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Crazewtboy

Crazewtboy

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Crazewtboy
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  • What are you talking about when referring to slowdown? As far as pulling him out of the power, it seems fine to me. It makes you plan out your approach a bit better and actually requires skill compared to Michael. He isn't supposed to be a killer that just stalks, but someone who lurks in the shadows, planning his approach and striking when you are most vulnerable. The only problem I might see with pulling him out is that the survivors have a third person camera which allows them to pull you out while behind cover which shouldn't be a thing. But even then you have a indicator showing you which direction you are being spotted from so just crouch behind something.

  • As Killer:

    1. People who die and still have the nerve to call you trash, etc.
    2. Hits that clearly should have connected but didn't because autolock screwed me
    3. People who will break your hooks or go to a specific area of the map where they know you can't make it to a hook with them.
    4. People who will intentionally hop in a locker to rob you of a mori with a tombstone when playing Myers (like is is really that deep?)


    As Survivor:

    1. People who play like idiots and cost the team the match
    2. Killers who go after you directly after you're unhooked because they have a mori (once again, is it really that deep?)
    3. Killers who will bring you to hatch and close it in your face/wait for you to die on the ground due to endgame (because it wastes time)

    As Either Side:

    1. People who disconnect because they were found/downed/hooked first
    2. People who disconnect because of a mori or map offering
    3. People who leave the lobby right before the match starts so you are stuck looking for another survivor after 20 minutes of waiting and your lobby might now be bugged
    4. People who play selfishly and get their team killed because of it (Bringing the killer to someone, unsafe unhooks, Waiting for people to die so they can take hatch, etc)
  • Seems like it could be interesting! Maybe it could get survivors to focus on totems as well. The only problem would be how much could you raise the speed? Totems go decently fast as it is now, but if you make it too much faster than survivors could basically break the totems in 2 seconds in front of the killer.

  • @ClogWench said:

    I swear I only ever see you complain. None of the cons you stated are that bad in comparison to what he gets in return. He can stop loops, apply map pressure, the flickering as he approaches gives interesting ability to approach without being easily seen, and the dream world transition is without effort which is a nice change. It might take 60 seconds but it's also not mandatory for him to work. He's not gonna be top tier but now he's at least useful

    I missed the dev stream and I'm just curious, how does putting survivors to sleep work? When within a certain range they fall asleep in 60 seconds or sooner if you hit them? He can hit people while awake? Could you just explain a bit?

  • This would break the balance a lot. Survivors being able to use a one-hit automatic stun whenever they please or being able to take a protection hit with no effort can drastically change the match outcome for a killer. On top of that, people would just start running plunderer's instinct so they could increase the chance of getting these items and horde them up. Then SWF could bring them in all at once and cause the killer to have a super non-fun game. It would be to gamebreaking for balance and could also potentially ruin some of the skill required to play survivor.

  • Just wanted to say again thank you devs for ruining Ghostface, you really know how to keep me invested in the game with these educated changes.

    Even after the changes, he honestly isn't that bad. I play against purple and red ranks consistently and do just fine with him. Tell me what your problem is with his power and I'll see if I can help you with it.

  • Still haven’t been able to find a game.... Matchmaking is still an issue? Really? Also when are dedicated servers coming?

    Killer lobbies seem to go incredibly fast for me after the most recent update on PS4. It might be because you tried playing in the morning. Typically it takes forever because not a lot of people from your region play that early.

  • @ClogWench said:

    My only issue so far has been that finding good places to lean out from is a bit hard on some maps, and that corn hits him real hard. Survivors have an easier time breaking him through corn than he has of seeing them through it. Otherwise I'm having a lot of fun with him.

    Same. Corners can be a bit tricky because sometimes you just can't find a good one. Sometimes it also feels like you are way more concealed than you actually are while in stealth.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/562884#Comment_562884

    Doctor absolutely needs help. He's got nothin worthwhile going for him honestly.

    Agreed. At first I would always argue and say he wasn't bad at all, he was one of the best killers. But then I ranked up and realized how wrong I was

  • I don't typically give survivors the hatch. I give it on disconnects sometimes, but only if I can find it. I'm not wasting time so both of us can look for hatch when I can be in another game. The other time I give hatch is when I'm playing casually and just to have fun. At that point I don't care if they take hatch

  • You still have a chance. The most important part is to not let them bait you into a long chase. Focus on gens and learn when to make sacrifices such as a gen for a hook or a hook for a gen. Once you can get good gen pressure, it won't matter what they do.

  • Learning pallets and vault locations would be easier on killer since survivors will typically bring you to them. Just about everything else I would recommend doing on survivor

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/561586#Comment_561586

    Remember the perk only causes Exposed if the survivors fast exits. Being locked in will signal to them to quietly leave.

    Right now, people just use it to troll because it makes you globally scream across the map, making it doubly useless.

    No, it affects it when they exit the locker regardless. I'm looking at the description right now and it says "survivors who exit locker suffer from the exposed status effect".

  • No perk that prevents you from healing others on the killer side, however certain perks such as No Mither and Deliverance on the survivor side can apply the broken status effect which means you can't be healed. This is represented with a plus sign crossed out on their player icon. As far as waving arms on the hook, it typically means the killer is camping and you should do gens.

  • Myers literally does the same thing. The only difference is that Ghostface has to stalk each individual person to get exposed on them where as Myers can stalk one person and expose everyone. Myers would be way more OP with this logic. The only problem I have with Ghostface right now is that he is the only killer I see in my games and it gets a bit annoying after a while. I like variety. But I can't blame people for playing a killer they paid for.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/531302#Comment_531302

    implying totem spawns are literally the end of the game. lmao.

    I think the reason he says that is because the door spawns could screw over a survivor from escaping, but a totem spawn could screw over a killer from killing survivors. Both could have terrible spawn that could ultimately lead to one side failing their objective. The problem is, totems have been moved to better areas recently and only a couple could be readjusted so they aren't int he middle of nowhere. On top of this, it is pretty much impossible to give better totem spots then what we have (with the exception of the few out in the open) because in order to hide them, they will always have to spawn near some sort of structure whether it be the main building, a loop, a t-wall or something else. Survivors know this and they always check around the structures because of this. The best totem placements I find to be are in the corn on Rotten Fields because they aren't near any structures, so the area of that totem isn't super obvious. On top of that, there is a lot of corn so the spawn is random and the totem could be pretty much anywhere within the cornfield.

  • @stvnhthr said:

    The other problem with Endgame Collapse is as soon as it is down to two survivors most players stop working on generators and simply look for the hatch. If you get hooked when two players are left you are left to die on hook and the other player just jumps out the hatch. This game is never four on one; survivors are not on a team working together they are out for themselves so it is a game of one on one on one on one on one. Something needs done to balance the game for survivors who actually keep doing generators when only two players are left, but as usual the game is designed to make it increasingly difficult for the survivors and a bigger cakewalk for killers.

    The open gate time should also be adjusted. If you make it to endgame and don't get the hatch you are screwed. A simple solution would be there is no power up time for the gate opening. This would make the chances of escape 50:50. Both the survivor and killer would choose one of the two gates to run to. If they chose the same gate the killer is going to get the win, If they choose opposite gates the survivor gets the win. Right now the Killer has plenty of time to check both gates.

    Agreed! Something should definitely be done to encourage more teamwork on the survivor side instead of people just fighting over the hatch. As far as no power up time, that seems a bit survivor sided. The only reason being is because (assuming you meant the gates weren't open and you just pull the switch and it immediately opens) if a survivor is healthy, they will open the gate right in front of the killer due to it being instant, and then can either take the hit if they didn't while opening the door, or use dead hard if they were hit opening the door. It would give the killer limited counter play. I think another idea could be where the time for opening the door is halved when one survivor is left during endgame collapse. This would still encourage some stealth because you would have to wait until the killer leaves that door before opening it, but when he does leave, you have more than enough time to get the door open. This would probably only be a temporary solution and would have to be looked into further.

  • @SoylentPixie said:

    https://forum.deadbydaylight.com/en/discussion/comment/552817#Comment_552817

    Little tip bud, its best to ignore anyone who uses the phrase "Crying survivors" . You won't get a reasonable conversation out of them and they pretty much just want to poke a reaction. It's almost adorable.

    Some opposing opinions here have merit, some people just like getting their jollies off by pretending their edgy. Like I said. Adorable.

    Yeah, that probably would be best. I still try to stay away from people who just want reactions but I felt the need to say something this time.

  • @RoKrueger said:

    https://forum.deadbydaylight.com/en/discussion/comment/552817#Comment_552817

    @Crazewtboy I should have been more specific: I meant "teammates" not "friends".

    And if 4 survivors could not complete 5 measly generators and you are the last one against the killer (try to remember the killer is supposed to be the power role) then it should be hard to be able to escape at this point. If you get to escape it feels great! But you have to be very good and have a lot of luck.

    You can try using the perk "Wake up". What's the matter? Survivors aren't using it anymore since it is not bugged now???

    I never used Wake Up at all. Even during the time it was bugged. Please don't make generalizations about all the survivors in the community when only some exploit it. I refuse to use it even without the glitch because I find it too situational.

  • @FuelSauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/552835#Comment_552835

    Its the fact that he's smaller. It looks like he's faster because of it. Its actually the same reason why people think Freddy's lunge range is so big. It's not, it's because he's small with the same properties as the bigger killers.

    That's probably what it is! Thanks!

  • @weirdkid5 said:

    Nope.

    I dont understand how people get a placebo of Killers feeling faster. They all feel the same, aside from the slow ones.

    I don't know what it is. Maybe I'm not used to it yet (which is surprising considering how many I see).

  • @RoKrueger said:

    Sometimes the doors spawn too close from each other, sometimes they spawn too far from each other. Do you want to have it easy every single time little survivor? Quit your crying and complete all the generators with some friends still alive next time. If not, bring a key.

    See, funny thing is buddy, not everyone has people to play with 24/7. Funny how you can't make an argument without resorting to calling people "crying survivors". You clearly don't care, due to you being a killer main, but it is a balancing issue, and as someone who plays both sides, it needs to be BALANCED. Not unfair for either side.

  • @darktrix said:

    Seems two gen is fair, but then that defeats the purpose of EGC. If we got back to two gens minimum and get a case with no gens are done and last survivor, no hatch appears for killer to close and start EGC. Then you have a stand off again, survivor cannot do gens cause that is death alone (killer can patrol the map much faster than gens get done), and killer may not find hiding survivor. It would make left behind useful again - but still niche perk.

    That's the price of being able to close the hatch now I guess.

    They do say everything comes with a cost. I guess this was it.

  • @KillermainBTWm8 said:

    I was watching my friend play killer once the last survivor decided to hide for 1 hour and 35 minutes. This is why we don't have a gen requirement anymore

    That's insane! I don't know how it would work with a gen requirement in that case. I would of quit as the survivor at that point.

  • @twistedmonkey said:

    It theory yes as it gives survivors an incentive but in practice it could lend to trolls taking the game hostage again.

    The reason for the change was simply to end the game quicker as you will gain more bloodpoints by moving onto a new one.

    I know it gives me more points to move on. I just don't like the idea of a free escape. I believe both sides should have to put in effort for them to reach their end objective. I can see what you mean about the trolls though.

  • @[Deleted User] said:

    All that happened was when the hatch didn't spawn, survivors just went immersed and wasted the killer's time, forcing them to DC or spend forever trying to find them.

    Rather just get on with the next game 3k or 4k than be forced to spend 30+ minutes to find the last survivor or have to take Whisperers.

    This did happen on rare occasion and when it did it was pretty annoying, but it didn't happen often to me at least. When it did, it only took me a couple of minutes to find them

  • They wouldn't return. The killer could still close the hatch and prevent it. Right now it is a bit annoying when a survivor runs to the hatch and jumps in right in front of you when you can't do anything because the option to grab them is no longer available. I don't know if this would be fair though. I like the idea of the first person to find the hatch but I think their should be some sort of consequence for people who taunt you and proceed to jump in right in front of you (and yes, this does happen. I have seen many survivors who will taunt the killer at hatch because they know that they are blocking the killer or in his way of closing it. The killer could also be in the process of closing it and a survivor could still jump through. Don't know if this is a glitch or not.)

  • Do you think it is as cheap as noed, or do you think it is fine as is, or you have some other opinion on it?

    I honestly think it's fine as it is. It is a reward for survivors who finish the objective and doesn't proc until the doors are powered. This means that for the rest of the game the survivor only has three perks and what killer can complain about that? The most annoying part about the perk is having it popped in your face right when you were about to down someone. If that happens though it is typically because you didn't put enough pressure on the gens as killer (this doesn't mean there isn't exceptions). Both NOED and Adrenaline are fine simply because they both have counters (more or less). To counter NOED, you just have to take the time to cleanse five totems and to counter Adrenaline you just have to put pressure on the gens and ensure the last one doesn't pop.

  • @[Deleted User] said:

    I don't know why the don't disable wake up perk until they fix it? League does it, Overwatch does it, many popular games will disable x item or character until it's fixed.

    Agreed. That would be the simplest solution. Rainbow is currently doing it too. Game breaking glitches on two operators and a gadget that give a competitive advantage. But they just disabled everything.

  • @Raccoon said:

    Compare the time difference to complete a single gen vs killing a single survivor, and you'll see why there is a "perceived power difference" in the two.

    Also, if you're wrecking a killer, you can save your BNP for the next match (assuming you don't instantly install it like a potato/use it when it is optimal).

    When a killer brings a mori, it's instantly lost upon loading, regardless of how the match goes.

    Exactly!

  • @Nicholas said:

    Mori's aren't fun to go against and why people DC when they see them. There is no skill associated with them and no counter. Same with TS. Not to mention, no Survivor equiv for either. What about only working on death hook? That would be more fair. Or succeeding a difficult Skill Check to fight back and get away?

    The death hook thing wouldn't work. A lot of survivors would just let themselves die on second hook so the killer doesn't get the satisfaction of the mori.

  • @theArashi said:

    3 survivors can finish 5 gens in 3,5 minutes but 20 seconds is not much?

    20 seconds is a lot. It can make a huge difference. But let's face it, the chances of three survivors rushing all 5 gens like that will almost never happen if you can put pressure on them. The mori also affects time however. The time that the killer would spend on the second hook and the final chase (assuming they didn't camp) is negated since they can be killed right there on the spot. In this case you are now down a survivor and that makes a HUGE difference in the game. Now gens don't go nearly as fast because you have one less person to work on it (technically two because one is dead and the other will most likely being getting chased or on a hook). Yes, the Brand New Part could negate 20 seconds of gens for the killer, but the killer's mori could negate minutes of chase for survivors which means way more time to focus on gens.

  • Agreed! This could definitely be a viable change! Also, since the killer knows they must be healed before they can be killed via mori (and if you bring in a mori you obviously intend to use it) it might cause more people to stop camping.

    @White_Owl said:

    The only thing I would change about moris is that the survivor should be healed after being unhooked to be moriable. I see too many killers camping and tunneling to quickly dispatch of a survivor, and before someone comes with the "it's a tactic" argument, I say that it sucks and isn't fun for anyone.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/540245#Comment_540245

    I agree with everything except "20 seconds is almost nothing".

    90% of this game is time management. 20 seconds can be the difference between a killer snowball and a 0k.

    Yeah, time is of the essence and can make a big difference. Not just in this scenario, but in every game with pretty much every scenario.

  • I know all of the changes that were made. I listed them in my above post. Like the other guy already said, it wasn't about tunnelling so much as it was about two things of the same rarity (Brand New Part and Ebony Mori) of both sides being uneven after nerfs. But about what you said about tunnelling and the counters. Considering the tunnelling was related to the mori and not in general that is what I will assume you were referring to. In the case of the killer tunnelling with a mori, decisive strike is useless because he does not have to pick you up again, but can simply kill you on the spot. Mettle of Man was nerfed into the ground (and yes I say this as someone who plays both sides) since the protection hits don't register half of the time. Borrowed Time, like you said, is hardly run now and even so it typically won't benefit if you were a solo queue. Dead Hard is pretty much a one use per chase thing so it won't counter the tunnelling with the mori, it will just make the chase take a bit longer and you will die a bit later (more than likely although I have seen people get out of the game). Iron Will won't do anything if he is hot on your trail, you would have to get a decent way ahead of them first. As far as moving on if you die, I agree with that. It is pointless to sit their angry when you could be in another game, but as I said before, the point was not about tunnelling or dying, but about two ultra rare add-ons that were once equal in power that now are unequal (or at least it feels that way) after the changes.

    @xywwak said:

    Mori was kinda nerfed .. now you have to hook at least once to be able to mori survivor.

    In past times, when you were able to finish gen just by brand new part instatly killer was able to mori you once he downed you. So game was very very fast in mori case.

    Against tunneling now works DS pretty well, you can have MoM, borrow time, dead hard, IW/CS combo to loose killer easier. Of course not much players out of swf groups play borrow time (more time against tunnel). That means you have ways as survivor to dodge tunnel. If you are not able to break LOS and chase and die on hook throw it behind and go play next match. It´s just game.

  • @invira_zero said:

    https://forum.deadbydaylight.com/en/discussion/comment/540029#Comment_540029

    you didnt get the point.

    Its about equal URares, not tunneling.

    Atm, BNP does not so much, cause 20 seconds is almost nothing, tbh. Its a way weaker than Mori, expect cypress one.

    And, BNP can be countered easily, cause its one time based.

    If you force survivor to go off the gen, he losts his BNP.

    Not gonna say, that mori is OP, just BNP is way weaker, than ebony mori, thats in same tier.

    Exactly! This was my point. It was kind of inferred that I was talking about the Ebony Mori but next time I will make it more clear. I just find it a bit weird that for something that is supposed to be equivalent, one side gets a much better use. The mori isn't OP at all, exactly like you said. It's just that people go straight for you when you get off the hook and you don't have a chance to do anything. The brand new part is super weak yet the mori is really strong, especially in the hands of an experienced killer or a killer that will tunnel you just for the mori regardless if he was doing something else.

  • @eeyoure said:

    https://forum.deadbydaylight.com/en/discussion/comment/530122#Comment_530122

    The smartest, most in depth description of SWF I've seen. As a surv main, it's nice to show 2 IQ killer mains that SWF is not OP. I'm literally on comms with my friends and I'm like "I found a totem but he's on me, it's in the killer shack!" Then my friends go and cleanse it and it's Haunted Grounds xD Playing SWF doesn't give an advantage, it just makes the game more fun and less repetitive. If it's removed from the game, or some sort of penalty comes from playing it, this game will die faster than I do on the hook.

    This is pretty accurate. The best part of Dead by Daylight (at least in my opinion and I'm sure at least a few others) is being able to group up with 1-3 other friends and have fun messing around in matches. Playing with friends makes the whole experience more enjoyable and less repetitive like you said.

  • @Atrushan88 said:

    @Crazewtboy I mean they could make it where if you don't have Borrowed Time you get the exposed effect automatically if you unhook in the terror radius of the killer, making it where people won't WANT to do that normally.

    That could definitely work!

  • Anyone know what time they are doing the raffle and announcing/contacting the winners?

  • @Atrushan88 said:

    From my experience in playing him today, he seems totally fine. I have plenty of time to get out of sight before survivors reveal me, and that isn't even being nerfed. It's not even a full nerf. It's a power neutral change, and I'm sure if survivors go back to revealing him without even looking at him again, they'll fix it. The only thing they're doing to nerf him is making pallet stuns break him out of stealth(they should, I mean he's already chasing a survivor so he's not really being stealthy, and in that case usually the survivor already is marked), nerfing the stalk rate add ons slightly(I've done fine stalking without them, in fact I have been using power recovery add ons to be able to stealth again quicker), and making the detection area slightly increased for survivors who are attempting to reveal him. They're buffing his killer instinct BASE AND ADD ONS, so if you DO get revealed you can see the survivor who revealed you longer. It seems pretty power neutral and I think he'll be fine.

    The only change I really care about is his detection radius increase. I get tired of the fact that in almost every game I play against him I could be staring right at him and it wouldn't even begin to pull him out of stealth. Hopefully the increase will make it a bit more fair as right now it seems incredibly difficult to pull him out even if he is in the center of your screen.

  • @mcNuggets said:

    https://forum.deadbydaylight.com/en/discussion/comment/537299#Comment_537299

    Just because there is a bigger problem, doesn't mean this ain't one too.

    And no, I usuall don't camp, but when I verse a toxic SWF which camps hook harder than a p3 insidious leatherface, what am I supposed to do, mister?

    Please before you argue, think about what you are going to say and try to put yourself into others mind, thanks k bye.

    "camps hooks harder than a P3 insidious Leatherface" XD That was a good one mate

  • @Atrushan88 said:

    This may be the case at rank 1 gameplay but in my gameplay experiences survivors rush to unhook me without Borrowed Time, I get downed and put right back on the hook and they get off scott free. Then they do it again and I get killed without even really getting much of a chance to play the game if I'm the first one down. It's at these moments when I watch the game hoping the killer kills them. But then someone WITH Borrowed Time unhooks them at the end of the game and they get away and I'm even more annoyed. I wish it was a mechanic that you couldn't be unhooked in front of the killer unless the one unhooking you had Borrowed Time. Getting farmed pisses me off more than anything.

    This! This is what I thought this thread would be about. Not their second chances, although that is a bit of a problem, but the fact that their is no penalty for the person unhooking because the killer will go for the one unhooked 90% of the time. You can't really blame the killer unless both are injured or he can one hit down because common sense dictates to go for the injure due to them being quicker and easier to take down. Survivors are the ones to blame and I agree that they definitely need a penalty for someone who farms you off the hook intentionally. It would be hard to balance though if you are trying to pull a last minute save on a friend that the killer is camping but you can't unhook because you didn't bring borrowed time. Even if you were willing to die in their place you wouldn't be able to because you didn't bring a certain perk.

  • What exactly did they change? I have seen people talking about it but whenever I play I don't seem to feel a difference. Can anyone explain?

  • @SteelDragon said:

    is this some out of season april fools joke?

    Probably XD

  • @TWiXT said:

    I'm stocking up on them as much as possible on legion and doctor, that way when the next 2x bp event hits, I'll be ready to max out every character. I get lots of those offerings, 1-3 per bloodweb, so I'm aiming for 30 for legion and 30 for doc, more if possible, but not before I get at least that many per character. Also the next 2x bp event won't likely happen until after the dedicated servers are up, so hopefully that'll mean less DC'ing too.

    Must be nice man. I play hell trying to get them in any of my character's bloodwebs :(

  • Huntress was a bit hard for me too at first, but much like you, I learned how to aim the hatchets and now thoroughly enjoy playing her. Same with spirit. I hated her at first, but now I love playing with her and have mastered her ability

  • @johnmwarner said:

    Ugh I see streamers saying they won’t need be usable after the event anyone have any links?

    The community mod above confirmed they will still be usable. You just won't be able to obtain them.

  • Right now I'm running ruin and corrupt intervention. Ruin for obvious reasons and corrupt intervention to narrow down the area I have to search gens at and be able to better plan the way I will sneak up to it. Other perks could be remember me or blood warden just in case, sloppy butcher or nurse's calling for when they heal and BBQ and Chili so you can make your way over to others who are fixing generators and once again plan ahead on how you will sneak up to stalk them. Hope this helped :)

  • I have seen and read so many ideas about a new killer and people have put so much effort into it.

    The only problems with this would be the amount of bad suggestions that their would be from mains on both sides trying to benefit themselves. You would also have to consider everything else in the game so far and how everything that would be added would affect the things already in the game which is easier for devs to do than community members who might forget some things. I would like to see a fan suggestion get added at some point, even if they have to work on it a bit with the devs.

  • I find that my problem is typically the killer manages to collect too many hooks before a certain amount of gens in popped. I do remind myself that this is 100% the result of my teammates not working on gens the way that they should be and are instead doing literally anything else. The only way that it isn't your team might be when it is a billy or nurse and in this case people should be hiding when they believe the killer is coming instead of committing to a gen or running around like an idiot. The best thing to do is to memorize the counters for every killer because despite what people might say, every killer has at least one.

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