CrowVortex
CrowVortex
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- CrowVortex
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I've seen a few offered, for hatch in killer shack and twice got a map that doesn't have a shack with Haddonfield and hawkins. Also 1 for spawning in main building on Pale rose swamp, which i assume was the ship.
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He's not for me in his current state, certainly not on console. I'll stick with wraith / Executioner and doctor but i like his perks.
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Not sure if also ps4 related but having some issue with attempting to hook someone wiggling about 50% of the time since patch.
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Even with his turning addons i find him still incredibly clunky, For some reason on controller he seems to strafe left or right depending on the direction you rush in for me, like it feels worse than billy's turning, factor in needing to bump into something too and it's not a fun experience. His height is an issue too on some maps.
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Ultimate Servitude - An obsession perk, Whenever your obsession interacts with another survivor for 6/5/4 seconds, Crows will encircle around That survivor and anyone else within 15/25/32m of the obsession, cawing every 5 seconds for 30 seconds. Survivor's affected are oblivious for 30 seconds.
Reach of the Entity - Your grab range is increased by 1/2/3m when within 10m of a window.
Monstrous shrine - Rework, When a survivor dies in the basement by hooking, The entity will block one exit door lever when all gen's are completed and automatically start the endgame collapse timer.
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Been a bit of a 50/50 experience for me with crossplay on, i do lose a lot more games now though with lower tier killer's as you'd expect with going up against higher fps users. For now, It's off for when i play clown, Wraith or Demo.
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Haddonfield house's loops
A hex totem in plain sight
People who DC against Doctor
Being flashlight blinded through a crack
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This. Point out the Urban evading / iron will / locker abusing / calm spirit survivor when it's 1v2 when i play my Doctor and i will give you hatch :P
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I suppose it's map dependant, on a farm map you'll likely have 2 gens go off at roughly the same time due to the sheer size of the map while you've just started a chase for 15 seconds. And Likely the same gen rush scenario on Haddonfield if given the right building setups with the number of windows, and if the gen's spawn inside there.
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Some of the windows in the main houses could be looked at, to the point where it can't be endlessly looped.
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That the one with the combine harvester or is that the Rancid map? That is a ######### itself XD
TBH, all farm maps need a look at, especially the building with the railings.
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Never made sense why they could just repair gens with just their hands alone. So perhaps finding additional parts to repair the gen, in stages. For instance repair a gen to 35%, but you now need to find additional parts to fully repair. To compensate, once a gen reaches a certain threshold it can no longer be regressed past that point.
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So taking some inspiration from Noob saibot from MK, i'd like a killer who uses clones for offensive and defence.
M1 Killer, with an ability to send out a clone who will tackle and damage one health state. Addons to grant an additional clone.
https://youtu.be/CS5rCkskI2g?t=62 , Addons to change the pathing of the clone and it's behaviour. Zig zag clone / Hitting with an M1 then activating your clone grants it haste.
Secondary ability to leave shadow portals where your clone dies on impact or runs out of time, survivors who run into these portals are pulled into the shadow realm for 20 seconds where they can't interact with pallets/windows/lockers or gens. Shadow portals have an AOE pull effect when within 5m of it.
Perks
Split personality - Kicking a gen applies an instant 8% regression, your clone also kicks the gen after you granting a further 4% regression. Being hit by a pallet and stunned, your clone will break the pallet.
Despair - All survivors who are injured suffer a 0.5% stackable movement slow effect, increasing by 0.5% every 8 seconds until healed or a maximum of 10 stacks are applied.
Two is always better than one - Your grab distance is increased by 1/2/3 meters.
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With the new hatch offerings, which i imagine will be pretty much every game, i will now always slug the 3rd haha.
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@Endersan said:
https://forum.deadbydaylight.com/en/discussion/comment/1561337#Comment_1561337
My only problem is that everytime they see someone using ds they make a post about it. I never make anypost about tunneling,camping killers. So why can't they do the same? And if they don't tunnel=no ds no bt.
They just have to change the way they play so we won't use ds and bt. In the current state ds and bt is necessary.
I don't think killer's complain about DS and BT as Defensive perks, but when they're used offensively instead which the perk wasn't designed for. BT before the killer has even left the hook for instance, Being body blocked by the BT granted survivor to hit them instead, they then jump in the locker to force DS. Imagine that 4x's if a SWF group.
So perhaps make BT an additional requirement of being in the killer's radius and the hook's radius for 8 seconds before it activates. Giving the killer time to move away, and make the perk what it was intended for as an anti camp perk.
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Don't think i've ever ran whispers on my killer's. I've always preferred infectious fright over it.
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@Pipefish said:
https://forum.deadbydaylight.com/en/discussion/184951/would-an-expose-build-work-reliably-for-wraith
I would probably swap one of those perks with STBL because that perk you can control and rely on more then some of the other perks you suggested 😅
Would probably run that on a non exposed build for Wraith. Doesn't help that i sometimes forget and hit the obsession with an M1 instead of Shred on my Demo too XD
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@MadArtillery said:
Nothing there forces survivors to cleanse totems. You'd very rarely get your haunted ground. You need a big threat to force them to cleanse totems or often, especially once this gets released aren't going to be touching any totems.
While true, some survivor's won't learn after the first cleanse i imagine. But if that happens to be the case after the patch, can always switch it out for non hex perks.
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@Ghoste said:
Wraith + Make Your Choice + All Seeing add-on = Profit
Yeah planned to run that addon.
@TransverseCaster said:
The thing I don't like about HG is that it's up to survivors. However, against uncoordinated teams I could see this working very well- especially if it's active more than once due to undying. Two easy drops at least. MYC has the problem that you would need to track from far away without any tracking perk advantages but if you're experienced that shouldn't be too bad. One big problem, which is hardly a problem at all, is if the same person who activates MYC also runs over and gets gripped, squandering the grip activation. The trick would be holding your Dragons grip or placing it strategically.
Good point, though in most cases i would think people would forget and try to cleanse it anyway, or mistake it for devour if they're not very bright at least. Would need to see if it would perform reliably.
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I like the unintentional venus fly trap for balanced landing users :P
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Hatch needs to stay but it should not be in predictable locations, it should be a randomised tile, which won't be the case with these new offerings, so people will slug the 3rd even more when this offering is placed.
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Drop pallet's early, don't try to vault the window when you're being hit with shocks.
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I think you certainly need it with some killer's like Clown, who struggles as it is already.
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@Xbob42 said:
I decided to try out Clown last night for the first time, since I don't have Pop for any of my builds and I've been spotting too many times where it could've really solidified a match in my favor.
I went from the edge of rank 1 (one pip away, never hit rank 1 before since I'm still pretty new) down to nearly rank 4.
Funny part is, I don't think I did too terribly. I started going for reload speed and wider area of effect and just started chucking bottles absolutely everywhere, using them very aggressively to completely cut off areas before a chase would even start since throwing them doesn't slow you down and you actually reload pretty damn quick with the add-on. People start having no idea where to go when an entire area is covered in pink gas, and even rank 1 survivors seem absolutely hellbent on not going into the gas unless they've got no choice, so you can kind of corral them a bit by leaving gaps you want them to go through.
Except every time I actually started to win as clown the entire survivor team would DC/give up on the hook. EVERY time. When I lost, it was your typical teabag-at-the-gate-until-forced-out nonsense, but the second I had more than one person on the hook (people seem really cocky against clown when it comes to unsafe hooks for some reason) it was just people giving up instantly. In one match they literally stopped moving so that I could hook them faster.
It was a fair mix of PC/console users (I'm on PC) so I tried asking in the post-game chat but never got any sort of response at all from anyone, no gg, no bg, no complaints of toxicity or claims that I tunneled or anything.
It was the most bizarre thing I've seen in this game. So far I've leveled Pyramid Head, Huntress, Nurse, Trapper and Billy, and none of them have ever gotten me matches where multiple teams in the same night just completely forfeit. Oh sure, you get the odd quitter here and there, and if things go really bad right at the start, you might get an entire team DC veeery rarely, but this was something different.
Anyone have any idea what this was? I mean, it was kind of funny, but resulted in safety pips even when I "won." So my entire time playing Clown, according to the ranking system at least, was a big wash.
Guy's not as bad as I was led to believe, though. Definitely nothing near a top-tier killer, but I do enjoy that I can use his power without being slowed down. Seems like one of the most common core concept for killer powers is "stop or slow down for a while," so it's nice going full speed until you reload, which is still quicker than finding a locker like with Huntress, even though obviously not as strong as a hatchet to the back of the head.
A lot of people DC with my doctor and Executioner, in comparison to my other's. I could spend 1-2 minutes chasing and downing someone, go to pick them up and they dc because they were caught with their pants down, so ofc depip or no rank progress XD
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I'd say just ignore the ranking system, it doesn't portray a person's ability reliably. The system is a bit weird anyway in terms of requirements, you could have a really good game where you've killed 2 people and hooked the other's and still de-pip at higher ranks, Got 23k points last game and de-pip because i was playing fairly against a swf team and let them hook trade with each other with one kill with Rancor at the end.
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You already have a potential 5th perk slot as survivor. Called voice communications with friends.
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I've had a few matches with it on as killer and the fps is certainly a problem against pc player's especially on a map like hawkins, add in dedicated servers too where i've downed someone and they magically teleport a couple meters away on the ground while i'm in an attack cooldown.
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Here was my view of an 'Alchemist' concept.
Power - Experimental Research
Press L1 to tab between 4 vials with various effects, each vial has it's own recharge rate.
Corrosive vial - A vial containing harmful properties extracted from flowers, Toss a vial within 18m, Direct hit on a survivor, damages on health state and causes the broken and exposed status effect for 60 seconds, When a vial breaks on impact, it splashes corrosive within 10m, coating windows/lockers/pallets preventing them being interacted with for 10 seconds. 1 Charge. 30 second Recharge.
Enhancing Serum - Inject yourself with an enhancing serum gaining an effect like the current blight rush power, aka non lethal. 2 Charges.10 Second Recharge.
Protective Vial - A Vial containing the Entity's willpower, Reduces Stun and blind duration by 30% while active, last's 60 seconds. 1 Charge.
Noxious Vial - Place this vial as a trap on the ground, this vial can't be seen by survivor's. When triggered, induces poison, a new mechanic. Damages one health state and causes Blindness and transitions into a 30% slow movement debuff after 20 seconds if left untreated. until another survivor helps by washing their eyes. A bit like Freddy's wake up mechanic. 4 Charges. Max 4 vials placed on the map, recharge a vial once triggered.
His perks can be the current blight's, Maybe remove the Pallet Hex for something like an Obsession perk. 'Don't touch what you can't afford' - When the obsession interacts with an object or another survivor for 8 seconds or more, a flock of crows will encircle the 3 other survivors causing blindness and oblivious for 30 seconds, The nearest survivor to the killer affected by don't touch what you can't afford, will be revealed as an aura for 10 seconds.
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Gen's that are fully regressed and hit 0% go back to a red Aura. So you lose a lot of map awareness information.
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They changed Surveillance or rather 'Fixed'. Rather pointless fix tbh.
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I use:
Infectious Fright - Info on whether i should cage and chase another or hook.
Ruin - Works for me most of the time.
Surveillance - works with Ruin.
Discordance - Because i'm running into a lot of friend teams lately, also good indicator early game.
You can also use, Thrilling, pop,bbq, deathbound,sloppy,thana , i'm all ears,
Though come next patch i will switch out discordance / surveillance with Undying for a reliable Ruin hopefully lol, depending on how i feel about the change to surveillance.
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My executioner will like Undying for his Ruin. Seeing as i'll be dropping surveillance now after they changed it.
Dragon's grip will be interesting for Wraith and mobility killer's.
Don't think i would use the other tbh, maybe if it wasn't a hex.
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My favourite info perk : (
at least my Pyramid head will like this new hex relocation perk for ruin. And i can imagine Wraith will especially like the Dragon perk.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1525293#Comment_1525293
Good luck keeping up lullaby at all vs a Doctor. Most times its cleansed before you get a single stack.
Depends on the map i guess, i have a lot of indoor map offerings lol. Especially Mary's letters.
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Pebble is also nice when you can get it to work haha.
Though i'm also thinking of an annoying build for my doctor, Surveillance, hex lullaby, dying light and Pop, with both calm addons. Should be interesting haha.
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2nd chance perks are fine, it's when they're used offensively instead of defensively. Example - Survivor get's unhooked, has DS active and runs away, Hook his rescuer, guy with ds comes back and unhooks him, BT active on the unhooked guy, hit his rescuer, get Ds'ed. That's just 2 people, imagine 4?
DS needs to be removed when you perform an interaction on a gen or with someone else, cause clearly that wasn't the design for the perk. Forcing it inside locker's too.
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I think it should only be allowed to be used when spending 6-8 seconds within 10m of the killer after someone has been hooked and if the killer is still within 15m of the hook. The amount of times of people using it just after i leave the hook animation is crazy, turning a defensive perk into an aggressive one.
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It's also funny that before i've even left the hook after 2 seconds, one unhooks the other, rinse and repeat. BT on the first, then DS on the other, then get called a camper / tunneler when you run out of second chances and hit the ground. If you're gonna be bold. at least accept the consequences for your stupid play.
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While i don't like flashlight's as a killer myself, i will look up after the first blind, and if they're still all around you trying to blind, and hanging about preventing you from hooking, slug them all. If they complain, which 80% of survivor's will if they remain slugged, Just say Toxic vs Toxic tactics and you were just evening the playing field.
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I like to dot his trail on singular tiles, like in between pallets, window vaults, doorways on indoor maps. Most of the time, someone will run into it. Trail the shack if they intend to loop it, they'll either leave or be forced to be tormented. Other than that, as above don't use your ranged attack unless they're in an animation or you're certain you can hit it.
I run Surveillance, Ruin, Discordance and Infectious Fright. - Mostly for the best possible start and mid game, just pray ruin lasts a while, Though you can always switch it out for pop or surge. Either way, try and force a 3-gen on one side of the map, if you lose ruin you can still pressure somewhat.
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I don't play Wraith religiously so take this with a grain of salt, but the way i play him is basically a hit and run playstyle, with addons and perks to help that. I don't stay in chases for long, if most people stay injured they're more likely to pre drop the strong pallets, So maybe try Thana, Dying Light /Sloppy, Nurses and some other gen perk.
As for maps, it's not too bad, i find some farm maps worse in terms of strong loops, like the big ass tree with the pallet and wall vault.
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I'm just sad Surge doesn't work with Distressing, My doctor would love that.
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I love this map, especially for my Doctor and Demogoron haha. How maps should be tbh in he future, just like saloon and midwich.
Sick of one-sided Farm maps always popping up with the corn and strong loops.
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Surveillance. Use it on literally all my killer's lol.
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@dudeguy129 said:
https://forum.deadbydaylight.com/en/discussion/179046/the-one-perk-that-must-be-reworked-in-dbd
Moving it to the last hook doesnt solve the problem as to avoid getting hit with it you will just get slugged so that just put us in the some boat just later into the game ,
Requirements on having it be a safe unhook, doesn't really work well for solo q potato's
Might I suggest two things for you to consider
1) leave DS the way it is but , it deactivates the moment the survivor touches a gen, now this might make survivors cry so to give it a buff ...
2) let the survivor choose when to activate D's , so maybe you don't want to use it right after your second pick up off hook but when you get downed and will be placed on death hook , or say you don't want to use it to try to save it for later but you see the killer trying to put you in basement you then press your action button then it starts the skill check
Regardless I think option 1 needs to be put in the game.
Can leave it as it is, but also include deactivating when in a locker, only have it activate when physically downed.
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Can say i camp a guy very rarely, but only if he or she pisses me off majorly, i'm talking tea-bagging, blinding at every pallet, Dead hard for distance, DS , BT all this in a single match from one player. That is when i will camp you.
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Depends on the scenario i guess. If a team mate is sabotaging hooks while i carry you, i will tunnel them to stop that happening again. Same with Flashlights. Gen rushing is situational at best too, rarely happens to me but in the past i've had 3 gens pop in just over a minute into the game.
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I like Oni's and Clown's. Clown if against annoying survivor, satisfying stomping the head into the ground and then taking their finger so i can flip them off with it :P
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It happens from time to time that you get these type of messages. Had a game as clown a while back, 2 kills in, the survivor team decided to wait in lockers and rotate into new ones till the other one gets found /killed by chance, not doing the 3 gens left. Game went on for like 30 mins. Found one by chance and killed him, the other camped the hatch. Guess who said "GG Easy"?
IMG_20200803_222458.jpg IMG_20200803_222539.jpg IMG_20200803_222802.jpg IMG_20200803_222735.jpg -
Survivor side i really only play Tapp, cause he has all useful perks unlocked along with a few cosmetics.
Killer side i mainly switch it up between Clown / Executioner and Oni and do well with them. Though tbh i am thinking of investing more time into Wraith after i've seen his hooded cosmetic in the rift haha. Would love to try Demo too but i haven't bought yet.