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Crowman

Crowman

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Crowman
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  • Probably not.

    So far every item rework we've gotten went on a pbe for testing so I can't imagine keys won't be the same way.

  • Well technically insidious bubba is getting a nerf with BT no longer being based on TR.

    Not that it help too much, but it could open up trades. Still the best strat if you see leatherface hook someone in the basement is to wait a little bit and see if he actually leaves. If not just keep working on gens.

  • Depends if you are trying this at red ranks or not.

    Because some killers like Legion are really good at getting emblems and in lower ranks where you don't need 4 iridescent for merciless, you can easily get the adept despite not getting a 4K.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131700#Comment_2131700

    I'm not going to lie, but if I get destroyed it's usually by a deathsquad or incredibly good solo's it's almost never just your average swf or even a good swf. It's usually the solo's for some weird reason, because I rarely go against deathsquads. It's just a perfect storm of just incredibly good solo players.

    The thing with solo players is that we have to deal with a lot of BS matchmaking throws at us. With good SWF teammates you can offset a lot of issues that you encounter in solo play.

    But when the stars align and I get matched with other solid solo survivor players, most killers stand no chance despite our lack of communication.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131493#Comment_2131493

    Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh but he was literally 1 second away from death by bleed out

    if he got downed again he would be instantly dead

    but because even though I successfully mind gamed that safe pallet he got away with dead hard and then his SWF buddies body blocked

    the dude was DEAD but dead hard and SWF saved him

    So does you getting this 1 kill somehow magically turn the fact you lost hard against this team up to that point?

    Whether or not you got that 1 kill, you still lost the game and you still would be bitching about them being a SWF.

    You are just trying to find things to blame besides your own failures.

  • That's the last 2-4 minutes of the game. You had 0 kills up to that point. You were not in a winning position and that single dead hard isn't changing that.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131463#Comment_2131463

    literally every ######### pallet in the game is a safe pallet.

    You can't mind game in that map AT ALL

    And I effectively did mindgame but the little ######### used dead hard at the last second and escaped.

    Man do I love that crutch ass meta perk known as dead hard

    Dead Hard can be annoying when survivors use it well, but honestly if you lost a kill over a single dead hard you made a lot of mistakes up to that point. Dead Hard is not some instant win thing as many survivors fail to use dead hard well.

    Like in the Otz video you shared when he was playing Plague on Rotten Fields and the survivor near the beginning of the match dead hards towards shack out in the middle of the corn field and goes down because they weren't close to anything.

  • He got Cowshed, one of the most notoriously survivor sided maps currently in the game. He's playing Myers into 3 OoOs so it's much harder for him to build up stalk once out of T2 and even when he hits T3 survivors have a huge warning when he's coming towards them ontop of the safe tiles Cowshed offers.

    And at the end, he still managed a 2K which is a tied game.

    Even the best players are going to have bad games.

  • @Moxie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131129#Comment_2131129

    Yet... Twin's were released live with the said Locker bug you talk about. So they in fact did not change anything from PTB to Launch in that regard.

    It's really not hard for a Dev or Mod to say "We hear you. We are looking into Twins Balancing". Done.

    The locker bug was not something I mention. The victor being able to check lockers was put out in the first hotfix due to the extra time needed to add an animation for it and the devs did put out a dev blog telling us that the week before the chapter released.

    While it would be nice for the devs to respond more to the community. A lack of response does not mean the feedback isn't being considered. We can also look at Trickster's recent hotfix. Devs never commented on feedback in regards to Trickster and they still gave him some QoL changes.

  • Just because the devs don't directly respond to feedback, doesn't mean they aren't considering anything.

    People were complaining about Victor being hard countered by lockers when the Twins chapter ptb was running and the devs did end up allowing victor to check lockers even though they never said anything on the feedback board.

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130560#Comment_2130560

    I just wish his very-rare&ultra-rare addons weren't useless niche #########.

    Tormented survivors suffer from hemorrhage? Really? Why in the world will this ever be useful

    There was a challenge this rift for hitting survivors while they where inflicted with hemorrhage. Probably the only situation where inflicting hemorrhage would be somewhat helpful.

  • If the pig was tunneling the person with the trap on their head, I don't see how 99% gens would help them out.

  • As far as the game is concerned, you haven't died yet. Just wait out the animation.

  • The game tries to match you up with other players within ~6 of your rank, but after enough time in queue if a match hasn't been found it basically gives up and throws you into the next lobby available to get you a game.

  • @Ryan489x said:

    The problem with dead hard is that it's a NOPE button. You're about to get a clean hit, not anymore. With only one condition you have to be injured to use it. I respect it when players use it to gain distance and time it right. If they use to it avoid something that should clearly be a hit such as into a wall or to run through you that's when I don't like it.

    Yes killers have some one hit down abilities, but all of them require something to trigger them and all but 2 are on a timer. Dead hard can be used over and over a long as you're not exhausted; this give it a cooldown but not a limit on how many times and when you can trigger it.

    I do realize that putting a limit of one use per injured health state would make the perk too weak so I'm not going to suggest that but it could use some balance tweaks

    I don't mind when survivors use Dead Hard to go through you, because it's so obvious when they plan to do it that I just lunge behind myself and catch them.

  • I've occasionally ran into situations where I was able to use his chainsaw to get multiple people downed because I caught survivors out of position.

    As for camping, it's not impossible it's just very difficult. It requires a bit of teamwork, but if you can get leatherface to tanturm while someone else sneaks in for the save you can all get away.

  • I guess it's because DS got nerfed and OoO is getting changed that people needed a new perk to complain about.

  • Legion excels against survivors that both stay grouped up and try to constantly heal against you. Mending + Healing is a huge time waster and Legion can grind the game to a halt if the survivors don't know how to play against Legion.

    Don't underestimate the value of Killer Instinct either. Unlike Aura reading, survivors can not deny your ability to know where they are. This can allow you to easily keep track of where survivors are without tracking perks.

    Getting multiple survivors injured very quickly at the start of the game with both Ruin and Thana creates a lot of pressure that other killers can't replicate.

  • There's certainly some not very useful Deathslinger addons, but I don't think he's really in need of an addon change over killers like Ghostface, Pig, and Myers.

  • I wouldn't say there's a killer Ruin is bad on, but there are killers that struggle to get good value from the perk if it gets cleansed early.

    But if left active the entire game, there's not really a killer who can't get good value from the perk.

  • Victor being attached does not slow survivors does at all. However, survivors will stop moving to perform the crushing animation.

  • @Woodywool said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125777#Comment_2125777

    talking about it... Will we have some improvements for Doctor mori in the upcoming 4.7.0 patch?

    I forgot to check it and can't find any info about it. Only what I found is the review of every cosmetic pieces for him...

    I don't think Doctor has any update to his Mori. But his Mori is already unique. IIRC, both Wraith and Trapper have the same mori animation.

    Would be nice for them to have their own mori animation that incorporates their power into it.

  • If they are going to give him a visual update, I hope they also decide to update his mori animation.

  • There's nothing to change.

    Don't just mindlessly run towards the killer.

    As for for the youtube video.

    1st - Feng was in a bad spot and put herself in an even worse position by just walking into a corner of the map with nothing to use.

    2nd - Cheryl ran towards the spirit just because she stopped moving for a second. Again don't run at the killer just because they are standing still.

    3rd - Ace vaulted towards the spirit. He would have been better off continuing to run forward and get more distance. Spirit has to go around the boat anyways which will eat up her power duration.

    4th - Elodie should have ran towards the dock as a phasing spirit would be coming from the direction she ran to. Also at the low wall loop Zubat started turning his camera before Elodie got close to him which Elodie should have noticed and started running the other direction. But again it's a mistake of running towards the killer.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125517#Comment_2125517

    Just so long your tunnel session doesn't exceed 60s and/or The Killer slugs you beyond 60s. If the tunnel session falls within this narrow criteria, then yes it is "anti-tunnel."

    60 seconds is a long time in dbd. If you are able to keep the killer busy for over 60 seconds, then you are already doing your team a huge favor as they can get gens done without pressure. If you really want to use your DS, you can always hop in a locker or go down intentionally.

    If the killer does slug you, your teammates can pick you up and you get to live longer without being hooked again.

  • From what I saw from people playing the ptb, some of the already strong loops got even stronger which just baffles me.

  • @Zaytex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123451#Comment_2123451

    This also applies to Spirit, yet she's universally accepted as S tier eventhough she's slow.

    PH and DS are slow but have a comparable chase game to her.

    PH can't use his power to catch up to a survivor he just hit as his range isn't that far and survivors will easy run out of his range before he can recover.

    DS can really only do it if he lands a M1 hit first and has enough stacks of STBFL to recover for a quickscope shot before the survivor runs out of his max range. And even then that doesn't always work in some tiles due to walls.

    Spirit's duration addons currently also make her recovery her power faster and unless spirit uses her max duration every time she phases her cooldown isn't that long. Meaning she can realistically use her power, land a hit, recover, and then phase again giving the survivor very little distance against her.

    All 3 are strong in chase, but Spirit certainly has an advantage with how her power currently works.

    Blight can also do this too and even more effectively with Alchemist's Ring.

  • @Killerdonut80 said:

    https://forum.deadbydaylight.com/en/discussion/243984/is-dbd-survivour-sided

    I mean you wouldn’t say it was survivor sided if you play solo survivor. It’s tough man. I’m rank 7 and you still have survivors that can’t stay on their feet longer than 30 seconds at those ranks. You’re saying this because of how easy some top SWFs make it look.

    Getting paired with bad survivors doesn't make the game less survivor sided.

    Solo Survivor can be annoying with the teammates you get, but I've played enough solo survivor to know that a good group of 4 solos will still dominate any killer.

  • The game doesn't favor killers time wise as a killer does not have enough time hook survivors multiple times before gens get done. In practice, a lot of survivors don't split up giving the killer free pressure.

    But a group of equally skilled survivors should dominate an equally skilled killer outside of really bad map rng. But matchmaking currently rarely ever groups equally skilled players together.

  • How can a perk replace a perk no one runs as it is?

    Anyways, I think there would be merit to running Distortion if the perk wasn't so limited as it is. OoO isn't a replacement for Distortion, but we'll probably see it a lot more as knowing the killer can see your aura gives you info to play around.

  • There's a difference between survivors completing their objectives and survivors leaving others on hook to rush gens before saving.

    You won't see many true gen rush squads that will leave survivors on hook long for them to hit stage 2 in order to finish all the gens, because honestly gens are quick enough that you don't need to.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2122734#Comment_2122734

    If you get exposed from being in their TR then go to hide/get outside their TR you remain exposed no?

    The minute you leave the terror radius even if they are carrying a survivor, the expose timer ticks down. Even if you are exposed and show up on BBQ unless the killer is someone like Blight who can get across the map in a few seconds, it's very unlikely they'll reach you before expose wears off.

  • There's really nothing about him that needs to be changed.

    @swager21 said:

    i would make it so he cant cancel it when hes dragging in a survivor once the bar reaches 80%. ive had so many times where the harpoon was literally 99% and he cancelled it by just swinging. it kinda defeats the whole purpose of the stun after the chain breaks

    There's no way you can do this, because the game will never know if you M1 to cancel the power or M1 for the hit.

  • Well you got caught at 5 gens and died on the first hook. What did you do that wouldn't warrant a depip?

    Like sure it sucks to get face camped and depip, but it shouldn't be too hard for you to get back that pip.

  • The event addons don't get disabled until the next patch drops.

    Right now I don't believe bhvr has a way to disable addons or perks without a patch. They can disable maps because the check is on their end so they don't need to send out a patch to everyone to disable a map.

  • I just don't know why the devs have never considering figuring out how to disable gamebreakingly bugged perks/addons. Since they need to be able to do so without putting out a patch.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2120516#Comment_2120516

    Luck doesn’t effect chests. It only affects self unhooks, and freeing from Trappers bear traps.

    Luck doesn't affect Trapper's traps anymore.

  • You are literally complaining the killer doesn't let you pip.

    You are the one being entitled.

  • @sesawyer3127 said:

    The problem with the Wraith for solo survivors is that I have seen a growing number of them simply cloak right next to the hook after hooking and down anyone who tries the rescue. So he gets a two for one while camping. I dont think there has ever been a game I or any others except for maybe SWF that have beaten him. It just gets old playing with him sitting there doing nothing getting the 4K for such little effort.

    The BT change on the PTB should fix this issue as long as people run BT.

  • Slugging the person with a key to prevent them from opening hatch is the only way to really counterplay keys right now. You are basically asking to make keys uncounterable.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2115052#Comment_2115052

    1. Now that we have crossplay, it's rare to find a group of all PC players if you're on PC.
    2. "Nasty words"... Seriously? I know the community is soft. But holy ######### dude. Was it you who asked for the censorship? Ever heard of the "sticks and stones" moto?
    3. Those "nasty words" you hear are 99% caused by "nasty" actions that were previously inflicted on the person saying those words.
    4. Maybe if you try not to sweat every game yourself, you'll see that other people aren't either.

    You sound like the kind of survivor who is toxic in end game chat, because you didn't like how the killer played.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2114741#Comment_2114741

    Mother’s Dwelling has the unpleasant combo of being really big and has many safe loops. Shelter Woods I believe is the second biggest below Mother’s Dwelling but there’s not that many loops on that map so it’s not that big of a deal.

    Even though I find Shelter Woods to be a boring map since it's an open map so you can see the killer coming a mile away and not many tiles to use once pallets are gone. It is pretty balanced for a large map.

  • @indieeden7 said:

    If you lose as killer on Shelter Woods, I don't know what to tell you.

    Shelter Woods is the 3rd biggest map iirc. It's not the most populated map with strong tiles to use against the killer, but teams who spread out on Shelter Woods can be hard to deal with especially if you are a 110 killer.

    @dnj510 said:

    Isn't Shelter Woods one of the top 3 killer sided maps? And on top of that, you were playing the Twins. Just improve, and try, try again. xD oh my gosh....

    The stats for maps were posted over a year ago and since the map rework Shelter Woods has more pallets than it used to spawn.

  • @Zixology said:

    Killers need to hear this again...

    You're playing against other people, not bots. You're actively removing another person's ability to play the game. Something that survivors are incapable of doing to the killer. No side should be able to do this.

    Almost like the killer is your opponent who trying to defeat you in a video game.

    A killers job is to kill you not help escort you out the exit gate.

  • He's actually playable against average survivors now that your knives don't just have rng chance to not hit survivors and he can keep up better when throwing them.

    But any killer whose power is to hit survivors multiple times for a health state is going to be weak.

  • It seems a bit better than it was before, but it's certainly still happening.

  • @SunderMun said:

    It most definitely is possible, and nowhere near as hard as people might suggest when comparing it to the adept achievement for other killers. Most of these achievements are challenging in some way. The emblems were bugged, that is all.

    It took me a few games to get Adept Trickster, but I will say map rng can really screw you over compared to some other killer adepts.

  • @eric_alrasid17 said:

    Adept Trickster is easier than Plague and Nurse, Adept Plague is the hardest for me. But it just my opinion

    Plague is only hard, because the Emblem system literally works against her.

    Trickster is largely hard, because his perks don't help him that much. Starstruck is a good perk, but Trickster can't use it effectively. Crowd Control isn't that important as he can get knife hits when survivors vault. No Way Out can kind of help, but it's honestly not that good.

  • @Sonzaishinai said:

    The buffs don't matter for the adept seeing how knives don't count for emblems.

    His adept being hard is more that you need to play a 110 m1 killer while avoiding your power then him being weak

    According to today's patch notes, the emblem bugs also got fixed.

  • Depends on what you mean by viable.

    He can't deal with coordinated SWFs or just good SoloQ players, but he at least should be able to handle the average SoloQ team which was something he couldn't do before.

    He's still the weakest killer, but at least he's not laughably bad.

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