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Crowman

Crowman

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Crowman
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  • I don't really see an issue with 99% exit gates. It can backfire against survivors as well. I've had games where I went from having a 0K to a 4K, because none of the exit gates got open and I was able to slug the survivors preventing anyone from escaping.

  • Idk what the survivors are doing if the killer is tunneling a single survivor and no gens have been completed.

    in Why? Comment by Crowman
  • The only time door spawns really matter is when there's 1 survivor left and at that point the survivors already lost so it really doesn't matter if the doors spawn too close. We don't need more mechanics in game that give survivors "free" escapes. It can already be frustrating dealing with keys.

  • You can run Ace in the Hole and keep your addons.

  • DCs are never justified. It's just a person rage quitting.

    @GeneralV said:

    I don't even remember the last time I saw a killer doing that, to be honest...

    I had a killer DC yesterday, because I got a breakout save.

  • There's nothing (besides No Way Out) that prevents survivors from opening the exit gate. I think it's largely to prevent situations where the survivor is unable to open the exit gate and leave such Doctor constantly shocking them preventing them from leaving T3.

  • So wake up if it bothers you that much

  • @Pepsidot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246536#Comment_2246536

    It's not that Deathslinger is OP. He's just really boring in the 1v1 situation. You never know when he is going to shoot, so his mere existence has you zig zagging all over the place. He has no windup time, meaning you can't react - you don't know when or if he will shoot at any given time. This makes playing against him very tedious... and boring.

    He can't shoot through walls. His chain can also be broken while he's reeling and it has a similar struggle mechanic where if you move back and forth it'll increase the pressure on the chain.

    Deathslinger is about being proactive and making it harder for him to have good opportunities for shoots than it is about dodging his shoots. People should really stop focusing on the "I can't react to his shots", because that's not where his counterplay is meant to be.

  • @DemonDaddy said:

    Some players just can't accept that there are situations (killers, perks, positioning) where engaging the killer is the worst option available. What is even more sad is the claim stealth play is not fun so counterplay has to be given in the form of chase mechanics.

    Deathslinger also brings up Complaints about deadzones which are usually accompanied with disregard of personal choice Survivors have in positioning. Choosing to work a gen with no/bad tiles is on the Survivor and an advantage for the killer. Dependant on the map, Survivors need to make themselves aware of which gens will pose the most risk in late game defense.

    tbf, some maps can generate some really huge deadzones which should certainly be fixed. Deadzones are good as a map filled with interconnecting tiles is not balanced. But then you get things like Pale Rose where the entire area between the ships and dock is nothing.

  • DS change was to make the perk healthier. Old DS would literal punish killers for playing too well. Down survivors quickly, you'll get DS'd. Defend generators when survivors are repairing in your face, get DS'd.

    Now it's a defense tool that doesn't punish killers for playing too well.

  • @Kharbarg said:

    Why do these streamers name "ttv.*"?

    Are the ttv letters automatics?

    I watch to the most famous dbd streamers and they haven't ttv in his names.

    If ttv letters are not something automatic which is the porpose using them??

    ttv is just an abbreviation for twitch.tv

    It's just so people know which platform to look on.

  • I think generally a lot of players don't find Twins fun to play as. Doesn't help the recent 5 second stun nerf was done in a way that made them feel worse to play as while not really addressing the issue the devs wanted to tackle.

    It's the same reason why Plague isn't popular. A lot of people don't find Plague that fun to play, because the strong part of her kit is reliant on survivors giving it to you.

  • @Krunga said:

    lmao i love how people are defending hard tunneling, at this point i think survivor is the weaker role.

    There's nothing really wrong with it, besides you being upset you didn't get to play the game in a way you would prefer. Plus Hard Tunneling can backfire as the killer isn't pressuring other survivors.

    Killers aren't bots who can be programmed to play the way you would like them to. You just gotta accept that sometimes your opponent is going to chose to play in a way that seems unfair.

  • Trapper will likely never be a top tier killer without a massive rework, but I also don't think that's an issue. It's okay if some killers are weaker than others as long as they offer something unique to their gameplay.

    Right now Trapper really needs to be able to carry more traps at base since he's already reliant on decent rng spawns for his traps and it'll help him spend less time moving his traps where he needs them.

  • Because I'm bringing perks, addons, and possibly a map offering as part of a build I want to play. I would like to have an actual game instead of people quitting, because they don't like that I decided to play X. It's not really fun if survivors just quit at the start.

    Facing something you don't find fun is not a valid excuse to quit. Otherwise we get the issue before DC penalties with people just d/c anytime the game isn't remotely playing in a way they want it to.

  • Sounds like bad rng. I've had a night where I kept getting sent to same map (no map offerings either) and that was getting rather boring.

  • I really only ever see in end game chats, survivors being entitled. The worst I can recall seeing a killer is blame the loss on SWF (even though I and at least one other person were solo).

    It's not common and I can easily go nights without seeing any sort of entitlement. Though last night was kind of funny getting called a "gen camper" and survivors complaining that I was trying.

  • The Executioner is very good at quickly killing survivors. That's his thing. Of course it only works if he can get survivors torment which is easy enough for survivors to avoid.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2242387#Comment_2242387

    Really was I the Killer or a Survivor? You have my permission to talk about the match (shame or honor)? :)

    It was Myers on Badham and I think you were playing Scratch Mirror without a Map Offering. It was several tomes ago.

    You certainly lost that match, but I do remember being impressed that you used the Stalk mechanic to lose collision to go through me when I was body blocking an injured survivor at the end of the game.

  • I played against Sluzzy once and they suicided on hook.

    I also believe I played against @Moundshroud once.

  • I have not noticed tunneling occurring at a rate of "every match".

  • He 100% needs an addon pass. Besides having some relatively useless addons in stalk movement speed. Tombstone piece is actually broken. And Vanity Mirror is just a worse Scratched Mirror despite both having the same rarity.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2241485#Comment_2241485

    Finding a Totem feels like playing Where's Waldo, with Waldo standing on a white room by himself.

    Depends on the map. Indoor maps can have some really sneaky spawns that survivors may never find unless they are running a perk like Detective's Hunch.

  • Some hex totems are in theory useful. But the fact that the hex totem being cleansed removes all effects the perk has makes them hard to justify when they are very easy to remove.

  • @Kyxlect said:

    https://forum.deadbydaylight.com/en/discussion/comment/2241438#Comment_2241438

    Yes, because not all Killer's want to play against SWF groups and I'm one of them. I really want to play Killer but I don't enjoy it and I blame that mainly on SWF's. Are you saying I'm not allowed to enjoy the game I payed for?

    As I said in the original post, this in no way affects SWF's gameplay wise. It's a search filter. It doesn't prevent anyone from playing.

    You can still play the game you played for even if not all your matches are fun. DBD is a pvp game and sometimes you'll just have bad games.

    You want to implement a feature that many people will opt out of and that will negatively impact people trying to play with friends.

  • @Kyxlect said:

    https://forum.deadbydaylight.com/en/discussion/comment/2241424#Comment_2241424

    I'd be willing to wait and though the queue's will be longer at first I think people will start to understand what's going on and just queue as solo. For the Killer, I believe the experience will be well worth the wait.

    When did I say SWF's aren't allowed to play the game?

    Because you want to implement an option where people can choose to not queue against SWF groups.

  • Considering that 2 or 3 man SWFs are more common than full 4 man SWFs. You'll basically have longer queue times than survivors do right now.

    Plus there's no reason to implement this feature. SWFs deserve to play the game they paid for as well.

  • @Spill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2240098#Comment_2240098

    I'm not saying they shouldn't be forced to. I'm saying they should be more incentivized to stay in chase. A lot of these chases already have an injured survivor involved but for some reason they choose to abandon chase and go back to hook. I think slightly lower speed and quicker uncloak will nurture a more healthy game experience for all players. That's why this post isn't about nerfing. It's about balancing.

    What exactly is the issue besides "killer isn't playing in a way I approve of "

  • @Sweet_Potato said:

    https://forum.deadbydaylight.com/en/discussion/comment/2239635#Comment_2239635

    Why should a survivor play that game if he dies in 3 out of 4 matches?

    To improve themselves and get better so they escape more.

    Like it's average Kill Rate you are talking about which factors everyone. Some individuals likely have lower escape rates while others likely have higher escape rates.

  • @Sweet_Potato said:

    https://forum.deadbydaylight.com/en/discussion/comment/2239456#Comment_2239456

    It was stated in the BHVR twitter news a couple of month ago.

    68% is actually a lot. Ideally the game should be balanced around 50% oder 2 k.

    68% is like 2.5 kills on average. Which honestly isn't that bad.

  • @WiiFitTrainer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2239610#Comment_2239610

    Sure you can have good solo games sometimes, but I guarantee there are much more bad ones than good.

    3 escapes in a row now with this last one being a full 4 man escape instead of the previous 2 being 2 man escapes.

    I've also had plenty of good games where I still died too. Sure every once in a while I get an absolutely awful solo queue game, but they are honestly in the minority of the games I play. Sometimes I even get awful nights.

    But solely focusing on the bad games isn't helpful and only clouds your perception.

  • I played two games so far of solo queue and escaped both times.

    People certainly exaggerate the struggles of solo queue.

  • Yes gen-rushing is a thing. Survivors can easily focus on nothing, but solely getting gens done and the killer has very little they can actually do to pressure the survivors.

    Thankfully, most survivor teams do engage in altruism making it possible for the killer to stop gens from getting done.

  • @Kirkylad said:

    Is Scott Jund a dbd overlord because whenever he has an opinion people always praise it as the right one instead of having their own.

    The only issue with spirit is the standing still mind game, other than that she's fine.

    I disagree that the standing still mind game is an issue. You wouldn't move towards any killer who is standing still at the other side of the pallet so spirit should really be no exception there.

  • According to steam the rarest achievement is Multi-Tasker.

    I have all the achievements and I'm not sure which one I would say was the hardest since a lot of the achievements I have, I got when they were easier to do as well.

  • There are ways to change the obsession.

    Killer:

    Nemesis & Furtive Chase

    Survivor:

    Use DS. Use For the People.

    I don't really get why this a challenge for Plague and Bill's tome, because neither of them have obsession swapping perks.

  • It's sad that people are always looking to find reasons why something isn't a "real counter to spirit".

    Even using pallets is apparently not a counter to spirit even though the same people would say pre-dropping pallets against clown is a counter.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237898#Comment_2237898

    Not bad gameplay wise? The map hardly has any resources for survivor.

    The number of pallets on shelter woods isn't any different than most other maps. They can be easier to miss when they largely only spawn in rock loops. There's also 5 jungle gym spawns, the only thing that can feel bad is when you get unlucky and they are all LT walls.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237396#Comment_2237396

    Not any MORE, but that perk would have the same usage a BBQ does now.

    Most players don't run BBQ for tracking.

    No it wouldn't.

    You are fooling yourself if you think most players only run bbq for bp. The aura reading is a useful effect that makes it worth using. It might not be someone's main motive to using but the aura reading is certainly a factor.

    Monstrous Shrine with the bp effect would never have anywhere close to the same usage as current bbq because it is a useless perk itself.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237378#Comment_2237378

    You do realize that it's not for tracking. People only run it for BP. If they switched the BP bonus to a perk like Monstrous Shrine, everyone would be running that instead.

    Not really.

    BBQ is certainly ran because it has the bp bonus on it, but it's also a generally useful perk with the aura reading. You move the bonus bp onto a perk that is basically useless and you won't see it ran anymore than it already is.

    All moving the bp bonus would do is make perks like thrilling tremors ran more.

  • You can always intentionally go down to try to use ds before it wears out. Long chases aren't an issues because you are already distracting the killer for a long time.

    As for slugging, ds is still doing its job. You weren't immediately rehooked and your teammates have a chance to pick you up allowing you another chance and still have ds for your next hook.

    Neither of these are really issues of the perk.

  • You just need to accept that sometimes you're going to die on your first hook.

    There's really nothing that needs to be done because it's not really an issue. Bad use of camping should be punished with the rest of the survivors finishing gens.

  • It's probably undetectable. There's a lot of perks and some addons that can cause a killer to gain undetectable. Most commonly it's tinkerer.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237092#Comment_2237092

    Cleansing the lit NOED totem is, but you shouldn't be on the field when the killer has +7% movespeed and OHKO.

    Additionally, and probably more importantly, the often spouted meme of 'just do bones' is a serious misgiving that people seem to believe in en masse, showing that the counterplay to NOED is very counter-intuitive.

    Survivors in the end game should be splitting up to pressure the exit gates regardless. It's not hard for one of the survivors to find NOED and cleanse it after the gens are done. Especially when a lot of NOED killers will camp their one down.

    Unless it's a map like Midwich, most of the time when the killer has NOED it gets found before the killer can get more than 1 down with it.

  • How is cleansing the lit NOED totem not intuitive? Nor does cleansing the lit totem require a perk.

  • @Laluzi said:

    People still suicide on hook, there's just time to forcibly rescue them now. (Though suiciders usually just stand there and wait for the killer to get them again. Also, they end up taking a chunk out of benevolent emblems when they do successfully suicide because they take more than 10 seconds to die.)

    That was already the case with 1st hook suicides.

  • It's still an issue in the sense that people killing themselves early into a match really screws over the rest of the team. Making it no longer instant helps a bit as it helps incentive playing the match out.

  • @LordWack said:

    Don’t get butt hurt because I asked for killers to be reduced of toughness so people quit Abandoning matches when they see certain Killers. Both when Iam killer and survivor.

    This post said nothing about how long the wait times are.

    Yes my wait times are quite long actually. This was just a simple pole were you vote yes or no there’s no need to comment and a bunch of nonsense or start trouble.

    Thank you.

    The devs shouldn't cater towards babies who can't handle facing tough matches.

  • Pallets are mostly fine. There's a few maps that have too strong pallets overall, but that's something that can always be fixed.

    Being able to manipulate your red stain is a skill and I see no reason to take away an area of skill expression.

    It sounds like your issue is just not playing tiles right.

  • I think any survivor who refuses to play against certain killers are just babies.

    Last time I had a survivor constantly do nothing and kept running up to me, I just kept slugging them and leaving them on the ground to bleed out.

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