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Crowman

Crowman

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  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772517#Comment_2772517

    Any stronger and it would be game breaking.

    Imagine if, say, killers got infinite free purple addons from the event. You'd have endless complaint threads that Tombstone Myers was on the loose.

    https://forum.deadbydaylight.com/en/discussion/comment/2772520#Comment_2772520

    ...I don't think anyone said that.

    The issue is that survivors get a pretty powerful free thing for the event, and killers get nothing to offset this.

    All survivors are getting access to are reskinned existing items. Flashbangs are the only unique thing since you otherwise need a perk to use them, but they are also 1 time use.

    This is one of the more fair events gameplay wise and people are now complaining that survivors are getting items that already exist in the game.

  • I like how people act like survivors bringing kitted out items is only an event problem.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771165#Comment_2771165

    Yeah, those are little things.

    ..... But they're things. The killer doesn't even get those little things. It's sad, bud.

    Killers should certainly get more BP from the event stuff, but I don't think the event itself is unbalanced since the envelopes have very little effect on actual gameplay.

    @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771260#Comment_2771260

    I think having a massive BP buff for survivors that expressly excludes killer (the hook BP feels like almost a deliberate insult) isn't a little thing. It feels really meanspirited on behalf of the devs.

    Tbh, BP not working sometimes seems like a bug. Events never get tested on PTB, because the devs want to surprise us with the event.

    I also feel like 750BP is also a bug, because I could have sworn previous events gave killer larger BP for event hooks.

    Like I have issues with things the devs do, but I don't see this event as one of them.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771165#Comment_2771165

    How is incentivizing people to play survivor more, during a time where queues are double digits, a non issue?

    As far as events go, this is one of the most fair events to both sides. Your issues aren't the event, it's BHVR questionable balance decisions.

    @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771168#Comment_2771168

    I'll keep an eye on it.

    https://forum.deadbydaylight.com/en/discussion/comment/2771165#Comment_2771165

    It's 6 of one, a half dozen of the other. Snowmen were annoying, but so is everyone having a stacked toolbox.

    Survivors have generally always had stacked items in my killer games so I'm not seeing what's actually different here.

  • Of all the ways this event could be survivor sided, I would say this is a non-issue.

    The event toolboxes are reskinned toolboxes that already exist, there's not an innate benefit to the toolbox besides the fireworks on hitting great skill checks.

    The fireworks are one time use blinds that aren't the easiest things to use.

    The extra BP has no effect on gameplay. If anything survivors are spending extra time at the start of the match doing envelopes instead of gens which is a slight benefit to the killer.

    Far better than snowmen from the last event.

  • PTB is largely just a gloried preview of the next patch. Been that way for over a year now.

    It's sadly very rare that devs make changes to ptb content, because they need "stats" first and it really doesn't take "stats" to know that furtive chase is still useless.

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770727#Comment_2770727

    Banning the offender doesn't erase the source issue, does it?

    Why do you think there's such a big movement on gun control in the United States? Arresting one criminal who shoots someone doesn't stop the next guy from doing the same exact thing, but limiting the usage of the tool would.

    Imagine comparing guns to an unlockable cosmetic in a video game.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770515#Comment_2770515

    Not disputing you, but just wanted to let you know Nurse blink recharge is 2 seconds per token base. 3 is with Bookmark. Also using only one blink makes it super easy to dodge. So either way, both killers regularly take 4+ seconds of intermission.

    According to the wiki (which I looked at before posting that), Blink Tokens take 3 seconds per Token to recharge. Now Nurse does recharge her blinks while in Fatigue so it's not as bad since you basically get back your first token after fatigue is over.

  • @Lametart said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770115#Comment_2770115

    And Im saying his recharge rate is still too forgiving. you miss 1-2 rushes and you only have to wait 2-4 seconds to use the power again. His missing cooldown is also very fast. It should be longer. I have played him, I know how his power works, and it needs to be more punishing for missed rushes.

    Blight has to use 2 charges in order to use Lethal Rush. So his base CD is effectively 4 seconds (compared to nurse who is 3 seconds if you blink once). So I'm not seeing how he needs to have a longer CD.

    Also Blight isn't a nurse who can ignore pallets and vaults. So him not having a massively punishing cooldown upon missing is fine.

    I swear some people want every killer to feel awful to play as.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770101#Comment_2770101

    At this point. I have 0 faith that they're going to make it any better and more fair...Call it a hunch. Or maybe it's due to...Oh I don't know

    Rpd existing

    Eyrie of crows. Which has the same issues as all the other maps. Which is jungle gyms spawning next to main building as example...Which means long wall right in to main building and being way too safe. Way too big.

    ALL of the cold wind remakes are ######### garbage.

    I'm sure I'm even forgetting some things that have even been recent additions

    It's unlikely bhvr is going to fix this maps as well.

    Cowshed was shown to be the worst map with a 50% kill rate so expect future maps to be more like cowshed.

  • @Lametart said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767714#Comment_2767714

    Im fine with his movement speed. If I were to nerf his charges I'd nerf them to 4 (1st is the slam, and then you have three chances to injure a survivor, instead of the 4 that he has now.) If it were 3, his power would be less reliable. Cuz you'd only get 2 chances to land a hit, and with how much map rng can affect him, he could essentially become useless.

    My problem with him is his cooldown/recharge speeds. His charges should work like nurse's. Each token should take a set amount of time to recover. Like 3 seconds. If you use up all your tokens to land a hit, you gotta wait 12 seconds. If you use all your tokens and miss, then you should have to wait longer as a penalty (Like, 15-16 seconds total).

    And again, if you whiff, you should be stunned for longer. Like, .3 - .5 seconds longer. I'd have a boat if I had a nickel for every time i still get m1'd at a window/pallet after perfectly dodging his lethal rush.

    And nerf alchemist ring for the love of-

    His charges already work like that. It is 2 seconds recharge per a token. The only difference is that nurse can use her blink at 1 token and blight has to wait for all 5 tokens.

    If only people actually played the killer they complain about because it's very clear too many people can't even take the time to look up how the power works before suggesting changes.

  • It being a hex means it is basically useless.

    Not to mention we should stop fixing balance issues with perks.

  • Let's see. NOED only works at the end of the game, can be prevented by cleansing dull totems or even removed after it has spawned.

    CoH can be placed anytime throughout the game. Cannot be removed from the game since it can reblessed infinitly. Completely nukes certain killer powers and playstyles.

    Yeah they sure are the same /s.

    For all the complaints about NOED at least you can remove it from the match. If I had the option to permanently remove coh from the match I would have less complaints about it (and boons in general).

  • It's funny because survivors also always complain killers want easy 4ks but they throw fit whenever their stuff gets nerfed for good reason. Makes you think they are the ones who want easy wins.

    Though the nerf to CoH won't change anything.

  • Countering CoH isn't enough to make you s tier. Killers like nurse and blight are s tier because when mastered they can down survivors really quickly making the healing from coh less important. Which means they are good outside of being an anti meta pick.

    Generally anti meta picks don't last long once the meta shift and I expect plague will go down with that shift as well. Even as a counter meta pick she can struggle to secure quick downs since even corrupt purge has limitation on many maps survivors bring offerings for.

  • Or the devs could fix the issues that make SBMM such a drag to play.

    Conceptually SBMM would be a nice addition, if the game was in a remotely balanced state that was enjoyable to play regardless of outcome.

  • Survivors don't need perks for faster gen repair.

  • @GreenDemo said:

    I mean.... I see your point, but totems take a bit of time to set up and the killer can just snuff them out instantly. They annoying af, sure. But on most maps somewhat easy to deal with.

    Survivors are a team of 4 people. 1 person setting up a boon for the entire team's benefit is nothing. Not to mention if a killer is taking time to snuff out a totem, he is not applying pressure. While the action of snuffing is not long, killers often cannot afford to snuff out totems because each second spent is given for free to all survivors. Often this means a killer gives back more time to the survivors as a team than was spent individually to boon a totem.

  • @p4p444 said:

    The killer is not okay

    #1: Has high base speed (4.6)

    #2: His ability gives him more speed

    #3: Good map control thanks to his super speed

    #4: Super Fast Skill Recharge

    #5: Has 5 charges on his ability

    I'm a main killer, and compared to other tier S killers like nurse or spirit this killer is too op in terms of speed.

    To use the ability of the killer well, it is only necessary to play with high dpi. (or with a button that increases and decreases the mouse dpi)

    There is no game where I play against a blight and in it always 2/3 people fall before making a generator.

    I only ask these three things:

    - Reduce your movement speed between 4.2 to 4.4

    - Reduce ability charges from 5 to 3

    - Increases the cooldown to reuse the skill

    It can be one or all three, but he needs to be nerfed.

    I was thinking that the ability hit should not be considered a basic hit (similar to the legion) that causes some kind of effect like a deep wound but associated with the killer, but that would be a very op nerf.

    I know that survivors also need a nerf, I always wanted the generators to take 100 seconds instead of 80 and for each person in it they would reduce 10/15 seconds but this is my perspective of the killer playing it as a survivor.

    First off, Blight's Lethal Rush already does not count as a basic hit. Maybe play the killer first before you start to suggest nerfs.

    Second, the nerfs you are suggestions are harsh for a killer that is already fine.

  • @HOMOGRIMOIRE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767707#Comment_2767707

    True, but like, you would think Grim Embrace would continue blocking them or something. Kinda sucks that happens, cause that's the whole point of Grim Embrace. The obsession aura reveal is just a side thing and not the main draw, if it even procs.

    The gens that were already blocked by Thrilling were never hit by Grim Embrace. Grim Embrace isn't an active gen blocking effect like DMS. It triggers once and then shows you the timer.

    The same is technically true of Corrupt Intervention, but it's very unlikely another gen blocking perk would hit the gen before Corrupt so you never have to worry about that.

  • It's not really a bug. Gens that are already blocked don't get blocked by a new gen blocking effect. So the gens were only blocked by Thrilling and were not affected by Grim Embrace.

    This makes stacking gen blocking perks a double edge sword, because you can screw yourself over.

  • As long as the devs refuse to change boon mechanics so killers have a way to permanently remove boons from the match then the only way CoH can be balanced is if it's absolutely useless.

    Unfornately the devs have done neither with this nerf.

  • @hiken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767086#Comment_2767086

    my hole thread is sarcasm. i know i was the only one skilled that match, holding m1 on gens means nothing.

    To say you were the only one skilled that match is a bit much. You can say the system is faulty, but your teammates did nothing wrong and did a smart play while the killer wasn't pressuring them. Would you prefer that your teammates do nothing while you get chase the entire time?

  • @tippy2k2 said:

    They've talked about doing that

    I have zero idea why they haven't actually done that. I can't imagine it's hard to input something to the effect of "if Role A has a X minute wait and Role B is instant, make it so that if people play Role B they get X free BP/X% extra BP for playing that side".

    I have no idea if it would actually fix as it would be a band-aid over someone's bloody stump where their leg was before stepping in The Trapper's sneaky traps but some kind of baby steps have to be taken at some point...

    Doesn't matter how much you incentive playing a certain role, if the reason people aren't playing that role is that it isn't fun to play.

  • So according to your logic, we just need to be toxic with certain characters and the devs will remove those characters.

    What a "win" for the game. /s

    People are too concerned with removing everything from the game instead of playing it.

  • Let's keep nerfing killers so survivors stop having killers to play against.

  • It's 2 perks you are running to try to guarantee slowdown which the values aren't a lot in the first place.

    It's likely not that good when there's a lot of good perks that help take off progress from gens you can pick instead.

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764359#Comment_2764359

    I agree, timing is a big factor. I don't think it's fully a sbmm issue, although it's an attributing factor cause of the backfill right now.

    I just think they should've made the cap a bit higher, slightly harder to reach, not much just a little. Then make two baselines. You have a starting MMR if you're brand new to the game, which they did. But then make a slightly higher starter MMR for the different killers, and then make it to where each killer MMR is individual to that killer. So if you're experienced at the game, you don't go against baby survivors just cause you switched killer. But you also wouldn't be forced to go against the sweat squads you'd be facing on your main.

    Also the whole balancing thing. It's just boring and stale to go against the same 3 perks on every survivor in every match, with only one or two perks being different on the whole squad.

    SBMM is certainly more a symptom rather than a cause.

    Like nothing really changed balanced wise when SBMM dropped. All that changed was good killers were getting matched against good survivors or good teams more often. Something that was rarer in the rank matchmaking, because of how easy it is for average survivors to get to and stay in red ranks.

    Though quite a few people had some hope that we'll see some good killer balance changes after SBMM data gets collected. But I can't see anyone who holds that belief anymore as we've gotten more killer nerfs since SBMM dropped. And the only nerf survivors have got now since SBMM is CoH getting a minor nerf to the healing speed that won't change it's overall impact on the meta.

    Killer just sucks to play right now and there's no hope the devs have any intention to improve it so killers are slowly jumping ship. This can be seen with all the topics complaining about survivor queue times.

  • This is honestly some faulty logic.

    Removing perk tiers wouldn't be a temporary solution, because that would imply they would bring back perk tiers. Which doesn't make much sense to do.

    I expect whatever solution wouldn't come close to cutting down the grind as removing perk tiers is.

  • Well in the evening hours a lot of people tend to be home from work and free to play games with friends. Survivor is the only side that allows people to queue up with friends. It's also a Friday night so people are free for the weekend.

    Many killers know these hours tend to have high SWF numbers and chose to not play during these hours as well.

  • @Lat0 said:

    They're really strong but not that broken, y'all exagerrating.

    Medkits are more powerful and they don't even take slots

    Medkits are also limited in uses. And killers can opt to bring Franklin's to counter med-kits which is something they can see in the lobby before the game starts.

  • It just seems like they really just want to cater towards survivors and alienate killers. Like I don't think that is their intention (at least I hope), but if killers keep seeing everything they have getting nerfed with no compensations anywhere, then like why would killers want to play?

    Not to mention they want to give solo survivors more info to bridge the gap between solo and swf. Which is fine, but I have no hope killers will see any buffs to help them out.

  • @Warcrafter4 said:

    Can I just point out that despite clown being the 6th worst killer in the game THEY ARE NERFING HIM!

    I am just flabbergasted at the sheer mental gymnastics needed to make NERFING ONE OF THE WORST KILLERS a reasonable idea.

    Mind you I don't like playing as or against clown...

    It's because the stats they are sharing with us are only the overview.

    Twins is getting nerfed because too high kill rate in high mmr.

    Clown is getting nerfed because his good addons get used and he's killing a lot more with them than his other addons. Maybe he's performing too well in low mmr.

    Like the devs seem to be looking for reasons to nerf killers rather than trying to balance them.

    @Devil_hit11 said:

    Wow... I predicted that Artist would be next to Hag in kill-rate. I nailed it. Poor deathslinger, He lost like over 50% of his player-base/pick rate compare to last chart, also trending to being one of average lowest kill-rates.

    I wish a chart for... high MMR was shown.

    Fun fact, Deathslinger's kill rate is higher (53% vs 52%) than the last time they showed us stats. Although the last stats they showed us also didn't show us pick rate so no way to judge whether or not he's being picked more or less. I'm pretty sure my survivor MMR is fairly high just based on running into a few big streamers every once in a while and I haven't seen a Deathslinger in forever, I can only imagine most of his kills are coming from low mmr where you don't need to be good at using his power since you can just fake ADS which was the only thing really left untouched from his previous changes.

  • Sloppy was largely useless before CoH drop. Large maps make it hard to really interrupt survivors healing as a few extra seconds healing is not a big enough deal as long as the heal is completed. Not to mention this is a perk slot we are talking about. Killers have a lot of good perks for slowing down the game that vastly out weight 4 seconds on each heal.

  • @ElmosPayPig said:

    Only good thing about this change is it lets sloppy be somewhat usefull again.

    Sloppy still won't be worth running. Mangled does not do much by itself to slow down survivors. With maps remaining big it's easy enough for survivors to find safe areas to heal up without worry of being interrupted. Unless the devs buff mangled itself or overhaul healing as a mechanic, there's really no point to dedicating 1 perk slot to making survivors spend a couple extra seconds healing.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761340#Comment_2761340

    Just because the devs intend for something doesn't make it a non-flaw or balancing issue. COH is ridiculously strong. Self-healing should be 80% speed, anything else should be +40%

    Boons also need cooldowns once they're snuffed, or increasingly longer blessing times each time.

    Honestly boons are just a design nightmare. Infinite teamwide resource at the cost of a single survivor's perk that the killer cannot effectively deal with is going to lead to issues.

    The only reason Exponential and to a lesser extent Shadowstep aren't complained about is because their effects are situational and they are boons that require aggressive placement to get the most out of them. Meaning the killer will more than often have the time to snuff them out.

    CoH does not require aggressive placement and it's effect is really good for what it is. Meaning it being infinite is an issue since the killer won't often be able to do anything about it. The only way CoH won't be an issue if the values of the perks are too small that it no longer becomes worth it to use.

    Devs really need to rethink the idea of boons being infinitely replaceable if they want boons to be balanced perks that are engaging for both sides. Because that is impossible as they currently function.

  • The one non-nurse killer sporting a less than 50% kill rate really needs to be nerfed.

  • Tbf, this isn't exclusive to the twins. It's pretty obvious the devs don't really understand high level killer gameplay to any degree. A lot of their killer nerfs are baffling since they often straight up leave the killer in a nearly unplayable stat against high level survivors.

  • Oh no, they nerfed a really strong perk that will still be really strong afterwards.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761257#Comment_2761257

    Disagree.

    His Box isn't hard to do even in Solo Q.

    Against inexperienced players? Yeah, absolutely. However, Killer is OP when Survivors are new. That's how it's always been.

    I see Pinhead a lot like Old Ruin. Chain Hunt is devastating if it sticks around, but the only survivors letting chain hunt get activated for long periods of time are inexperience players.

    It would be nice if the devs would show us the breakdown of kill rates at high mmr, because you also have to remember the devs stated that SWF have about a 15% escape rate advantage over solos, meaning that a lot of these kill rates are likely significantly lower for high mmr.

  • @Laluzi said:

    I'm not remotely convinced this will actually be enough, but at least it's something.

    Still sounds way better than any other healing perk in the game.

    It does make placing the boon and self-caring less efficient than just self-care. At least if you only self-care with the perk that one time and no one else uses it.

    It still will be a problem as free infinite healing will always be a problem.

  • That's a good nerf at least. Still would like to see the snuffing mechanic get addressed because it's not really enough counterplay towards boons.

  • You could try getting better at the game.

    Like if you are constantly having the issue where the killer is winning too fast, that is a skill issue.

  • It exists, because BHVR likes to make a killer's kit be clunky just so they can say they did something about Artist using their power to camp.

  • Idk why everyone is so obsessed with making every perk a token perk. So many suggestions to change older perks is "just give it limited tokens".

  • That's just the mechanic of gens being blocked. They are immune to damage and regression but also cannot be repaired to progress.

  • Well d/cs don't count as kills for challenges so I wouldn't be surprised if d/c didn't count as a loss.

  • Ruin of fine as it is. Strong passive regressive that has a risk of getting removed from the game. One of the few good hex perks.

    There's plenty of good options for regression that aren't hexes that require the killer to work for it. So I see no need to make ruin a non hex perk.

  • A little of both.

    Optimization has gotten worse and the game honestly runs worse now than it used to.

    Balance is overall better, but there's still a lot that needs to be done on that front.

  • I'm not sure how afk crows not spawning was going to help you here. It takes 45 seconds for the first crow to spawn so if the Killer is already sitting in front of your locker for over 45 seconds, you didn't really have an out.

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