http://dbd.game/killswitch
remove slaughtering strike from Myers
this ability makes no sense for the character and gameplay wise it's terrible, it is a clunky and generic copy paste of other dash attacks and shouldn't be on Myers, like yea my favorite part of the halloween movie is when he stalks Laurie strode enough to unlock his epic "Slaughtering Strike" attack where he slaughters and strikes all over the place.
the attack isn't even good, it takes too long to wind up and his camera movement is heavily restricted for some reason. this is nothing compared to a simple longer lunge and everyone being exposed, this new Myers is a joke and both the concept and execution of this m2 attack is absolutely terrible.
Comments
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I read the patch notes and I saw that in tier 2 his lunge is longer now, but in tier 3 it's the default range, just makes no sense to me.
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Yeah everything else is kinda good. Remove the Slaughtering strike and make It that he needs to down first survivors before Moring them. With that he is almost perfect.
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There's so many ways they could've done with the rework, the idea is there. But what we got is a bunch of nerfs (stalking range lowered, stealth movement speed being 4.2 ms, tier 3 lasting 40 seconds) then copy pasted a dash ability that's not even fun to use
genuinely this is arguably another failure of a rework right next to trickster
If they for some reason want to keep the dash, then at least they should make tuff of hair literally old myers again
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Like, why do new/reworked killers need to have a dash ?
Can't we find something more creative
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Then he's literally just a killer without a power (he kinda already is because of how bad slaughtering strike supposedly is but that's besides the point), what would you replace it with? Faithfulness to the movie shouldn't be a priority over healthy gameplay
-7 -
What annoys me the most is the animation of tiering up. You are already locked in Pursuer Mode, so you cant really sneak up, so why do i need to give the survivor more distance? 99% was harder, but it felt so much better.
Second is the slaughtering strike. Feels clunky and not that effective as anti-loop, but fine maybe i need to learn. But why does it has such a long cooldown? Im on a timer already.
And for last, its minor, but i still wanted to say it: as special attack it removes synergy with many perks. Completely fair, but thats a huge downside compared to old myers and the strength of the slaughtering strike is not enough for that.
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original extended lunge and everyone being exposed worked just fine
in fact original Myers was a great killer concept wise he just needed some touch-ups like tombstone rework and qol buffs not a full rework
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it would be nice to know when you are exposed too. Totally removing that is kind of not fair.
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Agreed, personally this is what I would of done:
-Stalk curve stays, the further away he is the faster stalk builds.
-Starts in Stalker mode and has to stalk to be able to "unlock" Pursuer. Then has to stalk further to be able to achieve Evil Incarnate
-Can switch between Stalker and Pursuer mode.
-While in Pursuer, once someone has a total of 25 seconds inside of your Terror Radius, gain Killer Instinct on them for a short time, after which their timer resets. Timer pauses when outside the Terror Radius or in another mode. A survivor revealed this way hear an audio stinger (current tier up imminent warning) you can run, but you cant hide
-Evil Incarnate is literally just tier 3. Everyone exposed but also keeps the little transition animation. Knife raised at head level also stays (he feels naked without it)
-New ability "Evils Grasp" (i know, great name) He reaches his arm out and on contact immediately grabs the survivor (counts as a pick up, similar to Springtraps grab but can be performed from further away). If the survivor is on death hook, the option to mori becomes available.
-Evils Grasp may cancel the transition into Evil Incarnate.
This keeps the identity of Myers that we all know and love and simply adds onto his pre existing kit. The idea as well to give a better visual for the grab, is he'd have a seperate animation while carrying them where itd be similar to Dracula and Xeno.
also give him a visual update, he desperately needs it
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It didn't work just fine at all lol, he was a boring, skill-less, weak killer
-7 -
Not gonna lie I didn't even know that SS's distance depended on how long you charge it and that makes the suggestion to remove it even worse, god forbid a killer has depth?
-7 -
Current tier 2 has 20% increase which will help in situations where survivor is hugging wall very good and your normal m1 range would not be enough to reach him, old tier 3 had 25% longer lunge but now all buffs he got arent woth the nerfs he has now.
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I think fully charged has like 12 meters maybe but its slow and super easy to read something like old pig dash.
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it's too late now, but the community needs to stop demanding reworks for they never turn out like we want. Most if not all end up being disapointments.
-1 -
Doesn't really change my point
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The variable distance doesn't matter since he's slowed down while charging it, charging it up to max takes forever (letting survivors gain distance), it's far slower than every other dash/lunge ability in the game (which makes it useless in pretty much any scenario where you'd want the extra distance from charging it), its turning is limited to the point of unusability on pretty much any tile with even a 90 degree turn, and it goes on a 6 second cooldown no matter what (even if you're stunned or something). There's depth, and then there's Slaughtering Strike, an ability that is functionally worthless for anything other than back"revving" (except it's worse than old tier 3 at that), proxy camping with the threat of an instadown (yippee), grab kills, and abusing the Vanity Mirror + Lock of Hair combo.
It's a garbage ability and I hope that whoever designed it knows why it's garbage. Fixable, but it shouldn't have been born in the first place.
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This is literally such a non sequitir lol, you're saying the variable distance doesn't matter because it's weak, that's not how logic works. And you're literally contradicting yourself by saying "fixable, but it shouldn't have been born in the first place" if it's fixable then why is it a problem for it to "be born"? That quite literally makes it a good thing that it was made since it can be worked on to be made better, especially when compared to the trash design that old myers was
-3 -
I'm saying that the variable distance doesn't matter because a thing having a lot of stuff going on with it doesn't mean it's interesting or full of depth. You can have a simple kit and have depth in the kit. Just like you can have a complex thing that doesn't. Slaughtering Strike simply doesn't have any meaningful depth, and it still wouldn't even if it was buffed. It would technically have a little bit more as you could actually, you know, use the distance properly instead of it being the useless PoS it is right now. But not much more than any other dash/lunge ability, and perhaps even less if you consider stuff like taking people out of position as Wesker or zoning/baiting actions with Billy's chainsaw revving or what-have-you.
It's a problem because we went from a simple "you get to get an extended lunge and everyone is exposed" 1 button thing to a "you get to get an extended lunge that's worse and people aren't exposed" 2 button clunky ability that replaced it. There was 0 reason to do this other than some programmer/designer wanted to add it just because.
Post edited by ControllerFeedback on2 -
Whole problem is mayers had ability to get quick down with tier two 99 but that is now lost and strike is worse than pigs ambush or chuckys slice and dice when it was nerfed the hardest (it was worse than pigs ambush or same) so strike can stay but it needs hard buffs because there isnt point in using it, only on survivors death on hook to finish them for achivement,when they drop under palett and other varius reasons and second use is when survivor is in big dead zone so its faster than m1 but other than that I found its way better to just stay in tier two most of the match.
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Charge time takes forever and its speed and reach are small to make for it, worse turnrate is way more punishing than billys saw or blights rush which are one of strongest killers in the game so why mayers has to have it.
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And you give up your pursuer buffs while using it and yadayada.
I'm sure it'll be adjusted but it's really funny that this was their way to "buff" the character. I'd almost rather play Trapper than this…thing. At least Trapper has a unique power.
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There's something else I want to ######### about because why not:
Why is it that releasing the ability/primer button for Slaughtering Strike is the thing that ends the lunge early instead of, you know, the muscle memory everyone's been trained on for years…the basic attack button? Like I get it from a consistency standpoint, pretty much every other power in the game is canceled by releasing the ability button. But this is literally the same attack as the old tier 3 lunge with more restrictions. Did the person who reworked this killer even play Myers before? Did they really think this felt good to use?agh
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