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Crowman

Crowman

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  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417279#Comment_2417279

    My money's on the "Ciircus" thing being the red herring.

    Honestly, it's probably this post itself that is the red herring. Just to confuse people to doubting everything else they revealed.

    It's not like they need to give us Red Herrings tho. The community is already pretty good at wrongly guessing upcoming chapters without false information.

  • @TheMadCat said:

    Does red herring means something particular in English? I'm gonna turn my game into French to get a translation, but maybe the translation is way different from the original meaning if it's kind of an expression.

    Red Herring is a piece of information intended to be misleading to distract from the real information.

  • If the item is so important to you that you must keep it, that's your solution.

    Franklin's is fine. It's a perk that punishes survivor greed and it's very clearly working as intended.

  • @InsatiableMop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417167#Comment_2417167

    thats what the white ward is for though...so can at leasta white ward protect it?

    If you dropped your item in a trail yourself, the white ward wouldn't protect it.

    If you must insist on keeping your item with a White Ward, you can force the killer to grab you out of lockers instead of hitting you.

  • @InsatiableMop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417154#Comment_2417154

    That can still just be throwing, way I see it fine you don't want me to use items this game to the extent you brought a perk for it. Shouldn't effect follow on games.

    The risk of using items as a survivor has always been that you can lose the item. If the idea that you might lose an item you brought into trail is not something you like, then don't bring an item into trail.

  • You don't need to spend BP for the item if you can pick the item back up again (even at 0 charges) and escape with it.

    But Franklin's needs to have an impact when you first knock an item out of a survivor's hand, because the perk is super easy to play around (survivors can just drop their own items) and the 90 second timer is not hard to beat.

  • DBD has over 20 killers in the game now with several other licenses in the game. It really shouldn't bother you if the devs do bring in a FNAF chapters.

  • @toastcrusher said:

    Not the discussion i want to get in to, a game should atleast be fun for all players involved. That is the deffinition of a game. If your goal as a killer is to take away all ways to earn bloodpoint for other players, so you get some more. hmmmmm.....and what your claiming is not all true.....i had cool killers who kinda helped all surviors and even let them all go.....bloodpoints we all get is higher then i see in those short games.

    we all pip up and we all have fun.

    not that i want all the games to be like that..

    but like i said...not going further in that discussion, this kind of BEhavior is allready discussed enough, killers who defend it and survivors who complain....not gonna end.

    It's a pvp game. Killers and survivors are fighting against each other. Both sides are generally not playing in a way to make sure the otherside has fun and it's wrong to make it your opponent's responsibility that you have fun.

  • The killers are not responsible for making sure survivors get enough emblems so they don't depip.

    The killer has also emblem rewards that directly counter the survivor emblems.

    Killers gets more gatekeeper for preventing gens from getting done and the exit gates from opening. Survivors get lightbringer for doing gens and opening the exit gates.

    Killers get better chaser for ending chases quickly. Survivors get better evader for prolonging chases.

    Killer gets rewarded for hooking all survivors at least once, survivors get rewarded if they escape without being put into dying state.

  • So you are upset that losing to a killer who prevented you from being able to fill your emblems is causing you depip... That's literally how a ranking system is suppose to work.

    Yes it does suck when your teammates and d/c and you depip for factors you can't really control. But if you are good at the game, you'll find yourself pipping upwards more often than you depip. So it won't matter in the long term.

  • Trickster can only down survivors super fast if they are caught out of position. Which a killers like Myers, Ghostface, and Leatherface who have built in instant downs can already do.

    Sometimes you get bad map matchups for the killer you are facing, but try running Trickster around tall walls and other LoS breakers and you'll find it'll take him much longer to get downs if he commits to using his power.

  • Sounds tend to be bugged a lot, but they are a lot more noticeable when playing as spirit.

    But footsteps have always been audible as spirit with sometimes individual survivors bugging out and stopped making any sounds altogether.

    It's probably the most frustrating aspect about trying to play spirit, you are often more just fighting whether or not the game just decides to bug out sounds on you.

  • I don't see how this change is making the perk better (or fitting with Yun's selfishness).

    First it sounds like you are changing it so you get the benefits when you take a hit and other survivors are nearby. I don't see how taking a hit and then losing blood, grunt of pain, and scratch marks is more selfish than letting another survivor take a hit and running away unseen.

    Second why nerf the perk to 6m? You would have to be basically next to someone else to get the proc which would just make Self Preservation a perk that rewards you for taking a protection hit by making it so the person you protected is more noticeable than you.

  • With a strong killer and a map with favorable rng towards the killer, it's certainly possible to play fair and win against optimal teams. It's just very unlikely and you really need the stars align.

  • You can walk backwards. You only need to look in the opposite direction until you hear the explosion.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414771#Comment_2414771

    Removing players and preventing players from playing the game are 2 different things. Sacrificing players and using Moris allows a player to go to the next game and begin playing again. However, sitting in from of a player for 2 minutes, completely prevents a player from playing.

    Camping and Tunneling both remove players from the game. The person on the hook is free to trying to unhook themselves or not hit the skillchecks to die faster. At no point are you forced to sit on a hook for 2 minutes. Choosing to do so means you are choosing the gameplay of sitting on a hook to give your teammates time to finish gens.

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414761#Comment_2414761

    While I do agree with wholeheartedly, getting camped & tunneled sucks & I would do anything for them to change it for the better.

    It sucks when you do get camped or tunneled out of a game, but I see no reason it needs to be change. It's tactic killers can use that can be punished very effectively by survivors doing the objective. Too many times someone getting tunneled or camped out of a game leads to a 4K, because survivors end up doing everything but gens.

    Plus it's not like you are getting tunneled or camped out of every game. For every game I encountered that sucks for whatever various reasons there's plenty of decent games I have.

  • We should be getting a hotfix patch this week (tomorrow most likely). No idea if it will fix premonition, but it's a possibility.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414419#Comment_2414419

    You said that preventing another player from playing the game is the Killer's goal. Then why is holding the game hostage punished by the Developers, because by your logic a survivors job is to survive, so preventing the Killer from killing you by hiding is also acceptable. Do you see how your logic breaks down. From a game design perspective, you do not want one player to prevent another player from playing the game. If there are exploits that allow it, you either remove the exploits or punish players for using them.

    Killers don't need to camp. I never camp as killer and can play just fine. In fact, if you are camping, then you just aren't able to play the game to the level of survivors you got and have lost that game. Just because you got a 4k camping, doesn't mean you won the game. You camping indicates you lost the game. It's a bad strategy and a toxic behavior which should be discouraged because it adds nothing to the game for either side.

    If the game wasn't designed around the killer removing people from the game. Survivors wouldn't be sacrificed and Moris wouldn't exist. All 4 survivors would always be able to escape every game.

    This whole "the killer is preventing me from playing the game" just means you need to get good. You'll be able to play more of the game by being able to outplay the killer more and not getting yourself out early.

  • The entire point of the killer role is to remove other players from the game.

  • @SavageKukri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2413789#Comment_2413789

    if youve ever used power struggle you know it needs buffed

    Power Struggle is fine. It's not a perk that should be easy to pull. Any consistent way for survivors to free themselves from the killers grasp will be an issue.

  • I don't find either perk to be in need of a buff.

    Flip Flop is pretty deceptively powerful if you do get slugged for a while. I've had many survivors quickly wiggle out because I left them on the ground too long and they also had time to move away from hooks.

  • No.

    If you aren't d/cing you won't see 48 hour penalties.

    If you are currently having issues where you are getting d/c'd from games, then take a break and come back when things are more stable.

    If you are hitting 48 hour bans, it is your fault.

  • @InsatiableMop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2413410#Comment_2413410

    Not always feasible. White ward should still let you keep it after.

    White ward will let you keep the item if you pick it up again and let yourself get grabbed by the killer instead of M1 hit.

    I really do not see an issue with losing your item if the killer knocks it out of your hand.

  • @InsatiableMop said:

    Me thinks it should give the survs back their items after the game if they manage to escape or at least if they bring a white ward.

    You can pick up the item off the ground now since it no longer deletes the item, just the charges.

  • There's nothing wrong with the perk. And there is certainly a big advantage in draining charges from toolboxes or med-kits can save survivors quite a bit of time.

  • It's not even just a Victor problem.

    I remember playing Billy trying to chainsaw a survivor running up stairs in the 2 story badham house and colliding with the stairway instead of running up it.

  • @Axx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2411624#Comment_2411624

    Yeah. That is why you shift the meta. This meta has been the same for far too long. All the killers that were weak years ago are still weak. All the strong perks from years ago are still strong.

    Even if you shift the meta, people will just complain about the new meta. I've seen it in other games. No one will ever be happy against whatever is deemed the strongest strategy.

  • If the devs just nerf meta things all that would happen is people move on to the next thing.

    It's not a fault of the game, the strongest things will always be used more than the weaker things at ranks where people are trying to win.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2409366#Comment_2409366

    Nope, if you are being camped, you can tab out and go do something else, because nothing you do has any impact on the game, barring the skillchecks of the second hook state. But I think we can both agree that that can hardly be considered 'gameplay'.

    Camping legitimately removes all gameplay from the camped, practically all gameplay from the camper, and almost all gameplay from the other survivors. THAT is the issue. And that is why it needs strong deterrents.

    You can tab out at any point of the game if you want. No one is going to stop you from going AFK at any point. That's not an exclusive thing you can do while on the hook.

    Also the Killer's entire role is to stop survivors from playing the game. There is no issue with killers camping hooks, you just don't like being in a role where another role can supersede you.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2409347#Comment_2409347

    That is incorrect, because the moment someone is dead, they can queue into the next match.

    Camping is 120 seconds of not playing the game.

    You are still playing the game, even if you are being camped. At no point are you entitled to being unhooked.

  • A lot of survivors simply don't respect that the killer is another player.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2409202#Comment_2409202

    This is a game play issue that needs to be fixed by the Developers. In fact, it is the largest issue in the game right now. No other game that I know of has ever let a game-flaw this major stay in the game for this long. One player preventing another player from playing the game they bought is completely unacceptable from a design perspective.

    The Developers tried to fix this one time and just stopped after that. They tried to pause the hook timer while the player was being camped and it didn't work because survivors would initiate chases around the hook.

    Band-aid fixes such as Decisive Strike and Borrow Time only work if those perks are brought into the game and if the killer doesn't just ignore them.

    Yet the core idea was a good idea, it just needs some adjusting. Why not try pausing the hook timer, while the killer is in so many meters AND is not in a chase. Or transfer bloodpoints to the survivor that is being camped, while the killer is in so many meters AND is not in a chase. Or add a 5 or 10 second timer. Or if no survivors are near the hook and the killer stays within so many meters.

    The point is, this is a solvable game design flaw. The Developers tried ONE fix, then gave up. That's just lazy.

    So you want to remove the ability for Killers to kill survivors, because it prevents them from playing the game.

  • Lately it just feels like survivors just sort of refuse to learn how to play against different killers. Everything gets called broken or uncounterable and we get a ton of topics complaining about how killers even kill survivors.

    It just feels like survivors want a really easy game where they escape all the time.

  • SWF is fine. Yes matches are tougher, but the quality of survivors lately is very variable and I don't blame people for wanting to play with people who they can trust to play well.

    A group of 4 strong solos will play just as well as good SWF teams, so the issue really isn't SWF.

  • The only similarity they share is that they both "require" multiple hits with their power to down.

    However, there wasn't anything you could realistically do against legion since deep wounds never went away unless you mend and if you try to mend and legion walks up to you, you were basically screwed since mending didn't pause the deep wound timer. Even if Legions weren't moonwalking at you to abuse those mechanics, he can vault pallets and windows after you very quickly meaning there was never a situation in which you could make distance in a chase. Even if Legion missed in Feral Frenzy he would get the lunge distance and could immediately attack again.

    Trickster can be defeated with LoS since decay is fast now meaning that unless he can land all his knives in a small window before you reach a LoS blocker, you can actually reset a chase against him. Plus Trickster has to reload his knives and can't get go though windows and pallets meaning there are plenty of opportunities to make distance if you play a tile right.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2407023#Comment_2407023

    This isn't about Killers or Survivors, this is about one player having the ability to completely negate another players ability to play the game. That is a design flaw.

    The killer is the role whose job it is to kill survivors (aka removing them from the game). It's not a design flaw.

  • I see no reason to remove the fact that undetectable also hides the killer's aura. Besides if a killer standing still inside Kindred's aura range just disappears there's a good chance he has insidious.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2405660#Comment_2405660

    But i did quit DBD cause the game isn't performing well and DC bans are not warranted but they are active...People are being Punished without justification for it. The system doesn't care why you DC'ed you're getting timed out wether or not you DC voluntarily. Does that sound fair to you?

    Now couple Matchmaking and queue times into factor during this last month and a half. With so manny people not being able to play on Console queues get longer and matchmaking has to pick whoever is available, lowering the chances for a fair match and also lowering the quality and stability of matches since there's less people in Queue. This is why they disabled the DC penalty, it would only harm the game.

    Clearly after the updates alot of people, myself included, are still having major issues however the DC penalty is back on so we either EAT CRAP or DONT PLAY which leads to the same #########, not enjoying the game.

    I'll happily abandon DbD but guess what? Manny haven't and manny won't, that means they are being enslaved to a game and it's systems that only punishes them wether they are right or wrong.

    If you quit then why are you still hanging around?

    You are in the minority for wanting d/c penalties removed and you also aren't even a current player. So your input is meaningless.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2405101#Comment_2405101

    Sure endure whatever, hey let's endure Covid and skip Vaccines, let's endure Slavery and skip Human Rights, let's endure War , let's endure hunger and poverty...

    YOU just want others to endure so that YOU get to do whatever. YOU are only thinking about YOURSELF. YOU want others to be frsutrated just so YOU can get your BP...YOU don't give a damn about whatever others might be enduring, YOU just want the match to go on no matter how BAD and miserable it might be for someone else. It's all about YOU...

    If you want to rage quit games of DBD so badly, why do you even play?

    Sounds like you would be far better off finding a different game to go play since you are clearly not enjoying DBD.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2401146#Comment_2401146

    A killer that face-camps is literally nullifying the ability of a player to be able to play the game they bought. That is the most spiteful BS thing you can do in Dead by Daylight. The behavior is rewarded by the game because the killer gets a kill and get points. Why not remove the reward for camping and instead punish this toxic behavior. If you are a killer main, then you should agree with this, unless you participate in this extremely toxic behavior.

    It's almost like the entire point of the killer role is to remove survivors from the game.

    How dare an entire role be toxic for existing, let's just remove killers.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2405132#Comment_2405132

    Yeah, if someone gets camped and tunneled - it's his mistake for not having a godmode and speedhack to outrun a 115% killer for 3 hours. But the "genrush" is somehow always a problem and not the killer's fault at all. I've heard that gymnastic before.

    I didn't mention genrush.

    A killer removing a survivor from the game is not a problem regardless how fast it happens. There's no reason a survivor who constantly goes down to the killer, because they can't run the killer at all should be given so many chances due to hook sharing. On the flip side, it would absolutely suck as a survivor to watch your team eat up all the hook states so you die on first hook while the other survivors are still alive.

    There is simply no scenario where survivors sharing hooks is healthy for the game.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404968#Comment_2404968

    They can balance later around that. The point is to rework hook system to make it pointless to tunnel for start. That would solve a lot of issues.

    Except why should a player who is constantly making mistakes and getting caught out have a free ride? Not to mention making survivors share the hook states nerfs the pressure hooks provides, because it doesn't matter if a survivor sits on a hook for a couple of minutes if the rest of the team finishes gens.

    Your change idea is bad is because it rewards bad survivors.

  • Ormond's tiles are much more spread out than before and quite a few tiles aren't that safe.

    The main thing that helps survivors is the size of the map and the giant building blocking in the center of the map. The building both blocks LoS from opposite sides of the map as well as making it harder for mobility killers to get from 1 side to the other quickly.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403744#Comment_2403744

    I made a build with smash hit and power struggle. Other then that I think smash hit is a stand alone perk that doesn't synergize with much.

    It has 1 minor synergy with Any Means Nessecary, as it'll allow you to reset pallets for stuns.

  • @bibibib8 said:

    https://forum.deadbydaylight.com/en/discussion/270643/smash-hit-actually-good-now

    Why would you use smash hit the distance you get when you drop a pallet is emough for a killer to stop chasing you.

    Because Smash Hit gives you more distance and can straight up end a chase forcing the killer to have to spend more time catching up or have to find someone else.

  • @lemonsway said:

    I don't get why DC penalties in a casual game. DbD isn't Competitive, there is no Competitive scene, it's all Player Made with external rulling. There's no Competitive DbD because the game isn't made to be competitive, it's a party game, at most BHVR will endorse some Tournaments as Marketing decisions and that's it, just like the Amateur Console only Japan Tournament, and even this was made with outside rulling because there's no competitive Balance or Rulling in DbD and never will be. The moment DbD becomes Competitive Half of the population won't like the game cause at least half of the population is the Casual players that BHVR wants.

    If that's the case then why the DC penalties? DC penalties only make Queues worse, you're banning people from playing so what do you think happens next? More Wait time, less Players in Matchmaking, More Rank variety and Unfair matches because Matchmaking has to lower Queue times for those eligible for Queue.

    Results of this? highly unfair matches, longer Queue times and guess what? MORE DC's because of this. Until DC penalties became a thing i had no problems with Queues unless i was playing at times where it would be expected to have low population. And before Cross play i could actually find Console Lobbies, now it's a goddamn MIRAGE to find a full console Lobby, it will take ages. But thanks to Crossplay it's easier to face Pc cheaters not to mention the obvious PC vs Console argument in terms of controls, especially for killer and not to mention how ######### Console optimization is and how manny problems Old Gen and NEW GEN consoles are having.

    There's no way to keep DC penalties up with this much reasoning against it.

    The only excuse people have in favor of DC bans is people being sore losers, which doesn't happen that often, more people are having performance issues or crashing rather than just going oh no they did a gen or oh no they hit me let me DC ... I'd rather lobby dodge if i suspect i'm facing something i won't like based on people profiles and who and what they are bringing. I'll even dodge shady survivors while i play survivor.

    DBD is competitive, whether you like it or not. The only mode is a ranked mode where players can gain rank or lose rank based on performance. Both sides are often playing to win.

    DBD might be more casual than other PvP games, but it's still competitive by the nature of being a PvP game.

    But also it's funny that the people insisting that DBD is a casual game are the ones who feel the most inclined to DC whenever the game isn't going the way they want it to. Which implies these "casual" players take the game pretty seriously in the first place. Almost like it's a competitive game to them.

  • I find that in general it's better to hook a downed survivor unless there's another survivor in the immediate area you can chase or know where the other survivors are in general.

    Basically as long as you aren't just slugging the survivor and wandering the map, slugging is a good option. Because slugging is weaker pressure than a hook (longer time to die and downed survivor can crawl to safer areas for pick up). Without having pressure applied on another survivor slugging becomes worth less than a hook.

  • Because if killers could just d/c whenever they wanted, survivors wouldn't have a game to play either.

    A gen gets finished before the killer downs a survivor, d/c.

    Map is not favorable to the killer, d/c.

    or you get killers who franklin hit your item from your hand and d/c

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