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Crowman

Crowman

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  • @jaawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882461#Comment_2882461

    If they wanted those parts of the EULA, which is a legal contract, to be limited to preventing someone's ability to launch the game, or access the game, etc... they would have said that. Instead they used the language "enjoy playing BHVR services". That language is more broad and absolutely includes in-game behaviors that prevent others from engaging in normal gameplay and having the ability to play/enjoy the game. Lawyers will not use broad terms like that if they mean something more specific.

    You are using the words in the BHVR account EULA and trying to apply them to actions inside DBD when they do not apply.

    A killer camping you to death is not preventing you from playing DBD. You were still engaging with survivor gameplay elements the entire time. If being camped in a match somehow prevented you from playing another match of DBD, then the EULA would apply.

    Not to mention that the devs have already stated that camping is not a bannable offense.

    You have no real point.

  • @LadyTyche said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882439#Comment_2882439

    That is true and fair. The game will eventually end.

    But the EULA does not only say that you can't hold a game hostage. It says you can not interfere with the ability of others to enjoy playing a BHVR service. If they wanted it be more specific then they would have said specifically said something like "prevent someone from logging into the game" but they didn't. Any gameplay that does not work towards the objectives and completely prevents a player from working towards their objectives is gameplay that interferes with that players ability to enjoy a BHVR service therefore not in line with the EULA.

    The EULA is different from rules specific to DBD.

    Interfering with someone's ability to play BHVR games is in the EULA and is about preventing someone from playing the game in the first place.

    Holding the game hostage is a specific DBD rule you can report players for in DBD and this is a very specific use case that largely doesn't exist due to changes the devs have already added to the game. Since even a killer body blocking a survivor in the corner will still likely lead to the game ending, but still falls under holding the game hostage since no attempt was being made to end the game on the killer.

  • @LadyTyche said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882426#Comment_2882426

    Forcing a player to stay on a hook, not letting the other survivors take them off the hook is the same thing as forcing them in a corner and holding the player there. I have played numerous games where the killer will ignore the other survivors (who are standing right there as they just took the player off the hook) and re-hook the same survivor. They are holding the game hostage in same way body blocking is.

    It is not.

    A survivor on hook will eventually die thus ending the game.

    Body Blocking a survivor into the corner of the map does not allow the game to end. While EGC existence generally prevents many situations where games do not end. It's possible for the killer to body block the last survivor into the corner without EGC being active.

  • @LadyTyche said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882384#Comment_2882384

    It seems that you are interpreting this rule to apply only if someone has blocked a person from being able to log into the game and play... I would agree that if someone were to do that they would be violating this rule as well. But interfering with my ability to do objectives applies too. Like a mentioned before, I don't know if banning a player that camps is always the best solution. I think if a killer is standing there and pretend attacking a survivor on the hook and ignoring all other survivors who unhook them only to hook the same survivor again should be banned. Unfortunately, this gameplay is very common. I would hope that the devs will see that this is not a fun and encouraging way to keep survivors playing the game and add suggestions/nudges towards objectives to the game e.g. the crows when a player stands in one position for too long.

    We are talking about a rule in the EULA for your BHVR account. Playing in a way in DBD that others do not find fun is not bannable and not covered by the EULA. You can't pick external rules and apply them to a single game of DBD.

    The only reason body blocking someone in a corner and not letting them do anything is bannable is simply because I believe the devs have said it is bannable since it is related to holding the game hostage.

  • @jaawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882384#Comment_2882384

    If a survivor hides in a corner, and a killer runs up and just stands there blocking them in, that is another example of actions "inside the match" preventing someone from playing the game. Just because it happens in the match, doesn't mean it's not a violation of the EULA/TOS. Just like how other items in that same list prohibit exploiting bugs or using macros. Those are all in-game actions. It's not as if "anything goes" just because it is within the game.

    And that kind of body blocking is actually bannable iirc.

    Being camped on hook where you are engaging normal game mechanics is not bannable.

  • @LadyTyche said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882352#Comment_2882352

    Saying to queue up in another game is not relevant to the match I was in that the killer camped me in. Every match is part of the game... If this was an uncommon gameplay among killers than I would say "Well the killer was a jerk" and move on to the next game. But this is very common and the game is literally forcing me to sit there while the killer "pretend" attacks me on a hook since there attacks do nothing.... In addition to that I lose pips... I don't see how moving to another match addresses the issue.

    Because you are taking a rule about interfering with your ability to play a match by complaining about the actions inside the match. Being camped in a match does not prevent you from playing more matches.

    It being common or not does not change the fact you at no point are being prevented from playing the game.

  • @LadyTyche said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882341#Comment_2882341

    The intent is for the other survivors to be able to try to unhook you (or you can try to unhook yourself but really that is a very slim chance) and if they fail you progress. This is not possible if the killer just stands there. The killer is also encouraged to complete other objects but they stay at the hook and watch the player progress through all three hooks. This is clearly interferes with the ability of others to enjoy playing a BHVR service.

    You not being saved on hook and dying it not interfering with your ability to play.

    You can always queue up and play another match.

  • @LadyTyche said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882304#Comment_2882304

    The game is designed to be hooked three times. Camping the hook is altering the features of the game so that you are hooked once and die. This is literally altering the players ability to play the game as intended.

    If the game was designed that you had to be hooked 3 times before death, then you would never progress to 2nd hook state on your first hook.

    You have 3 hook states and you can be killed in less than 3 hooks. Nothing unintended is happening.

  • @jaawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882304#Comment_2882304

    Saying it again doesn't make it any less wrong. You have not explained how it isn't interfering with playing DBD. You literally cannot play the game if you are stuck on a hook with a killer staring at you until you die. You can try to jump off, you will probably fail, and then die faster. If you succeed, the killer is standing right there and will just hit you and hook you again. Hooking/unhooking is part of the gameplay loop, camping circumvents that loop and literally stops someone from playing the game. Sitting on a hook is not "playing". It is a necessary stage for the way the game works, yes, but if you are forcibly prevented from moving on to other parts of the game (healing, running, doing gens, etc...) and forced to stay on the hook, incapacitated ... that is obviously interfering with your ability to play. I'm not sure how you could argue otherwise, but if you can make a case for that, go for it. Just saying "no it's not" is not a valid argument.

    You were not prevented from playing the game since you were capable of playing the game up until you died on hook.

    You are mixing up "losing a game" with "being prevented from playing a game".

  • Back before dedicated servers there was a mod that people used to block high level killers and then those people had long queue times.

    It simply will not work without punishing people with long queue times for simply playing the game.

  • @jaawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882283#Comment_2882283

    And if you get camped again in the next game? Or if you're not playing alone so you have to wait until a friend escapes or dies? No, it really does interfere with your ability to play the game, let alone enjoy it.

    Your ability to play DBD is not being interfered by being camped.

    You may not like it, but being on a hook is simply a part of survivor gameplay.

  • Being camped in DBD does not interfere with your ability to enjoy DBD.

    You always have the option of attempting to get yourself off hook and not hitting the 2nd skillchecks to let yourself die faster so you can move onto the next game.

  • @ThatOneDemoPlayer said:

    Make it work like Tinkerer.

    Merciless Storm activates every time a Generator reaches 90% progress. Blocking a Generator for 20 seconds is too short for a Perk that can only activate 5 times per round, and is usually dealt with extremely quickly

    Deadlock is 30s block on 4 procs. And deadlock is considered good.

    The issue is that merciless storm can block anywhere from 0 to 7 gens because survivors need to either fail a skill check or get pushed of the gen. Deadlock will always block 4 gens.

  • White Glyph challenge.

    You get 25K for escaping with the fixed mirror.

  • @Clevite said:

    Why not?

    I don't understand this argument.

    If I was healing someone, you would have to stop the action to pick them up. It has always been that way. If I have something in my control, you need to take it from me, not just levitate through me.

    The argument exists, because it's people feeling entitled to a kill just because they downed a survivor. The situation in which this happens is one where multiple survivors are alive and an exit gate is open. That's not meant to be a favorable situation for the killer.

  • Pretty sure M&A does not reduce the range of the lullaby.

    TR perks do not work with lullabies since it's a different thing.

  • Sounds like you faced a cheater rather than flashlights being broken.

    But the devs do need to add some kind of delay to flashlights so you can't macro click them really fast and they make a really obnoxious sound as a result. That's probably the only nerf flashlights need.

  • Keys can no longer open the hatch when they have no charges. This was a change they made last year when they updated Franklin's to deplete charges with the release of Nemesis.

  • CoH deserves to be nerfed into the ground as long as boons remain infinite resources. And honestly 50% isn't even nerfed into the ground. It's still a better botany knowledge for healing speed and it applies to the entire team.

    There's very little counterplay to coh meaning it cannot be a strong perk.


    Also Boil Over was nerfed because it was literally creating situations where the killer couldn't hook survivors and was forced to slug the entire team. The perk is still buffed from its original values just no longer abuseable.

  • Topics like these are always hypocritical.

    Survivors have just about the same amount of complaint about things killers have and you are only focused on killers complaining.

  • @Steel_Eyed said:

    I see. The crusade does not end until boons are deleted.

    I think boons were fine for everything but COH. That’s why COH is being addressed and not the boon mechanic itself.

    I personally don't think a mechanic where the killer has no real counterplay is healthy for the game and any good boon will just end up getting nerfed to uselessness because it's an infinite resource.

    I would much rather see the totem get destroyed when snuffed but be stronger.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2876370#Comment_2876370

    So Deathslinger is a 4.4 M1 Killer with a 32 Meter Terror Radius? That was a good and balanced nerf that slightly weakened him but didn't just delete him

    I'm not saying the 32m TR change was good. Just that I don't think the 32m change is what did the most damage.

    Honestly the whole deathslinger nerf was just unnecessary in the first place.

  • @ThatOneDemoPlayer said:

    I wouldn't say Deathslinger is anywhere close to being "devastating", let alone when it comes to chases. Ever since his TR nerf, Deathslinger just isn't going to start that many chases if Survivors ShiftW away from him

    It's not even the TR change. With the windup, it's really easy to just dodge the spear in general. Survivors move faster than Deathslinger's ability to aim horizontally in ADS.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2875304#Comment_2875304

    Does Hemmorage remain after an unhook? Doesn't it disappear?

    Being unhooked doesn't remove Haemorrhage and most sources last indefinitely with a few exceptions. The only status effect that disappears when either hooked or unhooked is Exhaustion.

    Sloppy Butcher and Gift of Pain lasts until healed.

    Most addons that apply it like Begrimed Head, Blind Warrior, and Rusted Needle are until Healed.

    Other addons like Crimson Ceremony Book and Utility Blades effect survivors while under the effect of the killer's power.

    Then Z-Block and Cat Block are 60 seconds and Blood Echo is 45 seconds.

  • I think people are overrating how much the new hemorrhage will affect the healing meta, but I think you are wrong in that it's terrible.

    Hit and Run killers like Wraith and Sadako are going to want to make everyone injured. So when playing those killers you have a good chance of interrupting a heal being done where both survivors are injured. Meaning you don't have to commit to the survivor who was getting healed since they will lose heal progress.

    It's going to be a good status effect for killers who can easily injure survivors. Killers who are not spreading out damage will not see much value in hemorrhage.

  • Nurse mechanically is just a simpler killer.

    She doesn't have to care about walls, pallets, or vaults meaning that at the end of the day what you are really mastering as a nurse player is muscle memory for how far to blink.

    Blight still has to maneuver around tiles meaning that you have to learn to how to play tiles with his power. Which is a lot more demanding than memorizing distances.

  • @kombativo said:

    think they nerf slinger for the tr cause he had low tr? (whit add ons I perks)

    They nerfed him solely because survivors complained that Deathslinger could use one of his perk slots to equip M&A and get really close to them. Or the in theory "you can be shot without hearing the TR" which at 16-18m, good chance the survivor breaks the chain anyways.

    Honestly his low TR made sense considering he has limited range, but seems like we can't have things that have too much synergy.

  • A dev said in another thread that crouch speed addons weren't strong enough to justify very rare addon slot. So we'll still probably see them, just at the lower rarity tiers.

    @Peanits said:

    None of the changes actively punish the no stalk playstyle. There's a huge difference between rewarding one playstyle and making another weaker.

    That said, I wouldn't look too much into the add-on side of things. You've only seen two of them, and it's not unusual for add-on effects to get shifted around to different add-ons/rarities in these add-on passes. For something like the Drop-Leg Knife Sheath especially, crouched movement speed was absolutely not strong enough to warrant the very rare quality.

  • @DuoVandal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2871897#Comment_2871897

    This is no different than juking a Myers in Tier 3 for a minute till they're power wears out. Honestly the Ghost Face changes shown so far already are huge improvements over the last pass they did. Now the real hope is, are the rest of his addons going to be functional too?

    Most of his addons that buffed his Stalk when not leaning (a bad way to play), or buffed his crouched movement speed (also not ideal), or buffed his Stalk movement speed (again SHOULD BE LEANING). Most of his addons as they are now are the exact opposite of how you should play Ghost Face, which is why they are so trash and everyone just runs the Iri's which are fine, and the cool down reductions.

    The crouch movement speed addons were alright honestly. They had uses on some of the low wall tiles since you can mindgame them by crouching as Ghostface and the extra movement speed can give you a slight advantage while attempting to do so.

    I'm not going to be upset if they get replaced considering we already seen that they changed on of his current crouch movement speed addons in the dev blog. But they were better than most his other addons.

  • It's not really going to counter CoH as much as people are thinking. Hemorrhage only does anything if you interrupt the healing action. For Hit and Run killers like Wraith and Sadako, this is not a problem due to their mobility.

    But for killers like Trapper & Hag who aren't hit and run and try to defend an area this will do basically nothing to stop CoH from being an annoyance to them.

  • There's not really much to talk about.

    The basekit changes won't really change much since an extra 15 seconds marked duration is meaningless since you should be downing survivors before 45 seconds is up anyways. The marked survivor can't reveal Ghostface really only helps with the score event of hitting survivors out of shroud.

    The two addons that got revealed are good, but we'll have to see what the rest of the addons are before we can really judge.

  • Mandy in another topic confirmed there's no PTB this week.

  • I think these changes are good enough for the moment.

    Legion now can actually down survivors in his power without an addon (Granted it's 5 FF hits, but it's still something). This actually makes running around stabbing people in FF rewarding whereas it's decent slowdown live, but doesn't really accomplish anything. Then if you know you need to cancel FF, you get the pre-nerfed cooldown which was a change he never needed in the first place.

    Personally, I would much rather they improve current legion with minor things like this rather than doing major reworks like Freddy.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2871433#Comment_2871433

    I know what you’re saying about the 99%, but keep in mind that with this change Ghost Face gets a significant movement speed burst after Exposing someone and once Exposed they can’t break him out stalk. Plus he now refreshes his stalk a lot more easily too, so between all those things and the 60 second time limit he might have an easier time actually resetting and catching a previously Marked survivor even if they get away on the first attempt.

    That's only with an addon and granted it's a really nice addition to get.

    Like the addon changes are looking really good, but the basekit stuff is just nice bonuses that don't really change much themselves. Sometimes you do happen to mark multiple survivors at once and these changes could actually help in those situations, but overall their impact is going to be on the lower side.

    Which to an extent I am glad, because I like Ghostface how he is and I didn't want to see him get drastically changed.

  • @dugman said:

    Looks like there’s some pretty cool stuff in 5.7 🙂

    • Ghost Face not breaking out of stalk when Exposed people look at him is interesting! That combined with the 60 second base time on being Exposed could make stalking people more enticing for players who think it’s a bit weak.
    • Legion getting a speed boost per Frenzy hit and also getting instant downs on a fifth hit in a row is also kind of cool sounding. So they now get +5% speed boost per hit, meaning by the fourth hit they’re moving an additional 20% faster relative to base speed on top of the large underlying boost they already get for Frenzy itself - that is pretty damn fast! And then to top it off getting an instant down on the fifth hit sounds pretty sick if you can pull it off. (And the idea of different chase music if you use mix tapes is kind of awesome. 🤘
    • Looking forward to seeing the new Haddonfield. Layouts aside, I really like all the map reworks aethestically, I think they all have great looks to them.
    • No mention in the update of when 5.7.0 will be but I’m guessing the PTB will be up next Tuesday since they’re making this announcement now?

    The 15 seconds on marked duration really isn't that impactful. Ultimately if you are stalking as Ghostface, you should 99 stalks until you get the survivor out of position for the quick down. There's not much reason to chase a marked survivor since Ghostface has no way to quickly end chases.

    The marked survivor not revealing is more useful for scoring since Ghostface has a score event for hitting survivors from Shroud which often you mark a survivor, they reveal you before the hit and you lost out on the extra points.

    Really though, stalking ghostface is already the best way to play him since hit and run ghostface has been outclassed for a while even before boons came into existence.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2871381#Comment_2871381

    I was hoping with his update they'd do something to make revealing him on the survivor side less of an inconsistant mess

    I'm hoping they have and it's just not written down, hence why I made this thread

    Well there's a dev post in one of the topics saying it's not the full change list. Granted it's probably more about the rest of the addon changes than anything else.

    At least with what has been revealed I'm glad they didn't do anything too drastic, but it feels really safe overall. Like 15 extra marked duration and the marked survivor not revealing you are nice additions, but you should be downing your marks around the time you mark them and not chasing them anyways. Both addon reveals are better than what we currently have and do make me hopeful the addon update is good.

  • Seems the only change to detection is that the marked survivor can no longer reveal him.

    Which is nice since it helps prevent getting broken out before you get the hit in for the deviousness score. But not really going to change much about how you play Ghostface.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2871339#Comment_2871339

    Haemmorage change is a small nerf to healing in general

    Only if you interrupt the healing.

  • Until we see the full addons for Ghostface it's hard to say how good his changes are.

    On one hand, the marked survivor not being able to reveal ghostface and the marked duration becoming 60 seconds are nice to-have, but I don't think will be that game changing.

    The two addon we got revealed both do look good, so I have hope that Ghostface will have some actual good addons now.

  • @sizzlingmario4 said:

    The thing with boons is that even if they gut COH I’d still argue they are flawed in design and the only thing preventing them from being busted is the perks not being very strong which kinda puts a chokehold on the entire mechanic. As long as the general mechanics of boons remain exactly as they are they will not be successful imo.

    Hex perks on the other hand are not really flawed in design at all, they only need some minor tweaks to spawn locations and locations in relation to survivors/preventing a totem from being gone in literally 20 seconds.

    There's still some hexes that even with improved spawns wouldn't be worth running. But that's more an issue with the power level of those hexes. Like lullaby is generally pretty bad on anyone that isn't doctor. Third Seal is kinda bad due to blindness not really being a threatening status condition. Crowd Control is just a worse bamboozle.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2870368#Comment_2870368

    Actually, it is handy getting other survivors attention.

    You can get someone attention without a macro. You do not need a macro to click a 100 times in a second to get someone attention.

    I do not understand how this is hard to warp your head around.

  • @votepsi said:

    Nah, clicking FL is really useful for getting survs attention.

    Maybe add a snap fingers emote instead?

    You don't need a macro to get a survivor's attention with the flashlight.

    There's absolutely no reason the flashlight should be able to be clicked as fast as it can other than to annoy people.

  • People were barely cleansing totems before boons released. Hence why all the complaints about noed.

    The perk would have still barely saw play without other newer hex perks like Plaything that generate hexes to try and force survivors to cleanse.

  • Freddy. Pallets are probably his most useful addon and it's not technically better than snares. The effect of the teleport addons is really minor and paintbrush doesn't really do anything since dream world itself does nothing to sleeping survivors.

    At least other killers with bad addons have a couple that actually do something useful that people run. Like PH has range and Ghostface has power cd.

  • They probably should since there should never be a situation where the killer can't do something about flashlights.

    Like Soul Guard got nerfed due to abuse with survivors being able to pick each other up with WGLF.

    Survivors should simply never have a situation where they are completely untouchable.

  • I really dislike Midwich.

    RPD might be huge and confusing to navigate at times, but at least there are many ways to go from the 1st to the 2nd floor. Midwich forces you to have to move to the corners of the map in order to traverse upward and the map itself is just straight lines.

    There's really not much you can play differently on midwich compared to other maps. If the killer comes from one direction you have to run the opposite direction. You have no other options unless you are on the 2nd floor and near a drop down.

  • @FrostyEyesSusie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2866990#Comment_2866990

    Your power is to make everyone the equivallent of exposed. Imagine a Myers with a permanent tier 3 EW. Unless they cleanse up in which case you become a better Huntress.

    Myers at least gets a longer lunge and faster vaulting for his t3 and unlike plague can ignore dead hard on healthy survivors. And even factoring those bonuses, Myers still isn't hard to loop.

    Like survivors being 1 hit down only matters if you get that hit.

  • Just because she prevents healing doesn't mean she can still beat the survivors. Unless the survivors are feeding you your power you are just an m1 killer who is very tall. So not hard to loop. Not to mention her breaking survivors doesn't really matter due to dh.

    You need more than just countering 1 meta perk to be good and it's just better to camp and/or tunnel survivors out of the game with a killer who wins chases quickly to counter coh.

  • It's hard for most perks to not be oppressive to new players.

    Call of Brine does not by itself win new killer games against new survivors. New survivors are still capable of progressing the gens against Call of Brine.

  • I don't mind survivors who stealth at times. I've hide from killers in situations where the killer had no idea where anyone was and it wasted their time searching an area for nothing.

    But when stealth survivors avoid any confrontation and allow the rest of their team to die while never taking pressure or if they hardly touch gens while other survivors are getting chase. Well that annoys me.

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