Crowman
Crowman
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2234084#Comment_2234084
I have a feeling when they nerf spirit were going to start seeing these type of threads for more killers
Of course it is. People will always complain about the strongest thing.
I just wish people would stop resorting to using the same few buzzwords in their complaints.
"Spirit takes no skill" or "Spirit has no counterplay"
Both are false statements.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2233907#Comment_2233907
Except it’s not entirely improbable either for all 4 perks to give rapid regression in quick succession either.
Although the scenarios you presented is likely, it’s also equally possible that a killer could have Eruption active in a well defended area, meaning both Surge and Eruption immediately regress those gens by 14% just from a single down. Now imagine that other survivors were on those gens and try to continue working on them again once the 14 seconds of incapacitated elapses. One of those gens gets an additional 25% regression, and if Oppression happens to affect the other gens already affected by surge and Eruption (and the survivors fail the Oppression skill check), that’s another 10% regression.
So on the one hand, yes your scenario could result in poor luck for the killer whereby they’re not getting much value from the stacking. In another, one gen could be reduced by 39% within seconds, and a small group of others could be reduced by 24%. All from a single down/hook, and one kick.
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2233907#Comment_2233907
My point is that the devs need to consider outliers.
The devs are already considering the outliers. That's why individually these perks (except pop) are on the weak side.
Who is going to run Eruption as their sole gen defense perk? No one. Same with Oppression
Eruption and Oppression solely exist as perks to combo with other gen defense perks, because on their own they do barely anything.
Even Surge is a bit hard to justify as a sole gen defense perk, but it does at least allow you to bypass kicking gens like ruin which is a time save.
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Surge honestly doesn't work that well with perks that require you to kick gens. You block yourself from being able to kick the gen if you surge it.
Oppression has a long cooldown and can go on cooldown even if you never affect another gen with its effect.
Eruption requires you kick a bunch of gens for only 6% regression. It's a pretty bad perk and I doubt anyone will seriously run it.
Honestly, this will never be an issue as long as devs keep releasing rather weak gen defense options.
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Camping isn't an issue. If a killer is facecamping than the rest of the survivors are free to do gens.
Sometimes you get games that aren't very fun. That's just the nature of a pvp game.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2232258#Comment_2232258
Comms give survivors a huge and unfair advantage, and it's a well known fact.
Comms give survivors an advantage in the macro 1v4 game, but it does not give individual survivors the skills the beat the killer in a 1v1 chase. Saying it's a huge and unfair advantage is just an exaggeration you want to use to downplay your own mistakes.
A killer is still very capable of beating a 4 man squad on comms by being able to quickly down survivors and building pressure. Most 4 man swf groups are not deathsquads where everyone can loop the killer for a long time. A lot of 4 man squads are friends of varying degree of skills and finding and exploiting the weak link is just something you'll have to learn to do.
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This is a case of "get good".
Comms isn't the reason why you are losing. It's just an excuse you want to use to ignore improving your own gameplay.
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While comms do provide an advantage, they don't provide as big of an advantage as you are thinking. Individual survivors still need to be good at the game otherwise comms won't do much.
Also I doubt you were facing constant 4 man SWFs all night. While you likely had some SWFs in lobbies, they weren't all 4 mans.
If you were constantly losing 4 gens in 3 minutes all night, then you likely were making plenty of mistakes in your early chases not allowing you to build up pressure.
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Maybe instead of giving up anytime you face a strong killer, you play the game out and you might learn how to better deal with them.
I get that both Deathslinger and Spirit are hard killers to play against, but don't have absolutely no counterplay. You can still find ways to drag out a chase against both of them and give your team time to do the objective.
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Why does it matter how a killer decides to play?
Shaming people to play in a way that you approve of is a bad mindset to have.
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I'm sure Trickster will be touched up in a future mid-chapter. Main Event certainly needs changes as it's pretty much agreed that it's very underwhelming for a limited power.
Trickster got hot fix buffs that made him playable and the devs should wait a bit before making adjustments, because it's always possible the community is wrong about whether or not a killer is actually weak (it has happened multiple times with previous killers).
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@HarleyQuin_n2K16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2227718#Comment_2227718
but considering most survivors run the same 3 perks this does not really work for them. In my opinion until those are nerfed into the ground there will not be any changes in perk builds.
I don't see the issue. The options exist and people not utilizing the alternatives available is a them problem.
You cannot complain that you don't have other options to escape the killer if you refuse to use them.
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@Saltjar34 said:
Problem is if you add other ways to escape the killer, it will hurt other killers who have no method to deal with the previous methods, such as M1 killers.
Also, flashbangs have recently been added. That's another way to defend yourself
There's a few other perks in the game that offer alternative ways of escape.
Lucky Break, leave no blood or scratch marks allowing you to a much better chance at losing the killer after a hit.
Head On, allows you to stun the killer by jumping out of a locker. Can be use effectively in chase.
Deception, play mind games at lockers by making the killer question if you went in or not.
I don't think dbd atm needs anything added to the base game to help survivor escape. There are perk options that can do that.
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Because you were unable to lose the killer or force the killer into long chases to buy your teammates time to do gens. You didn't do gens yourself. You didn't save your teammates or healed them.
You didn't do anything that gets you rewarded, so why should you not depip?
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Lethal Pursuer is close to being a decent perk. It just needs something a bit more so it can better compete against perks like Whispers and Corrupt.
Eruption has the Oppression issue. It's not a bad idea of a perk, but it's long CD really prevents it from being that useful. Doesn't help that the perk requires quite of bit of setup from the killer as well.
Hysteria seems to be a perk designed to work well with Nemesis. Demo, PH, and Huntress can also get the perk to work since they can injure survivors with their power and then go for an M1 hit. Huntress isn't going to consider the perk since oblivious doesn't hide her lullaby anyways. It's a very niche perk and Oblivious isn't a bad status, but one of those statuses that you as the killer can struggle to tell is helping you.
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It's very annoying to face killers who force a game to go on far longer than it needs to, just because they feel they need to get a 4K.
I basically never slug for the 4K unless the last survivor is literally in front of my face after I downed someone else. Most of the time I find the hatch anyways and close it preventing the last person from escaping regardless.
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The change has been there a while. They normalized the perk rarity by their tier so all T1 perks are yellow, all T2 perks are green, and all T3 perks are purple.
So when you reach the level where you can start getting green items in your bloodweb, the only green perks you can get are of ones you already have. Same for when you can start getting purple rarity items.
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It just means you have to be smarter with pallet drops as there is more of a risk to bad pallet drops. The only killer in the game who 100% ignores pallets is Nurse and even then you can still get a pallet stun on a nurse forcing her into a double stun (pallet stun + fatigue stun).
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I don't see how this is winning by default.
The killer took out a player to turn the game into a 3v1 which is harder, but not impossible for survivors beat.
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I would sometimes do this back when we had 8 snares. But with 5 it's not really worth it. Setting up snares outside of chase is just not that worthwhile anymore.
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@mildspice said:
https://forum.deadbydaylight.com/en/discussion/comment/2219263#Comment_2219263
Does that mean we're not getting legendary skins/cosmetics for Jill, Leon and Nemi? Or are they bundled into the DLC already?
We generally don't get DLC packages for cosmetics. They just appear in the in-game store for purchase.
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@Spyonme said:
https://forum.deadbydaylight.com/en/discussion/comment/2219236#Comment_2219236
"Camping is a part of the game, because killers aren't bots." that argument is not meaningful at all
"getting hooked several times" you mean 2 times max.
camping is staying within range so if he gets unhooked you can instantly down him again
"You have many opportunities to lose the killer" NO not if you are getting camped thats the point
"This is just sounding more like you are bad at the game and want to complain" who smelt it dealt it
you dont make any sense at all
your arguments are weak and just wrong
You had the opportunity to lose the killer before getting hooked.
You got hooked and your teammates failed to safely unhook you.
You are blaming the killer for mistakes made by you and your team. There is nothing wrong with camping. It's not an auto win strat and many killers who do commit to camping will lose the game.
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@Spyonme said:
https://forum.deadbydaylight.com/en/discussion/comment/2219113#Comment_2219113
you contradict yourself
since you arent facing the same killer it has to be withing the game you are currently playing
dude i am out, this discussion feels like talking to a wall
there is no reason for camping to be a part of the game its only increasing the toxicity also Survivors experienced heavy and constant nerfs that killers didnt, for example endgame is clearly in favour of the killer and synergizes with perks like bloodwarden noed no way out etc. infinites have been removed list goes on bye pls dont pin me
Camping is a part of the game, because killers aren't bots. But if you are getting hooked several times in the game and aren't being camped to death on first hook what is the problem?
You have many opportunities to lose the killer. Your teammates have opportunities to take the aggro for you.
This is just sounding more like you are bad at the game and want to complain.
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If they aren't talking about the upcoming chapter dlcs, it might mean we might see another mini dlc like how we got Ash the last mid-chapter of year 3.
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@Spyonme said:
https://forum.deadbydaylight.com/en/discussion/comment/2219100#Comment_2219100
- thats not entirely true as the griefing part actually states "Targeting specific users repeatedly in order to ruin their game experience" and thats most of the time what those killers are doing and thats what i am complaining about since its the combination of camping and tunneling
And you aren't facing the same killer ever game. You aren't being griefed. You are just getting bad luck.
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@Spyonme said:
https://forum.deadbydaylight.com/en/discussion/comment/2219058#Comment_2219058
cuz there are mutliple killer shacks that you can loop in all game
oh wait they removed that because it was "unfair"
also its not part of participating in normal gameplay since the killers goal is be killing all the survivors
not only a single one because you got mad at him, thats not only camping thats griefing
Killer shack was just an easy example. Jungle gyms can also force pallet breaks.
A killer killing a survivor via camping is not participating in "normal" gameplay according to who? Devs have stated camping is not bannable. The killer's job is to kill survivors so he's doing his job forcing you to die on 1st hook.
Sometimes you die on your first hook and that's okay.
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@Spyonme said:
https://forum.deadbydaylight.com/en/discussion/comment/2219010#Comment_2219010
Bloodlust + generic exposed perk = skill
lol u dreamin boi
Bloodlust resets when killers break pallets, use their M2 power, or lands an M1 hit.
If the killer is bloodlusting you and refusing to break pallets, then just go to shack as it's basically impossible for the killer to down you without breaking shack pallet.
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@Spyonme said:
https://forum.deadbydaylight.com/en/discussion/comment/2218990#Comment_2218990
afking infront of a hook takes no skill or effort and only ruins the experience of that person being camped. If you get camped once the gens are done is a different topic that i dont consider as camping.
"preventing" is a nice word for afking
It took skill and effort to down the survivor in the first place.
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@Spyonme said:
https://forum.deadbydaylight.com/en/discussion/comment/2218955#Comment_2218955
exactly so why is a bad killer able to have "fun" by camping even tho he dont deserve a kill and a Survivor is punished for playing good.
He caught you and he prevented other survivors from unhooking you. I don't see how that's undeserved.
DBD isn't a 1v1 game. It's a 1v4 game. While the killer can easily force one survivor to die, it can often be detrimental as it means the killer isn't pressuring the other survivors and keeping them from finishing gens.
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@Spyonme said:
https://forum.deadbydaylight.com/en/discussion/comment/2217672#Comment_2217672
Buts it is simply not fair for the person being camped/tunneled on since there is nearly no chance of escaping once the killer decide to use those "strategics" if you can even call it that since it takes zero effort. At the end of the day we calculate 1 for 1 person having fun and thats not the case if killers are able to camp like the current state allows them to. The person should always have a skill relyed chance of escaping, it should feel rewarding to play good
DBD is a PvP game. Sometimes you just aren't going to have fun.
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The issue is then you are completely immune to damage from zombies and his power for 30 seconds.
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@TheDarkTyrant said:
Making charms like this is only gonna lead to bad things which sucks but that's just how people how. They simply should not bother because it ONLY leads to bad things. I don't care that much because it doesn't do anything to me but there are people out there who will get ######### on for using it an I feel bad for them. If they simply DO NOT release anything like this it'll be fine. I dont think its gonna have a big impact either way but its better to have nothing then to make something that only leads to bad things.
Because we should just not support the LGBT community, because a few people are going to be awful about it.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2217310#Comment_2217310
But his power isn´t really that strong. At least when survivors constantly get rid of the infection.
They can only get rid of infection 4 times. And there's little reason to vaccinate before he hits mutation 3. The only reason you might want to vaccinate before mutation 3 is if you need to take a zombie hit while injured and can't heal.
Otherwise staying contaminated will prevent him from building his power up and will have to use zombies.
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@ukenicky said:
Does anyone have information on if being contaminated with T virus eventually breaks you like Plague's sickness?
I'm genuinely curious to know as, if it doesn't then I can understand why there's such a limited number of antidotes per trial. From the looks of things, not being contaminated means Nemesis' power is kind of useless? It only becomes lethal to survivors who are actually infected so staying cured seems like a good way to force Nemesis to either M1 to damage you or infect you again which deals no damage.
Personally I think it's an extra homage to the Resident Evil franchise. Antidotes were always scarce and I think they want that same element to play in to Survivors with self preservation here.
Contamination does not inflict any status effects like Broken. It simply makes you cough and puke and able to be damaged by Zombies and Nemesis' Tentacle.
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I think more vaccines could spawn (like 2 more to make it 6), but I don't think making them respawn would be good. It provides an extra hit against his power and zombies.
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@bm33 said:
Can one survivor use them all? If so that's horrible for solo q.
Nothing is stopping a single survivor from opening and using all 4 vaccines.
I feel like there should be more be than just 4 since they don't respawn.
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I don't think it's OP. It guarantees you find a survivor quickly. For someone like Oni or Ghostface finding a survivor quickly for their power is nice.
I just find it a bit harder to justify over Corrupt. It's not that hard to find survivors at the start of the game unless you spawn in the center of the map. Corrupt can set you up a 3 gen while preventing gen progress until you find the first survivor. It could probably do something a bit more while still being a perk that goes away after the start of the match so it better competes with Corrupt.
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We don't know anymore details besides that they plan to remove Mori Offerings and integrate Moris into gameplay so Killers can earn the ability to Mori survivors.
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@EvilJoshy said:
I really don't understand the mindset of a survivor. They complain all they see are Spirit. Then when a low tier killer gets buffed to viable, so there's other killers at red ranks, they want it reverted. It's starting to feel like all they want are killer bots.
Because it's obvious that survivors want to always be able to run a killer around the entire time like this is a 1v1 game.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2213014#Comment_2213014
What do you mean? This wasn't showing a better survivor lasting longer. Most of his chase time was bought predropping safe pallets. I was trying to highlight that they last similar times when in actual hit pressure. So spirit getting downs consistently regardless of survivor input. These videos showed this perfectly. He even got a couple guesses correct which extended the chase for 5 seconds until Scott started phasing again.
And Scott is a good spirit so of course he's still going to down the guy fast in general. People always want to discount the skill of the killer when it comes to spirit. The average spirit player you'll face is going to be worse than Scott.
Spirit isn't uncounterable. There are actions you can do to extend chase as shown. Any killer that commits to a single survivor will eventually get a down. Chase killers like spirit can get the down sooner rather than later.
I'm just tired of people calling everything they don't like in this game "uncounterable" or "requires no skill", because those are just crutches for not trying.
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It's possible, but I wouldn't say it's likely.
A single killer is already a lot of work as it is so developing two in time for a chapter would be a huge task to take.
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People don't like killers who can actually threaten to kill them.
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I like how a better survivor comes out and lasts longer than the first guy, but instead of accepting that spirit isn't some uncounterable behemoth people are just looking for excuses why it doesn't count.
People have already made up their minds and these videos will do nothing to change a person's mind.
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Because nerfing keys isn't the only thing bhvr is working on.
We just had a mid chapter with various of different balance changes. I'm sure the devs are working on it, but it was just not a priority for the last mid chapter.
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Tombstone piece end ew3 immediately when you mori someone and judith's tombstone does not.
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@Saltjar34 said:
It should work like DS or Franklin's where it only notifies the other side AFTER it's used
Power struggle only notifies the killer if you hit the pallet stun with power struggle. So it already works like those perks.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2209587#Comment_2209587
"You are not looking to get better" with a killer that has almost to no counter in a 1v1, no survivor input since he can zone you just by existing sure buddy, you must be a great survivor that wins every time against a slinger in a 1v1.
I see, so let me ask another question since you have infinite knowledge and know "counters" what is the counter to spirit? Look at shards?
I know you are going to find an excuse as to why these aren't real counters, but here you go.
Distance. Spirit's phasing has limited duration. If she's far enough away you can make vaults and pallets that she will not be able to phase around. Spirit cannot phase through solid objects so take advantage of this fact.
Ambient Sounds. Spirit largely relies on sounds to locate survivors while phasing. Things like repaired gens and the fire barriers that spawn in LT loops can help hide your own sounds to make it harder for the spirit to locate you.
Double Backing. This is risky, but if you have no other options this isn't a bad idea. You can run back towards where the spirit is phasing if you suspect she is phasing and try to throw her off by veering off to a random direction. Scratch marks are delayed due to latency and sounds when the spirit is on the same position as you are difficult to figure out the direction. Spirit's speed also means it's possible for her to overshoot you if she doesn't realize you are double backing.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2209574#Comment_2209574
Explain how is that a counter? Those aren't counters, "but bruh just put a rock between you and the slinger" that is not a counter.
And exactly how am I crying? There is no counter in a 1v1, "make them miss" yeah that is not a counter, nice try though
Deathslinger cannot shoot through rocks.
If you don't see how having a rock between you and the Deathslinger counters his power, then there is no real helping you. You aren't looking to get better, you are looking for an excuse as to why you lost.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2207939#Comment_2207939
Break los against slinger, always keep stuff in between...... How is that a counter? Bad map rng and you are done? And a slinger missing a shot is not a counter they just missed.
I can't tell if you are either trolling or serious about that.
Next thing you are going to say "look at spirit shards" right?
So basically you don't want to bother learning how to play against a killer and then cry that they are uncounterable.
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NOED is cheap, but it's not overpowered. Unless the survivors are sticking around knowing NOED is in play the killer should only be able to pick up 1 kill without survivors cleansing the totem.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2208126#Comment_2208126
Then why no perk icon shown when the killer kicks a gen with Oppression elsewhere and the survivors get a skill check?
There is an icon that appears when a survivor first gets hit with the oppression skill check.