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Crowman

Crowman

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Crowman
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  • What I find pretty annoying about wraith now is that with his speed buff the best way to play him is to uncloak, land a hit, then recloak and catch up. While there's nothing wrong with playing that way, as a survivor you often don't get a chance to build up chaser emblem or get boldness bloodpoints.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186569#Comment_2186569

    Here's the thing though: Blocking windows is stricktly good for the killer meanwhile blocking pallets after a hit usually isn't unless it lasts for a long time.

    Remember most survivors leave a loop the moment they get hit and either panic drop the pallet wasting it(Good for the killer) or don't and flee letting that pallet loop be used again.

    Blocking off pallets until its cleansed means its strictly an advantage like Crowd Control's effect.

    So even without a cooldown the "Blood Favor" is doing you anything but favors and almost always hurts you in the long run.

    I don't think infinite pallet blocking will be healthy. While I'm not against increasing the range, I don't think a hex should remove resources for as long as it's up.

    There are certainly some uses for blocking nearby pallets. Prevents pallet saves, can catch another nearby survivor off guard, or trapping a survivor in the corner of the map with nothing when they have no other safety to run to.

  • @Momentosis said:

    That's just addons in general. LIke, 90% of them suck.

    Same with Ghostface. All you need are his cooldown addons. Literally anything else is useless.

    There are killers with good addon variety. Blight, Wraith, Huntress, Doctor, and Spirit come mind as killers with good overall addon selection.

    The problem is a lot of killers just get a lot of junk addons where the value increase is too small or buff a really irrelevant part of the killer's power.

  • I don't see how he's like pre-charge nurse.

    He has to wait for his power to fully recharge before he can use it again and he always eats at least two tokens for a lethal rush hit.

    The only way he can chain rushes together quickly is with a purple addon alchemist ring.

  • @Warcrafter4 said:

    I feel like it should only remain a hex if the range was doubled(So its the range of the default Terror radius) and the pallet block remained for as long as the totem did.

    So if the totem isn't found theoretically every pallet on the map could be blocked off until its broken.

    Aka making it pseudo break undropped pallets until cleansed.

    Pallet blocking shouldn't be permanent but there shouldn't be a cooldown. Look at crowd control. That perk can in theory block every window vault at once with no cooldown.

    The cooldown is just so oddly restrictive for a perk that survivors can remove.

  • It's not just Autohaven. Swamp has the same issue (especially Pale Rose). They need to update their generation algorithm since some maps can get really unbalanced rng.

  • You mean the Gnome that appears during EGC that you can smash for a charm?

    That's an event that bhvr activated and didn't say anything about.

    Also it's the gnome from L4D2.

  • I pretty much solely play solo survivor so I usually just go find an unblock gen to work on. If one of my other teammates get caught out, I would much rather be working on a gen then hiding out.

  • As far as I'm concerned the current flick is intended. You can do it on any console with any controller/mouse.

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/249602/death-throes-compilation-what-is-the-point-of-this-iri-addon

    I’m going off memory here but I do not believe there’s a range component to this addon.

    My guess, and it’s just a guess, is it goes per blade: 50% - 100 - 150 - 200 - 200 - etc

    This means three hits in a row is same as base kit, but quickly builds into health states after. Only taking six hits for a health state and ten for a down. Base is sixteen.

    If the green addon that reduces laceration is included, this figure changes to five and nine.

    When combined with the other iri, it’s five blades straight and a swing.

    There's very clearly a range component to the addon. You can see the difference in damage dealt from long and close range in the Tofu vid.

    4:50 - start of the match, hits a claudette at medium range with a knife. She takes a full bar of damage (100% damage).

    5:00 - after missing his next shots, hits a Dwight at closer range and deals only half bar of damage (50% damage)

  • @WeenieDog said:

    If it's 50, 150, 200, 200, 200 for 800% laceration:

    Does anyone know if it takes 5 knives to injure or is it 5 to fill up and then the 6th triggers the damage? Because if it's the latter, [Edge of revival + Cut thru You] takes the same amount of knives and is way easier to pull off. Just aim at the feetsies.

    so at around 18:30 on the Tofo vid I linked you can see that the lacerated Steve starts to decay right before the blade hits him. Then when he gets hit he not only gets lacerated, but gets injured and the rest of the laceration damage is carried over.

    As long as you are doing more damage to bring them pass the laceration meter, it should damage them.

  • I think SBMM will help make solo queue a bit more bearable as your teammates will less likely be useless.

    But I think it will just expose how strong survivors are when you get 4 good survivors together which is a rarity in current matchmaking outside of SWF.

  • I think I know which video you are talking about and honestly that video didn't really showcase Slinger being OP.

    Many of the survivors just ran out in the open away from LoS blockers. Not to mention the map was Sanctum of Wrath which is one of the better maps for Slinger due to how small and open the map is.

  • I use BBQ a lot less now that I don't need the bloodpoints as much. But I do run it on killers that do really benefit from the aura reading it provides.

  • Because the game can't really determine if you d/ced because of steam servers going down or if you turned off your internet briefly.

    It sucks to get a penalty for things out of your control, but it shouldn't happen often enough that you have a huge d/c timer.

  • It's a decent perk on specific killers.

    Deathslinger can reel survivors closer to gens he wants to surge.

    Stealth killers like Wraith and Ghostface can catch injured survivors around gens. Legion keeps survivors injured and there's not a major reason to heal against him so he can also pick up downs by gens too.

    Myers and Ghostface can instant down survivors nearby gens.

    Basically if you are a M1 killer who can instant down or catch injured survivors by gens, then the perks works well. But even on the killers it works well on it's still a bit lackluster.

  • People were saying the nerfs were going to make him a D tier killer before the patch even went live. So it's just people overestimating how much the nerfs actually hurt Freddy.

  • He's not the worst killer, because he can snowball well with EW3.

    It's just why use Myers when Oni is similar and has a much better limited power due to the mobility attached to it.

  • @Nomporu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2181462#Comment_2181462

    if you missed a totem and get one shot by noed, there's no 'outplaying' that.

    Also played on console before pc.

    I've been hit by many noeds in the past. Sometimes I died because of the NOED and the rest of my team pieces out. Other times I have gotten 4 man escapes against a NOED killer.

    Sometimes you will lose games for things beyond your own control. It's best to not focus on that.

    NOED isn't op as you can still break the totem after it has activated. And against smart survivors a NOED killer will still struggle to pick up more than 1 down with NOED.

  • Well you seem to be relatively new to the game given the lack of devotion.

    It's easy to fall in the pit of "x is too strong" espically when you don't realize how little you actually know.

    Red ranks are a huge mix because it's the highest tier of ranks and not particularly difficult to reach either. You can be facing players with thousands of hours in the game and if you aren't a similar skill level as then you will get destroyed.

    You just need to focus less on how broken you just perceive things to be and focus on times where you could have played a tile better.

    I get plently of bad teammates when I solo survivors and sometimes you just can't win with the teammates you get. But it's always important to focus on times you could have done something better even in matches you had no chance of winning.

  • A lot of people in general fail to see the lack of skill they have. It's easier for ego protecting to blame everything else.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2179639#Comment_2179639

    I just don't believe the best counter play to a killer is hope she messes up. When the other best killers have counterplay that is far more dynamic and enjoyable

    You can play around spirit without hoping she messes up. It's not easy nor do I think it means she shouldn't get adjustments either.

    Regardless of addons, she still has a max distance she can move so long wall windows, shack window, safe pallets, etc are all effective at building distance between you and a phasing spirit, because she can't move through walls.

    Maps do have ambient sound that can help cover your own sounds plus crouching also reduces your sound as well. Scratch marks do have a small delay before they appear so if you can confuse a spirit with other sounds you have a chance to run off before she realizes.

    I just find the "spirit has no counterplay" mindset to be absolutely wrong. Yes she's hard to play against and deserves changes, but it's not like you have absolutely no options. The only killer who legitmately gave survivors no real options to play against them was Old Legion, because it didn't matter if he chased with FF until you went down or broke chase to abuse DW mechanics. Neither option lead to a survivor outplaying the Legion.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2179608#Comment_2179608

    Assuming she doesn't have one of her almighty add-ons? And you can read his mind and accurately tell if she has add-ons or not?

    The only problematic addon combo in my experience is Mother Daughter Ring plus Amulet as the massive speed and duration increase from the addons together gives her a ton of distance to cover that's hard to account for.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2179580#Comment_2179580

    So if you have a good idea where is she gonna pop up in front of you? Behind you? To the left or right? How do you know?

    The distance she can move while phasing is limited. Base she only has 5 seconds of phasing meaning she can only cover 35m.

    If you have an idea where she started to phase and when she started to phase, it's not too difficult to figure out where she has to come from and as long as you optimize distance it's hard for her to catch you from anywhere besides from behind.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2179564#Comment_2179564

    She can phase around them faster then standard 4.6 with no knowledge is she is doing that or not. Since there's no indication she is phasing. Every other strong character you know what they're doing you know when Nurse blinks, Oni rushes, Blight charges, or Huntress winding up. But Spirit you have no clue. Which leads to dull unfair gameplay where a survivor is helpless.

    She may be faster, but there's a limit to the distance she can travel. Plenty of windows and pallets do not give spirit enough time to run around them before running out of phase.

    While she gives no indication she is phasing, I generally have a good idea when Spirit is phasing regardless.

  • Survivors shouldn't have infinite time to rescue someone from hook. The fact there is a timer on the hook helps force survivors off gens so they go rescue. Without it why would a survivor ever go to a hook before finishing the gen especially if the killer is running ruin.

  • Every killer takes skill to use effectively.

    We should trying to shame killer players for playing killers you don't like.

  • No. People need to stop rage quitting and there shouldn't be an incentive to do so.

    I'm tired of getting games ruined, because babies can't handle playing a pvp game.

  • I dropped M&A a while ago and haven't noticed any major difference in effectiveness.

  • While I don't think it would be that strong. I think this would be the wrong way to buff this perk.

  • You do know there's only so much BHVR can get done for each mid chapter and they've been having other priorities. We just recently had a bunch of changes to multiple killers that were long overdue.

    Spirit's power also isn't uncounterable despite all the complaints on the forum. I do think there is room for improvement, but it's not like you have no zero options against her.

    Just a few things you can do to help prolong a chase against a spirit:

    It's much harder for a spirit to track you while healthy and it's best to treat her like Oni. Delay her first hit as long as possible. Which is easier to do given she's 110 outside of phasing. Spirit is also a killer that in general you don't want to stay injured against either similar to the Twins.

    She's reliant on sound and maps have ambient noise that can help you confuse a phasing spirit. Crouching also reduces your own noise.

    Spirit's phase has a rather short duration meaning a lot of windows and pallets can basically stop her given enough distance from her starting phase. Although the Amulent + Mother Daughter ring drastically changes that.

    Spirit lost collision during her phase meaning it's possible to run through her phase (similar to running at a blinking nurse) and confuse her since sounds get a little weird when both the spirit and survivor are at the same location. Obviously this is risky.

  • As much as I enjoy legion and Ghostface. There's no way they deserve b tier.

    Ghostface is far too inconsistent as he's one of the most map dependent killers in the game.

    Legion struggles against efficient survivor strategy as his power pretty much punishes survivors for being inefficient.

    You don't need to cram so many killers into one tier either. Both Myers and pig should be d tier and a lot of your b tier can be moved into c tier.

  • It may not be the hardest but getting 30 downs while carrying a survivor without going out of your way for it is not something that happens a lot.

    It's also one of the newest achievements which always have the lowest completion rate until the next set of achievements.

    Plus the other achievements in the set are very easy to get comparatively.

    Insult and Injury is bound to happen from normal gameplay as stunning killers in chase is the main way to use pallets.

    Dodging 100 projectiles basically was free before Trickster got hotfix.

    And filling laceration meters will happen eventually from playing trickster.

    Survivor adepts are easy and Trickster's adept is not that bad since he's very good at getting iri chaser like legion.

  • I think his main event needs touch up first it's very lackluster for an ability you can't even pick when to use.

    I would refrain from buffing the rest of his kit until main event changes as main event has potential to be very strong.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175805#Comment_2175805

    I never said I wanted to end chases at will. When I am being chased by a killer and loop him for 3 gens while also stunning him twice with pallets and I still can’t get away from him at all and then get downed and camped because of it that’s a problem. I want a way to end a chase if I am being chased for like 3 minutes straight.

    So you were able to buy your team 3 gens in a single chase and somehow that's not enough for you.

    A part of the game is the killer will down and hook you. You seem to want to remove that.

  • If every survivor could just end chase at will, the killer would never hook anyone.

    I get tunneling is not fun to face, but you just want to take away player agency from the killer and make them a bot.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175034#Comment_2175034

    Both of them are on a timer. It's simply not shown so survivors.

    They are on a timer, but the status effect itself is infinite duration because it only goes away when Myers goes back to EW2 or Ghostface's mark expires.

    Vigil only reduces status effects that have a visible timer on the status bar.

  • @MadLordJack said:

    No, it wouldn't be OP, but it wouldn't be fair either in most situations. Using exposed perks is so rare and such a gamble that having a perk to diminish the already small returns compared to meta perks, well... Let's just says I'd rather they lean into the Exhaustion side of things. And that's without mentioning Ghostface or Myers.

    Ghostface and Myer's expose effects don't have a timer iirc so they shouldn't be reduced by Vigil if it did affect expose.

  • I can't imagine you would be getting much better at the game if you are constantly getting disconnected from the game due to wifi issues either.

    You should really figure out how to fix your internet issues if it's a constant enough problem that you are getting long d/c penalities.

  • As long as survivors keep complaining about tunneling, DS is a meta perk.

    But also does it really matter if the perks you are running are meta or not?

  • I don't think nerfing DMS by 5 seconds just so you can in theory use it with pop is really worthwhile.

    Kicking animation takes about 2 seconds itself so you basically have to be standing next to a gen as soon as DMS ends just to pop the gen since if you finish the kicking animation after pop's duration wears off then it doesn't pop the gen.

  • @CornHub said:

    Doesn't the oblivious or undetectable status effect already do that?

    Undetectable removes your red stain and TR plus blocks Aura Reading.

    Oblivious only makes it so the survivor can't hear your TR.

    Blindness removing the red stain would be fine as even if you combo both Oblivious and Blindness it still wouldn't have the aura blocking from Undetectable and would create interesting perk/addon combos for psuedo undetectable builds.

  • Doctor's power is meant to make it easier for him to find survivors.

  • I think it's because both maps had basement entrances that were small enough that a killer could body block them and it was impossible for survivors to enter or leave.

    I remember people bringing it up when the pbe was active so weird it never got change or that the widths were reduced in the first place.

  • @misterprince said:

    https://forum.deadbydaylight.com/en/discussion/comment/2172009#Comment_2172009

    The question is why the killer feel the need to bring 3 or 4 slowdown in is build. Is it because he feel like gen get done too fast. Is it because he feel like kicking a gen is not worth it whitout pop. Is it because the killer is trying to control the pace of the game. Dont forget when the game start the killer is on a clock and he only have 2 way to extend that clock 1 slowdown perk 2 survivor mistake/potato

    The thing is slowdown perks don't exactly combo that well with each other anymore, because BHVR has been trying to make it less effective to just stack gen slowdown perks.

    You shouldn't need a full slowdown build if you are capable of pressuring survivors in a way that keeps them from being able to stay on gens for an extended period of time. I would say that information perks are a lot stronger overall as it's much easier to keep pressure on survivors by knowing where survivors are at.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2171819#Comment_2171819

    I use pop ruin like you use ruin undying. Ruin is the main thing but when ruin gets cleansed you still have pop.

    Corrupt/Pop and Pop/Ruin are fine combos as it still leaves you with 2 other perks.

    Once you start running 3 or 4 perks to do one thing especially when the perks don't have great synergy with each other is it questionable.

  • The killer is dedicating 3 perks to slowing down gens and they don't even have that great synergy together. Pop can't be used while ruin is active and corrupt gets survivors moving from initial spawns so more likely to come across your ruin totem.

    They are basically running 3 perks and after 2 minutes only effectively have 2 perks.

  • @[Deleted User] said:

    I don't think they should add this. Why should the devs facilitate acting on vendettas against teammates at the expense of everyone else in the lobby? And how do you know if you're even being farmed in most cases before you get unhooked? They could just as easily be making a risky play to save you with BT rather than letting you die / struggle.

    It doesn't take very long for two skill checks to appear.

    Also sometimes you just need to try a hook trade if it can prevent the hooked survivor from going to the next hook state. Even if it fails, it's still extra time before that survivor would have died as they now have to be rehooked.

  • You already have the option to "let go", just don't hit anything during struggle and you'll die sooner.

    There shouldn't be an option to instantly die so that the killer has time to locate hatch in the situation of 2 survivors left and your teammates have an opportunity to get altruism by saving you.

  • I believe it's a dedicated server issue so it's likely not a simple thing to fix.

    But she's likely in the tome because she's kind of like the splitter from l4d2 and this is Bill's tome.

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