Crowman
Crowman
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@thrawn3054 said:
That's basically the problem with every non meta perk for both sides.
The thing is at least survivors have a lot of generally useful perks even if they aren't meta. Meaning a survivor run off meta perks isn't hurting themselves as much as a killer running off meta perks.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2549577#Comment_2549577
This is fair.
https://forum.deadbydaylight.com/en/discussion/comment/2549585#Comment_2549585
Ah, yeah. It is pretty ambiguous and confusing. I'd really like to know what the specific numbers are, even if my own MMR is hidden.
I assume the number of mmr points gained or loss is also related to the difference in mmr scores. For example you would get more killing a survivor with a higher mmr than you vs killing a survivor with a lower mmr than you.
So there would be no way for the devs to really disclose how much a killer gains or loses in a match based on how many survivors they killed.
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From how the devs worded it, the killer is essentially playing 4 games at once. Each survivor the killer kills gives him mmr increase with the first survivor killed giving the most, but each survivor that leaves via exit gate will decrease his mmr.
So a 1K with 3 survivors leaving via exit gate will still cause the killer to lose MMR, but less than if all 4 escaped.
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@AnneBonny said:
Still pissed that Franklin's itself got nerfed instead of them just making limited items not disappear when Nemesis was released.
I wouldn't call the changes to Franklin's a nerf. Items become less effective even if they don't sit on the ground for the full duration til they are depleted. Before you could Franklin's knock out a med-kit, but as long as it got picked up before the timer expired (and honestly how many killers were camping items with Franklin's if you even saw it) the item was just as effective as before it got knocked off.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2541296#Comment_2541296
Okay but let's not forget a few things:
Most Hexes affect the entire trial aka Ruin with its infinite range
Also old Undying revealed auras of survivors around dull and lit totems so it was even better at allowing killers to defend their hexes on top of already being a powerful slowdown combo with Ruin
Enter Boon totems which have a limited area of effect, require time to set up and can be destroyed very quickly by a killer if found.. I understand that it might seem "unbalanced" that they can put boons back up over and over again but that means that that person isn't on a gen.. And a Boon only affects a certain range around it. A boon in a dead zone isn't going to be very effective.
And again I keep going back to the point that this new mechanic encourages doing something other than gens. The PTB to live changes that have been announced are a good step in the right direction and I honestly wouldn't be surprised if they get changed more but when I hear people say that Boons being reusable infinitely is unfair I just have to say like.. If they could be broken permanently nobody would run them because not enough value for that kind of temporary nature unlike hexes which affect the entire trial (Typically. I know some Hexes have limited range of effect).
I think you are confusing FAIRNESS with BROKENNESS.
Boon totems are more unfair than old undying, but old undying was still stronger. Killers simply don't have the luxury of going out of their way to snuff out a boon totem multiple times in a match and it's not like boon totem effects aren't strong themselves.
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24 seconds to bless a hex totem, 14 seconds to bless a dull totem.
It's still disadvantageous for a killer to seek out boon totems to snuff out when survivors can still reignite them in 14 seconds and losing 4m on their range isn't going to kill them.
It's still unfair to the killer that snuffing out the boon totem doesn't remove the perk considering survivors already have full control of where and when to activate the boon totem.
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You wouldn't have to worry about body blocking survivors at the end of the game if you killed more of them beforehand.
If 3 or 4 survivors are left alive with an open gate, you kind of lost.
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After the unnecessary changes Deathslinger is getting this mid-chapter, I find it hard to be excited when the devs say they are looking at changes for killers.
I like both Legion and Ghostface so I don't want to see either them losing the parts that making playing as them fun.
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As long as survivors can keep reblessing the same totem after a killer snuff it out, boon totems will never be fair. This doesn't mean that Undying wasn't stronger, but at least cleansing totems would eventually remove the perks from the rest of the match.
As far as I'm concerned, boons are simply more unfair than undying ever was.
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Technically, the system is using match duration to factor how much a person gains or loses. Not that it means much since the end result is still the same, if you escape you go up and if you die you go down.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2549008#Comment_2549008
Hell no.
Freddy treatment is something that never should have happened.
That's a killer i enjoyed i'll never be able to play again.
I will seriously melt down if they did it again with my other main
I agree. Devs should be more focused on balancing the aspects people who play a killer enjoy. It doesn't really matter if the changes are more balanced if they alienate the people who were playing them in the first place.
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So what if bhvr makes an anime chapter?
You don't have to buy the chapter or play as those characters.
It wouldn't hurt you for some chapters to not be of your interest.
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@Mistikus said:
oh my now you will be seeing even more stale meta at survivors builds, i aggre that stacking was stupid ,but now its not worth to sepnd 24 sec to bless totem + time to find it
It's only 24 if you are blessing a hex totem and not a dull.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2547506#Comment_2547506
How are they nerfing Ghost Face? Recovery time is faster and they changed the recovery add-ons based on how fast his recovery is now. That doesn't sound a nerf to me. It sounds like a buff.
Ghostface with both recharge addons is 1 second longer than live. Nothing changed to make using other addons ideal so that's still his best combo and what majority of Ghostface run.
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2547491#Comment_2547491
the thing is and way easier than that. you cant force survivors to face the same 2 guys all over, they get bored and they will leave. is that simple.
So you want to create longer queue times for everyone since the killers you would otherwise get matched with can't get matched with you and now those killers also have to sit in queue longer.
Great solution.
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2547483#Comment_2547483
i guess they will end getting gutted hard then, survivors dont want to face the same over and over and over, there are 23 killers to play not 2. i guess BHVR will need to gut them again then, is that what you really want them to happen, so be it, you know will happen, it is with spirit, i guess the game is doomed to die then.
Idk why you are putting words in my mouth. I'm not here suggesting that the devs nerf Blight and Nurse. Just stating that your prayers will be answered since Spirit is getting nerfed in a way that will make her less appealing against good survivors which leaves just Nurse and Blight.
But you know allowing survivors to ban killers won't fix the issue that most other killers just simply can't perform to the level that Blight and Nurse can.
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You just need to start running a bit earlier.
The main strength of Sprint Burst is it allows you turn any deadzone into a safe zone since you should be able to reach a pallet or vault before the killer can catch up.
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It's okay, you'll see Nurse and Blight more and Spirit less after the mid-chapter patch.
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@Irisora said:
Sprint burst just gives survivors pitiful additional seconds while Dead hard can extend the chase for another half minute or more. Its like comparing and old used rusty car with a new one. Its the most unfair perk that the game have whether people want to assume it or not.
Any pallet or vault you could dead hard to and extend the chase you can sprint burst to, but you can do so from 40m (factoring a killer's lunge distance) away whereas Dead Hard only allows you to reach a pallet or vault within 8m.
If you Dead Hard and there's no vault or pallet within a 8m dash distance then you are getting hit regardless. Whereas 40m will allow you on most maps to reach some form of safety. Not to mention you can dash pass pallets getting yourself sucked into a hit when dropping or dash too close to a vault and lose momentum on the vault getting you hit. Sprint Burst you should never lose momentum on vaults or run pass pallets leading to being to hit due to a mistiming.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2547096#Comment_2547096
Sprint Burst is stronger and this is not even a discussion IMO. Sprint Burst makes every area safe, this is not the case with Dead Hard. You can be in the biggest Deadzone, DH does exactly nothing, Sprint Burst means you are safe. Let alone that it is more frustrating to see Survivors sit on a Gen until the very last second, just to see them zoom off without any risk at all.
When Balanced Landing got nerfed, the players replaced it with DH or Sprint Burst (and some probably with Lithe), if DH gets nerfed, there would be so many Sprint Bursts, it would not be funny at all.
Before the BL nerf, it wasn't uncommon to see BL + DH, because the passive part of BL was strong enough that it was worth running it with another exhaustion perk.
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I don't think the devs should focus on nerfing a very specific perk interaction that isn't even that strong. There are still plenty of ways for survivors to get the box and Pinhead won't be able to react to the notification.
On large maps, the survivor being chased by pinhead needs to bring him away from the box so someone else can pick it up without notifying him.
You can pick up the box while the killer is in the middle of an animation such as picking up a survivor. Then if Pinhead has addons to increase the solving time you might want to move somewhere else so Pinhead doesn't know where you are. You can also hide in lockers as chains won't attack you while in a locker.
The only time this perk combo really becomes hard to deal with is if you are on a small map like Wrecker's yard where addons to increase the time it takes to solve the box would mean Pinhead is capable of interrupting the survivor solving with regardless where on the map they were. But the killer wouldn't need hoarder for that since you reveal your location while solving the box.
Worse case the survivor who picks up the box has to lead the killer on a chase so the rest of his team can be uninterrupted by the chain hunt. In which case the killer isn't getting any value from map pressure. And pinhead's anti-loop ability is on the weaker side of anti-loop abilities so it's not the hardest thing in the world to make him waste time for everyone else to get gen done.
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Dead By Daylight is a pvp game and like every other pvp game, people will flock towards the strongest things that give them a best chance at winning.
It's really not rocket science.
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This is such a non issue. Just don't leave during the animation. Not like it takes that long to finish. Not to mention that you still lose the bloodpoints you earned even if there was no penalty so there's no real advantage to doing so.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2546671#Comment_2546671
Yeah, except Ruin, that punishes survivors for not doing their job instead.
Ruin isn't doing anything if a killer isn't forcing survivors off gens in the first place. Whether it's chasing survivors off the gens or forcing survivors to have to leave gens for hook saves.
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Tinkerer can be countered by splitting up on gens since even the most mobile killers can't stop 3 separate gens at the same time.
Also I don't get this desire to make a killer perk work only once per a gen. A killer has to regress a gen below the threshold in order to get value from the perk again and pretty much every regression perk rewards the killer with doing their job.
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An AFK killer doesn't prevent survivors from finishing gens and escaping. Whereas survivors AFKing can prevent the game from ending.
There's no reason for killers to get penalized for staying in a certain spot, because sometimes the best course of action is to defend a specific objective the survivors have.
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@Sluzzy said:
I remember that. MoM was nerfed faster than any perk.
And MoM had a huge downside of showing your aura for the remainder of the match.
What is the downside to Undying? None
MoM aura revealed only showed you after you proc'd MoM endurance hit and then were able to heal back to full health without being downed since the moment you got downed after procing MoM endurance removed the aura reading.
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@Tiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2543590#Comment_2543590
You are trading 1 player fun for 4 player fun. Although I don't quite agree with it, I can see why its worth it for the devs to do that.
The thing is these changes are often a net negative for everyone.
Billy might be "more fun" for survivors to play against, but no one plays Billy because of how unfun to play he has become. So it just means that instead of seeing Billy as a killer in their games they are facing more of the current "unfun" killers instead.
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@Clowning said:
https://forum.deadbydaylight.com/en/discussion/comment/2543591#Comment_2543591
The way they handled Trickster is the funniest thing ever to me. They made his general chase weaker, but made him even more oppressive at camping and downing Survivors in dead zones. I genuinely struggle to understand the thought process behind some of the changes that have happened in the past.
Remember when they gave Victor a 5 second CD for successfully downing a survivor to "nerf" slugging with Victor and gave no other compensation buffs besides that you can now move victor very slowly for 2 of those 3 seconds.
It didn't stop the issue at all and in fact made playing the twins and not slugging the worse option.
BHVR doesn't seem to understand how to fix these "killer problems", because they will sacrifice any fun a player might have with that killer to create a situation where the best way to play the killer is in a way that survivors still aren't going to enjoy playing against.
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I don't think boon perks need a pre-requisite to being able to cleanse a totem. They just need to be one time uses like hex perks. Survivors already have more control to where they place their boon totems and each survivor can bless their own totems.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2543097#Comment_2543097
Well, with tombstone piece you get a stalk penalty for killing a survivor, instead of starting at 75% EW2 you start 25%. However, if you kill someone 10 seconds before EW3 runs out, you don't get penalised, which i think is a bug...
That doesn't really matter in the long run. You will still be able to kill 3 survivors leaving the last survivor in a 1v1. It's basically on the level as old moris in terms of being able to win the game for you.
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Piece is certainly OP, but I don't think either addon is designed well.
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If survivors are rushing to unhook in front of my face, I'm not going to feel sorry for slugging the unhooked survivor.
Bad plays need to be punished.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2542422#Comment_2542422
I meant cheap as in the way it handles, not in it's power. It didn't feel like it had any weight to it and with the PTB changes I actually feel like I'm holding a gun. Feels kinda like ranged Legion now, and I think it's fun. ๐
So you want to make a killer unfun for people who currently enjoy playing the killer because you didn't enjoy playing them.
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@Hippie said:
I actually plan on playing him MORE with the changes. I hated how cheap his gun felt and now it feels weighty and strong. The reduced stun from breaking the chain is awesome too and I love that I can still injure people in more impossible areas without having to just cancel my chain and reload with nothing to show for it. Getting down to 1.5 second stun with double reduced stun addons is fun too!
And honestly, after playing him on the PTB extensively I really didn't notice a difference (gameplay wise) between his old and new TR. I haven't been using M&A on him lately anyway so that might be why. I'm glad they increased his TR over adding a lullaby because a lullaby can't be reduced but a TR can. A lullaby would have ACTUALLY been detrimental.
There is nothing cheap about his gun on live. Deathslinger does not instantly deal damage and survivors can avoid downs with chain breaks.
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@Gladonos said:
https://forum.deadbydaylight.com/en/discussion/comment/2541900#Comment_2541900
Can killers actually benefit from stretched res too?
Every killer can benefit from it, it's just not as useful compared to survivors. With exceptions of fatigue killers like nurse and blight who can watch where you run off while looking down at the ground due to the extra vertical distance given by stretched res.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2541647#Comment_2541647
https://forum.deadbydaylight.com/en/discussion/comment/2541652#Comment_2541652
Let's completly ignore in the first example you barrely see the top of Legion's head and in the second you litterally see the entire map behind them.
you people can't actually be serious right?
Some people will defend cheating because it's literally the only way they could win games.
I await the day when bhvr figures out how to prevent stretched res users from seeing more then they should.
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@Anara said:
The problem is with this stupid system nobody wants to play killer anymore except killers mains.
Last night I played against a clown, he did so well and played so fair and still lost with 0kills.
At the endgame chat he was so sad and told me he should have tunnel to make at least one kill.
Im not alone and Behaviour should rework SBMM system or they will lost a lot of players.
I love this game so much and I just want the best for everyone both sides.
This isn't a matchamking issue. It's a game balance issue.
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@DelsKibara said:
I'm happy with a lot of the changes.
But the Slinger nerf is one I am absolutely dreading.
It's overshadowing a lot of my enjoyment from this upcoming update.
I feel the same. Slinger was one of the few killers I absolutely enjoyed playing and now the fun aspect is getting absolutely gutted. Not to mention I have a really bad feeling the devs will nerf him more since the ADS movement buff made his M2 spam for zoning even better (especially with some other addons).
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Having a forced depip game is much less of an issue now that you can't degrade.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2539224#Comment_2539224
Hex totems are also automatically installed at the start of the game, affect the entire map, don't have an audio cue to help find them, and take 14 seconds to break.
Boon totems take 14 seconds to break -after- finding one, affect only their area, indicate their position innately, and take 2 seconds to snuff out. Sure, you can put it in a spot where the killer is unlikely to patrol, but that also puts it out of the way for you, meaning you get less benefit from it.
Sure, Deliverance gets used. Once in every 30 matches, maybe. Doesn't mean it's in an okay spot and it definitely doesn't mean it's a balance level we should be aiming at.
Hex Totems do have an audio clue. I've found a few hexes from hearing the flame sound.
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First, it's a survivor's choice if they want to be useless to get back their exhaustion perk. Not to mention buffed Vigil which will help get exhaustion back faster. It's one of the few killer options killer have to stop exhaustion perks and it's not even great at that since the base 5 seconds exhaustion doesn't take long to recover from in a chase. Not to mention survivors get back their exhaustion when hooked so unless the killer is playing hit and run the only exhaustion perk this really hits is sprint burst and maybe dead hards if survivor don't heal up.
Second, blindness is one of the weaker status effects they could have gave the perk. Something like Obliviousness would have been way stronger, but blindness does help against Kindred, Better Together (it has aura reading when a survivor goes down when on a gen), or any other aura reading perk that would be useful while a survivor is sitting on a gen. Mindbreaker did need something else since if survivors don't have exhaustion perks it does nothing.
I just don't really get the complaint. Mindbreaker isn't going to become meta with this change.
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I didn't know if I ran the perks listed that I could afk at the start and get a 4K. Thanks for the tip.
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Myers isn't exactly in a strong state whereas Wraith has received multiple buffs that have put in him a good spot. On top of that Myers also has no mobility whereas Wraith moves at 150%. Wraith also has a longer lunge coming out of cloak whereas Myers only has a normal lunge.
I don't think it's fair to compare the 2 addons, because the killers aren't similar enough for the comparison to work.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2537110#Comment_2537110
Regardless of the benefits, killers have stated for years, "Just do bones". Survivors get a reason to do them, the slow down remains the same, especially if they continue to bless them throughout the game, and people are going to complain?
I don't get this. If survivors are on doing bones, repeatedly at that, the gens are going slower.
Survivors setting up boons for the killer to snuff out and then get relit is only a time waster for the killer. A single survivors time is worth much less the killers time.
And if the Killer doesn't snuff out the boons then survivors just get to keep their insane buffs.
It's literally a lose-lose for the killer because nothing the killer does about boon totems works for them.
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Well a lot of the weak hexes are currently being buffed on the ptb chapter and most of those changes I would say is how I would start to buff the weaker hexes.
But ultimately it doesn't really matter how strong a hex is, unless you are playing on a new map or an indoor map where totem spawns are much harder to find then the hex is going to get cleansed and you will be down a perk. And even then, survivors will learn those totem placements so the advantage of being a new map or an indoor map becomes that totems take a bit longer to be cleansed.
Ultimately the best way to make hexes more appealing would be to change how hex totems work in the first place.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2535887#Comment_2535887
mmm they haven't said that about kill switch iirc.
Killswitch only exists to disable things that aren't working as intended and are being abused.
Haddonfield is working as intended so it's not going to get disabled because killers don't like the map.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2535546#Comment_2535546
Is he really that bad at the moment? Haven't tested it out myself.
It's not that he's bad, but they ruined the fun aspect of playing the killer and a lot of people are not happy about it. Think reworked Billy. Billy is still technically a solid killer, but no one plays him because he just isn't fun to play and the game has 25 killers so a single killer being unfun to play just means people will jump ship.
He also wasn't over performing in anyway either so the nerf wasn't really warranted either.
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I'm going to guess the devs will further nerf Deathslinger, because he can still M2 spam for distance and ignore all other feedback.
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Gen speeds don't need to be buff and tunneling isn't an issue.