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DouGG

DouGG

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DouGG
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  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2731681#Comment_2731681

    You're right, I am disregarding it because, on paper, you're ignoring literally every outside factor to cry chicken little.

    There are too many factors in-game to see how two powers will interact. Your theory:

    1. Ignores the skills of the Killer, which includes aiming through walls across the map
    2. The size of the maps. Which means the birds may have to fly farther and thus, aim being off by 1 inch can mean a miss over 500 meters whereas it would be a hit at 5 meters. Also; the Killer's ability to GET to the Survivors if they are across a large map.
    3. What other perks the Killer is using. IE: BBQ could give them great situational awareness, but only if they're using it.
    4. What perks the Survivors are using.
    5. The skill of the Survivors. If they know the Killer has Dead Man's, they then know to release gens BEFORE the hooking. Hell, some Survivors can keep a running count in their heads nad know if it's safe to let go for the final few seconds, or when it's safe to go back if they previously let go.

    To use your ball analogy; You know the ball will fall straight down...While ignoring that there's someone nearby who might hit it, so it falls to your left. Or that you're doing it on a very windy day, with sporadic wind gusts of 35 MPH that may push the ball around.

    Instead, you're ignoring every single other factor in the scenario to say 'This ball will fall straight down, and you can't tell me otherwise'.

    @AngyKiller Sure, I'll address your points

    "Aiming through walls across the map" - yeah no this requires extremely limited skill, you just line it up with the generator and click launch. This is irrelevant

    Size of the maps? Again, see above. Have you ever played artist before? It's incredibly easy to hit a generator regardless of the distance. If you think this is actually difficult then I'm convinced you haven't actually played the killer, or you have very minimal experience with her. This might not be true, but the point still stands that this is stupidly easy to do. Also, the whole reason why this combo is strong is because artist doesn't actually have to go there to get them off the gen anyway.

    As for other perks, even with no perks this combo is good because good killers have the game sense to know what generators are likely being worked on. Plus, as you're playing artist, you'll be able to get on-demand accurate generator information by launching birds at generators when you have the time. Any info perk will just boost its effectiveness.

    What perks the survivors are using? Well, which perks would make an impact here? I can't think of any that would change the fact that artist can still get fast downs on them and get them off generators easily from anywhere on the map.

    For releasing before hooking, that's not how DMS works lol. DMS blocks the gen if you let go at any point, not just if you were holding on at the time the hook went through. Survivors can do some stuff, like tank the first bird or try to dodge the first bird, but if the artist just staggers her birds to force the injure, or plays safe and goes for singles they have to let go very early.

    There are no variables you or anyone else here has mentioned that could mean the artist's synergy with dead man's switch wouldn't be problematically strong that I have not refuted.

    Believe me, I haven't "ignored" every single other factor. I've actually accounted for them. Reading this reply will show you that. If you still think I'm wrong, I'm open to any argument you can actually present that challenges what I'm saying, but if you're going to continue dismissing what I'm saying because it's untested, or because I've "ignored every single other factor" when I clearly haven't, then we're getting nowhere with this.

  • @AngyKiller And what you're doing is disregarding this on the basis that it's "on paper".

    On paper, if I throw a ball up in the air, I would expect it to come down. I don't need to actually go and do it to know what's going to happen, because I know the rules and conditions that determine what it's going to do. I know that gravity will cause the ball to decelerate and fall to the ground.

    The exact same thing is true here. I know that artist's power can quickly and easily force people to let go of generators from anywhere on the map. I also know that artist can get fast downs. Ergo, I know for a fact that in its current state, Dead Man's Switch on this killer will be broken, unless the perk is tweaked. The whole point of this post is to get that to happen.

  • @AngyKiller Because this really doesn't need a field test. With what the new buff is going to do, and with how the artist's power currently works, this is unequivocally broken.

    This is my first ever forum post, and I'm only making it because if I do nothing and this ends up going to live I'll regret it.

  • @Zolfo16 Not gonna happen though. She can delay her bird until she knows you're on the gen, which she can find out by using info perks or just looking at you. She can also just single crow each gen so her cooldown's less, then blast you only 5 seconds later or so. There's still way too much an artist can do against this sort of thing, and you can't exactly just sit there forever dodging multiple singles.

  • @Zolfo16 You can't dodge the first murder, or the gen gets blocked. You have to tank the first one, and then finish the gen in the short window that you have before her power recharges and she flings them at you again. Even if the math lines up for you, which relies on your generator being at about 85% completion, or about 75% if you're doubled, you've still neglected to clear the swarm, and she could just launch 3 crows in your direction for the injure. She could also single crow, which gives her only a 5-second cooldown if she knows time is tight.

    If this relies on your gen being nearly done, that still doesn't change the fact that in most situations it's not going to apply.

  • @Crowman 30 seconds of no generator progress every single hook isn't a big deal?

    I mean, I don't mean to be rude, but that's just straight wrong. That's 30 seconds the killer can spend doing whatever they want while the survivors can't progress the generators. For a killer like the artist, who has a 1v1 good enough to get downs in under a minute at worst consistently on pretty much any map, this is insane. Even if you tank the first crow, you're losing up to 90 seconds of collective gen time every hook. Compare that to pop, which saves you 20 seconds per hook, is harder to activate than DMS artist, and is still a strong perk. See the problem?

  • @Zolfo16 Doesn't work I'm afraid.

    DMS isn't a single-use thing

    It activates if you let go of the gen regardless of whether you were on it when DMS was triggered. Even if you weren't on the gen when the hook went through, if you tap it then she birds, you're still forced to let go of it.

  • @Crowman If you read the post properly, you'd notice that if you stay on the gen and don't clear the swarm, she can just recharge her crows, which takes 12 seconds (not a long time), and get an injure, which is still about 30 seconds of slowdown on all active generators every single hook, which is still ridiculous, and she's also getting injures for it.

    You could also dodge the 2nd crow, avoiding the injure, but the point still stands that you're forced off the gen.