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Crowman

Crowman

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Crowman
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  • It's really not that hard to black pip against any killer in the game.

    Do gens, go for safe saves, and try to stay alive for as long as you can when she does find you and you should at least black pip.

    I get spirit can be frustrating to play against but she's not impossible to deal with. Her phase duration is limited, ambient sounds can mess her up, and with experience you'll start to get a feel for when spirit is likely phasing after you.

  • @OldSilentHill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2169325#Comment_2169325

    Enough for ruining an endgame when you are playing solo. There is no way to open any door.

    I don't see that being an issue. Opening the exit gate as last survivor after hatch has been closed is suppose to be difficult to pull off, because it means your team failed to finish the gens fast enough and you failed to find hatch first.

  • @FFirebrandd said:

    You are well within your rights to not like perks that exist in the game. I've got a few perks myself that I strongly dislike but most people are OK with.

    That said, I'll take new OoO over old OoO any day. Yeah they'll pretty quickly figure out what aura perks I'm running (if any) and that can suck. However, the fact that their perk can 100% stab them in the back kind of makes up for it. I was a little apprehensive of the extra repair/heal speed on it... but it has such low numbers and is active for such a short time that it isn't a huge deal.

    I've also had a recent game against a New OoO user. At one point the Steve rushed the hook to get inside BBQ's minimum range, but unfortunately for him OoO's passive went off so I knew he did that and was close. I seem to recall he ended up running face first into me and he was next up on the hook.

    The first game I played trying out new OoO was against a Black Incense Plague. There are certainly situations where the buff can be active almost 100% of the time.

    I also tried out MoM and OoO since if you get MoM activated and then heal up after taking an endurance hit, you'll always see the killer from 16m away. But it requires so much effort to setup that it's not really worth it.

  • "No counterplay" is one I've been seeing lately.

    Some things in the game don't offer a lot of counterplay options, but there is nothing that is on the level of old legion. Everything in this game has some way to play around it.

  • Why should you be able to open the hatch when in dying state?

  • Why should it?

    The illusionary doctors aren't tied to screaming.

    Unless the Doctor is running an addon to increase the illusionary doctor duration, they last for a second. Very easy for Doctors to miss if they are busy dealing with other survivors.

  • Honestly I find it's better to just play normally as there's a good chance you'll just run into the Glyph on most maps. I believe it took me 4 games to find all 3 gylphs.

  • New OoO is fine. As the obsession your aura will always be revealed every 30 seconds with no control besides hiding in a locker. So there's a risk you give the killer your location when it's hurtful to you.

    If you are not the obsession, then the perk does absolutely nothing unless the killer has an aura reading perk/addon.

    There's actually a good risk to new OoO that old OoO lacked since you could control when your aura was being revealed..

    Of course, OoO does counter perks like I'm All Ears as the survivor sees your aura preventing any mind games. But as a killer you can always choose to not run aura reading perks that get hard countered by OoO. Which is a lot more counterplay than old OoO where the only real counterplay was bringing in blindness which is a rather weak status effect outside of blocking OoO.

  • @BigBall said:

    https://forum.deadbydaylight.com/en/discussion/comment/2168777#Comment_2168777

    but sprint burst is used for the right intentions, dh right now isn't

    If Dead Hard wasn't intended to be used to gain any distance, it wouldn't have a dash.

    Even before dedicated servers when dodging hits with Dead Hard was viable, you still wanted to dash towards a window or pallet to extend the chase, because dodging a single hit out in the middle of nowhere accomplished nothing.

  • It's most likely a bug. Wouldn't be the first time objects on Haddonfield got bugged. I remember a patch when bushes would spawn between the openings in the fence making the fences stupidly long.

  • You are trying to learn the hardest killer in the game. You should expect to be losing as you get better with her.

    While there are matchmaking issues, you need to rethink how you are going about learning Nurse.

  • I mean they participated in the chase that lead to the first survivor getting hooked.

  • It's pretty dishonest to say that Kindred needs to cap at 16m RADIUS while using the DIAMETER with Open Handed as your justification.

  • This was how Ghostface was on the ptb and it got changed either on release or a hotfix.

  • Most maps have areas of ambient sound that can help cover up your own sounds. Repaired gens can also do this. On top of that crouching also reduces the noise you make as well. Spirit is largely reliant on sounds to track so making it so that she struggles to hear you over the sounds of the environment can help you lose her.

    Besides that, her phase duration is limited (5 seconds at base). This means safe windows and safe vaults with enough distance will prevent the spirit from reaching you since she can't go through walls. Duration and Speed addons however can still threaten to reach you and there's no good way to tell if she's running them during the match.

  • @smart212 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2165415#Comment_2165415

    dont understand, do you know before patch 4.7 this perk is only can detect bear traps, instead on new patch 4.7 this perk developed to detect totem location even no generator is completed.

    Small Game has always had the ability to detect totems

  • The chat filter is such a non issue.

    I've seen maybe on end game chat where something was filtered. Otherwise usually no one says anything or you get a few "gg"

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2163634#Comment_2163634

    it was in PTR so i doubt it a bug since many people noticed it.

    iirc, on the ptb the loss of collision didn't kick in until after 30 seconds. Not sure if that was changed from ptb.

  • Oh no, how terrible that your teammates actually get a chance to rescue you from the hook and get some points.

  • they were already put live on the hotfix patch 2 weeks ago.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2161476#Comment_2161476

    Yes, and it probably will come in handy there (since most people 20% the gate and then go hard when the killer turns to patrol to the other gate - this more or less adds more effective time in order to get the gate open), but that still assumes you didn't slug for the 4k, catch them before they reached the gate, catch them before they got the gate anywhere near opened, and don't have the perks/tiles/skill to juke you for 15 seconds. Also assumes they didn't run to an alarm clock before doing the gate, or have Adrenaline.

    When this addon works, it's good. The reason this addon sucks is because in most of the games you bring it, it will not do anything for you. I would rather have a weak addon that works always than a strong addon that covers an unpredictable and specific scenario, you know?

    I know it sucks.

    It's why it's funny to me that after all the feedback on this specific addon, they only made it last 5 seconds longer.

  • @Laluzi said:

    It's so terrible. Not all iri addons are amazing, but this one is so insanely situational it should be a brown or yellow. It only does anything if:

    -You don't kill all the survivors before the gates open

    -The survivor is asleep when they open the gate

    -You are close enough to the gate that most of the 15 seconds is left by the time you catch up to the survivor, but not so close you couldn't prevent them from opening the gate

    -There isn't a good tile right next to the gate

    -The survivor is not healthy and does not have a perk like Sprint Burst, Dead Hard, or something that can juke you for the 15 seconds

    -The survivor does not have healthy friends that will tank hits for them

    I get the idea behind it is supposed to fish out a survivor for you to use Blood Warden on, but I really hate this new addon design where they're meant to clone or complement the killer's base perks. Base perks is not base kit and most killers don't run their native perks. It gives us garbage addons like Black Grease or redundant ones like Bad Man's Keepsake.

    It should still work if the last survivor opens an exit gate after you close the hatch. Though normally if the last survivor opens the exit gate in that situation they did so when you weren't watching so the addon shouldn't matter unless they wait til the last moment to open it.

  • @[Deleted User] said:

    I just need to share this:

    I got somebody running the new Lucky Break thanks to the footsteps add-on on the PTB. Life was good 😊

    The footsteps one at least is kind of useful, because there's not a perk that increases footsteps sounds.

    Otherwise Stridor is better for increased breathing sounds since it works out of Dream World.

    Same with Surveillance and gen sounds.

  • @Boss said:

    So do we now assume DS 24/7?

    I already did. I would often realize half way through a match that there was no obsession and that I didn't need to slug a survivor earlier.

  • @jakesotto said:

    https://forum.deadbydaylight.com/en/discussion/comment/2161033#Comment_2161033

    I thought it may have been unintentional aswell because lore-wise only killers like wraith and nurse are burnable (although I know it's an outdated mechanic, I was just confused for the sake of lore). But i guess since legion doesnt get stunned it's not the same.

    I'm not sure if there is an exception, but killers can't use their power while blind. So when you blind Legion it prevents him from using Feral Frenzy which also removes him out of Feral Frenzy if he's already in it.

  • @FondaDix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2159587#Comment_2159587

    It's not only what you mentioned but I know from when i play survivor i usually spawn right next to a gen. It's happened a number of times I didnt have to move at all and just started to work on the gen. If that happens to me, how many other survivors does that happen to. Shouldn't survivors have to find gens as opposed to just spawning on top of one.

    In my experience while you do spawn on gens, you often spawn with at least one other person. And solos tend to hop on the gen together instead of splitting.

  • With matchmaking being how it is right now, generally matches aren't going by that fast as survivors are far from efficient on gens.

    But every once in a while you get the teams that are efficient on gens and boy do you really have little time to build pressure before the gens get done.

  • If you are doing nothing for 60 seconds, because you don't want DS to deactivate then you are using DS wrong.

    DS is there to make sure you don't get immediately rehooked once. If the killer busy with other survivors and you can do gens/heal/totems safely, then you aren't being tunneled and DS doesn't matter anymore so be a good teammate and help your team.

  • I wouldn't expect anything.

    Trickster already got his hotfix and it's unlikely the devs will do more to him until another midchapter.

  • It's a perk that can completely negate pressure the killer is trying to build by letting you get yourself off the ground once without needing another survivor to stop working on a gen to do so.

    Of course you won't always get to use it every match, but it's certainly a very good perk.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2157972#Comment_2157972

    Yeah, but that doesn't change the fun factor, nor the ease at which this supposed tactic can be done.

    It's a pvp game.

    Sometimes your opponents will do things that are not fun to face.

    I get it sucks, but at no point is your opponent responsible for making sure you have a fun game.

  • @Zephinism said:

    get off the hook, start healing myself as the unhooker has disappeared. 5 seconds later killers on me. Since I healed for 2 seconds no more DS.

    You shouldn't be healing yourself under hook. That's a very risky play when that's the last known location the killer knows you were at.

  • @Kebek said:

    Why is everyone trying to make all killers with any kind of ranged projectile into huntress. It happens to slinger and trickster, now PH. What's next, clown ? Sorry but this kind of suggestion comes up all too often as everyone just needs to complain when killer doesn't get massive slowdown when using a ranged power.

    PH's power isn't supposed to be used in open areas, it's used to cut off window/pallet vaults, make prediction shots through walls and stuff like that. It works perfectly fine as it is now.

    Yeah it bothers me to that any killer with a projectile always get suggestions to turn them into a huntress.

    Like PH's power is already pretty telegraphed too. It doesn't instantly fire and survivors get the warning on the ground which can allow them to dodge the attack.

  • While it may suck to depip because you got camped, it's not a big deal. If you are in the ranks you should be at, it's easy enough to pip again.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/247048/survivors-need-to-stop-complaining-about-tunneling-and-camping

    Camping and tunneling should be removed from the game though. They are toxic unfun strategies to face and they shouldn’t exist. Now if removing them would weaken a lot of killers then that’s as simple as buffing those weakened killers to make up for it. Toxic and unfun strategies should be replaced with strategies that offer more to play around for both sides and more gameplay to enjoy.

    You can never get rid of camping or tunneling with creating unhealthy situations where survivors are literally invulnerable. You simply cannot control the actions of other player's.

  • @Nemmy_Wemmy said:

    Some of these comments are widly off topic complaining about the killer op is using or how well he did in a match.

    Literally none of that matters when the topic is someone using exploits.

    It'd be akin to killers using the forever mending legion exploit and someone coming in to say "well the survivors were a 4man swf with meta perks so I don't see the problem". Like you aren't achieving anything with it.

    Speaking of that, I remember facing a forever mending legion before the devs made the announcement that it was bannable and having a 4 man escape.

    Clearly it wasn't an issue if you could 4 man escape against it. /s

    But yeah, it's weird how because the killer still got a 4K it means the exploit isn't a problem.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158197#Comment_2158197

    Literally forcing people away from your 3 gen... is now bad? You can't be serious.

    https://forum.deadbydaylight.com/en/discussion/comment/2158201#Comment_2158201

    Feel free to read the other replies in this post for why this would work quite well in early/mid game.

    I had a game back on old Disturbed Ward I only won, because I was able to hook a survivor deep inside a 3 gen situation and could prevent both the unhook and gens from being progressed. Also this was my first hook that game, but that survivor died on their first hook while no other gen was able to get done.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158188#Comment_2158188

    Go back up and read the edit for this explanation. It's better for pressure than you think.

    Imagine what you could do with a 3 gen strat with this!

    By sending the survivor far away from your 3 gen so you can't protect both...

    I don't think you get how important it is that killers can defend both hooks and gens.

  • The problem is just completely removes a killer's ability to pressure hooks which is important. Like I get camping is not fun to play against, but a killer who hooks a survivor between 3 or 4 gens has little reason to leave that area and is exerting ton of pressure on the survivors by the exist of that hook.

  • Oh is this why for most people survivor queue times tend to be longer since that means there are far less killers queueing up than survivors?

  • Jake's update model is probably going to get revealed today given meg was thrusday and Dwight and Claudette were Friday.

  • Well her duration addons are bugged and also make her power recharge faster which should get fixed. But overall I don't think her addons or basekit is too strong.

    Spirit does have some counterplay, but I feel a lot of her counterplay is currently too unreliable and should be adjusted so survivors have better opportunities to counterplay spirit.

  • You can still very easily hear wraith when he's nearby that should give you enough time to get away before he starts to uncloak as his uncloak speed is slower now.

    Wraith is very reliant on getting surprise hits as he has nothing to aid him in chase and hit and run tactics are risky, because if survivors are able to heal up before he finds them again then he wasted time getting the first hit.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2156218#Comment_2156218

    I'm trying not to ignore your posts but I keep seeing you write the abuse is that 5he killer can't stay and camp the hook for the win.

    I'm telling you flat out that the goal is to stop camping.

    Now one abuse would be if the survivors force a chase around the hook this was why the timer goes down when the killer is in a chase. This was an example of an abuse becuase it was was publishing a killer who wasn't camping(he is chasing in this example)

    So of you can list an abuse (other than the killer wont be able to camp) then please let me know. If you don't like this proposal becuase it will stop killers from camping then you may as well say the perk works exactly as intended but that you don't want it becuas you like to camp. Which is fine there are plenty of survivors out there who love using keys and make the same excuses you do about camping. Killers can play around it, it's hard enough on survivors, survivors should do everything to achieve there objective etc etc etc.

    So to sum up BESIDES preventing camping, does it do anything else that the survivors can exploit/abuse

    Sometimes camping is necessary. If survivors swarm the hook, what reason does the killer have to leave the hook?

    It sounds like you would not be happy with anything other than a free trade which means survivors can play dumb and still get unhooks.

  • For the people saying spirit has no counterplay, that is wrong. She has some.

    You can find ambient sounds on every map that help hide your own sounds. Crouching helps reduce your own sounds as well.

    She also still has limited duration on her phasing so with enough distance, safe windows/pallets are impossible to get you from a phase as she can't go through walls.

    I wouldn't say any killer currently in the game has 0 counterplay atm, but some killers certainly have a lot more counters than others.

  • The aura range is too short. I've picked up survivors with boil over see a hook aura walk one step towards the hook and the aura goes away. Happens way too often with the amount of times I do see the perk.

    As for the wiggle effect, I think that is fine. It's a minor annoyance that can add a few seconds to wiggle which sometimes can be the difference between a hook and an escape. Number of times I've 99% the wiggle bar and then get hooked has happened multiple times.

  • Currently the game does not favor killers IF survivors are efficient with their main objective. There is simply not enough time for a killer to hook multiple survivors and prevent all gens from getting done.

    However, with matchmaking being the way it is. Most solo matches are just not balanced enough where it tends to start favoring killer, because 1 weak link on a survivor team can spell death for everyone. Not to mention the number of survivors that still rage quit.

  • Maps only get disabled if there's a gamebreaking bug on the map.

  • I enjoy playing Ghostface, but he's very inconsistent.

    He's one the more map dependent killers as any map with little LoS blockers (like Blood Lodge) you end up playing more like a M1 killer with no power.

    The reveal mechanic itself is always iffy as sometimes survivors can't reveal you despite Ghostface being in the open or you get revealed through walls.

  • @[Deleted User] said:

    There are probably bigger priorities.

    Did anyone even ask for this???

    The team doing visual updates are not the same team that would be in charge of balance changes or bug fixes.

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