Crowman
Crowman
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2386580#Comment_2386580
You have to run Father's Glasses for that effect though. Bloodhound will make blood glow while phasing without them so you can run stronger add ons.
Or one could run Father's glasses to free up a perk slot in place of Bloodhound. Either or works, I'm just saying that Bloodhound is a viable tracking perk on her that was never really considered due to Stridor.
Blood does not appear when spirit is phasing without the addon. Running Bloodhound does not change that.
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@ukenicky said:
Replace Stridor with Bloodhound = profit.
If a survivor is running Iron Will + Lucky Break you're honestly better off dropping chase with them instead of wasting time trying to guess and find them but Bloodhound will make it very obvious if there are no blood puddles. I doubt EVERY survivor will run IW + LB in case of a Spirit every match. LB seems very rare to me these days tbh.
Spirit is still going to be S tier I really don't get this argument. Stridor is going to be useless though but it already kind of was except for on Spirit.
Bloodhound does nothing for spirit.
Blood already glows in the spirit world which is only visible if she's running Father's Glasses (an iri addon).
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@Kebek said:
But that's a good thing.
The few of the strongest killers shouldn't really be easy to pick up and play really well near instantly.
It's good to have strong easy to play killers (like freddy) but for the absolute strongest, not so much.
As if that's going to stop people from crying about spirit.
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I don't think Iron Will needs a timer.
I just think Iron Will should no longer be 100% reduction. I don't even think 100% itself is even op, but it's problematic when devs try to create other niche perks that also reduce your sounds by 100%. Why would I run a niche perk when Iron Will exists?
For Example, Off the Record helps you hide from the killer after being unhooked by making it so the killer can't read your aura and can't hear your injured sounds for a duration. It's not a bad perk, but killers don't always have aura reading and the other part of it's effect can be gotten by just running iron will in the first place.
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When every topic while the ptb was active was about how OP Trickster was going to be, it's not surprising that BHVR decided to nerf him before putting him live.
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I tend to do well with Ghostface.
Likely because while the map can suck for chasing survivors. Catching survivors off guard due to all the buildings blocking LoS for many of the gens on map allows you to bypass some of the issues the map has.
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@Bluerry said:
survivors abusing it doesN't mean they should stop trying to punish camp and tunnel that doesn't feel right something at the end could be done
There's no reason to punish it. There are times where it is smart for a killer to camp a survivor. The killer picks the location where he hooks the survivor and if they hook a survivor between gens and/or totems, they don't have to leave that area just because a survivor is hooked there.
Tunneling is also sometimes necessary. It's smarter to down and hook a survivor who has already been hooked versus a survivor who hasn't been hooked once. Of course survivors have DS and BT which help protect recently unhooked survivors. But killers can always wait out BT duration and if a killer catches you on a gen then you can't really complain if he goes after you again.
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@JohnnyB87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2384625#Comment_2384625
So sitting on a hook to you with a facecamper is good game play to you? I play both sides and get plenty of 4ks without facecamping or tunneling. I get no points for standing by a hooked survivor and neither does the survivor. You get points for hooking and unhooking, not for standing still or hanging. Hooks are there to help with pointing aspects of the game not just for killing, which isn't the purpose of the game either.
I like how you can't even address the actual question I asked you which leads me to believe that you just want something to complain about.
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@JohnnyB87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2384583#Comment_2384583
Do you get points for staying on the hook....no....therefore it is NOT an integral part of the game. Actions that give points are the actions that matter. Facecamping is just dumb unless you literally have no other choice. Haven't even been playing this game a year and understand it better than most who have been playing since Day 1. Lol
So you would rather hooks get removed and killers just slug all 4 survivors til they die then. Since being on the hook isn't an integral part of survivor gameplay.
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@JohnnyB87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2381297#Comment_2381297
if you think being stuck on a hook is playing the game your IQ is utterly low. Facecamping has no strategic value and should 100% make you lose the game, no ifs ands or buts.
Part of a survivor's gameplay loop is being on the hook. Saying that being on the hook doesn't count as gameplay is just wrong.
Not to mention that survivors still have options while hooked. In 1st state they can attempt to unhook themselves. In 2nd state they can give up struggling to die early.
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@TheMadCat said:
What @Mooks quoted makes me wondering something.
It's written that tunneling isn't reportable, but "targeting specific users repeatedly in order to ruin their game experience" is bannable.
I'm not saying tunneling should be a bannable offense, as it seems to be a valid strategy. Not one we like to do/to face, but not bannable.
So, what "targeting repeatedly" means? How do we know if the Killer tunneled because they felt it was the only way for them to secure a kill or if they tunneled to ruin someone's game experience?
I'm talking about tunneling and Killer's gameplay, but I don't excluse the bannable offense being something a Survivor can do, but I have to admit I have no examples to provide... Following the Killer while clicking a flashlight? Following a teammate and being an annoyance (being on the way when they are chased...)?
You would have to prove that the killer is specifically targeting you over multiple games.
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@freightrider said:
https://forum.deadbydaylight.com/en/discussion/comment/2384497#Comment_2384497
No I report hard tunneling and red rank campers.wich they should be banned.
That's not an answer to the question I asked.
but hey I guess if you have nothing better to do then to keep a spreadsheet of everyone you reported so you can complain that non-bannable behavior isn't getting banned, more power to you.
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I've pulled off perfect survivor games several times over the 2.5K hours I have in the game. I haven't really kept tracked, but at least off hand I can think of a few games where I got a perfect score.
It's certainly a lot tougher than killer, but you get those games as survivor where you just need to hard carry your team.
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Are you literally just reporting people and then keeping track of the reports so you can check if they received any punishment? That doesn't sound like healthy behavior to me.
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Camaraderie is hard to make a build for, because it doesn't really combo with existing perks and relies on people knowing you have it.
Up The Ante really only has one build and that's by combining it with Slippery Meat (and luck offerings) for increase chances for self unhooks.
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@KA149108 said:
https://forum.deadbydaylight.com/en/discussion/comment/2384112#Comment_2384112
I think he means they still break so if you got the stun it would be like spirit fury but without taking 2 pallets stuns.
A 1 second stun is still a 1 second stun. Why would anyone use pallets if they could stun you and waste even a little bit of time.
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What would be the point of putting fake pallets down if survivors could still stun you with them?
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2382771#Comment_2382771
As soon as I was unhooked, I ran to the other side of the map. Once there I didn't hear a terror radius so I figured I was safe to heal, but then Ghostface appeared out of nowhere around the corner and downed me. The killer just made sure that he got out of sight from the other survivors, activated his power, and just followed what was left of my scratch marks and blood trail.
You had to have known you were playing against Ghostface since you were already hooked. Which means you should know that not hearing a terror radius doesn't imply you are safe against a Ghostface.
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DS is fine.
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Killer bans don't make sense, because it's purely a one sided ban. Map bans don't make sense, because survivors have 4 people and killers have 1, meaning survivors will have a much higher chance of getting favorable maps. Plus map offerings already exist, so just use them.
Bans make sense in games where both teams are equal in number of players and each team is fighting over the same pool of characters. DBD does none of those things, so bans should never be implemented.
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@freightrider said:
https://forum.deadbydaylight.com/en/discussion/comment/2380961#Comment_2380961
I am literally saying don't tunnel and if you have to you have no skill at all and should try a different game. I don't tunnel when I play killer and have no problem but stop playing so sweetie.
It sounds more like you should be playing a different game.
The killer kills a survivor and you come to the board crying that the killer killed a survivor, because you didn't like how he did it.
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@freightrider said:
No one should have to die and stop camping.its not are fault you can only catch one of us
The killers objective is to kill survivors. You are literally asking killers to kill survivors, because it upsets you.
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@freightrider said:
https://forum.deadbydaylight.com/en/discussion/comment/2380914#Comment_2380914
So you don't need to tunnel that was the point of the hem taking them to end tunneling and camping
Here's the thing about tunneling. It pretty much only works if the survivor being tunneled isn't capable of extending chase for a significant amount of time.
I've had killers try to tunnel me and end up only securing 1 kill because they spent the entire game only chasing me.
As for camping, camping can also be punished by the other survivors doing gens and forcing the killer to have to leave the hook if he wants to get more than his single kill.
If you are constantly having issues with camping and tunneling killers, it suggests that you are not that good at the game yourself.
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So killers are ruining the game by playing the game within the rules set by the game itself?
It'll be like saying survivors are ruining game, because they keep doing gens at a pace that killers find to be too fast.
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I wouldn't say it's unplayable. There are nights where my teammates I keep getting are not helpful at all and there are nights where my teammates and I just dominate killers back to back.
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People who play to win are going to pick the best killers with the best perks on them.
There's really nothing to understand here.
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Going by other killer examples, cosmetics don't change the killer's power.
Trapper cosmetics don't change his traps.
Huntress cosmetics don't change her hatchets.
So we'll likely never see Victor having a changed look no matter what new cosmetics come out, because Victor is Charolette's power.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2378545#Comment_2378545
I didn't realize I mentioned Oni, Clown, Legion, Hag, Freddy and Demogorgon. Where was it I mentioned those killers in my post again?
First using Clown as an example of a mobility killer.
Second, of all the killers in the game. Clown is the closest to having no cooldown on his "mobility".
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I'm not sure why Spirit is being used as a baseline for "well balanced mobility killer". Her power does make her move faster, but you aren't really going to be using it to traverse the map unless you have Mother Daughter ring.
Nurse is also the same way. You could use her power for mobility, but the actual distance isn't that far unless you are using addons.
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Without any actual video evidence, it's hard to say that you were in fact facing cheaters.
I haven't really played that much recently due to other games taking my attention, but I've maybe faced like 3 cheaters over a total of 2.5K hours. Now it could a regional thing, because you'll be matched with people within your region. But cheating has never been a huge problem in my experience.
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The Beam one is okay with a specific build such as totem defending with Trill of the Hunt since shocks will completely reset the cleanse. But it's mostly just worse than default.
The ring idk why it was ever added back. It was removed originally and we had the reverse skill checks as an addon, but it got made basekit so in their ultimate wisdom they gave us a green rarity meme addon back.
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The chainable TL walls on suffocation pit are strong because you have a bunch of window vaults to use and more then enough to wait out entity blockers.
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Pips really don't matter in the long run. Yes it sucks to have games where you are forced to depip due to no mistake on your own, but if you play enough and are capable of consistently pipping, a few bad games don't mean anything.
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@rebecca123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2376156#Comment_2376156
That’s what I’m saying, it wouldn’t totally counter Franklin’s as it would still deplete the item for that game just doesn’t end up removing your item from your inventory if you die and have a white ward
Franklin's only deplete item charges while the item is on the ground from the effect. Having a perk to prevent you from dropping the item would also prevent you from losing charges.
Franklins really isn't a big deal. Survivors can always loot more items since by default there are 3 chests on the map.
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@Szakally said:
https://forum.deadbydaylight.com/en/discussion/comment/2376293#Comment_2376293
Currently I don't see any problem with just one game mode ;) The problem is made by killers who want to force an MMR dependent on the player's statistics. After introducing MMR, they will need to add a second player mode to the casual players or the game will be full of afk/trolling/DC/suiciding players
The game is already filled with afk/trolling/dc/suiciding players. Adding a casual mode won't change that, in fact you'll likely see more trolls in casual queues because there would be no downside to trolling casual queues since there isn't even a punishment (depipping).
As for SBM, that is something that shouldn't be an issue for casual players either. It's not like you'll know if you went or down in MMR and it should keep matches overall fair for both sides.
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You can just play the current queue without caring about pips or wins.
I don't see why you need a casual mode for that. Sure you'll come across killers trying to win, but if you don't really care about winning or losing that shouldn't matter to you.
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@Nebula said:
https://forum.deadbydaylight.com/en/discussion/comment/2375127#Comment_2375127
Pulsar is not selfish at all for saying that he doesn’t want to play against PC players when cross play is enabled, only against similar consoles such as PS4 (and to my knowledge he plays on an Xbox One). What is so selfish about being able to play with your friends on separate consoles but not put yourself at an inherent disadvantage by playing against players with 100 more FPS and minimal stutter/lag?
Theres nothing “elitist” about this at all. People just want to have fun with what they’re given, not be at a disadvantage by not being able to afford a $2000 PC.
Console has always been treated as the little brother in this community, and always will be.
Because crossplay is all or nothing. Wanting to exclude people from an inclusive thing is selfish.
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Because survivors who were recently unhooked wouldn't throw themselves at the killer knowing they would debuff them.
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If you don't want to play against or with people from a certain console, just turn off crossplay.
The whole point of crossplay is to combine every playbase from every console. Wanting to exclude certain consoles from crossplay goes against that.
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And if you don't touch the gen, the survivor gets to place the mine down again basically immediately.
But honestly even if killers can see the mine (which I'm not sure on), killer size influences this. Ghostface for example is a medium height and while he can see the top of a gen, the angle is likely not enough to see the mine since killers have 1st person cameras. Hag I imagine can't see the top of the gen either.
I don't have a problem with the perk conceptually, but 5 seconds of blindness and stun is a lot especially when you have to then kick the gen again since it cancels the kick.
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I've had games where I never hook the 4th survivor until the end. It's generally a better strategy to focus on 2 or 3 survivors in the early game, because getting a survivor or 2 to death hook is more impactful than having all 4 survivors hooked once.
I've also had games where I just never saw the 4th person, because they hid the entire game. Although personally I never give hiders the hatch.
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The whole point of a killer being able to choose the hook to put the survivor on is so the killer can pick a hook that is in an area he wants to defend. Being able to watch both the hook and not give survivors a free unhook while also pressuring nearby gens and totems is simply a valid tactic killers can do.
Survivors just need to stop seeing unhooks as something that needs to be free. The killer has every right to defend hooks since they are a survivor objective.
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You can easily lure zombies away from gens and then go back to the gen. Once the zombie is far enough away and you have it walking away from the gen, then it will just stay away.
They are largely just good as detection tools for Nemesis, but with the added bonus that they can threaten survivors and force survivors have to spend some time baiting the zombie away.
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There are plenty of perks survivors have that don't have downsides to them.
Iron Will could probably be reduced to 75% at T3 since we've been getting conditional perks that also reduce your injured sounds by 100% as well and why would you ever run those over iron will?
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@Boss said:
For how long?
They haven't said, but if I had to guess it would last the whole weekend up til monday and if we make the stretch goal it would extend til Tuesday.
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What's being accomplished here? BP doesn't effect anything and none of the example actions are even bad.
Self-care isn't always ideal but it does have it's use and skillchecks for every action award BP.
Getting hit and then getting a pallet stun, well sometimes you get screwed over by server latency. A lot of the time the survivor already commits to the pallet throw and then get hit before they throw it.
Hook trading does have a use. It can be better to unhook someone before they go to the next hook state and go on the hook yourself then to just let them move on to the next hook state.
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@Razorbeam said:
https://forum.deadbydaylight.com/en/discussion/comment/2369796#Comment_2369796
How on earth can you imply the victim didn't contribute anything, for the same reason high rank killers never camp it's literally enabling your team to gen rush and escape the trial. That's pretty huge, sure it was the killers choice to make a bad play but the guy on the hook got to be the bad play bait, they are literally safety pipping for 5mins of not being able to play, you can argue this point all day but you'll always be wrong.
Because there would be no need to implement a system that awards a pity safety pip for doing nothing if camped survivors were safety pipping as it is. Since emblems are based on actions a survivor does in game, failed to safety pip means they didn't do much.
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@Razorbeam said:
https://forum.deadbydaylight.com/en/discussion/comment/2369782#Comment_2369782
I mean that's a great take on the ranking and pipping system but has absolutely nothing to do with someone being camped out the game to loose a pip, I mean you're accepting nothing can stop the survivors from climbing again so what difference does it make if they safety pip or not, other than less tears.
I can't really judge survivors ability for getting caught first when I roll up on them with lethal pursuer and currupt, they didn't exactly have much room to outplay me.
Your point comes across as whining for the sake of whining about the idea of them gaining a safety pip under the very specific circumstance of being camped out the game, it would only effect low ranks aka new players who most certainly do struggle to climb ranks to begin with so that kind of invalidates your point.
Because pip or safety pip is meant as a show of how much you did in a match. If you get caught first and camped on your first hook, you sadly didn't do anything and get hit with a depip. Wanting to add a system that says "here's a pity safety pip because you failed to do anything" is just not a good design to the rank system that is already going to get replaced.
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@Razorbeam said:
https://forum.deadbydaylight.com/en/discussion/comment/2369747#Comment_2369747
You literally lose nothing if the victim gets a safety pip, you're saying "survivor who lost" in a very broad way but we're talking about something very specific that's out of the survivors control, let's also be honest here, this would only effect rank 20-10s anyway because once you get past that point finding a killer who's silly enough to waste time camping is like finding a unicorn.
It just takes the sting out of it and rather than there being a million threads a day about it you can just say all you lost is 5mins go next and stop whining.
Because the ranking system is already a mess with how easy it is for survivors to safety pip and stay in high ranks. We don't need another means of keeping survivors at high ranks because they constantly find themselves unable to lead the killer on chases and find themselves dying earlier into the match.
Not to mention the devs are already trying to change the pip system to an MMR system.
At the end of the day, losing a pip is not an issue that needs to be resolved. It's not that difficult to earn that pip back.
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@Razorbeam said:
Just award the camped survivor on the hook enough bp to safety pip, that's literally all that's needed, call them distraction points. Killer can use it as a grand tactic if that's what they believe their doing and survivor can go next without loosing a pip that was mostly out of his control.
Wont magically fix camping but it will absolutely soften the anger involved in the situation, everyone wins, kinda.
There's no reason for a survivor who lost be granted a free safety pip. They didn't do enough to earn enough emblems.
As much as it does suck to depip over being camped, if you are good at the game overall you shouldn't find it that difficult to pip right back up. Bad games do happen and it's not the end of the world to lose a single pip.