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Crowman

Crowman

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Crowman
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  • I imagine it would be more annoying for survivors having teammates getting a crown and then suiciding against the killer if the person just wanted to play normally.

    I know AFK killers do suck to play against, but it's at least a case where both sides are able to get the crown that game.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2322812#Comment_2322812

    You were telling the dude to stop "crying a river" when he is seemingly suicidal. You are not a good sportsman in the slightest.

    I agree he was being over dramatic, and this is just a game. But a reasonable person would have taken their own advice and just left. No need to fan the flames of whatever problem he has, in my opinion.

    I mean, you do you, but there is a VERY obvious reason he thought your gg was sarcastic and with context, I am not sure why you even bothered either.

    It was not sarcastic. I type gg, wait a bit to see if anyone else says gg, and then move on.

    People want to be salty in end game chat, I'll call them out on it. There's very little reason to throw a fit in end game chat. No one else is going to care.

    Also he's complaining that because we typed gg, we were thinking he should go kill himself which is far from the truth.

  • @OldHunterLight said:

    To be fair, survivors only say ggs when they are trying to tell the killer #########, it is most of the time that way.

    Killers can be extremely wholesome and still get ######### talked after a ggs.

    You maybe telling the killer in a good way but people like us that play mostly killer get the same experience as I do.

    I said don't be like that guy.

    Don't assume that because a survivor says gg, it's meant to be a taunting action. Many of us just type gg regardless and move on, since it's just good sportsmanship.

  • The window for stunning a Leatherface in his chainsaw sweep is really precise. I've done it recently this week so I don't think it has been removed.

  • Just leave, I don't care about pity hits as I rather not deal with the likelyhood survivors are just waiting at exit gate to taunt.

    It's annoying when the remaining survivors will just wait at the exit gate for 2 minutes

  • The rope/chain addons needed to be changed, because I don't think they could ever really be in a good state. BHVR already balance slowdown perks with other slowdown perks so adding in a killer with slowdown addons is just another thing they would have to consider and I don't see them doing a good job handling both.

    However, his addons in general do need to be reworked as they are largely useless. With the OoO change the blindness addons are now even more niche than they were previously.

  • It's not that you shouldn't heal against Legion, it's that healing you should never be a priority. There will be times where you'll have to heal against a Legion such as making a hook trade.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2316863#Comment_2316863

    So, you think the killer should have full control in a chase? Is this what you trying to say?

    I think there's absolutely nothing wrong with some killers having control in chase. It's good have a variety of killers with different strengths and weakness.

    It would be a shame if every killer had the same threat in chase, because some survivors can't stand losing to better players.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2316792#Comment_2316792

    My goodness.

    So because i would love to see more Onis, more Blights or more Billys (who are clearly stronger then Slinger or Twins) i am biased?

    Could it be that you think the killer should have full control in a chase, no matter how good the survivor is? You sound like that kind of person, sorry to say that.

    If you don't care if a skilled killer wins the chase, then there are no issues with Deathslinger and Twins.

    If you think there is an issue, it's because you don't think a killer should have any control in a chase.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314180#Comment_2314180

    I think this is a very weak argument... "They stay interactive IF they make mistakes"... this can be applied to pretty much anything.

    If one side has to fully rely on that the other side is doing a mistake we have a problem. And i am aware that this goes both ways.

    The problem we face is, that the best strategy to win against those killers i mentioned are very very boring (okay, this is my POV but i can not imagine that hiding in a bush or predrop pallet and run is more fun then an actual chase), and we should all work on ideas instead of defending a role because we like them more (and want them to get buffed or whatever)

    Stay objective please.

    But you are trying to push for killers who can't control chases themselves and have to rely on survivor mistakes to win.

    Like you are just showing you are bias against killers and want to deny a killer's skill because it's unfair to you.

  • Is it really a problem that killers like Twins and Deathslinger that require skillfully gameplay from the killer's part can dominate chases? Deathslinger and Twins do get punished when they fail and survivors still have tools against those killers.

    Pallets can still pose an issue for Deathslinger and it's possible to mindgame Deathslinger into taking bad shots.

    Twins missing attacks with Victor can be punished by crushing victor and staying grouped can prevent a twins player from snowballing with Victor.

  • @Chicagopimp2019 said:

    Out of curiosity, does it count towards the blind/stun the killer rift challenge?

    Blast mine counts as both a stun and a blind and will grant 2 progress for the stun or blind killer challenge.

  • Leatherface doesn't need charge addons tbh. With his charges he has quite a bit of leeway in where he can start his rev and still reach survivors.

    Plus we have addons like Chili which increases duration for each charge, beast marks addons for slight increased in speed, and Rake for an extra charge which all increase his effective range as well.

  • @meatisadelicacy said:

    It's not enough that EGC gives you free kills? The DC penalty being off is temporary. Calm down.

    If survivors are sticking around for 2-4 minutes and die to the entity, that's entirely their fault. Considering that survivors don't even have to open the exit gates immediately and start EGC either.

  • They aren't exactly 0 skill escapes. They still need to get gens done for a team wide escape.

  • @Crystopus said:

    Yes. I understand there are strategies. Yes I understand there are times camping is an actual strategy.

    But the majority of times this situation happens to me, it has no skill to it. I have killers tunneling me for no good reason. I get off the hook and killers wait for me. They don't even go for the other person, they just wait for me to get downed again.

    And camping killers just camp me for no good reason either.

    But there is no strategy for simply put, "Not getting camped." Especially in solo queue. Just like you said, I cannot control what the other players do. So therefore I cannot stop the killer from camping me, and I cannot make other survivors save me. That doesn't make me ungracious for getting camped. If I cannot control what the killer does, it is therefore not my fault for what the killer does, because it isn't in my control.

    Thank you.

    If you are losing to strategies that you consider to have "no skill" then that is not saying much about your own skill.

  • Legitimate strategies should never be punished. There should be more of an incentive for killers to not just tunnel a survivor out of the game. But the game currently rewards getting a survivor out of the game ASAP.

  • @TeabaggingGhostface said:

    That looks to be an old video

    A lot of those clips look like they were from post-release of Trickster where pallets got bugged and didn't stun killers.

  • @van9684 said:

    Nope. Stop playing so selfish and people don’t dc. Everyone wants to have fun, it’s not just about getting a 4K.

    The irony being that the player d/cing is the true selfish player, because he expects everyone to cater to him.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2311961#Comment_2311961

    Because people play survivor because being chased by the killer is the only fun part of DBD and this guy is acting like he should be entitled to free easy downs regardless of the survivors skill level. We already have Nurse and Spirit for that, it doesn’t need to be every killer in the game.

    If this was truly the case, then tunneling wouldn't be complained about.

  • The killer is suppose to be stronger than a single survivor. That's why it's a 1v4.

    Survivors love to forget that they have 3 other teammates that are also working to beat the killer.

  • Can we at least wait for the dev blog next week that details the new event before we start complaining.

  • @Adjatha said:

    "Doctor's power just shuts down every window and pallet. It's guaranteed damage."

    I guess his latency must be way better than mine, because I hit survivors, they scream, and then they drop pallets in my face EVERY SINGLE TIME. I think I shut down a loop maybe twice a game (and then they just take another loop and throw the pallet anyway).

    His point about "they stopped making killers that are good at the 1v4 part of the game" is valid, but his complaint about the 1v1 element is just his skill at the game robbing him of reliable difficulty.

    We don't really have a killer whose power is to be good in the 1v4 aspect. The closest we have is Legion who can run around and attempt to spread deep wounds on an entire team of survivors at once, but it's easy enough to split up against him that it really fails to live up to much.

    But also I just really hate the term "guaranteed damage". Being good at a killer should net you being able to use their power for hits and for killer powers that can quickly end chase then they should lead to to quick downs. Saying a killers power is "guaranteed damage" to me just sounds like dismissing any kind of skill component and I hate that mentality that seems very prevalent in the community lately.

  • I did a build with Stake Out and Diversion and play a few matches until I got it.

  • The 5 second stun is fine. It's a 2nd chance at escaping a killer tunneling you off hook. If you fail to utilize the stun well then the 2nd down is deserved.

  • Honestly the swamp one isn't that bad. A lot of survivors don't check the edge of the map and it's not common for me to see games on swamp where edge gens are ignored, because survivors never go there.

  • @MonsterInMyMind said:

    I never understood why Behavior went out of their way to fix it for every character instead of fixing it just for licensed characters.

    Because the system is likely the same for both original and licensed characters. Whatever the glitch was that they fix was impacting both and fixing it would fix both.

  • Because the idea between a set was that they could do more interesting cosmetics that would otherwise look weird when split up and matched with other cosmetics. Licensed sets might exist, because license holders don't want to allow mix and matching parts of a cosmetic.

    I honestly don't really get the outrage over this. If you want to mix and match, just use cosmetics that allow you to do that.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2303124#Comment_2303124

    They should have done it at the same time as keys though.

    I don't agree. There's no reason to wait on a balance change, just because another balance issue exist in the game. It's okay to nerf one before another.

  • They absolutely deserved the nerf they got.

  • Can we really stop calling everything as having no skill. It's becoming really obnoxious how much people want to downplay the skill of others just so they can complain.

    I get if you don't like dead hard, but a 0 hour player using dead hard isn't going to accomplish anything. Like it or not, there is a skill to good use of Dead Hard.

  • Well you lost the chase and didn't do much else so your emblems weren't enough to safety pip.

  • I imagine the OG characters set got fixed, because the set system is the same between licensed and non-licensed characters. There's no real reason to create separate code that handles the same thing.

  • @DBD_IS_AWSOME said:

    I think there should be an option for no SWF lobbies in the settings for killers! It’s ridiculous somtimes. Sometimes it’s not even a fair fight. Having friends tell each your position at all times? Way to powerful and unfair!

    Because people who just want to enjoy playing with their friends should be punished with long queue times, just because killers perceive it to be an issue.

  • @Steel_Eyed said:

    When the arguments get boiled down, being upset with “SWFs” is just being upset with “good players making good plays.”

    Yup. I've had many killers complain about swf in end game chat even though me and at least 1 other survivor was queued up solo.

    SWF is just used as an excuse for when killers lose.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2299788#Comment_2299788

    When a killer is not fun to play against the reasons why people say he isn't fun to play against should be considered. As far as what to do to change him, how about make his power conditional? Let him earn the instant down power instead of always have it. How about for every successful M1 hit he gains meter progress to gain the instant down power on his chainsaw for a duration? If he downs a survivor or goes too long without using it the power resets and he is able to gain it again. When he doesn't have the instant down power allow the chainsaw to apply other effects like deep wounds or broken for a duration.

    Just because the opponent doesn't find something fun, does not mean it's a balance issue.

    I find it really annoying how people's first respond to facing something they don't like is to ask for nerfs instead of learning how to play against it. Most killers are not that bad and can even be fun to play against once you do understand how to play against them.

  • @tolore said:

    it has a charge time where he's super loud and moves slower than usual, he can't just whip out the chainsaw, if you got caught by surprise by cannibals chainsaw that's on you.

    Leatherface's chainsaw seems a bit bugged lately in that sometimes you don't hear him taking out the chainsaw and revving it.

  • If survivors really cared about getting emblem points, they always have the option to let themselves get downed & hooked and then hook trade for emblems.

  • Given the range of the Tentacle Strike, the hitbox of the Tentacle Strike, and the slowdown pulling out the Tentacle and holding it. Increasing the wind up (not cooldown) on his Tentacle Strike would just ruin him. Nemesis already has to be close to you to even hit you and most of the time if he's able to Tentacle Strike you he can already just punch you which has no windup.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2298867#Comment_2298867

    If a lot of the bugs fixed on this update were on PTB already, why not delay the chapter? All Kill was delayed and it dropped without major problems. Then you have the biggest license DBD has got until this day and 1/3 of the chapter is disabled and the game is straight up unplayable for the majority of the playerbase 1 week after...

    The chapter release date was announced before the ptb even went live. At least with other chapters that got "delayed" they never technically gave us a release date so they were never committed to releasing it out 3 weeks later.

  • It's still the same system. It's not like the sets are coded differently just because on is legendary and one is not.

  • I imagine licensed link sets are part of the license contract so there's likely a vested interest in making sure sets can't be broken in order to keep good standing with license holders.

  • The reason you go for the vaccine is because it forces Nemesis to have to hit you an extra time with his power. Atm, this is strong against Nemesis because getting hit by his power and only get contaminated gives you a speed boost allowing you to significantly extend chase times without extending much effort.

  • Something I learned playing with blast mine is that the mine is placed on top of the gen when used. Idk if killers can see it though.

    Still, I feel 5 seconds is a bit too unfair for the killer and it should be at least reduced to 3 seconds.

  • @Ryan489x said:

    https://forum.deadbydaylight.com/en/discussion/comment/2295405#Comment_2295405

    wait it doesn't do that? When the gates power up you're supposed to be able to down and kill the obession.

    That seems like one of the many oversites.

    The exact wording of Rancor is:

    "Once all Generators are completed:"

    NOED by contrast uses the wording:

    "Once the Exit Gates are powered and there is at least one Dull Totem remaining"

  • If anything Rancor should be changed to activate when the killer closes the hatch.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2293513#Comment_2293513

    Yeah if you can stack it with other perks it's fine if that's the build you want. But you are probably better off bringing almost any other perk.

    Also don't bring Green and Yellow pins. They don't work together. You hit someone, apply broken and mangled for 60 seconds. They can't be healed for 60 seconds because they are broken and after those 60 seconds are gone they are no longer mangled. Makes it so your yellow add on never actually does anything

    The mangled pin got changed to last until healed. There was a sweeping change to mangled a few patches ago where all mangled effects last until healed.

  • People are quick to blame everything on SWF that it's hard for me to really see it as an issue.

    I had this killer cry that me and the rest of the survivors were some 4-man abusing Ormond (don't believe there was a map offering) and when me and another guy pointed out we were solo he refused to listen and kept going on about how we were just abusing broken things.

    He was playing Nemesis who is still a new killer. Should have just accepted he didn't that play that well.

  • Last survivor always being instant sacrifice is fine, because at that point you have lost and there's no reason to give another chance of escape. You failed to get hatch or open exit gate before getting caught.

    If you are running Deliverance, you should be taking aggro for your team when it's active since you can unhook yourself.

    Saving for an endgame scenario is just a bad use of the perk since it's main power is the ability to negate a killer's hook pressure.

  • It's far better to use the vaccine immediately since it's a free health state against his power and Nemesis is otherwise a 115% killer.

    Makes it much harder for him to snowball when he needs to 3 hit survivors when all 4 survivors are still alive.

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