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Crowman

Crowman

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Crowman
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  • So you want killers to be given free buffs for being in a losing state. Yeah no. Accept your loss and move on to the next game. No one is forcing you to hide out for hatch.

  • Franklin's is fine. It's a cost of a perk slot to help deal with strong items. At no point do survivors need items to complete the gens and escape.

    Also if you really are having an issue finding dropped items, you can run plunderers since it shows the aura of items on the ground.

  • I think Tofu is missing the main complaint. Obviously there are killers who just want easy 4Ks just like there are survivor who want easy 4E.

    But the way the game state is, you have to sweat if you want a chance to kill a single good survivor. You are going to lose 2-3 gens on your first chase unless you bring certain perks to block gens at the start. You need to kill someone quickly thus forcing you to either tunnel or camp. The fun part of playing killer is going away and that's the issue.

    DBD being "balanced" means nothing if people aren't enjoying the game. A ranked mode isn't going to change anything and idk why people think it's a magic solution. People will tryhard in casual queue regardless of the existence of a ranked mode.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2657985#Comment_2657985

    Why change the interaction with hoarder and FD though ? It's the best thing about PH's design imo. A killer who's power is unique and strong enough that running what would normally be quite memey perks for any serious loadout become a good reasonable trade off to increase consistency of his power.

    It's the same for Nemesis and his vaccines or huntress's iron maiden etc.

    Besides you can play around it, hoarder has area of effect so if the killer is close, don't pick up the cube or be able to loop PH for a bit. It's a nice combo that has very unique feeling for him but it's nothing that wins the game instantly by itself and you're giving up 2 perk slots for it.

    Honestly I've never understood the hate for Hoarder or Franklins. Hoarder is not as good as people assume it is and I bet the people complaining about it haven't played many games using Hoarder. Maps that survivors are likely going to throw offerings to go to are big enough that the box can be picked up out of range and picking up the box while pinhead is animation locked is still an option.

    Not to mention if people are picking up the box and instantly solving it, the hoarder notification isn't doing anything for you.

  • While I can agree that Bubba is not easy, I don't think he's harder than Billy. At least IMO, Billy has more potential when mastered.

    Bubba doesn't have the same kind curving that Billy has and his chainsaw starts out slower meaning you can't pull off neat snipes around loops. On top of that Billy has better zoning around pallets as well due to curving. Where as the best Bubba can often do in situations is force the pallet drop and destroy it since trying to zone around a pallet means the survivor gets another loop. The only Bubba can really do that Billy can't is mindgame around vaults since his chainsaw sweep has more control.

  • Sloppy Butcher has been falling out of meta for a while. Since toolbox nerf and now key nerf, med-kits have just been becoming more ideal to run as items and they already trivialize healing speeds. Even then We'll Make It has always been just out of meta as it's a good perk but struggles to beat out meta perks.

    I can say that even before CoH, I was asking myself if Sloppy was worth running because the few times I experimented with it on builds it didn't seem to really impact that survivors would heal up before I could interrupt them anyways.

  • Because survivors cry whenever killers are good and the devs refuse to rework survivor objectives so they can have enjoyment outside of chases.

    Ultimately the killer should be a threat and survivors should want to try to avoid the killer as much as possible vs the current meta of let's run the killer around for multiple gens because most maps have enough resources to do so.

  • A killer already has 4 objectives, why do they need another one?

  • As a slugged survivor you can move around. If you are staying in place long enough for afk crows to matter then your teammates are not coming for you and the killer is leaving you on the ground. So why not try to crawl towards somebody to get picked up?

  • When survivors say "chases are the fun part of the game" what they mean is that it's fun running the killer around for 5 gens.

    Notice that survivors will complain about being tunneled to death despite being tunneled implying that the killer is only chasing them.

  • Because despite the killer having a disadvantage in the 1v4 game, the devs decided that killers must have an advantage in the 1v1.

    I wouldn't be surprised if we see some sort of prompt when survivors run into bear traps to give them a chance to jump over the trap since running around the corner into a trap is "unreactable"

  • @RYANGUNSLINGER said:

    Let's not pretend halo infinite has a good progression system right now. It might be one hell of a grind here but at least it's better then 100 xp for 5 games with nothing for how you preformed that match

    Still upset I got no xp after a running riot

    That was already fixed. They changed the dailies to be 50xp for completing a game. So you'll always get 50xp for a game.

  • The problem with having a competitive queue and a casual queue is that with how DBD works people will just pick the queue that is faster. This is a solution to fix a non-existent problem.

    The problem is that the devs are very bad at balancing the game for good players which leads to the state where good survivors can just stomp good killers, because killers simply lack tools to deal with it.

  • He did not need a nerf. He was a killer that could cut down chases by being good at the killer. He was never overperforming by any of the stats bhvr has given us and he was a killer with a clear strength and weakness.

  • I wish perks like Surge or Oppression would set up Eruption

  • @yougotexposed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2646043#Comment_2646043

    Killers should be focusing on getting their 3 gens so that it is easier to defend. If you are carelessly allowing survivors to split up the gens near where the boon was blessed, that is solely your fault.

    At no point is the killer being unable to defend their 3 gens anything other than the killer misplaying.

    Yea, i can do the same.

    Just proved my point, none of you want balance.

    A killer should be trying to defend gens that are closer together than focus on gens too spread apart from each other. However, it's still up to the survivors to break up the gens he's focus on defending. If survivors are doing the uncontested gens first and then complain that the killer is defending a 3 gen, that is their fault. They should have spent the time at the start of the trail when resources are full to attack gens that killer is trying to keep.

    Not to mention you are still missing the point that survivors are in 100% control of which totems are broken and can be rekindled. If survivors are booning totems near gens and then ignoring those gens to give the killer 2 rekindled totems to defend within a 3 gen, that is there fault.

    There is no situation where a killer gets 2 easy to defend rekindled totems that isn't because the survivors misplayed.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2645941#Comment_2645941

    What, do you have a little piece of tape on your monitor at the 70% marker? Because there's no express way to see 70% otherwise.

    Each generator has 4 pistons on it. Each one represents 25% of the generator progression. When the 4th piston starts moving that means you hit 75% progress.

  • @yougotexposed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2646027#Comment_2646027

    Yea, the survivor totally knows that the 3 gen is there when they booned it at the start of the match.

    The killer can decide on their 3 gens based on where all the boons were blessed.

    If you’re gonna make balance suggestions, at least make it seem like you’re impartial.

    Survivors should be focusing on getting gens done that will split up the remaining gens in a way that is harder to defend. If you are carelessly booning a totem at the start of the match and then leave all of the gens near that boon unfinished, that is solely your fault.

    At no point is a killer getting 2 rekindled totems within a defendable 3 gen anything other than survivors misplaying.

  • @yougotexposed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2646013#Comment_2646013

    You act like good killers won’t rekindle the totem within their 3 gen range where they can guard it and defend gens.

    Sure, let survivors be able to snuff it out instantly like boons. That’ll be fair then.

    If a killer is able to get 2 rekindled totems between a 3 gen defense, then the survivor messed up there. Since either the survivor needs to cleanse the dull totem or the survivor needs to boon a dull totem and the killer destroys it.

    The killer cannot control which totems get broken, that is completely in the control of survivors.

  • A perk that isn't even good if killers could break boon totems.

    The killer has to get 2 rekindled totems out for 30% action speed reduction. Survivors will be alerted when the killer makes 1 rekindled totem. Every survivor saw exactly where the boon was before it got destroyed.

    If the killer is able to get 2+ rekindled totems out, it's completely the fault of the survivors for not dealing with the totem sooner.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2645858#Comment_2645858

    Because you want to nerf a perk because it has good synergy more perks should be like that not less. If its not OP then why nerf?

    It's what survivors do now. They complain that anything remotely good on the killer side is OP and then want to get it nerfed so they have easier games. It's too much to ask that survivors pay attention to their surroundings when they realize tinkerer is in play.

  • Tinkere is fine. It's an information perk that tells you useful information. Unless you are a mobile killer you can't really control if you can interupt the gen before it is finish. I've seen killers who over commit to every tinkerer proc leading them to get no hooks.

    If survivor split and get multiple tinkerer procs at the same time even blight will not be able to stop multiple gens at once.

  • @LittleSagey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2643532#Comment_2643532

    i guess im the only one in the entire community that actually likes to play the game even if it means im losing....why queue up for such a quick game? if youre doing that well as killer let them reset so you can actually...idk play?

    If that was true, then why are you complaining about getting slugged at 4-5 gens?

    Killers can play to win and Survivors can play to win. Neither is necessary fun for the opponents to face. The killer shouldn't be forced to play in a less optimal way just because it upsets you.

    @Thrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2643532#Comment_2643532

    it isn't necessary at 4 or 5 gens. go back under the bridge, troll

    Killers can slug survivors at any point if they want to. It doesn't matter if it's necessary.

  • DS is in the most balanced state it has ever been in. It does not need additional nerfs, because you lost a game.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2641699#Comment_2641699

    Mother’s Dwelling is imbalanced, yes. They need to get on with reworking Red Forest already. But Shelter Woods is imbalanced the other way. No elevated places to use Balanced Landing, excluding shack staircase (the only such map with this problem), a ton of area with absolutely nothing - especially the middle of the map. Almost every pallet loop outside of structures is unsafe, and almost all the gens are near shack - which is always basement. Oh, and gens are almost never concealed by structures on this map.

    No, this map is nowhere near balanced.

    You are conflating "more balanced" with "balanced". Majority of maps in dbd are unbalanced.

    Shelter Woods is simply one of the better large maps, because it's not full of safe loops.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2641690#Comment_2641690

    “Balanced” - LOOOOOL. Don’t make me spit out my Mountain Dew!

    It's either the 2nd or 3rd largest map and actually spreads out weaker loops around the map. So yes it's far more balanced than other huge maps like Mother's Dwelling that is not only big, but has a ton of safe loops around map.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2640823#Comment_2640823

    Never found that map problematic as survivor. It's easy to deflect blame onto the map instead of admitting that the team sucked.

    Shelter Woods is one of the better maps for killer, because it's one of the more balanced maps. That said, I would like to see Shelter Woods be less rng reliant. Outside of shack, there's 0 window spawns that will spawn on that map since it's possible to get no jungle gyms with windows.

  • I was thinking a bit on this earlier actually.

    Basically, killers are very likely to secure at least 1 kill in a match since camping can usually just force the kill. Meaning that the average killrate should be balanced closer to 60% (25% [min] + 100% [max]/2) than 50%. Of course that would mean a survivor every match is guaranteed to lose mmr on the current system which is a bit of a flaw.

    But if the devs were to adjust survivor mmr based on team outcome and balanced the game towards the idea that the average killer is capable of securing at least 1 kill in a losing game then we might see healthier changes to the game instead.

  • It's an addon that requires the blight to land hits with his power to gain any benefit. I could understand if the addon gave him back charges if he missed because that would be unfair to play against.

    It's pretty tiring to always see anything remotely good that killers have get demanded to be nerfed.

  • You have time when the chain hunt isn't active to cleanse hexes and pinhead can't force a chain hunt unless he finds the box so it being active is a failure of the survivors 90% of the time.

    You just gotta adapt for once in your life instead of relying on the devs to nerf everything you can't deal with.

  • Pinhead is a 1v4 killer and survivors complained endlessly about how his power was a secondary objective over gens.

  • @themoobs1984 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633071#Comment_2633071

    Tunneling is also known as chasing a survivor. Seriously. Something as mundane and basic as chasing a survivor has been turned into some terrible disease by the whiners on this forum.

    Don't forget. Survivors love to say that chases are the most fun part of the game and then get upset when they only get chased.

  • @yougotexposed said:

    Considering how they’re trying to push 2 kill 2 escape average games since that’s a fair game to the devs.. We’re kinda going in the right direction?

    You’re not supposed to 4k every game, and most of the time survivors don’t 4 man escape.

    But if you are better than the survivors you should be able to get a 4k and honestly that's becoming less and less true with every update.

    Unless there is a significant skill difference, survivors have a huge advantage over the killer because the killer objective takes significantly longer than 4 survivors doing gens.

    This 2k average is hurting the game because it means that in order to balance out the fact that bad survivors will give killers easy 4ks, good survivors need to be nearly impossible to kill. Which is just going to drive away good killers when they don't get rewarded for their investment.

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633838#Comment_2633838

    See that's the thing, you could buff it in trade off of giving it a duration. Make it work off of abilities even, it doesn't have to be a nerf, the idea is more to rework the perk, I was just suggesting one part of it which irks me about the perk design really.

    Mangled isn't good right now as an infinite duration status effect.

    Most killer abilities that would benefit from inflicting mangled already have an addon to apply it. And generally the mangled addon is better than sloppy since there's simply far better perks to run to help with gens. So even if sloppy could apply from abilities again, no one would use it.

    Any buff you give sloppy butcher for limited duration mangled is just going to kill the perk. It's already not really run outside a few killers like Wraith who are good at hit and run style play.

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633306#Comment_2633306

    I like the breathing idea, but it doesn't fix that its still better than other silencing perks.

    I was comparing sloppy to Coulrophobia, not its interaction vigil, apologies that such was not clear, like why take coulro when you could bring sloppy?

    https://forum.deadbydaylight.com/en/discussion/comment/2633343#Comment_2633343

    It can be free pressure, for doing nothing you get value from the perk, easier tracking, slower healing. I see no reason why Vigil shouldn't interact with it if you choose to let the survivor go for long enough. Also thats not "luck" Zombies have a specific detection range and also react to notifications like discordance.

    https://forum.deadbydaylight.com/en/discussion/comment/2633375#Comment_2633375

    I'm guessing you are referring to boons? I'm not really taking them into consideration, honestly I think Circle of healing could be slower lol. Less about it needing a nerf, more about bringing it to interact with the rest of the game, a minute or two is a long time, enough to buy the killer time, but if they aren't capitalising on the injured survivor, I see no reason why it shouldn't fade IMO.

    Even before boons sloppy butcher wasn't really good outside a few killers who could do hit and run tactics. The 4 second (or 8 seconds with self-care) slowdown on healing has been becoming less effective over time. Survivors have a lot of good healing options for perks, med-kits have been indirectly buffed by other items being nerfed (toolboxes, keys), and most killers simply cannot get around the map quick enough to actually interrupt survivors healing.

    It's the same reason nurse's is not as popular as it once was. Killers simply can't rely on catching survivors healing as their main tactic and need to focus more on slowing down gens.

  • @CashelP14 said:

    I'm going to say what I've been told for years now

    JuSt Do BoNeS

    I don't know if this is the answer but it seems popular when a totem question is asked.

    This would only make sense if killers could destroy totems, which they can't.

    Basically until killers can destroy totems, they simply can't do bones which is why people are complaining about boons. And given how much survivors complain about "lack of counterplay" when it involves killer powers then it's only fair that killers can complain about a "lack of counterplay" from survivor perks.

  • I used to play a lot of killer. Now I barely play and mostly play survivor if I do.

    The game is just getting stale and killer is becoming a lot less fun. Devs keep nerfing fun aspects of killers meanwhile giving survivors more annoying tools that killers have to deal with.

    Doesn't help that in patch notes or dev blogs they often word things in a way that show they favor survivors over killer. Can't say that makes me want to play killer.

  • Sloppy Butcher isn't even good right now. The last thing it needs is a nerf.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2632940#Comment_2632940

    I'm fairly sure I would define 'not being allowed to do anything all game' as being held hostage. Whether it's legal or not isn't the point; the facecamped player doesn't get to play the game and has wasted all their items and offerings. The rest is semantics.

    Being hooked is part of the gameplay loop, but it's not meant to be the entirety of the experience. No game would shove the bulk of its 'gameplay' into a time-out zone where the only input you have is to quit the game.

    Technically you can still try to unhook yourself and decide to hit skillchecks or not. But regardless being hooked is part of the game. Just because your actions are limited while on a hook does not mean you are being held hostage.

    You will either die on hook or get saved. Being held hostage implies that you have no option to die or escape.

  • Crossplay is meant to be inclusive. If you don't want to play against pc players turn off crossplay. Stop trying to remove pc players from the community.

  • @Mileena_Kahn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2632658#Comment_2632658

    Wrong, you absolutely can take a player hostage in this game and Facecamping bubbas almost always take the hooked survivor’s opportunity to play the game because his power can down multiple people at once preventing a difficult save and even if it’s pulled off in front of him the hooked survivor can go down immediately even with borrowed time. Unlike genrushing, as killer you still get to move freely around the map at all times.

    Being on a hook isn't being held hostage. Part of the gameplay loop for survivors is being on the hook where you don't get many options.

    Sometimes you'll die on first or second hook, that's just part of the game.

    If you want to play a role that is always guaranteed to always be able to engage in actions then you should play killer instead.

  • @madradfox said:

    I am honestly very confused by people who still insist that grades have nothing to do with skill or even old ranks. The old emblem system is still in place as far as grades go, and you CAN still de-pip. You just cannot revert to a lower grade once you reach a new grade level.

    People who reach Grade 1 still have to get 12 match points per pip (not counting double pips) to traverse from Grade 4 to Grade 1. If you escape, your MMR will go up, and you will go against harder opponents. Even if the MMR is completely black and white with regards to kills/escapes, you cannot easily get 12 match points without escaping, unless you purposely try to do exactly that for some reason.

    Hence you cannot just brute force your way to Grade I through sheer playtime alone. There is still a good amount of skill involved (not to mention you are also guaranteed to improve through the time you put in), and with every Iri grade your perfomance has to be reasonable enough to guarantee those 12 match points needed to advance.

    Because grades are not used by matchmaking. Matchmaking is using an hidden number to match you with other people of a similar number.

    You can have games where you pip up and die (lose mmr) and you can have games where you depip and escape (gain mmr).

  • Urban Evasion makes you move at normal walking speed (2.26/ms or 56.5%) while crouching. Normal crouching movement is 1.13m/s or 28.25% for reference.

    Fixated makes you move at 2.71m/s or 67.8%.

    I would say it depends on what you are trying to do.

    Fixated has use with Sprint Burst (or any exhaustion perk really) as the faster walking gives you more time to lose exhaustion in a chase.

    Urban Evasion has specific killer counters like Hag Traps or Pyramid Head torment zones, but it can give you the edge on smaller wall loops against range killers since you'll lose less distance ducking to avoid their projectile and won't get zoned out as easily.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631014#Comment_2631014

    Like, using his cages is handicapping yourself. You literally only want to use the cages when you need to do his daily.

    Survivors take note: cage PH = friendly PH

    I disagree. Cages have a good use case, but they are not something you should do every single time you down a tormented survivor. Cages and Final Judgement are really effective at quickly removing a survivor from the game as they basically bypass 2nd chance perks like BT and DS.

    The issue with his daily is it's just not worth going out of your way to torment and cage people when you don't need to which is why it takes forever to do naturally unlike other Killer dailies.

  • @yougotexposed said:

    Cenobite with add-ons and franklins/hoarder were a nightmare to deal with even for SWF’s. That translated to a guaranteed 4k for solo q’s. Add that to the annoyance of his ability that most players flat out refused to interact with by dc-ing when they see pinhead.

    Hoarder was never an issue on Pinhead. The only time Hoarder gave Pinhead information that he didn't already know was if the survivor picks up the box within the hoarder range and then tried to move somewhere else to solve the box. And knowing a survivor picked up the box doesn't mean pinhead was even capable of doing anything about it if the survivor was far enough way since the survivor could always go into a locker when pinhead drops his chase to find the survivor who picked up the box. Chains don't spawn while a survivor is in a locker and pinhead isn't going to have the time to search every locker for the survivor who grabbed the box.

    And if a survivor picks up the box and immediately tries to solve it then hoarder did nothing since pinhead knows where the survivor is while solving the box.

    Hoarder simply was never that good on Pinhead outside of a very specific use case where a survivor already near pinhead (like within TR) picks up the box and tries to run it elsewhere where Pinhead would be able to engage in a chase with very quickly.

    As for Franklin's, it's alright. It's not a great perk and there's not a huge advantage in knocking the box out of a survivor's hand and picking it up manually compared to downing the survivor and getting the box automatically.

  • @Blueberry said:

    Honestly the whole idea people have that balancing for better players hurts low level players is a myth. Essentially all that will happen is that those worse players will start to lose a few more games because they played bad until their mmr adjusts and they are winning/losing exactly as much as they were before. In other words balancing for the better players only changes the invisible mmr number attached to bad players, it doesn’t actually hinder their experience nearly at all. However now we actually have a more balanced game at high mmr. There’s no reason we shouldn’t be balancing for better players as almost all games do for just this exact reason.

    The thing is, it's possible to make changes that only affect high skill players or changes that only affect low skill players. In recent memory the devs gave a MS buff to Nemesis T3 as a targetted buff towards higher level play with Nemesis.

    The problem is the devs rarely ever address higher level play as they basically solely focus on making the experience better at lower levels. Devs shouldn't focus on one side over the other.

  • 5 second to bless for map wide benefits?

    Tell me you're a survivor main without telling me you are a survivor main material right there.

  • That's the secret, you don't.

    Either you waste the time snuffing them out for the survivor to place it down again or you leave it up and let them have strong benefits.

    Your best bet is to play Plague who at least counters CoH and can deal with Shadow Step due to survivors being easier to track when infected.

  • Calm Spirit should suppress the bubbles caused by both Infectious Fright and Doctor.

    Calm Spirit does not prevent Doctor from increasing your Madness by shocking you nor does it prevent the Discipline addon from revealing your aura when your madness tiers up.

  • Survivors keep demanding every good thing killers have get nerfed and then wonder why killers tunnel and camp.

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