Crowman
Crowman
About
- Username
- Crowman
- Joined
- Visits
- 20,113
- Last Active
Comments
-
@TheRareButter said:
https://forum.deadbydaylight.com/en/discussion/comment/2745785#Comment_2745785
If the killer downs you and recover fully at 99% with flip flop equipped and then the killer picks you up your wiggle progress would be at 49%, if the killer were to drop you before hooking you, the next time he went to pick you up your flip flop would stack and you'd be automatically wiggled free.
This is a rather unnecessary change tbh.
If you 99% wiggle, it means you have unbreakable since normally you stop at 95%. In which case you can already pick yourself up so spending time on the ground just to wiggle out of the killer's grasp is not really contributing a lot to the team unless the killer is camping you body.
Then when killer's drop survivors, they already gain 25% wiggle progress. Meaning that if a killer picks you up with max flip flop value, drops you, and then picks you up again you already have at least 72.5% of the wiggle bar filled. So unless you are just sitting under a hook, it's very likely you'll wiggle free at that point.
-
I don't see a reason to add an entirely new status effect just to prevent 2 perks on the survivor side.
Besides the perks do exist to counter stealth killers and killers can counterplay spine chill by waiting til you are close to look at the survivor.
-
If most killers were an actual threat to good survivors, then most survivors wouldn't come off as "fearless" to them.
-
I don't see anything wrong with this.
First Blighted Tag for the instant down isn't easy to pull off. A lot of times if the blight is trying to get the one hit down with it, they just give the survivor more time to put themselves into a hard to hit position.
Alchemist Ring is overhated imo. It's a strong addon that purely rewards skill. The blight has to be able to land consecutive lethal rushes in a row to get value from the addon and that's not an easy task especially on some maps.
The killer put time and effort into getting good with the killer and getting a 4K like this is deserved.
-
Generally.
Most of bvhr perk buffs don't actually address why the perk is bad.
Like as nice as not losing stacks on Furtive Chase is, it's still a useless buff you get and the perk is still only useful as am obsessing switcher which is becoming less.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2742530#Comment_2742530
https://us.v-cdn.net/6030815/uploads/8P7831DOIS76/image.png
This is not showing Leatherface as overperforming?
Oh no a killer is getting a little over 2.25 kills on average. The horror.
-
Both your suggestions for nerfs are rather unnecessary.
Reduce his chainsaw sweep speed and you bring him back to the issue his old version had where you had to be really close to even have a chance to land a chainsaw hit.
The multi hit chainsaw is his identity and there's no reason to remove a killers identity.
-
Stopped playing killer.
Boons just have no real counterplay to them and CoH is broken. It's just not any fun to deal with so I just stopped playing killer. I would like to play more killer, but it's become evident that BHVR doesn't care about the killer role having fun so I can't imagine I'll be playing much killer.
-
@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2739573#Comment_2739573
SBMM is a thing. Otz was matched with people of the same skill level.
The devs in the dev blog said that if people leave the lobby matchmaking basically ignores mmr to find a replacement. So there's actually no guarantee matches you have are at the same mmr.
-
I've seen survivors pop bloody party streamers than play in a way to make sure the killer doesn't get much BP.
So yeah, I tend to ignore BP offerings and don't use them much myself because often the otherside is going to make sure you don't get a lot of BP regardless.
-
Most maps are big enough that you likely aren't slowing down their healing at all.
The only "meaningful" way to counter CoH is running hexes and thrill to make booning take long enough that it isn't worth it. And even then that's not a great counter, because now all your perks are hexes.
-
I'm all for the change to skill checks. There was no need for the buff with great skills. It's just an unnecessary change.
-
The main reason killer meta has changed so much over the years, because killer meta perks have gotten nerfed much more often than survivor meta perks have.
-
@onekingbee said:
Listen, everyone knows survivors are entitled to getting out every game. Killers that don't let survivors escape are just bad people.
This isn't a thread to make good players get butt hurt, it's about camping and freedom to decide if you want to tolerate that without being punished.
You can just let yourself die on the hook. Like you don't have to d/c to leave the match.
-
Well you might as well just ######### on the hook instead of d/cing. Either way you are giving the killer the win.
-
Let's say the stats do include people who pick up the game for a single weekend, play for a few hours and then never play again.
You do realize the number of games those people will contribute to the stats will be overshadowed by the regular players who play daily. So it's pretty insignificant to focus on players who played for a few hours and quit being part of the statistics.
-
Well the PTB has been out for a few days and I can't say I've seen a single VOD about how this perk is broken. In fact I've seen more about boil over and the new wiggle change than I have about DMS.
-
Neither of these perks need to be buffed.
-
@Psyphren said:
There's literally no reason to remove a feature simply because a small handful of crybabies find it to be annoying. You have 0 valid points here. The fact that being a killer player is super easy in this game IS valid, because all of the "fix suggestions" pertain to needlessly nerfing something that doesn't need nerfing when there are a plethora of ways to go about the issue as already stated, via gameplay, via display options, and simply by being responsible for your own health. Some of you simply need to play survivor more to understand the game better and improve as a killer instead of crying the moment you get outplayed.
How to say you are flashlight macro player without saying you are a flashlight macro player.
-
Sure you are a killer main. The fact the change being asked is to remove the ability for survivors to macro flashlight clicking to an extreme degree. There's no legit reason you survivors need to click your flashlights 1000+ times in a second.
Plus you bringing up how "easy" killer is has no bearing on removing a functional useless feature that serves no purpose then to be annoying.
-
@Psyphren said:
https://forum.deadbydaylight.com/en/discussion/comment/2738824#Comment_2738824
The fact that so many killer players have become so entitled and unskilled that they would stoop to this level of gaslighting just to get flashlights nerfed when its really about the "clicking bm" is sad. Try taking some accountability. Considering the probability of a PC player being able to macro something like this to the point of negatively affecting a killer player that happens to have this level of severity with photosensitivity is slim to none, not to mention there is an epilepsy alert at the start of the game. The fact that not a single survivor main has made this complaint says it all. Many survivor players that aren't SWF use the clicking to get each other's attention. "Adding a small delay" like you say won't make a difference in the clicking sounds "annoying people that much" nor the lights effect on people with this degree of photosensitivity. P.S. use the colorblind mode and filters if its that big an issue to you. Let's stop gaslighting. It's not cute.
You really don't need to worry about not being able to click a flashlight again for a quarter of a second. But hey, I guess anything to justify your flashlight macro.
-
@Psyphren said:
HOW about, STOP using a serious health issue as an excuse for trying to justify nerfing flash lights? If anyone is THAT photosensitive, then perhaps playing a game that has flashlights, and exploding gens, among other flashing effects, is not a wise move to begin with. If its that serious of an issue, then display a disclaimer warning about epilepsy being potentially triggered at the start of the game being loaded, and call it a day, (like many other games do). As a killer main, I'm utterly bored with how EASY it is to kill survivors, (even if they have flashlights), and disgusted by how nerfed survivors get with every update. If flashlights were that problematic then more killers would be using Lightborn, except we don't need to when we have Franklin's Demise. I feel more handheld playing killer in this game than I did playing Pokemon Sun/Moon. I don't even need Iron Grasp or Agitation because now us killers can SEE HOOK AURAS FOR FREE and hooks are literally every 15 feet away! Get over yourselves and get good at playing killer. Sorry, not sorry.
Adding a cooldown of something small like 250ms between clicks so a macro can't click the flashlight 1000 times within a single second is not a big deal. The change will ultimately have 0 effect on intended flashlight use.
The fact that a health focus change upsets so says a lot.
-
BP incentives can only do so much if one side just isn't fun to play.
-
@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2738493#Comment_2738493
Ghostface was great before people learned how to loop. Great before MMR too.
Now? Unless you are getting tons of 1 shots he is strictly worse than wraith. I actually thought Wraith was better than Ghostface before his buffs with some add-ons considered; but now it's not even close. Which is sad because Ghostface is so much cooler than lame ass Wraith.
Honestly it wasn't really that. Ghostface had a good hit and run for a while, but between stretch res becoming more common and most maps being bad for ghostface due to how big they are. He really struggles to apply pressure for hit and run.
Then CoH exists.
-
Setting a standard of removing content whenever it gets used as part of a way to harass other players is going to end up horribly.
Now all it takes is a couple of shitheads to be jerks to others and get a cosmetic taken out of the game for everyone.
At the end of the day the people who were harassing people with smartface will continue to do so, now just without the face.
-
@Minecraft said:
killers have the audacity to complain about dead hard validation, when in reality it's survivors who should complain about dead hard and pallet drops being the only instances where the game is actually fair.
having actual server validation would be way more impactful than giving survivors the vault boost from resilience and spine chill. it's not even close
The Dead Hard complaints have some value, because there are situations where Dead Hard validation eating a hit instead of letting it pass through like it should due to i-frames.
Best example is Nemesis who can get screwed out of pallet breaks because the tentacle gets validated on dead hard instead.
-
@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/2736245#Comment_2736245
Lol it's not though? Hence the, "Can only be activated if a killer is camping, and cannot be activated if another survivor is near the hook."
It's not a punishment, it's an incentive not to camp because that'd be a waste of time. But wait, you just want new perks right. Just band aid fixes instead of fixing the actual mechanics of the part of the game that killers are abusing? Weird.
Except if the survivors stands 9m from the hook. Where the killer has no reason to just leave the hook otherwise survivors get a free unhook or the hooked survivor gets free anyways, because of your change.
-
@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/2736240#Comment_2736240
Wut? I literally said at the beginning of the post that it's currently an effective strategy.
But it's also a crutch strategy that's used in place of not having any real skill.
You aren't listing good reasons it needs to be nerfed.
-
Defending hooks from unhooks is valid strategy. Don't need to give survivors literally free escapes from hooks.
-
@Sakurra said:
Why did they nerfed him? This killer is not even strong enough
They saw Nemesis players were mostly using these two yellow addons and nerfed them. Because trying figure out why Nemesis players are using those addons over other ones is too hard.
-
@Psion said:
Why are people complaining that “nothing has been done” and “I’m going to keep the game uninstalled”?
We just had the Christmas Period, most of the BHVR team were at home with their families for Christmas, not working on a game. The fact they fixed a lot of stuff with Nurse is amazing seeing as they were probably working on it for only a week or so.
I know BHVR have done some things that have pissed off the community, but give them a break. They make a game. It’s their game and they decide what to add or change. People always bitching about DBD get’s old. Play the game or don’t, but don’t keep bitching about the devs.
The mid-chapter was likely finalized before they left for holiday.
-
@Xendritch said:
https://forum.deadbydaylight.com/en/discussion/comment/2734264#Comment_2734264
What if we add thrilling tremors so the gen is blocked either way? Good or just redundant? Ruin potentially another option for similar reasons.
It wouldn't change much. Survivors are going to let go once they see the survivor has been picked up after thrilling tremors would have proc'd. There's no reason to stop working on a gen while the survivor is on the ground.
Ruin also wouldn't accomplish a lot. The gen will lose some progress, but it won't be a lot since killers don't take long to hook a survivor. And blocked gens don't regress so ruin wouldn't synergize with DMS.
Also this wouldn't matter with Thrilling and DMS, but blocked gens can't be blocked while they are already blocked. This can cause gen blocking perks like Thrilling and Dead Lock to sometimes not work well with each other.
-
Pain Resonance only targets 1 gen and gens don't regress while being blocked. So while it is blocking a gen for 45 seconds after taking out a bit of progress, it's not going to be the end of the world. Then as you mention survivors will know DMS is on the killer and can let go of gens when they see the killer pick up the survivor to prevent the gen from being forced blocked.
It'll be good and likely see use, but it's not going to be OP.
-
The problem I have is that it sucks to play against spirit and not have iron will.
BHVR really should normalize it so that survivors don't need iron will to feel like they have a chance against spirits and spirits shouldn't fear survivors having iron will.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2734227#Comment_2734227
Again, balance changes are not the only thing in this patch. There's room here to criticise certain very OP things not receiving balance changes- CoH and some of Blight's addons being the biggest offenders - but when so much work was clearly put into the things that aren't balance changes, it starts to make it more understandable that the ones we got were pretty minor.
This isn't a standard "minor bug fixes and small balance tweaks" patch, there's actually a lot in here.
The problem still lies that nothing has really been addressed balanced wise and now we have to wait months before we even get another attempt.
I understand there was work put into the things in the patch notes. Does not change how slow bhvr is at balancing their game and the piss poor job they do when they do make balance changes.
-
@jesterkind said:
I think takes like these are forgetting that, seemingly, the lion's share of the effort for this patch went to effectively rewriting Nurse's code from scratch to fix a ton of her bugs. Even if they don't all pan out, it's clear that the """side""" (balance doesn't really work like this, but still) that got the most focus, care, and effort this time around was unambiguously Killer.
A handful of weird addon nerfs doesn't really outweigh that, there's no sense overreacting. They can be criticised without... this.
As nice as fixing bugs are. It doesn't change how low effort the actual balance changes we got are. We wait 1.5 months to 3 months (depending on if main chapter patches have balance changes) for a few number changes and some minor adjustments on perks that won't see more use regardless.
If BHVR was patching the game every couple of weeks, these kind of balance changes would be fine. But they move at a snail pace and address things that ultimately don't matter leaving the big balance issues still in the game.
-
Idk why it's a surprise to some people that racist people using smartface to harass poc are just going to keep harassing poc.
They'll just find the next thing to use and then people will complain about that. At what point do we just remove all cosmetics to prevent any issue of people harassing others with them?
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2732987#Comment_2732987
You could see the gen is yellow. How is seeing a survivor's aura instead gonna be better? They can hide their aura like with BBQ, whereas with the yellow gen, you know 100% of the time that they're on there.
I didn't say it was better. Just that you are more likely to get it to go off than before.
A 30 second window to hopefully where a survivor gets a skill check and hits a good is harder to get value from than having infinite time for a survivor to hit a great skill check .
It's still not a good perk, but you are much more likely to get aura reading from it than before. The few times I've ran Gearhead, I don't remember ever seeing a yellow gen.
-
As nice as nurse bug fixes and pinhead getting his lines back are. It's still the issue of getting rather minor changes in a mid chapter patch.
Boons still have no real counterplay and coh is still dumb and that's not going to change for another 3 months because that's how bhvr operates.
Really underwhelming mid chapter considering it's the main time for balance changes.
-
@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2732951#Comment_2732951
Dark devotion doesn't have a cool down either yet you can't use it back to back
Unless they change something on the ptb current dms does not reset on hook. I remember testing that with a couple of friends because I was curious.
-
@RenRen said:
I seriously question why people think that gearhead got buffed. As for the pinkie finger, I think it's fair but it really feels like they need to buff the clown is some sort of way if they're not gonna give him a proper rework.
Well it went from a perk that you would never reasonably get value from to a perk that will give you some value.
So it was buffed in the sense that it does something now.
-
@RekLaw said:
https://forum.deadbydaylight.com/en/discussion/comment/2732458#Comment_2732458
It’s a tease bro. I’m not body blocking sabotaging hooks, or going and camping every pallet I’m just repeatedly pushing a button. You want to know the solution to that, Ignore me
Teasing your opponent does nothing unlike body blocking which can save teammates, sabo which can save teammates, and using pallets a resource that exists to extend chases.
-
@RekLaw said:
https://forum.deadbydaylight.com/en/discussion/comment/2732449#Comment_2732449
It ruins the fun because I can no longer use it for blinds, signals, or to tease a killer. That being said you have to realize how many things your saying have to happen, first I have to be in a swf then I have to use iron will and your saying if I don’t get it In time I can look in a chest for it which has a chance to not give me it.
So you are upset that you can't tease the killer with your flashlight.
Franklin's is not the toxic thing here.
-
@RekLaw said:
https://forum.deadbydaylight.com/en/discussion/comment/2732442#Comment_2732442
######### is wrong with you.🤨
Franklins is legit to catching survivors greeding their items. I've never used insidious with it but have used hoarder. I've even gotten a free down because a survivor body blocked while I was carrying someone and since I knocked their flashlight out of their hand they tried to pick it up in front of me instead of running away.
Survivors get silly over their items and it's certainly fun to run item troll builds because it's hilarious when it works.
-
Bhvr has been showing us with their actions that they will rather take the easy option that doesn't solve the problem instead of putting in the work to solve the issue.
Same reason we've heard nothing about what they are going to do about cheaters. It's easier to put the effort onto people creating support tickets that they don't have the man power to process quickly rather than upgrade the anti cheat.
Same reason we get such minor balance changes every 3 months (or 1.5 if we are lucky) instead of seeing patches on a more frequent basis making changes.
It's really sad the devs are getting rewarded by doing the bare minimum.
-
Blindness prevents you from seeing any aura that isn't related to a killer power.
-
Perks (and addons/offerings) are not toxic.
I know a lot of survivors don't like losing their items, but there's a valid reason for killers to have the ability to get rid of them. Items are impactful and sometimes they just need to be removed.
-
The lullaby is non-directional so it is harder to tell where the huntress is off the lullaby alone.
But undetectable does block aura reading which can be useful to block Kindred showing your aura. There's some other aura reading survivors have that show the killer like OoO, Dark Sense, and the key addon. There's also rancor. It's rather niche, but it is something.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2731310#Comment_2731310
Actually the update didn't say they got rid of the perk showing the generator's aura on a Good skill check, they just added that if it's a Great skill check you see the survivor's aura for 10 seconds.
Considering that the info on gearhead calls it a small rework, it's likely that effect no longer exists.