Crowman
Crowman
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/2108679#Comment_2108679
Did you even read the topic? It is about how DS shouldn't deactivate when you heal yourself. I'm not sure why you commented at all when clearly the point of the topic when over your head.
Because there's nothing wrong with ds deactivating when you heal yourself. People just need to be smarter before they start to heal themselves.
DS is no longer an immunity perk and people need to learn to behave around the fact it no longer offers complete immunity.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/2108343#Comment_2108343
Seems you didn't play survivor, like ever. You can bring a medkit and heal a tiny bit after every pallet/loop. You trade distance for a tiny bit of heal progress.
Any other opinions you want to share with us? Can I make this any more clear for you?
You know that healing yourself removes ds.
So i'm not sure why you would bring ds and a build to heal yourself mid chase and then complain they don't work together.
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I'm not sure I understand what you are suggesting, but Paint Brush already prevents survivors from waking up via failed skillchecks.
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Undetectable does prevent aura reading. Not that does much anyways, because outside of Kindred and a well timed OoO proc there's no survivor perks that would even read her aura after she reloads. There's the key addon, but you can hear her open a locker if you are close enough to read her aura with the key addon.
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The green one got changed to 5 seconds of exhaustion which is actually a fair value.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2105215#Comment_2105215
Maybe people should be allowed to at least try to have fun in a game they paid for.
I'm sure your teammates have a ton of fun when they have rage quitters who can't stand being challenged.
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Maybe people shouldn't queue up to play a game if they are just going to find an excuse to not play it just because they don't like what they matched against.
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The changes are good, but they are also just boring.
Freddy is still a very low skill killer and his addons will still be awful.
I'm disappointed, but I can't say I really expected BHVR to do much to make Freddy a more interesting killer to play as or against.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2102428#Comment_2102428
"We'll have to see if the replacements are worthwhile."
No, they are not. Why on Earth, or Entity's realm, would you use an add-on that makes actions louder? Stridor counters Iron Will and repairing a generator is a loud action by itself?
I imagine they won't be, but I will at least keep an open mind to see how they actually play out.
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Freddy is just very easy to pick up and win with, because his kit gives him a lot of things for free and doesn't ask too much in terms of skill expression.
It's why Freddy tends to be very high in pick and kill rate even though he's not the strongest killer in the game.
His action speed addons were gutted once and honestly it's probably for the better if they got removed and replaced with someone else that wouldn't need to have weak numbers to be balanced. We'll have to see if the replacements are worthwhile.
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/2101969#Comment_2101969
Because every survivor wants to spend 100+ seconds fixing a single generator, only to have braindead Freddy teleport and pop the generator.
Swing Chains at max gave 8% action reduction to all survivors and with the green rope it's 11% action speed. It's very minor slowdown even if you keep all survivors in the dream world. Not to mention the first minute of the match still happens without any slowdown.
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Just because they only shared the two iri addons for huntress does not mean other addons were not changed. They were just highlighting what they felt were the interesting things to share.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/2101934#Comment_2101934
I dunno, the add-on changes are pretty rough.
And the alarm clock changes. oof.
I don't mind though. I loathe playing against him so its not a huge deal to me.
Freddy's addons were already pretty garbage before the changes. The action speed actions were one of his best addons, but they weren't even that good since their values were gutted. Sure you could combine it with Thana and Sloppy and add some extra time to those actions, but most of the work was being done by Thana and Sloppy.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/2101814#Comment_2101814
He needed a slow down when using Snares though.
But (no matter how much I hate playing against him) I feel they may have hit him a little too hard.
The changes aren't really that big of a deal. Snares are just as effective as before, they just require more skill to use correctly at loops. The only thing is that while it does make Freddy take a bit more skill to use, he's still nowhere near the skill level of other killers.
Freddy is more hurt by the BT change honestly as it means he can't guarantee free downs at unhooks.
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The only issue I have with these addons are ones like speed limiter or padded jaws that completely neuter the power in return for some additional bloodpoints. There's no reason to run those addons (well speed limiter can help with adept leatherface because of chaser emblem).
Clown's Party Bottles is just extra bloodpoints for extra particles. Not useful in anyway, but I enjoy running it because I enjoy the confetti.
Demo's Rotten Pumpkin does give demo the ability to clear his own portals something he can't otherwise do. While this might seem like negative, it basically creates an alternative playstyle with common rarity.
We should get more meme addons like Clown and Demo and less like Padded Jaws and Speedlimiter.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2101717#Comment_2101717
and it makes you destroy portals whenever you use them.
On second thought you, it allows demo to go away from "portal network" playstyle and roam the map more freely and just have 5 portals set where he needs and use a spare portal to access this network from anywhere you want.
It might be interesting.
For a meme addon, it does add an interesting play style option for him.
It's one of the better meme addons as it's not a straight downgrade for pity bloodpoints.
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Pretty sure they will change the icon. When Slippery Meat was getting changed, they never talked about changing the icon and the ptb didn't have the new icon.
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@CashelP14 said:
A lot of extremely good changes 👍 the only thing I'm disappointed with is Soul Guards weird nerf. It ruins my meme builds!!
I really want to use new Object. I really like aura perks. Finally an obsession will be in my matches 😂
I'm pretty positive they added that, because of edge cases where SWF groups could basically keep healing up the downed survivor in the killer's face faster than he can down another survivor.
I remember seeing a forum post about it months ago.
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@indieeden7 said:
Most likely to encourage players to use Victor for the first hit, rather than the second. Although using Victor for downs was the most efficient way of playing Twins, Victor has the same problem as killers like Demo or Deathslinger, he can just hold his attack to zone people, which players simply don't see as very fun. IMO, they need to look into bigger changes for the twins, the concept of their power is really good however they rely too much on tactics that are generally recognised as unfun.
If they want Twin players to use Victor for first hits and follow up with a chase from Charlotte, they need to make victor being attached to a survivor a more meaningful in chase.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2101076#Comment_2101076
Just because y'all think playing like bastar* is fine doesn't make it right it's not called following rules but having literally 2% of common sense if u gonna play like that don't play at all do I have fun being starred at until my timer goes down on hook? No! Does killer have fun starring at me? No I'm sure they don't they just want to be toxic and if that's playstyle u want to promote go ahead
People can play how they want. It's not up to you to decide how someone should play the game they paid for.
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The freddy changes are a bit disappointing. Like I knew the action speed addons were going to go away. I figured snares were going to get nerfed, because they were a bit too effective as you lost no distance placing them. The alarm clock preventing falling asleep for 30 seconds by any means is a nice buff to alarm clocks.
But Alarm Clock spawn is still furthest away when you fall asleep and I doubt survivors are going to be running across the map to wake up more with these changes. I guess I was just hoping there would be more work around the Dream World to make it more interactive, but it's still largely just a passive thing.
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@himheart said:
I'm actually waiting for Wraith bug fix, was it announced in upcoming patch?
The only thing that has been announced is the changes to Trickster.
We know the devs have acknowledged the pallet bug where killers don't get stunned and I imagine that will also be fixed in the upcoming hotfix too.
But as for anything else, no one can really say.
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No one knows when it will go live. But patches do tend to drop on Tuesday.
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Well this reeks of super survivor main bias.
Killers don't have to abide by whatever made up rules you put in place for them. You don't have to like how killers play, but you are going to have to learn to deal with it considering that it's a pvp game.
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I doubt the ptb is tomorrow. I don't see the devs putting out both a hotfix and a ptb this week.
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A release date for the upcoming hotfix was never given to us, but we usually get patches on Tuesday. A safe assumption would be this coming Tuesday.
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I'm not sure I would consider the pews to be a huge problem. Especially when rng with windows and breakable walls can create some really nasty set ups.
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@Seraphor said:
Brilliant, I'm on the "Whatever It Takes" challenge now. Stun the killer 12 times. As if that's gonna happen.
Well I guess at least I have a reason to run DS now.
A friend shared with me that breaking the chain against Deathslinger counts as a stun for it. Just a fun fact.
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@Akito said:
Back then when it was released I wouldve said that if you stun a killer and have a3 sek Sprint Burst after that, it would be a bit abuseable. Since Smash Hit idk.
The difference between Head On and Smash Hit is that Smash Hit has limited uses as there are so many pallets on a map and it only works on pallets that haven't been thrown down already.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2093429#Comment_2093429
Different pig obviously
I believe the implication is that Billy killed the pig in the concept art.
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Based on the concept art. Looks like you'll no longer be able to swing yourself to the hay bail on the harvester to meet the survivor at the vault.
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@Dustin said:
What's left? Haddonfield after Coldwind Farm? Looking forward to that hopefully they do Haddonfield justice when they get to it.
As for Coldwind Farm - A bit disappointed if they don't expand the Thomson house just a little bit. It would be cool to see what a farmer's home looks like in greater detail in DBD. I'd be fine with one of the five maps being more so indoors (But not entirely) tbh.
I'm referring to size by the way since Thomson House was always a very empty map if you consider it's mostly just a cornfield and not so much focusing on the house.
Swamp and Red Forest still haven't been changed.
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@Lakshya01 said:
https://forum.deadbydaylight.com/en/discussion/comment/2092038#Comment_2092038
i think it because as survivor i got tunnelled by red rank killers, i can't do anything they just wants to killer single survivors as fast as possible if i have 6 perks i can take a fair fight against tunneling that's the main reason, many times game looks like killer has this unfair advantage he can kill anyone he wants and survivor can't do anything on these situations i mentioned above.
The problem is you are looking at this from a 1v1 point of view, but the game is designed around a 1v4.
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@ClamorVentus said:
https://forum.deadbydaylight.com/en/discussion/comment/2091304#Comment_2091304
oh... well i retract my comment of ""WHAT YOU ARE SEEING IS NOT FINAL AND MAY NOT MAKE IT INTO THE GAME"
Well the warning was that the OoO change may not be the exact thing they showed off. They were looking at some early feedback.
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They talked about trying to fit in the OoO change into the mid-chapter and we still have a couple of weeks before the mid-chapter ptb. At best we might get a dev blog the week before the ptb going over the upcoming changes, but likely we won't know anything for the mid-chapter til the ptb drops.
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There's a good chance they'll address the issue where knives don't count towards chaser in the upcoming hotfix. Emblem bugs usually get sorted out quickly.
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@onemind said:
Yea were assuming its next Tuesday. Bug fixes never really have a specific date. They happen when they happen
Granted hopefully soon
Tuesday is a safe bet, because that's normally when patches get released.
There have been a few times where we have seen a patch drop Wednesday or Thursday, but those are rare.
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@Starshadw said:
I really wish they'd stop snap-reacting to opinions before making changes. Wait and gather actual statistics on matches before throwing changes into the mix. There's a very big difference between perception and reality. I finally gave up counting the number of streamer matches I watched where the streamer complained about Trickster being weak the entire time, yet still got 2-4k.
None of the changes to Trickster listed here are going do much for him. He still has the same issues as before, but now he'll actually feel better to play. The devs are still playing it safe.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2090647#Comment_2090647
yeah, it basically just works well only in two scenarios:
every second "blades only" chase finisher
get it charged when multiple survivors (f/e when unhooking) are nearby to get ONE down
With the spread being eliminated, you might actually be able to get more than just 1 down since with good aim you won't lose daggers to rng.
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@kermit_snacc_choke said:
https://forum.deadbydaylight.com/en/discussion/comment/2090653#Comment_2090653
I'm pretty sure the only reason why mentioned slinger and not huntress is bcs with slinger your ads windup time is next to nothing. Survivors will just have to constantly zigzag/unpredictably move to avoid a potential spear hit and be slowed down in the chase bcs of that OR they could just run in a straight line and get hit by spear and then get hit by basic attack :/
That's why you keep objects between you and the deathslinger so he has a harder time getting a shot. Also the chain can be broken so it's not like being shoot is the end of the world against deathslinger.
@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2090653#Comment_2090653
Its not that thats a bad thing. It's just that when you make a killers power have zero counterplay if the killer is skilled with it (i.e removing all survivor skill no matter how good or bad they are in comparison) it makes for extremely unenjoyable gamplay.
Theres a reason Slinger and Spirit are as hated as they are, while killers like Blight and (old) Billy are loved.
Saying Deathslinger and even Spirit have no counterplay is just a lie. They do have counterplay, just not a lot.
Deathslinger can't shoot through walls. He can't downs at safe pallets. His chain can be broken.
Spirit is harder to counterplay than Deathslinger, but crouching does make you quieter which can be useful for juking a phasing spirit. She can't phase through walls so safe windows/pallets are still an issue for her and her phase duration is 5 seconds at base so enough distance and she can't realistically catch up to you while phasiing.
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@gibblywibblywoo said:
I'm interested in seeing how he is after these changes. Removing the recoil instead of toning it down does make me worry that this'll be a "if the killer can aim you're absolutely ######### in any situation" cough slinger.
But at least he might be playable now. I still think letting the killer store Main Event to use as a punisher for goruping teams would be cool.
And what's wrong with killers having good aim being successful with their powers?
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@Mat_Sella said:
Everyone is saying Old Legion had no counterplay...all I literally had to do was run in a circle at a dropped pallet and it would take him over a minute to down me using their power. Sure, you would eventually go down, but at that point do you care when all the gens will be completed?
Goes to show people complain too much.
The downed pallet isn't stopping the legion from downing you. He just vaults it and continues relentlessly stabbing you to death. Sure it may take forever for the legion to down you, but there was no counterplay that occurred.
But even then that wasn't even the most effective way to play old legion. It was abusing chase mechanics and deep wounds timer not pausing while mending to create situations where survivors would go down no matter.
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Better Together is an information perk. it tells your teammates what gen you are working on and while you are working on a gen and someone goes down you see everyone's auras for a short duration. Better Together can even counter Knockout as the aura from Better Together isn't blocked by Knockout.
I don't see why an information perk also needs to increase gen speed.
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The fact you are going out of your way to make notes about players you face who played in a way you didn't like is the exact reason why this feature will never exist.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2090480#Comment_2090480
Wasn't the duration of Smash Hit buffed from the PTB as well as the new stealth perk?
:3
If we ignore all the times survivors have gotten buffs, then we can complain about all the times killers get buffed.
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@TheWarNung said:
https://forum.deadbydaylight.com/en/discussion/comment/2090451#Comment_2090451
Again, undetectable and perks like M&A don't affect Freddy's lullaby.
I already edited my post, because I'm certain his lullaby can't be adjusted. Just thinking of why it might be affected by Tinkerer.
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If the lullaby doesn't appear when Freddy is Undetectable then I imagine it's because the lullaby is tied to the radius of his TR (meaning perks like M&A would decrease/increase his lullaby) and Undetectable hard sets his TR to 0.
But I'm certain his Lullaby is just a flat radius that can't be changed.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/2090394#Comment_2090394
Sure, let's break line of sight in their new reworked Autohaven maps which are literally just empty space.
There are still jungle gyms and the shack on Autohaven maps. It's not like you have absolutely nothing to use on Autohaven.
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Legion was hated, because old Legion had literally no counterplay.
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He'll still be the weakest killer in the game and will still need more changes in the future. But at least after the hotfix he might actually be playable into an average team of survivors.