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Crowman

Crowman

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Crowman
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  • @GoodBoyKaru said:

    I genuinely do not ever remember Surge making people scream + I've been using it on Freddy since D1. Are you 300% sure there wasn't Infectious Fright involved?

    @The_BiggCheeze said:

    The plague was likely running Infectious Fright since it's one of her perks. I don't remember Surge ever making survivors scream.

    It did on release. Surge would give a sound notification if a gen hit had survivors working on it. Then it stopped working a few patches later. I made a bug report about it like 2 years ago, but it never gain much traction, because Surge was never a popular perk at the time. I used Surge a lot of Ghostface, because it was an alt to Infectious Fright.

    And no there was no Infectious Fright in the match.

  • @IlliterateGenocide said:

    I never knew it made you scream, I just thought gens in the radius would loss progress

    It did on release and then after one patch it just didn't anymore.

  • Boring is just the go-to when someone wants to nerf something, but can't actually come up with a valid reason to nerf it.

  • @danielmaster87 said:

    I called all of this. As soon as I saw the rework, I said it was gonna be a worse perk. Seeing the yellow aura of a generator was always gonna be more useful than seeing a survivor's aura while they're on the gen, because they can just hide behind it like they can with BBQ. Yes, removing the basic attack was nice. Yes, the cooldown is more forgiving. But overall the perk is even less useful than before. This was basically a nerf on a perk that never saw play.

    Idk if I would call it a worse perk. It feels more like a sidegrade. Instead of having an activation condition that was likely not happening often you now have an activation condition that will happen. However, they nerfed the information to make the perk more reliable.

    It's a decision I don't really get, because it honestly wouldn't have made the perk too strong to more consistent value from it.

  • @ObservantOfTime said:

    The effect that makes the killers stain invisible is the oblivious effect, you'd have two status effects that pretty much do the same thing then.

    Oblivious does not make the killers red stain invisible. The only effect that removes the red stain is undetectable.

    But saying having an effect that removes the red stain is pointless because undetectable does that doesn't make sense since oblivious and undetectable both effectively remove the killer's TR.

  • It just needs to scale up faster.

    The first one being 5 minutes is fine for the odd issue like power going out. But it takes a rather long time to get long timeout times. I think the highest I've seen is 15 minutes and it was my fault for trying to play when I kept getting d/c'd due to internet issues but even then it was like after 3 or 4 d/cs did I see that 15 minute mark.

  • @Entinaty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862857#Comment_2862857

    Killers did have something similar that was old Ruin: Undying. I find it hilarious that a Killer perk that was so similar to the Boon mechanic was basically gutted so shortly after release without the wait and see approach that people are saying that the devs are taking with COH. I also find it strange that the issue was that Survivors didn't have time to find and cleanse multiple totems but that doesn't seem to be an issue now as hard as it is to keep Hex perks active for any good link of time in most games these days.

    MoM was also nerfed really quickly after release and had a similar issue of making some killers much weaker since they had no way to bypass MoM M1 requirement.

    The devs just don't seem to want to touch boons for whatever reason even though mechanically it's "counterplay" is straight up unfair to the killer.

  • Are you the obsession? Because STBFL is a perk people like to run on him.

  • Boons were honestly a mistake with how they are currently designed. The fact killers have no way to take boons out of the game unless they happen to kill the survivor(s) with them yet their own hex perks are very easily removed is just not defendable.

    Boons will never be okay until killers can actually have real counterplay to them.

  • The classic "claim x takes no skill therefore should be nerfed"

  • People complained about challenges that were tough to do so now we just get grind challenges.

  • @[Deleted User] said:

    Definitely agree that Iron Will shouldn't remove *all* breathing. These survivors are scientific marvels. Sprinting and holding their breath at the same time.

    Iron Will shouldn't be an unconditional and unlimited 100% injured sounds reduction, imo. It makes interesting perks like Self Perseverance and Off the Record that also remove injured sounds but are limited and conditional much weaker when iron will exists in its current form.

    Personally I would reduce it so it's like 25/50/75.

  • @Mallowness said:

    https://forum.deadbydaylight.com/en/discussion/comment/2861520#Comment_2861520

    The box he teleports to or can TAKE AWAY from survivors... yea super easy for survivors... 🙄👀

    If he teleports to the box then chain hunt is put on cooldown.

    If the survivor with the box got downed with it, then they either picked it up too close to pinhead or tried to solve it too close to pinhead. That's a mistake on their part.

  • @Mallowness said:

    https://forum.deadbydaylight.com/en/discussion/comment/2861477#Comment_2861477

    Actually no. And everyone in this forum is obviously not reading the issue. THE CHAINS DURING CHAIN HUNT. Thank you. It's OP and pinhead is still over powered because of it.

    That is his 1v4 power. You have 45 seconds to deal with the box before it starts (base, can be reduced with some addons). You have the aura of the box revealed to you throughout the entire game (unless he's running an iri addon). And you can still solve the box while chain hunt is going.

    If you are constantly finding yourself getting destroyed by chain hunt, it's because you are not respecting his power and ignoring the box and dealing with the consquences.

  • @monstermaster42 said:

    The chains are obnoxious, they literally make it impossible to do anything in the game, and anytime someone does the box they immediately get downed and the chain hunt continues unhindered, he is unfair and un fun, anyone defending overpowered killers is clearly not good enough to play anything else, if you have to sweat as a character then you're not good at that character, pick someone else, get good, or go play the tutorial if you need to feed some sad power fantasy

    Sounds more like your team got outplayed. Pinhead is far from being OP. He just has an actual good 1v4 ability.

  • What do you mean by moving?

    You can blind the killer too early on pickup and they'll be blinded yet won't drop the survivor.

  • Because the killer will just down you immediately off hook and then just wait out DS.

    There's no real benefit to be had besides extending the game out another minute.

    Also stop saving Deliverance for end game plays. The perk's strength is being able to take a hook state in middle of a match and completely removes a killer's pressure. By saving it to the end you are not only wasting the main strength of the perk, but also screwing over your teammates by not taking hook pressure off of them.

  • @Garboface said:

    I am a believer that the game is what it is. Some maps favor killer, some favor survivor. That is balance. Some good perks, some meta, some meme. I think it is incumbent on the players to adapt.

    There really isn't any map that favor killers. Even the maps people do consider "killer-sided" still have strengths for the survivors.

    Shelter Woods - 2nd Largest map in the game. It lacks strong tiles which can really hurt against killers who have mobility, but most killers do have mobility which can lead them to still struggle to pressure the gens which are spread out.

    Dead Dawg - A small map that makes it easier for killers to patrol. But has a few really strong tiles that require killers to spend time breaking down walls to make manageable and many gens are just really difficult to defend due to being on a higher level.

    Whereas practically every survivor sided map is just bad for every killer. There might be a few exceptions like RPD is alright for Wraith whose mobility isn't hindered by the layout and can take better advantage of his stealth.

  • Once per a gen restriction really makes no sense for either perks, but especially on a perk that is just an information perk. Tinkerer itself does not regress gens or block gens meaning the only reason to use it is for information and nerfing how much information it gives makes 0 sense.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2860929#Comment_2860929

    How is aura revealing of survivors worse than gen auras? Unless you mean that they have to hit greats instead of goods? Also no longer limited to a 30-second duration.

    It's essentially random aura revealing that is out of your control and survivor auras are the same color as gen auras. You can miss it easily whether it's because the aura blends in with the gen or that you didn't notice the aura activate since there's no notification.

    The gen aura was better, because it not only lasted much longer than 10 seconds but it was much easier to notice for an effect you can't control and triggers randomly.

  • @GoshJosh said:

    All of Deathslinger's teachables are in a good place right now, all of them have received buffs or reworks since release too. He's a lot more viable than Clown too.

    Gearhead is still bad. It got a better activation requirement for a worst effect on trigger.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858826#Comment_2858826

    I rarely get bad Survivors in SoloQ tbh. SoloQ being bad is blown way out of proportion imo

    I've been having some really bad luck the past few days with some games having really questionable survivors.

    Like I just had a match where this injured quentin was just sitting under a pallet that I was looping around and just body blocking it for no real reason. Thankfully he got hit instead of me and he didn't throw the pallet down either. But it's just like "######### you doing?"

  • @ThatOneDemoPlayer said:

    Maybe you're just bad? I escape the overwhelming majority of my matches

    You don't even have to be bad yourself to get a string of deaths. Sometimes matchmaking gives you players who don't do gens or go down instantly against the killer. Game can be really rough as a solo player at times.

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858799#Comment_2858799

    That won't solve anything, it will only compound the problem. Solo survivors playing better isn't even an issue. I play solo survivor and win most of my games in rank 1. Solo survivors are not weak and don't need more tools. SWFs simply need to be removed for balance because their existence ruins any chance at balance and any chance at getting proper untainted MMR stats.

    And you are asking to make queue times really long as people lobby dodge to get paired with their friends or people stop play altogether because there are other games that allow people to queue up with friends.

    You can't solve a problem by adding different problems.

    But you can continue to act as some gatekeeper who think people shouldn't be allowed to play with their friends. There's nothing more to add to someone who wants to act like a brick wall.

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858772#Comment_2858772

    SWF hurts the balance indefinitely, even with competent devs(which we don't have), there's no way around the overwhelming advantage that survivors have on coms. And this has been proven repeatedly in tournaments. Even the best killers in the world agree that SWFs simply give too much of an unfair advantage.

    And as far as strong tiles are concerned, basement isn't a strong tile, it's a graveyard.

    Hence why the devs are looking at giving solo survivors more tools to communicate rather than removing SWF.

    Then pay attention to where the basement is and don't let yourself get downed close to it.

  • Removing SWF would hurt the game far more than it would help. If people want to play with their friends, they'll just lobby dodge until they end up in a lobby together assuming they don't just move on to a different game that supports queueing up together.

    Survivors have access to strong tiles on every map, so it's only fair killers get a strong tile too.

  • It's really weird how OP is really against removing perk tiers when it'll only benefit the players.

  • Outside of a few survivors holding onto tapes for far too long, I don't think I've ever seen anyone's bar actually hit red.

    7 bars at the speed condemn builds up is far too generous. Honestly it's generally worth turning off the TV near the gen, finish the gen, and then turn in the tape. You might end up with a bar of condemn, but it also prevents Sadako from getting information on who was near the tv when she teleported.

  • @Araphex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857159#Comment_2857159

    I completely agree with everything you said. It's just frustrating that almost every discussion I see lately is nerf this killer, nerf that killer perk, the game is too hard, ect all from players who only play survivor and have no idea what its like to play killer.

    I also play Elden Ring. I've beaten previous Souls games. Those are hard. They aren't impossible, but that's hard and rewarding at the same time. Nobody who actually play those games complains about difficulty.

    But I've seen with past multiplayer games that the majority usually win over the devs, and the nerfs come and the games become unplayable. I don't know, I'm just venting I guess but yeah, I agree with what your saying completely. There may be small imbalances here and there and I know it takes time to smooth things out. Just tired of seeing nothing but complain I guess, and yet here I am doing it. I'll shut up now lol. Sorry.

    It's because the average survivor is pretty awful at this game. And for some reason instead of trying to improve their own gameplay, they just want to nerf everything so they don't have to learn anything.

  • Well a perk can't just completely your opponent from deciding to not focus you out of the game. DS punishes a killer for focusing you off hook and gives you an extra health state. That's basically the most a perk can do as "anti-tunnel" perk without going into abuseable strong such as granting you complete immunity.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856642#Comment_2856642

    12 bugs every 3 months isn't really an acceptable rate.

    tbf, there's always bug fixes on mid-chapters as well. So it's more like 1.5 months. Still slow.

  • The issue isn't the devs aren't doing health chapters (that what mid-chapters are for), the issue is that the devs take 3 months to do any sort of "meaningful" changes which barely change anything.

    For a multiplayer game there needs to be more than a single patch of changes every 3 months.

  • Well the cap kind of needs to exist, because of addons like Tuft the Fur and Tomestone Piece.

    Right now Judith's + Tuft is balanced around the fact you need to fully stalk 3 survivors and Tomestone Piece at least requires you to stalk 2 different survivors to pop T3 to get the instant kill.

  • Plague might counter CoH, but then she's just a T3 Myers for the rest of the game. Except she has no longer lunge or faster vaulting. She still has the issue of being a M1 killer for most of the match unless survivors feed you fountains.

    And even then her Corrupt Purge is not really good on maps with a lot of LoS blockers.

  • @SeannyD115 said:

    Father's glasses were hilarious when paired with bloodhound. You could tell exactly where the survivor was

    Bloodhound didn't do anything. Blood naturally glowed in the spirit world.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2854086#Comment_2854086

    At least those perks you mentioned requires a brain and planning. Dead Hard you press a button and you’re safe.

    While Dead Hard is annoying, people really need to stop discounting that using Dead Hard effectively does take skill. At least before SBMM, i would certainly see bad dead hards into walls or ones that misjudged the distance and messed up their vault getting them hit anyways.

  • When survivors stop complaining about camping and tunneling everyday, I'll be okay with dead hard complaints stopping.

  • Generally it's not hard to max the other 3 categories as any killer, it really depends on whether or not the killer has good devious gain.

    I imagine if you are constantly manifesting and demanifesting, that racks up deviousness really quickly.

  • Because there really isn't any way to realistically ban people for talking to their friends while playing.

    They could meet up in person, call each other over the phone, or use things like discord through the web browser and not an app.

    And at the end of the day, it's not really worth banning people for the simple act of talking with their friends, because it'll kill the playerbase faster.

  • I think the main issue with Dead Hard is that it rewards both using it for arbitrary distance and dodging a swing the same amount. There's really no difference between dead harding a swing or not.

    Dead Hard should probably reward dodging the swing more than it rewards using it for distance. I don't think the dash should be removed completely since having the dash does visually tell the killer what just happened, but could be shorten up a lot to give a sprint burst upon the killer swinging and missing nearby.

  • @Tiufal said:

    Iam so sick of hearing "tunneling is a strategy". No! Its a serious gameflaw that makes the game totaly braindead and frustating. Dont try to defend this bs.

    Is it frustrating to be tunneled out of the game? sure.

    Is it braindead? no

    Is it a strategy? yes

    You personally not liking something doesn't make it braindead or not a strategy. The killer player is free to decide how they want to kill their opponents.

  • You can be "-rep" for anything. Doesn't mean it means anything.

  • It's possible people don't realize she can move through survivors.

  • Imo, Oppression doesn't really make sense to have a cooldown in the first place. You have to kick a gen which then kicks other gens. The only way you can get value from it again in a short time period if another survivor taps the gen you just kicked right in front of you.

    The cooldown on it almost certainly needs to be reduced before any other changes.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852898#Comment_2852898

    I mean a rework i saw floating around was to have deadhard give you a speedboost like any exhaustion perk. When the killers hit phases through the invincibility frames. But that sounds difficult to code and idk how well it'd work in practice.

    There's a challenge for killer's whiffing swings near you. Don't need to code it for passing through you with i-frames.

    Reduce the distance by half and add an extra effect that if the killer swings near you while you are dashing (and maybe a second afterwards) then you get a sprint burst.

  • Dead Hard needs to provide some distance since just having I-Frames would do nothing. A killer swings through you, but is still on top of you. You're going down unless you are right next to a pallet.

    I think it would be pretty hard to straight nerf Dead Hard, because the issue is that both dodging a swing and squeezing out a bit of extra distance provide the same value. Dead Harding a swing near nothing is just going to get you downed so dodging a swing still needs a pallet or vault like dead harding for distance does.

    Meaning Dead Hard needs to be changed in a way that it gives less distance when not dodging a hit and more distance when dodging a hit.

  • So you basically want to turn dead hard into an auto down button. Because there's no way a killer won't just hit you within the next 5 seconds.

    I get people hate dead hard but can you guys for once not suggest changes to make the perk useless.

  • While he's largely fine, he could use a QOL with his chains so he doesn't break them.

  • As a stealth killer, sure she's good.

    But stealth killers simply aren't good right now.

  • I really want to see an overhaul to objective. I personally think the survivor objective should be more interactive and "fun" so that bhvr doesn't feel forced into making sure killer powers have be to "fun" to play against.

    Plus I don't think it's really good design for survivors to be stationary for most of the game. It limits the opportunity of survivors just running into the killer, it means that at the start of the game there's nothing really stopping survivors from getting gens done since there's no reason to get off gens and do something else until a survivor goes down. Which is why first chase can lead to multiple gen losses on larger maps, because the killer simply can't chase and pressure survivors.

    The game just needs more moment of interactions. Survivors need more risk of just running into the killer while trying to push their objective forward. A lot of low tier killers really need survivors to be doing more than just gens so they have time to get going. If the survivor objective was more than just do gens, it opens up more perks for both sides since right now a lot of new chapters are just different flavors of existing perk concepts.

    I don't think it would solve all the balance issues the game has, but it's something that I feel desperately needs to happen. Since right now the game is just stale.

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