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Crowman

Crowman

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Crowman
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  • You have three options.

    1 Cleanse ruin. There are 3 perks in the game now to help you find and remove totems.

    2 Stun the Zombie. Flashlights and Flashbangs do this.

    3 Kill the Zombie with a pallet.

  • Not a valid reason to remove a killer

    in Good Comment by Crowman
  • Because survivors often spawn near the gens that get blocked by corrupt which gives the killer some time to get going before starting to worry about gens.

    It's just a patch work to a larger issue with how quickly survivor objects can get done and some maps being unforgiving with tile rng.

  • Mobility is a factor, but like Nurse is generally considering the best killer and her map mobility is okayish since she can't really blink across larger maps.

    It's really lethality that's the biggest factor, because the quicker you can get down the quicker you can snowball and prevent survivors from having time to do gens. And Nemesis' lethality suffers due to needing 3 hits when survivors aren't contaminated and then survivors have access to 4 (3 with an addon) vaccines to give them another hit against the power which if used early can really shut down Nemesis ability to snowball.

  • I think Flashbangs are fine as is.

    I have more of an issue with Blast Mine than Flashbangs due to the lack of really being able to counter it. Head On at least can be baited once you know someone has it. I just think 5 second stun/blindness is too much for Blast Mine and should be reduced to 3.

  • Main Event is really good when multiple survivors are around and there aren't many LoS blockers since it can shred health states. But since you can't hold on to it, you basically have to pray the stars align. It's possible to 99% main event, but that's not really worth it either.

    The other use is since Main Event doesn't require ammo, you can use it if you run out of ammo and have main event active.

  • @RockScorpion384 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286314#Comment_2286314

    Yet when rank resets happens it resets you to rank 20 against new players lol

    and no. This games needs a casual mode where people can actually try out builds and strategies without facing rank 10 tryhards

    A casual mode wouldn't stop you from facing tryhards.

    Also rank reset only brings you down a color. Red goes to Purple, Purple goes to Green, Green goes to Yellow, and Yellow goes to Gray and Gray gets reset back to 20.

  • If matchmaking was just matching you against random opponents, you are still going to get matched against "Tryhards". Like your issue of facing people who are much better at the game with you would still exist and likely be worst.

    Anyways, even though ghostface and wraith are different killers there's some basic game knowledge that can transfer between them and it would still be unfair for you as a rank 10 player to be matched with new players just because you've never played ghostface before.

  • Being in an area with nothing around you should result in you dying. I'm just thankful they aren't trying to cater the game towards baby survivors who want free escapes for doing nothing.

  • The two zombies have to be dead when the last gen completes in order for them to spawn. It's basically useless since if Nemesis kills a zombie they respawn in 12 seconds so it's basically impossible to set up. You have to hope the survivor kills a zombie and then finishes the last gen since zombies killed by zombies take 45 seconds to respawn.

  • I hate facing the perk, because it's just annoying.

  • Huntress got addon changes last mid chapter and the newly added flight speed addons help make it harder to dodge her hatchets. Huntress is generally better than Deathslinger due to instant damage from hatchets and ability to carry multiple hatchets at a time.

  • Umbrella Badge just needs to do something else. Anything that involves the supply crates or vaccines is just a bad addon, because there's a limit of 4 vaccines and they take no time to use. The only exception is the purple one that reduces the number of supply crates which is somewhat useful, but still really underwhelming for a purple addon.

    The STARS badge has potential to be good if they expand upon the concept. Make it so zombies gain permanent movement speed for each gen completed so they become more threatening as gens get done

  • Not at all. Unlike Bubba, Nemesis can't damage multiple survivors let alone instead down both.

    Nemesis right now has a very weak early game and has such huge disadvantage early game that many Nemesis players might just feel forced to camp/tunnel since they can't really pressure gens.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/258384/why-do-killer-perks-have-so-many-drawbacks-for-little-reward

    Killers have perks that take entire game hostage and that shouldn’t be the case. Noed being an example.

    killer mains like to compare that to ds which is a few second stun if you’re being tunneled. There is no comparison.

    NOED doesn't take the game hostage. You can cleanse the lit totem, you can open the exit, and if you are last person left you can find the hatch.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2281736#Comment_2281736

    Yeah, some of the wording they use from perk to perk is inconsistent. IMO perks that deactivate temporarily should just use "deactivate", and perks that deactivate forever should use "deactivate permanently."

    DS and Lucky Break both say "disabled for the remainder of the Trial."

    So they already use wording to convey that.

  • @Steah said:

    I'm glad people are getting it

    "Wow he can hit over pallets, he's gotta be A tier for sure!"

    Yep nothing like spending my early game and losing gens to give myself a decent anti looping power. Totally worth the trade off.

    The fact that people even suggest him to be high B or low A is mind crushing. What do they think of other killers, how is he better, what are they seeing that i'm not, are they joking? How anyone rates him above people like Doctor or Phead makes me wonder what the hell is going on in their games. Does everyone just run into him to feed him his power, run into his zombies and then just drop pallets without thinking?

    Considering people are complaining zombies are free hits, they probably are running into zombies.

    And the funny thing is that I've watched people run right pass my zombie and the zombie takes too long to attack them so they miss. So they aren't even reliable for hits either.

  • @th3beardedbaron said:

    IMO here is why nemesis should be nerfed. There is zero mindgame to him. This was the same issue with pyramid head when he first released. You would M2 and drag your blade, but the survivor had no idea whether or not you would throw your ability or simply m1 for the easy hit. It's the exact same with Nemesis. When attempting to loop him, if it's a short wall, he can simply hit you over it and there is no counter play to it. This is the same reason why as PH you have a small delay when you swap between your M2 and M1 ability. BHVR has gotten really REALLY bad as of late with making killers that just plow through survivors with no counter play other than to just gen rush.

    When Playing as Nemesis, I can easily whip someone and continue the chance, if they stay at the current loop and don't drop a pallet, it's an easy hit. If they do drop the pallet, I break it super fast then catch up.

    Nemesis has a long cooldown between releasing his m2 and being able to m1. Way more than what release PH had which was 0.

    Nemesis cancel cd is 1.5s

    PH cancel cd is 1s

  • I don't think they updated the perk's description, but the changed effect should be live.

  • Zombies don't seem to stay at the hook for long, unless they get stuck on a wall. Seems they don't get aggro'd on the hook survivor like they did on the ptb.

  • Sounds like a case of git gud.

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278603#Comment_2278603

    Ohh, maybe im confusing it with flash grenade then. Heck, it actually sounds pretty strong for those that play boldly and finish gens in front of the killer. I can dig it.

    Both Flash Grenade and Blast Mine can be used multiple times as long as you are able to repair gens long enough to reactivate it after the first time.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278950#Comment_2278950

    Because Iron Will doesn't trump perks (which can in fact be negated by a perk anyways) and Calm Spirit is a generally underpowered perk that counters a single killer's ability and only counters a few perks, such as Dragon's Grip and Deathbound, while being able to avoid Infectious.

    Calm spirit only stops the screaming. It doesn't prevent the effects like becoming Exposed from Dragon's Grip or gainning madness tiers from Doctor. And even then Doctor can use Restraint addons to gain an aura to counter Calm Spirit. Also I believe you can tell if a survivor touch the gen with Dragon's Grip by watching the timer on the perk as well.

    The only thing Calm Spirit really hard counters is Infectious Fright, because making survivors scream is the only effect.

  • @Exerath1992 said:

    Its a one off, so nbd in my eyes. You use it once per match, and you never know if the killer will even kick the gen or team mates complete it or the final gens pop before you get value, and you have to be near to capitalize on it beyond a short killer timewaste

    Blast Mine can certainly be used multiple times in a match.

  • He's not weak, but he's not really strong either.

    Tentacle Strike has a lot of downsides to it, Huge CD for missing, Huge CD for cancelling, precise hitbox, and requires to 3 hit survivors at the start. Doesn't help survivors get a speed boost when hit by a tentacle strike that doesn't damage them. It's not a bad power, but it doesn't need all the negatives attached to it.

    He doesn't have any good addons and none of his ok addons really do anything significant. He's also plagued with useless addons as well.

    He could use some minor adjustments as he's almost in a perfect spot.

  • Vaccines are part of the killer power, that's why.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272361#Comment_2272361

    Out of curiosity, did any dev explain why they didn't want this behavior in the game? And didn't instead just add a few more spawns to compensate for franklin's just being innately good on nemesis?

    More Vaccines would be awful and not a good fix.

    It wouldn't solve the issue that Franklin's can destroy vaccines and would make it so Nemesis would feel force to run Franklin's to remove vaccines. Vaccines are really strong when survivors use them early as they grant an extra hit against Tentacle Strike and Zombies while proving an extra speed boost in chase. Very easy to force Nemesis to take a long time to down survivors in the early game which means gens will fly.

    Honestly the Franklin's change isn't bad. It's now more useful at stopping items like toolboxes and med-kits that survivors generally want their full charges too. Keys are likely an oversight that can be easily fixed by preventing a key from being able to open hatch at 0 charges.

  • @Zozzy said:

    If you try to whip a survivor vaulting a pallet then you default to breaking the pallet and the survivor gets away with no damage. that says everything about the killer and BHVR'S motives with his "counterplay"

    This isn't true. The whip will hit a survivor over the pallets. But the hitbox is precise that from certain angles it can be impossible to hit the survivor.

  • He's alright. Very weak early game due to needing to tier up, but even at max he's not significantly oppressive. Vaccines are rreally annoying to deal with if survivors rush them early on, because it's much harder to snowball when survivors have to be hit an extra time.

    His addons range from okay (-1 vaccine, increased mutation rate) to useless (expose when survivors use vaccine, increased supply box opening time)

    If it wasn't for the zombies, I would see absolutely no reason to play him.

  • I also wanted to add that his addons are just bad overall. I've been messing around with different addons and as far as the non mutation rate addons go, I just don't see the difference or impact of bringing them.

    The killing zombies for undetectable is kind of neat, but it's hard to use effectively since zombies can just roam to dead areas of the map and the undetectable only lasts 15 seconds.

    Zombie speed is barely noticeable and doesn't seem to help them hit survivors that run past them. I also can't really tell the difference in zombies with detection addons.

  • He's okay. Pretty much just a mid-tier killer. Not hard to exploit if you know how to play against him and he has the hardest time snowballing compared to Oni and Myers.

    He has a really weak early game, because he has no really way to force pressure on survivors since by default all survivors take 3 hits from his tentacle strike and he can't break pallets with tentacle strike just yet. It's also very easy to quickly lose pressure you build up with vaccines since they force you to hit survivors an extra time with your tentacle strike.

    Once you tier up and survivors drain all the vaccines so they stay contaminated then he starts to shine. I know 1m difference on his Tentacle Strike at T3 may not seem like a lot, but there's a lot of times where that extra distance is the difference between survivors making a vault and getting hit during their vault.

  • If you are getting downed by zombies when Nemesis isn't chasing you, it's your own fault.

    Otherwise Nemesis can see his zombie's aura and is aware of where his zombies are. I've certainly chased survivors around tiles knowing a zombie was nearby seeing if they could interrupt.

  • Watching a zombie fall off a ledge and plant themselves face first into the ground is also pretty good too.

  • We usually get at least one hotifx between a chapter and mid-chapter. Probably shouldn't expect anything this week, because microsoft, sony, and nintendo validate patches first.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274718#Comment_2274718

    your basically relying on his power, don't use his perks thats what I do

    And his power at the start takes 3 hits to down and if you ever miss you eat a huge stun. High risk and meh reward.

    Like if his power was stronger it wouldn't be a huge deal having meh perks. But having both an alright power and not so helpful perks makes his adept hard at times if you are facing good survivors.

  • I haven't been able to get a single pip so far.

    Plus the pipping screen is busted. Rank 5 from reset and my emblem screen looks like this:

    image.png


  • Adept Nemesis is largely hard because you are running 2 perks for 99% of the game and Hysteria is just bad. Eruption is okay, but Nemesis struggles to justify spending time kicking gens when he can struggle to get quick downs with his power.

  • @TheStabbiNAngeL said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274063#Comment_2274063

    Yeah that's a reasonable change, but that also lies in the problem and statement you're making ,if they change the coding for that,who's to say it all wouldn't be affected. That's the same thing.Lets just say they didn't think about it or forgot

    How do you like that Bhrv the elites make you look foolish

    Changing keys to function differently based on the charge system they already have is not the same thing as adding a specific exception for Franklin's to not destroy the vaccine after knocking it out of the survivor's hand.

    The key change is not changing how it functions with other perks or systems, just itself.

  • @TheStabbiNAngeL said:

    https://forum.deadbydaylight.com/en/discussion/comment/2273968#Comment_2273968

    I know you can't possibly answer, but for coders it seems like such an easy change to just limit Franklin's to vaccine undestroyable

    Without knowing how exactly items, vaccines, and franklin's are coded. It's hard to say.

    But one thing I can be certain on is adding specific exceptions like this is generally a bad idea. Hardcoded exceptions like this would have to be constantly maintained and updated whenever they update any code that involves items. It's just bad practice to use hardcoded exceptions, because it's an easy avenue to run into bugs that would have otherwise been easy to avoid. It's not always obvious to a programmer what code might call what especially on a large project where they didn't code everything.

    The simpler fix to this issue is to simply make it so a key with 0 charges can't open the hatch.

  • Well yeah if you removed the DLC which is the main focus of a chapter patch then yeah it would be seem like the devs aren't doing that much.

    There's also quite a few bug fixes and just because a specific bug wasn't fixed doesn't mean it's not currently being looked at. Not all bugs are easy to fix and some bugs can be deceptively hard to fix.

  • @DwarvenTavern said:

    I'm fine with glasses and black heart being nerfed... but why the whistle? I felt that it was pretty good, but I suppose it makes sense, but damn. I'm gonna miss that whistle.

    My guess is the devs didn't like how much free information it gave out since Killer Instinct is designed to not be counterable.

  • The problem with making vaccines an exception to Franklin's is that it means the exception will have to be considered everytime they add in new perks or update Franklin's. It's simpler to adjust Franklin's.

    What the devs should do is make it so Keys can't be used with 0 charges to open the hatch.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272199#Comment_2272199

    Only 1 add-on got buffed and its pointless one. Rat tail used to be 50% before it got nerfed to 25%. I am only sad for his barbed glasses change. it was my favorite add-on him :(

    Vermillion Webcap also got buffed. Increases undetectable duration by 3 seconds from 1 second.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272279#Comment_2272279

    Uuugh, really? Guess we can't have nice things.

    Poor Demo. They're terrified to let the doggo escape mediocrity.

    Lifeguard makes the detection range lose a meter. I don't see it being that huge of a nerf, because the main draw is to get free killer instinct detections without holding M2. Still didn't really need it, but it was free detection for nothing.

    The other thing is since the range loss is only a meter, Sticky Lining increases the detection range by 2.5 meters and is a yellow addon. So you can easily offset the decrease if you want to.

  • @Aven_Fallen said:

    Black Heart and Barbs Glasses were probably the only Add Ons you saw since they buffed Demo. They also only nerfed those two and buffed other Add Ons, the goal is most likely to get more variety.

    Given how easy it was to have those to Add Ons every game, it is fair to nerf them.

    Lifeguard Whistle got nerfed as well. It now also reduces the detection range of killer instinct from survivors near portals.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272225#Comment_2272225

    Yes i saw. But again what is point to get T3? 1 meter more range? Not worth it.

    Once you hit T3, it's permanent. With the build up from hitting containment survivors, you'll just hit T3 without needing to go out of your way to do so.

  • @Northener1907 said:

    They are seriously not listening community again.

    We all said Trickster is weak killer in PTB time. And they released him weak.

    People keep said T3 is useless and powerless. It is not worth to get it. And again BHVR is not listening fans. Good Job!

    You can now gain charges to T3 with Tentacle Strikes against Containment survivors (rate is reduced by 1/3 similar as if you hit a zombie). So while T3 may not be stronger, it should be much easier to get to.

  • @Zenro said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272184#Comment_2272184

    Its a nerf because it used to delete the items but also could be seen as a buff becuase if they do pick up the tiem before it would have been deleted it now has way less charges so its kinda both

    The only item that less charges really means much on is Med-Kits since you can deny a full heal by draining a few charges off a med-kit.

  • I'm surprised that Eruption got buffed from being an almost useless perk to a kind of decent perk.

  • Midwich.

    It's the only map that I hate playing on both sides about equally.

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