Crowman
Crowman
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- Crowman
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He's not really played now and the devs nerfed everything about him while making him less fun.
I'm sure people will play him /s
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I knew it was going to happen because of all the focus people put on his strong they were on the ptb.
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@kaoraku said:
https://forum.deadbydaylight.com/en/discussion/comment/2568566#Comment_2568566
Maybe in ash... But later you will stuck with your grade pretty hard if all this is wat you do in a match...
Grade literally doesn't matter. You can't degrade anymore and it has no bearing on matchmaking.
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People are speculating that DBD might get banned from Steam since Steam recently updated their rules to ban NFT/Crypto games, but the rule added wouldn't apply to DBD in the first place.
Unless Valve somehow cares that in-game codes to unlock in-game content can be gotten by purchasing NFTs or BHVR decides to integrate NFTs into DBD so people can exchange them via the in-game store, Valve has no reason to remove DBD as it's not breaking any of it's rules.
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@Shroompy said:
Timed Limited Exclusives are still exclusives and theyve already said they arent doing that
All they've said is that the current being distributed models have no exclusive in-game content. This does not mean future stuff won't.
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Honestly, between the NFT thing and cheaters being a problem, if the upcoming halloween event is disappointing I imagine there will be a down in the playerbase.
It's possible for BHVR to recover as this wouldn't be the first time the game was in a state where people just moved on to other games, but they would really need to do something to impress.
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@Jago said:
But WHAT IF there is actual exclusive content from those nfts ?
That still wouldn't break the rules of Steam.
Last year we had a "exclusive" charms where if you watched a fog whisper and were able to input a code fast enough you could get a special charm. As long as the way to earn this exclusive content is via a code you enter into the in-game store it's not going to break any policy.
Unless BHVR suddenly decides to implement the ability to exchange crypto or NFTs inside the game, Steam is not going to remove DBD with their current policy and it's unlikely Steam is going to care about an NFT giving codes to unlock in game content in a video game.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2569254#Comment_2569254
Actually.... It DOES break the rules:
https://partner.steamgames.com/doc/gettingstarted/onboarding?l=english#5
(point 13)
Even if it's a purchase 'outside' of steam etc, it's still counting as this. Valve is banning every game in any way linked to crapto and nfts.
Did you even read the rule you are linking?
- Applications built on blockchain technology that issue or allow exchange of cryptocurrencies or NFTs.
DBD is not built on a blockchain, DBD is not issuing NFTs, and DBD is not allowing people to exchange cryptocurrencies or NFTs. Everything related to that is done outside of DBD.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2569252#Comment_2569252
How do I avoid participating the NFT’s? I bought the Pinhead DLC, so does that mean that I am?
As it stands currently, the only way to buy these NFTs are if you were to go to Boss Protocol's site and purchase them there.
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If you buy an NFT from Boss Protocol, there's a chance the NFT contains a Pinhead DLC code you can redeem to get the Pinhead DLC in DBD.
Steam is likely not going to ban DBD over this, because entering a one time code to get the DLC via the in game store doesn't break Steam's rules. In fact, fog whispers already give away new chapter dlc codes since BHVR gives them some when the chapter drops.
Now if DBD starts allowing players to purchase these NFTs in the game, then that would break Steam's rules and get it banned.
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I doubt DBD is getting banned over this NFT deal.
You get keys to DLC from buying the NFT which you can't do in game. And there's absolutely nothing against the rules that states that handing out dlc keys is against steam policy.
Unless DBD actually integrates with the NFT and you can earn currency or purchase NFT inside the game, DBD is likely going to be fine.
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@snek said:
no, there really isn't
anybody who defends this kind of playstyle are probably really happy when they get 1k by facecamp :D
Who is defending face camping verus people pointing out how bad of an idea it is for the game to disable killer powers at all?
It's really what I hate about the people who constantly suggest awful solutions towards "fixing" camping. They don't play killer and don't care if they create an awful situation for the killer, they only care about that they get free unhooks at any cost. Then anytime their suggestions get pointed out in being abuseable they cry that everyone is defending camping.
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DBD itself doesn't have NFTs so it'll be fine. It's still ######### that bhvr worked with an NFT company.
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@Clevite said:
I totally agree that it is quite effective. I know, everyone says, just do gens, but unless you only care about escaping yourself, it is hard to do.
Why? Because we are on a team, and I want to attempt to get you before second stage, so you have at least a chance of hitting DS, if you don't run it, well you were going to second stage anyway.
I hate when teammates leave me to die on hook because of camping, I run DS, just get me off.
So, why I don't like it, I understand why people do it. But, it's the same for the killer, you must only care about the kills and not the game.
I am much more of a journey person than a destination person. If I die or only get 1k, it's more important how I got there, than just getting there.
But, at the same time, I understand others are about the destination.
Given the way MMR works, the devs are clearly intended on rewarding selfish survivors who do gens and leave their teammates rather than a team effort to get everyone to escape.
It sucks for what it is, but MMR rewards killers for camping and MMR rewards survivors for leaving others for dead.
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@BlueMeansDeep said:
https://forum.deadbydaylight.com/en/discussion/comment/2568221#Comment_2568221
How is it not? Both sides give up something.
Survivors aren't giving up anything in your suggestion. It's purely a nerf to killers.
And ultimately there's no reason a killer's power should ever be disabled. Killer powers are already balanced by charges, cooldowns, ammo, etc. Adding an extra condition that killers have to play around where their powers straight can't be used is not fair to them in anyway.
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@BlueMeansDeep said:
https://forum.deadbydaylight.com/en/discussion/comment/2568192#Comment_2568192
It’s literally a medium because it’s a compromise on both sides lol.
It would have the tiniest impact imaginable but make the game 10x more healthy, completely worth it, and I say this as a huntress player.
That's not a compromise.
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@Deliverencepls said:
There was no previous chance to use either, I was never hooked in the trial, I still had to perks active ready, I'm being punished from not needing to use them earlier in the game
That's why you have to force yourself to get hooked. Take one for the team since you have a get out of jail free card. Go body block and keep someone else from going down. If you are running deliverance and then playing passively, you are not taking advantage of the perk you brought into the trail.
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It's fair. You had the chance to use it earlier and you didn't. Deliverance power comes from the fact you can take a hook in the mid game and the killer gets no pressure from it.
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@Eli2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2567240#Comment_2567240
There's plenty of evidence that you choose to ignore. Like how specifically it's toxic and has no place in multiplayer games. I'm still talking about facers and slug spammers because they do derail the game and take control. They prevent unhooking which is apart of the game and do not participate in chasing if they are facing and slugging. That's not gameplay that's a lazy and easy kill based in toxic behavior that shouldn't be allowed. It SHOULD be penalized which is the whole point.
It's toxic and has no place according to you, not by the game or by the devs.
Pretty much every multiplayer game in existence has campers. It shouldn't surprise you.
At this point, it's very clear you want killers to play in a very specific way that favors your own playstyle so you can get easier games since you literally are incapable of adjusting your gameplay if killers play in a manner you don't like.
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@Eli2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2567223#Comment_2567223
I'm not mad or upset, I want to play the game. Unhooking is apart of the game. The game isn't only for the killers or there wouldn't be 4 other people in the match. They stop vaulters from abusing a mechanic. Killers are supposed to chase too so again them using game mechanics to hold it hostage is toxic and should be penalized.
If slugging wasn't intended, then the devs would make it so a killer would immediately pick up a survivor when he downs them.
You are claiming something is being abused and against the rules, but there's absolutely no evidence besides you being upset that killers are doing.
And while unhooking is part of the game, at no point are survivors required to unhook you.
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@Eli2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2566950#Comment_2566950
Pressure doesn't stop gameplay like facing and slugging the whole game does. It's broken that it's allowed and should be penalized for abuse just like survivors get blocked for vaulting too much.
It has nothing to do with upset and everything to do with wanting to play the game, choosing to ignore that for toxic gameplay is wholly a failing of your own. People are meant to get unhooked too. Controlling the game with facing and slugging is still defined as against the rules yet they are allowed when survivors can't do such things, (crows above the head, vaulting, etc) they should not be able to do it the whole match. Stay mad that your little privilege is being pointed out when it does not contribute to the game unless you count unskilled toxicity.
Part of survivor gameplay is sometimes you can't do anything. Killers are not abusing anything by camping hooks or slugging survivors. That is part of their gameplay options. Getting mad and upset about how killers play because it reduces your odds of escaping is just entitlement.
Also, you aren't entitled to being unhooked. Your teammates can just let you die on the hook even if the killer doesn't camp.
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@throwaway79465468797 said:
https://forum.deadbydaylight.com/en/discussion/comment/2566954#Comment_2566954
Yes... how could I forget 😂
https://forum.deadbydaylight.com/en/discussion/comment/2566953#Comment_2566953
I didn't say anything about holding the game hostage. If you look clearly at the reportable offenses in game, I'm almost certain it mentions specifically targeting individual players. That is a reportable offense.
Which means you need to prove that the killer is going out of their way to target you over other players over multiple games. Having 1 game where you get tunneled or camped to death is not being targeted.
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Survivors have an unreasonable expectation that if they get unhooked they can't be touched for whatever arbitrary duration they decide.
Better to just ignore them.
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@throwaway79465468797 said:
https://forum.deadbydaylight.com/en/discussion/comment/2566937#Comment_2566937
Camping isn't an issue because it hurts anyone's feelings. If it hurt their feelings then they should take a break because they've probably been camped numerous times over a span of several games.
Camping is an issue because it holds a player hostage against their will which coincidentally is a reportable offense. Whether or not camping is acceptable or not is irrelevant information. In fact it's more damning that camping is even considered an acceptable strategy.
Why have the option to report someone for holding a player hostage then say camping is an acceptable form of gameplay... kind of ridiculous if you ask me
You aren't being held hostage on the hook. You can always just suicide on the hook.
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@Eli2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2566925#Comment_2566925
If killers are made to catch then it's even worse that so many of them face while slugging people. That literally contradicts the point of the chase mechanic if they stay in one spot. Abuse is abuse when it makes the game harder to play and not in the competitive sense.
Slugging is for pressure because you can't just chase into hook every game as you will lose if you don't play to the speed of the game.
No one is abusing anything. You are just getting upset over losing in a video game.
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Hook camping is just something that is sometimes nessicary and punishing it because it hurts your feelings is not how you balance the game.
If a I hook a survivor near gens or a totem you can bet your ass I will stick around that area because it allows me to pressure multiple survivor objectives.
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@botrax said:
The biggest mistake is giving the survivor an infinite amount of time they can bless a totem it should be one time and when the perk is snuffed out the perk is destroy just like hex
Honestly it would be fine if each totem can only be cleansed once. Once a killer snuffs out a totem it can't be relit at that position. This way if you are solo you have the chance to reuse it since at least boons are area restricted but it would make killers snuffing them out actually matter.
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@Eli2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2566911#Comment_2566911
I'm not, i am expecting them not to abuse facing and slugging while someone is on the hook when survivors aren't allowed to vault too much. Which as I have said multiple times, facing is the real problem when they don't move.
The window blocker only happens if you vault a window 3 times in the same chase. Resets if chase gets dropped. It really only exists to prevent infinites as killers are meant to catch survivors eventually.
You have anti slugging perk options if the Killer slugs and face camping can be dealt with by rushing gens.
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I don't care if survivors don't want to bring bt. I just wish those who don't bring bt attempt to body block instead of unhooking and running away.
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I'm not sure if showing the mmr score will mean anything. At the end of the day if you want to win you'll play in a way that your opponent's won't like.
I just wish bhvr would remove grades because I'm tired of people crying about the grades on the end game screen when they mean nothing.
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I'm not sure why you are expecting the opposing side to play in a way that is favorable to you.
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Not at all.
Boon perks were really dumb with how they interacted with hex perks and that was rightfully nerfed.
I still think don't think boons should be able to reapplied on a dull it was snuffed out on because there's really no reason for killers to bother snuffing them out unless he happens to down a survivor near one. But I guess we'll see.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2566537#Comment_2566537
blessing a hex isn’t actually that good. it takes 50% longer and tells the Killer where your Boon is so they can snuff it
There's only a global sound letting everyone know a totem was blessed. The killer has no idea where the boon totem is.
Boon totems do make a sound if the killer gets closed to one, but it's not like the killer has any idea where to check unless he's already nearby.
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Here's the thing, if you are having constant d/c issues due to your own internet issues then maybe trying to playing multiplayer games is a bad idea.
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Are you sure the gate didn't already have progress on it?
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@FancyMrB said:
Iron will is the better perk to run, especially with louder characters.
Bite the Bullet is an OK perk. I haven't found a good use for it yet. Most my healing is done right at hook with We'll Make It or a Medkit so having sounds muted don't really matter.
It takes skill to pull off well but you can use bite the bullet with self care or a med kit to lose the killer when he's after you. It doesn't work if they have nurses but nurses seems to not be a current meta for killers.
The main reason it can work is the fact you go from making a lot of noise to no noise which can throw off the killer.
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@kirvo said:
https://forum.deadbydaylight.com/en/discussion/comment/2565879#Comment_2565879
You literally Just Said "You pretty much just outed yourself as an entitled survivor main." like what? are you not reading your own posts either. smh.
Okay and give me a list of aaaall these survivor mains who "wouldn't even dare defend iron will as a skillful perk". they can chat me up at anytime, we can have a full discussion.
And you saying entitlement for "demanding a perk gets nerfed because you lost to it", that is yet again waay besides my point. I'm referring to the situation itself specifically, and as you can see, i had not even been hooked all game and that was my first time being hit, i didnt even get to skillfully utilize my iron will since he didnt come back for me for some reason and it was my first time being injured. So you and whoever saying that i'm "bad at the game" or "lost" need to try to find a stronger basis for an argument, that is also more productive than a simple "you suck". How childish...
Yes, again, like a stated before, i have a problem with the Noed perk because of the concept of knowing that if i myself don't stumble upon dull totems or find opportunities to cleanse while evading, and regardless of whatever effort i put in the game solo, stalling the killer, rushing gens, etc that it means absolutely nothing in the end because i can get one-hit in healthy state, and unless i so happened to be inured, dead hard would save me IF i so happened to have it equipped.
I made a minor typo because I'm on my phone. Oh well. I'll fix it for you since context is so hard. "You never said you were a survivor main, but that is how you come across."
There's no skilful component to activating iron will. You just make no sound while injured for doing nothing. The argument you are using to say iron will is skilful can be used on NOED. A killer still has to win the chase against a survivor and use their basic attack which requires skilful play.
Stop being blinded by your very obvious survivor bias.
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@kirvo said:
https://forum.deadbydaylight.com/en/discussion/comment/2565854#Comment_2565854
Right.. and where did i say i was a survivor main..? i literally said i play killer half the amount of time but i guess you didn't read or forgot because you're too busy looking at the only points you could try to find one little thing to say about it. smh.
And using entitled all of a sudden just because i used it.. wow.
That comment tells me you didn't think of the game and the plethora of situations that can occur to over-simplify your argument wow..
I never said you said you were a survivor main but it's very clear that is how you view the game. Even most survivor mains wouldn't even dare defend iron will as a skillful perk, because it's easily one of the most skillless perks in the entire game.
As for entitlement, this entire topic is demanding a perk gets nerfed because you lost to it. Despite having skillless perks of your own that even got you really close to escaping, it's still only the killer perk that is the problem.
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@kirvo said:
https://forum.deadbydaylight.com/en/discussion/comment/2565839#Comment_2565839
Wow, what a sound argument. Now you're dissing me by saying that i am bad at the game. What a great rebuttal that holds absolutely no weight in this debate. Try again.
And the do require skill, because iron will doesn't mean you magically disappear from the killers view or chase after they hit you, unless pulling some ridiculous spin moves, sure.. there is a skill involved to run, evade, lose their sight and hide and them not finding you because of the ability. Iron will doesn't make the killer Blind. wow. And Adrenaline has skilled involved, as you saw, i was able to move away from the area i was downed at and got the ability to move and evade further, as opposed to laying there and bleeding out. it was used effectively to provide me a second chance, which didn't matter, because again, Noed. even if i wasn't downed and put to healthy state, still wouldn't matter. smh.
You cant even say that for Noed, "i used it effectively by ensuring an easy down and killl by hitting them once regardless of their health status end-game because i didnt catch all them mid-game and want to make up for that".
So perks where you literally do nothing and get you benefits on survivor side are "skill based" but on the killer it's"skilless".
You pretty much just outed yourself as an entitled survivor main.
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@kirvo said:
https://forum.deadbydaylight.com/en/discussion/comment/2565801#Comment_2565801
Nowhere in my post did i state that the ability is "unfair". I've stated my situation and reason for disliking it, preferring something done to it.
And point and case, the game is killer-favored, i recall somewhere on the DBD homepage that devs intentionally made killers OP with their existence alone. After that, straight up skill and experience enters the fray. Just because they have certain perks, as survivor or killer doesnt automatically mean they will give one or the other a run for their money, it's up to the players skill, whether they have the ability to apply such skills and effectively, as opposed to a one-hitter where they have to get in range and just hit you, zero skill, just to make up for lack of skill.
My true main point is that Noed is zero skill involved, you dont have to apply any techniques to utilize it is a handi-cap ability. And i literally just mentioned that i play killer with zero perks, using myself as an example that perks, let alone Noed is hardly necessary to "win".
And right, the killer "beat me to the hatch" as i slowly crawled away on the other side of the map. Right right.. And as if i knew the location of it. right...
Your complaining about perks with no skill involvement but Adrenaline in the situation where it actives on hatch close requires 0 skill on your part. You could have done absolutely nothing and it will activate in that situation.
Or how about iron will another perk you were running. Silences the survivor just by being hit the killer. Another no skill perk.
And neither of those perks you need to win either if you were just better at the game. Stop letting yourself get carried by no skill perks.
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@kirvo said:
https://forum.deadbydaylight.com/en/discussion/comment/2565706#Comment_2565706
Alright, so you're suggesting that every time someone plays as survivor, they should cleanse every totem every single game if they even manage to see one, for "just in case"?
Sure, got it, problem solved.
I don't see the big deal. Killers have many survivor perks that they have to play around. It's not a big deal for a team of 4 survivors to cleanse totems just in case.
You would have literally escaped if your team had cleansed dulls.
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@kirvo said:
https://forum.deadbydaylight.com/en/discussion/comment/2565653#Comment_2565653
Well you're wrong because there was not. If you actually read the perks then you would not be assuming information is correct when it is not.
Adrenaline activates when the exit gates get powered which only happen if all the gens done or if the hatch gets closed before the gens are done.
Adrenaline will not activate twice in a match.
Your team couldn't finish the gens and you get an adrenaline activation on the hatch close.
Also your clip literally shows there is 1 gen left right before Adrenaline.
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@kirvo said:
https://forum.deadbydaylight.com/en/discussion/comment/2565640#Comment_2565640
Okay i should have specified, we did finish all gens, you assumed we didnt even though i never stated that we did or not. smh.
So you are incorrect in that matter. Wasting time looking for totems with the "fear" of the killer having Noed. As if to assume that every killer has it and we should spend extra time searching for dull totems instead trying to finish gens while evading.
In your first post:
"Adrenaline activated after hatch was closed"
That only happens if there is still a gen remaining.
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@kirvo said:
https://forum.deadbydaylight.com/en/discussion/comment/2565630#Comment_2565630
And use that as a reason to take time away from completing gens sooner? Right... That's not a justifiable reason to excuse how absurd the perk is, and say "just cleanse dulls every game".
You and your team didn't finish the gens since the only way you could get an Adrenaline activation on killer closing the hatch is if there is at least 1 gen left.
So it wouldn't have mattered if you spent some time finding the totems as you would still be down to the same situation.
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@kirvo said:
https://forum.deadbydaylight.com/en/discussion/comment/2565606#Comment_2565606
Then it needs a rework. Considering the circumstances, the last person might as well stand in the middle of the map running in circles to have the killer get them.
You had chances to cleanse dulls before the end of the game.
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@Altarf said:
Or you could, you know, cleanse the totem. Zombies rarely do anything of note to begin with - matches like you described where they are constantly harassing people off gens is incredibly, incredibly, inexpressibly unlikely to happen unless the survivor team are deliberately working on generators near zombies. Nerfing them for a 1/1000 game where they do something like this is ridiculous, especially when they are useless for anything besides occasional tracking in most games.
Plus, you can literally just walk to the other side of the generator if a zombie is nearby, and it'll lose sight of you and leave. Or go in a locker right in front of it. Or use a flashlight. Or kill it with a pallet. Or get one of your teammates to lead it away. Or just cleanse ruin.
If anything, we should be talking about how to make zombies more useful and consistent, rather than nerfing them. If they just included a feature where if a zombie was stationary for 20 seconds, it died and respawned, pretty much all of the stuck zombie issues would vanish.
But why improve your own gameplay when you can complain that something is "unfun" and "annoying" and the devs will nerf it?
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2565351#Comment_2565351
The tiny terror radius was all that needed changing. His shots are very easy to dodge.
The only time M&A Deathslinger matters are in case where he has no LoS since he's tall and you can easily spot him coming when he's out in the opening. I wouldn't say it's a needed change considering Deathslinger has limited range as it is.
If annoying is a valid reason to nerf anything in this game, then it means things like Head On, Flashlights, Blast Mine, Flashbang, etc should all be nerfed because they are "annoying". Nerfing things for being annoying is a bad way to balance the game.
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Surge never gave a skill check. It simply blows up nearby gens for 8% progress.
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The only real way you can counter BNP is if you find a survivor before they had a chance to use it (which require corrupt) and hitting the toolbox out of their hands with Franklin's Demise and letting the toolbox lose charges so they can't use it to repair the gen.
Outside of that Ruin and Pop can regress the progress on a gen that was BNP'd, but that's not really countering it.
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@AhoyWolf said:
That's not the issue of IF, that's the issue with the custom Terror Radius music itself, some Killers have it really quiet on the edges.
I wouldn't say it's an issue for custom terror radius either. If you are right at the edge of the terror radius you will often not hear it while still being considered inside the terror radius.
