Crowman
Crowman
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She has a power with a high skill cap that has uses for both 1v4 and 1v1 situations. So of course she's a good killer.
But survivors don't like good killers so despite the fact I've been waiting for a crow based killer for a while, I expect she's going to get hard nerfed because we can't have fun skillful killers.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2626177#Comment_2626177
Wait that's been taken away? I've played with it recently and it still gave me the noise notification D:
So a while back I put in a bug report, because I thought surge was not doing anything since I was running surge + surveillance on a build since I was used to seeing the noise notification when surge explodes a gen with survivors working on it. And I know for a fact that survivors no longer jump back from the gen when it gets surged like they do if they fail a skill check (which was what surge originally did).
Unless some changed since the midchapter patch (can't say I've used surge lately), I've never seen a noise notification from surge in a long time and I know for a fact that there were gens that were surged when someone was working on it.
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@TAG said:
Surge has no excuse now.
Surge used to on release actually cause a noise notification when the gen a survivor was working exploded. Then one patch it just mysterious went away.
I remember using it as an alternative to Infectious Fright on Ghostface.
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@lauraa said:
The fact that they nerfed TORTURE PILLAR is a complete joke.
People only ever complained about Fang and solving addons, but yes let's nerf this solid green addon.
THIS gets nerfed before the Scott Knot....completely laughable move on BHVRs part.
Topknot was already nerfed.
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You are assuming that BHVR sees killers have less than 50% KR as a problem.
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The new hex perk is like plaything. It does not spawn a hex totem at the start of the map. Each time your rekindle a totem, you create the hex and the effect is based on the number of rekindled totems you created.
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Devs are basically saying they don't care to make killers be fun and skillful, because at the end of the day every killer should only be able to get a 2K.
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@Labrac said:
Nerfing his 1v4 without buffing his 1v1 is lame. I agreed to nerf the Hoarder Pinhead playstyle, but not without compensation buffs to his mediocre 1v1.
It's just bhvr's way. Killers are not allowed to be good in 1v1 or 1v4. Then survivors wonder why killers tunnel and camp.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2624366#Comment_2624366
https://forum.deadbydaylight.com/en/discussion/comment/2624367#Comment_2624367
Ah okay, what a shame, was enjoying him. Probably wont bother playing him or getting the skin now lol. Dont get why we're nerfing basic addons, fang I understand but his simple ones? Lol
Because survivors didn't like that Pinhead was able to start the chain hunt by interrupting box solving.
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I wouldn't really say it nerfed hoarder. The situation where hoarder did anything was if a survivor picked up the box near you and then tried to leave to a different area. Since solving it immediately and on the spot doesn't give much time to react to the hoarder notification.
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Well he got one buff with Chatter's tooth but even with 25s of undetectable no one will run it since you don't chain hunt by picking up the box with it
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I don't see the devs as survivor mains. Just people who are far too eager to balance 100% around average players and leave anyone spends anytime getting good at the game out to dry.
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It's always been like this.
One patch a while back there was a "fix" that prevented survivors from spawning in LoS of a lit totem, but often they would still see the totem due to the camera spin at the start. But that "fix" doesn't appear to be working since I had a game where I literally spawned looking at and in front of a lit totem.
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2622796#Comment_2622796
Because it's actually fun.
Clearly not if camping is becoming the go to strat.
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MMR calculates based on kills and nothing else so a camping killer that gets a 4K is just as good as a killer who 12 hooks. Why would you pick the harder path to victory?
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@ThanksForDaily said:
Not another Dead Hard thread...you guys are not bored yet, i mean seriously.
From DS to Dead Hard and if gets nerfed, it's time for the Sprint Burst nerf threads.
So predictable like when you run bamboozle and vaulting even Z walls.
Hit validation eating m2 powers is an issue. It's one thing for a survivor to dodge the power and the killer gets the missed cooldown. It's another thing when certain killers have longer cooldowns when landing their powers that get punished due to validation.
This isn't a nerf dead hard thing.
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Boons don't need to have less counterplay than they already do.
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Survivors get upset when killers have more control in chase over them.
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@ThatOneDemoPlayer said:
Noed is fine, it's the worst second chance perk in the game and the only one Killer has.
I wouldn't say killers only have 1 second chance perk.
No Way Out blocks exit gates for a minute when any survivor attempts to open an exit gate.
Bloodwarden blocks the ability for survivors to leave for a minute.
They aren't as "free" as NOED but they provide effects to aid the killer in an end game situation like NOED. And honestly No Way Out is pretty solid.
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@Nos37 said:
I'm not saying the matchamking ban should be changed. You're right; 10 disconnects is 10 disconnects.
My point is this:
If you have two players, Player A, and Player B:
Player A will play 2 matches a day and quit once. Player B will play 20 matches a day and quit once.
Even though player A has a 50% chance of ruining the game for others, while Player B only has a 5% chance, they both get the "frequent disconnect" penalty stack.
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I quit to remove myself from griefing, yet every time I do, my matchmaking ban keeps getting longer and longer because it had been less than 24 hours since the previous.
Meanwhile, SWF can DC for hatch 4x a day and their ban doesn't get longer if they split the disconnects amongst themselves.
Basically you want a system that allows you to disconnect more because you play more games which is just dumb.
You both are ruining the same amount of the games in the same time period. Thus you get the same penalty.
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@Mari2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2620588#Comment_2620588
I just said I am using arguments of people that talked to me about ds back then and i find the same problem with noed
Then you completely missed the point of the requests to nerf DS and how DS got nerfed. DS was not nerfed because it was "too strong" in the endgame. It was nerfed because it was a literal invulnerability shield that allowed survivors to do objectives in the killer's face.
As I said, you should first take the time to learn about why DS got nerfed before you try to use it as a reasoning to get a killer perk nerfed.
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Then you should have just said you wanted to nerf NOED because it annoys you rather than trying to compare an unrelated perk nerf.
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The main reason DS got nerfed wasn't about endgame DS and the nerfed didn't touch the strength of endgame DS. It got nerfed because it was being used as a safety shield to do objectives in front of the killer.
Maybe before you start to compare to perk nerfs, you make sure you have the facts straight about why and how a perk got nerfed.
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Because DC penalty isn't about how often you d/c in comparison to how many games you played. It's about punishing people who d/c a lot within a period of time.
The more you d/c within a period of time, the higher penalty you reach.
Basically you both are being equally punished, because you both d/c'd once within the same period of time.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2615836#Comment_2615836
And the killers don't choose the strongest?
Don't they have a meta that has been running for 5 years now?
Play for the survivors yourself! Where is our choice in uniqueness
We need such changes to make the game feel fresh
And whatever you understand, I play as Rin and I would not mind breaking this established skin of survivors that does not affect anything
The thing is killers have unique powers. Yes some powers are stronger than others but killer powers do also change the way a killer is played to a significant degree. Some people might just enjoy a weaker killer because of their power.
Survivors do not have this. It doesn't matter if you play Meg or Ace, the game play is the same.
Let's say I'm an Ace main. Why would I play Ace over other survivors? His perks suck and no matter what buff to his perks he gives they still won't be better than current meta perks for survivor. If my Ace build has BT in it I would be better off playing Bill who buffs BT.
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People are playing Trickster more, because the current tome has challenges that require playing as Trickster or using his perks.
He's not OP by anymeans.
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Video Tape has a few flaws that really keep it from being as threatening as it should be.
First survivors having traps on their heads doesn't mean anything unless it's active. Survivors are in control of when gens pop to trigger the active state of a trap and pig isn't a threatening killer in chase. This means it's not hard for survivors to spend some time at the start of the match to get the trap off since even with the early game slowdown pig can still struggle to get early downs.
Second, finding boxes even with ruleset no. 2 isn't hard. Survivors generally spawn near a box at the start. Boxes are loud meaning that even without seeing the box aura you can still figure out where boxes are when you get close enough. Boxes generally spawn apart from each other meaning it's not hard to figure out where other boxes are by knowing where 1 or 2 boxes are. This generally means that while you might slow down the first gen as survivors spend some time to remove the trap, often when the first gen pops most survivors don't have a trap on their head.
It's a unique addon, but pig will generally get more value placing a trap on a survivor she downs as a survivor being rescued with an active trap is more of a threat than starting with an inactive trap.
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I think at the moment the perks are largely just unfair to play against. Killers just don't have aqueate counterplay against them. Until snuffing out gets addressed it's hard for me to say they are op or balanced.
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Those matches suck but I don't really want to stick around doing nothing just so you can get some extra points.
Better to just end the match and move onto the next one.
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I'm going to watch the video, but based on the thumbnail he suggests a ranked mode.
Ranked mode isn't going to fix anything. People will just go to the mode that let's them use the things they want to use.
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A lot of the other half of the map is basically a deadzone. So between the saloon and buildings, survivors don't really have much else to use.
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Imo the main building would be fair if there weren't the ledges you can get stuck on. The amount of times I go to catch sometime at the otherside of a window to get caught on the ledge and then giving them time to vault back is too much.
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I had someone infinitely blind.me because "I was tunneling someone else at 5 gens". It was haddonfield, two gens were done, and I went back after the person who I hooked in the basement.
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Grades aren't used for matchmaking. It just represents playtime for the month.
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Dead Hard. Ever since validation went live for dead hard getting moments where you hit a survivor and hear them scream and then nothing happened is super annoying.
Didn't really have a big issue with Dead Hard before validation.
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@Jay_Whyask said:
https://forum.deadbydaylight.com/en/discussion/comment/2616832#Comment_2616832
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What did they do?
They removed the noise notification thrill used to give for a longer action speed penalty for interacting with totems.
I wouldn't say it's dead. Thrill has uses as slowdown with undying and ruin since if survivors just cleanse undying and ruin will take collectively 90% longer due to thrill. More if they hit thrill before ruin.
It's certainly less appealing than before, but I think Nemesis likes Thrill since it gives zombies a bigger window to interrupt survivors on totems.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2601654#Comment_2601654
Then you need to make the hook mechanic so that the killer cannot use the ability within a radius of 20 meters from the hook
So you want to make it so killers can never use their powers? Because hooks spawns within 20m of each other.
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The other 3 survivors must either be dead or escaped before you leave the match. Survivors aren't officially dead during the sacrifice animation (or mori animation) so you must wait until the animation is finished and the survivor icon turns to the dead icon.
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First, you aren't running Chatter's Tooth addon are you?
Second, when you pick up the box and everyone screams as they get hit by chains there's a small window before the box respawns and the chain hunt starts again.
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@throwaway79465468797 said:
It's not impossible for 4 survivors to finish 5 totems though
It's funny, I've seen survivors bless totems more than 5 times in a match but somehow noed is a problem they can't find time for.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2615678#Comment_2615678
I've had killers say they tunneled and camped because they didn't like the map offering. Its not always them having no better option. They often do it just to be toxic. The point is though it needs to stop and until killer players see a good enough reason not to do it then its going to keep happening. I used to play DBD all the time with my friends. Now we play it maybe once a month because were sick of toxic killers ruining this game. The way many killers play this game really does discourage survivor players from playing it. I know first hand this is true because I have experienced it with people I play the game with. If tunneling was addressed in a way that really made killers stop doing it me and my friends would probably play a lot more often than we do now and I think more people would play too.
Considering how many map offerings just lead to really safe maps for survivors, you can't really fault the killer for trying to create their own advantage by trying to remove a survivor early.
This post just sounds like you want killers to always play in a way that is easier for you meanwhile you'll take advantage of playing with friends you can coordinate with it use map offerings. This is exactly what I was saying when I said survivors don't care about killer fun.
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You can discourage killers from tunneling you by wasting their time in chase. Tunneling is really only beneficial when the survivor being tunneled is easy to down.
Also killers have no reason to care about your fun when survivors don't care about killers fun.
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@RaSavage42 said:
Whispers and Stridor... For base game help
Sloppy... To make them take longer to heal
Thana... To have them make the choice to heal or not
Dying Light... To have some sort of slowdown if you manage to get a few stacks
Surveillance/ Discordance to tell when Survivors are on gens
Spies From The Shadows... To tell you that a Survivor is nearby
We don't need to see auras all the time
Oh and TOTH... so Cleansing/Blessing takes longer (Even though you won't know where it's taking place)
It might be a visual bug since I haven't timed it, but the heal bar when you self-care using CoH isn't red so it appears to be ignoring sloppy.
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You still should be able to get a full heal out of a brown or green medkit if you hit a great skill check since it provides 2% progression.
But I imagine the issue is a rounding error where the med-kit has 32 charges but progress bar wants something like 32.1 charges.
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Oh look a bunch of salty survivor mains coming in to echo "do bones" while not understanding that killers literally can't "do bones" since killers do not destroy bones like survivors do.
But somehow survivors find it impossible to cleanse 5 totems on the map yet have 0 issues with blessing every totem multiple times.
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The emblem system was mostly fine for killer, because you didn't have to compete with your teammates for emblems. There were some killers that didn't work well with the emblem system due to how their kits worked like instant down killers tend to get less chaser, but even then that could be played around if you really needed to. Even instant down killers could generally pip up despite the issues with chaser.
But on the survivor side, the emblem system sucked. Climbing to rank 1 wasn't hard, but could take forever since sometimes you just can't get unhooks or the killer never chases you or you face a killer like Wraith or Twins whose powers don't start chases either. Too many situations where you could play perfectly but not even pip.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2612616#Comment_2612616
You people still don't understand that a Stealth Killer with Range is really bad for the game huh!? He had better stealth than all the stealth killers and he had range to make use of that stealth, can't you understand how he broke the rules for both ranged killers and stealth killers? Imagine if Huntress could cross map snipe without giving a warning, no Wind up sound, no Lullaby, that's what D.Slinger could do, not cross map but 18 meters is still a range more considerable than any stealth killer and all the other killers with ranged abilities can do, even Trickster has gigantic trouble hitting knifes when not point blank and he needs to hit 6 of them for each health state. Imagine being that capable in range and being stealthy, not even Stealth killers are good at stealth and they were being outclassed by a Ranged killer...His TR change was a necessary one that should have been part of the initial concept of the killer and not thought about 1 year later.
They didn't remove any skill in playing D.Slinger, no scoping or flick shots are not intentional "mechanics" or "skill", Survivors couldn't react to those shots because the harpoon moves way too fast at close distances meaning you're exploiting something that isn't counterable unless the Survivor doesn't play optimally which in turn creates Zoning pressure. Slingers Zonning pressure was absurd. Not only could he ADS and exit ADS at super speed he could also flick his shots. how is that something that should have stayed in game for 1 year?
I don't even care if he needs to be strong in 1v1 because he sucks at 1v4, every killer sucks at 1v4, that doesn't justify having their 1v1 extremely problematic for the game. People cry Spirit OP but then forget other killers can do way more than Spirit can with alot less trouble, which was the case for Slinger, his Zoning would guarantee hits no matter what the Survivor did.
Coupling his absurd Zoning pressure with the fact he was a better stealth killer than stealth killers means his 1v1 was extremely hard to counter. You could force people to spend time Mending aswell ( i hate the status effect, it's a free health state for Survivors but it still exists and wastes some time) and even if you can't get the M1 convertion from Shooting them you can let the chain break and get an injure state, every shot on a healthy survivor is always equal to an M1 wether it breaks the chain or you make the convertion. In comparison Trickster hitting 5 knives and then losing the survivor is the same as hitting 0 knives. D.Slinger is definetly fine.
Again all you people can really complain about is the lingering Slowdown when exiting ADS, which yes makes him feel slugish to play but power wise he is still the same power. The ADS Move speed add-ons were over nerfed but those are excusable. They can deal with those later.
First, his stealth isn't better than Wraith's or Ghostfaces. Being undetectable means aura reading doesn't work on top of having no TR. Sure he could get his TR down to 16m with M&A, but T2 Myers beat him with 8m (and less with dead rabbit). But even if his stealth was somehow better than his competition, at no point did I even talk about his stealth aspect.
Second, they absolutely removed skill from Deathslinger. Just because you don't think that landing quickscopes was skillful doesn't mean it wasn't. And guess what Survivors didn't have to react to his shots, because he has a chain breaking mechanic. Now he has double counterplay with no strength.
Thirdly, I was never a fan of his spam M2 for zoning so I was never against nerfing that.
But hey I guess you get to enjoy the fact that an already not very popular killer will be less popular, because gutting the fun aspect of playing them and removing skill from their kit is how survivors want to balance killers.
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Just because killers can kill survivors in a trial does not mean killers don't have issues they would like the devs addressed.
Like I could facecamp as Leatherface for at least a 2K every game, but that isn't really quite fun.
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@Gwinty said:
Why should Boons have counterplay?
The overall mechanic is fine and even the relighting of the Boon is not that big of a deal. The problem comes that the first two Boons have both a problematic aspect to them: Cycle of Healing allows uncaped self-healing, Shadow Step can be played with Iron Will.
Not the base Boon mechanic is a problem, these aspects are the problem. One denies the Killer an entire playstyle and the other denies all informations. Wasn`t there a Killer when survivors said that having so few informations was bad?
Overall the mechanic is a fine addition. I have no problem with a healing-zone or a "harder tracking"-zone. However I have a problem with the speed of self-healing and getting Iron Will on top of Shadow Step especialy on multi-level maps like Midwich, Haddonfence or The Game.
If boons weren't meant to have counterplay they wouldn't be using the totem system and they wouldn't have added a mechanic to the killer to allow them to snuff out boons.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2613242#Comment_2613242
As a low skill survivor, leave my sabotage alone.
I wasn't suggesting that they actually nerf sabotage. I think sabotage is in a fine spot right now.