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zoozoom6

zoozoom6

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  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1598348#Comment_1598348

    Uh... Yeah, that's not exactly a shocker, it has literally 0 effect. BBQ shows you auras, or forces survivors to hide them.

    you also have to buy leatherface or get lucky on the shrine of secrets to use it also bbq's aura reading is only reall good on huntress and to lesser extent doc not to mention perks are far more important to than they are to survivor

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1598217#Comment_1598217

    I like it bc I'm scared of 3 gen and it'll help with that on indoor maps. I like it.

    its a worse version of deja vu and deja vu is a gobal perk

  • @MadLordJack said:

    WGLF. In terms of raw gameplay, it's literally an empty slot. It has zero effect on anything.

    the f2p survivor side bbq and chili is bad?

  • @SoShiny said:

    Even some of the very low tier perks have their uses... but bottom of the barrel... Poised.. such a useless perk.

    idk about that it seems like something to use with sprint burst to minimize time between gens

  • @FrootLoops said:

    sole survivor. doesn't really work with anything

    @ReSpEcTtHe4PeRcEnT said:

    Sole survivor imo.

    it is supposed to be used with OoO and hard counter I'm all ears and some select add-ons like glowing concoction from huntress its not that bad

  • @SoShiny said:

    https://forum.deadbydaylight.com/en/discussion/comment/1598233#Comment_1598233

    I've had one instance that it was useful so I cannot bring myself to bash it... Which was for the compendium challenge that required you to "open" the hatch with a key. Killer closes it and I can't hear it anymore? No problem I'll just aura read it and key it open.

    so if you really want hatch and killer doesnt have whispers and he closes it without finding you and you dont have access to a map an you dont know where hatch is and you do have access to a non-green key then its useful? thats the nichest thing ive ever heard

  • @ZCerebrate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1598241#Comment_1598241

    You sure about that hatch grab? I've been under the impression it was removed since it was mentioned in the patch notes when End Game Collapse was first introduced and I haven't been able to pull it off since. Anyone have some verification?

    if you are refering to patch 2.7.0 it said that the mechanic that allowed grabs from any health state was removed. i joined the game after this patch and have canceled hatch jump ins through grab but only when injured not dying or healthy

  • you can close hatch faster than a survivor can jump in if you are both standing on top of it mashing the action button

    the grab mechanic still exist but the survivor has to be injured and doing the animation to do this

    depending on how much time you have you may want to injure them and then grab them at they try to jump in or just mash the button with them and when you get its pretty much gg reguardless of what they do and most survivors wont even run

  • left behind. u see the aura of the open hatch when your last left at the distance u can hear it? why?

  • clown is an objectively worse version of freddy with no redeeming features and barely diffrent power use mechanics

    shape being a close second as he is now just outclasses in nearly every way when compared to oni

    spirit still needs a visual power tell

  • nothing in the description says that it only works when healing others

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1589982#Comment_1589982

    At least with Wraith you aren't both add-on dependent and your power availability being in the hands of the survivors if they're good.

    For me, so far, GF seems like he has both the downsides of Wraith (and Trapper) with the add-ons, and Plague if the survivors don't heal and are decent at running injured.

    Outside of crouch-to-mindgame, I'm not seeing a huge benefit with him over Myers so far. Now granted, I am not a super-skilled Killer. I'm average at best despite getting into purple ranks post crossplay (I should not be in Purple ranks, btw). So, take what I say with a grain or two of salt.

    i am almost always in red ranks for killer i have heavily played wraith and ghostface. wraith's base kit is awful its like 120% when cloaked and horrifically bad uncloak and cloak times with heavy slown while doing eithier all for a minor speed boost that doesnt off set the speed lost from using you power in the first place no addon wraith feels awful to play you need either ghost or a windstorm to play him with any competance.

    ghostface can gen grab people with no addons this is impossible with wraith this alone makes him better. wraith however by contrast has some of the strongest addons in the game the all seeing ones and the best windstorm can go toe to toe with myer tombstone addons but if you try wraith and ghostface side by side with no add-ons it is clear who is better

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1589963#Comment_1589963

    Yeah. And one of my main issues with GF is that he is absolutely Night Shroud recovery time add-on dependent. I loathe killers like that. To me, it's a bad design.

    its not as bad as wraith or trapper but it is pretty bad especially with most/half of his addons being hot garbage

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1587151#Comment_1587151

    Why is it ok for most of the other killers in the game to have to play a guessing game, but when survivors have to do it, suddenly all hell breaks loose?

    what guessing game are you playing? ds? just respect it. unbreakable? don't slug i cant think of any more also these can only be used once and not in chases they arent comparable

  • @Kilmeran said:

    @Heartbound @edgarpoop @zoozoom6 @MadLordJack @SCP_FOR_DBD

    What builds and add-ons would you recommend for Ghostface?

    nurses on stealth killers is a must, pop is good i take discordance for info and stbfl works well on him as you can just mark the obession for minimal stack losses.

    gf has one of the weakest addon sets in the game increasing night shroud recovery helps so chewed pen and night-vision monocular is pretty good depending on your playstyle

  • ghostface is better than myers overall

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1587151#Comment_1587151

    As survivor, you are almost guarantee that you have upper hand against every single killer i mentioned in chase.

    Some loops are literally unmindgameable with those killers, and they are forced waste a lot of time just to catch up. IMO this is the quite the same as spirit, just in reverse.

    So don't you think they need more help, and needs to be at higher priority?

    no because of the simple fact that nerfs are higher priority than buffs this is because you can always choose to not play an underpowered killer but you cant choose to not play against an over powered killer.

    d/cing doesnt count

    i agree that all the killers you mentioned do need a buff

  • yeah some of them are i bet you cant get myers's "glass fragment" to work

    in N Comment by zoozoom6
  • she as of now is the only killer in the game that gives no feedback which makes her especially demoralizing to play against.

    guessing right or wrong is not good gameplay if it was i wouldve not spent my money on this game and just flipped a quarter over and over for entertainment

  • myers is a lower ranked killer in general not even top in terms of stealth killers: pig<wraith<myers<ghostface(arguably based on who you think is stealth<<<<<<<<<<<<<<<<<<<<<spirit)

    tho he has lots of great builds:

    (my current) evil within tier speed run: corrupt,tinker, discordance and pop. any addons

    perma mori myers: corrupt, discordance, lightborne and infectious both iri addons( replacing lightborne and infectious with enduring and spirit fury is great too)

    snowball myers: infectious,pwyf ,pop and rancor. tier 3 focused addons

    jumpscare myers: corrupt,discordance, pwyf and nurses, scratched mirror and a stalking addon or boyfriends memo

    stealthy myers: m&a, stbfl,pwyf and nemisis. dead rabbit and any addons to help you in t2

    myer is a jack of all trade but master of none

    he is likely the most versatile killer in the game

    how you should play him can very wildly and this is not an exhaustive list of good builds but even though hes superficially basic his addons and unusual slightly altered base mechanics can make him suit nearly any role you give him

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1587045#Comment_1587045

    Sure, perhaps they could remove the limit to how many you can have blocked at the same time.

    and keep the 16 second time limit?

  • @SCP_FOR_DBD said:

    Why split them up at all? Seems unnecessary.

    @Maperson said:

    No, it's unnecessary.

    just buff then?

  • dead-by-daylight-killer-tier-list-patch-260-4483-1598845849.png

    EXPLAINATIONS:

    S TIER: nurse and spirit are anti looping gods with minimal defenses against them.

    this seems to be widely accepted so i wont go over them too much

    A TIER:

    ONI: has the possibility to be better than everyone but his early game is abysmal

    FREDDY :is an all around good killer( good chase time and teleportation for map pressure can go a long way)

    HAG: a top tier killer with major drawbacks including being hard countered by flashlights, having a minute of trap setting destroyed when you are carrying a survivor and being orientated around survivor mistakes. that being said if she hooks you there might be nothing the team can possibly do to save you even as she goes in for more.

    HILLBILL: an oldy but a goody. can destroy survivors a minute in with ease if you know what you are doing often even faster than those ranked above him but is a bit map dependent.

    PYRAMID HEAD: tbh i don't have him and only played against him a few times but this feels right

    DEATHSLINGER: then best ranged killer on most maps, bearly any terror radius to warn you, guarenteed injure and deep wound reguardless of reel in and the least map dependent ranged killer.

    GHOSTFACE: the best stealth killer by alot(unless you consider spirit a stealth killer). can do nearly everything myers, pig and wraith can do and better.

    DOCTOR: impossible to hide from and able to stop vaults and pallet usage as well as force them to wast time to snap out of it. hes just great.

    B TIER:

    HUNTRESS: the most map dependant killer in the game with likely the best addon combo in the game. on auto haven with infantry belt and iri heads they dont have a chance on lery's going in base kit you likely already lost but every map isnt lery's or auto haven so i'll keep her here in the middle.

    LEATHERFACE: not good not great but better than before

    PLAGUE: a high skill ceiling that is almost never reached due to her dependence on survivors to give her anything. Better hope they clense or you're a 32 meter terror radius non stealthy 1m killer that has to soak em for 10 continuous seconds to down them in one.

    C TIER:

    CLOWN: objectively inferior freddy. hes freddy with no teleport, a reload and slightly different slow mechanics

    DEMOGORGAN: easily removed traps that are far from instant with a cooldown but he has a cool m2 so thats something better not look to his addons for help though

    TRAPPER: just hope you brang the right loadout for the right squad. bring a darkening loadout against the squad that checks everywhere they will step beforehand and you lose, bring coils or the other iri for them and you're golden. if you dont look you've already won

    MYERS: one hit downs sometimes and some stealth make a good killer right? just not at the same time right? right?

    PIG: A lunge ability similar to the wraiths uncloak but with a callout to survivors a day in advance and more difficult to control and a side ability that is 100% luck so it looks like the lunge isnt going to carry you. are you feeling lucky?

    WRAITH: Oh i love wraith so much but there is more strength in wet tissue paper than there is in his base kit

    F TIER:

    LEGION: if the survivors are stupid enough to think your power is worth running away from they lose if not they dont

  • with good addons you can down 3/4 of the enemy team 30 seconds into the match with some luck the same is not true even with myers most op add-on combinations

  • @Scratchers said:

    Huntress is pretty much regarded as a better deathslinger. More range, hitting means a guaranteed injured/downed state (whereas deathslinger's chain can get survivors stuck out of range), being able to counter pallets, faster healthy state to down state time, stronger add-ons, etc. Huntress needs at least something to hold her back compared to deathslinger.

    Huntress main btw, so I can't even consider myself biased.

    she has more range but ds has guaranteed injured/deep wound every hit regardless of whether he pull them in which can be better or worse depending on the circumstances

  • @Pawcelot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560980#Comment_1560980

    You need to watch more Umbra gameplay playing Huntress. She can down a survivor in 4-5 seconds using the old hatchet - M1 combo. She's also accurate enough to down most survivors within 10 seconds, if she has clear line of sight of them.

    On topic, Deathslinger has only 18 meters of range while Huntress have technically infinite range. The humming is justified on Huntress because of her global threat. Deathslinger cannot do ######### to survivors beyond 18 meters and cannot down anyone that he cannot reel in. If he needs his own version of the Lullaby, then he also needs a massive increase in lethality to compensate and I doubt anyone would approve of that.

    huntress's extended range is wayy too map dependant to make that arguement meanwhile DS can do about as well on lery's as he can on autohaven huntress cannot say the same

  • @MrBuffalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580804#Comment_1580804

    Okay But like...so do 4 other killers. What makes hag so great?

    instant teleport with no cooldown is what makes her so great. if she wasnt hard countered by flashlights and hooking rushes she would be s tier

  • power needs a second look but the rest seems pretty good

  • @thesuicidefox said:

    Okay, I'm honestly tired of seeing this phrase when people talk about anything. It comes up a lot as an argument against Spirit or Deathslinger.

    Look at the end of the day every killer and tactic has counter play. There were legit like 5 things in this game ever to not have counter play. Old Legion was one of them. Infinite loops (as in double window at cow tree with no bloodlust and no entity blocker) had no counter play. Heck even in the current game, yes, some stuff has little to no counter play. Ebony Mori. Keys.

    But dear Jebus, every time someone tried to argue for a change to a killer they always bring up "no counter play". "Bro there is nothing you can do, you just lose, just D/C already". That's basically what I hear.

    Spirit has counter play. Deathslinger has counter play. Now I don't like Deathslinger either, I think it's just a lame experience to get speared with no real way to fight back after that point. But that doesn't mean there is 0 counter play. Even as someone that hates Slinger I can acknowledge that there are ways to avoid getting shot. Tall wall loops work good. Dropping the pallet early generally helps. Janky movement can make it harder for the killer.

    Oh yea, and hiding works. It works against Spirit too. "Hiding isn't counter play". Uh yes, it actually is. A 110 killer doesn't have the time to thoroughly search an area. If you never get found you never get caught. I've won games against many killers (Slingers and Spirits included) by just hiding. Yea, it's not exactly an exciting experience. It's boring, ESPECIALLY for killers (I've had people hide on me and it sucks), and it's a bit of a cheesey tactic but it's still a legit tactic at the end of the day. Hide near a gen, keep tapping it, force the 110 killer to search everywhere for you and give up pressure on the rest of the map. If everyone is doing this they will have to commit at some point because this is a battle of attrition and they will lose.

    And I get people don't like these killers, again I hate Slinger. But come up with some original arguments and stop parroting a buzzword you heard. It's getting ridiculous.

    playing a killer and making mistakes is not the same as survivors outplaying the killer especially if they have nothing to go on like spirit or have very few choices that will both result in a hit if the killer doesnt mess up.

    playing against a deathslinger with ######### aim doesnt mean you are juking him the spear moves too fast in the time it takes the spear to reach you from 20 feet away if he is aiming at your center mass it is not possible to change you position enough to avoid a hit. the result of the chase is 100% on the deathslinger if they dont aim correctly they miss if they do you get hit.

    playing against a spirit that saves her power for mind games and doesnt waste it all moving from one side of the map to another during these close proximity phasing you are making bets as to where she will be and she is aware you cant move more than a few feet without giving yourself away but she can cross half the map without you knowing its a coin toss for you and for her it more like an 80/20 split in her favor with all the ways she can track you

    playing against nurse she never has to guess where you are she can always teleport to where she has line of sight and use her second blink to hit you from there if they can do this effectively you lose.

    obliagatory "but dead hard" all of these killers can be effectively dead harded but can reready their power 10x faster than dead hard can recharge it buys you an extra 5 seconds before you take the next hit which is not enough to win you the game

  • borrowed time should be base kit but the rest shouldnt be

  • territorial imperative current:

    Survivors' Auras are revealed to you for 3 seconds when they enter the Basement 

     and you are more than 32 metres away from the Basement entrance

    Territorial Imperative can only be triggered once every 20 seconds.

    proposed new territorial imperative:

    survivors auras are revealed to you when they are in the basement and you are more than 16 meters away no cooldown

  • spies from the shadows current:

    cawing crows give a visual cue when you are within a 36 meter range and has a cooldown of 5 seconds

    proposed new spies from that shadows:

    cawing crows show the aura of the survivor that disturbed them for 3 seconds and has a cooldown of 20 seconds

  • a good perk idea but not for base game

  • the base kit stuff is great

    the addons need some changes:

    lullaby radius decreases need to have a greater effect to be worth running

    yew seed concoction needs to be in a higher rarity

    rusty head: mangled doesnt need a timer

    her perks for the most part can keep their effect but need to be made much stronger

    your beast of prey is nearly identical to dark devotion and it would be useless on huntress due to her humming

    i would continue having it tied to bloodlust and have it triple the movement speed bonuses of bloodlust or possibly tie in bloodlust to tiers similar to hex:devour hope but only have it be active during bloodlust.

    territorial imperative should show auras of all survivors in the basement constantly with no cooldown

    huntress lullaby: i cant tell if you are keeping it a hex. are you? it seems like the method of gaining tokens is too easy and the cap for token is too low. as well as being too hard to lose tokens

    perhaps just keep this perk the same but remove the token system and have it permanently at max token effect? it is a hex after all

  • but then they would never cleanse my haunted grounds

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565904#Comment_1565904

    @zoozoom6

    Also, 110% speed, 2.75 seconds to reload with only 1 shot at all times. Breaking the chain stuns you for 4 seconds. Movement speed reduced to 75% of his default speed during ADS. Every single time you miss it is a 1.5 second cooldown. It's not like he has 0 drawbacks.

    Like if he was meant to be dodged exactly like Huntress, what would even be the point of using his Speargun? Unless he was throwing buses like Huntress does and multiple ones at that. His hitbox is way more forgiving than Huntress.

    idk why people all feel the need to act like huntress having 5 hatchets before a reload it something she has over DS it only makes sense on paper in practice its meaningless. huntress still has more stuns/delays than DS

    1. a short pause after a throw or shot DS and huntress share this but huntress's is longer
    2. a reload (huntress's is longer by virtue of having to find a locker
    3. a hefty stun or wait time after getting ready to fire(only huntress has this ds can instant ready up and cancel)


  • @tylxr_jay said:

    i like it. your variation of amanita toxin seems a little powerful though.

    for 30 seconds?come on now

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565879#Comment_1565879

    @zoozoom6

    Huntress can injure/down you through a pallet.

    Nurse can injure/down you through a pallet.

    Pyramid Head can injure/down you through a pallet.

    Deathslinger can only injure you through a pallet, unless he breaks it.

    You will not find yourself in that specific scenario you describe 100% of the match. There are LoS blockers, Pallets, and ultimately a teammate can even take a hit for you. Like eventually he WILL get you, as every other killer does.

    Huntress throws bus size hatchets yet no one is complaining about her.

    you can just pick and choose who to try to shoot at and what your chances of reelin them in are.

    always shoot healthy survivors no matter what and only shoot healthy surviors if they are a ways in front of you and have nothing to break the reel with. his instant aim , no penalty cancel, base kit deep wound and no invisible wall bs put him head and shoulders above huntress

  • this is too similar to bitter murmur

  • also survivor need a queue to know what killer they are playing against and their first idea of who the killer is shouldnt he a tier up sound and instantly being downed you can make comparisons to ghostface but even he has a universal sound when he goes into nightshroud

  • because he can repeated ads to zone you for free and you can react by contining to run straight and get shot or zigzaging until he catches up to you and m1's you. this is the loop that will kill you everytime with no other options or counters if the DS knows this you will lose every gae against him

  • i like the tier system on Michel it makes him the most versatile killer in the game. being permanently undetectable until you choose is great. thought while he can effectively play all playstyles there are better killer options for everything you would want to do with myers.

    he does need a buff but i hope it does not come in the form of deleting t1 myers.

    i would love to see say t3 myers having permanent bloodlust 1 and changing some of this useless addons like the reflective fragment line or the stalking movement speed line to be useful or making boy friend's memento a rare addon and heavily buffing its numbers so i dont have 60 of them to use with my 6 scratched mirrors because they are usable in any other way

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565816#Comment_1565816

    To be clear, I’m not pushing for a “Clown is better” argument. My argument is that the Clown vs Freddy argument is misguided, and shows a complete lack of understanding of Clown.

    I’ve mained both Freddy and Clown since their initial releases, and excelled with both killers so I know exactly what i’m talking about (yes, I even smashed survivors with old Freddy).

    Yes, Freddy has more tools, and more versatility in his total kit, but Clown can do more, WAY MORE to control the chase with The Afterpiece Tonic compared to Freddy’s Snares. Just because they both inflict hindered isn’t a basis for comparison. You may as well compare Freddy against Huntress just because she can inflict Hindered as well with the correct add on.

    When one is very experienced with Clown, it boggles how the Freddy vs Clown argument was born because they play so differently. There are many things that Clown can do that Freddy simply cannot do (or any other killer), just as there are things Freddy can do that other killers simply cannot do. And the reload mechanic is a total non issue. It should only take 1 to 2 bottles to end most chases quickly, thus rarely leaving Clown without bottles mid chase.

    The only thing that anyone pushing the Clown vs Freddy argument proves is that they really don’t know how to play Clown at all.

    "To be clear, I’m not pushing for a “Clown is better” argument" dear god i hope not. youe would've had to have been kicked in the head as a child to make that argument.

    people compare freddy and clown because dream snares and the after peice tonic gas cloud are super similar yes they both inflict hindered but they also: are base kit, dont damage survivors, can be used in a chase, have no downside to being used in a chase, cause a heads up notification for the killer if a survivor interacts with them.

    the differences are pretty minor in effect and the similarities are huge.additional similarities that off set each other:

    clown's better ability to used his power in chases is off set by freddy's ability to pre trap loops before the chase has begun this respect clown and freddy are equals

    clown's power effects about 2.5 times the area as freddy's dream snares but freddy has 2.5 time more dream snare than clown has bottles they are about equal in this regard

    now all the things freddy has on clown:

    1.no reload( in addition he functionally gets more add-ons due to having none to mess with his non existent reload)

    2.dream world(slowndown and wasting time trying to wake up)

    3.teleporting to gens( and fake teleporting to push survivorts off gens)

    4.uniquely hard to read terror radius and unable to be seen if not asleep

    the similarities are more extensive than you give them credit for and clown has nothing on freddy and freddy has these 4 things on clown.

    i dont think you are stupid or have been kicked in the head and i never said i think you thought clown was better than freddy

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565190#Comment_1565190

    1 gas cloud does the job of 3 snares at a loop, and doesn’t require Clown to do a lap of the loop. Clown can “prep” the loop before the survivor has reached it by throwing the bottle ahead of the survivor

    your taking the worse case sernio for freddy and comparing it to the best case sernio for freddy and even then it doesnt work. aside from the fact freddy can "prep" loops more effectively than clown. you also mentioned a gas cloud doing more work than a snare and i will concede a gas cloud under ideal situtations can be more effective than a single snare the problem is freddy has 10 snares and clown has 4 bottles you might find it reasonable to say clown's bottles are around 2.5 times more effective than a dream snare under ideal conditions but freddy actually has 2.5 time more snares (4 times 2.5 is 10) and if it ended there you might come away thinking freddy and clown are about equal but it doesnt freddy never has to reload.

    this is without mentioning freddy's other powers like teleporting and the dream world and having more addons that work more effectively because 1/4 of them arent about reloading

  • same slow down 2.5 times more traps and no reload dream snare are objectively better than clowns bottles

  • @SCP_FOR_DBD said:

    Death Slinger can't perform any action either after performing a shot because his hook has to slither back to him. Is his single shot better than a single one of Huntresses hatchets? Yes. Is it better if he has to reload whilst Huntress can shoot 4 more times? No. And DS is a 110 move speed killer and you think his m1 is easy to land after a shot? Is that a joke? How many times are you out of shots as Huntress? How many times are you out of shots as Death Slinger? And what small gaps are you referring to? Vaults? "Death Slinger doesn't need to reload after a shot to m1" Does Huntress? Death Slingers fast ADS time can get him a shot were Huntress can not, Huntresses multiple hatchets ensure she almost never has to be a 110 move speed killer who needs to reload to fire again, and can get her multiple hits without having to reload. And you can't snipe around a corner, it isn't nearly as wide to land a shot. Death Slinger is map dependent. Thats why whenever I see a DS they bring a Coldwin offering and not a Hawkins offering. Thats why when I play DS I use a Coldwin offering and not a Hawkins offering. The factor to balance out his worse chase potential is the shorter TR, did you think the devs just did that for shits and giggles?


    no matter which way you look at it DS can get 2+ shots off faster:

    ds:instant aims and fires (can instantly cancel at any time for no penalty)> huntress slow wind up for a signifigantly slower porjectile speed

    ds:fires and if he misses he then has to reload but isnt forced to( can easily find a better time to eat the down time)= huntress has a window that must be taken right after every throw(cannot put it off)

    huntress must reload at a locker at least after every 5th throw. DS can reload in the time it takes huntress to ready another hatchet after a throw and thus has 2 stuns where huntress has 3.


    huntress is also a 110 killer thats not something huntress has on him

    by small gaps i dont mean vaults i mean the gap is say the wooden I or L walls on rotten field that you can see through small parts of.

    ""Death Slinger doesn't need to reload after a shot to m1" Does Huntress?" i was refering to windows in which you cannot take any action. after huntress throws a hatchet she cannot take any actions for a window of time this is the time the shaft addons on huntress affect if that helps.

    yeah you cant snipe over a corner as DS but you can snipe through a corner depending on map and your aim.

    im not why you are talking aboutt he devs like they can do no wrong and dont make over or underpowered killers or heavily flawed choices.remember omega blink nurse? remember insta saw billy? remember instant nightshroud break ghostface? remember all past and current versions of legion?

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1563381#Comment_1563381

    Aiming without Ads'ing is still aiming. And Death Slinger is totally map dependent, Your almost always better off with just going for the basic attack. DS has a small wait time post shot, and he can't shoot without reloading. And since when did Death Slingers shots curve?

    "Aiming without Ads'ing is still aiming" yes but his ready time is near instant and huntress's takes ages.and i cant stress this enough huntress cant preform any actions right after a shot. DS doesnt need to reload to run up and m1 them for take any other move. once again DS has zero cancel time and minimal post shot recovery compared to huntress.

    yeah you are likely better off using the basic attack after you hit them through a small gap deep wound and injure them and then zone them for free way spamming ads to get them to waste their distance trying to dodge a shot they have no idea is not coming.

    " and he can't shoot without reloading" is this something huntress has on him? the point stands

    i was talking about huntress hatch arcs curving over walls when thrown right

    all my points still stand

  • i play at red ranks and times are almost instant ranks 5-3

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1563049#Comment_1563049

    To start, I said lining up the shot, as in aiming, I said nothing about her being as fast with the wind up because its simply not true. And you passing over his problem downing at range is actually kinda sad, I can't tell you how many times I've stayed up because he failed to get the hit. Is Huntress map dependent? Absolutely. Is Death Slinger map dependent? Absolutely. Where did I say she wasn't map dependent? And while Death Slinger does reload faster, Huntress needs to reload after 5 shots, Death Slinger needs to reload after one shot. I don't feel like I need to explain the logic there.

    as previously stated you can line up shots without ads'ing. huntress's minimum wind up and recovery is far longer than DS's instant aim and qick reload. DS is not map dependant he is just as good on indoor maps as he is on indoor maps primarily because on indoors maps there is a shortage of the critical waist level debris that would break his chain but on out door maps its easier to line up shots.

    meanwhile huntress cant win against red rank survivors on indoor maps her extended warning of her hum and not being able to curve shots over walls in indoor maps makes her terrible on these maps

    to summarize :

    DS and huntress both have pros and cons with hit boxes without truly having anything over each other.(being able to attempt snipes as huntress from across the map is not better or worse than being able to hit injure and deep wound a survivor through a millimetre wide gap)

    DS has no post shot wait time(huntress does)

    DS has almost no weapon ready time(huntress does)

    DS doesnt have to go a locker to reload and it takes less time

    DS has no hum radius(huntress does)

    DS isnt nearly as map dependent as huntress (as explained earlier in this post)

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