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Crowman

Crowman

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Crowman
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  • @Pulsar said:

    Killer is completely playable and most matches are winnable.

    Few matches are actually fun, however.

    This. I wish people in general would stop using the word "unplayable" when they actually mean frustrating.

    Both Killer and SoloQ can be very frustrating at times to the point where it feels pointless to play.

  • And you are clearly a survivor main who refuses to see anything from the killer pov. Stop it.

  • That's not really the spirit of the perk.

    Honestly it just needs the kindred treatment allowing the person with the perk is use when they get in range of someone in 2nd state or when someone gets in range and they are in 2nd state.

    Plus some kind of indicator when you are hooked so your teammates know you have it.

  • Some killers can avoid giving you chaser points, because they don't actually engage in chases. Cloak Wraith and Victor are examples.

    have teammates suicide on hook? you suffer penalty to alturism. Same with teammates who go down within 10 seconds of being unhooked because they ran at the killer.

  • @semm88 said:

    Actually I quite like this. Finally survivors can't bully the killer, survivor cheats can't help you. And no one wants to play the killer anymore these days so ofc you will see this more often. This game deserves not to be played by anyone considering how unbalanced and outdated it is.

    The game has it's balance issues that the devs are slow to address, but that does not justify these bots. It's one thing to decide to stop playing because you personally don't like the choices the devs have made and it's another thing to intentionally ruin the game for other people who are still enjoying the game.

  • From the perspective of solo q what real reason is there to stay in the match in that situation?

    You aren't getting bloodpoints. You are losing mmr regardless how long you stay on hook. Getting out sooner to requeue just makes more sense than waiting out a game where you aren't getting anything more out of it.

    In swf you have wait for everyone in the lobby to be done so there's no time being wasted staying on hook to give your buddies more time to do gens.

  • Honestly Deathslinger nerf really just shows there's a fundamental issue the devs don't really want to address and that's giving survivors more interactions outside of chase and reworking the main objective.

    Deathslinger was fine the way he was outside of the walking backwards while reeling which removes the whole chain counterplay. Longer cd on ads cancel was also an okay change, but it's not like current Deathslinger is any worse at zoning.

    But survivor "fun" shouldn't just solely be being chased. Survivors should also need to constantly move around the map to get their objective done as well. Right now if someone is getting chase the safest spot to be is on a gen not by the chase. Which leads to situations of killers losing multiple gens during their first chase.

  • @OogieBoogie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2943120#Comment_2943120

    I never said you couldn't do that, but that most won't.

    You're also ignoring a couple things:

    -No Way Out does NOT slow down opening the exits; it delays the interaction.

    -It lets the killer know you're there so they'll more than likely find you. Unless you can shake them, you won't be able to open the exit at all making Wake Up moot.

    No Way Out triggers when someone is about to open an exit gate. Blocking it for a full minute at that point is the same as delaying it for a minute. The difference this isn't a huge deal outside of EGC which either requires a killer to close the hatch or open an exit gate.

  • @OogieBoogie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2943090#Comment_2943090

    IF you have a key, then yes since that's exactly what they're designed for. You can't bring a key every match though.

    You only have 60s to open the exit IF you touch it right away, and you need 20s to actually open it and 1-2 seconds to run out. Add to that the fact the killer will be notified when you touch it and will probably beeline it to you with no distractions and you most likely won't even get to try to open the exit. Unless the killer's very new, they basically have to try to lose at that point.

    And no one uses Wake Up come on now.

    The killer is running a perk to slowdown opening the exit gates. Survivors have perk options to speed up opening the exit gates.

    Just because Wake Up isn't meta doesn't mean the perk isn't there for this kind of situation.

    It's impossible to bring to tools to every match to deal with every situation, you just have to decide what is more important to you.

  • @OogieBoogie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2943016#Comment_2943016

    You don't think the exit being blocked for half of the endgame timer and giving you a notification of where the only remaining survivor is located is a guaranteed win? What more do you need?

    You still have a key. You still have time to open the exit gate after it's blocked and if you really want to open the exit gate you have wake up too.

    The situation you are talking about is suppose to be difficult to escape from. It's not impossible, but it's certainly not in your favor.

  • This feels too much like Plague's addon, but misses the point of why the Plague's addon works.

    The duration of her vile purge lasting on gens becomes really long that survivors simply cannot afford to wait out the gen before working on it and it creates situations where survivors are forced to infect themselves to progress.

    Sadako's condemnation has two ways to spread. Her teleporting and survivors taking tapes. If you remove the condemnation from her teleport, survivors don't have a reason to take out tapes. Even if you combined it with the iri videotape addon which is the best way to force survivors to take tapes out of gens, without the threat of sadako teleport building of condemnation survivors will still hold out on taking tapes.

    It's an interesting concept, but just kind of fails at doing anything besides making Sadako weaker.

  • @OogieBoogie said:

    It really shouldn't. It always baffles me that Remember Me got hard nerfed because it was too unfair for the final survivor (at least I think that's why), when they could have gone the Rancor route and just given it an "all gens completed" requirement. Then almost 2 years later they release a perk that's even more effective, still don't give it an "all gens completed" requirement, let it stack with Remember Me and then proceed to buff its numbers AND give it a notification so it screws over the last guy even more. It makes absolutely no sense.

    I don't get why people are so against it. Most of the time unless the gates are very far apart it's very hard for the survivor to get away once you close hatch. Where's the fun in continuing to play a match when the other side has 0 chance of surviving and you basically have to do nothing to get the kill? May as well just have the Entity auto-kill the last survivor at that point.

    Actually the initial version only worked when last gen was done. When they updated the perk to make it not bad they removed that.

  • The devs are not going to ban someone for activity that took place on another platform.

  • I honestly do not believe many people are really attached to the blood web mechanic.

  • Your the last survivor in the trail and the hatch was closed on you. That's already a bad situation for you. I don't see why no way out shouldn't work in that situation, the killer has already worked hard to get the 3k at that point.

  • You can't swap items once the countdown reaches 5, but the killer also can't make changes to their build at 5 either.

  • It's certainly more balanced than before, but it still has the same issues the old haddonfield had that made it painful to play on just with more dead zones.

    It also surprises me there's absolutely no breakable doors on the map since their existence was the whole point the devs were keeping strong windows on maps.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2941227#Comment_2941227

    I still don't understand this. Doesn't Julie's mixtape only work when your in frenzy?

    Yes and it completely resets the 5th hit streak. You should never be stunning a legion when they have hit 0-2 survivors, but once they get to 3rd and 4th chain it's worth to stun them out of their power. In which case majority of survivors are injured or even deep wounded in which having access to your power doesn't really accomplish much.

    Feels like a lot of complaints are from people stunning legion when they just started to frenzy.

  • Boons are fundamentally problematic perks as long as the killer has no way to remove them from the game. The devs can nerf CoH all they want, but unless they make the perk worthless then it's going to cause issues.

    And once CoH gets nerfed to uselessness you'll practically never see boons in any matches since even if survivors run other boons it's almost always paired with CoH.

  • @Crimson_Lockhart said:

    "it's not about he being OP, is about facing him 3~4 times in a row!!!"

    Maybe if we had more viable killers this wouldn't be a problem.

    Also I've been facing more than just legion lately so I don't see this being a valid complaint any longer.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939314#Comment_2939314

    The Mettle of man change was done in the PTB, before the perk had even finished development. An entire week or however long the PTB was, had time dedicated to focus on the perk. They still rushed a rework. Object was only problematic in rare situations, it needed a rework anyway, because even without swf, seeing the killer's aura anyway is not a great perk.

    The larger issue, is how the community tends to complain about a stale meta (especially for survivor), yet instead of the community focusing on improving the weaker perks, to at least make them viable, as community we tend to focus on the one or two perks that are too st

    I'm sure what you are talking about because MoM was released on Patch 2.6.3 and wasn't until Patch 3.0.0 (the next chapter) were it got nerfed.

    IIRC, I do not believe Ash was on the ptb either. I believe he was just released out live without being tested on a ptb.

  • I don't see why survivors need "basekit" anti tunnel or anti camping mechanics.

    On tunneling: survivors can already body block for each other and have tools like sabo to help deny hooks. If the Killer is able to quickly remove a survivor out of the game, the survivor team already failed to protect them.

    On camping: sometimes you get games where you hook someone and the multiple people are "hiding" nearby to go for the save. So of course the killer has no inxentive to leave the hook area. Any anti-camping mechanic is just going to lead to free unhooks which I don't see being healthy. There are times as a killer where you have to force a survivor on hook to transition to the next hook state.

    Then I had a killer game in recent memory where I hooked a survivor in a corner of the map between the last 3 gens. I had zero reason to leave the area and "camped" the hooked survivor because it was the only play that made sense.

  • If we're talking specifically on the hemorrhage change then I think it's good. It's niche as interupting heals can be hard with how quickly survivors can heal, but it can be good time waster and keep survivors injured longer.

  • Well survivors have to mend against legion whereas survivors don't have to heal. Plus heal speed can be increased while mending speed is static.

    Also the pin can be avoided by another survivor finishing the mend.

  • It only lasts for 12 seconds. It's much harder to abuse BT to finish a gen than it was to abuse previous DS to finish a gen.

    I don't really see this as a problem.

  • @Chaos999 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2938533#Comment_2938533

    You just described balanced. It has strong areas for both roles, so positioning, zoning and skill becomes the defining factor of the game outcome.

    In previous Haddonfield the only way for a killer to have a "good match" was that the skill difference was massive.

    Sorry but this is something I can't possibly agree. The new lampkin is excellent gameplay whise.

    In all honesty, I don't think new Haddonfield is much better than the old one. Sure there are more dangerous areas for survivors to get caught out on, but those areas are open so it's easy to see the killer come towards you. Meanwhile the houses are ridiculous in their current state and surprisingly there's not even breakable walls to make the houses more manageable. No map should have as many safe vaults that Haddonfield has and it really needs adjustment.

  • No.

    First new Haddonfield isn't killer sided. Sure there are deadzones and if you get caught out in one you can die. This exists on basically every map. Haddonfield is not special in this regard. However, Haddonfield contains multiple safe buildings with strong pallets around them.

    Second there really isn't a killer sided map in dbd at least to the level that survivor sided maps exist. There's no "old haddonfield" or "cowshed" for killers. The best killer maps still offer good tiles for the survivor with the exception of Shelter Woods which is at least a large map so it's easier for survivors to spread out and split pressure.

    We don't need more "old haddonfield" maps in the game. We need more maps that have positives and negatives for boths and not this "only 1 side gets to have fun" map.

  • @VoidOfMe said:

    and here's the 3rd one in a row @ReikoMori @Zeidoktor

    https://us.v-cdn.net/6030815/uploads/BWJL4LFVPYZ6/3rd.jpg

    loving the variety

    So basically instead of playing out the game and trying your best, you are throwing a fit and forcing your teammates into a bad situation.

    If you people spent half the amount of effort you do into not playing the game you could learn how to play against Legion.

  • The addon changes are nice as they open up more builds with him, but I don't see anything in particular with his updated addons that really helps him a lot.

    His base kit didn't get any changes other than making it easier for survivors to reveal him so overall he didn't really change much and might be weaker now.

  • Did I say the killer never quits? I only said that you don't see killers quitting over running into dead hard for the 10th time.

  • Running meta perks and trying to win does not make you a bad killer/survivor.

    Good players in other competitive games do pick the best characters or loadouts and there's nothing wrong with that.

  • @t0007319 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2938146#Comment_2938146

    That’s because killers can quit in lobby?

    Also see the definition above

    Leaving a lobby is not quiting the game. Stop ruining games just because you want to be a baby over the choice of killer your opponent picked. And certainly stop trying to justify rage quitting.

  • @t0007319 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2938130#Comment_2938130

    But what is there to rage about? Id imagine whoever rage quits has some serious issues. Some people just call it a day and play something else, no rage, no issues, just clear concise chill put the game down and play something else

    Quitting mid game for any reason that is within your control is rage quitting. You could have just played the game out and then be done, but instead you had to quit the game and make it harder for your teammates because you couldn't handle it.

    Which Isn't that too bad, killers also have to deal with repetitiveness with survivors. Yet you don't see killers quitting mid game because they faced the 10th dead hard for the night.

  • @t0007319 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2938122#Comment_2938122

    If that’s what you call it and think it is I think you may have issues, not everyone gets worked up over a game haha

    Well clearly the people rage quitting games because of the killer they are facing do.

    You can try to justify your rage quitting all you want, doesn't change what it is.

  • @t0007319 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2938078#Comment_2938078

    Sometimes I don’t think it’s rage quitting, in this sense the trend seems to be killer related, like I said above, probably bad rotation of killers, otherwise I’d agree.

    It's still rage quitting.

  • Well both OoO and DS were problematic perks due to how they were being abused hence their reworks.

    While Sole Survivor needs changes, it's not like the perk itself is breaking the game in anyway.

  • @Puddles said:

    Solo queue and played 16 matches, 11 legion, 2 nurses, 1 nemesis, 1 plague and 1 clown.

    Escape only in 2 matches (nemesis and clown).

    Well I just uninstalled, I know I won't be missed.

    It's near impossible to beat legion in solo queue (luck game based on teammates because this killer doesn't require brains).

    Solo Q in general is rng regardless who you face. My solo q survival against hag is low because too many of my teammates don't know how to crouch when it comes to not triggering her traps at hooks and I've witness far too many survivors getting grab out of the unhook.

    And just because you get bad teammates or you can't figure out how to beat legion doesn't mean the killer is brainless. His power literally cannot down without stacking it 5 times which is only possible if survivors don't spread out and mend while he's in frenzy. A killer who has to win chases as a m1 killer is hardly brainless.

  • @TheArbiter said:

    I don't believe so

    In a Q/A they started that the 2nd, 3rd, and 4th survivor to die lose less mmr.

    https://eip.gg/dbd/news/how-dead-by-daylights-skill-based-matchmaking-works/

    Personally I don't think that's enough. Because you can be the first to die after all 5 gens has been completed just because the killer had noed and everyone leaves you despite it being your first hook. And losing full mmr in that situation just feels wrong. But I doubt bhvr will adjust the logic to gain and loss so being unlucky like that just means you weren't skilled enough.

  • @sizzlingmario4 said:

    Still far better than the old one and all of its ridiculously long fences that made the map artificially larger. I sure won’t miss those.

    The hook layout doesn’t seem too great for killer though.

    Except the fences still exist since the new houses are much bigger than the old ones and effectively are just long fences.

  • It's funny whenever survivors complain about mending as if they don't waste time healing themselves in CoH or booning totems as is.

    And if Legion only ever feral frenzys he's not getting downs as getting the 5 hit down is hard against teams who properly spread out and wait out mending.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2930130#Comment_2930130

    When Dream World itself was the threat, Freddy was considered one of the most unfun killers to play against. I always have a laugh at the fact that now people want to go back to that. The trade-off was Freddy himself wasn't very threatening at all, you could bully him super hard as he couldn't play the game until someone went to sleep and stayed asleep.

    Freddy just a victim of the current state of play. He's loop centric chase killer at a point where no one wants to loop if they don't have to so his powers are less engaging overall. I don't know how you really about it though.

    https://forum.deadbydaylight.com/en/discussion/321407/i-hate-to-say-it-but-freddy

    Unfortunately, we didn't get the cool from the 80's we got the crappy one from the remake in 2018.

    His old Dream World was less a threat more than it was you had to leave due to the 50% slowdown and it made Freddy unable to hurt you.

    I wouldn't say Freddy is hurt by looping not being meta as his snares were nerfed before survivors started to loop less. Snares currently are just too weak and his gen teleport doesn't do enough for 1v4 pressure since the lost of his action speed addons. 'Personally I think his Dream World doesn't need to provide action slowdown since Alarm Clocks and the slower waking each other up function as slowdown as it is. But without that action speed slowdown getting survivors to actually wake up can be difficult, because there's no real hinderance besides freddy being slightly harder to hear coming due to the non-directional lullaby.

    Current Freddy has some stealth aspects, so I think it could be interesting if his Dream World did more to help him catch survivors off guard. That way there is a bigger risk to staying asleep than there currently is.

  • People are still calling Haddonfield killer sided after a week of it being live?

    I get there are dead zones on the map, most maps have some kind of dead zone. Haddonfield has multiple safe buildings and practically every pallet that exists on the map is strong.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2936979#Comment_2936979

    His power has always been terribly designed. The reason the developers nerfed him the first time was because he made the game miserable for everyone. I'm astounded the developers spent any time on him, besides totally reworking his power.

    It really takes a lot of work to make the game more miserable than a face-camping Leatherface, but Legion does it.

    He didn't get changed for making the game miserable. The way his old power work didn't offer enough counterplay and all the changes to Legion and Deep Wounds were targeting counterplay options.

    At no point did the devs change the fact that legion forces survivors to mend with his power.

  • Legion is all about slowing down the 1v4 at the expense of having good 1v1 gameplay. That's not terrible design.

    For all the complaints about anti-loop killers, you have a killer who you can literally loop since his power has no lethality unless the survivors group up and finish mending while he's frenzying letting him stack up 5 hits in a single frenzy. Not to mention stunning him out of his power resets the chain.

  • Well unless 3+ survivors are injured, botany knowledge is just better. And meta right now isn't to spread damage at any chance and CoH existing means survivors tend to not stay injured for very long as it is.

    Faster unhook is nice, but only really helps against a camping killer who can't instant down you and is running STBFL which is not a common situation either.

  • @Regulus47 said:

    Yeah. Totally fair and balanced trust me, killers that can vault pallets and instadown you are actually only C tier dude. Lmao

    After chaining 4 hits previously.

    It's not an issue unless you stack with your team and give Legion a free down that way.

  • I don't think his chains need to be stronger as much as pinhead shouldn't break his own chains. Nothing is worse then a survivor getting away because you had to break your own chain to reach them.

  • Generally if you are facing survivors who are trying to save each other from being hooked the best thing to do is to slug.

    If you want perks to help, then anti body blocking perks can work well (Iron Grasp, Agitation, Mad Grit, Starstruck).

    You can also drop the survivor you are carrying if you need to.

    Camping is less a counter to breakout as more a counter to hook swarming. It is also useful if you have two survivors who need to be saved in close proximity to each other as now half the team is out of commission.

    As for survivors in end chat, sometimes survivors get salty if you don't play the way they want you to. Which is to say you can ignore it. I got told to uninstall for mass slugging because there was a person trying to flashlight save and a person trying to sabo save.

  • @Plsfix369 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2936064#Comment_2936064

    Yeah, Sure, Sloppy doesn't invalidate healing mechanics at all, so is my DS, it doesn't invalidate a whole chase, never at all.

    Yes killers can run anti healing perks. That's a valid strategy. At no point are you entitled to complete a heal.

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