Belchavez
Belchavez
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- Belchavez
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New to posting, This is not only a perk but a killer. Not sure if this idea for a killer is even viable, but with the twins working it seems theoretically conceivable. Master of crows. The crows currently are involved with a single killer perk. What if you had a killer whose base power could transfer conscious control to a crow that has been alerted. As a way to determine survivor movements it would be much more resourceful than a single spies alert. As a chargeable power, a swarm of crows could be sent out like homing missiles to find and harrass a single target, while you revert back to the primary control. The perks and add-ons would revolve around increasing legth of time to be a crow, or speed of flight, reducing charging speed etc. You could have a perk that allows you to set a crow to guard a specific spot with the number of crows to cover more spots increasing with the tiers, etc. The possibilities seem large, and it feels like alot of the mechanics will have alreasdy been worked with. Also crows just feel like they need to be more a part of the game,
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My semi solution to calm spirit, which I run alot as well, is using the perk I described in combo with others that would give you a cue and allow you to switch to a placed crow in the area. And as with all setups. RnG on the killer matching vs survivors always means you might have a great setup vs one killer but horrible vs another so you take chances specializing to defeat a particular one.
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Stealth is a viable and important part of DbD survivor play. You are under no obligation to make a killers job easier by letting them get into chase. You can be productive and while being stealthy. The one point I will agree with is sometimes you need to take the heat to keep someone else in the game. I hate the solo Q mentality of, the games not going well, let me hide andl just wait on hatch. To me that is not stealth, that's just garbage, takes no skill and shows no teamwork. The game would be better without you in it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1761405#Comment_1761405
"A perk hardly worth running" Makes so much sense that it is the best survivor perk.
I would completely disagree with your statement of "best survivor perk". Like I previously stated, II find it adds very little value to my gameplay, except for within a very narrow scope of situations.
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I laugh every time I see this DS whining. The devs have been hearing it for a long time, and nerfed it to it's current balanced state. DS was so much more powerful when it originated. The devs never said it is specifically an anti tunneling perk, but in it's current state that is mostly all it is. A perk hardly worth running unless you're paranoid about getting hard core tunneled, or hoping for that last second , caught escaping at the exit gate play. It's good for someone in the group to be running, just not me. I don't like wasting the slot on such a narrow usage perk. In general, I try not to take a perk I hope I won't need to use. Not enough value from that. Give me a perk like spine chill which will be useful all match over DS anytime.
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Good red rank survivors use the best strategy to win vs the killer they are facing. Sometimes that means looping, and sometimes it means stealth and evasion. It's all part of the game and what adds up to a complete gaming experience. Limiting options should be the last thing anyone want as a player. Killer or survivor.