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CrowVortex

CrowVortex

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CrowVortex
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  • Seeing how they can have different / reduced stat percentages between all the killer's, example being the mobility killer's only getting 10% of the spreading hooks 'Reward' buff vs 20% for other killer's, I don't see how they can't put killer's into their own Anti-tunnel / Slug balancing catagories when it comes to adding new systems or even perks. I mean let's be honest, majority of tunneler's are mobility killer's and the ptb anti-tunnel changes would have been more ideal for them vs non mobility m1 killer's.

  • Is there a time limit for base pop kick or is it available until used?

  • So i used Pain res / DMS / BBQ / Lethal pursuer on my Artist and 3 of those 4 got obliterated to not being worth the slot, The basekit pop best not have a time limit like the actual perk if you want ranged killer's to go out of their way to kick a gen cross map.

  • Hope myer's new slash is considered an actual ability and not a basic attack lunge, cause that and Coupe de grace would be bonkers.

  • I think Pain Res and DMS is fine.

    4 Uses at 20% regression now vs 15% regression and unlimited uses providing hooked on a scourge hook as it's first introduced in 5.4 patch.

    As for DMS, instead of multiple generators being blocked for 30 seconds if forced off / let go of with no downside, it's now 1 generator at 50 seconds and the effect can't be applied again if a generator is already actively blocked when a killer is quick in getting another down and hook. I find there's several ways to deal with it, you can prematurely let go of a gen while a killer is carrying to avoid any scream from pain res or friends till the end , you can do the above and start another nearby gen and block that instead, wasting the perk for the killer. You can have Repressed alliance and block the gen yourself when killer comes over for 30 seconds instead of 50 seconds as chase begins.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960859#Comment_3960859

    Damn, does she break her back every time she uses the crows?

    Every charge of power / placement, every crow launch, every vault and fall from height.

  • Visually it's great but audio is way too loud and very over the top that you can't hear other key sounds over it, in regards to power usage. So much so, i don't think anyone can sit for an extended amount of time just playing as that skin without their ears bleeding afterwards.

    Just a small example below.

    https://www.youtube.com/watch?v=doUwT-zWEW8&ab_channel=DStrike
  • @SoGo said:

    If the Artist add-on nerfs go through, she is getting added to the list.

    Supposedly looking at her addons in the future, and if they do opt for changes i hope they make majority of addons unique and gameplay altering instead of number tweaks. There's a reason 99% of Artist player's use Severed Hands because it's the only addon that changes how she plays and enables techs and shots she normally can't do.

    Like ideally they should improve older killer's addons to the same quality of Springtraps.

    For Artist for example i'd at least change the pointless and straight up weird one's she has, mainly Garden of Rot, Charcoal, ink egg.

  • As long as they revert most of Artist's addon changes i'll be happy.

  • These Artist addon changes seem real unnecessary, as in they wern't problematic in the first place, in comparison to some other killer's. Like it seems they just made changes for the sake of saying they did.

  • Still think they should at least rework pentimento to let a re-kindled totem be blocked for a certain amount of time to get some use out of the perk now that it has aura's, and do away with the 5 totem requirement. Kinda like how plaything works that the only one who's been affected by it can cleanse it for like 2 min.

  • @halcyondays93 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843135#Comment_3843135

    Definitely. It would also help if certain survivors didn't feel like they were set up to fail, suffering from some combination of:

    • a lacklustre default cosmetic
    • lacklustre perks
    • the majority of their other cosmetics upon release being recolours of their default
    • only having a single purple rarity cosmetic
    • no green rarity cosmetics

    I'm mainly speaking about Gabriel here because I'm biased as a P100 player, but he could've been the next Felix or Vittorio. Instead they did him dirty in the cosmetic department.

    I think he's getting one soon, yet to be determined if its any good though.

  • No not really, Seems her power is mainly just Dracula Wolf pounce with the dog, not that interesting tbh. Also seems very unfriendly to controller user's yet again.

  • In the matches i've been in, we've lost more due to 3-4 people all running to unhook just 1 person at the same time instead of sticking to a gen.

  • Depends on the killer duo i guess. If you got a Blight or a Billy you might as well finish it before people start droppping like flies.

  • For Artist i'd like some form of change to locker's instantly clearing swarm, like some sort of trade off in return. Maybe clear the swarm but renders the locker unusable for the rest of the match, while also leaving you blinded for 60 seconds.

  • Ideally i hope Gabriel get's a winning design that's not freaking space themed.

  • @Chocolate_Cosmos said:

    Aka the killer that always sits in bottom of pickrate yet being always put into top A tier killer.

    • Why "nobody" plays Artist?
    • If Artist strong as everyone says, why not more people play her?
    • Is there something that should be changed about Artist?

    She's my main as a level 70 Artist, I think once people can consistently hit crows on a regular basis at distance that opens up her door to fun potential, though most people who refuse to put hours into her won't play her like that, but instead go the zoning route, nothing wrong with that but you're only getting half the experience. A low pick rate is fine by me, means dedicated people can make her shine even more.

    Locker's removing swarm need to go, there's no downside to doing this, only if the Artist is close enough to get a hit in. Perhaps make it if you're already swarmed for 2-3 seconds, you cannot enter a locker until the swarm is cleared.

  • @MrDardon said:

    Is it intentional that you get no Grade progress in 2v8? Just curious.

    @humanbeing1704 said:

    it’s a weird decision that’s largely why I haven’t bothered playing the mode really

    Also weird that you still can get emblems count towards tome challenges from the mode, but no pip ups.

  • I wouldn't worry about stealth with it, you'll more than likely cause the killer fps drops chasing you, especially M1 killer's, carrying a Yui with that skin was the bane of my existence haha.

  • @Huge_Bush said:

    I’m not a Dredge main but I figured since he can teleport to lockers, he might as well teleport to totems and chests.

    Interesting, how would that function on cleansed totems or your own hex totems?

    @ReverseVelocity said:

    This is a case where a few small changes would go a very long way.

    Here's what I'd do:

    • Increase Daytime Teleport speed to 20m/s (and Nightfall to 40m/s to even it out)
    • Decrease power cooldown, or make it so using the Remnant only takes 1 Token, and have his cooldown be Token based instead
    • Decrease the amount of charges required to activate Nightfall
    • -0.5s time to break a Locked Locker
    • Remove the sound when teleporting to an unlocked locker

    Yeah these sound like some good qol options for him.

    @Yggleif said:

    Assuming more lockers isn't an option which seems like the case.

    -Remove lock mechanic

    -24m TR, the remnant is an extremely close range power and they're incredibly loud anyway so I see no reason why Dredge needs the usual TR

    -Make the brown hood add on basekit, Dredge is already very loud so survivors have a ton of time to run away. Give Dredge a basekit way to punish survivors that try to stealth instead.

    -Increase teleporting speed out of nightfall by 15%.

    They could probably keep the lock mechanic, but stop it forcing you into the locked locker while attempting to teleport to an unlocked locker next to it, just unnecessary how it works like that.

  • @fussy said:

    I can't agree on "more locker for Dredge is not way to go". On some maps he literally has no power and there no doubt should be some work on locker placement on every map. Dredge is most map dependent killer and something should be done with it.
    But I love your first idea. To be fair, same as Trapper, Dredge needs literally half of his addons basekit just to be ~B tier killer.
    So for me locker placement and basekit numbers improvements is a good way to begin with. I still wish to see this killer as my one of the most playable characters, but in current state he can compete only against pretty bad soloq team, especially after anti-3 gen.

    I think either way it would have to be approached cautiously if they don't want to have Dredge specific map coding regarding lockers, but yeah better locker placements would help tremendously.

    @HexHuntressThighs said:

    Honestly there is no reason to be able to lock lockers anymore. Even If lockers couldn’t be locked he would still be mid.

    It's a part of his counterplay in BHVR's eyes, though somewhat heavily hurts him when he's forced into the locked locker while teleporting regardless of which locker he highlights in close proximity. But yeah, i agree.

  • A Mortal Kombat collaboration via inspired skins, charms and unique mori's.

  • Like 500 on my Main Killer, who also has around 200ish of year 6 and 7 still to use up. Though granted i only played the event for a few day's before Elden Ring dlc came out, so they took up most of my free time.

  • Friend's till the end also pairs nicely with dms fyi.

  • Imagine an Artist and Huntress combo. Cross map snipes galore.

  • I would say PR, Surge, DMS, Grim Embrace are viable candidates right now, perhaps a return of ultimate weapon simply for the gen block synergy every 60 seconds.

  • Myself i feel you get more value out of blocking gens than regression now, PR would be the only viable regression for me that you can use when needed. Otherwise Deadman's switch with Grim embrace or Ultimate weapon. Probably ultimate weapon would be better for demo, port to middle of map and open locker.

  • It's also dependent on what killer you're playing on this map, as Twins and Knight you're powerless in the dungeon area from the portals Also as Artist i've had swarmed survivors not get dire crowed when i fire as they interact with the portal.

  • @Marioneo said:

    Mage Hand Vecnas only decent power is getting nerfed Vecna will need compensation buffs to his other powers to not be a D Tier Killer with nobody playing him

    Chests: Mimics automatically injure when triggered

    Spell power cooldown: 26 seconds

    Mage Hand: Vorpal sword basekit

    FOTD: Skeletons are now at ground level

    Fly: Now lasts 6 seconds

    Sphere: Killer instinct now lingers when detected by 3 seconds

    Does not need a reduction on spell cooldowns, already has 2 addons for that.

    I believe mimics do injure if you fail the skill checks

    Regarding flight, could be longer i guess but would rather have him not get stuck on low debris during it, some of the lower walls and pieces of crap scattered around the map.

    Mage hand is fine , Only buff i would give it is to let it break breakable doors from a distance.

    Flight of the damned i think is fine, could perhaps have the 4 skeleton's be random and have the lineup alternate being lower to the ground or normal elevation. left skelly normal, 2 middle skele's lower, right skele normal as an example. Or as another idea, an addon that has the skeleton's hold the survivor in place on near misses.

  • Could you also not just fly over the pallet literally after the drop animation and bodyblock it from being vaulted in that time?

  • @Rudjohns said:

    I think it should be the opposite

    4 gens can spawn downstairs

    Just never go upstairs

    Would be feasible if there was more than 2-3 hooks downstairs.

  • You can still dodge them with the gaps in between. I prefer Mage hand haste addon and his Aura reveal from survivor proximity to chests when casting spells, which is pretty constant. Though Flight blocking a vault with that Iridescent is also neat.

  • I doubt it'll be much of a problem with his long cooldown's on spells. You can crouch to avoid the skulls, the hand lasts for only a second or two, so i would just keep running the loop if the pallet hasn't dropped yet because picking up the dropped pallet with the hand blocks your vault so probably the stronger side of that spell. You can stun his fly spell. Plenty counter play as well as the magical items.

  • I suppose they want power's that last a while to have some sort of counter, it's the same for Legion i believe who can be stunned out of his power outside of pallets from Head on?

  • @jamally093 said:

    So I wanna play artist since well archive challenges. So any suggestions? Currently I'm going with my default. Brutal strength, Bamboozle, Ultimate Weapon and whatever else. But I wanna hear some build ideas that aren't the meta because I wanna be original and not have someone face the same build they did twenty times today. So any ideas?

    To be honest you don't really need chase perks on Artist. She likes Aura reveals and Gen synergy perks. For instance on my Artist i Use Dead man's Switch ( The best user of this perk) Pain Res (Synergy with DMS and good regression when needed) Lethal Pursuer ( Enables a potential good start and extends aura's by 2 seconds) Friends till the end ( A lengthy obsession Aura perk and scream perk for when obsession switches, works with DMS) Plus exposed effect as cherry on top if obsession is close.

    Though the above is half meta perks, so here's something different;

    Discordance / Gearhead / I'm all ears or Thrill of the Hunt / Devour Hope or a Gen perk

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705616#Comment_3705616

    If you are allowed to say, when exactly is the update going live? I'd like to plan out the evening.

    It's usually around 16:00pm UK time, so like 2 hours from now. Whatever that is in your time zone.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411703/dbd-gb-size-squish-when

    I think you're going to be quite happy today!

    The download is going to be bigger than normal as you effectively need to download the whole game again but your file size on PS5 should decrease by around 20GB.

    That's great news, many thanks for informing that detail.

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705578#Comment_3705578

    You can only do so much when there are this many cosmetics, maps, killers, and perks in the game.

    I mean Elden Ring is an open world massive game with 200 or so boss encounters, massive amount of armour and weapon selections, ashes of war skills, spells and incantations, multiplayer options, and so on. That's just slightly over 51 GB. Maybe an option can be included to just show a selected survivor's base skin model and not have to download every single cosmetic they own in the store?

  • @Aven_Fallen said:

    While the Download should be big, the size of DBD after the Update should not increase by such an amount.

    While that's good to hear, i still think the initial GB size of DBD is an issue.

  • @goodfriday said:

    She was not so bad until they remove the survivors ability to burn her crows with a flashlight. This did not make her antiloop too tedious at that point but with that gone its just another knight/skull merchant killer that requires lil to no skill. I am even shock at the fact she is 115 as she is the only killer with a power that works across an entire map small or big.

    Antiloop/instant down killers and pig/pinhead(killers who forces you to have to do other things) is just annoying. Neme/Wesker/Plague/doc requires in a small way of doing secondary stuff but those 4 are far acceptable and not too bad or annoying like pig and pinhead.

    I'd rather they give back the ability to flashlight her crows but take away locker's removing swarm. Disagree with no skill though, sure she can anti-loop, it's not always a guaranteed direct hit though, you can bait the crow or swarm yourself before she can fire the dire crow as there's some delay after a summon. The skill ceiling is her snipes and dire crow follow-ups', slingshots and 1v2 harassment. 115 is justified as she requires 2 hits to injure with power, power working across the entire map is her whole theme as a reconnaissance killer. I'm surprised you don't have a problem with Trickster being 115 and being near impossible to loop on some map layouts.

  • If they limited perk selection to one of each category, so you can't stack multiple gen regression for example, then they should absolutely do another shake up and buff perks without taking anything away from the already stronger one's. Regression / Aura / Utility /Chase etc, Vice versa for Survivor whatever the equivalent categories for them.

  • Most people have an issue with her audio sounds while playing her but it's that uniqueness that draws me to her, well that and her crow theme. A console friendly ranged killer too, so that's a plus. For myself though, i grew tired of playing killer's like Clown and Sadako and be in a constant scenario where survivor's loop once or so and predrop and move to the next pallet, by the time you've downed someone you've already lost momomentum and the match most likely. WIth Artist however and to a lesser extent, Dredge. I feel 100% that i can be in control and always do something with my power, be in it cross map or up close and in loops. The added bonus of Severed Hands addon allowing you to do some pretty neat stuff and spread pressure easily.

    Not to mention all the slingshots fun.

    18 seconds · Clipped by CrowEffect · Original video "Dead by daylight - Artist gameplay Part 8 - Swf edition" by CrowEffect
  • I don't think there's any design problem regarding BGP in what it does, just the haste effect duration is probably too long of an effect and could be reduced to 2 seconds from 5 seconds. Sort of on par with how overcome adds 2 seconds extra sprint time while put into an injured state, which is more than enough of a distance gain, so i don't see a reason why it can't be applied to BGP too.

  • @Olroth said:

    Viktor can be used for a short period of time (40 secs).

    When the control on Viktor, everything the same with Charlotte, but Viktor cant be damaged, cant be countered by lockers (will down injured survs)

    Viktor dies when the control going back to Charlotte, or when the time has ended.

    Cooldown for ability 30 secs for example. Timings still in progress.

    As a result - slug gaming solved, disgusting playstyle with lockers solved.

    Or just make Victor kickable within a 3 second window after a successful pounce by other surivors and not the survivor that was just hit and keep the other changes, Charlotte getting Haste and Victor Pinning down a survivor on a knockdown.

  • Face the darkness, i feel it could use another effect or something or at least an increased aura duration.

    Machine Learning, i know it got buffed before but i still can hardly get the perk to work in most matches that i've used it.

    Gearhead, I think it's fine but the perk could use a noise notification when an aura is shown, much like BBQ the aura sometimes blends into the gen.

  • I really think Artist has some good cosmetics to mix and match with, this is one of my favourite mix and match outfit.

    artist.jpeg artist 3.jpeg

    Her new cosmetic set is pretty cool too, minus the weapon.

  • I'd quite like Jeeper's Creeper's, though i doubt it's popular enough for an annanniversary, any other chapter sure.

    Might possibly be Evil Within related i would think.

  • Reading the changes, i'm a bit miffed as to why this Twins rework took so long to come together (Years), it's pretty much the same, just switched the Victor latch on mechanic on a down instead and some Victor pounce changes on a successful one. I for one was hoping for Charlotte to have more involvement power wise to be a proper tag team killer.

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