    That's actually why I'm putting together a spreadsheet lol- I'm curious as to how many moris, keys, meta perks, etc. Me and my buds were gonna fill out the sheet for a few weeks of all of us playing to see what our numbers look like- but I wanted a clear definition of what we're considering a 'meta' perk, so I made this discussion!

    @Xyvielia said:

    BBq, Ruin, Thana, Pop, Infectuous, Sloppy, Nurses

    BT, DS, DH, SB, UB, Adrenaline

    Those are some top tier Meta Perks.

    Oooo, nice suggestions! Thank you!

  • I've been tunneled more then camped. Sad part is, it would always happen when I did an Up the Ante+Slippery Meat kobe without DS...

    I've only been hard camped outside of EGC or basement a few times- and most of them tended to be Onis for some reason.

    Tunneling is a lot more common. While it definitely doesn't happen every game, it happens enough to be annoying. While it doesn't happen to me personally very often, I see it happen to teammates constantly. Whether it be someone from my SWF, or randos, tunneling is common.

    I have noticed though that it usually happens the most to the weak links of teams. People who aren't good at looping tend to get tunneled more then good runners. I'm assuming it's just a case of wanting to get them out of the game early because it's easy to do gens and it saves you time as killer- but it does suck for the guy it happens to. I've had games and seen games where the Survivor won't even get over 5k points when they die because they were tunneled to death without DS.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664404#Comment_1664404

    That seems like a pretty loose explanation as to why Valve/Steam allow “I hate (n word)” as a profile name.

    While I agree that language like that shouldn't be allowed, at the same time, it opens up a really big can of worms as to what should or shouldn't be censored, which can easily go too far. I personally don't think Steam should have to be 100% family friendly.

  • Both sides are equally toxic. You just see Survivors talk more smack overall because you play with/against more survivors in a single play session then you do killers. (You only play with one killer per game, compared to playing against 4 Survivors per game- so you're just more likely to see Survivors being toxic because you will always run into more players overall during a play session of SoloQ or Killer.)

    Besides, everyone has different views on what is toxic. Some find t-bagging and flashlight clicking toxic, some find facecamping or slugging toxic. Some people call healing at the exit gates toxic, some call keys toxic, some call Moris toxic- there's no set rule as to what is really toxic midmatch.

    In post game, I've had people say horrible things to me and about me. I've had killers complain when I say 'gg' after I got hatch, and curse me out for it. (I had a Nurse last night who claimed to have reported us all, and talked crap about our team because two people DC'd at the offering screen over a Mori... even though the DC's wouldn't be able to see it.)

    At the same time, Survivors will talk crap about a Killer in post game. Usually because they feel like they were tunneled or camped. (Whether or not it was true is usually case by case.) Sometimes there's the complaint of not respecting the 4% when the literal rest of the team is dying on hook or dead as well. More often though, I usually see Survivors talk crap about each other more then the Killer, especially SoloQ players- at least in my time as both a Killer and Survivor.

    Of course there's also the complaint on both sides about boring matches (a Team who are all running the same Meta Build, Forever Freddy, etc). There's also the complaint from both sides about the people they're playing against being sweaty.

    Imho both sides have toxic people, just like how both sides have entitled people.

  • Tbh the exposed mechanic is just really wonky. From what I've been told it's a hit box behind him that the survivors need to look at- but it's also inconsistent. You can be looking straight at him, but not be breaking him out- but then there are other times where you might barely be looking at him and he breaks out of stalk. (Can't tell you how many times I haven't been able to break Ghostface out of stalk when I need to, or how many times I've been randomly broken out of stalk as a Ghostface by a Survivor who barely saw me.)

    Game's wack.

1 … 7 8 9 10 11