MineatomTR
MineatomTR
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- MineatomTR
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@bunnyfengenthusiast said:
I recall reading something about this a while back. The gist of it is it's basically ping shenanigans and there's nothing they can do about it. I agree, it feels really bad. I have so many clips of me doing a perfect Dead Hard (you see the animation start up, you see the prompt for it disappear from my screen) but I still get hit. It really sucks, but it's the nature of the beast. Until we can invent worldwide LAN, this is the best we're gonna get.
no it literally can be fixed, even the killer can see that the survivor used DH, that just means the game has crappy netcode, old dead hard did not have this problem.
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@bunnyfengenthusiast said:
Genuine question. If there's any killers here that constantly run S-tier perk setups with S-tier addons on S-tier killers, I'm genuinely curious, are you doing it just for the win or do you actually have fun while playing this way? Specifically, I'm referring to certain setups like Call of Brine Eruption Pain Res Deadlock/DMS/Overcharge, or Starstruck Agitation Infectious on killers like Nurse, Blight, or Spirit, while running Mother Daughter Ring+Yakuyoke/Cherry Blossom, or C33+Alch Ring, or Range+Recharge or double Range, or even Torn Bookmark+Recharge.
As a killer main, every time I play against one of these killers as a survivor, it seems like 80% of the time, they're running some configuration of the above (not to mention also hard tunneling but I digress). I've played the above setups; just to experience what it's like using them as opposed to playing against them, and they've gotten me wins that were so low-effort and free that I thoroughly enjoyed every single one of them (even against sweaty SWFs). I feel like for me personally, the game is much more enjoyable when there's a metaphorical tug of war throughout the game where the balance is constantly shifting and the outcome is never predictable. These setups make it essentially impossible to lose when played by anyone with a modicum of skill.
Don't get me wrong, I'm not BMing these players or saying they're unskilled in any way. In fact, a lot of the C33/Alch Ring Blights I run into play a lot better than the ones not using them, I'm just genuinely curious if they're enjoying the game while playing in this way. They essentially either nullify all weaknesses that the killer has (like C33), or amplify the killer's power so much that it's impossible to do anything against (like MDR+Yakuyoke). Some of them even straight up remove the only downside a killer has for no cost (like MDR+Cherry Blossom).
If there's any killers that consistently play with the above setups, I would really like to why you're doing it, and if you actively enjoy the game while doing so. You're essentially willingly ignoring 95% of the content in the game just to secure easy wins every game; to me, this seems backwards.
well if they're using it it should be fun, would you use Negev on CS:GO and lose but have fun too?
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@RonMan32 said:
Hello again DBD forum. Last month I made a post explaining a concept I had for a Deathslinger buff/rework. I have since more than doubled my hours in the game and would like to propose a new concept with some changes to my original one. Here is the post for anyone who is interested:
I will also be more precise with my proposed changes. I refer to changes that flat out give him an edge as a buff, something that puts him weaker in that area as a nerf, and something that is changed in both directions that it's hard to say if it counts as either because it gives AND takes as a "rework".
Note, I am copying terminology used on this page: https://deadbydaylight.fandom.com/wiki/Caleb_Quinn
Rework: Decrease Terror Radius to 28m and have a non-directional/no volume change "Lullaby" where he whistles a tune (some sort of Irish folk song maybe?) 7m outside of his base TR (35m) and stops completely once you're within 12m. The 12-35m lullaby range stays the same regardless of TR size and can be heard when obvious.
Buff: While Redeemer is unloaded increase walking speed to 4.5 m/s (not active when carrying survivor and does not directly effect lunge distance/speed), decrease vaulting time by 10% and decrease Terror Radius by 4m.
Nerf: When a survivor is hit by the Redeemer projectile while within the first 6m of the 18m range activate a difficult skill check akin to the one for DS. On a success the chain is broken and stuns the Deathslinger for -0.5 seconds less than a normal chain break (2.5 seconds at base, 2.0 with chewing tobacco etc.)
Rework: Decrease ADS activate time to 0.35 seconds (0.3 if 100ths of a second aren't supported) and increase deactivate time to 0.65 (0.7 if 100ths not supported).
Nerf: If a survivor is healthy when hit with The Redeemer increase Chain pulling c/s to -17 c/s during the first 3m of chain length.
Ok. Now I will briefly explain the reasoning behind each. First change is primarily to address his old 24m to 32m nerf in a way that is more interesting and allows him to get the drop on survivors a little more often, especially with perks.
Second change has nothing to do with his nerf and is simply a buff I think would add more depth to his gameplay, while also making him better at pressuring gens/efficient map traversal. The trade off being he won't me immediately ready to shoot when he stumbles upon a survivor.
Change 3 promotes skillful shots and allows for survivors more leeway when it comes to scummy after window vault shots. I think the way this is approached makes him more fun to fight against and without completely destroying his fun rush vault punishing window shots. Adds an extra layer of depth to the chain.
Change 4 is to make him *feel* a little better to use without causing a return of quickscopes. It also punishes faking out shots to zone a tad more.
Change 5 is supposed to promote the "Hit with basic attack, THEN go for the shot" kind of playstyle most people do on him anyway. Just slightly brings down higher level 'slingers who go for the frustrating double shot. Is likely too small of a change to make a difference with mid and close range shots.
Finally I'd like to propose an addon concept I just think is cool. Not relevant to bringing him to a preferred state in the meta. Just a fun way to end it. I also won't claim this concept is unique. I actually got inspired by someone else somewhere on this forum.
Ultra Rare: Sniper scope
When a survivor is on a hook press the active ability button to attach a scope to The Redeemer (takes 1.2 seconds). ADS activate speed is increased to 0.6 seconds. Increases ADS zoom to 150% (normal ADS is 125%) and adds scope overlay w/ crosshair obscuring the edges of the screen. Shots beyond 12m increase reeling speed by 10%. (This would also be less sensitive than normal ADS because then shots would be too finicky to use otherwise.) If no survivors are on hook after it has been attached Caleb does an animation to remove it that briefly prevents ADS but speeds up if the ADS button is being held. Maybe attaching should reduce his movement speed to his ADS speed but removing should have no speed penalty.
That's it. Thanks for coming to my Ted Talk! Please let me know what you think in replies! I check this forum daily and will likely respond.
overall a weak buff if you can call it that, he'd be fine if they reverted the nerf but kept the ADS cancel cooldown.
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@Friendly_Blendette said:
Just nothing about him is fun or unique. His gun feels so clunky to use since his changes and in every situation he feels like a worse version of Trickster, Huntress and Pyramid Head even though he is probably harder to use than all of them. His chase is incredibly boring to play as and while slightly better to play against still isn't that fun. His old shooting through small holes no longer really feels fun as you need to be scoped in for half a second before the survivor passes by and most of the time they will see this and avoid the hole. Old slinger was super unfun to face and I dont really want him back but they nerfed so much about him with no buffs that he now just feels gutted and lifeless to play. Slinger needed a rework instead of making him the sad excuse of a killer he is now.
They can revert his nerf and make his movement speed very slow while aiming, and increase the time it takes to un-aim so you can't M2 spam to zone
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it is kind of an ok perk if the person knows what they're doing and has some dope saboteur build
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@IlliterateGenocide said:
There just the hatch closing animations I believe
they are, and it makes it even lazier
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@Canas said:
It's one of the most survivor sided maps in the entire game if you ask me, the main-building (saloon) features some of the strongest loops ever. It's basically an infinite if you don't break the doors right away and even then it takes so damn long to reach someone who simply holds W as they circle the exterior of the building. The saloon gen absolutely needs to be placed on the floor-level of the building, it's literally impossible to defend it as a killer. The generator at the gallows is equally busted and impossible to defend. And don't get me started with the extreme amount of doors located at the western side of the map. I absolutely loathe this map, it's unwinnable for me.
you couldn't have a take more wrong than this lol Dead Dawg is the most killer sided map in the game
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@Alionis said:
These are two screenshots from a game yesterday: they had both been stuck in those exact locations for at least a minute and it kept happening all across the map. I had to walk to them and get them unstuck numerous times, wasting precious time that against a more competent team of survivors, could have cost me the game.
https://us.v-cdn.net/6030815/uploads/IX3SUJKMATCK/nemy-0.jpg
The most frustrating part is in the second screenshot: she's not stuck on anything, she just walked up to that wall and stopped for no reason.
https://us.v-cdn.net/6030815/uploads/4OVZ8AYBQZ9B/nemy-1.jpg
I really like the zombies, but I desperately wish they would have at least functioning basic Roomba AI: hit an obstacle, stop, turn, try new direction, especially when they walk on the spot, not realizing they're stuck. Adding code here, that checks whether the zombies are actually physically moving across the map when they are in the walk cycle or not, and get them unstuck if the latter is the case, would be such a big quality of life improvement.
It's not fun wasting the top movement speed addons when I get no use out of them because they are stuck all the time.
just remove zombies they give nemesis free downs out of nowhere
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@ReverseVelocity said:
Yeah, I'd like these changes. The perk would feel a lot better to use. A 30 second cooldown could potentially be a bit much, I don't know, but the other two changes certainly.
Yeah you're right it shouldn't match the cooldown maybe but should be around 45 seconds, 60 seconds is just too much (or feels like too much because of how the cooldown triggers currently). It's ok if they keep the cooldown the same as long as they add the other two changes imo
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It can get worse, and will make the game Free 2 Pay rather than Free 2 Play.
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@squbax said:
Why not play huntress?, devs treatment of billy reflect they rather have a clucky unfun gutted killer than admit to making an unproper balance change, or keep playing ds and be glad if the devs don't manage to make him worse.
You're right but Deathslinger pre-nerf wasn't exactly like Huntress and I enjoyed his gameplay a lot more than I do with Huntress. It's sad to see devs just gutting killers and calling it balance
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Typically when I notice my MMR drop I face a trapper, poor trapper gets gen rushed then I never see a trapper again for a good while 💀
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2946020#Comment_2946020
BHVR and their stats lol
Object of Obsession was worst perk because most survivors who used that perk died in trial. 😂
That's actually hilarious what the hell XD
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sadge dbd gaming moment indeed
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@MikaelaWantsYourBoon said:
BHVR butchered him for no reason.
He had lose/lose game style (????????) for survivors lol. So Slinger was stronger than Nurse and Blight huh? Because both killers took add-on buffs on same patch.
Honestly I have no idea what they had in mind. It just looks like they didn't want to bother at all and decided to change some of his speed values and called it a day.
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TL;DR: Revert all the changes except the extended ADS cancel animation, perhaps make it longer to discourage zoning and improve the ADS sensivity.
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I check the forums to see if Deathslinger's awful nerf is going to be reverted or not :D
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@FlyTyTi said:
Sorry for mistakes, i CAN`T WRITE ENGLISH WELL. And thanks a lot to Google Translater!
Hello everyone, here we will talk about the Deathslinger.
How many times a week did you see him in the game? I'm sure you haven't seen it at all. And we know very well why they do not want to play for him: a large terror radius and, most importantly, a long aim. Believe me, the developers will not return the old aiming and terror, because it was these two things that the players massively complained about. However, we can leave our comments here on how to improve the Deathslinger! Aren't you tired of the same maniacs yourself: Nurse, Blight, Spirit, Huntress and others? It will be much more interesting to play against other maniacs, and let's start with the Deathslinger! I suggest to slightly speed up the aiming time, add a lullaby and reduce the terror, and also give the opportunity to shoot twice without reloading. Judge for yourself: the Huntress already has 5 axes. The Trickster has 44 knives, and all these maniacs, if they miss, can continue to attack. Why can't the Deathslinger do that? He needs to reload after EVERY shot, and this takes time. which is very precious for this maniac, because he has no map control. If there is a problem with the unrealistically strong “save the best for last” perk (pulled, hit, pulled, hit), then you can not count the harpoon pull as the main attack, just as the axes of the Huntress do not count. If the second shot contradicts the history of the game, then you can justify this by saying that the Deathslinger is an excellent engineer who thought of making insurance in case of a miss (I write this just in case).
These were my ideas, and you, please, write your ideas and promote this discussion to the top! I am sure that together we will attract the attention of developers! And sorry for mistakes.
They should revert the nerf entirely and just keep the longer cancel aim animation. Deathslinger was just fine.
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Pallets are meant to be obstacles that grant safety to survivors. Once they are dropped, they can easily be broken permanently by the killer. That is why it is fair to be able to fast vault them, otherwise every killer would freakin just bloodlust every pallet, you're crazy.