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Crowman

Crowman

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Crowman
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  • @SunsetSherbet said:

    Like I said before, this is why stats should be left to a statistician, and not game developers. If they are this desperate to base every move they make off stats, then they should hire a statistician.

    I don't think the issue is the use of the stats. They don't need a statistician to figure out why some addons are being used a lot. All they need to do is reach out to the community and figure out why "x is being picked more" before deciding to nerf the addon to fix their ideal stats.

    But they don't understand how their own game is played and refuse to educate themselves.

  • @Phasmamain said:

    Yeah it sounds pretty broken to me especially since neither have a cooldown

    DMS has a cooldown of 45 seconds. If DMS is currently active and you hook someone else it does not refresh the current duration.

    I tested it before in KYF.

  • Eruption won't synergize well, because it triggers on the down not the hook. Trigger it before DMS is active won't do much besides leaving survivor unable to work on gens for 16 seconds.

    Triggering it while DMS is active is a lot of steps since you need to have kicked an unblock gen, have a survivor work on the kicked gen, and down a survivor before the 45 seconds of DMs wears off. And if you do pull it off, the gen won't be blocked very long consider Eruption also prevents survivors from working on gens for 16 seconds.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2731253#Comment_2731253

    There are a couple that I think might be good enough to use now on their own

    • Dead Man's Switch working every time you hook any survivor makes it much more likely you'll get opportunities in the match to capitalize on it by pressuring people off a gen. Plus this new version could be very good in combination with Scourge Hook Pain Resonance since that forces survivors off gens on every hook.
    • Gearhead might be good enough to use as a detection perk now? Basically every time you damage a survivor it triggers, which means after every hit you can take a quick look around and see what gens are being actively worked on potentially (assuming they get a skill check). Plus it has that interesting new side effect that if someone gets a Great skill check you actually see their aura for 10 seconds, which is a pretty long time to see an aura considering you can literally cross half the map in 10 seconds! I don't know exactly how good or bad this new version will be but at least on paper I don't want to dismiss it out of hand, it's certainly worth trying.

    Gearhead is still an RNG based information perk meaning it'll never be that useful. A survivor needs to both get a skill check and hit a great. Which while bound to happen can vary from almost instantly to minutes depending on what survivors are doing.

  • While Gearhead is finally a decent perk, I don't think it will see much play.

    While the perk is now active until a survivor triggers a great skillcheck and activating the perk by simply damaging survivors is much better. The perk still suffers from the RNG nature of skill checks. Having a single survivor's aura for 10 seconds randomly is not going to be super useful most of the time. There's simply better information perks than Gearhead, but at least it's not useless anymore.

  • I feel like people are forgetting that boil over literally tells the killer you have it, because it debuffs them while carrying you.

    If you as a killer are in a situation where you see the survivor has boil over and have to drop down to make a nearby hook and you don't think it's close enough, then just drop the survivor and leave them slugged.

  • @ManyAchievables said:

    https://forum.deadbydaylight.com/en/discussion/comment/2730690#Comment_2730690

    Keep in mind that this is the same time as Deadlock at Tier 3, and Deadlock is like... arguably one of the best Killer Perks on some Killers... and it only activates 4 times. This can activate over twice as many times and is in the Killer's control rather than the Survivors' control like with Deadlock.

    Survivors are still in control of DMS activations. Since they have to let go of gens in order to trigger it the effect and if they know a killer is running it they can play around it.

    People are just overreacting to the perk, but it won't be nearly as good as people think it is. I've run the perk in meme obsession builds and as nice as blocking gens, that's all you are doing. The 99% gen is still 99% done.

  • Also fun fact about DMS. If you hook survivors too quickly, it does not refresh the duration.

  • @DouGG said:

    @Crowman If you read the post properly, you'd notice that if you stay on the gen and don't clear the swarm, she can just recharge her crows, which takes 12 seconds (not a long time), and get an injure, which is still about 30 seconds of slowdown on all active generators every single hook, which is still ridiculous, and she's also getting injures for it.

    You could also dodge the 2nd crow, avoiding the injure, but the point still stands that you're forced off the gen.

    30 seconds of blocked gens isn't a big deal.

    Blocked gens are immune to damage and can't regress.

  • Getting hit with a swarm does not force you off a gen. If the Artist is firing 3 crows (which survivors can see) then her CD is long meaning there's no rush to hop off the gen after being hit.

    Artist also can't fire crows immediately off hook, because she has to first move away from the hook before she can even place down crows.

    Not to mention, survivors can let go off gens before the hook, wait for the artist to fire her crows and then hop back on.

  • It won't.

    This is simply a token move where bhvr can pretend like they care about racism. They aren't addressing the problem, but they can pat themselves on the back for a job well done.

  • The devs are simply out of touch with how their game works that they basically rely solely on data to make decisions.

    Data can be useful, but without the context they can only get lucky when it comes to making good changes. Doesn't help they seem to ignore a lot of feedback as it is so even if the data tells them something is weak, they likely won't buff it in a meaningful way (see Furtive Chase buff).

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729818#Comment_2729818

    There is no validation if you lunge into a survivor thats out of its animation. I guess you dont understand how to handle this right.

    If a survivor dead hards right now they will eat any hits instead of letting the hit pass through.

    This is why Nemesis tentacle at pallets against dead hard does not break the pallet. You cannot coup de grace a dead hard survivor because you'll hit the survivor and be validated instead of landing the hit at the end of the dead hard.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729760#Comment_2729760

    You dont understand that you could completely out-lunge DH?

    You can't atm because dead hard validation will eat the extended lunge.

    But oh no a perk with a max of 5 uses could counter 1 perk from survivors.

  • Bhvr is just nerfing things for being used "too much" and not caring about why things are being used.

  • Boil Over literally tells the killer you are running it so unless they don't pay attention to changes they'll know to avoid falls while carrying you. Plus killers can just drop you if they know they can't reach a hook.

    The change is nice and the larger aura blocking was always needed because too many times I would pick up survivors just 1 or 2m outside the blocking range meaning it did nothing. But the perk is still not good and won't see a lot of use.

  • It's dumb of bhvr to remove the faces because people were complaining that they were being used to harass people.

    It's not something I've seen really happen.

  • it's not really a 45 second block. Dead man switch is active for 45 seconds and anytime within that 45 seconds if survivors let go off a gen it gets blocked. But once Dead Man Switch is over all blocked gens become unblocked so unless you can force survivors to let go off gens immediately after hook you'll often be getting much lower value.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728035#Comment_2728035

    ...Why?

    Nothing's actually changing about the wiggle mechanic, you just increase the bar with skillchecks instead of tapping A and D, or whatever it is on console. There's literally zero reason to assume the actual time it takes to wiggle will change?

    Well you use spacebar to drop the pallet same as the key for hitting skill checks. Wouldn't surprise me if bhvr managed to break the interaction now that the keybind is the same.

  • It's bhvr. Good chance they drop all the changes since nothing was stated to be set in stone.

    Wouldn't be the first time they announced a needed change they scrapped.

  • Based on how bhvr has previously done things, it'll take a year before we any significant changes to improve killer.

  • This has to be a joke right.

    DBD isn't rewarding enough for how much you actually have to deal with.

  • @dugman said:

    Still watching the video, but one thing I don't understand is he put Deathslinger above Huntress. I just don't see how you can objectively consider Deathslinger better than Huntress. The only advantage he has that I can think of is his shot hitbox is small so a really, really good Deathslinger can shoot throw cracks for possible crazy hits sometimes, maybe. ... But that's it, Huntress is as good or better in every other way I can think of.

    • Huntress always does damage on a hit. Deathslinger can often hit an injured survivor and, if they happen to be across a pallet, not get the down. Or can hit a survivor and because of bad terrain or another survivor bodyblocking not get the down. The fact he doesn't get a guaranteed down on a hit is pretty significant.
    • Huntress' damage is instantaneous. Deathslinger's damage takes an additional 4-6 seconds most of the time every single time. That adds up, especially where he's a 110% movement killer with no map traversal.
    • Deathslinger and Huntress' reloads are kind of a wash. Deathslinger doesn't have to go to lockers but does have to reload after every shot. Huntress gets more shots before reloading but going to a locker takes a bit longer than Deathslinger's reload.

    Am I overlooking something? Deathslinger just seems like a slightly weaker version of Huntress basically.

    Tbh, without the ability to quickscope shooting through small cracks doesn't matter. Survivors have more than enough to react to a deathslinger trying to make a trick shot like that.

    Deathslinger sits at a weird place where he's just a more limited huntress.

  • Doesn't help that I'm pretty certain Pentimento is bugged.

    Played against a few killers running Pentimento and Plaything and never got cursed by Pentimento even though I know the killer created Hexes with Pentimento.

  • Survivors have been crying about killers forever and keep getting fun things killers have nerfed. So killers are learning that's how you get changes made.

  • As good as Oni's power is, the fact he needs to build it up is what makes him unpopular. Killers don't have a lot of time so killers who need to "power up" tend to not do very well against coordinated teams.

    If you want mobility, blight.

    If you want instant downs, bubba.

  • Most killers would still lose majority of games. Maps are a large issue since many maps are either too big or spawn really strong tiles together.

    Not to mention many killers would lose out on addons they need or perks to help buy time against gens.

    The game simply favors survivors because most maps favor survivors. There's a couple maps that sort of favor killers.

    Shelter Woods is the most balanced large map because all the tiles are weak and spread out.

    Resting Place by design gives the killer a good 3-4 gen to defend.

    And that's really it. Coal tower gets praised for being balanced but it can rng some really good set ups on top of the main building forcing the killer to spend time to break walls.

  • His Dream World needs something to be more threatening so that survivors feel more compelled to use clocks to leave, since that would be innate slowdown and help Freddy.

    I don't think removing the red stain is what he needs.

  • The perk is in a balanced state. It does not need buffs.

  • With numerous recent killer nerfs, new additions of boons (largely CoH), and validation that can be frustrating to deal with.

    It's really no surprise that many killers are opting to play in a way where they don't have to deal with the above.

  • Ghostface has a better time snowballing early with some good 99'd stalks but unless you get a good map you'll likely struggle to do much since Ghostface can't force end loops quickly.

    Myers has some really strong addons and can snowball in the mid game. Unlike Ghostface, Myers has some ability to force chases with faster vault and longer lunge but often that just causes survivors to throw pallets earlier.

    I think they are fairly similar in power discounting addons.

  • Butchering all of a killer's addons, making the feel of the killer worse, adding unnecessary audio cues to his kit.

    Billy can be just as strong as he was before his changes, but strength isn't the only reason people play killers. Even though Nurse is the absolute strongest killer in the game, she still has a small playrate, because she has so many various issues that never get addressed that hurt how it feels to play her.

  • It's completely valid for the killer to pick the hook they want to hook the survivor on, because it allows them to build pressure by selecting the spot. It's also completely valid to defend the hook from unhook attempts. You basically want to hard nerf a killer's ability to generate pressure from winning a chase.

    Making hooks in the PH cages is not a good solution.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718177#Comment_2718177

    camping is basically going afk with extra steps.

    tunneling can vaguely ve considered playing the game but on beginner mode.

    Both are still playing the game.

    The killer's job is to kill. Just because you don't like how they chose to kill you is not an issue of the killer not playing the game.

  • @SleepyWillo said:

    Camping and tunneling (unless at endgame) is basically refusing to play the game and ensuring someone else can't play either.

    MMR can't be blamed because if you try it at high MMR you'd be gen rushed and barely scrape a single kill.

    If a killer is so bad and skill less that they have to use a tactic that would only punish bad players I have little sympathy.

    That said, this is a game. No matter what happens in a game there is no justification for irl threats/insults.

    A killer camping or tunneling at any point in the game is still playing the game.

  • Because the game is over at that point.

    Just use Deliverance earlier when it'll hurt the killer's pressure.

  • I don't think BT needs to work for the unhooked survivor as well.

    First off, it would make the perk that is already pretty good in solo basically a must run. Which then becomes redundant when all 4 survivors are running the perk.

    Second, this would just buff SWF. SWF can already coordinate perks. Now they can run 1-2 BT and 1-2 CoH and each member has 3 slots for their own perks since it's easy to coordinate saves when 1 or 2 people running BT is giving BT to the entire team.

  • I like how it's bad killers winning with camping and tunneling and yet somehow it's not the survivors being bad allowing it to work.

  • @Raccoon said:

    I'm fairly certain that the "working on camping" statement was just empty rhetoric akin to "boosting solos to swf levels and buffing killers accordingly."

    I'd almost 100% guarantee that neither will ever come to fruition.

    Wouldn't be the first time the devs said they were working on something (early game system) and then not deliver anything.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2716627#Comment_2716627

    If you want to get pedantic for a moment, escaping through hatch has a specific scoring event called Hatch Escape.

    It's a separate method of escape. I don't understand where people are getting this notion that hatch is some sort of weird not a kill but also not an escape thing.

    tbf, bhvr has said that hatch escape counts as null for mmr gains.

    But I doubt BHVR's kill rate stats are counting hatches as anything other than an escape.

  • That's because too many survivors will throw themselves at the hook when the killer is camping. Means no gens are getting done and the killer is getting free damage.

  • In the past few years that I've played the game, I've yet to see BHVR put out a real health chapter. I certainly wouldn't get my hopes that BHVR will ever tackle it.

    If anything the game runs worse on my computer than it did when I first played it. A few maps give me some frame drops since the realm reworks.

  • I use it with a second wind build since I thought it was fitting. 99% of situations iron will would be better with the 1% being that I could slip by things like scratched mirror myers and all seeing blood wraith.

    I think as long as iron will is unconditional 100% reduced noise when injured it's going to make perks like off the record impossible to see any major use.

  • Being at 2 gens with 1 hook is not a favorable position. When playing as survivor I rarely see killers get more than 1 kill if they get 1 hook by the time 3 gens pop. Survivors will easily finish the last 2 gens before the hooked survivor dies on hook.

  • @just_one_player said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714911#Comment_2714911

    You're handling the situation as if at any point the survivor has SB active, and I've played enough against this perk to know that's not true. As I said, there is a risk that the survivor is exhausted.

    40 seconds is fairly short time that if you don't commit to the SB chase, then they'll likely have it up the next time you run into them. It also feels like you are giving Dead Hard special treatment here. Survivors can be exhausted with Dead Hard.

    There's no point in talking about a situation where a survivor is exhausted when discussing the power of the exhaustion perks.

  • @DBD78 said:

    Only if killers get a similar perk giving survivors less time on hook.

    Monstrous Shrine exists

  • Sprint Burst will be used more if DH gets nerfed and it will be annoying for killers, because it means that anytime you try to engage a survivor in a deadzone, they just run to safety.

    Killers are already on a time crunch. Having to every chase take an extra 20-30 seconds to get the first hit is going to hurt a lot of killers. In fact Wraith will likely be unplayable without Mindbreaker (or whatever it is called now).

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714647#Comment_2714647

    You're missing something though.

    Do you know how many times I have managed to bait an old Deathslinger player into shooting me when I was in a position where he couldn't get the follow up swing?

    The answer is multiple times.

    They could have added counterplay via the reeling mechanic to Deathslinger without butchering quick scoping aka the fun part of him. What the should have nerfed was how fast he can walk backwards while reeling. That speed plus the pulling results in a survivor moving faster than sprint burst. That's way too fast to have a chance to hook yourself on anything. Deathslingers who knew that were actually uncounterable in the 1v1. Those that didn't? They were hella fun to face.

    Also, too many survivors don't know you can "wiggle" while being reeled to increase the speed it takes to break the chain.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714012#Comment_2714012

    Don't give the devs any ideas now.

    They gave clown a bottle that can speed up both the killer and the survivors so its not past them to make the slow bottle effect both sides too.

    Don't worry. I'm the dev blog they'll state how it adds more skill to the killer despite being an unnecessary change.

  • I feel this bhvr likes making killers feel worse to play. A lot of new killers look interesting but have so many awkward power restrictions it's hard to want to play them.

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