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Crowman

Crowman

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  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360644#Comment_2360644

    I read it. I'm still confused how SOI was considered a healing action but not mend. If you don't mend you get put into the dying state so you have to heal your mend. Just a weird one in my book but liked Nurses before finding this out so still does what it has been for me.

    Doctor was one of the first dlc killers. Likely the devs just made Snapping Out of It extend healing action that already existed as an easy way to code it. It became problematic so they changed it later.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360025#Comment_2360025

    And how can I? People change idea any moment. Things I had proposed in the past, to lower survivors' "bullying" towards killers, were instantly refused by others. Now, some of those things have come to not only be proposed by other people, but they were also implemented in the game (or the devs stated they are considering them).

    It's simple to have the timer not go down if the killer in a certain range from the hooked survivor, while having it go down as normal if the killer isn't camping him/is in a CHASE near him. And what do you get? Killer mains who come and say "blah blah survivors will abuse that". It's just stupid, none of the people who can only play it the easy way will ever change. Take these things out, and most players wouldn't be able to land a hit on an afk bot on easy mode, because they DEPEND on them. As lots of survivors do on SWF, and are worthless on their own. Funny thing is people keep saying League of Legends has the most toxic community of any game. Guess they have never played DbD.

    Because a killer should be punished if they hook a survivor between a 3 gen they want to defend.

  • @Clowning said:

    Personally, my biggest issue is how absolutely gutted he feels. He's literally just an M1 killer with a smaller terror radius and teleportation, that's it. Sure, pallets can be fun and snares can be useful, but there's just something missing. We have other killers that are seemingly very basic, yet none of them, at least to me, feel so uninspired.

    Another thing is, that he is a great offender when it comes to the whole SoloQ versus SWF balance. Against solo players, he's incredible, since they can't see you at a distance and you get to take full advantage of your kit. Against a SWF, you're absolutely worthless, since you've no lethality and whenever you're in chase with someone, everyone else can happily do gens, taking away from the whole "can't see him until he's close" further.

    His TR is the same size as any other killer. His only advantage when survivors are awake is he has invisibility so unless he's close survivors might not see him approach.

  • If Nurses is showing you survivors mending, then you should create a bug report since that is not intended behavior.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360368#Comment_2360368

    I think Ruin, Undying, and Tinkerer are too OP on him. He can just get a Tinkerer notification, teleport to the gen for free, and then regress it in their face way too often and easily.

    Split on gens. Freddy can't constantly teleport to gens and he'll eventually need to commit to a chase if he wants to down someone.

    That build only gets power when survivors are constantly trying to do the same gen giving Freddy an easy target to pressure.

  • It would do nothing, because Scratched Mirror prevents you from tiering up.

    But if Scratched Mirror (or Vanity Mirror) didn't exist, it would take 5 survivors (in theory) to tier up to EW3 stacking Judith, Tuft, Tomestone Piece, Lock of Hair, Hair Bow, Hair Brush, and Blond Hair. So you would never be able to reach EW3 anyways.

    Math: It takes 5 points to tier up. Hair Bow, Hair Brush, and Blond Hair all add +2.5 to EW2->EW3 tier up (the first time). Lock of Hair adds 5. Tomestone Piece adds 7.5. Judith and Tuft both add 10.

    5 (for EW1 -> EW2) + 5 (EW2 -> EW3 base) + 5 (Lock of Hair) + 7.5 (Tomestone Piece) + 2.5 (Blond Hair) + 2.5 (Hair Brush) + 2.5 (Hair Bow) + 10 (Judith) + 10 (Tuft) = 50.

    The Stalk Point reserve is 40.4 (each survivor gets 10.1 stalk points).

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2359892#Comment_2359892

    Tons of people dont even bother reading perk or addon descriptions.

    I had a group of survivors accuse me of hacking for using PH's power to Mori tormented survivors on death hook.

  • Tinkerer can also be dealt with by splitting up on gens as the killer can only defend a single gen a time and if he's constantly dropping chase to defend each tinkerer notification he's not getting hooks.

  • Killers playing the game is such a huge issue. It's very clear dedicated survivor mains just want bots to bully.

  • @SkulkingPaladin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357747#Comment_2357747

    You can't have a game without at least 2 willing parties.

    If you repeatedly make something unfun, unenjoyable and uninteresting, you're going to make the opposing party refuse to show up. So it is, in fact, your opponent's job to provide an interesting, enjoyable, fun experience, if they want to keep playing the game with someone else that is.

    It is not my job to make sure survivors have a good enjoyable game, because no matter what I do they'll find something to complain about.

  • If survivors rush the saloon gen first, then yeah it becomes pretty killer sided.

    But as long as survivors work on the other gens and save the saloon and gallows gen last, then it's not hard for survivors to win. Not to mention there are gens that can spawn on the 2nd floor of the various buildings as well which are harder to defend as well.

    Also a lot of the loops (such as shack) only get weaker if the killer breaks the wall in the first place. So these tiles are strong at the start of the game where survivors can easily buy time to finish the gens easiest for the killer to defend. And even when the walls do get broken, the tiles can be still chain together with the window vaults. Survivors can easily buy time in chase if they play the tiles correctly.

  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2358510#Comment_2358510

    It was a joke about how Freddy's add-on's suck. Most Freddy's I play against already use fake pallets anyways (probably because his snares are just boring).

    Aren't his snares currently bugged? I remember people talking about Clown and Freddy hindered effects not working properly. Likely why pallet Freddy is currently more popular.

    At the very least Freddy doesn't have any negative addons that would hurt him.

  • Another killer that would suffer would be Hag. She would be stuck with traps that body block which also make a lot of her other addons do nothing. At least on the bright side she does become 112.5%.

    Nurse would be interesting, she'll still be 2 blink nurse but can't blink through walls and moves at 105%. EDIT: Oh but she does have 2 meme addons that cut her blink distance and her lunge distance. So she'll be pretty bad.

  • @Soulpaw said:

    for the pig, 4 jigsaw boxes but only 2 RBTs timer doesnt change on RBT's but survivors cant see auras until its active and it takes a SIGNIFICANTLY longer time to search the boxes along with a big penalty to miss skill checks, not to mention its harder to hit and more skill checks while searching plus i can see survivor auras when they are searching boxes. seems pretty decent.

    IIRC, Tamper Timer takes away 30 seconds and the green addon that increases the timer on RBT for an extra box is only 20 seconds. So the RBT timer should still be slightly shorter.

  • Because the in-game report system has not been maintained over the years and why during the 5th anniversary stream the devs announced an update to the in-game report system coming this year.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2358403#Comment_2358403

    His vanity ONLY counts the t2 movement. Not t1,

    You still move at 105% in t1 even with vanity,

    As far as the wiki states, Vanity Mirror reduces the movespeed of Myers by 7%. Nothing mentioned about it only working when in EW2.

    Judith on the wiki also states a 9% penalty.

    Consider that the standard BK Myers build is Vanity + Judith with the caveat that you can't stalk and the point of the build is that you move slower than survivors. I don't see why you think Vanity doesn't effect EW1 movespeed.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2358385#Comment_2358385

    Vanity makes him 110% in T2...

    Judith Reduces your speed to 105%. t1 moves at 100%..

    I'm a mikey main for well over 4 years. i know these addons by heart,

    In the situation where you have every addon equipped at once, you would also have Scratched Mirror which prevents him from leaving EW1.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2358236#Comment_2358236

    He actually moves at 105% in T1. and 100% if he has tombstone, the ultra rare that is,

    He has two addons that decrease his movespeed. Judith and Vanity Mirror. Vanity is 7% reduction and Judith is 9% reduction.

  • Myers would be the worst off, because he has a bunch of addons that don't work well when stacked with each other. He'll be stuck in T1 with 89% movement speed (slower than no-blink nurse)

  • The enduring effect can certainly be very impactful against slugging killers since it allows injured survivors to pick you up and you are able to take the hit.

    I don't think people are overrating the perk as it's not like you see the perk talked about much nor do you see it ran often in games. The only example of the perk being highly rated is coming from 1 person.

  • @Pilot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357958#Comment_2357958

    Not really,

    I can tell you from my experience, pretty much last night, where I played with 3 other friends.

    I was rank 2, one rank 3, one rank 6, and one rank 10.

    In all of our matches, we had red rank killers, rank 1 or 2.

    If anything, it's the weird DBD matchmaking at work. I've been sent against green ranks quite a few times last week when I was playing Solo Survivor.

    Unless I'm misunderstanding something... by high rank you mean those that are rank 10+ or the ones that are red ranks? DBD ranks are as confusing as ever...

    I consider high rank being red rank.

    But matchmaking has it's issues as always and doesn't always match up ranks rights as it is (largely when queue times get lopsided).

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357944#Comment_2357944

    IMO it should be the highest ranked survivor rank that should be the bar.

    At one point, SWF was changed to match based on the highest rank. But that seems to have been removed quietly.

  • @SkulkingPaladin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357523#Comment_2357523

    There's a big lack of selfawareness going on here. People want to have fun, but you do things for fun that actively upset others, then can't see why others are ruining your fun.

    If your big issue is getting death threats, then play on console or leave the game after completion, since you can't disable chat. If your issue is actually people expressing their issues with your play patterns, however, maybe you ought to think what it is about your playstyle that's upsetting people constantly.

    It is not your opponent's job to make sure you have fun.

    Idk why this is such a hard concept to understand.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356935#Comment_2356935

    Ehm calm spirit and iron will would like a word with you. Both don't have any counterplay or feedback and if I am not wrong calm spirit still hard counters doc, infectious fright and spies from the shadows, right?

    I wouldn't say it hard counters doc. You still get inflicted with madness and he has restraint addon that will still show your location anyways.

    He also gets a score event even if you don't scream so he'll still know you are around.

  • Right now of the 3 times I've played, 2 of them have been against wraith and that's been such an unpleasant experience.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356837#Comment_2356837

    I would see that as being so unfair, especially for people who pour a ton of money into the game. Like, for me, I bought the Silent Hill edition and then went and bought all of the DLC (except for Ash because I don't like him and I don't want to pay for something I don't like). It's so unfair to lock so many of the most important perks (like DS, Detective's Hunch, BBQ) behind another paywall (unless by a miracle, it appears in the shrine). It just feels like they make it so inconvenient to get licensed perks that you feel like you have no choice but to pay for the DLC / characters

    BBQ, Detectives Hunch, and DS were all on recent Shrine of Secrets during the event.

  • The Shrine is likely weighted rng. New chapter perks and licensed perks are going to show up less.

    That said, BHVR does have the ability to select the perks themselves as seen with April Fool shrines.

  • Honestly, it seems like everything gets complained now.

  • I've rarely encountered any issues with the chat censor.

    If you are constantly finding the chat censor is censoring what you type, then maybe you should really be thinking why you feel the need to attack others in the end game chat.

  • @Pilot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356257#Comment_2356257

    Ah yes.... Why come with interesting builds & challenges when u can literally play Blight on easy mode and dominate 99% of your matches...

    I don't like you.... You are always the first to comment and give snarky / smartass comments like these that gather the most upvotes..

    Killers are your opponent in the trial. Their job is to kill you. They are not required to run builds that you personally find fun.

  • Because making it significantly harder to find slugged survivors is what the game needs. /s

    People already complain about being slugged on the ground til they bleed out. We don't need a perk to make those situations more likely.

  • How dare killers run strong builds on the killer they are playing and try to win.

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355948#Comment_2355948

    It already is by the mere fact theres only one entrance thats impossible to go trough without someone getting hit.

    Problem is that some killers (Hag and Bubba more than anything) take too much advantage of this to the point of being broken.

    With Hag if you dont have a flashlight you are force to do a SLOW save which can easily give Hag enough time to walk back to the basement, and with Bubba, its basically impossible to save the guy if hes anywhere near, and yeah its bad idea to do so, but again, the victim dying basically on first hook cause its impossible to save him its a terrible experience.

    That is part of those killer's strengths. And sure dying on your first hook sucks, but it's just one trial. Survivors aren't dying on their first hook in every trial.

  • I don't see a good reason to the Killer's basement prevent the killer from using their power. The basement is meant to be a strong position for the killer when it comes to defending hooks.

  • 1 attempt escapes should still be possible. Just less likely than before since the chance is 16% compared to the old 25%. The trade off being that survivors will always get out on their 6th attempt (more if you use the addons).

  • Perks are just crutches. Play every game perkless so you don't use a crutch.

  • You can completely avoid getting grabbed when going for hook saves so it's just a situation of "gut gud".

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2353785#Comment_2353785

    Dude they won't release him in his ptb state I'm pretty confident about that. I like his changes since basic tiles highwall no longer become near infinites vs him. But they will nerf him in some way, and the best thing way to nerf him so he is not at the bottom of the barrel is to give him a couple seconds cooldown when injuring someone. Maybe a 3 or 5 second cooldown animation. Because if they release him like that he will easily become the most hated killer in the game, because when there is no cover you are going 99% of the time if the trickster has 60 knifes. Or they could make it so he has 50 knifes instead of 60.

    Do you even play killer?

    3-5 second cd for injuring a survivor? That's longer than just hitting them with an M1.

    The whole point of his blades is that he can keep applying damage with no cooldown between throws and you want to remove the one thing he has going for him.

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2353759#Comment_2353759

    I doubt they will release him in current ptb state. Don't get me wrong in my opinion his changes are fantastic in my opinion. But I did play survivor vs him and he does feel oppressive in the open where there is no cover. Best thing they could is make it so when you get injured by his knifes he has a cooldown similar to huntress and deathslinger. So if a person gets injured they have a chance to run behind cover. Because as of now he can keep throwing after injuring and whatnot.

    But that's the one thing he has going for him over the other projectile killers. I can't see the devs removing his ability to deal laceration damage immediately after dealing a health state.

  • DH can be denied stacks with self unhooks and unhooking while the killer is close to the hook.

    Also you can cleanse the totem.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2352069#Comment_2352069

    I don’t think a reduced cooldown is the answer to this though, as that isn’t going to deter a SWF having 1 dedicated expert looper follow you around to reveal you over and over again.

    I think there needs to be a more severe penalty for taking him out of stealth TBH. Longer KI at base perhaps? Maybe an additional status effect is applied? What if it gives GF Haste when revealed? This would up the ante when weighing up risk vs reward when revealing him. They’re potentially making themselves an easy target when KI reveals them, or possibly screwing over another survivor that’s now dealing with a faster GF temporarily.

    tbh, giving ghostface some kind of buff when he is revealed wouldn't be too bad for an addon similiar to Trapper's iri coil. But I don't think it would make sense to give it to him base kit.

  • @CaptainRaider said:

    https://forum.deadbydaylight.com/en/discussion/264897/swf-problem

    Yes I do. I feel swf flies in the face of the intentional chaos of the game’s mechanics. You’re intentionally not supposed to know who the killer is right away, where people are, etc. Swf subverts this game design and lessens the intentional stress and fear factors. I also think some perks are a problem that lessens the game’s thrill but that’s another problem.

    further I believe that four players against one are never fair, which is why the killer is given so many advantages in the first place. It’s like playing 4v1 monopoly; that would not make sense if every player had the same control over the game and the same rules. The only reason this game works at all is it’s asymmetrical gameplay mechanics. The fact that there is no mic chat in game should be a clue that swf on comms is an unattended consequence of creating a multiplayer game.

    As to the solution to all of this, I’m not sure. Though I wish the developers would address this and stand up to the elephant in the room, which is of their own creation.

    You can pretty easily figure out which killer you are facing as a solo survivor.

    Trapper, Pig, Plague, Nemesis, Freddy all spawn objects on the map that you likely will spawn near. Freddy also puts the clock on survivors portraits as well.

    Oni, Deathslinger, Clown, Doctor, Demo, Billy, and Leatherface all create global noises with their power that you can easily figure out.

    Wraith has wooshing noises when he recloaks and an addon that makes his bell global. Spirit also has an addon for global noises as well.

    Trickster and Huntress have 40m lullabies. And many killers have custom TR sounds as well.

  • The DBD twitter put out a useful video showing that gens that need to be repaired can be found by looking for the blinking lights outside of rooms. Also exit gates can be found by following the exit signs.

  • Myer's is an old killer who is a bit out of date. His kit could use some adjustments to modernize it a bit, but it likely won't happen any time soon.

  • The issue is less SWF and more what happens when you put 4 strong survivors on the team. Game balance still favors survivors and at high skill level most killers simply cannot deal with survivors. The only thing is that currently matchmaking does not necessarily match on skill and SWF helps you not get matched with bad players.

    Comms do help, but they aren't going to suddenly give bad players the ability to run the killer around and waste their time.

  • I don't think anyone is overrating Soul Guard or Power Struggle. They aren't even commonly ran perks over the others listed and I've seen a lot less Adrenalines over time.

    Deliverance is a really strong effect and not even that hard to get off. If you are running Deliverance you should be rushing for the first hook save to get it activated since even if the killer goes after you immediately you can unhook yourself immediately denying killer pressure from hooking you.

    Unbreakable is similar to Deliverance in that it can completely deny the killer's pressure by allowing you to get yourself off the ground so the rest of your team can do the gens.

    A well used Deliverance and Unbreakable can be absolutely game changing even if they aren't perks you can get off every match.

    As for DS, well forcing the killer to have to chase you twice for the next hook is still pretty good. It's not as good when survivors could also work on gens and have DS up. If anything, I think people are underrating DS since the nerf as there's been a lot of "buff DS" posts.

    Survivors don't really need perks in the first place so running strong perks that aren't always guaranteed to go off every game is better than running mediocre or weak perks that you can get value from every game.

  • Deathslinger has a max range and can't really afford to have a longer ads because it'll just lower the effective range he can hit survivors from.

    Also this is a very common thing people suggest but would just absolutely make him a weaker huntress.

  • Generally the people complaining about killers using strong perks are just people who want easy games where they 4 man escape.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2343082#Comment_2343082

    For each survivor your repair a gen with, you suffer a 15% efficiency penalty. (This is why the progress bar changes from grey, to red, to signify a negative effect)

    1 other survivor = 15% slower

    2 other survivors = 30% slower

    3 other survivors = 45% slower

    Get it now?

    Four survivors working on one gen (without Prove Thyself) doesn't take 20 seconds, it takes 47 seconds. With Prove Thyself it would take 20 seconds.

    Prove Thyself doesn't completely negate efficiency penalty due to how the math calculates.

    The penalty is applied first and then the boost from Prove Thyself is applied and since the number was already reduced the boost is not stronger than the penalty.

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