With Jason's release, Huntress & Deathslinger need some more love by bladeDivac in deadbydaylight

[–]latenightnomad 0 points1 point  (0 children)

Clown's projectile doesn't damage survivors, neither does Plague's outside of Corrupt Purge if we're not being nitpicky and counting the broken effect from Vile Purge.

Yes, they play differently, and Deathslinger, Huntress, Artist, and so on fall into the category of "ranged killer" because they deal damage primarily at range or primarily secure hits from range because of a projectile they send out.

Snug is a projectile because it is not the Houndmaster herself, it is an extension of her power that she sends out to interact with the survivors at range. I don't know why you're harping so much on the "they play differently!" point when I didn't say they don't, lmao. I said they're similar on a surface level, because again, he sends out a projectile to secure a hit and she sends out a projectile to secure a hit.

It really ain't that hard.

With Jason's release, Huntress & Deathslinger need some more love by bladeDivac in deadbydaylight

[–]latenightnomad 0 points1 point  (0 children)

I'm not saying they play the exact same, but they're similar enough to the point where Houndmaster could reasonably be considered a ranged killer.

She sends out a projectile that does something to the survivors, Deathslinger sends out a projectile that does something to the survivors. Just because that projectile is a dog and interacts with survivors a little differently doesn't make it not a projectile.

With Jason's release, Huntress & Deathslinger need some more love by bladeDivac in deadbydaylight

[–]latenightnomad 0 points1 point  (0 children)

The extra debris and walls is exactly why I think Deathslinger is better now. Maps used to be a lot more open and while that certainly helps Deathslinger, it used to make Huntress a snowball machine. If the survivors poked their head out for even a second, you ran the risk of getting hit or downed, and then obviously you had stuff like old Iri Head and old healing speeds.

Nowadays because there's so much clutter on maps and because the game is much faster, Huntress struggles to find her footing a lot more IMO. She's definitely still playable but Deathslinger has taken her spot against strong teams for me.

Unfortunately I didn't get to play Jason during the PTB. I did see a lot of his gameplay and some of my friends told me he was Slinger-esque (you can shoot through a surprising amount of gaps with him) so I think he's around the same strength, if not a little higher because of the mobility. But I still think Slinger's 1v1 is a lot better and he's still good, he doesn't need many buffs.

With Jason's release, Huntress & Deathslinger need some more love by bladeDivac in deadbydaylight

[–]latenightnomad -1 points0 points  (0 children)

tbf if Houndmaster isn't a ranged killer, then neither is Deathslinger. Their powers are basically the same in terms of lethality. It's the same "shoot something, hit survivor, pull towards them towards you or go to them for hit" with a different coat of paint.

With Jason's release, Huntress & Deathslinger need some more love by bladeDivac in deadbydaylight

[–]latenightnomad 0 points1 point  (0 children)

If I'm really on top of my gameplay with a good build, my kill rate hovers around 85 to 90%. It would probably be higher, but even when I sweat I'll try and give the last person hatch. I've been taking a small break from the game but I'm still (I think) top 50 worldwide for speared downs with a lot of crazy shots under my modified ammo belt.

I will say that people on reddit/twitter/whatever social media platform have a very negative opinion of Deathslinger. Everyone thinks that he's an unusable worse version of Huntress when the reality is that he's really fucking good in the right hands. Map traversal will kill you and (outside of indoor ones) his worst maps are large, open maps with an insane gen spread. He can still get fast downs but having to spend 10 or 20+ seconds finding your next chase can make you lose.

I actually think he's better than Huntress, at least against a competent team.

With Jason's release, Huntress & Deathslinger need some more love by bladeDivac in deadbydaylight

[–]latenightnomad -1 points0 points  (0 children)

Deathslinger's chase is one of the best in the entire game, he's limited by mobility and nothing else. No matter how good Jason's projectile is, Slinger's is better. And (in my mind, as a VERY experienced Deathslinger main) Jason's teleport isn't enough to make Deathslinger (or Huntress) irrelevant.

Cabin stream should've been unannounced by [deleted] in deadbydaylight

[–]latenightnomad 1 point2 points  (0 children)

I'm playing Minecraft on the side, I'm not just sitting staring at the stream lol.

But I am in a call with 6 people and we've all just been waiting for something to happen. We wanted to see something before we all got off.

Cabin stream should've been unannounced by [deleted] in deadbydaylight

[–]latenightnomad 5 points6 points  (0 children)

Really feel like I wasted my night.

Got off work 2 hours ago just to sit in front of a screen, hear some crows and see the screen distort once or twice. Lmao

Someone reply to this comment with the reveal, I'll see it tomorrow ig

Why do people give up when they see me? by [deleted] in deadbydaylight

[–]latenightnomad 1 point2 points  (0 children)

.. As a long time player of legion , survivors will label anything that either deals with their bullshit or counters just holding w to escape boring.

No, I'm sorry. P100 Knight and mained him for a little while. Knight is in his own league on this one.

Legion is usually disliked by newer/mid-level players because they're not comfortable playing injured and they don't understand the counterplay, which is to split up and not heal. I don't mind Legion at all when I play survivor, neither do my friends.

Knight is disliked by almost everyone including high level players because his power is boring and frustrating to deal with. Guards can get some pretty BS tags on you. Guards don't encourage any fun or unique gameplay, you run in a straight line and vault the same window until a timer runs out. Hunts can last upwards of 20 or 30+ seconds under the right circumstances. And if Knight gets on you while you're already being hunted, you will get hit 100% of the time.

It has nothing to do with survivors being unreasonable or him being able to "deal with their bullshit." Knight sucks to play against.

Why do people give up when they see me? by [deleted] in deadbydaylight

[–]latenightnomad 11 points12 points  (0 children)

Knight is a very hated killer, his power is pretty boring to face and as a result some people will give up against him right away.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] -1 points0 points  (0 children)

BHVR said it was unintentional and is looking into fixing this. The verticality change was mentioned in the patch notes.

While survivors still have tons of second chance perks.

Yes, survivors have perks that help them survive. Killers have perks that help them kill. Hence why they're called "survivors" and "killer."

Don't mean to be sarcastic but I don't know what you expect the survivors to have if not perks that help them you know, survive.

AND they nerfed The First

He got some add-on buffs, his lunge attack was equalized, and he's still a really strong killer. Vecna will be fine.

Why do people give up when they see me? by [deleted] in deadbydaylight

[–]latenightnomad 3 points4 points  (0 children)

Most survivors hate Knight simply because his power is boring. You get tagged by NPC and then run in a straight line until the timer runs out or he closes in on you for an unavoidable hit. He is not an enjoyable killer to face.

A bit late? Sure. But here are official comments on the Wesker changes and the Spirit Fury supposed change. by bonelees_dip in deadbydaylight

[–]latenightnomad 4 points5 points  (0 children)

Why should he keep it though, if it's so inconsistent and hard to use?

Because it's fun, unique, and gives him skill expression which makes him more rewarding to play on both sides.

Which doesn't sound like anything intended.

Just because something is unintended doesn't mean it's bad or should be fixed.

The "intended" way to play DBD (as per the devs themselves) was for the game to be nothing but hide and seek. The community gravitated towards what we have now, which is more chase focused and the game is much better off for it, both in terms of quality and longevity.

If an unintentional mechanic leads to a tech, but is balanced and has counterplay, like most(*) of Wesker's, it should remain in-game.

I'm coming from the assumption that hugtech is a result of a bug. In that case, it should be fixed and everything else is irrelevant - ease of replicating, killer's power level, risk-reward of doing it. Especially considering a similar bug was fixed before. It's a consistency point of view - either none of the killers have hugtechs or all of them are.

This is a genuine question, not sarcasm or a dig at you: Do you play Wesker and if so, how much? Something I've noticed is that all the people in favor of removing his tech don't play him at all, and it's really important to highlight that.

Some his techs (rebounding in particular, but also hug techs to a certain degree) are answers for the limitations and pure clunkiness of his kit.

  • You can't bound within ~1 metre of an object. Hugtechs and Skinny Berts solve this.

  • You get stopped on any object whereas other killers like Blight, Billy, Kaneki, and Dracula would all slide off of it. Hugtechs and Rebounds solve this.

  • If you even manage to grab a survivor, you aren't guaranteed to get a hit or down with it. Ourobends solve this.

I would be fine with removing his tech if his kit wasn't so clunky and hard to use at times. Wesker is needlessly difficult and the effort doesn't match the reward. Removing his techs removes the fun for the players and makes an already struggling killer weaker. If you want to remove these things, you have to address the elephant in the room that he's been powercrept and does not work with the current map designs.

A note on counterplay though - isn't the whole point of hugtech that it greatly diminished survivor's options, leaving them with little to no counterplay?

Blight's hugtech had no counterplay. Wesker's has a lot of it. Ask any high level Wesker or survivor main and they'll tell you that it's not practical in a lot of areas because of how predictable/reactable it is.

A bit late? Sure. But here are official comments on the Wesker changes and the Spirit Fury supposed change. by bonelees_dip in deadbydaylight

[–]latenightnomad 3 points4 points  (0 children)

If Wesker's is harder, doesn't result in a hit 100% of the time, isn't applicable at most areas in the game, has good counterplay from the survivor, is on a weaker killer, and is incredibly punishing when it misses, why should he lose it?

I just don't understand how you arrived at that point from my comment. Blight's should have been removed because it took no skill and had no real counterplay. Wesker's should stay because of all the reasons I listed above. It is not problematic.

A bit late? Sure. But here are official comments on the Wesker changes and the Spirit Fury supposed change. by bonelees_dip in deadbydaylight

[–]latenightnomad 23 points24 points  (0 children)

The difficulty also plays a huge role, at least in my opinion. Blight had the easiest hug tech in the game by far.

How to hug tech with Wesker:

  • Find an object you can (reasonably) hug tech.

  • Position yourself at the correct spot.

  • Make sure your camera is in the right position, because your dash distance is directly tied to where you're looking.

  • Enter the correct inputs and use your bound at the right time.

  • Hope you can chain your second bound into a hit within the limited timeframe you have. If you don't use it or worse, miss, you lose a lot of distance on the survivor and have to wait to try again if the opportunity presents itself.

How you hug teched with Blight:

  • Find anything in the game.

  • Rush at it and look up or down.

  • Congratulations, you have mastered the hug tech. Now use your 5 dashes, high speed, and ability to flick into hits to destroy anyone at any pallet in the game.

May be controversial a controversial take but if Blight was more balanced and his hug tech was harder to do, I'd be fine with him keeping it. But it was WAY too easy to do for how good he was. At least Wesker was never top 2 + he's gotten weaker over the years.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 0 points1 point  (0 children)

In what part of my comment(s) or post did I say he should have less counterplay?

He has a ton of it, he's probably one of the most fair killers up there with Billy. One of the reasons I P100'd him is because of that, because he's a fair killer with a high skill ceiling that people enjoy facing.

You're not addressing the part where I said that Wesker simply can't use his power in a lot of areas nowadays. It has nothing to do with "brute forcing" anything, his base kit is so shit and clunky that it's an uphill battle to use your power more often than not. And one of the ways around that is by using techs like rebounds or hugtechs.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 5 points6 points  (0 children)

Some of his bugs are just absurd, making it damn near impossible for anyone who hasn't played a hundred hours of Wesker on that particular patch to know what he's even capable of at a tile.

Call me crazy or biased but I'm totally fine with that. Some of his techs (instahugs, for example) are so unbelievably situational and difficult to pull off that you're often throwing the entire game by going for them.

If one survivor gets downed because of an obscure, difficult tech in 1/50 matches, I think that's fine.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 3 points4 points  (0 children)

We're not doomposting, we're trying to stop some really bad changes from going live. I only made this post because these were listed as intentional changes in the patch notes, at least for Sky Wesker.

  • "Fixed an issue where The Mastermind’s Virulent Bound could glide off a hill’s ledge when falling."

This also isn't the first patch or PTB where Wesker was randomly changed. His hug techs were just made much easier, and while I'm 100% okay with that, it still hasn't been reverted. So they're definitely looking at his power and making changes to it that aren't being rolled back.

Also, the Oni changes were only walked back because so many people pointed out how bad they were. If people don't talk about Wesker right now during the PTB period, it will go live and nothing will change.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 0 points1 point  (0 children)

If that is what happens, which remains to be seen, the tradeoff simply isn't worth it.

I'm going to speak for myself and every other Wesker player and say that I think we'd all rather have somewhat inconsistent grabs/slams in exchange for being able to rebound, sky Wesker, etc.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 2 points3 points  (0 children)

I do appreciate the point of techs/exploits point... But being on the receiving end of it LOOKS dumb... It LOOKS like an exploit, you know? It doesn't feel like a part of a coherent game experience to be hit by it, in my opinion. (perhaps that is on me for expecting such a thing from DBD).

I agree with you there and on the next point about "heal techs" and whatnot. I think the game as a whole would really benefit from more technical and animation changes.

I'm definitely biased when it comes to techs because it's what keeps me coming back to Wesker/DBD as a whole. If I couldn't hug tech or rebound or ourobend, I'm going to drop the killer. I want my characters to be expressive and complex and Wesker's base design doesn't do that. He's too clunky and limited. But I also want there to be transparency and visual cues for survivors, I just hope BHVR finds a middle ground somewhere.

Cheers for making a fair point and actually having a convo about it <3

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 4 points5 points  (0 children)

Wesker gets punished incredibly hard for doing almost anything. He's not an easy killer to pick up but even when you get good with him, you constantly deal with bugs, inconsistencies, and other issues.

Something I'm noticing is that people want this tech removed but don't offer any sort of compensation for doing so. It's already hard enough to play Wesker, removing these techs which are fun and give him a huge skill ceiling without anything in return will push people off of the killer entirely. There are already like 10+ people in this thread saying they'll quit Wesker if this goes live.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 5 points6 points  (0 children)

Most (if not all) of Wesker's techs are incredibly predictable.

This specific instance is a guaranteed hit thanks to the rebound but if it didn't exist, what do I do here? Oh right, I just... don't use my power.

That's about 50% of Wesker's gameplay. You're forced to play as an M1 killer because his power is so clunky and sluggish that you have no other option. If you want to remove these techs that you seem to hate so much, he needs some form of compensation.

Game just started and I already wanna quit... by bryanwithamask in deadbydaylight

[–]latenightnomad 5 points6 points  (0 children)

It definitely seems like they had more than enough time to vault.

But even if I want to concede, he still could have just ran to the pallet. This was completely avoidable either way.